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kinem
2014-08-08, 08:10 PM
Marraenoloth (revised)

Medium-Size Outsider (Evil, Yugoloth)
Hit Dice: 10d8 (45 hp)
Initiative: +5 (+4 Improved Initiative, +1 Dex)
Speed: 40 ft
Armor Class: 21 (+6 natural, +1 Dex, +4 mage armor), touch 11, flat-footed 20
Attack: Bite +11 melee (1d6+1)
Full Attack: Bite +11 melee (1d6+1) and 2 claws +9 melee (1d4)
Space/Reach: 5 ft / 5 ft
Special Attacks: Spell-like abilities, fear gaze, summon yugoloth
Special Qualities: SR 22; central dispatch; glowing eyes; plane shift; Styx sense; immune to poison and acid; cold, fire, and electricity resistance 10; darkvision 60'; telepathy 100'
Saves: Fort +7, Ref +8, Will +9
Abilities: Str 12, Dex 13, Con 10, Int 13, Wis 14, Cha 15
Skills: Appraise +14, Bluff +15, Concentration +13, Intimidate +17, Knowledge (the planes) +14, Listen +15, Profession (Styx ferryman) +15, Sense Motive +15, Spot +15
Feats: Combat Casting, Improved Initiative, Multiattack, Power Attack
Environment: Lower Planes (River Styx)
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class
Level adjustment: +3

Marraenoloths (also known as charonaloths) are the ferrymen on the River Styx, somberly poling their ghastly crafts along that sepulchral river and through all the horrid planes it visits. Unlike many other fiends, the marraenoloths can pass from plane to plane without arousing suspicion in the minds of others. They worship Charon, Boatman of the Styx, a powerful unique yugoloth who himself operates much the same kind of water taxi service as they do (but more expensive and reliable). Occasionally they are summoned or sent to the Prime, to transport some being to or from the Lower Planes (using a special plane shift ability).

They appear to be 5-foot tall, gray-skinned, pale-eyed humanoids typically wearing rotted robes. Due to their emaciated, near-skeletal appearance, they are easily mistaken for undead. In fact, most aspire to become just that, saving the money they collect for the ritual to become a marraenolich.

Only by remaining scrupulously neutral in their dealings with all others do the marraenoloths retain the ability to move freely throughout the evil-aligned Outer Planes. Therefore, even a good-aligned party on a fiend-slaying expedition can hire them.

A marraenoloth and its skiff can be summoned by burying a bag containing items of at least 1000 gp value along the bank of the river Styx and casting a summoning spell or spell-like ability while standing over that spot. The marraenoloth will arrive after 1d%+1 rounds. When used in this way, the spell or spell-like ability does not have its normal effect. The bag can then be retrieved once the marraenoloth arrives.

A marraenoloth charges a minimum up front payment of 100 gp per passenger (preferably in platinum or gems). A marraenoloth's wooden skiff can carry up to 6 medium-sized creatures, including the marraenoloth, up to a maximum load of 1500 lbs. For cargo, the minimum charge is 1 gp per pound. Some marraenoloths add magical enhancements to their boats.

There is a base 15% chance that the marraenoloth will betray its passengers, taking them into a hydroloths' ambush or other ambush instead of the desired destination. This chance can be reduced by 1% for each additional 20% paid, so reliable transportation can be had for 400 gp per passenger. If the passengers seem very powerful, betrayal simply takes the form of transport to the wrong destination. If not paid, the marraenoloth will seek to prevent anyone from entering its boat, and will teleport itself and its craft away.

Central dispatch (Su): When a marraenoloth is summoned as above, a signal goes out to Charon, who then dispatches a nearby marraenoloth to pick up the passengers by sending it a telepathic signal. If anyone cheats or harms a marraenoloth, Charon likewise receives a telepathic report and will no longer dispatch marraenoloths to pick up those individuals unless a suitable compensation is made. This is typically in the form of magical items of at least 10,000 gp value, presented with due ceremony and contrition to a marraenoloth, who must be located some other way than being summoned. If a marraenoloth goes 'rogue' and defies Charon or neglects his duties, that marraenoloth will no longer send or recieve these signals.

Styx sense (Su): Marraenoloths have an innate understanding of the twists and bends of the River Styx’s channels, so they almost never get lost (unless it’s convenient to do so; it's a DC 20 Profession (Styx boatman) check to avoid getting lost, but they can roll twice and take the better result). They can detect with a range of 100' portals to other places or planes along the Styx; the portal key is usually a marraenoloth's skiff. These creatures also can pilot their crafts through the Astral Plane.

COMBAT

A marraenoloth usually avoids combat and will teleport away (with its skiff) if attacked. If pressed into combat, it attacks with its fear gaze and spell-like abilities, using its bony bite and claws as a last resort.

Glowing Eyes (Ex): A marraenoloth can cause its black eyes to glow red as a free action. This gives it a +1 morale bonus on intimidate checks, but a -2 circumstance penalty on hide and spot checks, or -5 in very dark conditions. It sheds dim illumination in a 2' radius. It is rumored that the glowing eyes indicate anger, but actually this ability is completely under the marraenoloth's voluntary control.

Fear Gaze (Su): 30' range; affected creatures are panicked for 10 rounds if they fail a Will save (DC 17), or shaken for 1 round if they succeed. If the save is successful, that creature cannot be affected again by that marraenoloth’s gaze for one day. This is a mind-affecting fear effect. As a gaze attack, this can be used actively (as a standard action) in addition to passively; activating the passive mode is a swift action, and deactivating it is a free action. The marraenoloth must be using its Glowing Eyes ability in order to use its Fear Gaze, though it need not use the Fear Gaze every time the Glowing Eyes are active.

Spell-Like Abilities: Caster level 10 (as HD); save DCs are Charisma-based.
At will — deeper darkness, phantasmal killer (DC 16), mage armor (self only), produce flame, see invisibility, greater teleport (self plus up to 50 lbs of equipment plus skiff only);

Plane shift (Sp): 2/day - Self plus skiff plus all carried passengers and equipment to Lower planar regions along the Styx or the Astral plane only; alternatively, self plus one touched creature plus carried equipment to the Prime Material Plane or from the Prime Material Plane to a Lower outer plane.

Summon Yugoloth (Sp): Once per day, a marraenoloth can attempt to summon hydroloths with a 75% chance of success. Within 20' of the Styx, 1d4 hydroloths would appear; elsewhere, just one.

Advancement:
Increase SR by 1 for each class level.


New Item:

Styx juice: This green foul-tasting liquid is made from Styx water, rare Abyssal plants, and larva blood, produced by an alchemical recipe known only to a few arcanaloths. If consumed by a marraenoloth, it produces a pleasant feeling and temporary forgetfulness about the fiend's many troubles and regrets for 1 hour (-4 Int, -4 Wis, +2 enchancement bonus to Cha). If consumed by another creature immune to poison, it has no effect. If consumed by a creature not immune to poison, it does 1d6 Con damage (Fort neg DC 15). Price: 100 gp.

kinem
2014-08-08, 08:11 PM
Marraenolich

Medium-Size Undead (Evil, Yugoloth)
Hit Dice: 10d12 (65 hp)
Initiative: +5 (+4 Improved Initiative, +1 Dex)
Speed: 40 ft
Armor Class: 25 (+10 natural, +1 Dex, +4 mage armor), touch 11, flat-footed 24
Attack: Bite +11 melee (1d6+1 plus 1d8+5 negative energy) or touch +11 melee (1d8+5 negative energy plus paralyzation (Will neg DC 18))
Full Attack: Bite +11 melee (1d6+1 plus 1d8+5 negative energy) and 2 claws +9 melee (1d4),
or touch +11 melee (1d8+5 negative energy plus paralyzation (Will neg DC 18))
Space/Reach: 5 ft / 5 ft
Special Attacks: Spell-like abilities, fear gaze, summon yugoloth, negative energy attack, paralyzing touch
Special Qualities: Damage reduction 15/bludgeoning and magic; SR 22; central dispatch; glowing eyes; phylactery; plane shift; Styx sense; immune to mind-affecting; immune to polymorph; immune to poison, acid, cold, and electricity; fire resistance 10; darkvision 60'; telepathy 100', turn resistance 8; undead immunities
Saves: Fort +7, Ref +8, Will +10
Abilities: Str 12, Dex 13, Con -, Int 15, Wis 16, Cha 17
Skills: Appraise +15, Bluff +16, Concentration +16, Hide +9, Intimidate +18, Knowledge (the planes) +15, Listen +24, Move Silently +9, Profession (Styx ferryman) +16, Search +9, Sense Motive +24, Spot +24
Feats: Combat Casting, Improved Initiative, Multiattack, Power Attack
Environment: Lower Planes (River Styx)
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class
Level adjustment: +6

A marraenolich is an undead marraenoloth (fiendish ferrymen on the River Styx). The marraenoloths seek this form, seeing it as a perfection of their natures. Marraenoliches very rarely offer ferry service on the Styx, but sometimes one will do so. They appear to be 5-foot tall skeletal humanoids typically wearing rotted robes. Marraenoliches often dwell in riverside cabins guarded by mezzoloth zombies.

A marraenoloth and its skiff can be summoned by burying a bag containing items of at least 1000 gp value along the bank of the river Styx and casting a summoning spell or spell-like ability while standing over that spot. The marraenoloth will arrive after 1d%+1 rounds. When used in this way, the spell or spell-like ability does not have its normal effect. The bag can then be retrieved once the marraenoloth arrives.

When a marraenoloth is summoned, there is a 5% chance that a marraenolich will come instead. The main difference as far as passengers are concerned is that the base chance of betrayal is 30% instead of 15%. If a marraenolich does arrange an ambush, it is likely to participate in the fight as well.

A marraenolich charges a minimum up front payment of 100 gp per passenger (preferably in platinum or gems). A marraenoloth's wooden skiff can carry up to 6 medium-sized creatures, including the marraenoloth, up to a maximum load of 1500 lbs. For cargo, the minimum charge is 1 gp per pound. Some marraenoloths add magical enhancements to their boats.

There is a base 30% chance that the marraenolich will betray its passengers, taking them into a hydroloths' ambush or other ambush instead of the desired destination. This chance can be reduced by 1% for each additional 20% paid, so reliable transportation can be had for 700 gp per passenger. If the passengers seem very powerful, betrayal simply takes the form of transport to the wrong destination. If not paid, the marraenolich will seek to prevent anyone from entering its boat, and will teleport itself and its craft away.

Central dispatch (Su): When a marraenoloth is summoned as above, a signal goes out to Charon, who then dispatches a nearby marraenoloth to pick up the passengers by sending it a telepathic signal. If anyone cheats or harms a marraenoloth, Charon likewise receives a telepathic report and will no longer dispatch marraenoloths to pick up those individuals unless a suitable compensation is made. This is typically in the form of magical items of at least 10,000 gp value, presented with due ceremony and contrition to a marraenoloth, who must be located some other way than being summoned. If a marraenolichh goes 'rogue' and defies Charon or neglects his duties, that marraenolich will no longer send or recieve these signals.

Styx sense (Su): Marraenoliches have an innate understanding of the twists and bends of the River Styx’s channels, so they almost never get lost (unless it’s convenient to do so; it's a DC 20 Profession (Styx boatman) check to avoid getting lost, but they can roll twice and take the better result). They can detect with a range of 100' portals to other places or planes along the Styx; the portal key is usually a marraenoloth's skiff (a marraenolich's will serve as well). These creatures also can pilot their crafts through the Astral Plane.

COMBAT

In combat it attacks with its fear gaze and spell-like abilities, using its bony bite and claws as a last resort.

Negative energy attack (Su): The marraenolich's touch attack does 1d8+5 points of negative energy damage to a living target. It can instead add this damage to a natural attack. There is no saving throw allowed. It has no effect on undead.

Paralyzing Touch (Su): Any living creature a marraenolich hits with its touch attack must succeed on a Fortitude save (DC 18, Charisma-based) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a marraenolich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

Glowing Eyes (Ex): A marraenolich can cause its black eyes to glow red as a free action. This gives it a +1 morale bonus on intimidate checks, but a -2 circumstance penalty on hide and spot checks, or -5 in very dark conditions. It sheds dim illumination in a 2' radius. It is rumored that the glowing eyes indicate anger, but actually this ability is completely under the marraenoloth's voluntary control.

Fear Gaze (Su): 30' range; affected creatures are panicked for 10 rounds if they fail a Will save (DC 18), or shaken for 1 round if they succeed. If the save is successful, that creature cannot be affected again by that marraenolich’s gaze for one day. This is a mind-affecting fear effect. As a gaze attack, this can be used actively (as a standard action) in addition to passively; activating the passive mode is a swift action, and deactivating it is a free action. The marraenolich must be using its Glowing Eyes ability in order to use its Fear Gaze, though it need not use the Fear Gaze every time the Glowing Eyes are active.

Spell-Like Abilities: Caster level 10 (as HD); save DCs are Charisma-based.
At will — animate dead, contagion (Fort neg DC 16), deeper darkness, desecrate, detect magic, major image (Will disbelief DC 15), phantasmal killer (DC 17), mage armor (self only), produce flame, see invisibility, greater teleport (self plus up to 50 lbs of equipment plus skiff only);
2/day - charm monster (Will neg DC 18),

Plane shift (Sp): 2/day - Self plus skiff plus all carried passengers and equipment to Lower planar regions along the Styx or the Astral plane only; alternatively, self plus one touched creature plus carried equipment to the Prime Material Plane or from the Prime Material Plane to a Lower outer plane.

Summon Yugoloth (Sp): Once per day, a marraenolich can attempt to summon hydroloths with a 75% chance of success. Within 20' of the Styx, 1d4 hydroloths would appear; elsewhere, just one.

Phylactery (Su): An integral part of becoming a marraenolich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a marraenolich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a marraenolich reappears 1d10 days after its apparent death.

Each marraenolich must make its own phylactery. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.

The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items.

Base saving throws and base attack bonus are not recalculated when a marraenoloth becomes a marraenolich.

Skills
Marraenolichs have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Skill points are not recalculated when a marraenoloth becomes a marraenolich.

Advancement:
Increase SR by 1 for each class level. Increase all HD to d12s, including those from class levels.

Debihuman
2014-08-09, 08:59 PM
I think you've done a great job with the Marraenoloths. I wouldn't have thought to add the Lich template to one (assuming that's what you did). Kudos.

FYI it should be spelled "Marraenoloth"

Debby

P.S. Normally you can't apply the Lich template to Outsiders, but I'm all for bending (and breaking) those kinds of rules :-)

kinem
2014-08-10, 04:30 PM
Thanks.

The marraenolich is based on adding the lich template, but with some modifications: No save for the negative energy damage (as it's not that much damage anyway), no frightful presence (as the fear gaze has that covered), better spell-like abilities, +8 turn resistance instead of +4 (as this has a higher LA), different requirements, and adds +4 natural armor for a total of +10 instead of substituting the base creature's natural armor with a flat value of 5.