Jormengand
2017-11-14, 01:41 AM
Horrors
A horror is the name given to the personification of some of the vilest things that can be experienced - betrayal, madness, despair, and more besides. Few can be fought conventionally, fewer still can be expected to fight a pitched battle, but all are ultimately vulnerable to destruction. To reveal the true nature of a horror, let alone kill it, is often a task beyond all but the wisest.
Horrors' shapes and sizes vary, but most of them are capable of taking on a variety of forms so as to confound efforts to find them. In its true form, a horror has a strange wispy quality to it, as though it isn't all there, though they are corporeal.
A horror's only motive is the downfall of society, but they are not stupid - they plot and scheme from the shadows and only strike when the time is right. Using their powers to mislead and defy their enemies, they can often avoid combat or turn it in their favour.
Horrors in the Game
Horrors are not a typical enemy in a hack and slash game, though Silent One horrors can be used to add a little bit of unusual challenge to one. Instead, they require tactics, cunning, and sometimes willpower and trust to overcome. This makes them frustrating for some players, but very rewarding for others (or sometimes for the same players who were frustrated by them!).
A horror is supposed to evoke a feeling in the players. Some of them are designed to help players understand the feeling they represent, which may not make them very fun to fight, but the intent is that an appropriate challenge is mixed in which should help to make the horrors both rewarding to fight, and also a valuable aid in expressing the struggles they represent.
Some horrors have abilities which target players, not characters. Whether it's as simple as preventing the players speaking during the fight and watching them try to plan a course of action on their own, or as complicated as slipping the players notes informing them that another player is a traitor and watching the drama, many of these abilities work best if the players aren't wise to them. If horrors are the only thing that the players fight, many of these abilities may become predictable - players plan what to do before battles and don't deviate from them, they ignore the DM's secret notes, and so forth. Mix these horrors in with standard fights where DM notes really do contain useful secrets and communicating during fights is key, or better still, make communication important during the fight where DM notes are lies and make DM notes true when players can't communicate. Leave the players guessing what the trick is. If you're going to use a Mind-Ringer, you need battle music, or at least battle music for Horror fights.
Horrors should never be a routine challenge, so you should sometimes aim a horror encounter to be among the CR=APL+2 or more encounters - indeed, sometimes horrors are in the CR=APL+5 area as the correct response is to run away. That said, a horror's challenge rating only measures how hard it is to fight, and in some cases, such as a Disciple of Distrust, setting it on a party two levels below its challenge rating is a recipe for killing the party. A horror of challenge rating below that of the players is often able to give them a challenge out of combat. On that basis, you might want to award additional experience for tracking down and cornering a horror, as well as just for actually defeating it.
A horror's advancement is listed as "Never" because you shouldn't try to advance a horror by making it bigger and stronger (adding more hit dice) or giving it recognisably human abilities (adding class levels). If you want a stronger horror of the same type, you need to think carefully about why. Is there some ability that you think it should have? Remember that as the DM, you have the ability to add new abilities anyway rather than following an advancement table.
Similarly, a horror's level adjustment is listed as "Never" because horrors are not suitable as player characters, cohorts, companions, summoned creatures, or anything else in the hands of a player. If a player wants to play a horror, they should think carefully about why. If they want to inflict the horror's metagame powers on NPCs, then this is difficult because the DM knows what the horror in question does; they should use well-defined mind-affecting abilities on the NPCs themselves. If they want to be able to blend in invisibly with ordinary people and strike from the shadows, they should play a class like assassin. If they want to be the monster that the horror represents, they can play as an exceptionally evil character or even a demon or devil.
Use horrors responsibly, not just because you're searching for an interesting new monster, and they should serve you well.
Horror Type
A horror is conceptually abberation-like, but far deadlier and more skilled.
Features
A horror has the following features.
10-sided hit dice
Base attack bonus equal to total hit dice (as fighter)
Good fortitude, reflex and will saves
Skill points equal to (8+Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die
Traits
A horror possesses the following traits (unless noted otherwise in a creature's entry)
Darkvision (no range limit)
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects)
Absolutely always Neutral Evil. A horror is Neutral Evil no matter what machinations are used to try to convert it to another alignment.
Proficient with all simple and martial weapons, and any weapon mentioned in its entry
Proficient with light, medium and heavy armour, shields (including tower shields), and any armour mentioned in its entry
Horrors do not need to breathe, eat or sleep, but can do if desired.
Silent Ones
Have you ever wanted to speak, but not felt able to? Have you ever watched, powerless, as someone did something dangerous, too scared to open your mouth? Or not scared, even, just... unable? For some people, that describes their lives. Never feeling able to speak up. Always wanting to, never confident enough. Something to say, but never quite sure how to say it.
A confrontation with Silent Ones brings you face to face with this. Have you ever wondered what your allies would do if you couldn't advise them? And would you like to find out?
Horror, Silent One
Size/Type: Medium Horror (Evil)
Hit Dice: 1d10+5 (10 hit points)
Initiative: +2
Speed: 30 ft (6 squares)
Armour Class: 16 (+2 dex, +4 deflection), touch 16, flat-footed 14 or 18 (+2 dex, +4 deflection, +2 heavy steel shield), see text
Base Attack/Grapple: +1/+3
Attack: Longsword +3 melee (1d8+2) or mighty (+2) composite longbow +3 ranged (1d8+2) or scatterbomb +3 ranged splash (1d6)
Full Attack: Longsword +3 melee (1d8+2) or mighty (+2) longbow +3 ranged (1d8+2) or scatterbomb +3 ranged splash (1d6)
Space/Reach: 5 ft/5 ft
Special Attacks: Launch scatterbomb, Undetectable Alignment
Special Qualities: Darkvision, Silence on the Fourth Wall
Saves: Fort +4, Ref +4, Will +3
Abilities: Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Skills: Balance +10, Climb +10, Disguise +7, Hide +10, Jump +10, Listen +5, Move Silently +14, Spot +5,
Feats: Toughness
Environment: Anywhere sapient creatures exist
Organisation: Usually 4-8 Silent Ones
Challenge Rating: 1
Treasure: One longsword, one heavy steel shield and one mighty (+2) composite longbow, 6d6 arrows, 2d6 gold pieces and low-grade miscellanea.
Alignment: Absolutely always Neutral Evil
Advancement: Never
Level Adjustment: Never
This creature stands almost exactly the same size and shape as a human. It is not human. The creature's face seems wispy and incorporeal, though you feel that it will turn out to be otherwise if stabbed. As you face it, your mouth opens to speak, but no sound comes out.
A Silent One, despite the name, isn't silent, though they rarely speak. A Silent One speaks common.
Skills: Silent Ones get a +4 racial bonus to balance, climb, disguise, hide and jump checks and a +8 racial bonus to move silently checks.
Launch Scatterbomb (Ex)
Silent Ones can use a scatterbomb, which can deal a lot of damage if their foes don't think to split up. A scatterbomb is a splash weapon but it deals its full damage as splash damage. A Silent One carries enough scatterbombs to last it, but if looted, the scatterbombs seem inert and useless, as though keyed to the Silent Ones.
Undetectable Alignment (Sp)
This spell is always active on the Silent One's person (CL 1st). It can be dispelled, but the Silent One can re-activate it as a free action.
Silence on the Fourth Wall
When combat begins with a Silent One, read this ability out to the players. Players and player characters alike are unable to speak or otherwise communicate during combat. While player characters are completely silenced, any telepathy they have stops working, and they can't even attempt to communicate, players may talk about things outside the game, such as asking another player to pass them something or checking what plans for food are. They may also ask other players for information the character would be able to see, such as reminding them what weapon their ally's character is wielding at the moment. They may, of course, speak in order to tell the DM what their character is doing.
However, players cannot share tactical information with each other, such as saying that an ally should do a certain thing or even advising the other players of the position of Silent Ones that their character can see and other characters shouldn't. They cannot view other players' character sheets or share information which is on them (except what can be seen by their character).
The meaning of "Communication" should be taken sensibly. Taking move actions to get into a flanking position is fine. Saying "I get into this position so that the rogue can flank with me" is not. Sign language and written notes are definitely not okay. If players want to ask a question of the DM without implying communication to the other players, they may need to whisper or use notes.
A character whose player accidentally does communicate in a forbidden way takes a single point of true damage the first time this occurs, and twice as much each subsequent time (2, 4, 8, 16, etcetera). True damage cannot be prevented, resisted or mitigated by any means. If a player deliberately communicates in this way, they take the effect twice, with their character taking 1 and then 2 damage if it's the first time, and then the next accidental communication deals 4 or the next deliberate one deals 4 and then 8. This damage is irrespective of how many Silent Ones are in the combat.
The effects of this ability end when the combat is over, or when all the Silent Ones are dead, gone, or incapacitated, though the damage is still done (but it starts again from 1 in the next combat).
Tactics
Silent Ones will often climb buildings or scaffolds to shoot at creatures down on the ground, and prefer to initiate combat while mostly on the rooves. Because it takes them so long to switch weapons, they'll usually try to stick to either their longsword or longbow - if they're throwing scatterbombs, they can switch to their longsword during a charge anyway, but they can't change so easily between sword and bow. Still, they'll draw the sword and use it two-handed if they need to.
Silent Ones will move and shoot, or spend their entire turn running from an enemy who is clearly stronger than they in close combat, if it suits their needs.
Example Encounter
Eight Silent Ones (EL 7) start shooting at the party from the rooftops near a narrow city street. Two of them hold their shields and throw scatterbombs; the rest fire at them with their bows. Don't bother reminding the party about the possibility of accidentally hurting civilains or damaging the buildings, especially if there's an evoker and a paladin in the same party.
The Silent Ones should be spaced out far enough that it's hard to get more than one or maybe two in an area effect, but damaging more than one in the same attack should be possible - and usually have consequences! Try not to line them up for a nice lightning bolt, either.
Music Suggestions
You could, of course, have the battle be completely silent. Another option is:
Battle: Tubular Bells (https://www.youtube.com/watch?v=IzzjFVF25IQ)
Disciples of Distrust
Who is the traitor? What's that person thinking? Am I really safe here? How do I know I can trust you?
A Disciple of Distrust is the personification of the driving paranoia that calls on people to ask these questions. As they see everyone as a traitor, a threat, or even an assassin sent to kill them, people become terrified and, indeed, distrustful. Infighting becomes common, and even friends, lovers and families are split by the Disciple of Distrust.
A Disciple of Distrust tends to avoid showing itself, allowing the seeds of chaos to spread first. If confronted, it still has a few tricks up its sleeve, as it appears that some of the fighters are planning to betray others.
Horror, Disciple of Distrust
Size/Type: Medium Horror (Evil)
Hit Dice: 3d10+9 (25 HP)
Initiative: +4
Speed: 50 feet (10 squares)
Armour Class: 20 (4 dex, 6 deflection), touch 20, flat-footed 16
Base Attack/Grapple: +3/+6
Attack: Masterwork Short Sword +7 melee (1d6+3) or throwing axe +7 ranged (1d6+3)
Full Attack: 2 Masterwork Short Swords +5/+5 melee (1d6+3) or two throwing axes +5 ranged (1d6+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Flank With Anyone, Sneak Attack 2d6, Spell-Like Abilities
Special Qualities: Chaos on the Fourth Wall, Darkvision
Saves: Fort +6, Ref +7, Will +4
Abilities: Str 16, Dex 18, Con 16, Int 16, Wis 14, Cha 18
Skills: Bluff +18, Climb +6, Diplomacy +14, Disguise +18, Hide +14, Intimidate +14, Jump +6, Knowledge (Local) +9, Knowledge (Nobility and Royalty) +9, Listen +8, Move Silently +14, Sense Motive +12
Feats: Quick-draw, Two-weapon fighting
Environment: Anywhere sapient creatures exist
Organisation: Usually Solitary
Challenge Rating: 3
Treasure: 2 masterwork short swords, 4d6 throwing axes, 8d10 gold pieces and random miscellanea.
Alignment: Absolutely always Neutral Evil
Advancement: Never
Level Adjustment: Never
As the creature shifts into its true form, you see a wispy, translucent charicature of a human or some other creature about the same shape. You sense that it has one last trick up its sleeve... someone in its thrall who would be among the last you'd expect.
A Disciple of Distrust speaks common and three other languages, usually other languages of sapient creatures, such as elven, dwarven and undercommon.
Skills: A Disciple of Distrust has a +8 racial bonus to bluff and disguise checks and a +4 racial bonus to diplomacy, hide, intimidate, move silently and sense motive checks.
Spell-Like Abilities (Sp)
The Disciple of Distrust has the following spell-like abilities (Caster Level 3rd). The save DCs are charisma-based and include a +4 racial bonus.
At will: Charm Person (DC 19), Disguise Self, Ghost Sound (DC 18), Silent Image (DC 19)
The following spells are always present on the Disciple of Distrust's person (caster level 3rd). They can be dispelled, but the Reality Exodite can re-activate them as a free action.
Pass Without Trace, Undetectable Alignment
Flank with Anyone (Ex)
The Disciple of Distrust can flank with anyone, giving the illusion that the other flanker is the Disciple's ally.
Sneak Attack (Ex)
The Disciple of Distrust can sneak attack, just like a third-level rogue does.
Chaos on the Fourth Wall
Being near a Disciple of Distrust is enough to turn allies against allies. While a Disciple of Distrust is in the area (if the Disciple can see or hear the PCs or vice versa), the player characters are to be encouraged to believe that one or more among their number are traitors, whether they are in or out of combat with the Disciple. Slide notes to players informing them that they've recieved sendings and ask them to write their response on the paper, or tell them that they've caught another player character doing something they shouldn't be, or so forth. When the Disciple of Distrust uses the Flank with Anyone ability, inform the player struck that their ally helped it with the sneak attack.
This ability functions just the same if multiple Disciples of Distrust are in the area, and stops working when the Disciples are all dead, gone or incapacitated. Still, the lasting feelings of distrust don't go away, and the Disciple's death does nothing to clear up the case of who is or isn't a traitor.
Tactics
A Disciple of Distrust doesn't usually try to get into combat. Instead, it lies, cheats and manipulates people until they kill each other. If forced to fight, it still tries to manipulate to the end, using its Flank with Anyone ability to trick people into thinking that their allies are traitors. Usually, though, it will run unless it's cornered or the creatures chasing it are faster than it.
Example Encounter
While a Disciple of Distrust is a fine encounter on its own, a Disciple of Distrust and two Silent Ones (Total EL 5) can add to the paranoia as players can't communicate to protest their innocence. Make sure that the relatively squishy Silent Ones aren't killed quickly if you do this - placing them out of immediate reach of players is a good idea.
Music Suggestions
Trying to find the traitor: Goverance de Magi (MARDEK) (https://www.youtube.com/watch?v=xpiKrKjPvEs)
Battling the Disciple of Distrust: GdM Battle (MARDEK)
(https://www.youtube.com/watch?v=Bl1J7bih148)
Reality Exodite
Have you ever seen something you couldn't believe? What would you do if you couldn't believe anything? What would you do if you found out that the reality they you'd been brought up in, all of it, was a lie?
A Reality Exodite is this feeling made manifest: the idea that everything is an illusion, that nothing is real, that nothing is true. To fight against a Reality Exodite is to doubt even the existence of your enemy itself. To be in its presence is to wonder if the walls and floors are truly there, to wonder if your allies are really in their own location, and to doubt everything about the battlefield.
Horror, Reality Exodite
Size/Type: Large Horror (Evil)
Hit Dice 7d10+28 (66 hp)
Initiative: +2
Speed: 30 ft (6 squares), glitch 30
Armour Class: 25 (-1 size, +2 Dex, +8 deflection, +4 ∩@7∪Γ@|), Touch 21, Flat-footed 23
Base Attack/Grapple: +7/+16
Attack: 6Γ∈@7$ω0Γδ +11 melee (3d6+7) or ⊂|@ω +11 melee (2d6+2) or |0∩6β0ω +8 ranged (2d6)
Full Attack: 6Γ∈@7$ω0Γδ +11/+6 melee (3d6+7) and 4 ⊂|@ω$ +6 melee (2d6+2) or |0∩6β0ω +8/+3 ranged (2d6)
Space/Reach: 10 ft/10 ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Darkvision, The Fourth Wall is an Illusion
Saves: Fort +9, Ref +7, Will +7
Abilities: Str 20, Dex 14, Con 18, Int 10, Wis 14, Cha 10
Skills: Bluff +10, Disguise +10, Forgery +10, Hide +8, Listen +12, Move Silently +12, Sense Motive +12, Spot +12,
Feats: Cleave, Power Attack, Improved Natural Attack (⊂|@ω)
Environment: Anywhere sapient creatures exist
Organisation: Usually Solitary or Pair
Challenge Rating: 7
Treasure: None; the Reality Exodite drops its 6Γ∈@7$ω0Γδ and |0∩6β0ω as well as enough @ΓΓ0ω$ for the |0∩6β0ω, but a creature who tries to pick them up finds out that they never really existed.
Alignment: Absolutely always Neutral Evil
Advancement: Never
Level Adjustment: Never
When you unmask the creature, it quickly becomes clear that it's nothing more than an illusion, its skin a wispy charicature of a creature, and its arms sticking at impossible angles like a roughshod illusionist might accidentally make his creations do. Its weapons are similarly haphazard illusions, with what looks like it might have been meant to be a sword halfway through its arm, and a bow appearing to fire on its own while arms make shooting motions.
The Reality Exodite speaks completely incomprehensibly, though it understands common. It has eight arms, enough to hold its 6Γ∈@7$ω0Γδ and |0∩6β0ω and have four arms left, each of those four bearing a deadly ⊂|@ω.
Glitch
A Reality Exodite has access to a special movement method which simply moves the Reality Exodite to a location in range of the move. It seems to merge into the new space as though reality is catching up with its movement after the fact. It can move in any direction and doesn't fall.
Spell-Like Abilities (Sp)
The reality exodite has the following spell-like abilities (Caster level 7th):
At-will: Ghost Sound (DC 12), Disguise Self (DC 13), Silent Image (DC 13), Invisibility, Mirror Image, Minor Image (DC 14), Web (DC 14), Displacement, Wind Wall (DC 15), Hallucinatory Terrain (DC 16), Illusory Wall (DC 16), Wall of Ice (DC 16), Wall of Fire (DC 16), Wall of Stone (DC 17), Wall of Force (DC 17) 1/day: Mislead (DC 18). The save DCs are wisdom-based.
The Reality Exodite is very good at using its spell-like abilities. It can use one illusion and one non-illusion spell-like ability as a swift action.
The following spells are always present on the Reality Exodite's person (caster level 7th). They can be dispelled, but the Reality Exodite can re-activate them as a free action.
Nondetection, Pass Without Trace, Undetectable Alignment
The Fourth Wall is an Illusion
The Reality Exodite has the ability to cause creatures to doubt the real, as well as fail to see through the fake. Whenever the Reality Exodite casts a spell which isn't an illusion, characters need a will save to believe that spell to be real. Indeed, the Reality Exodite itself is so protected: creatures who look upon the Reality Exodite's real form require a DC 20 will save to believe that the Reality Exodite is anything more than an illusion (the save DC is wisdom based and includes a +5 racial bonus). Similarly, the Reality Exodite can force creatures in the area but who are not in combat with it to take a DC 20 will save or disbelieve objects that are actually real. If creatures are actually in combat with it, they need a DC 15 will save for each relevant wall or building or they believe it to be fake. Pass players notes saying that they've defeated an illusion or tell them directly.
If the Reality Exodite disappears and reappears, anyone who thinks it's real must take a will save (DC 20) or believe that the real Reality Exodite is still in hiding and this one is an illusory copy.
Tactics
A Reality Exodite prefers to conceal its involvement, allowing creatures to believe that the world around them is all an illusion which can be transcended. When it needs to strike, it uses its magic to trick enemies into being uncertain what is real and what is false, before turning invisible and then lashing out with its 6Γ∈@7$ω0Γδ and ⊂|@ω$ against unsuspecting targets.
Example Encounter
If the players suspect that there may be a Reality Exodite about, you can always set two of them (EL 9) on them instead. Introduce one partway through the fight, while the other is invisible, to convince the players that there's only one.
Alternatively, you can put together a Reality Exodite, two Disciples of Distrust and four Silent Ones (EL 9). Have fun working out who's real, who's fake, who's a traitor, and what in the nine hells is going on without being able to confer. The Silent Ones will quickly become targets, but the Reality Exodite can make fakes.
Music Suggestion
Investigating the Holes in Reality: Suspense (Apollo Justice) (https://www.youtube.com/watch?v=5B4drTUy0f4)
Battle: TPF Trans (Epic Battle Fantasy 4) (https://www.youtube.com/watch?v=HUxFcc91rfk)
Mind-Ringer
Panic. Pure, blissful panic. The alarm rings in your head. The enemy is there, but they aren't. Where are they? Where have they gone? Were they ever even there at all?
A Mind-Ringer is that pure panic given form. It causes enemies to believe that they in combat even before it arrives to the fight. Indeed, it can send entire cities into panic, or focus its efforts on a small group. To locate and fight against the Mind-Ringer is often difficult, or even impossible, to all but the most cunning.
Horror, Mind-Ringer
Size/Type: Medium Horror (Evil)
Hit Dice 10d10 (55 hp)
Initiative: +4
Speed: 30 ft (6 squares)
Armour Class: 26 (16 deflection), touch 26, flat-footed 26
Base Attack/Grapple: +10/+10
Attack: Bell-staff +6 melee (1d6)
Full Attack: Bell-staff +6/+1 melee (1d6) or +0/-4/-5 melee (1d6)
Space/Reach: 5 ft/5 ft.
Special Attacks: For Whom the Bell Tolls, Spell-Like Abilities
Special Qualities: Darkvision, Panic on the Fourth Wall
Saves: Fort +7, Ref +7, Will +17
Abilities: Str 10, Dex 10, Con 10, Int 16, Wis 30, Cha 16
Skills: Bluff +16, Diplomacy +16, Disguise +16, Forgery +16, Hide +16, Intimidate +24, Listen +23, Perform (Percussion Instruments) +24, Sense Motive +23, Spot +23, Use Magic Device +16
Feats: Ability Focus (Spell-like Abilities), Endurance, Improved Initiative, Run
Environment: Anywhere sapient creatures exist
Organisation: Usually Solitary
Challenge Rating: 9
Treasure: An improvised quarterstaff with simple bells attached.
Alignment: Absolutely always Neutral Evil
Advancement: Never
Level Adjustment: Never
As you unmask the creature, it continues ringing its bell, but it's clearly no ordinary town crier - its face and body are wispy and semi-solid, and it seems to be a mockery of a guard or crier rather than an actual one. As you reveal it, it drops all pretense and lashes out at you with its mind.
Skills: The Mind-Ringer gets a +8 racial bonus to intimidate and perform (percussion instruments) checks.
For Whom the Bell Tolls (Su)
The Mind-Ringer can inspire panic in people easily by ringing its bells as a standard action. It can trip any magical or mundane alarms within 1 mile, including those which usually need deliberate activation - signal bells ring in time with the Mind-Ringer's staff, and beacons light seemingly of their own accord. A will save (DC 25, wisdom-based) can technically prevent a creature from sounding the alarm if it's sounded simply by shouting, but in practice at least one creature will feel compelled to raise an alarm. Essentially, the Mind-Ringer can put an entire city on alert by ringing its bells.
Of course, eventually, creatures will stop reacting to the continued false alarms, which is usually when a contingent of Silent Ones moves to take the city.
Spell-Like Abilities (Sp)
The Mind-Ringer has the following spell-like abilities (Caster level 10th). The save DCs are wisdom-based
At will: Alarm, Alter Self, Darkness, Dimension Door, Ghost Sound (DC 21), Invisibility, Nightmare (DC 26), Suggestion (DC 24)
5/Day: Confusion (DC 25), Greater Invisibility, Teleport
3/day: Sending
1/day: Demand (DC 29), Insanity (DC 28)
1/week: Antipathy (DC 29)
The following spells are always present on the Mind-Ringer's person (caster level 10th). They can be dispelled, but the Mind-Ringer can re-activate them as a free action.
Nondetection, Pass Without Trace, True Seeing, Undetectable Alignment
Panic on the Fourth Wall
The Mind-Ringer has the ability to incite total panic and confusion in people.
When an alarm is sounding nearby and confusion reigns, start playing battle music and ask for an initiative roll, then make the characters act as though in combat. Describe the movement of the creatures around them in detail, as though they were important - the guards with weapons drawn, the motions of the civilians, and possible weapons being carried by the citizens. Make it seem as though it's the PCs mission to catch one of the NPCs in the area, or they have some other mission limited by time.
When the Mind-Ringer is actually confronted by the players, act as though you don't have anything prepared for the encounter and they're making a mistake. Don't play any music and try to look as though you're improvising. Play the real battle music if the Mind-Ringer's real form is revealed.
Tactics
A Mind-Ringer tries to get its foes to panic and do something stupid rather than trying to fight them directly. It uses its ability to inspire panic to wear down a city and its occupants and set them against each other and against common rationality. Frequently it drives some of its enemies insane, which is usually enough to batter the rest into submission with a little use of its spell-like abilities.
A Mind-Ringer is no good in actual combat and most likely flees if able, using invisibility if it can use it to escape.
Example Encounter
A Mind-Ringer is usually best on its own, but a Mind-Ringer and two Disciples of Distrust (EL 10) can work together well too - the Disciples can use the atmosphere of panic to their advantage and perhaps convince players that other PCs are to blame for the alarms being set off.
Music Suggestions
Use of For Whom the Bell Tolls and Panic on the Fourth Wall ability: On High Alert (Assassin's Creed) (https://www.youtube.com/watch?v=r0z16hYGL0k) overlaid with Ringing Bell Sound Effect (https://www.youtube.com/watch?v=5c4x9M3v-ug).
When Uncovered: Blasphemous Errand (World's End) (https://mezzaninestairs.bandcamp.com/track/blasphemous-errand)
Endless Legionnary
Sometimes, nothing you can do is ever good enough. Sometimes, the best efforts you can put in are futile. There's always something more, something you can't manage. The things which once seemed rewarding are now worthless, and you start to wonder what the point is of it all.
An Endless Legionnary is the personification of depression. It crushes the spirits of its foes by reversing all that they sought to achieve and barring their way forever. To defeat an Endless Legionnary requires tireless determination and a lot of help. They are among the greatest Horrors, and for good reason.
Horror, Endless Legionnary
Size/Type: Medium Horror (Evil)
Hit Dice 15d10+60 (142 hp)
Initiative: +8
Speed: 30 ft (6 squares)
Armour Class: 30 (4 Dex, 16 deflection), touch 30, flat-footed 26
Base Attack/Grapple: +15/+19
Attack: Hatred melee +19 (4d6+6) or Spite ranged +19 (3d6)
Full Attack: Hatred melee +19/+14/+9 (4d6+6) or Spite ranged +19/+14/+9 (3d6)
Space/Reach: 5 ft/5 ft.
Special Attacks: Reversal, Spell-Like Abilities
Special Qualities: Darkvision, I am Legion!, The Fourth Wall Bars the Way
Saves: Fort +13, Ref +13, Will +12
Abilities: Str 18, Dex 18, Con 18, Int 24, Wis 16, Cha 16
Skills: Balance +22, Climb +22, Disguise +21, Gather Information +21, Hide +22, Intimidate +21, Jump +22, Knowledge (Local) +25, Knowledge (Nobility and Royalty) +25, Listen +21, Move Silently +22, Ride +22, Sleight of Hand +22, Spot +21
Feats: Cleave, Combat Reflexes, Power Attack, Improved Initiative
Environment: Anywhere sapient creatures exist
Organisation: Usually Solitary
Challenge Rating: 15
Treasure: 12d6 pp
Alignment: Absolutely always Neutral Evil
Advancement: Never
Level Adjustment: Never
You reveal the creature and see a Horror, with characteristic wisplike skin, a mockery of what it is to be a living, thinking creature. It wields a greatsword made of pure hate and a longbow made of spite for all things living. Then, you realise that it isn't alone...
Spell-Like Abilities (Sp)
The Endless Legionnary can use the following spell-like ability (caster level 15th):
At-Will: Disguise Self
The following spells are always present on the Endless Legionnary's person (caster level 15th). They can be dispelled, but the Endless Legionnary can re-activate them as a free action.
Nondetection, Pass Without Trace, True Seeing, Undetectable Alignment
Reversal
An Endless Legionnary has the ability to reverse the efforts of creatures. They can repair damage to anything, resurrect people, move objects back to their previous locations, and otherwise negate up to eight creatures' efforts
I am Legion! (Su)
An Endless Legionnary can create a legion around it. The Endless Legionnary splits into hundreds of creatures, each capable of moving on their own. As a full-round action, the Endless Legionnary moves up to 30 feet, and every square that the Endless Legionnary could have moved to now contains a copy of the Legionnary. However, these copies aren't full-power Endless Legionnaries - in fact, they fight much as Silent Ones, though they have no Silence on the Fourth Wall or Launch Scatterbomb ability, they wield greatswords and they look just like the Endless Legionnary. They start acting the turn after their creation.
The Endless Legionnary can do this as often as he likes, but each time it does so all of the copies that were already in existence fade into nothing as a new set is created.
The Fourth Wall Bars the Way
During a battle with the Endless Legionnary, the Legionnary appears to be completely impervious to damage and other effects, as do any other monsters in the same fight. The Endless Legionnary even appears to continue attacking when unable to. Any action taken by the player characters seems utterly ineffective. Worse, it seems to be the players' fault that this is the case. Anything that the players do seems to be futile, they seem to have walked right into a trap that they could have avoided, and defeat seems certain. The Endless Legionnary seems always to be several steps ahead of the players, and the entire fight is played as though the player characters should never have come there and are about to die.
In the background, tell the players that they hear the city being overrun by Horrors. With a bit more skill, they might have prevented this. Buildings go up in flame, innocents scream, and it is very definitely their fault.
Only finding the real Endless Legionnary can end this madness and free the players from the curse. They gather their senses to find that the city is fine, and indeed, they saved it by killing the Endless Legionnary.
Tactics
An Endless Legionnary's clones tend to ready actions to disrupt spellcasting, especially teleportation to escape. They tend to mob the party, which can prove fatal if a character with great cleave is about, but there are always more clones.
When the Endless Legionnary remakes clones, its clones cannot act and are briefly very vulnerable. Clever players might take advantage of this, in which case the Endless Legionnary may resort to fighting them itself rather than relying on making more clones. Ultimately, the Endless Legionnary is likely to need to get into the thick of the fighting itself.
Once cornered, the Endless Legionnary doesn't run; it fights until the end.
Example Encounter
While the Endless Legionnary is a fine opponent on its own, an Endless Legionnary, four Mind-Ringers, 8 Disciples of Distrust and 16 Silent Ones (EL 17) are an exceptionally difficult encounter. Enemies are panicked, set against one another, convinced that their efforts are futile and unable to clear up any misunderstanding with each other.
Music Suggestions
Battle: Reminiscence: True Pain (Phoenix Wright) (https://www.youtube.com/watch?v=IkaIgKq-Prg)
A horror is the name given to the personification of some of the vilest things that can be experienced - betrayal, madness, despair, and more besides. Few can be fought conventionally, fewer still can be expected to fight a pitched battle, but all are ultimately vulnerable to destruction. To reveal the true nature of a horror, let alone kill it, is often a task beyond all but the wisest.
Horrors' shapes and sizes vary, but most of them are capable of taking on a variety of forms so as to confound efforts to find them. In its true form, a horror has a strange wispy quality to it, as though it isn't all there, though they are corporeal.
A horror's only motive is the downfall of society, but they are not stupid - they plot and scheme from the shadows and only strike when the time is right. Using their powers to mislead and defy their enemies, they can often avoid combat or turn it in their favour.
Horrors in the Game
Horrors are not a typical enemy in a hack and slash game, though Silent One horrors can be used to add a little bit of unusual challenge to one. Instead, they require tactics, cunning, and sometimes willpower and trust to overcome. This makes them frustrating for some players, but very rewarding for others (or sometimes for the same players who were frustrated by them!).
A horror is supposed to evoke a feeling in the players. Some of them are designed to help players understand the feeling they represent, which may not make them very fun to fight, but the intent is that an appropriate challenge is mixed in which should help to make the horrors both rewarding to fight, and also a valuable aid in expressing the struggles they represent.
Some horrors have abilities which target players, not characters. Whether it's as simple as preventing the players speaking during the fight and watching them try to plan a course of action on their own, or as complicated as slipping the players notes informing them that another player is a traitor and watching the drama, many of these abilities work best if the players aren't wise to them. If horrors are the only thing that the players fight, many of these abilities may become predictable - players plan what to do before battles and don't deviate from them, they ignore the DM's secret notes, and so forth. Mix these horrors in with standard fights where DM notes really do contain useful secrets and communicating during fights is key, or better still, make communication important during the fight where DM notes are lies and make DM notes true when players can't communicate. Leave the players guessing what the trick is. If you're going to use a Mind-Ringer, you need battle music, or at least battle music for Horror fights.
Horrors should never be a routine challenge, so you should sometimes aim a horror encounter to be among the CR=APL+2 or more encounters - indeed, sometimes horrors are in the CR=APL+5 area as the correct response is to run away. That said, a horror's challenge rating only measures how hard it is to fight, and in some cases, such as a Disciple of Distrust, setting it on a party two levels below its challenge rating is a recipe for killing the party. A horror of challenge rating below that of the players is often able to give them a challenge out of combat. On that basis, you might want to award additional experience for tracking down and cornering a horror, as well as just for actually defeating it.
A horror's advancement is listed as "Never" because you shouldn't try to advance a horror by making it bigger and stronger (adding more hit dice) or giving it recognisably human abilities (adding class levels). If you want a stronger horror of the same type, you need to think carefully about why. Is there some ability that you think it should have? Remember that as the DM, you have the ability to add new abilities anyway rather than following an advancement table.
Similarly, a horror's level adjustment is listed as "Never" because horrors are not suitable as player characters, cohorts, companions, summoned creatures, or anything else in the hands of a player. If a player wants to play a horror, they should think carefully about why. If they want to inflict the horror's metagame powers on NPCs, then this is difficult because the DM knows what the horror in question does; they should use well-defined mind-affecting abilities on the NPCs themselves. If they want to be able to blend in invisibly with ordinary people and strike from the shadows, they should play a class like assassin. If they want to be the monster that the horror represents, they can play as an exceptionally evil character or even a demon or devil.
Use horrors responsibly, not just because you're searching for an interesting new monster, and they should serve you well.
Horror Type
A horror is conceptually abberation-like, but far deadlier and more skilled.
Features
A horror has the following features.
10-sided hit dice
Base attack bonus equal to total hit dice (as fighter)
Good fortitude, reflex and will saves
Skill points equal to (8+Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die
Traits
A horror possesses the following traits (unless noted otherwise in a creature's entry)
Darkvision (no range limit)
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects)
Absolutely always Neutral Evil. A horror is Neutral Evil no matter what machinations are used to try to convert it to another alignment.
Proficient with all simple and martial weapons, and any weapon mentioned in its entry
Proficient with light, medium and heavy armour, shields (including tower shields), and any armour mentioned in its entry
Horrors do not need to breathe, eat or sleep, but can do if desired.
Silent Ones
Have you ever wanted to speak, but not felt able to? Have you ever watched, powerless, as someone did something dangerous, too scared to open your mouth? Or not scared, even, just... unable? For some people, that describes their lives. Never feeling able to speak up. Always wanting to, never confident enough. Something to say, but never quite sure how to say it.
A confrontation with Silent Ones brings you face to face with this. Have you ever wondered what your allies would do if you couldn't advise them? And would you like to find out?
Horror, Silent One
Size/Type: Medium Horror (Evil)
Hit Dice: 1d10+5 (10 hit points)
Initiative: +2
Speed: 30 ft (6 squares)
Armour Class: 16 (+2 dex, +4 deflection), touch 16, flat-footed 14 or 18 (+2 dex, +4 deflection, +2 heavy steel shield), see text
Base Attack/Grapple: +1/+3
Attack: Longsword +3 melee (1d8+2) or mighty (+2) composite longbow +3 ranged (1d8+2) or scatterbomb +3 ranged splash (1d6)
Full Attack: Longsword +3 melee (1d8+2) or mighty (+2) longbow +3 ranged (1d8+2) or scatterbomb +3 ranged splash (1d6)
Space/Reach: 5 ft/5 ft
Special Attacks: Launch scatterbomb, Undetectable Alignment
Special Qualities: Darkvision, Silence on the Fourth Wall
Saves: Fort +4, Ref +4, Will +3
Abilities: Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Skills: Balance +10, Climb +10, Disguise +7, Hide +10, Jump +10, Listen +5, Move Silently +14, Spot +5,
Feats: Toughness
Environment: Anywhere sapient creatures exist
Organisation: Usually 4-8 Silent Ones
Challenge Rating: 1
Treasure: One longsword, one heavy steel shield and one mighty (+2) composite longbow, 6d6 arrows, 2d6 gold pieces and low-grade miscellanea.
Alignment: Absolutely always Neutral Evil
Advancement: Never
Level Adjustment: Never
This creature stands almost exactly the same size and shape as a human. It is not human. The creature's face seems wispy and incorporeal, though you feel that it will turn out to be otherwise if stabbed. As you face it, your mouth opens to speak, but no sound comes out.
A Silent One, despite the name, isn't silent, though they rarely speak. A Silent One speaks common.
Skills: Silent Ones get a +4 racial bonus to balance, climb, disguise, hide and jump checks and a +8 racial bonus to move silently checks.
Launch Scatterbomb (Ex)
Silent Ones can use a scatterbomb, which can deal a lot of damage if their foes don't think to split up. A scatterbomb is a splash weapon but it deals its full damage as splash damage. A Silent One carries enough scatterbombs to last it, but if looted, the scatterbombs seem inert and useless, as though keyed to the Silent Ones.
Undetectable Alignment (Sp)
This spell is always active on the Silent One's person (CL 1st). It can be dispelled, but the Silent One can re-activate it as a free action.
Silence on the Fourth Wall
When combat begins with a Silent One, read this ability out to the players. Players and player characters alike are unable to speak or otherwise communicate during combat. While player characters are completely silenced, any telepathy they have stops working, and they can't even attempt to communicate, players may talk about things outside the game, such as asking another player to pass them something or checking what plans for food are. They may also ask other players for information the character would be able to see, such as reminding them what weapon their ally's character is wielding at the moment. They may, of course, speak in order to tell the DM what their character is doing.
However, players cannot share tactical information with each other, such as saying that an ally should do a certain thing or even advising the other players of the position of Silent Ones that their character can see and other characters shouldn't. They cannot view other players' character sheets or share information which is on them (except what can be seen by their character).
The meaning of "Communication" should be taken sensibly. Taking move actions to get into a flanking position is fine. Saying "I get into this position so that the rogue can flank with me" is not. Sign language and written notes are definitely not okay. If players want to ask a question of the DM without implying communication to the other players, they may need to whisper or use notes.
A character whose player accidentally does communicate in a forbidden way takes a single point of true damage the first time this occurs, and twice as much each subsequent time (2, 4, 8, 16, etcetera). True damage cannot be prevented, resisted or mitigated by any means. If a player deliberately communicates in this way, they take the effect twice, with their character taking 1 and then 2 damage if it's the first time, and then the next accidental communication deals 4 or the next deliberate one deals 4 and then 8. This damage is irrespective of how many Silent Ones are in the combat.
The effects of this ability end when the combat is over, or when all the Silent Ones are dead, gone, or incapacitated, though the damage is still done (but it starts again from 1 in the next combat).
Tactics
Silent Ones will often climb buildings or scaffolds to shoot at creatures down on the ground, and prefer to initiate combat while mostly on the rooves. Because it takes them so long to switch weapons, they'll usually try to stick to either their longsword or longbow - if they're throwing scatterbombs, they can switch to their longsword during a charge anyway, but they can't change so easily between sword and bow. Still, they'll draw the sword and use it two-handed if they need to.
Silent Ones will move and shoot, or spend their entire turn running from an enemy who is clearly stronger than they in close combat, if it suits their needs.
Example Encounter
Eight Silent Ones (EL 7) start shooting at the party from the rooftops near a narrow city street. Two of them hold their shields and throw scatterbombs; the rest fire at them with their bows. Don't bother reminding the party about the possibility of accidentally hurting civilains or damaging the buildings, especially if there's an evoker and a paladin in the same party.
The Silent Ones should be spaced out far enough that it's hard to get more than one or maybe two in an area effect, but damaging more than one in the same attack should be possible - and usually have consequences! Try not to line them up for a nice lightning bolt, either.
Music Suggestions
You could, of course, have the battle be completely silent. Another option is:
Battle: Tubular Bells (https://www.youtube.com/watch?v=IzzjFVF25IQ)
Disciples of Distrust
Who is the traitor? What's that person thinking? Am I really safe here? How do I know I can trust you?
A Disciple of Distrust is the personification of the driving paranoia that calls on people to ask these questions. As they see everyone as a traitor, a threat, or even an assassin sent to kill them, people become terrified and, indeed, distrustful. Infighting becomes common, and even friends, lovers and families are split by the Disciple of Distrust.
A Disciple of Distrust tends to avoid showing itself, allowing the seeds of chaos to spread first. If confronted, it still has a few tricks up its sleeve, as it appears that some of the fighters are planning to betray others.
Horror, Disciple of Distrust
Size/Type: Medium Horror (Evil)
Hit Dice: 3d10+9 (25 HP)
Initiative: +4
Speed: 50 feet (10 squares)
Armour Class: 20 (4 dex, 6 deflection), touch 20, flat-footed 16
Base Attack/Grapple: +3/+6
Attack: Masterwork Short Sword +7 melee (1d6+3) or throwing axe +7 ranged (1d6+3)
Full Attack: 2 Masterwork Short Swords +5/+5 melee (1d6+3) or two throwing axes +5 ranged (1d6+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Flank With Anyone, Sneak Attack 2d6, Spell-Like Abilities
Special Qualities: Chaos on the Fourth Wall, Darkvision
Saves: Fort +6, Ref +7, Will +4
Abilities: Str 16, Dex 18, Con 16, Int 16, Wis 14, Cha 18
Skills: Bluff +18, Climb +6, Diplomacy +14, Disguise +18, Hide +14, Intimidate +14, Jump +6, Knowledge (Local) +9, Knowledge (Nobility and Royalty) +9, Listen +8, Move Silently +14, Sense Motive +12
Feats: Quick-draw, Two-weapon fighting
Environment: Anywhere sapient creatures exist
Organisation: Usually Solitary
Challenge Rating: 3
Treasure: 2 masterwork short swords, 4d6 throwing axes, 8d10 gold pieces and random miscellanea.
Alignment: Absolutely always Neutral Evil
Advancement: Never
Level Adjustment: Never
As the creature shifts into its true form, you see a wispy, translucent charicature of a human or some other creature about the same shape. You sense that it has one last trick up its sleeve... someone in its thrall who would be among the last you'd expect.
A Disciple of Distrust speaks common and three other languages, usually other languages of sapient creatures, such as elven, dwarven and undercommon.
Skills: A Disciple of Distrust has a +8 racial bonus to bluff and disguise checks and a +4 racial bonus to diplomacy, hide, intimidate, move silently and sense motive checks.
Spell-Like Abilities (Sp)
The Disciple of Distrust has the following spell-like abilities (Caster Level 3rd). The save DCs are charisma-based and include a +4 racial bonus.
At will: Charm Person (DC 19), Disguise Self, Ghost Sound (DC 18), Silent Image (DC 19)
The following spells are always present on the Disciple of Distrust's person (caster level 3rd). They can be dispelled, but the Reality Exodite can re-activate them as a free action.
Pass Without Trace, Undetectable Alignment
Flank with Anyone (Ex)
The Disciple of Distrust can flank with anyone, giving the illusion that the other flanker is the Disciple's ally.
Sneak Attack (Ex)
The Disciple of Distrust can sneak attack, just like a third-level rogue does.
Chaos on the Fourth Wall
Being near a Disciple of Distrust is enough to turn allies against allies. While a Disciple of Distrust is in the area (if the Disciple can see or hear the PCs or vice versa), the player characters are to be encouraged to believe that one or more among their number are traitors, whether they are in or out of combat with the Disciple. Slide notes to players informing them that they've recieved sendings and ask them to write their response on the paper, or tell them that they've caught another player character doing something they shouldn't be, or so forth. When the Disciple of Distrust uses the Flank with Anyone ability, inform the player struck that their ally helped it with the sneak attack.
This ability functions just the same if multiple Disciples of Distrust are in the area, and stops working when the Disciples are all dead, gone or incapacitated. Still, the lasting feelings of distrust don't go away, and the Disciple's death does nothing to clear up the case of who is or isn't a traitor.
Tactics
A Disciple of Distrust doesn't usually try to get into combat. Instead, it lies, cheats and manipulates people until they kill each other. If forced to fight, it still tries to manipulate to the end, using its Flank with Anyone ability to trick people into thinking that their allies are traitors. Usually, though, it will run unless it's cornered or the creatures chasing it are faster than it.
Example Encounter
While a Disciple of Distrust is a fine encounter on its own, a Disciple of Distrust and two Silent Ones (Total EL 5) can add to the paranoia as players can't communicate to protest their innocence. Make sure that the relatively squishy Silent Ones aren't killed quickly if you do this - placing them out of immediate reach of players is a good idea.
Music Suggestions
Trying to find the traitor: Goverance de Magi (MARDEK) (https://www.youtube.com/watch?v=xpiKrKjPvEs)
Battling the Disciple of Distrust: GdM Battle (MARDEK)
(https://www.youtube.com/watch?v=Bl1J7bih148)
Reality Exodite
Have you ever seen something you couldn't believe? What would you do if you couldn't believe anything? What would you do if you found out that the reality they you'd been brought up in, all of it, was a lie?
A Reality Exodite is this feeling made manifest: the idea that everything is an illusion, that nothing is real, that nothing is true. To fight against a Reality Exodite is to doubt even the existence of your enemy itself. To be in its presence is to wonder if the walls and floors are truly there, to wonder if your allies are really in their own location, and to doubt everything about the battlefield.
Horror, Reality Exodite
Size/Type: Large Horror (Evil)
Hit Dice 7d10+28 (66 hp)
Initiative: +2
Speed: 30 ft (6 squares), glitch 30
Armour Class: 25 (-1 size, +2 Dex, +8 deflection, +4 ∩@7∪Γ@|), Touch 21, Flat-footed 23
Base Attack/Grapple: +7/+16
Attack: 6Γ∈@7$ω0Γδ +11 melee (3d6+7) or ⊂|@ω +11 melee (2d6+2) or |0∩6β0ω +8 ranged (2d6)
Full Attack: 6Γ∈@7$ω0Γδ +11/+6 melee (3d6+7) and 4 ⊂|@ω$ +6 melee (2d6+2) or |0∩6β0ω +8/+3 ranged (2d6)
Space/Reach: 10 ft/10 ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Darkvision, The Fourth Wall is an Illusion
Saves: Fort +9, Ref +7, Will +7
Abilities: Str 20, Dex 14, Con 18, Int 10, Wis 14, Cha 10
Skills: Bluff +10, Disguise +10, Forgery +10, Hide +8, Listen +12, Move Silently +12, Sense Motive +12, Spot +12,
Feats: Cleave, Power Attack, Improved Natural Attack (⊂|@ω)
Environment: Anywhere sapient creatures exist
Organisation: Usually Solitary or Pair
Challenge Rating: 7
Treasure: None; the Reality Exodite drops its 6Γ∈@7$ω0Γδ and |0∩6β0ω as well as enough @ΓΓ0ω$ for the |0∩6β0ω, but a creature who tries to pick them up finds out that they never really existed.
Alignment: Absolutely always Neutral Evil
Advancement: Never
Level Adjustment: Never
When you unmask the creature, it quickly becomes clear that it's nothing more than an illusion, its skin a wispy charicature of a creature, and its arms sticking at impossible angles like a roughshod illusionist might accidentally make his creations do. Its weapons are similarly haphazard illusions, with what looks like it might have been meant to be a sword halfway through its arm, and a bow appearing to fire on its own while arms make shooting motions.
The Reality Exodite speaks completely incomprehensibly, though it understands common. It has eight arms, enough to hold its 6Γ∈@7$ω0Γδ and |0∩6β0ω and have four arms left, each of those four bearing a deadly ⊂|@ω.
Glitch
A Reality Exodite has access to a special movement method which simply moves the Reality Exodite to a location in range of the move. It seems to merge into the new space as though reality is catching up with its movement after the fact. It can move in any direction and doesn't fall.
Spell-Like Abilities (Sp)
The reality exodite has the following spell-like abilities (Caster level 7th):
At-will: Ghost Sound (DC 12), Disguise Self (DC 13), Silent Image (DC 13), Invisibility, Mirror Image, Minor Image (DC 14), Web (DC 14), Displacement, Wind Wall (DC 15), Hallucinatory Terrain (DC 16), Illusory Wall (DC 16), Wall of Ice (DC 16), Wall of Fire (DC 16), Wall of Stone (DC 17), Wall of Force (DC 17) 1/day: Mislead (DC 18). The save DCs are wisdom-based.
The Reality Exodite is very good at using its spell-like abilities. It can use one illusion and one non-illusion spell-like ability as a swift action.
The following spells are always present on the Reality Exodite's person (caster level 7th). They can be dispelled, but the Reality Exodite can re-activate them as a free action.
Nondetection, Pass Without Trace, Undetectable Alignment
The Fourth Wall is an Illusion
The Reality Exodite has the ability to cause creatures to doubt the real, as well as fail to see through the fake. Whenever the Reality Exodite casts a spell which isn't an illusion, characters need a will save to believe that spell to be real. Indeed, the Reality Exodite itself is so protected: creatures who look upon the Reality Exodite's real form require a DC 20 will save to believe that the Reality Exodite is anything more than an illusion (the save DC is wisdom based and includes a +5 racial bonus). Similarly, the Reality Exodite can force creatures in the area but who are not in combat with it to take a DC 20 will save or disbelieve objects that are actually real. If creatures are actually in combat with it, they need a DC 15 will save for each relevant wall or building or they believe it to be fake. Pass players notes saying that they've defeated an illusion or tell them directly.
If the Reality Exodite disappears and reappears, anyone who thinks it's real must take a will save (DC 20) or believe that the real Reality Exodite is still in hiding and this one is an illusory copy.
Tactics
A Reality Exodite prefers to conceal its involvement, allowing creatures to believe that the world around them is all an illusion which can be transcended. When it needs to strike, it uses its magic to trick enemies into being uncertain what is real and what is false, before turning invisible and then lashing out with its 6Γ∈@7$ω0Γδ and ⊂|@ω$ against unsuspecting targets.
Example Encounter
If the players suspect that there may be a Reality Exodite about, you can always set two of them (EL 9) on them instead. Introduce one partway through the fight, while the other is invisible, to convince the players that there's only one.
Alternatively, you can put together a Reality Exodite, two Disciples of Distrust and four Silent Ones (EL 9). Have fun working out who's real, who's fake, who's a traitor, and what in the nine hells is going on without being able to confer. The Silent Ones will quickly become targets, but the Reality Exodite can make fakes.
Music Suggestion
Investigating the Holes in Reality: Suspense (Apollo Justice) (https://www.youtube.com/watch?v=5B4drTUy0f4)
Battle: TPF Trans (Epic Battle Fantasy 4) (https://www.youtube.com/watch?v=HUxFcc91rfk)
Mind-Ringer
Panic. Pure, blissful panic. The alarm rings in your head. The enemy is there, but they aren't. Where are they? Where have they gone? Were they ever even there at all?
A Mind-Ringer is that pure panic given form. It causes enemies to believe that they in combat even before it arrives to the fight. Indeed, it can send entire cities into panic, or focus its efforts on a small group. To locate and fight against the Mind-Ringer is often difficult, or even impossible, to all but the most cunning.
Horror, Mind-Ringer
Size/Type: Medium Horror (Evil)
Hit Dice 10d10 (55 hp)
Initiative: +4
Speed: 30 ft (6 squares)
Armour Class: 26 (16 deflection), touch 26, flat-footed 26
Base Attack/Grapple: +10/+10
Attack: Bell-staff +6 melee (1d6)
Full Attack: Bell-staff +6/+1 melee (1d6) or +0/-4/-5 melee (1d6)
Space/Reach: 5 ft/5 ft.
Special Attacks: For Whom the Bell Tolls, Spell-Like Abilities
Special Qualities: Darkvision, Panic on the Fourth Wall
Saves: Fort +7, Ref +7, Will +17
Abilities: Str 10, Dex 10, Con 10, Int 16, Wis 30, Cha 16
Skills: Bluff +16, Diplomacy +16, Disguise +16, Forgery +16, Hide +16, Intimidate +24, Listen +23, Perform (Percussion Instruments) +24, Sense Motive +23, Spot +23, Use Magic Device +16
Feats: Ability Focus (Spell-like Abilities), Endurance, Improved Initiative, Run
Environment: Anywhere sapient creatures exist
Organisation: Usually Solitary
Challenge Rating: 9
Treasure: An improvised quarterstaff with simple bells attached.
Alignment: Absolutely always Neutral Evil
Advancement: Never
Level Adjustment: Never
As you unmask the creature, it continues ringing its bell, but it's clearly no ordinary town crier - its face and body are wispy and semi-solid, and it seems to be a mockery of a guard or crier rather than an actual one. As you reveal it, it drops all pretense and lashes out at you with its mind.
Skills: The Mind-Ringer gets a +8 racial bonus to intimidate and perform (percussion instruments) checks.
For Whom the Bell Tolls (Su)
The Mind-Ringer can inspire panic in people easily by ringing its bells as a standard action. It can trip any magical or mundane alarms within 1 mile, including those which usually need deliberate activation - signal bells ring in time with the Mind-Ringer's staff, and beacons light seemingly of their own accord. A will save (DC 25, wisdom-based) can technically prevent a creature from sounding the alarm if it's sounded simply by shouting, but in practice at least one creature will feel compelled to raise an alarm. Essentially, the Mind-Ringer can put an entire city on alert by ringing its bells.
Of course, eventually, creatures will stop reacting to the continued false alarms, which is usually when a contingent of Silent Ones moves to take the city.
Spell-Like Abilities (Sp)
The Mind-Ringer has the following spell-like abilities (Caster level 10th). The save DCs are wisdom-based
At will: Alarm, Alter Self, Darkness, Dimension Door, Ghost Sound (DC 21), Invisibility, Nightmare (DC 26), Suggestion (DC 24)
5/Day: Confusion (DC 25), Greater Invisibility, Teleport
3/day: Sending
1/day: Demand (DC 29), Insanity (DC 28)
1/week: Antipathy (DC 29)
The following spells are always present on the Mind-Ringer's person (caster level 10th). They can be dispelled, but the Mind-Ringer can re-activate them as a free action.
Nondetection, Pass Without Trace, True Seeing, Undetectable Alignment
Panic on the Fourth Wall
The Mind-Ringer has the ability to incite total panic and confusion in people.
When an alarm is sounding nearby and confusion reigns, start playing battle music and ask for an initiative roll, then make the characters act as though in combat. Describe the movement of the creatures around them in detail, as though they were important - the guards with weapons drawn, the motions of the civilians, and possible weapons being carried by the citizens. Make it seem as though it's the PCs mission to catch one of the NPCs in the area, or they have some other mission limited by time.
When the Mind-Ringer is actually confronted by the players, act as though you don't have anything prepared for the encounter and they're making a mistake. Don't play any music and try to look as though you're improvising. Play the real battle music if the Mind-Ringer's real form is revealed.
Tactics
A Mind-Ringer tries to get its foes to panic and do something stupid rather than trying to fight them directly. It uses its ability to inspire panic to wear down a city and its occupants and set them against each other and against common rationality. Frequently it drives some of its enemies insane, which is usually enough to batter the rest into submission with a little use of its spell-like abilities.
A Mind-Ringer is no good in actual combat and most likely flees if able, using invisibility if it can use it to escape.
Example Encounter
A Mind-Ringer is usually best on its own, but a Mind-Ringer and two Disciples of Distrust (EL 10) can work together well too - the Disciples can use the atmosphere of panic to their advantage and perhaps convince players that other PCs are to blame for the alarms being set off.
Music Suggestions
Use of For Whom the Bell Tolls and Panic on the Fourth Wall ability: On High Alert (Assassin's Creed) (https://www.youtube.com/watch?v=r0z16hYGL0k) overlaid with Ringing Bell Sound Effect (https://www.youtube.com/watch?v=5c4x9M3v-ug).
When Uncovered: Blasphemous Errand (World's End) (https://mezzaninestairs.bandcamp.com/track/blasphemous-errand)
Endless Legionnary
Sometimes, nothing you can do is ever good enough. Sometimes, the best efforts you can put in are futile. There's always something more, something you can't manage. The things which once seemed rewarding are now worthless, and you start to wonder what the point is of it all.
An Endless Legionnary is the personification of depression. It crushes the spirits of its foes by reversing all that they sought to achieve and barring their way forever. To defeat an Endless Legionnary requires tireless determination and a lot of help. They are among the greatest Horrors, and for good reason.
Horror, Endless Legionnary
Size/Type: Medium Horror (Evil)
Hit Dice 15d10+60 (142 hp)
Initiative: +8
Speed: 30 ft (6 squares)
Armour Class: 30 (4 Dex, 16 deflection), touch 30, flat-footed 26
Base Attack/Grapple: +15/+19
Attack: Hatred melee +19 (4d6+6) or Spite ranged +19 (3d6)
Full Attack: Hatred melee +19/+14/+9 (4d6+6) or Spite ranged +19/+14/+9 (3d6)
Space/Reach: 5 ft/5 ft.
Special Attacks: Reversal, Spell-Like Abilities
Special Qualities: Darkvision, I am Legion!, The Fourth Wall Bars the Way
Saves: Fort +13, Ref +13, Will +12
Abilities: Str 18, Dex 18, Con 18, Int 24, Wis 16, Cha 16
Skills: Balance +22, Climb +22, Disguise +21, Gather Information +21, Hide +22, Intimidate +21, Jump +22, Knowledge (Local) +25, Knowledge (Nobility and Royalty) +25, Listen +21, Move Silently +22, Ride +22, Sleight of Hand +22, Spot +21
Feats: Cleave, Combat Reflexes, Power Attack, Improved Initiative
Environment: Anywhere sapient creatures exist
Organisation: Usually Solitary
Challenge Rating: 15
Treasure: 12d6 pp
Alignment: Absolutely always Neutral Evil
Advancement: Never
Level Adjustment: Never
You reveal the creature and see a Horror, with characteristic wisplike skin, a mockery of what it is to be a living, thinking creature. It wields a greatsword made of pure hate and a longbow made of spite for all things living. Then, you realise that it isn't alone...
Spell-Like Abilities (Sp)
The Endless Legionnary can use the following spell-like ability (caster level 15th):
At-Will: Disguise Self
The following spells are always present on the Endless Legionnary's person (caster level 15th). They can be dispelled, but the Endless Legionnary can re-activate them as a free action.
Nondetection, Pass Without Trace, True Seeing, Undetectable Alignment
Reversal
An Endless Legionnary has the ability to reverse the efforts of creatures. They can repair damage to anything, resurrect people, move objects back to their previous locations, and otherwise negate up to eight creatures' efforts
I am Legion! (Su)
An Endless Legionnary can create a legion around it. The Endless Legionnary splits into hundreds of creatures, each capable of moving on their own. As a full-round action, the Endless Legionnary moves up to 30 feet, and every square that the Endless Legionnary could have moved to now contains a copy of the Legionnary. However, these copies aren't full-power Endless Legionnaries - in fact, they fight much as Silent Ones, though they have no Silence on the Fourth Wall or Launch Scatterbomb ability, they wield greatswords and they look just like the Endless Legionnary. They start acting the turn after their creation.
The Endless Legionnary can do this as often as he likes, but each time it does so all of the copies that were already in existence fade into nothing as a new set is created.
The Fourth Wall Bars the Way
During a battle with the Endless Legionnary, the Legionnary appears to be completely impervious to damage and other effects, as do any other monsters in the same fight. The Endless Legionnary even appears to continue attacking when unable to. Any action taken by the player characters seems utterly ineffective. Worse, it seems to be the players' fault that this is the case. Anything that the players do seems to be futile, they seem to have walked right into a trap that they could have avoided, and defeat seems certain. The Endless Legionnary seems always to be several steps ahead of the players, and the entire fight is played as though the player characters should never have come there and are about to die.
In the background, tell the players that they hear the city being overrun by Horrors. With a bit more skill, they might have prevented this. Buildings go up in flame, innocents scream, and it is very definitely their fault.
Only finding the real Endless Legionnary can end this madness and free the players from the curse. They gather their senses to find that the city is fine, and indeed, they saved it by killing the Endless Legionnary.
Tactics
An Endless Legionnary's clones tend to ready actions to disrupt spellcasting, especially teleportation to escape. They tend to mob the party, which can prove fatal if a character with great cleave is about, but there are always more clones.
When the Endless Legionnary remakes clones, its clones cannot act and are briefly very vulnerable. Clever players might take advantage of this, in which case the Endless Legionnary may resort to fighting them itself rather than relying on making more clones. Ultimately, the Endless Legionnary is likely to need to get into the thick of the fighting itself.
Once cornered, the Endless Legionnary doesn't run; it fights until the end.
Example Encounter
While the Endless Legionnary is a fine opponent on its own, an Endless Legionnary, four Mind-Ringers, 8 Disciples of Distrust and 16 Silent Ones (EL 17) are an exceptionally difficult encounter. Enemies are panicked, set against one another, convinced that their efforts are futile and unable to clear up any misunderstanding with each other.
Music Suggestions
Battle: Reminiscence: True Pain (Phoenix Wright) (https://www.youtube.com/watch?v=IkaIgKq-Prg)