PDA

View Full Version : D&D 3.x Other Songbird race! (And other stuff.)



Pages : [1] 2

Metastachydium
2021-01-28, 12:28 PM
Well, this place grew a lot since I let the little birds in this here post fly. For an improved ease of navigation, please find


an INDEX of This Assembled Lot (and More) here (https://forums.giantitp.com/showsinglepost.php?p=25535816&postcount=326).



Because I like birds.

Passer

Passers are avian creatures that resemble songbirds; an average passer has a height of roughly 2' 2". There's little difference between the size and weight of male and female specimens. A passer's wings double as arms, complete with a four-fingered hand.
Most passers belong to the subrace known as greybirds. Male greybirds have a grey face, belly and cap; the back of their head and their wings are brown. Females have gray bellies with lighter, dull brown caps and wings.

Passers speak Passer and Common.

Size/Type: Small Monstrous Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 15 feet (3 squares), fly 40 feet (average)
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +1/-5
Attack: Sickle +2 melee (1d6-2)
Full Attack: Sickle +2 melee (1d6-2)
Space/Reach: 5 ft./0 ft.
Special Attacks: Cry of sorrow
Special Qualities: Short arms
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 6, Dex 12, Con 11, Int 11, Wis 12, Cha 11
Skills: Balance +4, Listen +4, Spot +4
Feats: Alertness, Weapon FinesseB
Environment: Temperate forests
Organization: Solitary, pair, nest (3-5) or flock (10-40)
Challenge Rating: 1/2
Alignment: Usually neutral
Advancement: By character class
Level adjustment: +0

Passer Traits

A passer character exchanges its 1 HD of monstrous humanoid for its first class level

Passers possess the following racial traits.
-4 Strength, +2 Dexterity, +2 Wisdom.
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ľ those of Medium characters.
A passer's base land speed is 15 feet. A passer also has a fly speed of 40 feet (average maneuverability).
Passers (unlike most monstrous humanoids) do not have darkvision.
Short Arms: Passers' hands are part of their wings, and as such they are shorter than the arms of other races. Passers must enter the space of opponents to make melee attacks against them, unless they are wielding weapons with the reach property.
Armoured Flight: The fly speed of a passer wearing light armour is reduced by 10 feet and the passer's maneuverability becomes poor. A passer wearing medium or heavy armour cannot fly.
+2 racial bonus on Hide and Survival checks.
Cry of Sorrow (Ex): When feeling threatened, a passer can emit a series of short, sorrowful cries as a swift action. Opponents must succeed on a DC 10 Will save or all attacks made by them in the next round against the passer suffer a -1 penalty. The save DC is Charisma-based.
Automatic Languages: Common, Passer. Bonus Languages: Draconic, Elven, Orc, Sylvan.
Favored Class: Druid.

Subraces
The above information describes the greybird passer, the most common variety. There are two other major subraces of passer.

Greenbird Passer

Male greenbirds have a bright green plummage with a number of black streaks on their wings and a black cap. Female greenbirds have a green-grey belly with a pattern of green and green-grey feathers covering the rest of their body and a number of black streaks on their wings.

Greenbird Traits
These traits are in addition to the greybird traits, except where noted.
-4 Strength, +2 Wisdom, +2 Charisma. These adjustments replace the greybird's ability score adjustments.
+2 racial bonus on Diplomacy and Hide checks. This trait replaces the greybird's racial bonuses to skill checks.

Redbird Passer

Male redbirds have black wings, grey backs and a black cap. Their bellies are bright red. Female redbirds look nearly identical, but their bellies are light brown instead of red.

Redbird Traits
These traits are in addition to the greybird traits, except where noted.
-4 Strength, +2 Dexterity, +2 Charisma. These adjustments replace the greybird's ability score adjustments.
+4 racial bonus on Diplomacy checks. This trait replaces the greybird's racial bonuses to skill checks.
Favored Class: Sorcerer. This trait replaces the greybird's favored class.




I'm not sure what their type should be. Currently, I'm thinking monstrous humanoid (since they have that roundish songbird body shape instead a more humanlike one). I'm also not sure whether they should have LA, and if yes, how much.



Update: Added a stat block, went with monstrous humanoid and no LA for now.

Metastachydium
2021-02-08, 08:01 AM
Angry Sparrow Swarm

These little birds are angry, and there's a lot of them.

Size/Type: Fine Animal (Swarm)
Hit Dice: 12d8 (48 hp)
Initiative: +5
Speed: 5 feet (1 square), fly 60 ft. (good)
Armor Class: 23 (+8 size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple: +9/–
Attack: Swarm (3d6 plus 1d2 acid)
Full Attack: Swarm (3d6 plus 1d2 acid)
Space/Reach: 10 ft./0 ft.
Special Attacks: Angry chirping, distraction, droppings
Special Qualities: Immune to weapon damage, low-light vision, swarm traits
Saves: Fort +8, Ref +13, Will +6
Abilities: Str 1, Dex 20, Con 10, Int 2, Wis 15, Cha 11
Skills: Balance +12, Hide +22, Listen +10, Spot +10, Survival +12
Feats: Alertness, Dodge, Flyby Attack, Lightning Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 9
Alignment: Always neutral
Advancement: None
Level Adjustment: –

Angry Chirping (Ex)
When thousands of angry little birds chirp together, the sound might overwhelm the minds of the weak. Anyone capable of hearing the sparrows must succeed on a DC 16 Will save or become shaken for the duration of the angry chirping. A swarm of sparrows can chirp together for one minute (or 10 rounds). They can then resume chirping once 1d10 rounds have passed.

Droppings (Ex)
The swarm excretes copious amounts of droppings as it descends upon its enemies. Each succesful attack made by the swarm deals an additional 1d2 points of acid damage.

Debihuman
2021-02-13, 05:11 PM
I like these! Nicely done. I generally don't critique races but I love monster stat blocks.

Metastachydium
2021-02-15, 07:40 AM
Thanks! I'm happy to hear that (and I just knew including a statblock for the passer was a good idea)!




Speaking of statblocks, here's a new one. This time it's not a birdy (although if we consider dragons magical dinosaurs, it's close enough), but rather something a bit more folkloric (and so not a talking pyrohydra!):

Seven-Headed Dragon

Seven-headed dragons would be indistinguishable from exceptionally tall and wide humans were it not for the colourful scales and scutes, the strong tail and, of course, the seven short-snouted reptilian heads with sharp teeth.
Seven-headed dragons tend to be hardy fighters, heavy drinkers and many, if not most of them have a weird habit of kidnapping young female aristocrats. They can and often do ride sufficiently sized horses with an unusual number of legs.
Seven-headed dragons speak Common and Draconic.

Size/Type: Large Dragon
Hit Dice: 11d12+66 (137 hp)
Initiative: +1
Speed: 40 feet (8 squares)
Armor Class: 28 (-1 size, +1 Dex, +12 natural, +6 +1 breastplate), touch 10, flat-footed 27
Base Attack/Grapple: +11/+19
Attack: Bite +16 melee (1d8+4) or large +4 heavy mace +19 melee (2d6+8) or large +2 scimitar +17 melee (2d4+6) or large +4 heavy mace +16 ranged (2d6+8)
Full Attack: 7 bites + 16 melee (1d8+4), or large +4 heavy mace +19/+13/+7 melee (2d6+8) or large +2 scimitar +17/+12/+7 melee (2d4+6) or large +4 heavy mace +19/+14/+9 melee (2d6+8) and Large +2 scimitar +17/+12 melee (2d4+4) and 7 bites +11 melee (1d8+2) or large +4 heavy mace +16 ranged (2d6+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath Weapon, Heavy Throw
Special Qualities: All-around vision, damage reduction 10/slashing and magic, darkvision 90 ft., dragon traits, immunity to fire, low-light vision, scent
Saves: Fort +15, Ref +8, Will +9
Abilities: Str 19, Dex 12, Con 22, Int 12, Wis 15, Cha 17
Skills: Gather Information +9, Intimidate +11, Jump +8, Knowledge (Nobility and royalty) +12, Listen +11, Move Silently +10, Open Lock +10, Ride +8, Spot +11, Search +11, Use Rope +10
Feats: Endurance, Diehard, Great Fortitude, Improved Two-Weapon FightingB, Weapon Focus (bite)
Environment: Temperate hills and forests
Organization: Solitary
Challenge Rating: 14
Alignment: Usually neutrall evil
Advancement: 12-14 HD (Large); 15-20 HD (Huge)
Level Adjustment: –

All-Around Vision (Ex)
The multiple heads a seven-headed dragon possessess allow it to look in several directions at once, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a seven-headed dragon.

Breath Weapon (Su)
A seven-headed dragon has one type of breath weapon, a 20 ft. line of fire. Once a seven-headed dragon breathes, it can't breathe again for 1d6 rounds. A seven-headed dragons's breath weapon deals 1d8 points of damage per head. A seven-headed dragon can breathe on up to seven opponents at once. A succesful Reflex save (DC 21) reduces damage by half. The saving throw is Constitution-based.

Heavy Throw (Ex)
A seven-headed dragon can throw a heavy mace as if it were a ranged weapon with a range increment of 15 feet.

Superior Two-Weapon Fighting
Because each of its two arms are controlled by a different head, a seven-headed dragon does not take a penalty on attack or damage rolls for attacking with two weapons.

Skills
Due to having seven heads, a seven-headed dragon has a +14 racial bonus on Spot and Listen checks. It also has a +5 racial bonus on Move Silently, Open Lock, Search and Use Rope checks made while attemting to kidnap somebody.


I tried to give this an official-looking LA using the guidelines in Savage Species, but at around +13 I gave up on the idea (I blame the guidelines).

Metastachydium
2021-02-26, 11:25 AM
So. I'm aware there's a thing called camelopardel in Sandstorm, but it's just a short giraffe with some dumb magical auras, and what this game really needs is an actual camel-panther hybrid, i.e. a resilient, predatory spotted camel with sharp fangs that's good at carrying stuff and climbing trees. And here it is:

Camelopardalis

Camelopardales resemble camels, and are just as hardy, but their legs are shorter and their yellow-brown fur is adorned by angular, dark brown spots. Camelopardales are omnivorous; however they have a strong preference for meat. Accordingly, their teeth are sharp and so are they claws.

Size/Type: Large Animal
Hit Dice: 8d8+56 (88 hp)
Initiative: +2
Speed: 50 feet (8 squares), climb 15 feet
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +6/+15
Attack: Bite +11 melee (1d10+5)
Full Attack: Bite +11 melee (1d10+5) and 2 claws +6 melee (1d6+5)
Space/Reach: 10 ft./ 5 ft.
Special Attacks: Spit
Special Qualities: Stubborn endurance, low-light vision, scent
Saves: Fort +13, Ref +4, Will +5
Abilities: Str 21, Dex 14, Con 20, Int 2, Wis 9, Cha 14
Skills: Climb +5, Listen +5, Spot +5, Swim +5
Feats: Alertness, Great Fortitude, Run
Environment: Warm plains and hills
Organization: Solitary or herd (10-50)
Challenge Rating: 7
Alignment: Always neutral
Advancement: 9-15 HD (Large)
Level Adjustment: –

Carrying capacity
A light load for a camelopardalis is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A camelopardalis can drag 4,500 pounds.

Stubborn Endurance (Ex)
A camelopardalis gains a +8 bonus on the following checks and saves: Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to avoid nonlethal damage from starvation or thirst and Fortitude saves made to avoid nonlethal damage from hot or cold environments.

Spit (Ex)
A camelopardalis can spit on any opponent within 5 feet as a swift action. The camelopardalis must make a ranged touch attack. If it hits, the target must succeed on a DC 19 Fort save or become sickened for 1d6 rounds. The save DC is Constitution-based.

Metastachydium
2021-03-07, 07:22 AM
And here's another, straight out of Borges.

Krokottas

Krokottases are canine predators that resemble wolves but have a longer, more angular muzzle and larger, incredibly sharp teeth. Their fur is usually brown or brown-grey.

Size/Type: Medium Magical Beast
Hit Dice: 4d10+4 (24 hp)
Initiative: +2
Speed: 50 feet (10 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+7
Attack: Bite +8 melee (2d4+3+1d8 acid)
Full Attack: Bite +8 melee (2d4+3+1d8 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Caustic jaws
Special Qualities: Darkvision 60 ft., low-light vision, scent, unrelenting fangs
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 16, Dex 14, Con 12, Int 1, Wis 10, Cha 11
Skills: Climb +3, Listen +2, Spot +2, Survival +3
Feats: Combat Reflexes, Improved SunderB, Weapon Focus (bite)
Environment: Warm plains
Organization: Solitary
Challenge Rating: 2
Alignment: Usually neutral
Advancement: 5 HD (Medium), 6-10 HD (Large)
Level Adjustment: –

Caustic Jaws (Ex)
A krokottas begins digesting its chosen prey the moment it sinks its fangs into said prey. For that purpose, it has glands in its oral cavity secreting powerful digestive juices. A krokottas that hits with its bite attack deals an additional 1d8 points of acid damage.

Unrelenting Fangs (Ex)
A krokottas is capable of biting through almost anything. Its bite attack ignores armor and natural armor bonuses.

Metastachydium
2021-03-23, 05:13 AM
Celestial Stag

Nothing is known about the appearence of celestial stags and it is unclear how they acquired their confusing name.
Celestial stags speak Common, Undercommon and Terran.

Size/Type: Medium Aberration
Hit Dice: 6d8+12 (36 hp)
Initiative: +0
Speed: 30 feet (6 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +4/+11
Attack: Slam +7 melee (1d6+3)
Full Attack: 2 slams +7 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Meltdown, torment
Special Qualities: Darkvision 120 ft., oblivion
Saves: Fort +6, Ref +2, Will +5
Abilities: Str 16, Dex 10, Con 14, Int 11, Wis 7, Cha 15
Skills: Bluff +8, Intimidate +8, Knowledge (dungeoneering) +5, Listen +3
Feats: Great Fortitude, Improved GrappleB, Iron Will, Persuasive
Environment: Underground
Organization: Solitary
Challenge Rating: 4
Alignment: Usually neutral
Advancement: –
Level Adjustment: –

Meltdown (Su)
Celestial stags desire to reach the surface world without exception; however, allowing them to do so is extremely dangerous. Upon exposure to natural light, a celestial stag's body begins to melt away and the resulting liquid soon evaporates, turning into a rapidly expanding cloud of noxious gas that spreads at a rate of 250 feet per round, dealing 18d10 points of damage to every living creature within a 1 mile radius. The affected area becomes poisonous thereafter for 1d12 weeks, dealing initial and secondary damage of 1d8 Con to any living creature that enters it and fails to make a DC 19 Fort save. The save DC is Constitution-based and includes a +4 racial bonus.

Oblivion (Su)
It is impossible to properly observe or describe a celetial stag, as observers cannot remember their features for any length of time. The DC for Knowledge (dungeoneering) checks made to identify a celestial stag increases by 15.

Torment (Ex)
If bribery and persuasion fails, celestial stags sometimes attempt to learn the way to the surface via torture. A celestial stag must succed on a grapple check made to pin the opponent to do so. Each round the pin is maintained, the stag deals 2d8 points of bludgeoning, piercing or slashing damage (the stag's choice).




(I'm aware that Meltdown looks like an overkill, but the creature I adapted here is described as being able to destroy an entire country with this ability, so in fact I might actually be underselling it a fair bit.)

Metastachydium
2021-04-22, 11:30 AM
Hide

Hides resemble spread out, mud-coloured cowhides lined by four larger and a multitude of smaller eyes. They live in pools and around the fords of larger rivers, and they spend most of their time lying at the bottom of the water, in wait for live prey to ambush.

Size/Type: Large Aberration [Aquatic]
Hit Dice: 11d8+33 (77 hp)
Initiative: +5
Speed: Swim 20 feet
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +8/+20
Attack: —
Full Attack: —
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 2d8+7+4d6 acid, leaping grab
Special Qualities: All-around vision, darkvision 60 ft., immunity to acid, critical hits and precision damage, innocuous, low-light vision, resistance to cold and fire 10, tremorsense 20 ft.
Saves: Fort +8, Ref +4, Will +7
Abilities: Str 24, Dex 12, Con 16, Int 1, Wis 11, Cha 7
Skills: Hide +10, Jump +20, Spot +6, Swim +7
Feats: Great Fortitude, Improved GrappleB, Improved Initiative Skill Focus (Jump), Stealthy
Environment: Aquatic
Organization: Solitary
Challenge Rating: 10
Alignment: Always neutral
Advancement: 12-15 HD (Large)
Level Adjustment: –

Acid (Ex)
A hide secretes digestive juices that quickly dissolve organic materials. A hide automatically deals acid damage with constrict attacks.

All-Around Vision (Ex)
Due to the number of its eyes and the positioning thereof, hides have a +4 bonus on Spot checks and they cannot be flanked.

Constrict (Ex)
A hide deals 2d8+Str points of bludgeonig damage with each succesful grapple check.

Innocuous (Ex)
Due to its shape and size, a hide gains a +4 racial bonus on its Hide checks made in its natural environment. It takes a succesful DC 18 Spot check to identify it as a living creature.

Leaping Grab (Ex)
Hides snap out of the water to get hold of their prey. A hide can grab an opponent to initiate a grapple with a succesful Jump check (DC=the touch AC of its opponent).




I would definitely appreciate some feedback on these if anyone has the time!

Metastachydium
2021-05-22, 04:05 AM
Giant Harvestmen

Giant harvestman resemble oversized spiders. They have a small, usually black, brown or grey ovoid body and eight long, slender legs.

Size/Type: Medium Vermin
Hit Dice: 2d8+4 (12 hp)
Initiative: +2
Speed: 40 feet (8 squares), climb 20 feet
Armor Class: 13 ( +2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Bite +2 melee (1d6)
Full Attack: Bite +2 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., longlegs, nervous twitch, tremorsense 60 ft., vermin traits
Saves: Fort +5, Ref +2, Will +1
Abilities: Str 12, Dex 15, Con 15, Int –, Wis 12, Cha 1
Skills: –
Feats: –
Environment: Temperate hills and planes
Organization: Solitary
Challenge Rating: 1
Alignment: Always neutral
Advancement: 3-5 (Medium); 6-8 (Large)
Level Adjustment: –

Longlegs (Ex)
The body of a giant harvestman is relatively small compared to its huge legs. Any attack made against a giant harvestman has a 50% chance of only hitting one of these legs. The legs of a giant harvestman have an AC of 10 and 2 hit points each; if a leg is severed, a giant harvestman loses half as much from its hit point total.

Nervous Twitch (Ex)
Once severed, the legs of a giant harvestman continue twitching on the ground for 1d4 minutes, distracting the opponents of the creature. Each severed, twitching leg imposes a cumulative -1 penalty on attack rolls, skill checks, ability checks and saving throws for all opponents who have a line of sight to the legs unless they make a DC 13 Will save. The save DC is Constitution-based.

Skills
Giant harvestmen have a +8 racial bonus on Climb checks. A giant harvestman can always choose to take 10 on Climb checks, even if rushed or threatened. Giant harvestmen use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

Metastachydium
2021-06-22, 02:40 PM
And here's an ooze, because this thread didn't have one yet and I'm not gonna be sloppy like that.

Sitis

Sitises are amorphous, translucent masses of slime that are roughly 12 to 15 feet wide and up to 14 inches thick. They are largely colourless; however, if a specimen has recently fed, its body temporarily gains a yellowish brown colouration.

Size/Type: Huge Ooze
Hit Dice: 12d10+84 (144 hp)
Initiative: +2
Speed: 30 feet (6 squares), climb 15 feet
Armor Class: 10 (-2 size, +2 Dex), touch 10, flat-footed 8
Base Attack/Grapple: +9/+21
Attack: Slam +13 melee (4d4+4) or sweep +13 melee touch (special)
Full Attack: Slam +13 melee (4d4+4) or sweep +13 melee touch (special)
Space/Reach: 15 ft./20 ft.
Special Attacks: Adhesive, blood drain, broad sweep, engulf, wilting
Special Qualities: Blindsight 40 ft., immunity to fire, improved reach, tremorsense 60 ft., vulnerability to electricity
Saves: Fort +11, Ref +6, Will +0
Abilities: Str 19, Dex 15, Con 25, Int –, Wis 3, Cha 1
Skills: Climb +12, Hide +6
Feats: –
Environment: Warm hills and mountains
Organization: Solitary
Challenge Rating: 11
Alignment: Always neutral
Advancement: 13-18 HD (Huge)
Level Adjustment: –

Combat
Sitises usually wait in ambush for prey to get close and once they sense movement within their reach, they lash out with a sweep attack trying to grab as many opponents as possible. They only use their slam attacks if they can engulf no further prey.

Adhesive (Ex)
When a sitis makes a sweep attack, the pseudopod the attack is made with begins to exude a thick, strongly adhesive secretion. Any opponent hit by a sitis's sweep is entitled to make a DC 23 Strength check to break free. If the check fails, the opponent in question is considered grappled by the sitis and it may attempt to engulf them in the next round.

Blood Drain (Ex)
A sitis drains blood from its engulfed prey, draining 1d6 points of Constitution each round the victim is trapped within its body.

Broad Sweep (Ex)
A sitis can grab up to three Medium or Small, up to six Tiny and up to fifteen Diminutive or smaller adjacent creatures within its threatened area with a single sweep attack.

Engulf (Ex)
A sitis can pull an opponent grabbed by its sweep attack into its body with a succesful grapple check. Once inside, victims are subject to blood drain and wilting each round for as long as they remain trapped in the body of the ooze. A sitis can have 2 Medium, 8 Small, 32 Tiny or 128 Diminutive or smaller creatures engulfed at a time.
Victims may attempt a DC 23 Strength check to break out of the sitis's body each round. Failure to do so imposes a cumulative -1 penalty on subsequent Strength checks made by the same victim to free themselves.

Improved Reach (Ex)
A sitis is capable of stretching out its viscous body to an improbable extent. All natural weapons of a sitis have a reach of 15 feet.

Wilting (Ex)
A sitis draws the water out of the body of its prey. Engulfed victims must make a succesful DC 23 Fortitude save each round they are trapped inside the body of the ooze or suffer 5d10 points of desiccation damage and become dehydrated. The save DC is Constitution-based.

Skills
A sitis has a +8 racial bonus on Climb checks. A giant harvestman can always choose to take 10 on Climb checks, even if rushed or threatened. It also has a +12 racial bonus on Hide checks.

Debihuman
2021-07-08, 01:55 AM
Looking at some of these like the 7-headed dragon. It should have All-Around Vision and would never be flanked. You might want to look at the multiheaded template. It strikes me as undersized and underpowered. See here: https://www.realmshelps.net/monsters/templates/multihead.shtml


Camelopardalis is nicely done. However, I'm not sure it how much this is improved by giving it Endurance as an Extraordinary ability rather than simply giving it Endurance as a bonus feat. Note you cannot give it Endurance as a feat when it advances since the bonuses do not stack even though they are from different sources as they both untyped bonuses. This is always something to consider.

I think there is an official version of the giant harvestman spider already (could be a previous homebrew though as I am not 100% sure). I really like nervous twitch though so kudos on that. Longleg should probably be renamed longlegs as that the general spelling.

I don't think I understand how an ooze makes a sweep attack. "Oozes attack any creatures they encounter. They lash out with pseudopods or simply engulf opponents with their bodies, which secrete acids that help them catch or digest their prey." All it needs a better description for the sweep attack. What part of its anatomy does it use to make a sweep?

Debby

Metastachydium
2021-07-08, 07:43 AM
Many thanks for the feedback!


Looking at some of these like the 7-headed dragon. It should have All-Around Vision and would never be flanked. You might want to look at the multiheaded template. It strikes me as undersized and underpowered. See here: https://www.realmshelps.net/monsters/templates/multihead.shtml

As for the size, I was trying to stat up a folkloric creature which is usually an accomplished fencer, dueling various human heroes. While making it medium would have been utterly ridiculous, large felt like a decent compromise.
Other than that, yeah, you're absolutely right and thank you for reminding me of that template. I'll give the big lizard some upgrades.



Camelopardalis is nicely done. However, I'm not sure it how much this is improved by giving it Endurance as an Extraordinary ability rather than simply giving it Endurance as a bonus feat. Note you cannot give it Endurance as a feat when it advances since the bonuses do not stack even though they are from different sources as they both untyped bonuses. This is always something to consider.

That's what I get for being lazy! The name is seriously misleading: the benefits of Endurance (Ex) are not identical to those of Endurance (the feat). The bonus the special ability gives is a +8 rather than a +4, but it does not apply to a number of things the feat covers (swim checks, holding breath, sleeping in armour barding). I'll go rename it.


I think there is an official version of the giant harvestman spider

Fun fact: harvestmen are arachnids, but not spiders.


already (could be a previous homebrew though as I am not 100% sure).

That's not impossible. There's a crazy amount of monsters in this game, and sometimes I have difficulty keeping track of them.


I really like nervous twitch though so kudos on that. Longleg should probably be renamed longlegs as that the general spelling.

Thanks, and I'll fix that.


I don't think I understand how an ooze makes a sweep attack. "Oozes attack any creatures they encounter. They lash out with pseudopods or simply engulf opponents with their bodies, which secrete acids that help them catch or digest their prey." All it needs a better description for the sweep attack. What part of its anatomy does it use to make a sweep?


I picture it as the ooze making a broad, sideways sweeping motion with an unusually wide pseudopod (but I'm not sure that makes much sense).

sandmote
2021-07-10, 07:16 PM
Meltdown (Su)
Celestial stags desire to reach the surface world without exception; however, allowing them to do so is extremely dangerous. Upon exposure to natural light, a celestial stag's body begins to melt away and the resulting liquid soon evaporates, turning into a rapidly expanding cloud of noxious gas dealing 18d10 points of damage to every living creature within a 1 mile radius. The affected area becomes poisonous thereafter for 1d12 weeks, dealing initial and secondary damage of 1d8 Con to any living creature that enters it and fails to make a DC 19 Fort save. The save DC is Constitution-based and includes a +4 racial bonus. I'm not really familiar with 3.5e monsters, but this seems highly excessive for something CR 4. I'm imaging some lich capturing one to teleport into the middle of a major city.

I'd maybe up the CR and quantify the spread of the cloud of gas.

Edit: I really like the harvestman though. A mechanical "creep out" effect is really neat, particularly because I think the players would assume they're going to get jumped by something else while dealing with it.

Metastachydium
2021-07-11, 10:04 AM
I'm not really familiar with 3.5e monsters, but this seems highly excessive for something CR 4. I'm imaging some lich capturing one to teleport into the middle of a major city.

I'd maybe up the CR and quantify the spread of the cloud of gas.

I know, I know. It is a profoundly unusable monster (except maybe as a plot point). The reason why would be that I tried to replicate the abilities/characteristics of an actula creature of folklore which is inherently and ridiculously unbalanced (a couple unarmed miners can kill it with relative ease while underground but it becomes a weapon of mass destruction (seriously, I'm not making this up (heck, I even scaled down its destructive potential a fair bit))). (Also, rest assured: 3.5 is crazy but not this crazy.)
As for the spread, well, there are spells with areas measured in miles (Eclipse comes to mind, with its 5 miles radius), so this is more of a balance problem (those spells are, of course, epic spells) than a problem of stuff being poorly quantified.
Should I, perhaps, put a disclaimer on the thing (WARNING: this is horribly unbalanced and that on purpose! Do not try to use this unless you can make it make sense!)


Edit: I really like the harvestman though. A mechanical "creep out" effect is really neat, particularly because I think the players would assume they're going to get jumped by something else while dealing with it.

Thanks! I'm happy to hear that!

sandmote
2021-07-11, 12:45 PM
As for the spread, well, there are spells with areas measured in miles (Eclipse comes to mind, with its 5 miles radius), so this is more of a balance problem (those spells are, of course, epic spells) than a problem of stuff being poorly quantified. I was thinking you should quantify the spread of the gas so there's an explicit event created when the monster dies, where the party has the chance to evacuate as much as they can from that 1 mile radius as the cloud expands behind them. Where a nuke is basically instantaneous and then the remaining radiation deals damage per round, if the cloud spreads at a rate of 100 feet per round (or whatever number), the party explicitly has time to try to save... whoever they might have the chance to save (including themselves) before it reaches them.

Although I admit this might not fit what the creature in question is actually based on.

Metastachydium
2021-07-11, 01:52 PM
I was thinking you should quantify the spread of the gas so there's an explicit event created when the monster dies, where the party has the chance to evacuate as much as they can from that 1 mile radius as the cloud expands behind them. Where a nuke is basically instantaneous and then the remaining radiation deals damage per round, if the cloud spreads at a rate of 100 feet per round (or whatever number), the party explicitly has time to try to save... whoever they might have the chance to save (including themselves) before it reaches them.

That… Makes an awful lot of sense. Thanks for the idea!


Although I admit this might not fit what the creature in question is actually based on.

That's not going to be a problem. How exactly it does what it does is left a bit vague beyond establishing that it melts into something very smelly.

Edit: Aand fixed it!

Debihuman
2021-07-12, 12:23 PM
Re: Dragon

Since you added a HD, BAB is now 11 and grapple is 19.

The dragon's attacks are off. I'm gonna go full detail on this to help other homebrewers who also struggle with monster attacks. It's complicated. It's really complicated. I'm sorry if it gives you a headache.


Is the mace a magical +4 mace? Likewise is the scimitar a magical +2 scimitar because that makes a difference. Italics really help when you are looking at magical weapons.

Two weapon fighting means that if it fights with both its weapons it takes a -4 penalty to both attacks.

I can see it having magical weapons but generally statted dragons do not fight with magical weapons. Furthermore, creatures with magic items have it listed specifically in treasure.

Since you raised the HD to 11, the BAB is now 11. Here is the attack line (it only gets ONE bite in the attack line (regardless of how many heads it has)

Since a mace isn't designed to be a thrown weapon, a creature throwing it still has to take the -4 penalty to hit and and only uses the dragon's strength modifier in damage.

"It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a -4 penalty on the attack roll." Note creature cannot make iterative attacks with thrown weapons because it doesn't have it in its possession once it is thrown. [You'd think this would be obvious but it's an easy mistake to overlook. Also this rule "Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet." Since the special ability gives it 15 feet that is an exception.

This all gives the following:
Melee Attack: Base attack bonus (+11) + Strength modifier (+4) + size modifier (-1) (+1 attack with weapon focus on bite ).
Ranged Attack: Base attack bonus (+11) + Dexterity modifier (+1) + size modifier (-1) non-standard throwing weapon (-4)


This is how the attack line should look.
Attack: Bite is 15 melee (1d8+4) or Large +4 heavy mace +18 melee (2d6+8) or Large +2 scimitar +16 melee (2d4+4) or +2 Large heavy mace +8 ranged (2d6+8)

The full attack line is a bit tricky because it has so many attacks. because it can make 7 bite attacks, a bit isn't considered a sole weapon so it only gets +4 from Strength not +6.

Full Attack is where this gets tricky because it uses both natural and manufactured weapons.

Manufactured and Natural Weapon Fighting
"Some creatures combine attacks with natural and manufactured weapons when they make a full attack. When they do so, the manufactured weapon attack is considered the primary attack unless the creature’s description indicates otherwise and any natural weapons the creature also uses are considered secondary natural attacks. These secondary attacks do not interfere with the primary attack as attacking with an off-hand weapon does, but they take the usual –5 penalty (or –2 with the Multiattack feat) for such attacks, even if the natural weapon used is normally the creature’s primary natural weapon." Whew that's a mouthful.

Primary manufactured weapon is the Mace since it has the highest bonus (+4 bonus) and scimitar is the off-hand weapon (+2 bonus). Note it still takes a -4 penalty to using both weapons even with the Two-handed weapon feat.

Also, an off-hand weapon adds only 1/2 strength bonus not full strength bonus

If the creature just uses it main weapons you get the following (note it can make 3 iterative attacks with manufactured weapons)
7 bites + 15 melee (1d8+4), or Large+4 Mace +18/+12/+6 melee (2d6+8) or Large +2 scimitar +16/+10/+4 melee (2d4+4)

Now when you put this together the creature has to take a -4 penalty to use both manufactured weapons and its bite are secondary attacks. Note also that secondary attacks only allow for half the creature's Str bonus to be applies. Good grief this gave ME a headache just to figure it out.

Large +4 Mace+14/+8/+2 melee (2d6+8) and Large +2 scimitar +12/+6/+0 melee (2d4+4) and 7 bites +10 melee (1d8+2)

Full Attack: 7 bites + 15 melee (1d8+4), or Large+4 Mace +18/+12/+6 melee (2d6+8) or Large +2 scimitar +16/+10/+4 melee (2d4+6) or Large +4 Mace+14/+8/+2 melee (2d6+8) and Large +2 scimitar +12/+6/+0 melee (2d4+4) and 7 bites +10 melee (1d8+2) or +2 Large heavy mace +8 ranged (2d6+8)

Technically, it could throw the large mace at one opponent and attack close opponents with bites but it is better off just making 7 bite attacks +15 melee rather than at +10 melee. This is why I'm not fond of the design.

It's even more of a headache because if it loses all but one head it loses its Superior Two-Weapon Fighting feat. I think this is too complicated for the CR and for a novice DM to run. It has too much to keep track of and combat will take far too long while the DM figures it out. Nobody likes it when combat slows down the game.

This is where design matters. I'm not saying it's a bad design. I'm just saying it is overly complicated which makes it harder to run than typical dragons or even say a 7-headed hydra.

The only advantage to the mace is that it has a 15-foot range.

As long as PCs have decent ranged weapons, they can plink it off in a lot of rounds. A LOT of rounds; they need to keep their distance.

Debby

Metastachydium
2021-07-13, 07:08 AM
Re: Dragon

Since you added a HD, BAB is now 11 and grapple is 19.

Forgot about that. Thanks and I'll fix it.


The dragon's attacks are off. I'm gonna go full detail on this to help other homebrewers who also struggle with monster attacks. It's complicated. It's really complicated. I'm sorry if it gives you a headache.


Is the mace a magical +4 mace? Likewise is the scimitar a magical +2 scimitar because that makes a difference. Italics really help when you are looking at magical weapons.

Yup. Will use those italics.


Two weapon fighting means that if it fights with both its weapons it takes a -4 penalty to both attacks.

Doesn't Superior Two-Weapon Fighting make those go away?

I can see it having magical weapons but generally statted dragons do not fight with magical weapons. Furthermore, creatures with magic items have it listed specifically in treasure.


Since you raised the HD to 11, the BAB is now 11. Here is the attack line (it only gets ONE bite in the attack line (regardless of how many heads it has)

And I know that! What I don't know is what I was doing there and why.


Since a mace isn't designed to be a thrown weapon, a creature throwing it still has to take the -4 penalty to hit and and only uses the dragon's strength modifier in damage.

"It is possible to throw a weapon that isnÂ’t designed to be thrown (that is, a melee weapon that doesnÂ’t have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a -4 penalty on the attack roll." Note creature cannot make iterative attacks with thrown weapons because it doesn't have it in its possession once it is thrown. [You'd think this would be obvious but it's an easy mistake to overlook. Also this rule "Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet." Since the special ability gives it 15 feet that is an exception.

Heavy Throw was supposed to make the penalty go away, but yeah, the wording doesn't reflect that. I'll add an "as if it were a ranged weapon" clause.

This all gives the following:
Melee Attack: Base attack bonus (+11) + Strength modifier (+4) + size modifier (-1) (+1 attack with weapon focus on bite ).
Ranged Attack: Base attack bonus (+11) + Dexterity modifier (+1) + size modifier (-1) non-standard throwing weapon (-4)


This is how the attack line should look.
Attack: Bite is 15 melee (1d8+4) or Large +4 heavy mace +18 melee (2d6+8) or Large +2 scimitar +16 melee (2d4+4) or +2 Large heavy mace +8 ranged (2d6+8)

The full attack line is a bit tricky because it has so many attacks. because it can make 7 bite attacks, a bit isn't considered a sole weapon so it only gets +4 from Strength not +6.

Full Attack is where this gets tricky because it uses both natural and manufactured weapons.

Manufactured and Natural Weapon Fighting
"Some creatures combine attacks with natural and manufactured weapons when they make a full attack. When they do so, the manufactured weapon attack is considered the primary attack unless the creature’s description indicates otherwise and any natural weapons the creature also uses are considered secondary natural attacks. These secondary attacks do not interfere with the primary attack as attacking with an off-hand weapon does, but they take the usual –5 penalty (or –2 with the Multiattack feat) for such attacks, even if the natural weapon used is normally the creature’s primary natural weapon." Whew that's a mouthful.

Primary manufactured weapon is the Mace since it has the highest bonus (+4 bonus) and scimitar is the off-hand weapon (+2 bonus). Note it still takes a -4 penalty to using both weapons even with the Two-handed weapon feat.

Also, an off-hand weapon adds only 1/2 strength bonus not full strength bonus

If the creature just uses it main weapons you get the following (note it can make 3 iterative attacks with manufactured weapons)
7 bites + 15 melee (1d8+4), or Large+4 Mace +18/+12/+6 melee (2d6+8) or Large +2 scimitar +16/+10/+4 melee (2d4+4)

Now when you put this together the creature has to take a -4 penalty to use both manufactured weapons and its bite are secondary attacks. Note also that secondary attacks only allow for half the creature's Str bonus to be applies. Good grief this gave ME a headache just to figure it out.

Large +4 Mace+14/+8/+2 melee (2d6+8) and Large +2 scimitar +12/+6/+0 melee (2d4+4) and 7 bites +10 melee (1d8+2)

Full Attack: 7 bites + 15 melee (1d8+4), or Large+4 Mace +18/+12/+6 melee (2d6+8) or Large +2 scimitar +16/+10/+4 melee (2d4+6) or Large +4 Mace+14/+8/+2 melee (2d6+8) and Large +2 scimitar +12/+6/+0 melee (2d4+4) and 7 bites +10 melee (1d8+2) or +2 Large heavy mace +8 ranged (2d6+8)

Technically, it could throw the large mace at one opponent and attack close opponents with bites but it is better off just making 7 bite attacks +15 melee rather than at +10 melee. This is why I'm not fond of the design.[/QUOTE]

I didn't even consider the possibility of it using the manufactured weapons in conjunction with the bites, but yeah. If I listed every possible option, it's full-attack line would become a novella. I can get why it makes your head hurt.


It's even more of a headache because if it loses all but one head it loses its Superior Two-Weapon Fighting feat. I think this is too complicated for the CR and for a novice DM to run. It has too much to keep track of and combat will take far too long while the DM figures it out. Nobody likes it when combat slows down the game.

I don't know what I was thinking. I'll just remove that clause. (I haven't specified the details of how the individual heads can be sundered anyway).


This is where design matters. I'm not saying it's a bad design. I'm just saying it is overly complicated which makes it harder to run than typical dragons or even say a 7-headed hydra.

The only advantage to the mace is that it has a 15-foot range.

As long as PCs have decent ranged weapons, they can plink it off in a lot of rounds. A LOT of rounds; they need to keep their distance.

Debby

All true, but hey, it still makes more sense than my celestial stag.

Metastachydium
2021-08-12, 07:06 AM
Kalypthen
Kalypthena resemble a long purplish blue cloak wrapped around a vaguely humanoid body of which only a faintly glowing rectangular head is visible. These creatures are usually seen floating a few inches above the ground. A kalypthen is hardly ever encountered alone: they almost always move in a close, geometric formation comprised of up to 150 specimens.
Kalypthena understand Celestial, Common and Infernal, but do not speak.

Size/Type: Medium Outsider [Extraplanar, Lawful]
Hit Dice: 8d8+32 (64 hp)
Initiative: +11
Speed: fly 25 feet (perfect)
Armor Class: 30 (+4 armour, +7 Dex, +9 deflection), touch 26, flat-footed 23
Base Attack/Grapple: +8/–
Attack: –
Full Attack: –
Space/Reach: 5 ft./5 ft.
Special Attacks: Hypnic cold, spell-like abilities, wordless suggestion
Special Qualities: Blindsight 60 ft., DR 5/chaotic or evil or good, immunities, inner glow, mantle
Saves: Fort +10, Ref +13, Will +15
Abilities: Str –, Dex 24, Con 19, Int 15, Wis 28, Cha 14
Skills: Concentration +15, Hide +10, Intimidate +13, Knowledge (the planes) +13, Knowledge (religion) +13, Move Silently +26, Sense Motive +20, Spellcraft +13
Feats: Ability Focus (Hypnic Cold), Combat Casting, Improved Initative
Environment: A lawful neutral aligned plane
Organization: Solitary, gathering (4-9), procession (10-60) or order (60-150)
Challenge Rating: 12
Alignment: Always lawful neutral
Advancement: By character class
Level Adjustment: –

Combat
Kalypthena do not normally attack other creatures, unless they are themselves attacked first. On the other hand, they will occasionally react to markedly non-lawful behaviour or thoughts with swarming the offending individual or group, trying to immobilize and subdue them with their auras or through liberal usage of their spell-like abilities.

Hypnic Cold (Su)
At will, a kalypthen can project an aura with a radius of 10 feet around itself as a free action. Any creature that begins its turn within this area must succeed on a DC 25 Will save or fall asleep. An opponent that succesfully saves against this effect is instead dazed for 1d4 rounds. In addition to that, such an opponent must also succeed on a DC 25 Fort save each round or take 4d6 points of cold damage. The save DCs are Wisdom-based.

Immunities
A kalypthen is immune to cold, stunning, petrification, polymorph and mind-affecting effects. It is not subject to precision damage.

Inner Glow (Su)
The floating body of a kalypthen sheds faint light in a 5-foot radius around itself. Shadowy illumination extends to another 10 feet around this area. A kalypthen cannot suppress its inner glow.

Mantle (Su)
The shroud that appears to be draped around the figure of a kalypthen protects the creature from harm, providing a +4 armour bonus. A kalypten also benefits from a deflection bonus to AC equal to its Wisdom-modifier. This mantle is an integral part of the creature, but only in the same way as the shell is an integral part of a snail. When a kalypthen is slain, its body quickly dissipates, but the mantle is left behind and it retains the abilities it had while its wearer was still alive (see below).

Spell-like Abilities
At-will – mage hand; 10/day – calm animals, protection from chaos (DC 20); 5/day – calm emotions, detect thoughts, dominate animal, lesser geas (DC 22); 2/day – break enchantment, dispel chaos, order's wrath, dominate person (DC 23); 1/day – geas/quest (DC 25). Caster level 8th. The save DCs are Wisdom-based.

Wordless Suggestion (Su)
A kalypthen can instill thoughts in a creature's mind without making a sound. This ability is the equivalent of a suggestion spell cast by a 6th level wizard (DC=23). The save DC is Wisdom-based.

Skills
A kalypthen has a +8 racial bonus on Move Silently checks and a -8 racial penalty on Hide checks.

New Wondrous Item:

MANTLE OF THE KALYPTHEN
Price: 24000 gp
Body Slot: Shoulders
Activation: —
Weight: 12 lb.

This long, heavy, plain purplish blue cloak was once part of a kalypthen, a powerful outsider native to lawful-aligned planes. It grants a +4 armour bonus, and its wearer can also add her Wisdom modifier as a deflection bonus to her AC.
Unlike other wondrous items, the mantle cannot be crafted by spellcasters, regardless of their skill.




The next one will not havequite such a pile of special attacks & qualities, I promise!

Debihuman
2021-08-14, 01:40 PM
What armor is a Kalypthen wearing since you list in in the AC.

If these always travel in a group why didn't you stat this up as a Mob?

Debby

sandmote
2021-08-14, 10:40 PM
Kalypthena resemble a long purplish blue cloak wrapped around a vaguely humanoid body of which only a faintly glowing rectangular head is visible, floating a few inches above the ground. I would maybe specify the head floats just above the cloak's collar and the general length of the cloak. It can fly closer and further from the ground anyway, so a comparison to the ground doesn't seem useful. Unless you mean the head is a few inches above the ground, near the bottom of the cloak somehow?

Also, do you have any lore for the Kalypthena? I'm imagining some sort of "ringwraiths of law" type deal, where they have blindly given themselves to serve some greater power keeping the planes of law untainted by other cosmic forces.


What armor is a Kalypthen wearing since you list in in the AC. It looks like its the cloak? Not sure why it isn't natural armor if the cloak is part of the creature though.


Mantle (Su)
The shroud that appears to be draped around the figure of a kalypthen protects the creature from harm, providing a +4 armour bonus.


If these always travel in a group why didn't you stat this up as a Mob? I think that was a reference to the Organization, because its often somewhat awkward to establish how outsiders are acting when you run into them. As opposed to more traditional humanoid settlements, thye often just travel around or guard some esoteric area.

Metastachydium
2021-08-15, 04:02 AM
What armor is a Kalypthen wearing since you list in in the AC.


It looks like its the cloak? Not sure why it isn't natural armor if the cloak is part of the creature though.

It is part of the creature, but it isn't part of the creature's body, strictly speaking. I meant to stat it up as a shoulder-slot magic item kalypthena drop when killed. It might indeed be overcomplicating this, though. Should I just switch that to natural armour?


If these always travel in a group why didn't you stat this up as a Mob?


I'm not incredibly familiar with mobs, so mostly it just didn't occur to me, although I'm not sure how well mob would mesh with groups of variable size.
I suppose I'd better just change the fluff text and maybe the Organization line.


I would maybe specify the head floats just above the cloak's collar and the general length of the cloak. It can fly closer and further from the ground anyway, so a comparison to the ground doesn't seem useful. Unless you mean the head is a few inches above the ground, near the bottom of the cloak somehow?

That's just me being unable to compose a sentence that makes sense. The kalypthen floats above the ground (it only has a fly speed) and the head just sticks out of the mantle (so it's not like, say, a lumi or whatever). I'll clarify it.


Also, do you have any lore for the Kalypthena? I'm imagining some sort of "ringwraiths of law" type deal, where they have blindly given themselves to serve some greater power keeping the planes of law untainted by other cosmic forces.

I mostly just ignore the official lore on pretty much everything official, so I usually don't bother to give my critters anything like that. That said, I like your idea and might incorporate something like that into the fluff text if you don't mind.

sandmote
2021-08-16, 11:41 AM
It is part of the creature, but it isn't part of the creature's body, strictly speaking. I meant to stat it up as a shoulder-slot magic item kalypthena drop when killed. It might indeed be overcomplicating this, though. Should I just switch that to natural armour? I would do one or the other, just for the sake of clarity. That it is treated as an item but doesn't give rules for how the item works seems to be the confusing part.


I mostly just ignore the official lore on pretty much everything official, so I usually don't bother to give my critters anything like that. That said, I like your idea and might incorporate something like that into the fluff text if you don't mind. I suppose that explains the lack of lore on the rest of the creatures. Feel free to use anything I suggest.

Metastachydium
2021-08-17, 06:07 AM
I would do one or the other, just for the sake of clarity. That it is treated as an item but doesn't give rules for how the item works seems to be the confusing part.

Okay, I wrote up the mantle as a magic item, and included a few sentences about how the creature drops it when killed under the special ability. Hope that solves the issue.
(Parenthetical request for aid: I had no idea how to price it, so I tentatively made it a bit cheaper than a +4 bracers of armour/monk's belt combo. If anyone has a better idea, I'm all ears.)


I suppose that explains the lack of lore on the rest of the creatures. Feel free to use anything I suggest.

Sorry (I'm boring like that) and thanks!

Metastachydium
2021-09-14, 09:07 AM
So, let's talk about whatevertaurs! D&D (and I'm pretty sure they are not exactly the only offenders) has this strange habit of considering -taur a kind of postfix that means 'six-limbed creature with four legs and two manipulators' (I'm sure everyone's at least as familiar with the dracotaur and the tauric creature template as I am). This annoys me to no end. It's not quite as bad as whatevermancy (that one gives me physical pain), but it's trying. I mean,
1. the -taur in centaur is widely believed to come from ταυρος somehow, but κεν doesn't mean 'human' (in fact, linguists are not entirely sure what it does mean, but that's beside the point) and ταυρος absolutely doesn't mean 'with four legs'. As (I'm pretty sure) we (as opposed to whoever made MM3 and Savage Species) all know, it means 'bull'. Accordingly, dracotaur, for instance, means 'dragon bull' (or 'really big snake bull', but let's not dwell on that) which… Doesn't make a lot of sense.
2. There were variations on the centaur design, historically speaking. Beside the hippocentaur (a classic!), we used to have the ichthyocentaur (two arms, two horse legs and a fish tail) and the onocentaur (two donkey legs and two long human arms, used as arms or legs as needed). There's an easily noticable pattern here: the first half of the name refers to whatever a human torso was mixed up with; meanwhile, the second half is -centaur (rather than -taur).
More to the point: to vent my frustrations, I decided I might as well just go make an actual tauric creature (in your face, Wizards!), i.e. some random animal with the head of a bull! Since PF already did ophiotaur and Stormwrack (I think) gave us the ramfish which would make an ichthyotaur somewhat redundant, after briefly considering crocotaur and pterotaur, I ended up creating the mighty

Helicotaur
The horned head of a helicotaur would resemble that of a bull, were it not for the bony plates covering it. These snail-like, legless creatures carry an enormous, dull grey, spirally coiled shell on their backs.

Size/Type: Large Magical Beast
Hit Dice: 3d10+2 (17 hp)
Initiative: +0
Speed: 15 feet (4 squares)
Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +3/+9
Attack: Gore +3 melee (1d8+1)
Full Attack: Gore +3 melee (1d8+1) and radula -2 melee (1d2)
Space/Reach: 10 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 10 ft., DR 5/bludgeoning or piercing, resilient shell, tremorsense 5 ft.
Saves: Fort +7, Ref +3, Will +2
Abilities: Str 12, Dex 11, Con 15, Int 1, Wis 12, Cha 8
Skills: Climb +3, Hide +1, Listen +3, Swim +3
Feats: Athletic, Great Fortitude
Environment: Temperate marshes
Organization: Pair or herd (3-8)
Challenge Rating: 2
Alignment: Always neutral
Advancement: 4-5 HD (Large)
Level Adjustment: –

Combat
Helicotaurs rarely attack creatures other than helicotaurs from different herds. When threatened, they will normally try to flee, retreating into their shells if cornered.

Resilient Shell (Su)
The shell of a helicotaur replicates the effect of a lesser globe of invulnerability. A targeted dispel magic spell suppresses this quality for one round.

Metastachydium
2021-10-12, 08:22 AM
Hyad
Barely five feet tall, a hyad is a Fey creature with translucent pearly skin, light blue lips, and long curly dark hair that waves of its own accord, even when there is no breeze. Hyads are known for their lush gardens, as well as for being steadfast friends to all plants and to those that live from the land that bring soothing rain – or unleash the wrath of the clouds on those that they deem deserving of punishment.

Size/Type: Medium Fey
Hit Dice: 4d6-4 (8 hp)
Initiative: +3
Speed: 30 feet (6 squares)
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +2/+0
Attack: Punching dagger +5 melee (1d4-2/×3) or sling +5 ranged (1d4-2)
Full Attack: Punching dagger +5 melee (1d4-2/×3) or sling +5 ranged (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Call downpour, call rain
Special Qualities: DR 5/cold iron, low-light vision, resistance to electricity 15, spell-like abilities
Saves: Fort +0, Ref +7, Will +7
Abilities: Str 7, Dex 16, Con 9, Int 12, Wis 16, Cha 14
Skills: Balance +6, Diplomacy +9, Escape Artist +3, Heal +6, Hide +10, Knowledge (nature) +12, Listen +3, Move Silently +10, Perform (dance) +4, Sense Motive +4, Spot +3, Survival +12, Swim +9
Feats: Weapon FinesseB, Endurance, Diehard
Environment: Any temperate or warm
Organization: Solitary, triad or circle (5-10)
Challenge Rating: 3
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: –

Combat
Hyads are not particularly bellicose and they only fight if they cannot flee. If possible and necessary, they will use their Call Downpour ability to cover their retreat and hinder their foes. If they deem that their foes will be unable to follow, they might use air walk to escape as well.

Call Rain (Su)
Three times a day as a full-round action, a hyad may cause rain to fall for 2d8 hours in an area with a radius of up to 1d4 miles. Rain reduces visibility ranges by half, resulting in a -4 penalty on Spot and Search checks. It has the same effect on flames, ranged weapon attacks, and Listen checks as severe wind. Rain that lasts more than two hours has the potential to cause flooding. Plant creatures within the area affected by a rain a hyad calls gain fast healing 1 for the duration of the rain.

Call Downpour (Su)
Once per day as a full-round action, a hyad can call forth a heavy downpour that continues to fall for up to 2d6 minutes in an area with a radius of up to 1 mile. Treat the downpour as a severe storm without strong winds. Torrential precipitation reduces visibility to zero, making Spot, Search, and Listen checks and all ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. A downpour called by a hyad also deals 1d2 points of nonlethal cold damage per minute to each creature that is not a Plant within the area affected by it.

Spell-like Abilities
At will: create water; 5/day: air walk; caster level 5th.

Skills
Hyads have a +4 racial bonus on Knowledge (nature), Survival and Swim checks.




So, two issues with the hyad:
1. their main feature is kind of bulky and I'm not sure what to do about that (or if it is even a serious problem that needs addressing); I think I figured it out. (Thanks, Debby!)
2. I'd really like to give these an LA, but I'm not sure they are actually playable: their best ability is a decent debuff, but it's very party unfriendly.

Debihuman
2021-10-13, 06:16 PM
I think tghe hyads could use a slightly more focused description. Not all fey women should be described as "elven." It's really overused. The call rain should match the rain description in the SRD. There are really good weather rules already.


A hyad is a Fey creature with translucent pearly skin, light blue lips, and long curly dark hair that waves of its own accord, even when there is no breeze. Hyads are known for their lush gardens, and for caring for Plant creatures, especially carnivorous ones such as Shambling Mounds, Giant Sundews, and Giant Venus Flytraps. While they are well known for their ability to call rain, they are loathe to do so unless directly benefits the plants they care for.


Call Rain (Su): Three times a day as a standard action, a hyad may cause rain to fall for 2d8 minutes. Rain reduces visibility ranges by half, resulting in a -4 penalty on Spot and Search checks. It has the same effect on flames, ranged weapon attacks, and Listen checks as severe wind. Rain that lasts more than two hours has the potential to cause flooding.

Call Thunderstorm (Su): Once a day as a standard action, a hyad may cause a thunderstorm to appear for 1d4 hours. In addition to wind and precipitation (usually rain, but sometimes also hail), thunderstorms are accompanied by lightning that can pose a hazard to characters without proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1-hour period at the center of the storm. Each bolt causes electricity damage equal to 1d10 eight-sided dice. One in ten thunderstorms is accompanied by a tornado.

Call Severe Storm (Su): Once a week as a full action, a hyad may cause a severe storm to appear for 1 hour. Very high winds and torrential precipitation reduce visibility to zero, making Spot, Search, and Listen checks and all ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures caught in the area must make a DC 20 Fortitude save or face the effects based on the size of the creature:

Tiny and smaller creatures are Blown away. Creatures on the ground are knocked prone and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting.

Small creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6×10 feet.

Medium creatures are Checked. Creatures on the ground are unable to move forward against the force of the wind. Flying creatures are blown back 1d6×5 feet.

I hope this helps.

Debby

Metastachydium
2021-10-14, 09:46 AM
I think tghe hyads could use a slightly more focused description. Not all fey women should be described as "elven." It's really overused.

Absolutely. I only put that there because hyads (in actual mythology) are a type of nymphs, and all other such creatures written up as monsters in official books that I know of (except perhaps oreads; I'm not sure about that and also too lazy to check the FF) are described as looking like elves. But I'll probably ditch that reference anyway.


The call rain should match the rain description in the SRD. There are really good weather rules already.

Yeah, I used those as a basis – and probably went a bit farther than I intended. Sole problem is, wind and lightning are not really part of the hyads' portfolio. Would reverting average rain to the SRD standard, using the rain based parts of severe storm (no visibility etc.) and either giving up on light rain or making it official rain lite solve the problem? I'd also like to keep at the very least the bit with healing plant creatures (they deserve nice things!). Do you think it's too much?


A hyad is a Fey creature with translucent pearly skin, light blue lips, and long curly dark hair that waves of its own accord, even when there is no breeze. Hyads are known for their lush gardens, and for caring for Plant creatures, especially carnivorous ones such as Shambling Mounds, Giant Sundews, and Giant Venus Flytraps. While they are well known for their ability to call rain, they are loathe to do so unless directly benefits the plants they care for.

I'm totally going to use some of this if you don't mind. In some respects, my source material, so to say, does bind my hand (hyads are benefactors of small time agriculturalists and aren't really the vengeful CN kind of creature), but I love the physical description and the thing with gardens.


I hope this helps.


It sure does! Thanks again, Debby!

Metastachydium
2021-11-10, 03:27 AM
And now, for a while we'll go back to where this started: BIRDIES! (Also, other birdy-adjacent entities.) First of these is going to be the

Ylyk
Most often found on Acheron, hovering above fields of battle, Ylyks, also known as warhawks, resemble sizable, almost 5 feet tall birds of prey with dark brown feathers . Proud and obstinate, they make fast friend and unforgiving foes.

Size/Type: Medium Outsider [Extraplanar]
Hit Dice: 4d8+8 (24 hp)
Initiative: +7
Speed: 20 feet (6 squares), fly 60 feet (average)
Armor Class: 21 (+3 Dex, +4 +1 called studded leather, +4 natural), touch 13, flat-footed 18
Base Attack/Grapple: +4/+4
Attack: Talon +7 melee (1d6) or javelin +7 ranged (1d6)
Full Attack: 2 talons +7 melee (1d6) and beak +3 melee (1d8) or javelin +7 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., DR 10/magic, fortify the line, low-light vision, rallying cry, resistance to fire 5, spell-like abilities
Saves: Fort +6, Ref +7, Will +5
Abilities: Str 11, Dex 16, Con 15, Int 11, Wis 12, Cha 20
Skills: Balance +6, Bluff +14, Diplomacy +12, Gather Information +8, Knowledge (architecture and engineering) +4, Knowledge (history) +4, Knowledge (the planes) +2, Listen +8, Perform (oratory) +12, Sense Motive +12, Spot +12
Feats: Hover, Improved InitiativeB, MultiattackB, Weapon Finesse
Environment: A lawful-aligned plane
Organization: Solitary or troop (up to 2 ylyks and 20-100 allies)
Challenge Rating: 5
Alignment: Usually lafwul (any)
Advancement: By character class
Level Adjustment: +1

Combat
Ylyks do not engage opponents directly if they can avoid it. Rather than doing so, they hover over the battlefield, bolstering and commending their allies. If forced to mix into melee, they use their wicked beak and powerful talons before retreating, out of reach.

Fortify the Lines (Ex)
Ylyks are apt commanders, able to steel the bodies and souls of those they lead into battle by merely speaking. Once per encounter, an ylyk can grant all allies that can hear it a morale bonus to AC, all saves as well as all Constitution-based checks equal to half its HD for a number of rounds equal to its Charisma modifier.

Rallying Cry (Ex)
Ylyks inspire and embolden those serving under them. Once per encounter, an ylyk can grant a morale bonus to attack and damage rolls as well as all Strength-based checks equal to half its HD for a number of rounds equal to its Charisma modifier.

Spell-like Abilities
3/day: amplifySpC (DC 16). Caster level 8th. The save DC is Charisma-based.

Skills
Ylyks receive a +4 racial bonus on Bluff, Sense Motive and Spot checks.

Tzardok
2021-11-10, 06:17 AM
Favoured class Marshal, I'll assume.

Metastachydium
2021-11-10, 10:12 AM
Favoured class Marshal, I'll assume.

I did consider explicitly adding a clause to that effect. But then it occured to me that the there's quite some overlap between the auras and the ylyk's special abilities, and the marshal has to stay relatively close to allies that are to be affected by an aura and the ylyk is not exactly a melee powerhouse. Do you think an ylyk marshal would work well?

Tzardok
2021-11-10, 11:47 AM
Hmmm. It would require flying low above the army, but on the other hand 60 ft. isn't that low. Would require a bit playtesting...

Metastachydium
2021-11-10, 12:31 PM
Hmmm. It would require flying low above the army, but on the other hand 60 ft. isn't that low. Would require a bit playtesting...

More like 40' because of those pesky diagonals which would let it cover a 40' radius circle on the ground which is kind of decent. But yeah, seeing it in practice would help clarify things.

Metastachydium
2021-11-16, 04:07 AM
Aand my very special Birdy Month (that no one called for, but hey, birdies are cute!) continues, this time with the

Sicklewing
Sicklewings are avian creatures not unlike common swifts. They have long, slender wings, complete with wingclaws almost as dexterous as a human hand and a velvety black plummage. Lightweight, but resilient, they spend most of their lives on the wing, only landing to trade and breed or to have a heartier meal than their usual diet of oversized insects.

Size/Type: Medium Monstrous Humanoid
Hit Dice: 2d8+4 (12 hp)
Initiative: +3
Speed: 5 feet (1 square), climb 5 feet, fly 80 feet (good)
Armor Class: 14 (+3 Dex, +1 padded armour), touch 13, flat-footed 11
Base Attack/Grapple: +2/+1
Attack: Beak +3 melee (1d3-1)
Full Attack: Beak +3 melee (1d3-1) and wingclaw -2 melee (1d2-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Awake and asleep, cling, darkvision 60 ft., low-light vision
Saves: Fort +2, Ref +8, Will +3
Abilities: Str 8, Dex 16, Con 15, Int 11, Wis 11, Cha 10
Skills: Balance +3, Climb +10, Hide +3, Knowledge (geography) +4, Move Silently +3, Spot +1, Survival +6
Feats: Weapon FinesseB, Lightning Reflexes
Environment: Any temperate or warm
Organization: Solitary, pair or flock (5-40)
Challenge Rating: 2
Alignment: Often neutral
Advancement: By character class
Level Adjustment: +2

Combat
Sicklewings shun conflict if they can and prefer to serve as watchers, scouts and messengers if they cannot. If forced to fight, they'll use their short but sharp beaks and wingclaws to keep foes at bay for long enough to find an opening and flee.

Awake and Asleep (Ex)
Sicklewings are only truly asleep when they choose to. Their way of life does not lend itself to spending long hours inert and defenseless, wherefore they developed the ability to only rest half their minds at once. In this state, they move their wings as little as possible, relying on the winds as much as they can which reduces the speed of their flight to 40 feet with average maneuverability and one of their eyes closes, resulting in a -2 to Spot checks, but in exchange, they can get the benefits of a full night's sleep despite remaining wakeful and alert all day and all night.

Cling (Ex)
A sicklewing's feet are extremely short, to the point that some believe they are legless; however these same legs are surprisingly strong: they allow a sicklewing to cling to any vertical surface that is not perfectly smooth indefinitely, without making Climb checks.

Skills
Sicklewings have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened. They also have a +4 racial bonus on Survival checks.

Tzardok
2021-11-16, 07:18 AM
Swifts can stay on the wing all the time because they hunt flying insects. What do these guys live from? Insects won't cut it and there aren't that many birds or whatever that can be just eaten in one bite.

Metastachydium
2021-11-16, 10:56 AM
Swifts can stay on the wing all the time because they hunt flying insects. What do these guys live from? Insects won't cut it and there aren't that many birds or whatever that can be just eaten in one bite.

No birdy of mine eats birdies! The question, nevertheless is a good one. I kind of figured horseflies and locusts are large and plentiful enough (we are talking about the lower end of Medium right here, especially in terms of weight), but I might be wrong there.

Edit: You know what? Better safe than sorry. I'll tweak the fluff text a bit.

Metastachydium
2021-11-24, 02:55 AM
And Birdy Month is still on! This time, I'll give you two (abnormally behaving) critters, one of them a bit more dire than the other. Here they come:

Woodpecker
Woodpeckers are small birds with black and white feathers, as well as a red cap. They spend much of their time clinging to tree trunks, hunting for insects and worms hiding under the bark.

Size/Type: Diminutive Animal
Hit Dice: 1/4d8+2 (3 hp)
Initiative: +7
Speed: 10 feet (2 squares), fly 40 feet (average)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-13
Attack: Peck +2 melee (1d2-4)
Full Attack: Peck +2 melee (1d2-4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Rapid pecking
Special Qualities: Low-light vision
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 2, Dex 14, Con 15, Int 2, Wis 12, Cha 12
Skills: Balance +4, Climb +6, Listen +3, Spot +3
Feats: Weapon FinesseB, Alertness
Environment: Any forest
Organization: Solitary or pair
Challenge Rating: 1/2
Alignment: Always neutral
Advancement: —
Level Adjustment: —

Combat
Woodpeckers only fight if they perceive a prospective opponent as a threat to a valuable feeding ground; otherwise they shy away from combat. They use their sharp, slender bills to try and drive off foes.

Rapid Pecking (Ex)
Small as it is, the bill of a woodpecker is a potent tool: it can easily bore through bark and wood and it can strike its target multiple times in quick succession. If a woodpecker succeeds on a special melee touch attack, it can cling to an opponent at least one size category larger than itself and strike it five times with its beak as a full-round action. All attacks use the same attack bonus.
The beak of a woodpecker also ignores the hardness of wood.

Skills
A woodpecker has a +2 bonus to Climb checks and uses its Dexterity modifier (rather than its Strength modifier) to climb.



Dire Woodpecker
If it weren't for their much larger size, dire woodpeckers would be indistinguishable from common woodpeckers. Much like their diminutive relatives, they spend much of their time clinging to tree trunks, hunting for insects and worms hiding under the bark.

Size/Type: Small Animal
Hit Dice: 1d8+4 (8 hp)
Initiative: +7
Speed: 10 feet (2 squares), fly 40 feet (average)
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-3
Attack: Peck +3 melee (1d4+1)
Full Attack: Peck +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rapid pecking
Special Qualities: Low-light vision
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 12, Dex 16, Con 19, Int 2, Wis 12, Cha 10
Skills: Balance +5, Climb +9, Listen +4, Spot +4
Feats: Weapon FinesseB, Alertness
Environment: Any forest
Organization: Solitary or pair
Challenge Rating: 1
Alignment: Always neutral
Advancement: 2-3 HD (Small), 4-6 HD (Medium)
Level Adjustment: —

Combat
Dire woodpeckers are much more territorial than their smaller cousins, often attacking perceived intruders with their strong bills.

Rapid Pecking (Ex)
The bill of a dire woodpecker is a potent tool: it can easily bore through bark and wood and it can strike its target multiple times in quick succession. If a dire woodpecker succeeds on a special melee touch attack, it can cling to an opponent at least one size category larger than itself and strike it five times with its beak as a full-round action. All attacks use the same attack bonus.
The beak of a woodpecker also ignores the hardness of wood.

Skills
A dire woodpecker has a +4 bonus to Climb checks and uses its Dexterity modifier (rather than its Strength modifier) to climb.

Metastachydium
2021-12-01, 05:01 AM
And today, Birdy Month concludes with a last, double entry. This time there won't be an intrinsic connection between the two; one is a fix of sorts, the other the first ever template of this humble thread.
Let's see what we've got here!




There's a lot of things that bugged and annoyed me about D&D harpies for quite a while. My gripe is that they are not actually harpies, but rather ugly sirens that were made less birdlike for some reason (I tend to view that one as a feature rather than a bug, though: official harpies are lame). I have too much respect for the canonicity of canon, however, so instead of ditching them, I came up with a rival species resembling the Antique original a fair bit more, namely the

Strophadic Harpy
Strophadic (or as they like to put it, true) harpies have the feathered lower body and wings of a bird, with a torso reminiscent of a human woman. Enigmatic and mischievous, they spend most of their time hunting, thieving and pestering the civilized folks. They are vengeful and unpredictable like the winds, and they hold a deep grudge against regular harpies, killing them on sight.

Size/Type: Medium Outsider [Air, Native]
Hit Dice: 10d8+30 (70 hp)
Initiative: +2
Speed: 15 feet (3 squares), fly 50 feet (perfect)
Armor Class: 22 (+2 Dex, +5 +2 chain shirt, +4 natural), touch 12, flat-footed 20
Base Attack/Grapple: +10/+19
Attack: Talon +16 melee (1d8+6) or +1 shocking burst scimitar +16 melee (1d6+6+1d6 electricity, 18-20/×2)
Full Attack: 2 talons +16 melee (1d8+6) or +1 shocking burst scimitar +16/+11 melee (1d6+6+1d6 electricity, 18-20/×2) and talon +5 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Snatcher, soil
Special Qualities: Darkvision 60 ft., DR 5/adamantine, low-light vision, spell-like abilities
Saves: Fort +10, Ref +9, Will +9
Abilities: Str 22, Dex 15, Con 16, Int 10, Wis 15, Cha 11
Skills: Balance +15, Diplomacy +8, Intimidate +13, Jump +11, Knowledge (local) +9, Move Silently +2, Search +0, Sense Motive +7, Sleight of Hand +15, Spot +15, Survival +14, Tumble +15, Use Rope +2
Feats: Flyby Attack, Improved GrappleB, Power Attack
Environment: Temperate and warm mountains
Organization: Solitary, trio or flock (5-15)
Challenge Rating: 7
Alignment: Often chaotic neutral
Advancement: By character class
Level Adjustment: —

Combat
Strophadic harpies will often attack unprovoked, but rarely to kill. They prefer not to stay in melee range, opting for flyby attacks instead, and will usually attempt to snatch up at least one opponent and drop them from high up or deposit them at some spot high above the ground and difficult to approach for the flightless.

Snatcher (Ex)
If it succeeds in initiating a grapple, a strophadic harpy can snatch up an opponent or unattended object of medium size or smaller and carry them away. If the snatched creature imposes medium encumbrance upon the strophadic harpy, its maneuverability drops to average. If the snatched creature imposes heavy encumbrance upon the strophadic harpy, its maneuverability drops to clumsy.

Soil (Ex)
Strophadic harpies can secrete a viscous, foul smelling musk as a standard action that they can release on food or water by simply flying over it, affecting up to 3 cubic feet of food or water at once. This secretion doesn't render the affected food or water unfit for consumption, but to eat or drink such food or water, the creature attempting to do so must succeed on a DC 18 Fort save or become nauseated. A creature that succeeds on this saving throw becomes sickened instead. The save DC is Constitution-based.

Spell-like Abilities
3/day: augury.




The other entry of the day is a much simpler affair. It is a relatively cheap means of gaining a fly speed while becoming fluffy and cute. Without further ado, I give you the

Avian Creature
A curious lot, avian creatures are birdlike, winged and feathered specimens of their race. It is often theorized that avian families trace their lineage back to creatures of the Plane of Air, but conclusive evidence to that effect is yet to be found. Although they are sometimes ostracized by the societies they are born into (oftentimes out of envy for their mastery of the sky), they are rarely outcasts since their abilities are usually viewed as a blessing for them and their compatriots alike.

Sample Avian Creature
Avian Stone Giant
Size/Type: Large Giant (Earth)
Hit Dice: 14d8+56 (119 hp)
Initiative: +3
Speed: 40 ft., fly 40 ft. (average)
Armor Class: 25 (-1 size, +3 Dex, +11 natural, +2 leather armour), touch 12, flat-footed 22
Base Attack/Grapple: +10/+21
Attack: Greatclub +16 melee (2d8+10) or beak +16 melee (1d6+7) or slam +16 melee (1d4+7) or rock +12 ranged (2d8+10)
Full Attack: Greatclub +16/+11 melee (2d8+10) and beak +6 melee (1d6+3) or 2 slams +16 melee (1d4+7) and beak +11 melee (1d6+3) or rock +11 ranged (2d8+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Darkvision 60 ft., low-light vision, rock catching
Saves: Fort +13, Ref +7, Will +7
Abilities: Str 25, Dex 17, Con 19, Int 10, Wis 12, Cha 11
Skills: Climb +10, Hide +7*, Jump +10, Spot +12
Feats: Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot
Environment: Temperate mountains
Organization: Solitary, gang (1 plus 1–4 stone giants), hunting/raiding/trading party (2 plus 4–7 stone giants and 1 elder), or tribe (5–10 with 11–20 stone giants plus 35% noncombatants plus 1–3 elders and 3–6 dire bears)
Challenge Rating: 9 (elder 10)
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +5 (elder +7)

Covered in stony grey feathers, this towering creature is nearly invisible against the mountainside until it spreads its huge wings, letting out a sharp cry from its short, thick bill.

Almost as strong and just as stealthy as their brethren, avian stone giants are well respected members of the mountain tribes, often serving as scouts and ambushers.

Combat
Stone giants fight from a distance whenever possible, but if they can't avoid melee, they use gigantic clubs chiseled out of stone. A favorite tactic of stone giants is to stand nearly motionless, blending in with the background, then move forward to throw rocks and surprise their foes.

Rock Throwing (Ex)
The range increment is 180 feet for a stone giant's thrown rocks. It uses both hands when throwing a rock.

Rock Catching (Ex)
A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.

Skills
*A stone giant gains a +8 racial bonus on Hide checks in rocky terrain.

Creating an avian creature
"Avian creature" is an inherited template that can be applied to any corporeal humanoid, monstrous humanoid, giant, animal, magical beast or outsider.
An avian creature uses all the base creature's statistics and special abilities except as noted here.

Size and Type: Size and type are unchanged.

Speed: An avian creature has feathered wings instead of arms or forelegs and gains a fly speed equal to its land speed with average maneuverability.

Attack: Avian creatures develop a stout beak and gain a primary beak attack. If the base creature can use weapons, theavian creature retains this ability. An avian creature fighting without weapons uses its beak when making an attack action. When it has a weapon, it usually uses the weapon instead.

Full Attack: An avian creature without weapons uses its beak when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its beak as a natural secondary attack.

Damage: Avian creatures have a beak attack. If the base creature does not have this attack form, use the damage value in the table below. Otherwise, use the values below or the base creature's damage value, whichever is higher.



Size
Beak Damage


Fine



Diminutive
1


Tiny
1d2


Small
1d3


Medium
1d4


Large
1d6


Huge
1d8


Gargantuan
2d6


Colossal
3d6



Abilities: Increase from the base creature as follows: Str -2, Dex +2

Environment: Same as the base creature.

Challenge Rating: Same as the base creature +1.

Level Adjustment: Same as the base creature +1.

Breccia
2021-12-01, 11:15 AM
Referring to the original post, I would have a very hard time justifying Level Adjustment +0 on literally anything that has a fly speed. Maybe I missed it, but I would assume a bird with hands on their, um, wing-elbows could not use their hands for anything at all while flying. Spelling that out would make me feel better. Otherwise these guys get a shortbow and just rain death down on everything from safely out of reach, or just as good fling ranged attack spells.

Flight is a powerful PC ability, especially at low levels.

Metastachydium
2021-12-01, 03:02 PM
Referring to the original post, I would have a very hard time justifying Level Adjustment +0 on literally anything that has a fly speed. Maybe I missed it, but I would assume a bird with hands on their, um, wing-elbows could not use their hands for anything at all while flying. Spelling that out would make me feel better. Otherwise these guys get a shortbow and just rain death down on everything from safely out of reach, or just as good fling ranged attack spells.

Flight is a powerful PC ability, especially at low levels.

Granted, but some races (sparrow and crane hengeyokai) get it anyway, free of charge with less drawbacks than I burdened my birdies with. I'm comfortable leaving them without LA. (Also, no, they can't use weapons while flying.)

Metastachydium
2022-01-06, 07:52 AM
New year, new stuff! More specifically, a simple little race, the

Taheen
The body of a taheen is hard to distinguish from that of a human. However, they sport the heads of various animals.

Size/Type: Medium Monstrous Humanoid
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 20 feet (4 squares) in chainmail (base speed 30 ft.)
Armor Class: 15 (+5 chainmail), touch 10, flat-footed 15
Base Attack/Grapple: +1/+1
Attack: Beak, bite or gore (see text) or short sword +1 melee (1d6, 19-20/×2) or heavy crossbow +1 ranged (1d10, 19-20/×2)
Full Attack: Beak, bite or gore (see text) or short sword +1 melee (1d6, 19-20/×2) or heavy crossbow +1 ranged (1d10, 19-20/×2)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., inscrutable mind, strong of stomach
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 10, Dex 11, Con 12, Int 11, Wis 12, Cha 9
Skills: Listen +4, Move Silently +2, Search +4, Spot +4
Feats: Alertness
Environment: Any
Organization: Solitary or troop (5-15)
Challenge Rating: 1
Alignment: Often lawful evil
Advancement: By character class
Level Adjustment: +1

Combat
Taheens are soldiers. They are usually well-trained in the art of warfare which makes them dangerous foes. While capable in close combat, they prefer to whittle down opponents from afar.

Inscrutable Mind (Su)
Taheens have strange minds. It is impossible to read their thoughts and they receive a +6 bonus on saving throws against mind-affecting effects.

Strong of Stomach (Ex)
There are few things a taheen is unwilling to eat, which helped them build up a tolerance to many things that would harm others. Taheens receive a +6 bonus on Fort saves against disease and ingested poisons.


d% Head Natural attack
1-3 Baboon bite (1d6)
4-6 Badger bite (1d4)
7-9 Bat bite (1d4)
10-12 Bear bite (1d8)
13-15 Beaver bite (1d6)
16-18 Bison gore (1d6)
19-21 Boar gore (1d8)
22-24 Bull gore (1d6)
25 Canary beak (1d2)
26-28 Cat bite (1d6)
29-31 Cheetah bite (1d6)
32-34 Dog bite (1d6)
35-37 Eagle beak (1d6)
38-40 Ferret bite (1d6)
41-43 Fowl beak (1d2)
44-46 Fox bite (1d6)
47-49 Hawk beak (1d6)
50-52 Hyena bite (1d6)
53-55 Jackal bite (1d6)
56-58 Leopard bite (1d6)
59-61 Lion bite (1d6)
62-64 Mink bite (1d6)
65-67 Owl beak (1d4)
68-70 Otter bite (1d6)
71-73 Rabbit bite (1d4)
74-76 Raven beak (1d4)
77-79 Rhinoceros gore (1d8)
80-82 Squirell bite (1d4)
83-85 Tiger bite (1d8)
86-94 Weasel bite (1d6)
95-97 Wolf bite (1d6)
98-100 Wolverine bite (1d6)


Taheens as Characters
A taheen character exchanges its 1 HD of monstrous humanoid for its first class level.
Taheen characters possess the following racial traits.
+2 CON, +2 WIS, -2 CHA.
Medium size.
A taheen's base land speed is 30 feet.
Darkvision out to 60 feet.
Inscrutable Mind: see above.
Strong of Stomach: see above.
Automatic Languages: Common, Taheen.
Bonus Languages: Draconic, Giant, Infernal, Undercommon.
Favoured Class: Fighter.
Level Adjustment: +1

Tzardok
2022-01-06, 11:58 AM
Am I the only one who thinks that those have potential to be connected to the Egyptian gods? Make them theocratic and let them have any alignment, and then they form a caste society based on head shape with each caste revering the appropriate patron god.

Metastachydium
2022-01-07, 10:43 AM
Am I the only one who thinks that those have potential to be connected to the Egyptian gods? Make them theocratic and let them have any alignment, and then they form a caste society based on head shape with each caste revering the appropriate patron god.

They are supposed to be the critters from The Dark Tower and King doesn't really go into their origins (or much anything about them) in detail, but yeah, I've seen that comparison before and it certainly makes a lot of sense (except maybe for beavers and such, but nothing's perfect, right?).
I'm not going to set anything in stone lorewise, though. As I've explained upthread, I'm not terribly fond of official D&D lore, so I'm not going to bother emulating it.

sandmote
2022-01-07, 08:21 PM
You seem to be missing a Taheen head for rolls of 98, 99, and 00. I assume the rarity of Canary-headed Taheen has something to do with the book series though.

Also I seem to have missed you posting the Hyad; nice to see a creature that isn't likely to show up as a threat to the party. I don't see a listed radius for the "Call Downpour" ability which is my only mechanical comment there. Definitely stealing the concept at some point.

Metastachydium
2022-01-08, 08:55 AM
You seem to be missing a Taheen head for rolls of 98, 99, and 00.

Oops. There was a formatting mistake in the table and the row with poor wolverine got swallowed up. Many thanks for spotting it!


I assume the rarity of Canary-headed Taheen has something to do with the book series though.

The series has a minor taheen character called Meiman, the Canary, so I couldn't not include a canary head option (also, I like birds). Canaries are not really a thing in D&D however, and Meiman is kind of unique in that he is the only taheen in the story with a name that doesn't sound like a taheen name (taheen names other then his always end in a vowel, an more specifically -a or -(l)i); consequently, I made the canary head a "cameo" option of sorts.


Also I seem to have missed you posting the Hyad; nice to see a creature that isn't likely to show up as a threat to the party.

Yeah, take that, stupid combat focused game with its stupid combat focused design! (I'm glad you like 'em!)


I don't see a listed radius for the "Call Downpour" ability which is my only mechanical comment there.

Man, I keep doing that. Thanks for the heads-up, should be fixed now.


Definitely stealing the concept at some point.

Heh. Please do!

Metastachydium
2022-02-13, 05:56 PM
Aaaand I'm back with vengeance and a shining little sun of epic proportions! (In case anyone wonders, yes, it "burrows" by way of BURNING AWAY THE EARTH!) I'm pretty sure I miscalculated the CR though. Anyhow, here it is:

Suvar
Suvars are enormous, blazing spheres of flame and light travelling the Plane of Radiance with long lives and sharp minds. They are curious, but wise and they see far, well beyond the boundaries of their plane. Mortals will occasionally seek them out, to partake in their knowledge and more often than not, a suvar is glad to oblige.

Size/Type: Colossal Elemental [Air, Fire]
Hit Dice: 45d8+855 (1057 hp)
Initiative: +13
Speed: Burrow, 40 feet, fly 60 feet (perfect)
Armor Class: 45 (-8 size, +5 Dex, +48 natural), touch 7, flat-footed 40
Base Attack/Grapple: +33/–
Attack: –
Full Attack: –
Space/Reach: 50 ft./0 ft.
Special Attacks: Eruption, flare, heat, radiance
Special Qualities: Blindsight 250 ft., DR 25/–, elemental traits, immunities, regeneration 50, resistance to electricity 20, spell-like abilities, SR 40, telepathy 500 ft.
Saves: Fort +47, Ref +29, Will +35
Abilities: Str –, Dex 21, Con 48, Int 26, Wis 40, Cha 21
Skills: Concentration +60, Diplomacy +52, Hide -55, Knowledge (arcana) +48, Knowledge (history) +48, Knowledge (nature) +48, Knowledge (the planes) +52, Knowledge (religion) +48, Listen +52, Sense Motive +62, Spellcraft +50, Spot +90, Survival +56
Feats: Ability Focus (Eruption), Ability Focus (Flare), Alertness, Combat Casting, Improved Initiative, Iron Will, Track
Epic Feats: Epic Fortitude, Epic Skill Focus (Spot), Epic Skill Focus (Listen), Epic Will, Improved Combat Casting, Legendary Tracker, Superior Initiative, Tenacious Magic (Analyze Dweomer), Tenacious Magic (Greater Scrying)
Environment: The Quasi-Elemental Plane of Radiance
Organization: Solitary
Challenge Rating: 57
Alignment: Usually neutral
Advancement: 46-100 (Colossal)
Level Adjustment: –

Combat
Suvars care little for conflict. They scan those that would approach them from afar, and if they deem a visitor hostile, they reach out to its mind urging it to leave first, only resorting to violence if the would-be attacker refuses to comply.

Eruption (Ex)
As a full-riund action, a suvar can eject the otermost layer of its body, producing a 200 feet burst that burns hotter than fire and deals 45d8 points of untyped damage or half as much on a succesful Reflex save (DC=53). The Evasion and Improved Evasion special abilities cannot further reduce this damage. The suvar is then incapable of creating another eruption for 1d6 minutes, nor can it produce a flare for 1d6 rounds. The save DC is Constitution-based.

Flare (Ex)
As a standard action, a suvar can spew forth a column of superheated gas from its body that deals 20d8 points of untyped damage in a line 10 feet wide and 500 feet long. Once a suvar expels a flare, it cannot produce another one for 1d4 rounds. A succesful Reflex save (DC=51) halves the damage. The save DC is Constitution-based.

Heat (Ex)
A suvar's entire body burns with intense, dry heat. Any creature within 500 feet of a suvar must succeed on a DC 51 Fort save each round or take 5d6 points of nonlethal fire damage and 5d6 points of nonlethal desiccation damage. Within 250 feet of a suvar, this damage increases to 10d6 points of fire and 10d6 points of desiccation. Within 100 feet of the suvar, the damage becomes lethal. A creature touching the body of a suvar takes 15d8 points of fire damage and 15d8 points of desiccation damage immediately and in the first 1d4 rounds subsequent to contact after exposure ceases. The save DC is Constitution-based.

Immunities (Ex)
A suvar is immune to acid, cold, fire, disease, paralysis, petrification, sleep, stunning, fatigue, exhaustion. Suvars are not subject to flanking or critical hits. They cannot suffer ability damage or ability drain.

Radiance (Ex)
Suvars shed bright light within a mile and produce shadowy illumination within another. Any creature within 500 feet of it that directly looks at a suvar must succeed on a DC 51 Fort save or become blinded for 1d6 rounds. On a succesful save, the creature becomes dazzled instead. The save DC is Constitution-based.

Regeneration (Ex)
Sonic and force effects deal normal damage to a suvar.

Spell-like Abilities
At-will: arcane sight, clairaudiance/clairvoyance, contact other plane, detect thoughts, discern lies, divination, locate creature, locate object, scrying, tongues; 12/day: analyze dweomer, legend lore, true seeing; 6/day: discern location, greater scrying, vision. Caster level 45th. The save DCs are Wisdom-based.

Skills
Suvars have a +15 racial bonus to Spot and Listen checks. They take a -60 racial penalty on Hide checks.

Metastachydium
2022-03-11, 02:50 PM
Let's move on to more peaceful (and simple) waters with some (not that un)friendly horsies. (Speaking of simplicity, do remind me not to do anything with more than two forms ever again.) As always, I appreciate (disparaging) comments and advice on how to handle LA!

Gaval
Gavals are shapeshifting equine humanoids. Rarely taller than 6 feet, in its natural form, a gaval sports a black-skinned humanoid torso, two well-muscled, hooved legs covered in a black coat and the maned head of a black horse.




Gaval (Humanoid Form)

Size/Type: Medium Humanoid [Shapechanger]
Hit Dice: 2d8-2 (7 hp)
Initiative: +1
Speed: 40 feet (8 squares)
Armor Class: 12 (+1 Dex, +1 natural), touch 11, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Club +0 melee (1d6-1) or club +1 ranged (1d6-1)
Full Attack: Club +0 melee (1d6-1) or club +1 ranged (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Change shape, fear of fire, low-light vision, scent
Saves: Fort -1, Ref +4, Will +1
Abilities: Str 8, Dex 12, Con 9, Int 11, Wis 12, Cha 13
Skills: Balance +3, Disguise +4, Escape Artist +4, Jump -1, Listen +4, Spot +4, Swim -1
Feats: Endurance, RunB
Environment: Temperate and warm plains
Organization: Solitary or herd (4-50)
Challenge Rating: 2
Alignment: Often neutral
Advancement: By character class
Level Adjustment: +1


Gaval (Natural Form)

Size/Type: Medium Humanoid [Shapechanger]
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 40 feet (8 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Club +2 melee (1d6+1) or bite -5 melee (1d3) or club +1 ranged (1d6-1)
Full Attack: Club +2 melee (1d6+1) and bite -5 melee (1d3) or club +1 ranged (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Change shape, fear of fire, low-light vision, scent
Saves: Fort +1, Ref +4, Will +1
Abilities: Str 12, Dex 12, Con 13, Int 11, Wis 12, Cha 10
Skills: Balance +5, Disguise +1, Escape Artist +2, Jump +3, Listen +4, Spot +4, Swim +1
Feats: Endurance, RunB
Environment: Temperate and warm plains
Organization: Solitary or herd (4-50)
Challenge Rating: 2
Alignment: Often neutral
Advancement: By character class
Level Adjustment: +1


Gaval (Horse Form)

Size/Type: Large Humanoid [Shapechanger]
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 60 feet (12 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Hoof +2 melee (1d6+2)
Full Attack: 2 hooves +2 melee (1d6+2) and bite -3 melee (1d4+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: –
Special Qualities: Change shape, fear of fire, low-light vision, scent
Saves: Fort +1, Ref +4, Will +1
Abilities: Str 14, Dex 12, Con 15, Int 11, Wis 12, Cha 8
Skills: Balance +7, Disguise +0, Escape Artist +2, Jump +6, Listen +4, Spot +4, Swim +6
Feats: Endurance, RunB
Environment: Temperate and warm plains
Organization: Solitary or herd (4-50)
Challenge Rating: 2
Alignment: Often neutral
Advancement: By character class
Level Adjustment: +1




Combat
Gavals are shy and suspicious creatures; their herds on the plains keep their distance from strangers if they can. If, however, they feel threatened and especially if they see outsiders as a threat to their foals, they usually assume horse or hybrid form before mobbing their enemies, attacking them viciously with hooves and teeth.

Solitary gavals that mingle with civilized folks are often spellcasters and prefer to rely on magic and speed rather than brute force if they can't avoid a fight.

Change Shape (Su)
A gaval can assume two forms other than its natural form. In humanoid form, a gaval resembles a wiry human with black skin, a somewhat sparse, falling black mane cresting its head and neck and large, dark brown eyes. In horse form, a gaval is indistinguishable from a light horse with a black coat, mane and tail.

A gaval can change its shape at will as a move action. A gaval can remain in one form until it chooses to assume another. A change in form cannot be dispelled, nor does a gaval revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or horse form.

Fear of Fire (Ex)
While no more vulnerable to it than other humanoids, gavals are terrified of fire. Gavals become shaken for as long as they are within 5 feet of an open flame of the size of a torch or larger. Whenever they take fire damage, they must succeed on a DC 10 Will save or become frightened.

Skills
A gaval in hybrid form has a +2 bonus on Balance and Jump checks and a +1 bonus on Constitution checks made to continue running and to avoid nonlethal damage from a forced march.. A gaval in humanoid form has a +2 racial bonus on Disguise and Escape Artist checks. A gaval in horse form benefits from a +4 racial bonus to Balance, Jump and Swim checks and has a +2 bonus on Constitution checks made to continue running and to avoid nonlethal damage from a forced march.

Metastachydium
2022-04-10, 03:57 PM
This month, I only give you two pretty simplistic races. The first one (stone elves) was originally devised to serve as the only race/subrace (the most fitting term would perhaps be ecotype, but I digress) with a strict sense racial culture in a homebrewn setting I've been working on for a while, the reason for their developing a monoculture being that they had an incredibly small population endemic to a single inhospitable mountainous region. They formed a loose network of kraterocratic tribes that only cared for two things: prowess (i.e. a measure of competence in various matters military; it could mean skill with weapons, a good head for tactics or strategy, exceptional stealth or speed, leadership skills and so on and so forth) and the bonds of kinship. This resulted in a weird model of society where those perceived as weak were held in barely concealed universal contempt but those with prowess were, in the same time, ridiculously protective of them, shielding these specimens from harm and making sure they stayed healthy and well fed. A stone elf who harmed another stone elf (any other stone elf) was ostracized and ejected from the tribe and became free game that anyone could kill, maim, deceive, rob and mistreat with impunity. If a stone elf killed another non-tribeless stone elf, they became immediately and irrevocably tribeless themselves and intertribal elfhunts were organized to give these kinslayers the gift of an ugly death. They were also essentially obligate carnivores, practicing non-ritualistic cannibalism and eating whatever they killed, regardless of sapience (although they did not actively hunt for sapient prey) which combined with their xenophobic territoriality and their habit of sporadically raiding the foothills netted them several punitive expeditions to beat back with ruthless and unabashed guerilla warfare.

The other race presented below is a missed opportunity of sorts. I mean, we know that humans can interbreed with both elves and orcs. The easiest scientifically sound explanation for that is close genetic proximity between the three races. I'd go so far to assume, in fact, that they essentially belong to the same species as subspecies or somesuch. This, in turn, would raise the question of why there isn't an elf/orc hybrid race. And that's where the yrch (the Sindarin term for 'orcs (pl.)') come in.

Now, let's see some crunch!

Stone Elf

Shorter and slighter than high elves, these sinewy humanoids have little difficulty blending into the backdrop of their rocky homeland with their dark hair, grainy, dim gray skin and somewhat angular features. Usually clad in dull leathers, the elves of the mountains roam the hard cragtop paths with the resolute, cold and measured awareness of the hunter, their daggerlike ears honed to pick up the faintest of noises.

Stone Elf, 1st-Level Warrior
Size/Type: Medium Humanoid [Elf]
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 feet (6 squares), climb 15 feet.
Armor Class: 13 (+1 Dex, +2 leather ), touch 11, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Short sword +2 melee (1d6) or shortbow +2 ranged (1d6)
Full Attack: Short sword +2 melee (1d6) or shortbow +2 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Stone elf traits
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 10, Dex 12, Con 13, Int 11, Wis 11, Cha 8
Skills: Climb +11, Listen +2, Jump +3, Move Silently +3, Spot +2, Swim +2
Feats: Weapon Finesse
Environment: Temperate and cold mountains
Organization: Solitary, scouting party (2–5), raid (10–40 plus 2 3rd–5th-level heads), warband (50–100 plus 4 to 6 3rd–5th level heads and 1 5th–8th level warchief) or camp (as warband plus 10% noncombatants)
Challenge Rating: 1/2
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +0

Combat
Few but resourceful, stone elves prefer to keep their fights as far from fair as the circumstances allow for. They make great use of the terrain, laying ambushes and using hit-and-run tactics, engaging opponents at range and from cover. If they fail to gain the upper hand fast enough or suffer heavier casualties than expected, they will scatter and retreat. They are known to allow foes that show exceptional prowess pass through their territories unmolested to preserve their numbers and out of respect.

Stone Elf Traits (Ex)
Stone elves possess the following racial traits.
-2 Strength, +2 Dexterity, +2 Wisdom.
Medium size.
A stone elf' base land speed is 30 feet. It also has a climb speed of 15 feet.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision: A stone elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+2 racial bonus on Listen, Move Silently, and Spot checks. Stone elves have a +2 racial bonus on Hide checks made in rocky areas.
A stone elf can use either her Strength or Dexterity modifier for Climb checks, whichever is higher.
Resistance to cold 5.
Infamy: stone elves have a -4 penalty on Diplomacy checks made to influence the attitude of a creature that is not a stone elf.
Automatic Languages: Undercommon.
Favored Class: Scout.

The stone elf warrior presented here had the following ability scores before racial adjustments: 12, 10, 13, 11, 9, 8.




Yrch

Born of the union between elves and orcs, yrch bear some resemblance to both of their parent races. No taller than an adult human, yrch have a thin, but well-muscled frame and a curious, graceless posture. Narrow, pointed elven ears jut upwards from under their coarse, thick hair and slender tusks protrude from behind their lower lips. Though strong, they are strangely sickly and rarely can they hold their liquor well.

Yrch, 1st-Level Warrior
Size/Type: Medium Humanoid [Elf, Orc]
Hit Dice: 1d8-1 (3 hp)
Initiative: +0
Speed: 20 feet in scale mail (4 squares); base speed 30 feet
Armor Class: 16 (+4 scale mail, +2 heavy wooden shield ), touch 10, flat-footed 16
Base Attack/Grapple: +1/+3
Attack: Trident +4 melee (1d8+2) or trident +2 ranged (1d8+2)
Full Attack: Trident +4 melee (1d8+2) or trident +2 ranged (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Yrch traits
Saves: Fort +1, Ref +0, Will -1
Abilities: Str 15, Dex 10, Con 9, Int 9, Wis 8, Cha 12
Skills: Climb -2, Intimidate +4, Listen +0, Spot +0
Feats: Weapon Focus (trident)
Environment: Temperate forests and hills
Organization: Solitary, gang (2–4), squad ( 1–20 plus 1 leader of 3rd–6th level) or company ( 30–100 plus 70% noncombatants and 3–7 leaders of 3rd–7th level)
Challenge Rating: 1/2
Alignment: Often chaotic neutral
Advancement: By character class
Level Adjustment: +0

Combat
More organized and cautious than orcs, but much more straightforward than elves, yrch tend to meet their enemies out in the open, trusting in their numbers and the strength of their arms. Their forces are often plagued by inadequate discipline and coordination or rash decisions.

Yrch Traits (Ex)
Yrch possess the following racial traits.
+2 Strength, -2 Constitution.
Medium size.
The base land speed of an yrch is 30 feet.
Yrch have a +2 racial saving throw bonus against magic sleep effects and spells of the Charm subschool.
Darkvision: Yrch can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight.
+1 racial bonus on Listen and Spot checks.
Mixed Blood: For all effects related to race, an yrch is considered both an elf and an orc.
Automatic Languages: Common and Elven or Orc. Bonus Languages: Draconic, Elven or Orc, Gnome or Goblin, Sylvan or Giant.
Favored Class: Barbarian or ranger

The yrch warrior presented here had the following ability scores before racial adjustments: 13, 10, 11, 9, 8, 12

Metastachydium
2022-04-29, 07:37 AM
Nitrian Strider

Nitrian striders (or tempterbeasts as some call them for reasons lost to time) are enormous elephantine creatures up to 40 feet long from from trunk to tail. Their most striking feature, however, is not merely their sheer size, but rather their proportions: nitrian striders possess unnervingly long, spindly legs that may make up as much as three quarters of a strider's considerable overall height of roughly 80 feet.

Few if any striders survive in the wilderness: prized as siege engines, mobile command posts, weapons of intimidation and all-terrain armoured transports, most of them serve the armies of nations rich enough to breed and feed them.

Size/Type: Gargantuan Magical Beast
Hit Dice: 21d10+252 (367 hp)
Initiative: -1
Speed: 110 feet (22 squares)
Armor Class: 24 (-4 size, -1 Dex, +19 natural), touch 5, flat-footed 24
Base Attack/Grapple: +21/+48
Attack: Stamp +32 melee (4d8+22)
Full Attack: 2 stamps +32 melee (4d8+15) and trunk +27 melee (3d6+7)
Space/Reach: 20 ft./15 ft.
Special Attacks: Trample 12d8+22
Special Qualities: Low-light vision, scent, unstoppable
Saves: Fort +24, Ref +11, Will +6
Abilities: Str 41, Dex 8, Con 35, Int 2, Wis 8, Cha 19
Skills: Balance +16, Hide -13, Intimidate +12
Feats: Ability Focus (Trample), Awesome Blow, Cleave, Diehard, Endurance, Great Cleave, Improved Bull Rush, Power Attack, SnatchB
Environment: Temperate and warm deserts, hills and plains
Organization: Solitary or domesticated
Challenge Rating: 12
Alignment: Always neutral
Advancement: By character class
Level Adjustment: —

Combat
Nitrian striders have few predators. As peaceful herbivores, they tend to use their great speed and mobility to shake off would-be attackers. Deployed in battle, they are usually directed into enemy lines to rout or trample these into the ground and they also see use as a means to get past or break down walls.

Trample (Ex)
Reflex half DC 37. The save DC is Strength-based.

Unstoppable (Ex)
Nitrian striders can move through bogs, quicksand, undergrowth, rubble, snow, sand, trenches, berms, fences and the like without incurring any penalty associated with crossing difficult terrain. Nitrian striders need not make Swim checks to cross bodies of water that are no deeper than 60 feet.




Now, these big ones here could have been animals, but I figured "like an elephant but clearly not an elephant" is unnatural and "oversized elephants with disproportianetaly long legs" bizarre enough in appearance to use magical beast instead. Given my source materal, I could have gone with outsider as well, but that sounded like overkill so I didn't.

Metastachydium
2022-05-25, 02:17 PM
And here I am, back with vengeance a PLANTY! It's not terribly original, but the fact that the thread still doesn't have a plant (because I've been tinkering with a pineapple that just doesn't want to end up playable as intended) was frustrating me to no end, so I had to, khm, improvise a bit. Please do try and nonetheless receive with a measure of warmth (since cold is not exactly good for them) the

Orange Musk Creeper
As one of its smaller cousins, this flowering plant is easy to mistake for the dreaded yellow musk creeper. However, there are a number of key differences between the two creatures that go beyond size and the colour of their funnel-shaped flowers: far from being mindless and sinister, the orange musk creeper possesses a sharp mind and an outlook of uncompromising benevolence, even in the face of persecution.

Size/Type: Medium Plant
Hit Dice: 2d8+6 (15 hp)
Initiative: +2
Speed: 10 feet (2 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/-2
Attack: Vine whip +3 melee (1d2-3) or musk puff +3 ranged touch (special)
Full Attack: 4 vine whips +3 melee (1d2-3) or musk puff +3 ranged (special)
Space/Reach: 5 ft./5 ft.
Special Attacks: Musk puff
Special Qualities: Allied eyes, fast healing 2, low-light vision, plant traits, vulnerability to cold
Saves: Fort +5, Ref +2, Will +0
Abilities: Str 4, Dex 15, Con 16, Int 12, Wis 11, Cha 14
Skills: Diplomacy +7, Knowledge (local) +4, Knowledge (nature) +4, Search +4, Sense Motive +5
Feats: Negotiator, Weapon FinesseB
Environment: Warm forests and swamps
Organization: Solitary or cluster (2–5)
Challenge Rating: 2
Alignment: Usually neutral good
Advancement: 3–5 HD (Medium), 6–10 HD (Large)
Level Adjustment: +11

Combat
Though not incapable of engaging in physical combat, orange musk creepers are weak and slow. Consequently, they usually open with a musk puff and attempt to parley.

Allied Eyes (Su)
If an ally within 60 feet an orange musk creeper established a telepathic connection with (see the Musk Puff special ability) is aware of a particular danger, so is the creeper and any other ally likewise having such a link with the plant . If one in the group is not flat-footed or flanked, none of them are.

Musk Puff (Ex)
Orange musk creepers can puff a spray of potent-smelling pollen upon a nearby target. The musk has a range of 20 feet and can target one creature per round. The attitude of creatures struck by an orange musk creeper's musk puff improves by one degree as if the creeper succeeded on a Diplomacy check against them, unless they make a succesful DC 14 Will save (the save DC is Constitution-based).
Furthermore, regardless whether the save succeeds or fail, a telepathic link is established between the creeper and any such creature, allowing two-way communication so long as the creature remains within 60 feet of the plant. A creature so affected also gains a +2 alchemical bonus on saving throws against stunning, sleep and mind-affecting effects. These effects persist for 2d4 minutes. Leaving the affected area merely suppresses (rather than ends) the effects.


1Expert opinion has concluded that a more reasonable (R)LA would be no higher than +0.

Dimers
2022-05-25, 04:15 PM
I like the fact that the bonus is alchemical!

That'd make an interesting PC choice. Why no listed LA?

Might want to clarify whether the telepathic connection depends on failing the save, and whether it needs to be re-established if the creeper and target get far away from each other and then come back close again.

Metastachydium
2022-05-26, 04:08 AM
Many thanks for the feedback!


I like the fact that the bonus is alchemical!

I figured it's kind of appropriate and I wanted it to stack with stuff.


That'd make an interesting PC choice. Why no listed LA?

I'm not really good at calculating LA, especially if I have to juggle stuff like plant traits and a nonstandard body shape, to say nothing of the other abilities/SQs. I'm more than open to suggestions on this front, though!


Might want to clarify whether the telepathic connection depends on failing the save, and whether it needs to be re-established if the creeper and target get far away from each other and then come back close again.

Hm. Yeah. I'll go do that.

Dimers
2022-05-27, 12:17 AM
Plant immunities ... ability to act as a mental switchboard for the party ... body slots and manipulators are unclear ... the natural attacks could probably be optimized by somebody more experienced than me, but I don't think they're much to work with given the low damage die and low Strength ... good stats for most casters but at least two caster levels lost to RHD ... any amount of fast healing is awesome, cold vulnerability is not, 2 NA is "eh sure whatever" ... poor speed would want to be mitigated ... If the target of musk puff succeeds on that relatively low-DC save that requires a touch attack, they'll likely react more negatively due to the attempt, so it's not much of a social benefit in a typical game ...

Normally I'd say LA +1, mostly because of the plant immunities. The rest kinda balances out. But this thing wouldn't have a meaningful role in a level 3 party; it just doesn't have much to do actively besides maintain the switchboard. Gotta go with LA +0. I think it's fair to be one spell level (or 1d6 eldritch blast or sneak attack) behind a human when you have better stats, fast healing, mini-telepathy and a handy list of immunities.

Metastachydium
2022-05-27, 04:43 AM
Plant immunities ... ability to act as a mental switchboard for the party ... body slots and manipulators are unclear ... the natural attacks could probably be optimized by somebody more experienced than me, but I don't think they're much to work with given the low damage die and low Strength ... good stats for most casters but at least two caster levels lost to RHD ... any amount of fast healing is awesome, cold vulnerability is not, 2 NA is "eh sure whatever" ... poor speed would want to be mitigated ... If the target of musk puff succeeds on that relatively low-DC save that requires a touch attack, they'll likely react more negatively due to the attempt, so it's not much of a social benefit in a typical game ...

Normally I'd say LA +1, mostly because of the plant immunities. The rest kinda balances out. But this thing wouldn't have a meaningful role in a level 3 party; it just doesn't have much to do actively besides maintain the switchboard. Gotta go with LA +0. I think it's fair to be one spell level (or 1d6 eldritch blast or sneak attack) behind a human when you have better stats, fast healing, mini-telepathy and a handy list of immunities.

Sweet! Thank you!
Since I'm trying to outfit my critters with stupid WotC-style LA where applicable, I'll probably go with +1 for now and add a footnote that +0 might be more reasonable.

Metastachydium
2022-07-07, 02:53 PM
Looks like I haven't been 'round here in a while. My return, then, would certainly call from some celebration, of the spirited sort. 96% spirited, to be exact, v/v.

This here thing might help with that:

Akowita
Akowitas (known as acovites to the unlettered common folks) are elemental beings believed to have originated from some obscure Inner Plane. They resemble thick columns of water, roughly five feet in diameter and nearly twice as tall sliding fast along the ground in search of prey. They exude a strong, characteristic smell.

Akowitas seem to understand Abyssal, Aquan and Auran but they do not speak.

Size/Type: Medium Elemental
Hit Dice: 7d8+12 (43 hp)
Initiative: +2
Speed: 40 feet (6 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +4/+8
Attack: Slam +8 melee (1d6+3)
Full Attack: Slam +8 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Engulf, stupefy
Special Qualities: Elemental traits, immunity to cold, liquid life, vapors, vulnerability to fire
Saves: Fort +9, Ref +4, Will +0
Abilities: Str 18, Dex 14, Con 15, Int 11, Wis 6, Cha 7
Skills: Hide +6, Listen +8, Move Silently +8
Feats: Ability Focus (Engulf), Ability Focus (Stupefy), Great Fortitude
Environment: Any temperate or cold
Organization: Solitary, party (4–10) or rave (25–500)
Challenge Rating: 6
Alignment: Usually chaotic evil
Advancement: 8-12 HD (Medium)
Level Adjustment: –

Combat
Akowitas are not particularly subtle, nor do they have much of a head for elaborate tactics. They attack without provocation, attemting to engulf and incapacitate opponents as fast as they can.

Engulf (Ex)
An akowita can envelop a Medium or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The akowita merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the creature, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 19 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the akowita moves forward. Engulfed creatures are subject to the elemental’s Stupefy attack, and are considered to be grappled and trapped within its body. The save DC is Strength-based.

Liquid Life (Ex)
Opponents adjacent to an akowita equipped with a container such as a vial can make a special melee touch attack against the creature. If the attack succeeds, a portion of the creatures fluid body is captured within the container. If imbibed, this liquid has a 40% chance of replicating the effect of Delay Disease, a 10% chance of replicating that of Neutralize Disease and a 50% chance of making anyone that consumes it sickened for 1d3 minutes. The latter effect can be negated by a succesful DC 15 Fortitude save.

Stupefy (Ex)
The entire body of an akowita consists of a vile substance that weakens mind and body alike. Each time an opponent is hit or remains engulfed by the creature, that opponent must succeed on a Constitution-based DC 17 Fortitude save or take 1d4 points of Dexterity damage and 1d4 points of Wisdom damage. The save DC rises by 1 point for each failed save.
Unless any ability damage suffered in this way is entirely removed by then, after 2d4 hours have passed, the subject of this ability has to make another DC 17 Fortitude save to avoid becoming nauseated for 1d4 hours. Subjects that succeed become sickened instead. The save DC is Constitution-based.

Vapors (Ex)
Any attack that succesfully deals fire damage to an akowita temporarily renders its body into a translucent cloud of mist. The creature loses its land speed and the ability to make slam attacks, but it gains a fly speed of 20 ft. with good maneuverability and it retains the ability to engulf opponents. Moreover, a vaporous akowita imposes a 50% miss chance on any physical attack targeting its form. The creature can remain in its state for up to 2d10 rounds, after which its body cools down sufficiently to regain its original, fluid form.

Skills
Akowitas receive a +8 racial bonus to Hide checks when they conceal themsleves within a body of colourless liquid such as water. They need not make Escape Artist checks to squeeze through tight spaces, nor do they suffer penalties of any sort while doing so.

Metastachydium
2022-07-31, 04:13 AM
Honestly, I just can't believe I've had this thread going for so long as I did without bothering to create a little flower race. Below, that will be remedied:

Meidont
Meidonts are little herbaceous plants, up to 8 inches tall and, more often than not, half as wide. Easy to mistake for dead-nettles, they have square stems and somewhat hairy, oval leaves with rounded teeth. Their double-lipped flowers are white, blue or purple.
Contented and indolent, meidonts rarely seek the company of others, but they will politely and pleasantly chat up whoever approaches them peacefully. They tend to cultivate a good relationship with giant bees, spirit folk and gray orcs.
Meidonts speak their own, scent-based language and the Spirit Tongue. Meidonts with a high enough Intelligence score usually learn Common, Orc or both as well. Their speaking voice is usually small and rather high-pitched.

Size/Type: Diminutive Plant
Hit Dice: 1/2d8+1 (3 hp)
Initiative: -3
Speed: 0 feet
Armor Class: 11 (+4 size, -3 Dex), touch 11, flat-footed 11
Base Attack/Grapple: +0/-16
Attack: Slap +0 melee (1-4)
Full Attack: Slap +0 melee (1-4)
Space/Reach: 1 ft./0 ft.
Special Attacks: –
Special Qualities: Hop, low-light vision, plant traits, sustenance, uncanny grasp
Saves: Fort +3, Ref -3, Will +1
Abilities: Str 2, Dex 5, Con 12, Int 11, Wis 12, Cha 11
Skills: Concentration +4, Hide +9, Knowledge (nature) +4, Spot +2
Feats: Combat Casting, DiehardB
Environment: Temperate forests and hills
Organization: Solitary or patch (4–10)
Challenge Rating: 1/4
Alignment: Usually lawful (any)
Advancement: By character class
Level Adjustment: +0

Combat
Meidonts avoid combat and, indeed, contact in general with strangers whenever possible. If cornered, they defend themselves as they are able, but given the choice, they prefer to hide or flee.


Hop (Sp)
Whilst they aren't ambulatory in any conventional sense, meidonts are capable of locomotion by way of much less mundane means. At-will as a move action, they can produce a short range teleportation effect that resembles the spell dimension hop. The maximum range of this effect is 10 feet.


Sustenance (Ex)
Unlike other plant creatures, a rooted meidont only requires water and light to survive.


Uncanny Grasp (Sp)
Meidonts can move their branches and even strike foes with them, but neither their branches, nor their leaves are prehensile. Meidonts use innate magic to compensate for this shortcoming: at-will, they can grab and manipulate objects as if using a permanent form of mage hand. The range of this effect is a mere 2 feet; however, unlike mage hand, it works on unattended objects regardless whether they are magiccal or not and it can perform any task an average human hand could.


Skills
In aboveground natural environments, meidonts gain a +4 racial bonus to Hide checks as long as there is other vegetation present nearby.


Meidonts as characters
Meidonts possess the following racial traits.
-8 Strength, -6 Dexterity, +2 Constitution, +2 Wisdom.
Plant: Meidonts are immune to poison, sleep, paralysis, stunning, and polymorphing. They are not subject to critical hits or mind-affecting effects, nor do they sleep.
Diminutive: As a Diminutive creature, a meidont gains a +4 size bonus to Armor Class, a +4 size bonus on attack rolls, a -12 penalty on grapple checks, and a +12 size bonus on Hide checks. Its lifting and carrying limits are a quarter of those of a Medium character.
A meidont's base land speed is 0 feet.
Low-Light Vision: A meidont can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retains the ability to distinguish color and detail under these conditions.
Racial Feats: A meidont gains Diehard as a bonus feat.
Meidonts have a +4 racial bonus on Hide checks made in aboveground natural areas with vegetation present.
Special Qualities (see above): Hop, sustenance, uncanny grasp.
Automatic Languages: Meidont, Spirit Tongue. Bonus Languages: Common, Giant, Orc, Sylvan.
Favored Class: Warlock. A meidont needs not meet the alignment requirements to enter this class.


New Alchemical Items:
Meidont Pot: Most often shaped like a short cylinder or truncated cone, this flowerpot is made from a durable, but lightweight resin of rubbery texture. Filled with half a pound of soil, it provides the meidont with a container it can have itself safely carried about in without having to worry about a source of food. Such pots are also outfitted with various hooks, rings and the like further equipment can be fastened to.
Craft DC: 20; Cost: 15 gp; Weight: 1/10 lb.


Topsoil Pellets (10): These minuscule, brown globules soluble in water contain organic nutrients to enrich depleted soil with. Two such pellets per half a pound of soil will allow a meidont or other similar plant creature to comfortably survive in even the most barren dirt for a week.
Craft DC: 15; Cost: 8 gp; Weight: –.


Meidonts and Magical Items:
As sapient plants, meidonts do not possess the same body slots as humanoid creatures do. Still, because magic items that must be worn will fit users of any size, a meidont can use many magic items a humanoid character can.
Meidonts can wear throat or shoulder slot items (but not both) around their stems just above their topmost pair of leaves.
Meidonts can wear two rings, a pair of hand and a pair of arm slot items on the leaf-stalks of any two pairs of leaves. A meidont cannot wear more than two rings or more than one pair of hand or arm slot item at a time.
Meidonts can wear awaist and a torso (but not a body) slot item anywhere on their stems below the topmost pair of leaves.
Meidonts can likewise wear a pair of feet slot items on or around their roots.

Items specifically crafted for the use of meidonts might take the shape of small ribbons, bits of string or wire. A head or face slot item (but not both) so crafted can likewise be worn by a meidont.

Metastachydium
2022-09-06, 04:09 PM
Stratogorgops
Of great stature (just shy of 8 feet tall) and a musclebound, thick frame, broad-shouldered, ironclad stratogorgopes tower over most enemies they encounter. Atop the short, sturdy necks of these orderly, cold and warlike creatures, a long, almost reptilian, uniquely angular head sits, covered in the same coarse, leaden bristle as the rest of their bodies. Massive fangs jutting from under their upper lips flank their narrow lower jaw.

Stratogorgopes speak their own guttural tongue. Their officers tend to learn Common and sometimes Dwarven, Giant or Orc as well.

Size/Type: Medium Monstrous Humanoid
Hit Dice: 5d8+15 (36 hp)
Initiative: +0
Speed: 20 feet in heavy plate armour (4 squares); base speed 30 feet
Armor Class: 24 (+9 heavy plate armourRoS, +4 steel tower shieldRoS, +1 natural), touch 10, flat-footed 24
Base Attack/Grapple: +5/+9
Attack: Masterwork greatspearCW +10 melee (2d6+4, ×3) or bite +9 melee (2d4+4) or Large heavy crossbow +5 ranged (2d8, 19–20/×2)
Full Attack: Masterwork greatspearCW +10 melee (2d6+4, ×3) and bite +4 melee (2d4+4) or Large heavy crossbow +5 ranged (2d8, 19–20/×2)
Space/Reach: 5 ft./5 ft. (10 ft. with greatspear)
Special Attacks: Lunging snap
Special Qualities: Low-light vision, strong-arm
Saves: Fort +4, Ref +4, Will +7
Abilities: Str 18, Dex 11, Con 17, Int 8, Wis 12, Cha 7
Skills: Climb +4 (-14 in armour and with shield), Craft (armoursmithing) +1, Craft (weaponsmithing) +1, Jump +4 (-14 in armour and with shield), Listen +2, Profession (soldier) +2, Ride +1, Spot +2, Swim +4 (-32 in armour and with shield)
Feats: Endurance, Hold the LineB, Steadfast Determination
Environment: Cold hills
Organization: Solitary, patrol (4–20 plus a 1st-level headman) or troop (5–10 patrols plus a 2-nd level flankhead and a 1st level adept for every 50 soldiers, with a 4–5th level leader)
Challenge Rating: 5
Alignment: Often lawful evil
Advancement: By character class
Level Adjustment: +3

Combat
When encountered in groups, stratogorgopes form up into a shield wall and continue fighting in a close formation for as long as they are able to. Units smaller than an army rarely initiate combat and usually wait for their opponents to make the first move.

Lunging Snap (Ex)
As a full-round action, a stratogorgops may attack an opponent with a reach weapon that deals piercing damage and immediately follow it up with a bite, regardless of the success of the first attack. The bite of a stratogorgops is treated as having a 10' reach for this purpose and this purpose alone.


Strong-Arm (Ex)
The well-muscled arms of a stratogorgops possess a tremendous strength. Stratogorgopes are treated as Large creatures for the purpose of calculating their carrying capacity. Stratogorgopes can wield Large-sized weapons without penalty and take no penalty for wielding two-handed Medium-sized weapons in one hand.




If anyone's still around and watching, stay tuned! I'm soon to CR up this one and return with the even uglier cousins of these folks. Man, I've made a real mess here. Added CR, languages, crit ranges/multipliers and advancement options. I shouldn't do statblocks so close to bed.

Anyhow, as promised, here comes the followup entry:

Ypogorgops
Ypogorgopes are aggressive, four-legged predators 12 to 15 feet in length and rarely growing taller than 5 feet at the shoulder. Short, thick, gray hair covers their tough hide and their forelegs end in wicked claws. Their most terrifying feature, nevertheless, sits in the front of their somewhat reptilian, long-snouted rectangualr head: thick, sharp canines nearing 6 inches in length jut from just under their nostrils, ready to tear into living flesh.

While a stable population survives in the wild, the ypogorgops has been domesticated and widely used as a warmount by stratogorgopes throughout the centuries.

Size/Type: Large Animal
Hit Dice: 8d8+32 (66 hp)
Initiative: +2
Speed: 50 feet (10 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +6/+17
Attack: Bite +14 melee (2d8+10, ×4)
Full Attack: Bite +14 melee (2d8+7, ×4) and 2 claws +11 melee (1d10+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Leaping takedown, lockjaw
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +4, Will +7
Abilities: Str 24, Dex 14, Con 18, Int 1, Wis 13, Cha 5
Skills: Climb +8, Hide +2, Jump +14, Listen +3, Spot +2
Feats: EnduranceB, Multiattack, Power Critical (bite), Weapon Focus (bite)
Environment: Cold hills
Organization: Solitary, pair or domesticated
Challenge Rating: 6
Alignment: Always neutral
Advancement: 9–15 HD (Large)
Level Adjustment: –

Combat
Though fast and powerful, the ypogorgops prefers to attack from ambush, trying to wrestle its chosen prey to the ground as fast as possible. Were that to fail, it retreats to try the same again from a different angle.

Leaping Takedown (Ex)
An ypogorgops can combine a jump with a charge against an opponent. If it covers at least 10 feet of horizontal distance with its jump, ending it in a square from which it threatens its target, it can make a full attack. If any of its attacks hit, the ypogorgops may attempt to initiate a grapple as a free action, provoking an attack of opportunity. Should it succeed, its opponent becomes prone with the ypogorgops grappling it.

Lockjaw (Ex)
When closed shut, the jaws of an ypogorgops are hard to force open and they exert a crushing strength on its prey. It has a +4 bonus on opposed grapple checks made to maintain hold of an opponent. Furthermore, its powerful bite deals quadruple damage on a critical hit.

Metastachydium
2022-09-23, 07:24 AM
Weeping Orb
Encased in a thick, rubbery shell, weeping orbs are strange, spherical oozes roughly 5 feet in diameter that roll around noiselessly in caves and tunnels in search of bodies (living or dead) to devour.

Size/Type: Medium Ooze
Hit Dice: 4d10+24 (46 hp)
Initiative: +1
Speed: 40 feet (8 squares)
Armor Class: 14 ( +1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (2d4+4 plus1d6 acid)
Full Attack: Slam +6 melee (2d4+4 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flatten, spurt
Special Qualities: Blindsight 40 ft., DR 10/adamantine and bludgeoning or piercing, ooze traits
Saves: Fort +7, Ref +2, Will -3
Abilities: Str 17, Dex 12, Con 23, Int –, Wis 2, Cha 1
Skills: Move Silently +4
Feats: Spring AttackB
Environment: Underground
Organization: Solitary
Challenge Rating: 4
Alignment: Always neutral
Advancement: 5–7 HD (Medium), 8–11 HD (Large)
Level Adjustment: –

Combat
Whether a prospective meal chooses to fight or flee, the orb resorts to the same tactics: it rushes towards its opponent to slam its full body against it, seeping clear, corrosive slime through the pores in its shell on contact before retreating to repeat the same sequence until it can knock its foe prone (whereupon it flattens to immobilize its prey) or until the foe dies. It only uses its spurt ability if it is clearly outmatched but cannot otherwise flee.

Flatten (Ex)
On a succesful hit with its slam attack, an orb can attempt to initiate a grapple as a free action that does not provoke an attack of opportunity. Should it manage to grapple its opponent, it can knock the grappled opponent prone with a furtther succesful grapple check.
At this point, the whole body of the orb flattens to try and cover as much of the opponent's as possible, pressing the latter against the ground and secreting an ample amount of slime, dealing 1d4+4 points of bludgeoning damage and 2d6 points of acid damage with each opposed check won as long as the grapple is maintained. Water present in abundance (such as a shallow pool the grappled opponent lands in) dilutes the orb's secretions and halves the acid damage dealt.

Spurt (Ex)
Once it had lost at least half of its hit points, a weeping orb sometimes attempts to flee by way of evacuating its shell and trying to slip away through the cracks. As a full-round action, it can exit its shell bursting forth in all directions and dealing 2d6 points of acid damage to all adjacent creatures (halved by a succesful DC 18 Reflex save; the save DC is Constitution-based), losing half of its remaining hit points in the process. Unconstrained by its shell, the orb can then fit into cracks as small as half an inch wide and use these to escape at a speed of 20 feet.

Skills
Weeping orbs have a +3 racial bonus on Move Silently checks.

New Special Material:
Orbshell: When a weeping orb uses its Spurt ability to escape, it leaves its resistant, thick shell behind. This shell can be fashioned into a suit leather, studded leather or hide armour. An orbshell armour has the same properties as its leather or hide counterpart, except that light armours made of orbshell confer 1 and medium armours 2 points of DR overcome by adamantine bludgeoning or piercing weapons. Further, the armour check penalty of an orbshell armour increases by 2.

Orbshell has a hardness of 2 and 4 hit points per inch of thickness.



Type of Orbshell Item
Cost Modifier


Light Armour
+1500 gp


Medium Armour
+5000 gp

Metastachydium
2022-10-11, 10:52 AM
Alright, this is bound to contain mistakes, because I'm out of practice with templates, but do welcome warmly (it really needs that, you see; its lot is not exactly a happy one) the

Skia
All skias were living creatures once, or so it is said. Living creatures that led small, insignificant lives. If they sinned, they sinned through inaction or indifference or both.
In their inaction, however, they were deemed unworthy. Unworthy of reward – and yet undeserving of some great, torturous punishment. And so, they were cast aside, into the Shadows, to linger without purpose and without memory of who they were or what they did: mindless effigies roaming the gloom.
A skia continues to appear much as it did in life, but it becomes haggard, its face empty, its contours blurred, its colours lost. Some call them shadowsouls, and quite aptly. They cast no shadow; they are the shadows themselves – but with strange, hard, forgotten and, nevertheless, still warm cores to them, silently, unconsciously craving for life.

Sample Skia
Human Skia
Size/Type: Medium Deathless [Augmented Humanoid]
Hit Dice: 4d12 (6 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +2/+4
Attack: Grab +4 melee touch (special)
Full Attack: Grab +4 melee touch (special)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain
Special Qualities: Deathless traits, dispersal, low-light vision, resurgence, sense wound
Saves: Fort +1, Ref +2, Will +7
Abilities: Str 14, Dex 12, Con –, Int –, Wis 17, Cha 4
Skills: –
Feats: –
Environment: Plane of Shadow
Organization: Solitary, bundle (4–40), windrow (48–180) or herd (180+)
Challenge Rating: 2
Alignment: Neutral
Advancement: –
Level Adjustment: –

What shambles forward in the haze certainly looks human; a fairly well-dressed human, in fact. But it doesn't look real or, for that matter alive: the faded tones, the empty stare, the edges that seem to merge with the murk.

This example uses a 4th level human aristocrat as the base creature.


Creating a skia
"Skia" is an acquired template that can be applied to any corporeal aberration, dragon, fey, giant, humanoid, magical beast, monstrous humanoid or native outsider with an Intelligence score of 3 or more.
A skia uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to deathless (with the appropriate augmented subtype).Recalculate base attack bonus and saves accordingly. Size is unchanged.

Hit Dice: Increase all current Hit Dice to d12s.

Speed: Same as the base creature.

Attack: A skia loses all natural attacks of the base creature as well as the ability to wield weapons. It gains a special melee touch attack which it is proficient with.

Damage: Skias have a special melee touch attack. This attack does not deal damage but it enable skias to initiate a grapple using.

Special Attacks: A skia retains none of the base creature's special attacks, but gains the following:

Blood Drain (Ex): A skia can drink blood from a living victim by making a successful grapple check. So long as it maintains the grapple and its opponent is injured (i.e. missing hit points), it can deal 1d2 points of Constitution drain each round.


Special Qualities: A skia loses all special qualities of the base creature as well as all features associated with its class before becoming a skia, gaining low-light vision and the following in their stead:

Dispersal (Su): When a skia is reduced to 0 hit points or less, it disperses. It remains detectable as an amorphous haze hanging in the air, but it cannot take actions, nor is it subject to actions performed by other creatures. A dispersed skia reforms where it was dispersed after 1d12+3 rounds have passed.
Skias cannot be permanently destroyed by any affect short of a Miracle or some other form of direct intervention by a deity.

Resurgence (Su): Once a skia succesfully drained at least 4 points of Constitution, it experiences Resurgence. Its Intelligence score from before becoming a skia is restored, as well as its memories, and with these, all feats, skills, special abilities and class features it had while alive.
The effect of resurgence is temporary: it lasts for 1d100+3 minutes. A skia cannot be permanently restored to life and its former self by any effect short of a Miracle, True Resurrection or some other form of direct intervention by a deity.

Sense Wound (Su): A skia has an instinctive awareness of the effect consuming blood has on it. Skias can sense an open, bleeding wound anywhere within 4 miles of them and immediately begin moving towards it, taking the shortest route possible.

Abilities: Increase from the base creature as follows: Str +4, Dex +2, Wis +6, Cha -6. A skia has no Constitution or Intelligence score.

Environment: The Plane of Shadow.

Challenge Rating: Same as the base creature -1.

Alignment: Always neutral (unless experiencing Resurgence).

Level Adjustment: –

sandmote
2022-10-11, 03:11 PM
Dispersal (Su): When a skia is reduced to 0 hit points or less, it disperses. It remains detectable as an amorphous haze hanging in the air, but it cannot take actions, nor is it subject to actions performed by other creatures. A dispersed skia reforms where it was dispersed after 1d12+3 rounds have passed.
Skias cannot be permanently destroyed by any affect short of a Miracle or some other form of direct intervention by a deity. Is this intended to make the party keep fighting the skia indefinitely? 4-15 rounds before the skia comes back seems to require magical escape for the party to take a rest by before it shows up to fight them again. Especially given Sense Wound lets it track anyone injured fighting it.

I can't tell if this is the intent for a particular camping or an oversight.

Metastachydium
2022-10-11, 03:45 PM
Is this intended to make the party keep fighting the skia indefinitely? 4-15 rounds before the skia comes back seems to require magical escape for the party to take a rest by before it shows up to fight them again. Especially given Sense Wound lets it track anyone injured fighting it.

I can't tell if this is the intent for a particular camping or an oversight.

Well, it can't actually cause injuries, it just takes advantage of an opponent being injured. I wanted to make them essentially unkillable for fluff reasons and respawning seemed like a good mechanism to allow for that. It also makes the thing more of a threat; as is it's mostly creepy but non-threatening unless encountered in numbers or as a side dish for something that can injure PCs and thus exploit the skia's cravings.

Did I go overboard with that? I can try and tone it down if it feels too much.

sandmote
2022-10-11, 04:50 PM
Did I go overboard with that? I can try and tone it down if it feels too much.If it is intentional it's likely fine; you're building encounters with this in mind. I was mostly worried about it occurring accidentally.

Metastachydium
2022-10-12, 06:39 AM
Nah, they are supposed to do it (do you think I should add a "How to Use" section or something?). Still, many thanks for the feedback!

Debihuman
2022-10-12, 03:40 PM
I think the Weeping Orb has a few small issues:

HP should be 46. 5.5 x 4 = 22 not 20.

Damage is written badly as it should be (2d4+4 plus 1d6 acid).

A medium creature usually has a movement of 30 ft. Why is this so fast? Should it be slower goin up hill and faster down hill? That would give it some extra interest.

Flatten is just a regular improved grab ability with engulf incorporated. It doesn't actually flatten any opponents. I wish this were a more interesting ability.

Why isn't Weep a special ability. I think you missed an opportunity here.

The coating of the creature should be susceptible to piercing damage and the acid would be susceptible to water (diluting the acid).

It should come from the Inner Plane-- Quasi-Elemental Plane of Acid is a good place to put it.

Debby

Tzardok
2022-10-13, 01:36 AM
1. Why does it need to come from an Inner Plane? Plenty stranger oozes are material creatures. In fact, we could localize this ooze on an Outer Plane; acidity and rolling movement are kinda common on Carceri.

2. What Quasi-Elemental Plane of Acid? Never heard about that.

Metastachydium
2022-10-13, 04:21 AM
I think the Weeping Orb has a few small issues:

And indeed. Thanks for the feedback!


HP should be 46. 5.5 x 4 = 22 not 20.

Damage is written badly as it should be (2d4+4 plus 1d6 acid).

Well, damn. I'll go fix those, thanks!


A medium creature usually has a movement of 30 ft. Why is this so fast? Should it be slower goin up hill and faster down hill? That would give it some extra interest.

It rolls! I did consider making the speed terrain-dependent like that, but I ultimately decided against it not to clutter things up like I did with my previous ooze (which ended up both overstuffed and pretty boring). Should I do it anyway?


Flatten is just a regular improved grab ability with engulf incorporated. It doesn't actually flatten any opponents. I wish this were a more interesting ability.

Technically, it's improved grab with a trip and a constriction ability with the serials filed off and

[s]hould it manage to grapple its opponent, it can knock the grappled opponent prone with a further succesful grapple check.
At this point, the whole body of the orb flattens to try and cover as much of the opponent's as possible, pressing the latter against the ground
, so the slimeball and its opponent bothe end up flat(ter than usual) in the end (especially the former). I think the thing actually flattening stuff like a road roller would be a bit cartoonish.


Why isn't Weep a special ability. I think you missed an opportunity here.

Well, it's a descriptive term mostly. The orb is not a blob of goo as a black pudding or gray ooze is; most of the time it looks like a ball off rubbery texture – but a ball that weeps, i.e. oozes thin, acidic sludge through its pores.


The coating of the creature should be susceptible to piercing damage and the acid would be susceptible to water (diluting the acid).

Hm. I guess you're right. I'll tweak those.


It should come from the Inner Plane-- Quasi-Elemental Plane of Acid is a good place to put it.


1. Why does it need to come from an Inner Plane? Plenty stranger oozes are material creatures. In fact, we could localize this ooze on an Outer Plane; acidity and rolling movement are kinda common on Carceri.

2. What Quasi-Elemental Plane of Acid? Never heard about that.

I'm just as puzzled as Tzardok is on both counts. Acid is… Kind of the thing oozes do?

Metastachydium
2022-11-12, 10:31 AM
I'm still kind of stuck on the pineapple front, but luckily, I remembered something important in the meantime: there's no such thing as "not the right time for a BIRDY" and so, a new birdy enters the fray, one with a… Suddenly very descriptive name: the

Secretary Bird
Secretary birds are avian creatures roughly 4 to 5' in height, half of which is made up by their slender, long, cranelike legs. Their elegant necks are likewise long, with a small, round, beaked head sitting on top, backed by a cluster of long, dark feathers highly sought after as quills (much to the birds' chagrin). Their plummage is otherwise pristine white or soft grey, only darkening to black on their tails and at the tip of the flight feathers of their broad wings that double as four-fingered hands. They exude an almost otherwordly air of serenity, and their orange-skinned faces near-constantly sport an expression resembling an encouraging, polite smile.

Most idaskaris, as they often call themselves, lead regimented lives as thorough, dependable bureaucrats and aides to various dignitaries, including travelling diplomats or even clergymen. Idaskaris don't have a language of their own, except for the Jargon, a highly formalized, essentially artificial tongue for uses pertaining to the career paths most of them pursue; nevertheless, they acquire languages easily and are always fluent in at least two, usually including Common.

Size/Type: Medium Magical Beast
Hit Dice: 2d10 (11 hp)
Initiative: +0
Speed: 30 feet, fly 30 feet (average)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +2/+0
Attack: Bite +0 melee (1d2-2)
Full Attack: Bite +0 melee (1d2-2) and kick -5 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mighty stomp
Special Qualities: Low-light vision, organized, reminders
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 6, Dex 11, Con 10, Int 15, Wis 11, Cha 12
Skills: Appraise +5, Decipher Script +8, Diplomacy +6, Forgery +4, Gather Information +2, Knowledge (local) +4, Listen +3, Search +6, Sense Motive +2, Speak Language, Spot +2
Feats: Diligent, SmatteringsB
Environment: Temperate or warm plains
Organization: Solitary or employed (1–4 secretary birds plus an employer, possibly with other attendants)
Challenge Rating: 1
Alignment: Usually lawful neutral
Advancement: By character class Favored Class: Savant
Level Adjustment: +1

Combat
Secretary birds are not particularly aggressive and prefer to avoid combat if possible. While capable of using weapons, they rarely carry any and if they cannot flee, they will use their beak and talons to try and slash their way into a more advantageous position.

Mighty Stomp (Ex)
Against a prone opponent of Medium size or smaller with a discernible anatomy, the taloned feet of an idaskari become a surprisingly potent weapon. As a full-round action, a secretary bird might stomp on such an opponent; if the attack hits, it automatically deals quadruple damage (4d4-8, minimum 1 point). Limbless creatures (such as snakes) of an appropriate size category are always considered prone for the purpose of this ability

Organized (Ex)
Secretary birds are very tidy and they have an exceptional knack for organising items efficiently. Retrieving a stored object from a container it had packed is always a move action for an idaskari and never provokes attacks of opportunity.

Reminders (Ex)
Secretary birds boast astute minds and a very good memory. Whenever an ally a secretary bird has spent at least a month with fails to recall a piece of information using the Knowledge skill, the idaskari can retry the check using the same modifiers to see if it remembers the information having been mentioned by the ally in question.

Skills
Secretary birds have a +2 racial bonus on Decipher Script, Diplomacy and Search Checks. Speak Language is always a class skill for a secretary bird. These bonuses are included in the statistics above.




And that would be it. My main concern is this: is that LA in order, or should I perhaps raise it?

Debihuman
2022-11-13, 07:29 AM
There's a reason kick isn't a good attack: trip.


Mighty Stomp (Ex)
Against a prone opponent of Medium size or smaller with a discernible anatomy, the taloned feet of an idaskari become a surprisingly potent weapon. As a full-round action, a secretary bird might stomp on such an opponent; if the attack hits, it automatically deals quadruple damage.

You should actually write out the damage (4d4-8 minimum 1) or something to that effect. Giving it a chance to do 0 damage is never that much fun.

Skills
Secretary birds have a +2 racial bonus on Decipher Script, Diplomacy and Search Checks. Speak Language is always a class skill for a secretary bird.

Are these in the stat block or not? Should be marked with * in skills.

What are it's racial traits? That low Str is not doing it any favors. I see this as an NPC or cohort rather than as PC. The stomp doesn't improve as it gains levels making it less and less attractive.

The problem with kick is trip. It takes a -4 penalty any time it is tripped and then has to spend a round to stand up. I would make Bite it's primary attack and kick as secondary attack. Bipedal creatures aren't great kickers, that's usually reserved for quadrupeds.

My feeling is magical beasts should have something magical in abilities.

Debby

Metastachydium
2022-11-13, 07:59 AM
As always, your feedback is greatly appreciated! Now, to business:


There's a reason kick isn't a good attack: trip.

Fair. But the birdy was never meant to be a melee powerhouse.


You should actually write out the damage (4d4-8 minimum 1) or something to that effect. Giving it a chance to do 0 damage is never that much fun.

Oh. You're right. I'll do that.


Are these in the stat block or not? Should be marked with * in skills.

Yes & I'll make that explicit, thanks.


What are it's racial traits? That low Str is not doing it any favors. I see this as an NPC or cohort rather than as PC.

I'm aware, but I didn't feel like giving it cohort LA only. I mean, weirdest things are officially playable. I'm sure it can find a niche with the INT/CHA boost and the free retry on Knowledge checks. Their native skill list isn't bad per se, either, or so I think.


The stomp doesn't improve as it gains levels making it less and less attractive.

True enough. It's mostly a nod to the actual bird's hunting strategy and in my defense, I figured that if it's built for (Improved Natural Attack, a token investment in STR to lessen the penalty and that good old three level dip in Swashbuckler to make good use of INT and reduce the impact of STR), it's really a coup-de-grace made easy with a ×4 modifier.


The problem with kick is trip. It takes a -4 penalty any time it is tripped and then has to spend a round to stand up. I would make Bite it's primary attack and kick as secondary attack. Bipedal creatures aren't great kickers, that's usually reserved for quadrupeds.

True again, but real secretary birds have "step on stuff" as their primary hunting strategy. Of course, combat's rarely against stuff short enough for that, so yeah, I might as well reverse the order. (I think what I did here might reflect my frustration with the abrian's attack routine: that birdy has a halfway decent kick, but the primary attack is a weirdly pumped up but perfectly useless bite.)


My feeling is magical beasts should have something magical in abilities.

Hm. I considered monstrous humanoid, but birdy's really just a secretary bird with winghands; I didn't even size 'em up! Then again, freaking unbodied are monstrous humanoids and all I need to change is HD size. You think I should do that? I trust your judgement and will do it if you say so.

Tzardok
2022-11-13, 09:29 AM
Oh gosh, races based on puns are the best. :smallbiggrin:

Part of the problem with mighty stomp is that, well... limpless creatures like snakes are practically never prone (they can "stand up" as a free action). Secretary birds hunt primarily snakes.
Maybe allow the usage of mighty stomp on everything smaller than the secretary?

Regarding the creature type, a magical beast doesn't need to be magical. Having a sapient's intelligence and/or weird traits is enough. I don't think the type needs to be changed. Of course, many creature types have edge cases and overlap with other types, so simply choose the one that you feel fits best.

Metastachydium
2022-11-13, 09:45 AM
Oh gosh, races based on puns are the best. :smallbiggrin:

Glad you like it; I have two or three others like this on my to-do list (another birdy, an unlucky rodent and a flower).


Part of the problem with mighty stomp is that, well... limpless creatures like snakes are practically never prone (they can "stand up" as a free action). Secretary birds hunt primarily snakes.
Maybe allow the usage of mighty stomp on everything smaller than the secretary?

Hm. You have quite the point there. Would something like "limbless creatures of an appropriate size category are always considered prone for the purpose of this ability" help with that?


Regarding the creature type, a magical beast doesn't need to be magical. Having a sapient's intelligence and/or weird traits is enough. I don't think the type needs to be changed. Of course, many creature types have edge cases and overlap with other types, so simply choose the one that you feel fits best.

Thanks! I have been kind of torn on this, to be honest. I'll see if Debby has anything else to say, but I feel kind of comfortable leaving it as is for now.

Tzardok
2022-11-13, 09:56 AM
Hm. You have quite the point there. Would something like "limbless creatures of an appropriate size category are always considered prone for the purpose of this ability" help with that?

That could help. I would maybe also make the ability easier to use; maybe a standard action, or as a free attack after tripping something, or maybe just add Improved Trip as a bonus feat.

Metastachydium
2022-11-13, 10:05 AM
That could help.

Done!


I would maybe also make the ability easier to use; maybe a standard action, or as a free attack after tripping something, or maybe just add Improved Trip as a bonus feat.

Well, making it dependent on trip would probably make the ability harder to use, given that lousy STR score and in practice, it is already an easier to use coup-de-grace equivalent. I'll ponder that some more (and thanks either way), but I'm really not sure.

Metastachydium
2022-11-30, 11:11 AM
Previously, I've hinted at three more pun-punbased critters in the works; I probably won't do the planty after all for… Reasons I will not dwell on 'round here, but the rodent is next on the agenda and this is the day the world may know to fear the

Scarecrow
Indistinguishable from common rooks whenever they don't fancy wearing the little vests (usually in a soft grey or some garish, bright colour) they seem to be very fond of, scarecrows (or gaurons as the druids call them) are forest-dwelling fey beings with a peculiar sense of humour, mostly content with startling unsuspecting travellers.

They are well-liked by dryads and treants who keep them around as alarm systems and impromptu guards. Gaurons speak a harsh-sounding dialect of Sylvan as well as the language of treants and a heavily accented Common.

Size/Type: Tiny Fey
Hit Dice: 1d6 (3 hp)
Initiative: +2
Speed: 10 feet, fly 50 feet (good)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-13
Attack: Peck +2 melee (1d2-5, minimum 1)
Full Attack: Peck +2 melee (1d2-5) or talons +2 melee (1-5, minimum 1)
Space/Reach: 2˝ ft./0 ft.
Special Attacks: Crow, scare
Special Qualities: Low-light vision, immunity to fear
Saves: Fort +0, Ref +4, Will +4
Abilities: Str 1, Dex 15, Con 10, Int 16, Wis 15, Cha 16
Skills: Balance +6, Bluff +4, Concentration +4, Gather Information +6, Hide +14, Intimidate +11, Knowledge (nature) +6, Listen +4, Search +6, Sense Motive +4, Spot +4, Survival +6
Feats: Ability Focus (Crow), Weapon FinesseB
Environment: Temperate or cold forests
Organization: Solitary, party (2–10) or clamour (15–120)
Challenge Rating: 3
Alignment: Often neutral
Advancement: By character class Favored Class: Beguiler
Level Adjustment: +3

Combat
At worst, scarecrows are harmless pranksters. If they have to fight despite themselves, they will use their fear abilities to immobilize or drive off foes and if neccessary, the numbers of the clamour to overwhelm already largely defenseless opponents.

Crow (Su)
As a standard action, a gauron can crow loudly; all opponents (other than avian creatures, including scarecrows) within a 40 feet cone must succeed on a DC 15 Will save or cower for 1d2 rounds. Creatures that succesfully save against the effect become shaken instead for 1d4 rounds. Once the ability is used, the scarecrow must wait for 1d4 rounds before it can crow again. The save DC is Charisma-based.

Scare (Su)
Once per round as a swift action, a gauron can produce an effect identical to Scare as cast by a 6th level sorcerer.

Skills
Scarecrows have a +4 racial bonus on Intimidate checks and they can attempt to demoralize a foe as a move action.




There! As is (sadly) the norm with me, the LA is a tentative figure I assigned with little sensible basis and it makes the favoured class synergize very poorly with the numbers, but I just didn't want to go with something BORING like rogue. Help in fixing these issues continues to be welcome, as do comments of any sort. I might add something about a torso-slot magic item called the Fell Doublet, but I'd advise everybody not to hold the proverbial breath.

Tzardok
2022-12-02, 03:06 PM
These remind me of some stories in German folklore about the Eurasian Jay. Maybe a variant that leans more heavily into the watchfulness?

I don't think I can help with the LA, except for saying that +4 feels like it's too high. I would propably go with +2, unless of course the single racial hit die is replaced when taking the first level. In that case +3 is better.

Metastachydium
2022-12-03, 07:07 AM
These remind me of some stories in German folklore about the Eurasian Jay.

I love jays! They sometimes grace our garden with visits for food, fun and to make weird jay noises.


Maybe a variant that leans more heavily into the watchfulness?

I'm afraid I'm not familiar with German folklore regarding them, however. Colour me curious!


I don't think I can help with the LA, except for saying that +4 feels like it's too high. I would propably go with +2, unless of course the single racial hit die is replaced when taking the first level. In that case +3 is better.

+2 feels low going by stupid WotC standards with flight, those stats and at-will specials. I'm happy to go down to +3, though. Thanks for the input!

Tzardok
2022-12-03, 08:33 AM
I'm afraid I'm not familiar with German folklore regarding them, however. Colour me curious!


The Eurasian Jay (in German called Eichelhäher, which translates as acorn jay) is well known for the fact that it sits hidden on high trees and caws loudly when it notices predatory animals, humans or generally strange and unkown things moving through the forest. All animals recognize that caw and take it as a sign to hide. Because of that, the Eichelhäher has the nickname Keeper of the Forest. (He also has the nickname Tree Father because he gathers acorns and other seed as storage for winter, but often forgets where he hid them. This has interesting implecations regarding dryads, I think.) The jay also has a bright blue feather in each wing that is hidden most of the time. Folklore claims that he only shows this feather when there is no danger, a widely visible all-clear signal to the other animals. (I remember a children's christmas song where a stranger came into the forest, but the Eichelhäher shows his blue feather because he recognizes the man as Saint Nikolaus bringing presents for the animals.)
In fables and children's stories with animal characters that take place in the forests, the jay is often depicted like an idealized guardsman or policeman: always watchful, stern but kind, and dutiful.

I just had a completely random thought: prismatic peacocks. That sounds like something you could brew.

Metastachydium
2022-12-03, 06:19 PM
The Eurasian Jay (in German called Eichelhäher, which translates as acorn jay) is well known for the fact that it sits hidden on high trees and caws loudly when it notices predatory animals, humans or generally strange and unkown things moving through the forest. All animals recognize that caw and take it as a sign to hide. Because of that, the Eichelhäher has the nickname Keeper of the Forest. (He also has the nickname Tree Father because he gathers acorns and other seed as storage for winter, but often forgets where he hid them. This has interesting implecations regarding dryads, I think.) The jay also has a bright blue feather in each wing that is hidden most of the time. Folklore claims that he only shows this feather when there is no danger, a widely visible all-clear signal to the other animals. (I remember a children's christmas song where a stranger came into the forest, but the Eichelhäher shows his blue feather because he recognizes the man as Saint Nikolaus bringing presents for the animals.)
In fables and children's stories with animal characters that take place in the forests, the jay is often depicted like an idealized guardsman or policeman: always watchful, stern but kind, and dutiful.

I just had a completely random thought: prismatic peacocks. That sounds like something you could brew.


Now I absolutely must do both of those. Many thanks for the ideas!

Tzardok
2022-12-04, 10:01 AM
You're always welcome.

If you want, I can try to remember more folklore regarding birds? There doesn't come a lot to mind spontaneously, but... hmm...
I've got an interesting bit of Low German folklore regarding the tawny owl, I remember the story how the wren became king (but you may already know that; it's after all a pan-European folklore), and then there's the spin we put on the shrike.

Metastachydium
2022-12-05, 08:24 AM
If you want, I can try to remember more folklore regarding birds?

Pretty please?


I've got an interesting bit of Low German folklore regarding the tawny owl, I remember the story how the wren became king (but you may already know that; it's after all a pan-European folklore), and then there's the spin we put on the shrike.

Yup, I know the one with the wren, but fun as a little bird with an eagle mount sounds, I'm not sure it lends easily to getting statted. The owl and the shrike sound very promising, on the other hand, and regardless whether I can use it or not here, BIRDY lore is not something I'll say no to.

Tzardok
2022-12-05, 08:41 AM
Well, first the shrike. Folklore about the shrike with its tendency to impale prey on thorns for keeping is pretty much the same everywhere, but we put a little spin on it. Its German name, Neuntöter, means Nine-Killer, and is derived from the belief that the shrike will always kill and impale nine prey animals before eating. A veritable little serial killer with rituals on its own, that bird. :smallamused:

(By the way, the wren is called in German Zaunkönig or Winterkönig (fence king or winter king) as an allusion to the story.)

The tawny owl (Waldkauz in German) is in northern Germany considered a psychopomps (at best), an omen of death or a thief of souls (at worst). Its call sounds similiar to Low German "Kü witt!", which means "Come with me!" Now imagine you are waking at the bed of a sick or dying person, and you hear a voice call "Come with me!" in the dark of the night. Yeah, scary stuff.
Edit: Incidentally, I used this once piece of folklore once in D&D myself. I wrote up a description of the divine realm of the raptorans' (y'know, those barely bird people from Races of the Wild) death god and decided to name it Küwitt and fill it with snow-white tawny owls as psychopompes.

Metastachydium
2022-12-05, 04:02 PM
(By the way, the wren is called in German Zaunkönig or Winterkönig (fence king or winter king) as an allusion to the story.)

Aww.


The tawny owl (Waldkauz in German) is in northern Germany considered a psychopomps (at best), an omen of death or a thief of souls (at worst). Its call sounds similiar to Low German "Kü witt!", which means "Come with me!" Now imagine you are waking at the bed of a sick or dying person, and you hear a voice call "Come with me!" in the dark of the night. Yeah, scary stuff.
Edit: Incidentally, I used this once piece of folklore once in D&D myself. I wrote up a description of the divine realm of the raptorans' (y'know, those barely bird people from Races of the Wild) death god and decided to name it Küwitt and fill it with snow-white tawny owls as psychopompes.

Huh. We have that one too! Our "deathbird", however, is the little owl. I'll keep these in mind.




'Till then, here's the friendly neighbourhood jay variant of the prankster crows:

Isgrekh
Often called oakfriends in Common, isgrekhs are close relatives of the flocking gaurons, similar in size and shape (although taking after the common jay rather than the crow) alike. Nevertheless, unlike scarecrows, the brown-feathered oakfriends do not revel in mischief; rather, they are devoted and dutiful guardians of the forest-dwellers that know their cries (alerting them to peril) and the flash of the blue stripe on their wings when they flutter down to the ground or to roost on the branches of low shrubs (to signal that the danger has passed) for what they are.

While they view acorns as a cherished delicacy, dryads and oaken defenders count isgrekhs among their fast friends, for their services and for often planting what they don't need to sustain themselves, helping the forest spread and replenish itself. Other forest creatures will usually learn to likewise value them. Isgrekhs speak Sylvan, Treant and more often than not, a raspy but fluent Common as well.

Size/Type: Tiny Fey
Hit Dice: 1d6 (3 hp)
Initiative: +2
Speed: 10 feet, fly 50 feet (good)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-13
Attack: Peck +2 melee (1d2-5, minimum 1)
Full Attack: Peck +2 melee (1d2-5)
Space/Reach: 2˝ ft./0 ft.
Special Attacks: –
Special Qualities: Farsense, low-light vision, warning
Saves: Fort +0, Ref +4, Will +6
Abilities: Str 1, Dex 15, Con 10, Int 12, Wis 19, Cha 16
Skills: Balance +2, Concentration +4, Diplomacy +6, Gather Information +3, Hide +10, Knowledge (local, nature) +2, Listen +10, Search +5, Sense Motive +12, Spot +14, Survival +5
Feats: Alertness, Weapon FinesseB
Environment: Temperate or cold forests
Organization: Solitary or nest (2–5)
Challenge Rating: 2
Alignment: Always lawful good
Advancement: By character class Favored Class: Spirit Shaman
Level Adjustment: +3

Combat
Oakfriends are ill-equipped to fight foes. When danger comes knocking, they will do their best to warn and aid their friends and wards and only use their sharp beaks as a last resort.

Farsense (Su)
Whenever a creature other than wild animals, fey, plants and vermin enters the area within 250 feet of an isgrekh, the oakfriend receives a mental alert identical to that produced by the Alarm spell. Additionally, if the creature sensed is a humanoid or monstrous humanoid, the isgrekh may make a Sense Motive check; if succesful, the isgrekh can tell whether the trespasser has hostile intent or not.

Warning (Su)
Once every 10 minutes, an isgrekh can emit a series of loud, screeching calls as a full-round action; all allies within a 200 feet radius are awakened if currently asleep or unconscious and become aware that a potential threat is approaching, gaining an insight bonus equal to half the isgrekh's Wisdom modifier on Hide, Listen, Sense Motive and Spot checks, as well as initiative checks for the next 2d6 rounds.

Skills
Oakfriends have a +4 racial bonus on Sense Motive and Spot checks.

Metastachydium
2022-12-14, 08:33 AM
While I figure out my next birdies, here's a quick double update. The first one's the last of the promised pun creatures; it's a pathetic ugly you have one of the official splats to blame for. You see, there's a 3.5 monster called the slasrath and its name is so confusing and bad (BAD!) that I kept misreading it as

Slashrat
The aptly named, nocturnal slashrat is essentially a sizeable, fat, toothless dire rat, easily 7 feet long and weighing up to 140 pounds. Instead of the front paws of a rodent, however, its forelegs sport yellow-brown growths of horn the size and shape of a longsword and their thick, hairless tails end in a similar, if shorter blade.

Size/Type: Medium Aberration
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 20 feet (4 squares)
Armor Class: 14 ( +3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +2/+1
Attack: Bladeleg +2 melee (1d8-1, 19–20/×2)
Full Attack: 2 bladelegs +2 melee (1d8-1, 19–20/×2) and tailblade -4 melee (1d6-1, 19–20/×2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, slashing
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 8, Dex 17, Con 13, Int 1, Wis 4, Cha 4
Skills: Jump +5, Listen +0, Move Silently -1, Swim +0
Feats: Improved Toughness, Weapon Focus (bladeleg)
Environment: Warm hills and underground
Organization: Solitary
Challenge Rating: 2
Alignment: Always neutral
Advancement: 4–7 HD (Medium)
Level Adjustment: –

Combat
Slashrats fight like brutes, attacking on sight and slashing madly with their blades untile they slay or are slain themselves. Strangely enough, they never consume their kills.

Disease (Ex)
Filth fever—bladeleg and tailblade, Fortitude DC 13, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based and includes a +1 racial bonus.

Slashing (Ex)
The malformed appendages of a slashrat are as sharp as the swords they resemble. As such, they deal slashing damage and threaten a critical hit on a natural roll of 19 or 20.

Skills
Due to the constant clattering of the hard blades they grow, slashrats suffer a -4 racial penalty on Move Silently checks. Slashrats may use their Dexterity modifier when making Jump checks.

NEW SPECIAL MATERIAL: Rathorn
The shape of a slashrat's blades lends itself to use as a weapon for those of strong enough a stomach to claim these for themselves. Bladelegs can be fashioned into Medium longswords, Small greatswords, Large straightblades or Huge daggers, whereas tailblades make passable Medium straightblades, Small longswords or Large daggers.

A rathorn blade weighs half as much as one forged of ordinary steel and (unless it is cleaned regularly) it retains the ability to carry filth fever. Rathorn has a hardness of 3 and 8 hit points per inch of thickness. Swords made of rathorn cost twice as much to make as their normal counterparts.




Look, I never said it's a good creature. Or a good joke, even, but here it is. Still, anyone still around and bearing with me totally deserves something more serious. Keep in mind, nevertheless, that it may be a bit too serious. And for a flower with stuff as notoriously light on fluff and especially lore as I am, I think I might have gone a bit overboard with the description here (needless to say, I'm ready to cull!). And, worst of all, the creature's shtick relies on Truenamers being a thing. So, meet (no, really; don't meet) the

Shibboleth
The shibboleths are guardians, above all. They keep watch over fords, bridges, narrow mountain paths, fissures amidst steep hills or, sometimes, even city gates. Whom they serve, if anyone, is unknown, but they are ever vigilant. Shibboleths stand tall, 10 feet tall or 14 or taller, blocking the way, clad from head to toe in heavy robes; these rough patchworks of crudely sewn fabric are said to bear stripes and various heraldic devices on them, but they are always faded and dull in colour.

What is under the robes is impossible to tell until the shibboleth is slain, and even then, those curious must be fast to uncover the creature, for once it falls, a shibboleth, its flesh and bones, and even its robes decay fast and are all but gone within the minute. That is, perhaps, for the better: the shibboleth is not a pleasant sight to behold. Its head, sitting on a squat neck, would be almost spherical but for the rough wedge of bones protruding from the bottom, and most of it is covered in macabre ridges of cartilage, a hundred strange earlobes fused together with a hundred earholes sinking into the skull beneath. High up on the forehead, two minuscule eyes like dirty red pearls sit at the bottom of deep, conical wells. The wedge below the sphere, likewise covered in thick cartilage and thin, brown-grey skin is not truly a set of jaws, though it can open up almost like one to reveal a spongy labyrinth of protrusions sound can barely seep through when the creature speaks. Its thick torso, supported by three legs with four flat toes on each, seems nothing more than erratic bundles of sinew and muscle twisted together (wherever it's not covered in the same undulant crust that coats the skull and spreads down over the chest, upper back and arms – sometimes even the sides) and its double-jointed arms end in wide, seven-fingered but thumbless hands with claws like daggers.

Shibboleths seem to know any and all languages well enough to deliver their True Demand, understand and evaluate the answers, but otherwise, they never speak.

Size/Type: Large Aberration
Hit Dice: 8d8+32 (68 hp)
Initiative: +6
Speed: 40 feet (4 squares), swim 40 feet
Armor Class: 19 ( -1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +6/+14
Attack: Claw +9 melee (1d8+6, ×3) or brand +9 melee touch (special)
Full Attack: 2 claws +9 melee (1d8+4, ×3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Brand, throttling rend 2d8+6
Special Qualities: Darkvision 60 ft., DR 10/slashing, immunity to sleep, enchantment spells and effects, SR 19
Saves: Fort +6, Ref +4, Will +9
Abilities: Str 18, Dex 14, Con 18, Int 13, Wis 17, Cha 13
Skills: Climb +5, Intimidate +10, Knowledge (arcana) +3, Knowledge (local) +5, Knowledge (nature) +5, Listen +14, Swim +12, Truespeak +18
Feats: Ability Focus (Brand), Blind-Fight, Improved InitiativeB, Skill Focus (Truespeak)
Environment: Any
Organization: Solitary
Challenge Rating: 10
Alignment: Always neutral
Advancement: 9–13 HD (Large), 14–18 HD (Huge)
Level Adjustment: –

Combat
Shibboleths are fierce combatants. They throw themselves into the fight fearlessly, with a single-minded zeal, trying to brand, silence and, preferably, kill as many opponents as they are able. They will pursue fleeing opponents for as long as they can.

Brand (Su)
A shibboleth can make a special touch attack against an opponent it previously damaged in combat. The opponent must make a DC 17 Will save or receive a brand, a strange ideogram, usually on the skin of the forehead or the neck. This brand imposes a -4 penalty on all Charisma-based checks made by the branded creature until such time as the creature receives a Remove Curse spell or similar effect. The shibboleth gains a +1 insight bonus on attack and damage rolls against any opponent it branded. The save DC is Charisma-based.

Throttling Rend (Ex)
Shibboleths aim for the throat when fighting. If a shibboleth hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+6 points of damage and the opponent must make a DC 18 Fortitude save or begin to suffocate. On a succesful save, the opponent becomes unable to talk intelligibly until recieving at least 4 points of magical healing. The save DC is Strength-based.

True Demand (Su)
Upon being encountered by a sapient creature it has never met previously, the shibboleth demands that the creature speak the truename of a race or animal common in the area. Creatures that fail the Truespeak check or refuse to make one are immediately attacked and the shibboleth receives a +2 circumstance penalty to its AC and saves against any such opponent for the duration of the encounter. If the shibboleth is encountered by a group, it will patiently wait until all members of the group make their attempt at the check or refuse to do so before attacking. It ignores creatures that succeed the check, unless and until it is attacked by these.

Skills
Shibboleths receive a +4 racial bonus on Intimidate, Listen and Truespeak checks. Shibboleths have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. They can use the run action while swimming, provided they swim in a straight line.

Tzardok
2022-12-14, 08:53 AM
These shibboleth are appropriately weird, and the alternate magic systems can always use more support, so thank you for that. I just wonder how something like this came to be. Did some truenaming villain want some guardian creature? Did a god die and speak them into existence with his last breath? Are they from some alternate reality? Questions over questions.

Metastachydium
2022-12-14, 02:50 PM
These shibboleth are appropriately weird, and the alternate magic systems can always use more support, so thank you for that.

I really din't expect the Truespeak checks will be a selling point!


I just wonder how something like this came to be. Did some truenaming villain want some guardian creature? Did a god die and speak them into existence with his last breath? Are they from some alternate reality? Questions over questions.

Honestly, I haven't the vaguest idea. I almost included an alleged manner of reproduction which amounts to "it is said that shibboleths dissolve into nothing upon death for their essence must escape: for a shibboleth to emerge, another must be unraveled" but I was afraid I'm getting too verbose there; the idea was that they might be the warped embodiments of some notion of purity, and as ideas made flesh, they operate slightly outside physical causality.

Association with the final words or thoughts of a divine being (generally a creature powered by notions and ideas in D&D lore) kind of fits that as a possible root cause for the existence of these beings (i.e., interesting and quite serendipitous idea!). I could even see something like that being the academic consensus regarding these, but I also kind of feel like they are best left somewhat poorly understood.

Tzardok
2022-12-14, 03:07 PM
I really din't expect the Truespeak checks will be a selling point!


Hey, there are fixes for truenaming around. This thing can easily work with those (well, unless the "fix" removes the skill and the skill based casting, in which case screw them!)

As I said, more support for alternate magic systems is pretty much always good in my book.

Metastachydium
2022-12-15, 05:35 AM
(well, unless the "fix" removes the skill and the skill based casting, in which case screw them!)

Right? The idea itself is kind of nifty, or, at any rate, it would be, if it didn't punish the player for getting "better" at truenaming.

Metastachydium
2022-12-16, 01:33 PM
I just had a completely random thought: prismatic peacocks. That sounds like something you could brew.

And before I'd forget! I can proudly announce that I've mostly finished those yesterday and added the last touches just now. I ended up calling them peafowls, because an all-male species would have been weird and a no-train version would kind of defeat the concept (I know, I know, the lizard-feminists must be so proud of me!). So,

Prismatic Peafowl
The prismatic peafowl is a sizeable, avian resident of various positive-dominant planes, taking after its namesake, or, more specifically, the peacock. Its entire plummage, crest and train included is a lustrous, iridescent white, with intricate patterns woven from a myriad shifting colours dancing on them as the creature moves. The eyespots are usually metallic in hue, ringed by colourful circles.

Friendly, curious and unfailingly polite, prismatic peafowls speak Common, Celestial and a language of their own known as Krisste.

Size/Type: Medium Outsider [Extraplanar, Good]
Hit Dice: 6d8+18 (45 hp)
Initiative: +5
Speed: 20 feet (6 squares), fly 40 feet (average)
Armor Class: 22 (+5 Dex, +5 deflection, +2 natural), touch 20, flat-footed 17
Base Attack/Grapple: +6/+8
Attack: Peck +8 melee (1d4+2)
Full Attack: Peck +8 melee (1d4+2) and 2 talons +6 melee (1d2+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Prismatic train
Special Qualities: Darkvision 60 ft., outsider traits, prismatic haze, regeneration 2
Saves: Fort +7, Ref +10, Will +8
Abilities: Str 15, Dex 21, Con 15, Int 16, Wis 16, Cha 20
Skills: Balance +14, Decipher Script +12, Diplomacy +14, Heal +12, Intimidate +14, Jump +11, Knowledge (the planes) +12, Listen +14, Search +12, Sense Motive +12, Spot +14
Feats: Alertness, Improved ToughnessB, Iron Will, Multiattack
Environment: Any positive-dominant plane
Organization: Solitary or muster (4–6)
Challenge Rating: 6
Alignment: Always neutral good
Advancement: 7–11 HD (Medium)
Level Adjustment: –

Combat
Prismatic peafowls are squeamish beings; the very thought of violence makes them nervous. If they (or their allies) are threatened, they will use their Prismatic Train ability to try and disable as many foes at once as possible to enable a hasty retreat.

Prismatic Haze (Su)
Prismatic peafowls are constantly surrounded by a shimmering, thin, colourful mist. Attacks by any creature that uses its eyes to determine the position of the peafowl suffer a 20% miss chance and the peafowl can add its Charisma modifier as a deflection bonus to AC.

Prismatic Train (Su)
Prismatic peafowls rarely display their ornate train feathers fully, but when they spread the whole fan out, it is a spectacular sight: a veritable explosion of light, gleaming in seven colours. This effect fills a 60 feet cone and produces various effects, based on the colour of the light an affected creature is exposed to (see table). Once this ability has been used, the peafowl must wait for 1d6 rounds before it can be used again. All save DCs are Charisma-based.

1d8Colour of LightEffect
1Red2d6 nonlethal fire damage plus fatigue (as heatstroke; Fort negates fatigue)
2OrangeSickened for 1d6 rounds as acid wells up in the stomach (Fort halves duration)
3YellowStunned for 1d4 rounds as if charge has built up in the muscles (Fort halves duration)
4GreenUnconsciousness (Fort partial: Staggered for 1d4 rounds instead)
5BlueParalyzed as if by Hold Monster (CL 9; Will negates)
6IndigoConfused as if by Confusion (CL 7; Will negates)
7VioletTransferred into a Maze (as the spell, but Will negates)
8N/AAffected by two colours; roll twice more, ignoring any results of 8

Regeneration (Ex)
Negative energy deals normal damage to a prismatic peafowl. If a prismatic peafowl loses a body part, it regrows in 2d4 minutes.

Tzardok
2022-12-16, 01:40 PM
Huh. Interesting spin on the typical prismatic abilities. Very nice and non-lethal.

Also, today I learned that peacock is not the name of the species.

Metastachydium
2022-12-17, 04:25 PM
Huh. Interesting spin on the typical prismatic abilities. Very nice and non-lethal.

Thank you! I just kind of felt like a NG outsider of the Positive and its cousins (which I envisioned this birdy as) shouldn't have killing people with death as part of its repertoire.


Also, today I learned that peacock is not the name of the species.

Eh, that's an easy mistake to make. I mean, there are languages in which guineafowls are called 'pearlhens', regardless of sex.

Metastachydium
2022-12-29, 02:05 PM
And a (probably) last one for this year: yet another planty!

Tuber
Tubers are amorphous, roughly ovoid lumps of hard, starchy, yellow-white matter, covered by a dirt brown skin. Four pale, fleshy stalks extend from their bodies; the upper two are prehensile. Two tiny, round eyes and a wide, lipless mouth complete their features.

Tubers speak Common and Undercommon.

Size/Type: Tiny Plant
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 10 feet (2 squares), burrow 5 feet
Armor Class: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: +0/-
Attack: Dart thruster + ranged (1d4, 19–20/×2)
Full Attack: Dart thruster + ranged (1d4, 19–20/×2)
Space/Reach: 2˝ ft./0 ft.
Special Attacks: Not today
Special Qualities: Low-light vision, plant traits
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 2, Dex 11, Con 11, Int 12, Wis 11, Cha 14
Skills: Hide +11, Intimidate +8, Listen +2, Search +2, Spot +2
Feats: Persuasive
Environment: Any temperate to cold land and underground
Organization: Solitary or cluster (5–8)
Challenge Rating: 1/2
Alignment: Often neutral
Advancement: By character class
Level Adjustment: –

Combat
Tubers are lazy and slow; they prefer to spend their time hiding in the soil and largely motionless. Caught in a fight, they rely on their special abilities and their burrow speed to ward off and escape harm.

Not Today (Su)
When threatened, a tuber can draw a Medium-sized dart thruster, seemingly from thin air, as an immediate action. This does not provoke attacks of opportunity. The tuber is proficient with this weapon and may use it without incurring penalties for wielding an inappropriately sized weapon. A tuber can only have one such thruster drawn at a time. The weapon can be stashed as a free action.

Any adjacent opponent that would attack the tuber in the same round when this dart thruster is drawn must succeed on a DC 14 Will save or lose the action and back off at least 10 feet. The save DC is Charisma-based and includes a +2 racial bonus.

Skills
Tubers receive a +4 racial bonus to Intimidate whenever they are wearing sundark goggles or similar items with darkened lenses.




So, um, yes, this is really just a potato. A potato with a gun. (Inspired by that potato with a gun. Don't hate me too much for it.)

On an unrelated note, I've just noticed the shibboleth is missing two feats. So, while I'm here anyhow, I'll go fix that too.

Metastachydium
2023-01-11, 09:50 AM
And I return in my full, blazing glory! Have another deathless (a friendly and charming one, this time):

Prior
The origin of priors is somewhat debated; most hold that they were either mortals once or are the will of mortals to watch over a person, place or object made manifest and given the power to help or hinder any who mean to interact with their charge.

Subtle and generally benevolent, priors understand up to five languages commonly spoken in the area they inhabit. They were never observed to speak.

Size/Type: Medium Deathless [Incorporeal]
Hit Dice: 5d12 (32 hp)
Initiative: -2
Speed: Fly 20 feet (perfect)
Armor Class: 10 (-2 Dex, +2 deflection), touch 10, flat-footed 10
Base Attack/Grapple: +2/–
Attack: –
Full Attack: –
Space/Reach: 5 ft./5 ft.
Special Attacks: Deny
Special Qualities: Darkvision 60 ft., deathless traits, incorporeal traits, ever unseen, whisper
Saves: Fort +1, Ref +2, Will +8
Abilities: Str –, Dex 6, Con –, Int 16, Wis 19, Cha 15
Skills: Hide +11, Knowledge (any four) +11, Listen +8, Move Silently +5, Search +11, Sense Motive +16, Spot +8
Feats: Insightful Reflexes, Stealthy
Environment: Any
Organization: Solitary or more (2–500)
Challenge Rating: 5
Alignment: Usually good (any)
Advancement: 6–10 HD (Small), 11–15 HD (Tiny), 16–20 HD (Diminutive)
Level Adjustment: –

Combat
Priors will do what they can to ensure the safety of their charge, showing no fear of destruction. While they cannot fight in the strictest sense, they will aid (directly or indirectly) whatever party the intentions of which appear to best align with their own.

Deny (Su)
Priors express their disapproval in intangible, but hardly unfelt ways. As a full-round action, they can enter the space of any adjacent creature without provoking attacks of opportunity. As long as they share said creature's space, they may choose to impose a luck penalty equal to their Charisma modifier on an initiative check, skill check or attack roll (the prior's choice) each round.

Ever Unseen (Su)
Priors have no physical form and are impossible to detect through mundane means. True Sight or similar effects (but not See Invisibility) will allow perceiving them, but it still takes a succesful Spot check, opposed by the prior's Hide; a succesful check still only reveals a barely visible rippling of the air where the prior currently is.

Whisper (Su)
A prior that entered the space of an adjacent creature might mean well instead of ill, guiding it through a barely perceptible mental link. Such a creature benefits from an insight bonus equal to the prior's Wisdom modifier to its armour class, a skill check or a saving throw (the prior's choice) each round for as long as it shares its space with the prior.

Skills
Priors have a +6 racial bonus on Hide and Sense Motive checks.

Metastachydium
2023-01-22, 05:55 PM
So, today is DOUBLE entry day, and for a change of pace, it even has a theme to it, namely inexplicable overspecialization! Now, to business:

Aegofon
A hulking, heavyset quadruped, covered in coarse, stiff hair as thick as an otters, the aegofon is built to kill and maim and eat with wicked claws and so many sturdy teeth in its strong, wedge-shaped jaws, covered with a thick layer of horn on the outside that there's barely any room left for the tongue.

Aegofons are predatory, but strangely enough, they only ever seem to prey on goats (including much anything they perceive as sufficiently goatlike) and elves. Plant beings are often accused of having somehow engineered them, but they vehemently reject the notion and insist the beasts must have come to be as a result of innocuous natural processes.

Size/Type: Large Animal
Hit Dice: 14d8+56 (119 hp)
Initiative: +5
Speed: 40 feet (2 squares), climb 20 feet
Armor Class: 22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21
Base Attack/Grapple: +10/+24
Attack: Claw +19 melee (1d8+10)
Full Attack: 2 claws +19 melee (1d8+10) and bite +19 melee (2d8+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Elfsbane, goatsbane, rend 2d8+15
Special Qualities: Low-light vision, scent
Saves: Fort +13, Ref +10, Will +6
Abilities: Str 30, Dex 12, Con 19, Int 2, Wis 14, Cha 5
Skills: Climb +18, Jump +11, Listen +6, Spot +6, Survival +10, Swim +10
Feats: Improved Initiative, Improved Multiattack, Multiattack, Power Attack, Track
Environment: Any aboveground land
Organization: Solitary or pair
Challenge Rating: 10
Alignment: Always neutral
Advancement: 15–21 (Large)
Level Adjustment: –

Combat
Aegofons are straightforward and unsubtle. They charge their chosen prey and tear into it, clawing and biting until it is unable to fight or flee, targeting goats and elves in preference to other opponents present.

Elfsbane (Ex)
Aegofons gain a +4 bonus on Listen, Spot and Survival checks when using these skills against creatures with the Elf subtype. Likewise, they deal 1d6+4 points of extra damage each time they hit such a creature.

Goatsbane (Ex)
Aegofons gain a +6 bonus on Listen, Spot and Survival checks when using these skills against goats and goatlike creatures (such as brixashulties, ibixians, horned beasts, rejkars and even chimaeras). Likewise, they deal 1d6+6 points of extra damage each time they hit such a creature.

Rend (Ex)
If an aegofon hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+15 points of damage.

Skills
Aegofons receive a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.




Take it, herbivores! That only leaves us with one terrible injustice to redress; but now, redressed it shall be, and quite poetically, by the

Magnagat
Striding on two long, powerful, taloned legs, magnagats are noble avian hunters with a blue-gray plummage and a long, sharp beak. Their wings, weighed down by a thick, bony knob each at the last joint, are not quite large enough to allow for true flight, but they can glide with grace and jump well. It would seem that magnagats exist mainly to combat cats and to counteract the depredations of various felines in general – these being goals that they tirelessly pursue. While they are known to be fond of cat meat, they do not hunt to eat and will usually refrain from consuming the flesh of sapient foes.

Magnagats speak Common, Auran, Celestial and Sylvan.

Size/Type: Medium Outsider [Lawful, Native]
Hit Dice: 2d8+4 (16 hp)
Initiative: +2
Speed: 40 feet (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+2
Attack: Beak +2 melee (2d4, 19–20/×2)
Full Attack: Beak +2 melee (2d4, 19–20/×2) and 2 slams +0 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hunting cry
Special Qualities: Darkvision 60 ft., DR 5/chaotic and magic, glide, low-light vision, vengeful frenzy
Saves: Fort +5, Ref +5, Will +7
Abilities: Str 10, Dex 15, Con 14, Int 12, Wis 19, Cha 15
Skills: Balance +6, Climb +9, Gather Information +6, Heal +9, Intimidate +2, Jump +6, Knowledge (local, nature) +5, Listen +6, Move Silently +2, Search +5, Sense Motive +6, Spot +12, Survival +8
Feats: Improved Critical (beak)B, Multiattack, ToughnessB
Environment: Any
Organization: Solitary, company (10–25 plus 2 2nd level points) or host (100–625 with a 2nd level point for every 20 birds, a 5th level caller for every 5 points and a 9th level main)
Challenge Rating: 4
Alignment: Usually lawful good
Advancement: By character class Favoured Class: Crusader
Level Adjustment: +4

Combat
Fast and disciplined, magnagats prefer to envelop their quarry with swift, coordinated assaults, commonly trying to incapacitate foes with their cry before swooping in to finish the fight clean and fast. They are usually loathe to enter a vengeful frenzy early or, indeed, unless it seems inevitable and they tend to refrain from attacking anyone other than their feline foes. They would never knowingly harm birds.

Glide (Ex)
Magnagats can use their wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Magnagats glide at a speed of 40 feet (average maneuverability). A magnagat can't glide while carrying a medium or heavy load.

Hunting Cry (Ex)
The shrill call of an angered magnagat is a terrible sound for their ancestral foes to hear. Magnagats can make such a cry as a swift action once per encounter. Any feline creature within 40 feet that can hear the magnagat must then succeed on a DC 15 Will save or become dazed for 1d2 rounds. The save DC is Charisma-based and includes a +2 racial bonus.

Vengeful Frenzy (Su)
Once per day, when magnagats join combat with feline creatures and their allies, they can, as a move-equivalent action, choose to let their righteous fury rise up to the surface of their minds and empower their bodies to fight more valiantly. A magnagat in a state of vengeful fury can make an extra attack each round, gains a 10 feet morale bonus to its land speed, a +2 dodge bonust to armour class and a +2 morale bonus to attacks made against feline creature. If the magnagat saw a feline creature harm an avian being or any other creature smaller than itself, this bonus increases to +4. Magnagats can maintain their vengeful frenzy for a number of rounds equal to 2 plus their Constitution modifier. When the vengeful frenzy ends, magnagats are slowed (as if affected by the spell) for 1d4 rounds.

Skills
Magnagates receive a +2 racial bonus on Gather Information and Jump checks, as well as a +4 racial bonus on Climb and Spot checks.

Metastachydium
2023-02-02, 02:37 PM
Okay, so I got bored faster than I usually do. Have some Elementals (one fiery and the other quite the opposite(; I bet they wouldn't get along well))!

Nephele
Of a notably melancholy disposition, nepheles drift through the vast open sky that is the Plane of Air, sometimes as clouds and other times, as pale, tall feminine figures, their outlines indistinct, the blurred, cloudy patterns on their skin ever in flux. This latter form they rarely sport outside their home plane, however, adopting various cunning disguises instead.

Nepheles speak Aquan and Auran. Some also learn Common or the tongue of the Raptorans.

Size/Type: Medium Elemental [Air, Extraplanar, Water]
Hit Dice: 5d8+20 (42 hp)
Initiative: +4
Speed: Fly 25 feet (perfect)
Armor Class: 22 (+4 Dex, +12 natural), touch 10, flat-footed 21
Base Attack/Grapple: +3/+1
Attack: Slam +7 melee (1d4-2+2d4 cold) or touch +7 melee touch (2d4 cold)
Full Attack: Slam +7 melee (1d4-2+2d4 cold) or touch +7 melee touch (2d4 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Chilling spray
Special Qualities: Change shape, darkvision 60 ft., disperse, elemental traits, immunity to electricity, resistence to fire 5, vulnerability to fire
Saves: Fort +8, Ref +8, Will +2
Abilities: Str 6, Dex 19, Con 19, Int 12, Wis 12, Cha 19
Skills: Balance +6, Disguise +12 (+22 when using Change Shape to disguise itself), Escape Artist +10, Hide +6, Listen +7, Move Silently +12, Spot +7, Survival +6 (+11 to avoid getting lost and to predict the weather)
Feats: Alertness, Weapon Finesse
Environment: Elemental Plane of Air
Organization: Solitary or roll (5–90)
Challenge Rating: 6
Alignment: Always neutral
Advancement: 6–10 HD (Medium)
Level Adjustment: –

Combat
Nepheles vary their tactics when it comes to fighting as readily as they shift their form. Sometimes they'll assume powerful bodies and mix boldly into melee; other times, they drift about as clouds, slipping out of their foes' grasps and harassing them with bursts of cold.

Change Shape (Su)
A nephele can assume the appearance of any creature of Small to Large size at-will as a full-round action. A nephele so changed loses its fly speed and cannot use its Chilling Spray special attack, but it gains the movement modes, natural attacks and extraordinary special attacks of the new form. The nephele is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

Chilling Spray (Su)
When a nephele uses its slam attack or slams its dispersed body against an opponent, it also sprinkles wickedly cold water on its foe, dealing an additional 2d4 cold damage and imposing a -2 penalty on Fortitude saves against disease made in the following 24 hours. Subsequent instances of Chilling Spray extend the duration as apporpriate, but cannot increase the penalty.

Disperse (Ex)
At-will as a move action, a nephele can disperse its body into a rounded white or white-gray cloud of vapor or mist. A dispersed nephele retains the base form's fly speed, can squeeze through any crack, however narrow, and is immune to all weapon attacks, but even a moderate wind is capable of checking its movement (as long as it uses a move action each round to remain checked) or forcing it to move. A dispersed nephele cannot use its slam attack, but it can move into squares occupied by foes to deal Chilling Spray damage with a succesful touch attack.

Skills
A nephele has a +5 racial bonus on Disguise, Escape Artist, Move Silently and Survival checks made to orient itself and predict the weather.




Karnot
Karnots are spindle-shaped elemental beings of pure, concentrated heat and flame, constantly spinning around their axes. They are roughly 4 feet tall on average, with a diameter of a foot and a half at their broadest point. Their exact purpose is anyone's guess, but they have a noted tendency of attacking creatures they recognize as undead on sight.

Karnots understand Ignan but do not speak.

Size/Type: Small Elemental [Extraplanar, Fire]
Hit Dice: 1/2d8+2 (4 hp)
Initiative: +0
Speed: Fly 40 feet (average)
Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15
Base Attack/Grapple: +0/–
Attack: –
Full Attack: –
Space/Reach: 5 ft./5 ft.
Special Attacks: Heat release
Special Qualities: Compression, darkvision 60 ft., elemental traits, immunity to fire and negative energy, vulnerability to cold
Saves: Fort +2, Ref +2, Will +2
Abilities: Str –, Dex 11, Con 14, Int 7, Wis 14, Cha 15
Skills: Listen +4, Move Silently +2
Feats: Hover
Environment: Elemental Plane of Fire
Organization: Solitary, stage (2) or cycle (8)
Challenge Rating: 3
Alignment: Always neutral
Advancement: 1–4 HD (Small)
Level Adjustment: –

Combat
A solitary karnot usually doesn't attack and flees if it is attacked itself. Multiple karnots will instead compress and hover at place, slowly retreating if approached and chasing foes that withdraw from them, releasing waves of heat as often as they can, staying in combat for as long as there is at least two of them alive.

Compression (Ex)
Once combat is joined, a karnot can enter the space of another karnot as a move action. Up to eight creatures can thuswise squeeze into a single square. Karnots so compressed share a single initiative count (equal to the average of the initiative counts the individual creatures possess) and they can, as a full-round action, combine their Heat Release into a single attack. All damage dice from the individual attacks stack and the DC for the save against the attack increases by 1 for each karnot in compression.

Heat Release (Ex)
Once per round as a standard action a karnot can propel its immense heat towards its enemies. This attack takes the form of a 15 feet cone dealing 1d6 fire and 1d6 desiccation damage (halved by a DC 12 Reflex save; the save DC is Constitution-based).

Metastachydium
2023-02-14, 10:29 AM
Recently, I've been reminded of how bright a dumpster fire Vermin usually are. In a way, they are not unlike NPC classes (a favoured terrain of mine): they are supposed to offer a challenge, of sorts, but they are supposed to be less than magical and suffer from horrible constraint. Luckily, however, most Vermin are arthropods and arthropods form an insanely numerous and just as varied clade of creatures that can get delightfully outlandish even when one does not tamper much with what they've got. Accordingly, I suppose all it takes to make a marginally memorable Vermin is picking a really interesting little arthropod and run with it. Here's an attempt at just that:

Giant Vinegaroon
Giant vinegaroons have the elongated, arachnoid body and wicked pincers of scorpions, but their legs are longer and more slander, while the stinger-bearing, thick tail of the scorpion is replaced by a long, thin whiplike appendage.

Size/Type: Large Vermin
Hit Dice: 4d8+16 (34 hp)
Initiative: +2
Speed: 40 feet (8 squares), climb 15 feet
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Pincer +6 melee (1d6+4)
Full Attack: 2 pincers +6 melee (1d6+4) and bite +1 melee (2d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Caustic spray, improved grab
Special Qualities: Darkvision 60 ft., tremorsense 40 ft., vermin traits
Saves: Fort +8, Ref +3, Will +3
Abilities: Str 18, Dex 14, Con 19, Int –, Wis 14, Cha 3
Skills: Climb +12
Feats: –
Environment: Any desert
Organization: Solitary or pair
Challenge Rating: 4
Alignment: Always neutral
Advancement: 1–4 HD (Small)
Level Adjustment: –

Combat
Giant vinegaroons attack when hungry or startled. They lash out at the closest opponent available whom they will attempt to grab and shred with their mandibles; they will try to drive off or kill other foes with their acid spray.

Caustic Spray (Ex)
Once every 1d3 rounds as a move action, a giant vinegaroon can spray a vile, corrosive liquid with the acrid smell of highly concentrated vinegar from the glands beside its tail, dealing 2d8 points of acid damage in a 15 feet cone (DC 16 Reflex halves). Creatures grappled by the vinegaroon are never subject to this damage. All those within 20 feet of the vinegaroon must also succed on a DC 16 Fortitude save or be sickened for 2d3 rounds. The save DCs are Constitution-based.

Improved Grab (Ex)
To use this ability, a giant vinegaroon must hit with its pincer. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +6 attack bonus).




A lesser known arachnoid with an actual acidic fart attack, the whip scorpion has the added benefit of looking like something more familiar, namely a scorpion, which it totally isn't, nevertheless. From what I hear, they are more common in the New World, but there's still some chance the thing can catch an unprepared player by surprise. I can only hope I did it justice.

Tzardok
2023-02-14, 11:15 AM
Nice work.

...

Now make a giant Daddy long-legs. :smalltongue:

Metastachydium
2023-02-14, 11:56 AM
Nice work.

Thanks! See anything amiss?


Now make a giant Daddy long-legs. :smalltongue:

Interesting fact: I've already made a giant Daddy long-legs (https://forums.giantitp.com/showsinglepost.php?p=25056333&postcount=9)!

Tzardok
2023-02-14, 12:37 PM
Thanks! See anything amiss?

Nope. Seems to work fine


Interesting fact: I've already made a giant Daddy long-legs (https://forums.giantitp.com/showsinglepost.php?p=25056333&postcount=9)!

Curses! Foiled again! :smallbiggrin:

Metastachydium
2023-02-27, 05:56 PM
While I'm here anyhow:

Falling Pyramid
Falling pyramids bear their name for a reason: they are thick, translucent piles of brownish grey gelatinous matter, closely approximating the shape of a 10 feet tall pyramid with a square base 10 feet long and wide. These foul beings conceal themselves among the stalactites of large caves, waiting for unwary prey to pass by.

Size/Type: Large Ooze
Hit Dice: 5d10+15 (42 hp)
Initiative: +1
Speed: 20 feet (4 squares), climb 15 feet
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+9
Attack: Slam +4 melee (1d4+3+1d4 acid)
Full Attack: Slam +4 melee (1d4+3+1d4 acid)
Space/Reach: 10 ft./10 ft.
Special Attacks: Acid, drop
Special Qualities: Blindsight 40 ft., DR 5/piercing or slashing, ooze traits, slime anchor
Saves: Fort +4, Ref +2, Will -3
Abilities: Str 14, Dex 13, Con 17, Int –, Wis 2, Cha 1
Skills: Climb +10, Hide +5 (+9 in rocky underground terrain), Move Silently +5
Feats: –
Environment: Underground
Organization: Solitary
Challenge Rating:
Alignment: Always neutral
Advancement: 6–9 HD (Large)
Level Adjustment: –

Combat
Falling pyramids hang onto the ceiling of caverns and underground passages, staying motionless for days if need be. Should they sense something moving on the cave floor beneath them, they drop down and attempt to engulf it. If succesful, they climb back up again, making little noise, and resume their watch. They rarely attack again before having digested their prey fully.

Acid (Ex)
Falling pyramids secrete a digestive acid that dissolves flesh. Their melee attacks deal 1d4 points of acid damage in addition to their base damage.

Drop (Ex)
A falling pyramid clinging to the ceiling of an enclosed space can drop down on foes below itself as a move action. When it hits the ground (taking falling damage, but treating the fall 40 feet shorter than it was) it covers the 10 feet by ten feet area immediately underneath its previous position.
Any creature of Large size or smaller occupying these squares must make a DC 15 Reflex save (the save DC is Constitution-based); success indicates that the creature is displaced by the ooze and lands on a square adjacent to the pyramid's new position, prone. Opponents that fail are landed upon and the pyramid pulls them into itself; such creatures are trapped inside the body of the pyramid and suffer 1d4 points of bludgeoning and 2d4 points of acid damage each round. A falling pyramid can have 1 Large, 4 Medium or Small and 16 Tiny or smaller creatures trapped at once.

Slime Anchor (Ex)
The mucous body of a falling pyramid sticks easily to stone of rough texture and it can seep some way into cracks and crevices to anchor itself further. In any natural, rocky terrain the DCs of Climb checks made by falling pyramids are halved and pyramids receive a +4 circumstance bonus on opposed checks against bull rush attempts.

Skills
Falling pyramids receive a +8 racial bonus on Climb checks. They also have a +4 racial bonus on Hide and Move Silently checks, the former increasing to +8 in rocky underground areas.




And yes, yes, I know what I did. Just you wait until I whip out the Boring Cone!

Tzardok
2023-02-28, 03:05 AM
And yes, yes, I know what I did. Just you wait until I whip out the Boring Cone!

I don't know. Sounds boring. :smalltongue:

We've got cubes, and pyramides, and orbs, and soon cones. What geometric shape comes next? Gellatinous dodecaeders? Prism oozes?

Metastachydium
2023-02-28, 10:38 AM
I don't know. Sounds boring. :smalltongue:

We've got cubes, and pyramides, and orbs, and soon cones. What geometric shape comes next? Gellatinous dodecaeders? Prism oozes?

Viscous small inverted retrosnub icosicosidodecahedron, obviously. Maybe a Klein bottle slime too.

Tzardok
2023-02-28, 11:05 AM
Maybe a Klein bottle slime too.

If that one isn't Small, I'll riot. :smallamused:

Metastachydium
2023-02-28, 01:06 PM
If that one isn't Small, I'll riot. :smallamused:

[Malicious and foreboding grin.] Fine.

The Patterner
2023-03-02, 04:00 AM
Because I like birds.

Passer

Passers are avian creatures that resemble songbirds; an average passer has a height of roughly 2' 2". There's little difference between the size and weight of male and female specimens. A passer's wings double as arms, complete with a four-fingered hand.
Most passers belong to the subrace known as greybirds. Male greybirds have a grey face, belly and cap; the back of their head and their wings are brown. Females have gray bellies with lighter, dull brown caps and wings.

Passers speak Passer and Common.

Size/Type: Small Monstrous Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 15 feet (3 squares), fly 40 feet (average)
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +1/-5
Attack: Sickle +2 melee (1d6-2)
Full Attack: Sickle +2 melee (1d6-2)
Space/Reach: 5 ft./0 ft.
Special Attacks: Cry of sorrow
Special Qualities: Short arms
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 6, Dex 12, Con 11, Int 11, Wis 12, Cha 11
Skills: Balance +4, Listen +4, Spot +4
Feats: Alertness, Weapon FinesseB
Environment: Temperate forests
Organization: Solitary, pair, nest (3-5) or flock (10-40)
Challenge Rating: 1/2
Alignment: Usually neutral
Advancement: By character class
Level adjustment: +0

Passer Traits

A passer character exchanges its 1 HD of monstrous humanoid for its first class level

Passers possess the following racial traits.
-4 Strength, +2 Dexterity, +2 Wisdom.
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ľ those of Medium characters.
A passer's base land speed is 15 feet. A passer also has a fly speed of 40 feet (average maneuverability).
Passers (unlike most monstrous humanoids) do not have darkvision.
Short Arms: Passers' hands are part of their wings, and as such they are shorter than the arms of other races. Passers must enter the space of opponents to make melee attacks against them, unless they are wielding weapons with the reach property.
Armoured Flight: The fly speed of a passer wearing light armour is reduced by 10 feet and the passer's maneuverability becomes poor. A passer wearing medium or heavy armour cannot fly.
+2 racial bonus on Hide and Survival checks.
Cry of Sorrow (Ex): When feeling threatened, a passer can emit a series of short, sorrowful cries as a swift action. Opponents must succeed on a DC 10 Will save or all attacks made by them in the next round against the passer suffer a -1 penalty. The save DC is Charisma-based.
Automatic Languages: Common, Passer. Bonus Languages: Draconic, Elven, Orc, Sylvan.
Favored Class: Druid.

Subraces
The above information describes the greybird passer, the most common variety. There are two other major subraces of passer.

Greenbird Passer

Male greenbirds have a bright green plummage with a number of black streaks on their wings and a black cap. Female greenbirds have a green-grey belly with a pattern of green and green-grey feathers covering the rest of their body and a number of black streaks on their wings.

Greenbird Traits
These traits are in addition to the greybird traits, except where noted.
-4 Strength, +2 Wisdom, +2 Charisma. These adjustments replace the greybird's ability score adjustments.
+2 racial bonus on Diplomacy and Hide checks. This trait replaces the greybird's racial bonuses to skill checks.

Redbird Passer

Male redbirds have black wings, grey backs and a black cap. Their bellies are bright red. Female redbirds look nearly identical, but their bellies are light brown instead of red.

Redbird Traits
These traits are in addition to the greybird traits, except where noted.
-4 Strength, +2 Dexterity, +2 Charisma. These adjustments replace the greybird's ability score adjustments.
+4 racial bonus on Diplomacy checks. This trait replaces the greybird's racial bonuses to skill checks.
Favored Class: Sorcerer. This trait replaces the greybird's favored class.




I'm not sure what their type should be. Currently, I'm thinking monstrous humanoid (since they have that roundish songbird body shape instead a more humanlike one). I'm also not sure whether they should have LA, and if yes, how much.



Update: Added a stat block, went with monstrous humanoid and no LA for now.

I realise it's been a long time since this specific post, but I wouldn't give them hands in the wings, but rather let their legs and feet function as arms and hands (kind of how crows already do it). I would also give them some form of wing attack (think of how geese can hit peeople with their wings) and then have it that they have special types of weapons made for the wings.

I really liked this concept though.

Metastachydium
2023-03-02, 09:24 AM
I realise it's been a long time since this specific post,

It's never too late for feedback!


but I wouldn't give them hands in the wings, but rather let their legs and feet function as arms and hands (kind of how crows already do it). I would also give them some form of wing attack (think of how geese can hit peeople with their wings) and then have it that they have special types of weapons made for the wings.

I really liked this concept though.

Thanks! I'm happy to hear that. As for the thing with the hands, I'll be very honest: I find the six limbs arrangement (wings-arms-legs) somewhat silly, whereas whilst prehensile bird feet are really cool and corws are the BEST, having feet that coincide with the hands on a PC strikes me as borderline crippling (even with average flight, and perfect flight didn't sound like the thing to just hand out at ECL 0). My usual compromise, therefore, is winghands. It's nothing over the top (it's exactly where the hand would be if the wing would come with fully formed digits), it limits low-level flight-enabled shenanigans somewhat and lets the creature interact with items the same way anything else does.

That said, if you prefer feet-hands, I have good news for you! My Warhawk (at around the end of the same page) is a playable birdy creature that comes with those. (Also, now I have to do playable geese that are un stoppable engines of destruction, so thanks for the idea.)

Metastachydium
2023-03-14, 12:54 PM
Triple update time! Today, I'll present three variations on the basic vampire theme; the first is a product of my twisted mind, whereas the two templates draw inspiration from Stephen King's type 2 and type 3 vampires. As you'll see, the three items on the list share two prominent traits:
1. none of them has the Undead type; and
2. nor is any of them truly damaged by sunlight.

Let's see:

Gorger
Gorgers are enigmatic beings of unclear origin, albeit it is certain that they are the products of artifice. To the untrained eye, they are hard to distinguish from young (and most of the time female) humans. The colour of their eyes and hair, as well as their complexion varies as wildly as observed in humans, but their canines, all four of them, are unusually elongated and sharp, while their flesh, though warm to the touch, is somewhat tougher than a human's ever gets. They move slowly and deliberately, with faint smiles on their faces.

Gorgers are known by a wide array of comparably vague but descriptive names, most of them referring to the fact that they consume blood. They prefer prey with a humanoid shape, but they will attack any living creature. There is no indication that they need to consume such fluids to sustain themselves.

Size/Type: Medium Construct
Hit Dice: 8d10+20 (64 hp)
Initiative: +4
Speed: 30 feet (6 squares), climb 10 feet
Armor Class: 21 (+4 Dex, +7 natural), touch 14, flat-footed 17
Base Attack/Grapple: +6/+18
Attack: Bite +10 melee (1d6+6)
Full Attack: Bite +10 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, deceptive serenity, powerful hold
Special Qualities: Construct traits, darkvision 60 ft., daytime slumber, fast healing 10, hardness 15, taboos
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 18, Dex 18, Con –, Int –, Wis 14, Cha 10
Skills: –
Feats: Improved Grapple[SUP]B[/B]
Environment: Any
Organization: Solitary, pair or raid (3–14)
Challenge Rating: 8
Alignment: Always neutral
Advancement: 9–14 HD (Medium)
Level Adjustment: –

Combat
Gorgers usually wait in hiding and approach opponents that present themselves slowly, only giving chase if their Deceptive Serenity fails to take hold. Once within reach, they immediately attempt to grapple opponents and begin draining blood the moment a pin is established. Gorgers do not tend to willingly let go of a creature they have begun to drain, nor do they retreat from a fight unless facing overwhelming odds.

Blood Drain (Ex)
A gorger can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d3+1 points of Constitution drain each round the pin is maintained.

Deceptive Serenity (Su)
Gorgers display an almost uncanny, serene calm at all times. Any creature within 40 feet of a gorger capable of seeing it must succeed on a DC 16 Will save or become flat-footed and unable to move away from the gorger. Should the gorger attack such a creature, the effect ends at the beginning of the creature's next round. The save DC is Wisdom-based.

Powerful Hold (Ex)
Gorgers are treated as one size larger for the purpose of making grapple checks.

Daytime Slumber (Ex)
Once every 10 minutes a gorger spends exposed to natural light, it must make a DC 15 Will save or become inert for 10 minutes. An inert gorger usually sits or even lies down and appears to be asleep. It is unaware of its surroundings and as such, is considered helpless. Once the duration ends, the gorger must make another Will save against the same DC or remain inert for 10 further minutes. This process repeats until the gorger is no longer exposed to natural light.

Taboos
If a gorger encounters a closed door while seeking out or pursuing prospective prey, there is a 75% chance that it abandons the pursuit and wanders off or lingers about until such time as the door is opened. A gorger never attacks a creature sleeping under covers.




Nugal
Sample Nugal: Nugal Grimlock
Size/Type: Medium Aberration
Hit Dice: 2d8 (9 hp)
Initiative: +1
Speed: 40 feet (8 squares)
Armor Class: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17
Base Attack/Grapple: +2/+7
Attack: Bite +7 melee (1d8+7) or battleaxe +7 melee (1d8+7, ×3)
Full Attack: Bite +7 melee (1d8+7) or battleaxe +7 melee (1d8+7, ×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Blindsight 40 ft., DR 3/good, immunities, spread the curse, wasting
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 21, Dex 13, Con 11, Int 8, Wis 4, Cha 2
Skills: Climb +7, Hide +3 (+13 when in mountainous terrain or underground), Listen +2, Spot -3, Survival -3
Feats: Skill Focus (Listen), Track[SUP]B[/B]
Environment: Underground
Organization: Solitary or gang (2–7)
Challenge Rating: 3
Alignment: Chaotic evil
Advancement: By character class
Level Adjustment: –

Combat
This creature is a reckless, if cowardly predator, hurling itself at anything it suspects might have blood in it without a second thought, only turning to flee if faced with a foe that is beyond any doubt more powerful than the nugal itself.

Blindsight (Ex)
Nugal grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment. They are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a nugal grimlock’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, it is effectively blinded.

Blood Drain (Ex)
See below.

Immunities
A nugal grimlock is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Improved Grab (Ex)
See below.

Spread the Curse (Su)
See below.

Wasting (Su)
See below.

Skills
A nugal grimlock’s dull gray skin helps it hide in its native terrain, conferring a +10 racial bonus on Hide checks when in mountains or underground.

Creating a Nugal
"Nugal" is an acquired template that can be applied to any corporeal humanoid or monstrous humanoid.
A nugal uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to aberration. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged.

Speed: A nugal's base land speed increases by 10 feet.

Armour Class:: The base creature's natural armour increases by +3.

Attack: A nugal gains a bite attack which is a primary natural weapon. If the base creature can use weapons, the nugal retains this ability, but usually relies on its bite regardless.

Damage: Nugals have bite attacks. If the base creature does not have this attack form, use the damage value in the table below. Otherwise, use the values below or the base creature’s damage value, whichever is greater.



Size
Bite Damage


Fine
1d2


Diminutive
1d3


Tiny
1d4


Small
1d6


Medium
1d8


Large
1d10


Huge
2d8


Gargantuan
3d8


Colossal
4d8




Special Attacks: A nugal retains all the special attacks of the base creature and gains those described below.
Blood Drain (Ex)
A nugal can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d3+1 points of Constitution drain each round the pin is maintained. On each such successful attack, the nugal heals for an equal amount of hit points.

Improved Grab (Ex)
To use this ability, a nugal must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Special Qualities: A nugal retains all the special qualities of the base creature and gains those described below.

Damage Reduction (Su)
A nugal gains DR 3/good. Its bite attack is treated as a magic weapon for the purpose of overcoming damage reduction.

Spread the Curse (Su)
Any humanoid or monstrous humanoid the Constitution of which a nugal drains to 0 or lower returns to life within a minute (1d6+4 rounds), but changed. There is a 40% chance it turns into a nugal itself; otherwise, it becomes a clegg.

Wasting (Su)
A nugal is tainted by death. Once each day, it must make a Fortitude save or lose 1d4 points of Constitution and 10% of its hit points. The initial DC is 10, but it increases by 1 with every subsequent day (or by 2 if the nugal failed to consume blood in the last 24 hours). A nugal cannot restore hit points and Constitution lost in this way.

Abilities: Increase from the base creature as follows: Str +6, Con -2, Int -2, Wis -4, Cha -4

Environment: Same as the base creature.

Challenge Rating: Same as the base creature +2.

Alignment: Often chaotic evil.

Level Adjustment: –





Clegg
Sample Clegg: Darfellan Clegg, 1st level Commoner
Size/Type: Medium Humanoid [Darfellan]
Hit Dice: 1d4 (2 hp)
Initiative: -1
Speed: 20 feet (4 squares), swim 40 feet
Armor Class: 9 (-1 Dex), touch 9, flat-footed 9
Base Attack/Grapple: +0/+2
Attack: Bite +2 melee (1d6+3) or spear +2 melee (1d8+3, ×3)
Full Attack: Bite +7 melee (1d8+7) or spear +2 melee (1d8+3, ×3) and bite -3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, carrier, hypnotic presence, racial hatred
Special Qualities: Echolocation, grim aura, hold breath
Saves: Fort -1, Ref -1, Will +0
Abilities: Str 14, Dex 9, Con 9, Int 10, Wis 11, Cha 12
Skills: Bluff +5, Climb +3, Disguise +5, Jump +3, Listen +3, Spot +3, Swim +10, Use Rope +3
Feats: Alertness
Environment: Temperate aquatic
Organization: Solitary or pod (with 9-40 darfellans plus an equal amount of darfellan warriors, 1 3rd-level darfellan barbarian per 10 adults, 1 5th-level darfellan bard, and 1 5th-level darfellan barbarian)
Challenge Rating: 1
Alignment: Neutral evil
Advancement: By character class
Level Adjustment: +2

Combat
Not unlike most other cleggs, this darfellan relies on patience and subterfuge, rather than brute force to hunt. It will stalk and confront lone prey from outside the pod if possible, and use its hypnotic power on such prey to drain them dry so much easier. If its true nature is exposed, it tries to flee.

Blood Drain (Ex)
See below.

Carrier (Su)
See below.

Echolocation (Ex)
A darfellan clegg has blindsense out to 20 feet when in water.

Grim Aura (Su)
See below.

Hold Breath (Ex)
A darfellan clegg can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning.

Hypnotic Presence (Su)
See below.

Racial Hatred
A darfellan clegg has a +2 racial bonus on attack rolls and damage rolls against sahuagin.

Skills
A darfellan clegg has a +4 racial bonus on Handle Animal checks when working with orcas, dolphins, seals, whales, and other marine mammals. A darfellan clegg has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Creating a Clegg
"Clegg" is an acquired template that can be applied to any corporeal humanoid or monstrous humanoid.
A clegg uses all the base creature's statistics and special abilities except as noted here.

Attack: A clegg gains a bite attack which is a primary natural weapon. If the base creature can use weapons, the clegg retains this ability. When using a weapon, a clegg might use its bite attack as a secondary natural attack.

Damage: Cleggs have bite attacks. If the base creature does not have this attack form, use the damage value in the table below. Otherwise, use the values below or the base creature’s damage value, whichever is greater.



Size
Bite Damage


Fine



Diminutive



Tiny
1


Small
1d2


Medium
1d3


Large
1d4


Huge
1d6


Gargantuan
1d8


Colossal
2d6



Special Attacks: A clegg retains all the special attacks of the base creature and gains those described below.

Blood Drain (Ex)
A clegg can suck blood from a helpless living victim with its fangs by making a successful grapple check. Each succesful attack drains blood, dealing 1d2 points of Constitution drain.

Carrier (Su)
Cleggs are immune to natural disease, or, rather, the effects thereof. Any time a clegg would contract a disease, it becomes a carrier instead. Creatures subject to the natural attacks of a diseased clegg must make a Fortitude save or contract the disease themselves.

Hypnotic Presence (Su)
Cleggs can establish a hold over those weak of mind. As a standard action, a clegg can attempt to hypnotize an adjacent creature. Its foe must succeed on a Will save or become rendered helpless for 10 rounds or until the clegg dismisses the effect as a move action. This is a mind-affecting effect. The save DC is Charisma-based.

Special Qualities: A clegg retains all the special qualities of the base creature and gains those described below.

Grim Aura (Su)
While they are living beings, cleggs possess a curious connection to what lies beyond. They are constantly surrounded by an aura equivalent to that of an evil cleric of their level. Spells and effects that detect status or type (such as Detect Undead or Deathwatch) treat cleggs as undead.

Abilities: Increase from the base creature as follows: Str +2, Con -2, Cha +2

Skills: Cleggs receive a +4 bonus on Bluff and Disguise checks.

Environment: Same as the base creature.

Challenge Rating: Same as the base creature +1.

Alignment: Often chaotic evil.

Level Adjustment: +2




Note that CR increases and the LA value might not be realistic. Notes on that and much anything else continues to be most welcome.

Tzardok
2023-03-14, 01:03 PM
Does the Wasting of the Nugal mean that it can't restore its Con in any way and is inevitably going to die? This together with the Clegg's inability to spread its curse mean that those should be a self-solving problem.

Metastachydium
2023-03-14, 03:53 PM
Does the Wasting of the Nugal mean that it can't restore its Con in any way and is inevitably going to die?

Well, it can gain replacement hit points and boosts to CON through items or increasing its HD, but yes, it cannot heal/restore damage suffered from Wasting. Inevitably might likewise be a strong word; if by way of some demented sort of accident a nugal manages to eat and turn a 17th level Knight, for instance, the resulting nugal, empowered by Impetuous Endurance can last quite a long time through autosucceeding the save and might outpace the DC increase if it can level/build for it fast enough. An unending string of natural 20s can do even better. Both of those are unlikely, but possible. At any rate, that is largely correct, and by design.


This together with the Clegg's inability to spread its curse mean that those should be a self-solving problem.

I must admit I've always found exponentially reproducing vampires an immensely stupid concept. That these two cannot cause a vampire apocalypse like the "once bitten you join 'em" sort, which I see as a feature. That said: not neccessarily, and for two reasons:
1. a nugal must try to feed daily or ot will likely expire very fast, even by nugal standards; that means it can build up a sizable kill count over its short life, and some of the resulting things will likely also be nugals;
2. I never specified that Spread the Curse is the only way a nugal might come to be. See, like I said, the nugal are based on King's type 2 vampires. "First generation" type 2s result from predation by type 1s, your average charismatic super-powerful and very old vampires. I can't quite remember how those reproduce, honestly, but they are very succesful hunters and that's all the type 2 population needs to persist.

Metastachydium
2023-04-03, 08:27 AM
With the double update of today, we are heading back (if, perhaps, only briefly) into the GREENERY, first with a harmless grass nymph, the

Leimoniad
Thin of frame, light of body and sometimes surpassed by dwarves in terms of height, leimoniads have a distinctly feminine figure, a grainy skin, brown like the earth itself they walk and long, thick, straight hair, yellow as parched grass in dry seasons or winters and a soft, lively green otherwise. Their hands sport four short, slender fingers each. They have neither canines, nor earlobes.

Leimoniads speak Terran and Sylvan. Some learn Common as well.

Size/Type: Medium Fey [Earth]
Hit Dice: 2d6-2 (5 hp)
Initiative: +2
Speed: 30 feet (6 squares)
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +1/-1
Attack: Slam -1 melee (1d4-2)
Full Attack: 2 slams -1 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Dandelion stride, DR 2/cold iron, low-light vision, meld with the land
Saves: Fort -1, Ref +5, Will +5
Abilities: Str 6, Dex 15, Con 9, Int 10, Wis 15, Cha 14
Skills: Jump +5, Heal +6, Hide +2, Knowledge (geography, nature) +4, Listen +3, Move Silently +7, Spot +6, Survival +9
Feats: Self-Sufficient
Environment: Temperate and warm plains
Organization: Solitary or ring (4–10)
Challenge Rating: 1
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2

Combat
Leimoniads dread combat, ill-suited as they are to fight. If they cannot hide or flee, they will use their spell-like abilities to immobilize as many foes as possible in the hope of facilitating their escape or hindering actions they find intolerable for long enough to alert something more dangerous than themselves.

Dandelion Stride (Su)
So long as they remain within the bounds of their native grasslands and there is at least a light wind blowing, the light-bodied leimoniads can drift through the air with grace and at speed. Under the aforesaid conditions, a leimoniad can cover a distance no greater than four times its land speed as a full-round action without losing its Dexterity bonus to armour class. A leimoniad travelling in such a way rises from the ground as if it were making a long leap and can reach an altitude of up to 4 feet at the midpoint of its movement, allowing it to traverse rivers, chasms, fences and the like with ease.

Meld with the Land (Su)
Once per day for each HD it possesses, a leimoniad can meld into the soil as a standard action. This ability is identical to the effect of a Meld into Stone spell, except as follows: instead of a block of stone, the leimoniad merges with the ground of its home plain at any spot where it is no less loose than packed earth; a leimoniad can remain melded with the land indefinitely, but it suffers all the effects of starvation and thirst if it remains in this state for too long.

Spell-Like Abilities
2/day: entangle (DC 13); 1/day: earthen grasp.

Skills
A leimoniad receives a +2 racial bonus on Jump and Knowledge (geography) and a -2 racial penalty on Listen checks.




…and then, an actual planty of the plump and suspicious sort, the

Horned Melon
Oblong and round, their thick, tough, pebbly green or orange rind covered in sturdy, menacing spines, horned melons hobble about on four stubby legs, gazing at the world around with mild suspicion through their little, round, unblinking black eyes.

Horned melons don't normally speak, but they can acquire languages if they choose to do so.

Size/Type: Small Plant
Hit Dice: 1d8+3 (7 hp)
Initiative: -1
Speed: 15 feet (3 squares)
Armor Class: 14 (+1 size, -1 Dex, +4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +0/-7
Attack: Gore +0 melee (1d6-3)
Full Attack: Gore +0 melee (1d6-3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spines
Special Qualities: DR 4/piercing, low-light vision, plant traits, roll
Saves: Fort +5, Ref -1, Will +0
Abilities: Str 5, Dex 8, Con 16, Int 10, Wis 10, Cha 12
Skills: Balance +1, Hide +4, Listen +1, Search +2, Sense Motive +2, Spot +2, Survival +2
Feats: Heat EnduranceB, Weapon Finesse
Environment: Warm hills
Organization: Solitary or patch (6–50)
Challenge Rating: 1
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

Combat
Horned melons are completely harmless scavengers – until and unless threatened. In that case, they ram their would-be assailants and try to make these hurt themselves.

Roll (Ex)
A horned melon moving downhill can take advantage of the rotund shape of its body: instead of relying on its short legs, it might simply choose to roll, which increases its land speed to 40 feet for so long as it is on the slope and up to two rounds afterwards as the momentum carries it on.

Spines (Ex)
Wrestling a horned melon is unwise. Its spines deal piercing damage equal to 1d6 plus the attacker's Strength modifier to any foe making a grapple check, an unarmed strike or a natural attack against the melon. Furthermore, the melon deals an additional 1d6 points of piercing damage whenever it falls on someone.

Skills
Horned melons receive a +2 racial bonus on Balance checks. Their suspicious nature also grants a +2 racial bonus on Sense Motive checks.




Not terribly original, I'll give you that, on either front, but I find them endearing in their own rustic way. Especially the melon. I had fun conceiving the melon. At any rate, I remain open to questions, comments and complaints!

Tzardok
2023-04-03, 02:52 PM
Dandelion Stride (Su)
So long as they remain within the bounds of their native grasslands and there is at least a light wind blowing, the light-bodied leimoniads can drift through the air with grace and at speed. Under the aforesaid conditions, a leimoniad can cover a distance no greater than four times its land speed as a full-round action without losing its Dexterity bonus to armour class. A leimoniad travelling in such a way rises from the ground as if it were making a long leap and can reach an altitude of up to 4 feet at the midpoint of its movement, allowing it to traverse rivers, chasms, fences and the like with ease.

Somehow this makes me think of this song (https://www.youtube.com/watch?v=gXQL0Hm_v6g). (Doesn't matter that you'll likely not understand the lyrics; the song's still awesome. :smallamused:)


Horned Melon
Oblong and round, their thick, tough, pebbly green or orange rind covered in sturdy, menacing spines, horned melons hobble about on four stubby legs, gazing at the world around with mild suspicion through their little, round, unblinking black eyes.


What do these things need to be afraid of, Japanese playing Suikawari? (https://en.wikipedia.org/wiki/Suikawari) :smalltongue:

Metastachydium
2023-04-04, 06:42 AM
Somehow this makes me think of this song (https://www.youtube.com/watch?v=gXQL0Hm_v6g). (Doesn't matter that you'll likely not understand the lyrics; the song's still awesome. :smallamused:)

That is pretty badass, actually, especially for something (I did check!) with such cute lyrics (that happen to make the above statement far less confusing to the uniniated like myself).


What do these things need to be afraid of, Japanese playing Suikawari? (https://en.wikipedia.org/wiki/Suikawari) :smalltongue:

Verily, Japan is a barbaric place! (And why does it have to always be melons, anyhow? I've seen attacked in target practice by guns, bows and heavy throwing axes; assaulted with swords, axes, spears and halberds; rigged with explosives; filled with vodka… It's just sad, really.)

Anyhow, you know what they say: the day is bright, but full of fructivores.

Tzardok
2023-04-04, 06:54 AM
That is pretty badass, actually, especially for something (I did check!) with such cute lyrics (that happen to make the above statement far less confusing to the uniniated like myself).

I thought the lyrics have pretty erotic undertones, and the band likes their horror in their songs, so "cute" wasn't exactly what I was thinking. But y'know what they say about art and personal interpretations. :smallsmile:


Verily, Japan is a barbaric place! (And why does it have to always be melons, anyhow? I've seen attacked in target practice by guns, bows and heavy throwing axes; assaulted with swords, axes, spears and halberds; rigged with explosives; filled with vodka… It's just sad, really.)


Maybe because of the combination of hard outsides and impressive splattering? I once watched a show about "Who would win a death battle between a great white shark and a saltwater crocodile?" where they amongst other things built replicas of their jaws and had them bite melons (and coconuts too, and some other stuff). The crocodile head crushed them between the jaws, the shark head cut them cleanly into halves. In both cases very impressive.

Metastachydium
2023-04-04, 07:15 AM
I thought the lyrics have pretty erotic undertones, and the band likes their horror in their songs, so "cute" wasn't exactly what I was thinking. But y'know what they say about art and personal interpretations. :smallsmile:


It mostly made me think of pretty butterflies, honestly. So, um, yeah.


Maybe because of the combination of hard outsides and impressive splattering? I once watched a show about "Who would win a death battle between a great white shark and a saltwater crocodile?" where they amongst other things built replicas of their jaws and had them bite melons (and coconuts too, and some other stuff). The crocodile head crushed them between the jaws, the shark head cut them cleanly into halves. In both cases very impressive.

Even the carnivores are doing it now?! Outrageous! (Still, yes, that's probably it. A good thing, too: horned melons (the little quadruped is based on an actual fruit, naturally) look more like… I don't know, a passionfruit, maybe, on the inside. Yellow-green jelly and seeds. Much less potential for splattering.)

Tzardok
2023-04-04, 07:17 AM
The butterfly, metamorphosis imagery is intended, yes. Just don't expect butterflies to be something nice in those songs. :smallamused: Edit: Y'know what, song away! (https://www.youtube.com/watch?v=Qhe_qbSuSp8)

By the by: that band, ASP, is my favourite band. I always like to recommend them (that verse in my signature is from one of their songs), but their lyrics are pretty poetic and therefore complicated to translate. They do have a few English songs; I can link some if you want (Edit: or even if you don't, like I just did :smallbiggrin:).

Metastachydium
2023-04-04, 08:36 AM
The butterfly, metamorphosis imagery is intended, yes. Just don't expect butterflies to be something nice in those songs. :smallamused: Edit: Y'know what, song away! (https://www.youtube.com/watch?v=Qhe_qbSuSp8)

Well, that butterfly made me think of Baudrillard's simulacra (NotAD&DSpell!™) more than anything. I do maintain that the other one had happy butterflies doing happy butterfly things, however. (Sue me!)


By the by: that band, ASP, is my favourite band. I always like to recommend them (that verse in my signature is from one of their songs), but their lyrics are pretty poetic and therefore complicated to translate. They do have a few English songs; I can link some if you want (Edit: or even if you don't, like I just did :smallbiggrin:).

They are good! Feel free to fire away.

Tzardok
2023-04-04, 12:10 PM
Well, in that case I'll start you of with A Prayer for Sanctuary (https://www.youtube.com/watch?v=zNtHrdul_-4). Then lets add two from the newest album: The Eternal Stranger (https://www.youtube.com/watch?v=B1oype2qIVA) and Let's Raise Some Hell Now! (https://www.youtube.com/watch?v=pEst4LtEHBo) Then one of their oldest ones: Sing Child (https://www.youtube.com/watch?v=RuvavXzP0uc), to give a bit more Black Butterfly feeling. Let's strew (https://www.youtube.com/watch?v=43mtOQ9Ws3g) some German (https://www.youtube.com/watch?v=DSuJknq31aE) ones (https://www.youtube.com/watch?v=Q0bBjrtOqzU) into the mix (https://www.youtube.com/watch?v=lvLihJ3dhlM) and hope nobody (https://www.youtube.com/watch?v=yb-CL_659dY) notices. :smalltongue: Then a classic horror story: The Mysterious Vanishing of the Foremar Family (https://www.youtube.com/watch?v=XeldRs7fxdc) And finally, because this post has gotten too long already, two (https://www.youtube.com/watch?v=ssEXEgahGz0) last ones. (https://www.youtube.com/watch?v=jpA_7HucfZM)
That should be enough (https://www.youtube.com/watch?v=t0nClHPXUTQ) for a start.

Edit: How could I have forgotten She Wore Shadows (https://www.youtube.com/watch?v=4QRCil7GI28)? Shame on me.

Tzardok
2023-04-13, 01:57 PM
Hey. Just wanted to ask if you liked my recommendations. I was yesterday at the opening concert of ASP's new tour. Was great.

Metastachydium
2023-04-13, 02:06 PM
Hey. Just wanted to ask if you liked my recommendations. I was yesterday at the opening concert of ASP's new tour. Was great.

Though it saddens me that against such an amount of evidence, the notion that their schwarzer Schmetterling is a good guy seems far less tenable now, the answer is a resounding yes, and that despite the fact that I rarely tolerate electric stuff in my music (certain Dark Tranquillity tracks, such as Terminus and (especially) Zero Distance and Omnimar's Oxygene numbering amopng the few exceptions). Elf und Einer also gets further bonus points for featuring
1. biridies; and
2. a folkloric notion I recognize.
So, all in all, thank you again, and glad to hear you had a nice time with them live.

(In unrelated news, the next installment of my stuff is in the works, and will probably include a take on the Death Owl of Death.)

Tzardok
2023-04-13, 02:41 PM
Oh? You are familiar with the legend of Krabat? The album "Elf und Einer" was published on tells ASP's version of the legend, so transformation into ravens happen often.

This also plays into ASP's fable for telling stories that span multiple albums. Their first five albums, the "Black Butterfly Cycle", tell in anachronistic and sometimes pretty metaphoric way the story of the fight between the protagonist Asp and his evil alter ego, the eponymous Black Butterfly, for supremacy over their shared mind. The story leaves open wether Asp is simply crazy and the Butterfly is just a split personality, or wether it is truly the ancient possessive entity it seems to be. Unclear is also who actually won. Clear is that more and more motives of the Black Butterfly Cycle have appeared in the younger albums, as if they were taking over the current story cycle. :smallamused:

By the by, I'm also working on a little something. It will propably publisehd tomorrow or aftermorrow.

Metastachydium
2023-04-14, 08:25 AM
Oh? You are familiar with the legend of Krabat? The album "Elf und Einer" was published on tells ASP's version of the legend, so transformation into ravens happen often.

Not as such, no. But the 12 apprentices studying the Art, the wheel and the "visitor" coming to claim his due is an aggregate of motifs I have encountered before.


This also plays into ASP's fable for telling stories that span multiple albums. Their first five albums, the "Black Butterfly Cycle", tell in anachronistic and sometimes pretty metaphoric way the story of the fight between the protagonist Asp and his evil alter ego, the eponymous Black Butterfly, for supremacy over their shared mind. The story leaves open wether Asp is simply crazy and the Butterfly is just a split personality, or wether it is truly the ancient possessive entity it seems to be. Unclear is also who actually won. Clear is that more and more motives of the Black Butterfly Cycle have appeared in the younger albums, as if they were taking over the current story cycle. :smallamused:

A pollinator wins? I see nothing wrong with that!




And as foretold, here's another double update. The two items might seem vastly different (one is a creature I first encountered in Borges and was reminded of when Bhu's Messenger Snake was posted recently; the other is a BIRDY brooding in the folkloric nights of more parts of Europe than I've previously known that we discussed here with Tzardok some time ago), but they do have a little trick in common, albeit the two implementations differ somewhat. Meet the

Iaculus
The iaculus or javelin snake has an elongated, muscular, serpentine body, 2 feet or slightly less in length, covered in small, oblong scales with sharp crests. Its head is a triangular lump of almost bare, hard, dense bone and it tapers to a sharp point. Though it is hard to tell, up to four fifths of the whole creature is made up of the head and neck; behind these, a pair of small, triangular wings (no good for true flight) and two short, clawed, prehensile legs complete the minuscule dragon's form.

Iaculi speak a terse Draconic with a strange cadence. Most understand Asherati and Sphinx as well.

Size/Type: Tiny Dragon
Hit Dice: 2d12+4 (17 hp)
Initiative: +3
Speed: 20 feet (4 squares), climb 20'
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +2/-7
Attack: Stab +7 melee (1d6-1)
Full Attack: Stab +7 melee (1d6-1)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Hurl self, punch through
Special Qualities: Darkvision 60 ft., DR 2/magic, immunity to sleep and paralysis, low-light vision, scent
Saves: Fort +5, Ref +6, Will +5
Abilities: Str 8, Dex 17, Con 14, Int 14, Wis 15, Cha 9
Skills: Balance +5, Climb +7, Hide +18 (+22 in deserts or on trees), Intimidate +5, Knowledge (architecture&engineering, local, nature) +5, Move Silently +10, Spot +5, Survival +5, Swim +2, Tumble +8
Feats: Weapon FinesseB, Stealthy
Environment: Warm deserts
Organization: Solitary or volley (5–14)
Challenge Rating: 4
Alignment: Usually neutral
Advancement: 3–4 HD (Tiny), 5–8 HD (Small)
Level Adjustment: –

Combat
The iaculus lies in wait, usually hidden upon a good vantage point such as a rock or tree and strikes from ambush. It is loath to attack large groups when alone, but it will often try its luck with smaller ones if hungry.

Hurl Self (Ex)
While incapable of flight, the iaculus can propel itself through the air at great speed. As a full-round action, a iaculus hanging onto its perch by its legs can contract its body to form a natural spring of sorts. It can then in the following round shoot forward and dart towards a target no farther than 150 feet away through the air. If it makes a succesful ranged attack roll (at +2 as if charging), the iaculus impacts, dealing 2d4+2 points of piercing damage (or three times as much on a critical hit).

Since this is a quick, calculated strike that relies on the tension that builds up in the muscles of a ready iaculus, the creature adds its Intelligence (rather than its Strength) modifier to the damage.

Punch Through (Ex)
A flying iaculus strikes with immense force. Whenever it succesfully scores a critical hit while using Hurl Self, the target must succeed on a DC 13 Fortitude save or die instantly from the shock. The save DC is Constitution-based.

Skills
A iaculus has a +8 racial bonus on Climb checks and can always take 10 on Climb checks, even if distracted or threatened. It likewise receives a +4 racial bonus on Hide checks made in deserts or when perched upon a tree.




…and the far more friendly (and even more compact)

Kuevitt
Quite unassuming for a psychopomp serving the cosmic powers aligned with Law, the nocturnal kuevitt travel the mortal realms in the shape of owls, dark brown, white or occasionally gray in colour and no taller than a foot. They are tasked with dispensing merciful death and safely ushering the freshly released soul into its final place of rest.

Kuevitts speak Celestial, Common and Infernal.

Size/Type: Diminutive Outsider [Extraplanar, Lawful]
Hit Dice: 4d8+4 (22 hp)
Initiative: +3
Speed: 5 feet (4 squares), fly 40 feet (good)
Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple: +4/-12
Attack: Beak +0 melee (1-4)
Full Attack: Beak +0 melee (1-4)
Space/Reach: 1 ft./0 ft.
Special Attacks: Guide along
Special Qualities: Darkvision 60 ft., deathsight, DR 4/chaotic or silver, evasion, seal the vessel
Saves: Fort +5, Ref +7, Will +6
Abilities: Str 2, Dex 16, Con 12, Int 15, Wis 15, Cha 15
Skills: Balance +14, Escape Artist +10, Heal +9, Hide +22, Knowledge (religion, the planes) +9, Listen +11, Move Silently +14, Sense Motive +9, Spot +11
Feats: Alertness
Environment: Any
Organization: Solitary
Challenge Rating: 2
Alignment: Always lawful (good or neutral)
Advancement: 5–8 HD (Diminutive)
Level Adjustment: –

Combat
Kuevitts are not warriors. They lurk in the darkness at the edge of the fighting field, often hiding on rooftops, interfering as needed – and, indeed, only if needed.

Deathsight (Su)
A kuevitt automatically detects all dying and stable creatures with fewer than 0 hit points, as long as they are no farther than 60 feet from itself. This ability is always active and does not require line of sight.

Evasion (Ex)
See the 2nd level Rogue ability.

Guide Along (Su)
Once per round as a standard action, a kuevitt can issue a call to the dead and dying. A single living creature of the kuevitt's choosing within 60 feet with -1 hp or fewer must make a DC 15 Fortitude save or die immediately. While this call cannot destroy undead, it affects them all the same. Any undead creature within 60 feet that can hear the kuevitt cry must succeed on a Will save with the same DC or suffer a cumulative -1 penalty on attack rolls, skill checks and saving throws as the kuevitt urges it along towards the End. The save DC is Constitution-based and includes a +2 racial bonus.

Seal the Vessel (Su)
The remains of a creature slain by the kuevitts' Guide Along ability are closed to negative energy and similar attempts at reusing them. Such a body cannot be turned into an undead or construct, nor can it hold a soul other than the one it housed before its demise. The soul previously residing inside always reaches its extraplanar destination unerringly and unimpeded.

Skills
Kuevitts receive a +4 racial bonus on Balance, Knowledge (religion), Knowledge (the planes) and Move Silently checks.

Tzardok
2023-04-14, 02:38 PM
Iaculus


I knew that I heard about those before. Nice folklorist stuff.


Kuevitt

Ah, wonderful little thingies. I propably would've guessed fey, but you have enough little fey birds already.


A pollinator wins? I see nothing wrong with that!

I think this one is more of a blood drinker. (https://www.youtube.com/watch?v=XNQqkIOPy4E) :smallamused:


Not as such, no. But the 12 apprentices studying the Art, the wheel and the "visitor" coming to claim his due is an aggregate of motifs I have encountered before.

Well, if you are interested in the legend, I can suggest the famous children's novel by Ottfried Preusler (https://en.wikipedia.org/wiki/Krabat_(novel)) about it, or can link the songs of the album in the proper order (including the bonus songs from the aniversery edition), so you can enjoy it the right way. As Krabat is a German (to be specific, Bohemian) legend the album doesn't have any English songs. Sorry about that.

Betteljunge (https://www.youtube.com/watch?v=EBcNiEcQT8g)
Krabat (https://www.youtube.com/watch?v=Tus9pB_GX_g&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=2)
Die Teufelsmühle (https://www.youtube.com/watch?v=duN66Pfk4J8&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=3)
Denn ich bin der Meister (https://www.youtube.com/watch?v=U6bmr2zcCos&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=4)
Fluchtversuche (https://www.youtube.com/watch?v=zmtCnzaj-DU&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=5)
Osternacht (https://www.youtube.com/watch?v=utsjPUUQT1E)
Elf und Einer (https://www.youtube.com/watch?v=lvLihJ3dhlM&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=6)
Geh und heb dein Grab aus, mein Freund! (https://www.youtube.com/watch?v=hRhbN-YCW04)
Mein Herz erkennt dich immer (https://www.youtube.com/watch?v=MzXj5oJ4-4o&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=7)
Verwandlungen I-III (https://www.youtube.com/watch?v=QxIJmPaNF8o&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=8)
Abschied (https://www.youtube.com/watch?v=0_KWLXEIIoU&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=9)
Der Schnitter Tod (https://www.youtube.com/watch?v=DnwhKg3eGUQ&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=10)
Spottlied auf die harten Wanderjahre (https://www.youtube.com/watch?v=aXJM57bPmu0&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=11)
Zaubererbruder (https://www.youtube.com/watch?v=sifM_9DIVbI&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=12)
Der Geheimnisvolle Fremde (https://www.youtube.com/watch?v=XSd8F47X1FI&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=13)
Der Letzte (Sorry, couldn't find a link :smallfrown:)
Am Ende (https://www.youtube.com/watch?v=YBWIaVhAfmQ)
Zwei Schwäne (Instrumental) (https://www.youtube.com/watch?v=QcvzzVgkMRo&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=15)

Metastachydium
2023-04-15, 07:19 AM
Ah, wonderful little thingies. I propably would've guessed fey, but you have enough little fey birds already.

I figured a proper psychopomp should be properly extraplanar, if you know what I mean.


I think this one is more of a blood drinker. (https://www.youtube.com/watch?v=XNQqkIOPy4E) :smallamused:


Eh, from a plant perspective, that's still a win.


Well, if you are interested in the legend, I can suggest the famous children's novel by Ottfried Preusler (https://en.wikipedia.org/wiki/Krabat_(novel)) about it, or can link the songs of the album in the proper order (including the bonus songs from the aniversery edition), so you can enjoy it the right way. As Krabat is a German (to be specific, Bohemian) legend the album doesn't have any English songs. Sorry about that.

Betteljunge (https://www.youtube.com/watch?v=EBcNiEcQT8g)
Krabat (https://www.youtube.com/watch?v=Tus9pB_GX_g&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=2)
Die Teufelsmühle (https://www.youtube.com/watch?v=duN66Pfk4J8&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=3)
Denn ich bin der Meister (https://www.youtube.com/watch?v=U6bmr2zcCos&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=4)
Fluchtversuche (https://www.youtube.com/watch?v=zmtCnzaj-DU&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=5)
Osternacht (https://www.youtube.com/watch?v=utsjPUUQT1E)
Elf und Einer (https://www.youtube.com/watch?v=lvLihJ3dhlM&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=6)
Geh und heb dein Grab aus, mein Freund! (https://www.youtube.com/watch?v=hRhbN-YCW04)
Mein Herz erkennt dich immer (https://www.youtube.com/watch?v=MzXj5oJ4-4o&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=7)
Verwandlungen I-III (https://www.youtube.com/watch?v=QxIJmPaNF8o&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=8)
Abschied (https://www.youtube.com/watch?v=0_KWLXEIIoU&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=9)
Der Schnitter Tod (https://www.youtube.com/watch?v=DnwhKg3eGUQ&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=10)
Spottlied auf die harten Wanderjahre (https://www.youtube.com/watch?v=aXJM57bPmu0&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=11)
Zaubererbruder (https://www.youtube.com/watch?v=sifM_9DIVbI&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=12)
Der Geheimnisvolle Fremde (https://www.youtube.com/watch?v=XSd8F47X1FI&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=13)
Der Letzte (Sorry, couldn't find a link :smallfrown:)
Am Ende (https://www.youtube.com/watch?v=YBWIaVhAfmQ)
Zwei Schwäne (Instrumental) (https://www.youtube.com/watch?v=QcvzzVgkMRo&list=OLAK5uy_nB0oINn67npbO_jVnXVQeb3ytPjh7fjGY&index=15)


It involves people turning into birdies (the version of the motif I'm more familiar with doesn't have that). Of course I'm interested. So, thanks, and I'll look into that.

Metastachydium
2023-05-01, 06:37 AM
Just a hairy dragon for today that I've first seen in Borges. I'm not entirely sure about the implementation of the tail thing, so any comments on that are especially welcome. Now:

Peluda
The size of an ox, but far longer, a peluda consists of a bloated, ovoid body covered by unkempt, long, brown or brown-green fur and wicked spikes, narrowing into a snakelike neck and powerful, snakelike tail. A strong swimmer, it has four short legs, with webbed feet justting out from the sides of its torso.

Peludas understand Common and Draconic, but they do not speak.

Size/Type: Large Dragon [Aquatic]
Hit Dice: 8d12+32 (84 hp)
Initiative: +6
Speed: 40 feet (8 squares), swim 40 feet
Armor Class: 25 (-1 size, +2 Dex, +14 natural), touch 11, flat-footed 25
Base Attack/Grapple: +8/+19
Attack: Tail slap +14 melee (3d8+7)
Full Attack: Tail slap +14 melee (3d8+7) and bite +9 melee (1d12+3)
Space/Reach: 10 ft./5 ft. (10 ft. with bite and tail slap)
Special Attacks: Control water, poison spikes, scorching breath
Special Qualities: Amphibious, darkvision 60 ft., immunity to sleep and paralysis, low-light vision, weak spot
Saves: Fort +10, Ref +8, Will +8
Abilities: Str 24, Dex 14, Con 18, Int 3, Wis 15, Cha 7
Skills: Climb +10, Hide +4 (+12 when submerged in water), Jump +11, Spot +5, Survival +5, Swim +18
Feats: Cold EnduranceB, Endurance, Improved Initiative, Track
Environment: Temperate or warm aquatic
Organization: Solitary
Challenge Rating: 8
Alignment: Usually chaotic evil
Advancement: 9–14 HD (Large)
Level Adjustment: –

Combat
Strong and tough as they are, peludas don't like a fair fight. They prefer to only leave their watery hideouts at night to snatch livestock or a comely maiden to feast on. If they are mobbed by many inferior opponents, they often retreat into riverbeds or swamps and flood the banks or edges thereof, trying to drive off the sensible and drosn the reckless; smaller groups are met with sharp fangs and a whipping tail.

Control Water (Su)
At-will as a full-round action, the peluda can produce an effect identical to that of the Control Water spell as cast by a sorcerer with a caster level equal to the peluda's number of hit dice.

Poison Spikes (Ex)
From beneath the thick, loose fur of the peluda, sharp, bony spikes protrude. Any creature grappling or grappled by the peluda takes 1d6+7 points of piercing damage and is subject to the peluda's poison (injury, Fortitude DC 18, initial damage 1d6 Dex, secondary damage 1d4 Con; the save DC is Constitution-based).

Scorching Breath (Su)
Every 1d8 rounds, the peluda can, as a standard action, exhale a 40' long cone of heated gas that deals 2d4 points of desiccation damage (or 4d4 points to Plants and creatures with the Water subtype). A succesful DC 18 Reflex save halves the damage. The save DC is Constitution-based.

Weak Spot (Ex)
Most of the peluda's body, excepting its tail, is extremely resilient and heals damage faster than usual; however, since its tail is among its most powerful weapons, it ends up in harm's way fairly often. Whenever a peluda is hit in combat, there is a 40% chance that the hit is to the tail. Such attacks resolve as if they were critical hits. An attack that hits a point of the peluda's body other than the tail, on the other hand, only deals nonlethal damage and such nonlethal damage is healed at a rate of 4 hit points per round.1

Skills
A peluda has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. It also has a +8 racial bonus on Hide checks when submerged in water.


Effectively: there's a 60% chance it's treated as having Regeneration 4 overcome by nothing and a 40% chance that it eats a crit it cannot quasi-regenerate from.

Metastachydium
2023-05-15, 08:50 AM
And the fresh winds of mid-May shall bring more plant nymphs! Well, not literally; I don't want the Leimoniads to feel like their thing is going mainstream. Wouldn't be fair, would it, now? So, instead, these two are going to be more or less modest spins on the old Dryad. One is born from an old pet peeve of mine (which may or may not miss the mark entirely), namely that Caryatid columns and Caryatids are not the same thing:

Caryatid
Even with their heir tough, brown skin, covered in shallow, vertical furrows and the waxy, broad leaves crowning their brows, caryatids bear the overall shape that a human woman of a rounder build would. For their somewhat fuller form and hard shell, nevertheless, they are surprisingly light.

Caryatids speak Common, Giant and Sylvan.

Size/Type: Medium Fey
Hit Dice: 4d6+4 (18 hp)
Initiative: +4
Speed: 30 feet (6 squares)
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +2/+2
Attack: Slam +2 melee (1d4) or sling +6 ranged (1d4)
Full Attack: Slam +2 melee (1d4) or sling +6 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: DR 5/slashing, low-light vision, tree dependent, wild empathy
Saves: Fort +2, Ref +8, Will +8
Abilities: Str 11, Dex 19, Con 12, Int 12, Wis 15, Cha 16
Skills: Climb +6, Handle Animal +10, Hide +11, Knowledge (nature) +6, Listen +5, Move Silently +9, Sense Motive +9, Spot +5, Survival +6, Swim +4
Feats: Alertness, Iron Will
Environment: Temperate or cold forests
Organization: Solitary
Challenge Rating: 3
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: –

Combat
Caryatids shrink away from conflicts, and, indeed, avoid notice if they can. They will, however, protect their trees with their lives if need be, relying on their spell-like-abilities (and especially the green and winged allies these can call on to join the fray) as much as possible.

Spell-Like Abilities
At will: entangle (DC 13), speak with plants, tree shape; 3/day: magic stone, summon swarm (murder of crows only), tree stride; 1/day: remove disease. Caster level 6th. The save DCs are Wisdom-based.

Tree Dependent (Su)
Each caryatid is mystically bound to a single, old walnut tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A caryatid's walnut does not radiate magic.

Wild Empathy (Ex)
This power works like the druid’s wild empathy class feature, except that the caryatid has a +6 racial bonus on the check.




So, yes; not much to look at here. I mostly just made the SLAs better thematic fits. The second order of business is something wilder, for reasons I can't entirely delve too deep into here: a tree nymph that is also an Abomination! Kind of. Well, see for yourselves:

Melia
Though known to sages as the least of abominations, the ash tree nymph, born from the spilled blood of a sinister, greater being as it may be, is quite innocuous, in fact. The untrained eye might easily mistake it for the more common dryad, albeit the melia is less elfin in figure and sports the leaves of its own bonded tree.

Meliae speak Common, Infernal and Sylvan.

Size/Type: Medium Fey
Hit Dice: 4d6+8 (22 hp)
Initiative: +4
Speed: 30 feet (6 squares)
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Ashen spear +5 melee (2d4+4, ×3) or ashen spear +7 ranged (2d4+4, ×3)
Full Attack: Ashen spear +5 melee (2d4+4, ×3) or ashen spear +7 ranged (2d4+4, ×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ashen spear, spell-like abilities, summon vine
Special Qualities: Blindsight 5 ft., DR 1/epic, embolden, low-light vision, resistances, SR 16, tree dependent
Saves: Fort +5, Ref +8, Will +4
Abilities: Str 14, Dex 18, Con 14, Int 11, Wis 11, Cha 19
Skills: Climb +4, Concentration +9, Hide +8, Intimidate +11, Knowledge (nature) +5, Listen +4, Move Silently +8, Spot +4, Survival +7, Swim +4
Feats: Alertness, Great Fortitude
Environment: Temperate or cold forests
Organization: Solitary
Challenge Rating: 5
Alignment: Often lawful neutral
Advancement: By character class
Level Adjustment: –

Combat
Meliae are dignified, but not particularly soft-spoken or polite. They have an unfortunate tendency to stir up conflict around themselves, although that is rarely their intent. Once fighting is joined, they will usually stick close to their tree and try to bolster or call upon allies, acting as a second line of defense.

Ashen Spear (Su)
Melia carry no weapons. However, if threatened, they can as a move action draw an ashen spear from the trunk of any nearby ash tree that is of Medium size or larger. This weapon is the equivalent of a Medium-sized +1 spear; however, it deals 2d4+1˝×STR points of piercing damage and confers a +2 bonus on checks to resist sunder attempts.

Embolden (Su)
A number of times equal to its Charisma modifier, a melia can as a swift action project an aura with a 10 ft. radius. All allies within this aura receive a +1 morale bonus on all saves against fear attacks, weapon attack and damage rolls for the next 5 rounds.

Spell-Like Abilities
At will: entangle (DC 15), speak with plants, tree shape; 3/day: lesser vigor, magic weapon, tree stride; 1/day: nondetection. Caster level 6th. The save DCs are Charisma-based.

Resistances (Su)
Meliae have a +1 bonus on saves against mind-affecting spells and effects, spells and effects doing ability damage, energy drain, petrification and death from massive damage.

Summon Vine (Sp)
Once per day, a melia may attempt to summon an assassin vine with a 40% chance of success. The melia gains no active control of the creature, but it refrains from attacking its summoner, as well as the melia's allies.

Tree Dependent (Su)
Each melia is mystically bound to a single, great ash tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A melia's ash tree does not radiate magic.




I tried to hit as many of the actual Abomination traits as possible, in one way or another, without going too wild. Discussion of that and anything else will be as well received as ever! Anyhow, the next batch will be BIRDIES again. At least two of them. Or weird Humanoids, but I'll probably leave that for after the BIRDIES.

Metastachydium
2023-05-23, 08:42 AM
So, I know I said it's gonna be two birdies and this is only one, but worry not, both of those birdies are essentially ready and queued up for posting likely within the month. This one here just came up as a sudden "why didn't I do this earlier" kind of priority. Anyway, enter the

Crow
Crows are mid-sized birds with dark feathers, usually black or blue-black. They are resourceful scavengers with clear signs of a playful intellect gleaming in their beady black eyes.

Crows communicate among themselves with a complex system of calls and body language. Their using other languages has not, so far, been documented.

Size/Type: Tiny Animal
Hit Dice: Ľd8 (1 hp)
Initiative: +2
Speed: 10 feet (2 squares), fly 40 feet (average)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-13
Attack: Beak +4 melee (1d2-5, minimum 1 plus blinding)
Full Attack: Beak +4 melee (1d2-5, minmum 1 plus blinding)
Space/Reach: 2˝ ft./0 ft.
Special Attacks: Blinding
Special Qualities: Lesser mimicry, low-light vision, racial aid, tool use
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 10, Wis 14, Cha 6
Skills: Balance +4, Bluff +4, Listen +4, Sleight of Hand +6, Spot +4
Feats: Alertness, Weapon FinesseB
Environment: Any temperate non-aquatic
Organization: Solitary, pair, flight (5–50) or murder (100–1000)
Challenge Rating: 1/4
Alignment: Always neutral
Advancement: –
Level Adjustment: –

Combat
Being very social, crows roost, feed, live – and fight together. They are cunning opponents, but being non-predatory, they are usually content with driving foes away, sometimes through implementing complex strategies and sometimes through sheer overwhelming numbers.

Blinding (Ex)
A fighting crow will often aim for the eyes. A creature with discernible eyes succesfully hit by a crow's beak attack must succeed on a DC 12 Reflex save or be blinded. The creature can regain its sight by healing the damage naturally, by any application of a cure spell or some other healing magic, or with a remove blindness/deafness spell. The save DC is Dexterity-based.

Lesser Mimicry (Ex)
A crow can mimic familiar sounds, even short phrases. To duplicate a specific sound, a crow makes a Bluff check; a listener familiar with the sound being imitated must succeed on an opposed Sense Motive check to discern that it isn't genuine.

Racial Aid (Ex)
Because of the routine these gregarious birds have working together, at any time that a crow succeeds in using the aid another action to assist another crow, it adds +3 to the ally's roll, rather than +2.

Tool Use (Ex)
Crows are clever tool users, and their beaks make surprisingly able substitutes for hands. A crow can learn to use any tool, even simple weapons sized for it so long as these can be used with one hand.

Skills
Crows receive a +2 racial bonus on Bluff and Sleight of Hand checks.




SFUQ(&AGA)
(So Far Unasked Questions (and Answers Given Anyway))

Q: You think you are above RAW?! Animals can't have an INT like that!
A: They don't normally have such scores, no, but that isn't a very hard and fast rule. The relevant feature of the Animal type is worded as follows: "An animal possesses the following traits (unless otherwise noted in a creature’s entry). (…) Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal)." I'm merely noting otherwise in the creature's entry. Just as not all Oozes are mindless and not all Aberrations have Darkvision, there's nothing in RAW stopping one from making an Animal with full-on sapience.

Q: O-okay, smartass. Let's say that's technically true. But how's that mesh with the Murder of CrowsToM, huh?
A: Glad that you asked! You know how there are Swarms that have a higher INT score and more special attacks/qualities than their individual members? That's proof and precedent enough for me to assume that the opposite might also be true. The ToM!Murder is like a lynchmob; a largely unthinking frenzied mass only out for blood, employing no sophisticated means of drawing it.

Q: I'm still not convinced.
A: And I'm terribly sorry to hear that.

Q: So… Are you gonna reduce that INT score to a more reasonable 2, then?
A: No.

Q: …
A: Bite me.

Q: But what about the raven?
A: What about it?

Q: It's got INT 2, no SA, no SQ, no nothing. Doesn't that bother you?
A: It does. But that's RAW. I'm not tampering with RAW if I can avoid it, even if that means I'm stuck fuming over the developers' poor understanding of ethology.

Q: I'm talking about consistency, more than anything.
A: I like consistency. I just happen to like BIRDIES more.

Q: You're a lost cause, do you know that?
A: [Slasher smile.] Yes. Yes, I do.

Metastachydium
2023-05-29, 02:05 PM
And we are within the month! Here come the birdies, starting with the cutest weaponized status removal I could conceive of, brought to you by the

Caladrius
The caladrius is a pristine white bird of modest size with a pearly gray beak and legs. As an accomplished avian physician, it is as helpful as it is elegant: it has the mystical ability to draw various ailments out of the bodies of those suffering, to then destroy or relocate these into a more deserving host.

Each caladrius understands a single language, usually Common, but they do not speak.

Size/Type: Diminutive Magical Beast
Hit Dice: 2d10 (11 hp)
Initiative: +2
Speed: 5 feet (1 square), fly 20 feet (average)
Armor Class: 16 (+4 size, +2 Dex), touch 12, flat-footed 14
Base Attack/Grapple: +2/-14
Attack: Talons +2 melee (1-4, minimum 1)
Full Attack: Talons +2 melee (1-4, minimum 1)
Space/Reach: 1 ft./0 ft.
Special Attacks: Fling disease
Special Qualities: Claim disease, darkvision 60 ft., detect disease, disease immunity, low-light vision
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 2, Dex 15, Con 11, Int 10, Wis 16, Cha 11
Skills: Heal +10, Hide +14, Search +1, Sense Motive +6, Spot +4
Feats: Self-Sufficient
Environment: Any temperate
Organization: Solitary
Challenge Rating: 1
Alignment: Often neutral good
Advancement: –
Level Adjustment: –

Combat
Caladrii are loath to engage in combat, knowing they are of more use outside of it. Still, their talons are sharp and often enough, the ills they take and hold make dangerous weapons as well.

Claim Disease (Su)
If a caladrius is aware that another creature is affected by a disease, it might attempt to restore it to health by way of snatching the illness away. To do so, the caladrius must enter the space of a diseased creature it can see and make a special ranged touch attack. If its attack roll equals or exceeds the save DC of the disease, the diseased creature is cured immediately and the caladrius has hold of the disease previously affecting it. A caladrius can only hold one disease at a time and it cannot use its Claim Disease ability so long as a disease is held.

Detect Disease (Su)
Once per round as a swift action, a caladrius can fix its gaze upon a creature within 50 feet and make a Heal check. If the subject so inspected is affected by disease and the Heal check (its DC equal to the save DC of the disease, if any) succeeds, the caladrius becomes aware of this fact.

Fling Disease (Su)
Having gained hold of a disease through using its Claim Disease ability, a caladrius can proceed in two ways: during the day, it might, as a full-round action, move 40 feet in the direction of the sun's perceived position and let go of the disease held, which then dissipates harmlessly.

Alternatively, it might make a ranged touch attack against a single creature within 40 feet. The caladrius must look away from the target, and therefore this attack suffers a 50% miss chance; however, if it succeds, the target must make a save against the original DC of the disease or contract it immediately. The caladrius loses its hold over the disease regardless of success.




…and then switching over to some more direct approaches, with bottomless magazines attached:

Gratsh
The plump crows easily the size of a human known as the gratsh, with their glossy black plummage and thick, straight, gray beaks are often seen floating above fields of battle, and not without reason. True to their word and born with fell power, they make marvelous mercenaries.

Gratsh speak Common and Kenku.

Size/Type: Medium Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +4
Speed: 20 feet (4 squares), fly 50 feet (average)
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +6/+6
Attack: Beak +6 melee (1d4) or eldritch spear +10 ranged touch (4d6)
Full Attack: Beak +6 melee (1d4) and 2 talons +1 melee (1d2) or eldritch spear +10 ranged touch (4d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Invocations
Special Qualities: Darkvision 60 ft., DR 5/magic, low-light vision
Saves: Fort +8, Ref +9, Will +4
Abilities: Str 11, Dex 18, Con 16, Int 12, Wis 15, Cha 11
Skills: Balance +5, Concentration +12, Listen +8, Move Silently +8, Spot +15
Feats: Alertness, Point-Blank Shot, Precise Shot
Environment: Any temperate
Organization: Solitary, wing (2–10) or flight (20–50)
Challenge Rating: 5
Alignment: Usually lawful neutral
Advancement: By character class Favoured Class: Warlock
Level Adjustment: +4

Combat
Gratsh are not built for close combat – and they know that much. For as long as they are able, they prefer to focus on peppering their foes from above with eldritch energy, more often than not partly to provide aerial support to allies on the ground.

Invocations
A gratsh can use the Dread Seizure, Eldritch Blast, Eldritch Spear, Entropic Warding and Hammer Blast invocations as a 7th level warlock. The save DCs, where applicable, are, however Constitution-based. Levels in any class granting or improving on the Eldritch Blast ability stack with the aforesaid warlock level to determine Eldritch Blast damage and gratsh can enter any such class, regardless if they meet alignment requirements neccessary.

Skills
Gratsh receive a +2 racial bonus on Spot checks.



I have lots of things queued up right now, so I might check in next time a tad sooner than I normally would, either with the weird humanoid package or a FULL ABOMINATION.

Tzardok
2023-05-29, 02:26 PM
I wonder. Can the caladrius only give a claimed disease to others at night, to reflect its ability to destroy it during the day?

Metastachydium
2023-05-30, 05:33 AM
I wonder. Can the caladrius only give a claimed disease to others at night, to reflect its ability to destroy it during the day?

Not as such, as of now, no. Flying towards the sun (a tough thing to do at night) is part of the original lore; looking away to confirm "it's a goner" doesn't have a time of the day attached, but it's not like that wouldn't be a good thematical fit, I'll give you that. Do you think I should go that route?

Tzardok
2023-05-30, 11:30 AM
It was just a thought, as I am only passingly familiar with the folklore behind it. It simply felt thematically fitting.
What I also wonder is how the bird decides who deserves to be sick and who doesn't.

Metastachydium
2023-05-31, 07:01 AM
It was just a thought, as I am only passingly familiar with the folklore behind it. It simply felt thematically fitting.

Fair. I'll think about it.


What I also wonder is how the bird decides who deserves to be sick and who doesn't.

Like any other creature of similar alignment would determine who or what to hit, breathe on, web, poison or bespell, I suppose?

Metastachydium
2023-06-05, 09:22 AM
And as promised, odd Humanoid time. One of these is more serious than the other. You've been warned. So,

Caniceps
Built like apes, with short legs and long arms, the slender, muscular canicipits (the correct plural of caniceps, as some of them like to insist), covered in short, coarse fur, stand taller than elves, even hunched as they walk. They have the long snouts and broad, triangular ears , as well as the sharp teeth of hounds, sharing their hunger for fresh meat with the latter.

Canicipits speak a growling dialect of Gnome. Some learn Giant or Common as well.

Size/Type: Medium Humanoid [Caniceps]
Hit Dice: 1d8+0 (4 hp)
Initiative: +0
Speed: 20 feet (4 squares), climb 20 feet
Armor Class: 14 (+3 hide armour, +1 natural), touch 10, flat-footed 14
Base Attack/Grapple: +0/+2
Attack: Bite +3 melee (2d3+3) or dart +0 ranged (1d4+2)
Full Attack: Club +2 melee (1d6+3) and bite -2 melee (2d3+1) or dart +0 ranged (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Superior brachiation, low-light vision
Saves: Fort +0, Ref +2, Will -1
Abilities: Str 14, Dex 11, Con 11, Int 10, Wis 8, Cha 10
Skills: Climb +8, Intimidate +3, Jump +4
Feats: Weapon Focus (bite)
Environment: Any forest
Organization: Solitary, band (4–8) or pack (17–140 plus 30% noncombatants)
Challenge Rating: 1/2
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +1

Combat
The canicipits like to attack from above, mobbing their opponents and using their powerful jaws to tear into the flesh. They tend not to need much provocation and fight hard, but haphazardly, sometimes fleeing even from battles they could win while other times fighting to death with terrifying determination.

Superior Brachiation (Ex)
A caniceps can move through medium and dense forests as if it had the Brachiation feet as long as it stays at least 10 feet away from the ground.

Skills
Canicipits have a +8 racial bonus on Climb checks and can always take 10 on such checks, even if rushed or threatened. They likewise receive a +2 racial bonus on Jump checks.




And, of course, the

Calydon
Commonly spoken of as the Bores of Calydon (even though that is considered less than polite), calydones are broad-shouldered humanoids with hooved feet, substantial bellies and porcine heads. They enjoy the company of others tremendously, but that feeling is not always mutual.

Calydones speak Common and any one other language, at the very least, but they prefer to acquire as many as they are able.

Size/Type: Medium Humanoid [Calydon]
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 30 feet (6 squares)
Armor Class: 16 (+1 silk swathes, +1 battle cloak, +4 natural), touch 10, flat-footed 16
Base Attack/Grapple: +3/+2
Attack: Gore +2 melee (1d4-1) or masterwork spear +3 melee (1d8-1, ×3) or masterwork spear +4 ranged (1d8-1, ×3)
Full Attack: Masterwork spear +3 melee (1d8-1, ×3) and gore -3 melee (1d4-1) or masterwork spear +4 ranged (1d8-1, ×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Long talk
Special Qualities: DR 5/piercing or slashing, low-light vision
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 8, Dex 11, Con 17, Int 13, Wis 10, Cha 8
Skills: Appraise +8, Diplomacy -3, Knowledge (geography, local, nature) +5, Search +5, Speak Language +8
Feats: Endurance, Open Minded
Environment: Any warm
Organization: Solitary
Challenge Rating: 3
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

Combat
Calydones are baffled by the notion that someone would attack them. For their part, they prefer talking to combat and will try that first, no matter what.

Long Talk (Ex)
Calydones have a high opinion on their conversational skill. Few would be quick to agree. The poor creatures are, in fact, so long-winded and so prone to ramble, circling topics of little general interest with many a trite cliché employed that anyone listening to them for more than a round must make a DC 15 Will save or become fatigued. The save is to be repeated every 1d4 rounds so long as the calydon continues to talk (a free action). Subjects already fatigued or rendered fatigue by Long Talk become exhausted on a failure. Exhausted subjects that fail fall asleep. The save DC is Charisma-based and includes a +4 racial bonus.

Skills
Calydones have a -2 racial penalty on Diplomacy and Sense Motive checks.




Expert opinions still welcome!

Oh, and next week will be ABOMINATION week. After that, it's either snails or some old enemies of legend.

Beni-Kujaku
2023-06-05, 04:08 PM
Hi Meta! Just passing by to read some homebrew!

Peluda: I like monsters with weak points, especially weak points who encourage htting the thing with a stick, but this one seems to take a bit too much agency from the players. Why not allow the player to attack the tail once they figure it out, maybe with a -4 to hit, or provoking an AoO, but being sure to hit it instead of having 40%. Also, it seems to prefer being in water, I guess it's supposed to use Control Water to flood river borders. I'm not sure 3 int is enough for these kinds of tactics, but sure; the other point is it would probably benefit greatly from having Improved Grab in one way or another, to keep players from just leaving the area too easily. Just have it keep a player in its mouth and you're good to go (also makes more sense that an amphibious creature will try to drag preys in the water to drown them, that's what crocodiles do after all). Also, I'm pretty sure it has too many skill points. Tell me if I'm wrong, but 8 Climb, 6 Hide, 0 Jump, 6 Spot, 6 Survival, 3 Swim, for a total of 29, but it only has 22 skill points as a dragon 8 with -8 Int.

Caryatids: Wait, caryatid columns and caryatids are not the same thing? Wikipedia (https://en.wikipedia.org/wiki/Caryatid) tells me they are... So, what's the difference?
I was so excited when I saw "shrink away from conflict" to see a Fey able to change size at will, becoming Fine to escape if need be, or becoming Colossal to protect the forest in times of need.
Honestly, tree stride at will would not break it at all, especially since it has to remain nearer than 300yards from the walnut tree.

Melia: The full abomination traits on a 4 RHD Fey would be really weird, and honestly pretty fun. "I use Energy Drain" "No." "Meteor Swarm" "They're immune to fire" "Dominate Monster?" "Nope." "Poison!?" "Nah" "Oh well, I'll just hit them with my axe for 32 damage" "She dies."
Still, this is mechanically hilarious, though it might not come up often. If players fight them, the PCs probably won't even recognize that something's wrong. Maybe a simple Regeneration 1/cold iron (or /epic, depending on how immortal you want them to be) would make them recognize that they're not exactly who they pretend to be. Blindsight 2ft is weird. How do you even calculate that? 5ft might be better.
Edit: I initially thought that Melia was unique, and that the "they" was because they were nonbinary or smth. Oh, well. How many ashen-tree-related greater beings just spill their blood where they shouldn't?
Is there a reason why they are Tree-bound, actually? I doubt greater beings only spill their blood on trees.

Crow: Yeah, seriously, you're a lost cause. I like the reference to the murder of crows' Blinding, and I agree that if the Tarasque has 3 Int, crows and orcas should have more than that, but I find it as more of a compelling evidence that the Tarasque should have less than 3 rather than the crow having more. Anyway, I am going to bite you. What? You know what they say. "Eat your greens."

Caladrius: This is so cute! Is there a reference to a mythological creature or did you come up with it by yourself? But... How can you not have line of sight if you're in a creature's space? I don't understand this precision in Claim Disease.

Gratsh: Sparrow Hengeyokai Warlocks: now available as a CR 5 creature! I would like more info on this one. Why are its invocations Con-based? I understand "born with fell power", though it doesn't explain much (do they have connection with a god, another plane, are they naturally occurring?), but even warlocks "born with fell power" use their charisma. Maybe you could justify it by making them use their blood or something, paying some kind of resource for their invocations. The flight of 20-50 effectively 5th-level flying warlocks is a terrifying thought, even for high-level PCs. Can you even imagine seeing 50 birds the size of humans just flying overhead, then raining arcane destruction on the town? Also, that's Entropic Warding, Entropic Shield is a cleric spell.

Caniceps: This LA+1 bothers me. You know it's much too weak for +1, but on the other hand, it has +4 Str and a natural attack, which makes it as good or better than an orc, already one of the very best +0 melee races. Haaah... I guess +1 it is, but nobody will ever play that.

Calydon: Yay! (Ex) sleep! I want one of these to use as a face for the party. It's... It has 5 RHD... Oh well, I want one to use as an escort mission for my players.

Metastachydium
2023-06-06, 08:39 AM
Hi Meta! Just passing by to read some homebrew!

Hey! And many thanks for the comments!


Peluda: I like monsters with weak points, especially weak points who encourage htting the thing with a stick, but this one seems to take a bit too much agency from the players. Why not allow the player to attack the tail once they figure it out, maybe with a -4 to hit, or provoking an AoO, but being sure to hit it instead of having 40%.

The idea is that it flails that stupid tail about so much that it's not an easy thing to hit. I could model that as a dodge bonus to the tail's separate AC, but then I'd have to figure out why on earth anyone would ever try to attack the rest of the thing's body, and if I can't, at that point it doesn't really have a weak point anymore so much as it has an AC 4 points higher.


Also, it seems to prefer being in water, I guess it's supposed to use Control Water to flood river borders. I'm not sure 3 int is enough for these kinds of tactics, but sure;

I don't make the lore! Blame your countrymen, really: this is essentially based on La Velue de La Ferté-Bernard. And in their defense, flooding the banks is really more a juvenile "how dare you chase me for eating your maidens now eat river, asshats and leave me alone" knee-jerk reaction than clever strategy.


the other point is it would probably benefit greatly from having Improved Grab in one way or another, to keep players from just leaving the area too easily. Just have it keep a player in its mouth and you're good to go (also makes more sense that an amphibious creature will try to drag preys in the water to drown them, that's what crocodiles do after all).

Four special attacks seemed like a crowd and the other three struck me as more interesting. But I can add it in, of course, if you think that's okay.


Also, I'm pretty sure it has too many skill points. Tell me if I'm wrong, but 8 Climb, 6 Hide, 0 Jump, 6 Spot, 6 Survival, 3 Swim, for a total of 29, but it only has 22 skill points as a dragon 8 with -8 Int.


You are very correct and I'll fix that.


Caryatids: Wait, caryatid columns and caryatids are not the same thing? Wikipedia (https://en.wikipedia.org/wiki/Caryatid) tells me they are... So, what's the difference?

The word itself comes from καρυα, which is really just Greek for 'walnut'. The column is, well, a column in the shape of a Caryatid, i.e. a 'walnut tree chick person'.


I was so excited when I saw "shrink away from conflict" to see a Fey able to change size at will, becoming Fine to escape if need be, or becoming Colossal to protect the forest in times of need.

That's a lovely concept and I'm sorry to have disappointed. This is just a plain old, thematically somewhat more coherent walnut-based analogue for a Dryad…


Honestly, tree stride at will would not break it at all, especially since it has to remain nearer than 300yards from the walnut tree.

…which is also the reason why I felt neccessary to balance its SLAs against the Dryad's load.


Melia: The full abomination traits on a 4 RHD Fey would be really weird, and honestly pretty fun. "I use Energy Drain" "No." "Meteor Swarm" "They're immune to fire" "Dominate Monster?" "Nope." "Poison!?" "Nah" "Oh well, I'll just hit them with my axe for 32 damage" "She dies."
Still, this is mechanically hilarious, though it might not come up often.

[Evil laughter.] That is a beautiful mental image. Sadly, preexisting lore is binding my (metaphorical) hands somewhat.


Blindsight 2ft is weird. How do you even calculate that? 5ft might be better.

I just wanted to check an item on the Abomination trait list with something underwhelming, but yeah, that's fair. I'll increase it.


Edit: I initially thought that Melia was unique, and that the "they" was because they were nonbinary or smth. Oh, well. How many ashen-tree-related greater beings just spill their blood where they shouldn't?

For some reason, Abominations are apparently not normally unique. And Meliai in particular are an oddity. According to Hesiod, when Ouranos was, khm, slain in a rather embarrassing manner, the drops of her blood gave rise to the horrific Erynies, the snake-legged Giants and… The ash tree nymphs. Many a classical scholar found the notion baffling, naturally.


Is there a reason why they are Tree-bound, actually? I doubt greater beings only spill their blood on trees.

It's a tree nymph thing, okay?


Crow: Yeah, seriously, you're a lost cause. I like the reference to the murder of crows' Blinding, and I agree that if the Tarasque has 3 Int, crows and orcas should have more than that, but I find it as more of a compelling evidence that the Tarasque should have less than 3 rather than the crow having more.

Ethologists say they equal human children of 5–8 years in intelligence (and as new observations are made and new studies are conducted, so does that upper bound rise gradually). SCIENCE is on my side!!


Anyway, I am going to bite you. What? You know what they say. "Eat your greens."

[High frequency plant screams of anguish.]


Caladrius: This is so cute! Is there a reference to a mythological creature or did you come up with it by yourself?

Right? Much as I'd love to claim credit, it's a Late Antiquity birdy, popularised by the Physiologus.


But... How can you not have line of sight if you're in a creature's space? I don't understand this precision in Claim Disease.

That's, um, an excellent question. Total concealment or something, I suppose? (The actual point is, the birdy must look at the patient.)


Gratsh: Sparrow Hengeyokai Warlocks: now available as a CR 5 creature! I would like more info on this one. Why are its invocations Con-based? I understand "born with fell power", though it doesn't explain much (do they have connection with a god, another plane, are they naturally occurring?), but even warlocks "born with fell power" use their charisma. Maybe you could justify it by making them use their blood or something, paying some kind of resource for their invocations.

I believe CON would make more sense as an invoking stat for Warlocks than CHA: the source of the power is external to the Warlock and how strong the output gets is primarily limited by what amount of fell power the Warlock can endure as a conduit. So… This seemed like a good place to make that happen. (Also, interesting fact: my very first homebrewn PrC was a CON-based pseudocaster that used hp and, in later version, a resource tied to hp to power its abilities; I was kindly told it was stupid and its face was stupid. That made me sad.)

If I had to pin down the origin of their powers, I'd say they have a naturally occuring connection with some more bellicose LN-leaning outer plane (like Acheron or an off-brand version thereof) and its inhabitants.


The flight of 20-50 effectively 5th-level flying warlocks is a terrifying thought, even for high-level PCs. Can you even imagine seeing 50 birds the size of humans just flying overhead, then raining arcane destruction on the town?

Yes. That's why I did them! (They are based on unneccessarily cute-looking Cold War era ground attack aircraft, incidentally.)


Also, that's Entropic Warding, Entropic Shield is a cleric spell.

Oooops.


Caniceps: This LA+1 bothers me. You know it's much too weak for +1, but on the other hand, it has +4 Str and a natural attack, which makes it as good or better than an orc, already one of the very best +0 melee races. Haaah... I guess +1 it is, but nobody will ever play that.

Why, yes. The old Hobgoblin conundrum! It has better stats than an Orc plus actual special abilities, so WotC (and I'm a weirdo who uses their numbers as a benchmark) would say it deserves PUNISHMENT. (Stupid WotC.)


Calydon: Yay! (Ex) sleep! I want one of these to use as a face for the party. It's... It has 5 RHD... Oh well, I want one to use as an escort mission for my players.

Escort. Mission. You really are a wicked, wicked man!

Morphic tide
2023-06-12, 03:01 AM
SFUQ(&AGA)
(So Far Unasked Questions (and Answers Given Anyway))[/CENTER]

Q: You think you are above RAW?! Animals can't have an INT like that!
A: They don't normally have such scores, no, but that isn't a very hard and fast rule. The relevant feature of the Animal type is worded as follows: "An animal possesses the following traits (unless otherwise noted in a creature’s entry). (…) Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal)." I'm merely noting otherwise in the creature's entry. Just as not all Oozes are mindless and not all Aberrations have Darkvision, there's nothing in RAW stopping one from making an Animal with full-on sapience.

I'd pin them in the 4-6 range, personally, given they're decidedly below the cognitive demands of recognizable civilization. In the very select tools-to-make-tools club, but not quite to the "proper" refinement of tools to "take off".



Alignment: Usually lawful neutral
Advancement: By character class Favoured Class: Warlock
Problem: Warlocks' Alignment is "Any evil or chaotic" in the same requirement-giving placement as Paladins or Bards. There isn't an "Ex-Warlock" entry anywhere, but there is still some clarification needed for the failure to meet Warlock expectations.

Metastachydium
2023-06-12, 08:30 AM
I'd pin them in the 4-6 range, personally, given they're decidedly below the cognitive demands of recognizable civilization. In the very select tools-to-make-tools club, but not quite to the "proper" refinement of tools to "take off".

I mean, they have very complex societies! They are probably just trying to be environmentally friendly? (Read: that might be fair, but there's no way I'm taking away anything from theses birdies!)


Problem: Warlocks' Alignment is "Any evil or chaotic" in the same requirement-giving placement as Paladins or Bards. There isn't an "Ex-Warlock" entry anywhere, but there is still some clarification needed for the failure to meet Warlock expectations.

True, thanks! I think I'll just do what I did with the Meidont and add a note that they don't need to meet those requirements.

Edit: And done! Does it look better now?

Metastachydium
2023-06-13, 08:08 AM
Oh, right. And before I'd get all distracted and forget to fire it up again, as promised and brought to you, at its core, by none other but Flaubert, here comes my first actual, full ABOMINATION, the

Martikhoras
The unwanted spawn of some forgotten power that reigned supreme over the scorching deserts and their beasts, the martikhoras, or elder manticore, bears the likeness of a massive lion with blazing, desert red fur and a prodigious mane of the same colour. Its face, however, is that of a beardless fire giant and a cruel flame burns in its terrible eyes. Its whiplike tail bristles with spikes like javelins. When it speaks, its fire-warm breath seeps through three rows of wicked teeth. It is boastful and without mercy, always hungering for more flesh and more fear.

A martikhoras speaks Celestial, Common, Abyssal, Infernal and Ignan.

Size/Type: Huge Magical Beast [Evil, Extraplanar, Fire]
Hit Dice: 48d10+480 (960 hp)
Initiative: +15
Speed: 50 feet (10 squares)
Armor Class: 65 (-2 size, +7 Dex, +10 deflection, +40 natural), touch 25, flat-footed 58
Base Attack/Grapple: +48/+70
Attack: Bite +61 melee (8d12+21, 18–20/×3) or spike +61 ranged (4d8+14)
Full Attack: Bite +61 melee (8d12+21, 18–20/×3) and 2 claws +61/+56/+51/+46 melee (8d4+14, 18–20/×3) or 8 spikes +61 ranged (4d8+14)
Space/Reach: 15 ft./10 ft.
Special Attacks: Drills and saws, improved grab, pounce, spell-like abilities, summon the young, swallow all, whirlwind volley
Special Qualities: Abomination traits, desert camouflage, desert mirage, DR 14/epic and good, darkvision 90 ft., immunity to desiccation, fire and sonic, low-light vision, regeneration 18, SR 40
Saves: Fort +36, Ref +39, Will +25
Abilities: Str 48, Dex 24, Con 30, Int 18, Wis 24, Cha 30
Skills: Bluff +15, Climb +14, Concentration +50, Hide +40 (+48 in deserts), Intimidate +62, Jump +57, Knowledge (geography, nature, religion, the planes) +10, Listen +11, Move Silently +18, Sense Motive +40, Spellcraft +24, Spot +11, Survival +7, Swim +14, Tumble +42
Feats: Brutal Throw, Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Improved Multiattack, Improved Rapidstrike, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Rapidstrike
Epic Feats: Epic Prowess, Epic Reflexes, Improved Combat Reflexes, Spellcasting Harrier, Superior Initiative
Environment: Warm deserts
Organization: Solitary or pride (1 marthikoras and 14–80 manticores)
Challenge Rating: 28
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: –

Combat
Martikhorai are entirely devoid of fear. They wade into battle with cruel elegance and rarely bother to use magic on what they deem they can bring down with claw and teeth. Their bowels veritable furnaces that burn without end, they try to devour as many foes as possible. They prefer to leave no survivors.

Abomination Traits
Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, or ability damage, or death from massive damage; immune to mind-affecting effects; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.

Desert Camouflage (Ex)
A martikhoras can use the Hide skill in any desert even if the terrain doesn't grant any concealment or cover. On such a terrain, it receives no size penalty to Hide checks.

Desert Mirage (Su)
A martikhoras is constantly surrounded by the warm haze of the deserts. Attacks made against the martikhoras suffer a 40% miss chance at all times and it has a deflection bonus to AC equal to its Charisma modifier or 10, whichever is higher.

Drills and Saws (Ex)
The claws of the martikhoras are long and twisted like the drill; and its three rows of teeth sharp as the steel of the saw. Bite and claw attacks made by the martikhoras threaten a critical on an 18 or higher and deal triple damage if a critical hit is scored. The martikhoras receives a competence bonus equal to its Intelligence modifier to critical confirmation rolls.

Improved Grab (Ex)
To use this ability, a martikhoras must hit a creature of its size or smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it establishes a hold, it can use its Swallow All ability on its turn in the next round.

Pounce (Ex)
At the end of a charge, a martikhoras can make a full-attack.

Regeneration (Ex)
The regeneration of a martikhoras is overcome by cold damage and Good-aligned weapons, spells or abilities.

Spell-Like Abilities
At-will: fly; 4/day: all spells from the Fire, Sand, Summer and Thirst domains. Caster level 48th.

Summon the Young (Sp)
Once per encounter as a standard action, a martikhoras can summon 2d4 advanced manticores with 18 HD each. Each day, the martikhoras can summon up to 8 manticores with this ability.

Swallow All (Su)
A martikhoras can try to swallow a grabbed opponent of Huge size or smaller by making a successful grapple check. Once inside, the opponent takes 8d8+21 points of crushing damage plus 14d8 points of fire damage per round. A swallowed creature can cut its way out by dealing 150 points of damage to the innards of the martikhoras (AC 50). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The stomach of a martikhoras is an extradimensional space. It can hold any number of creatures so long as none of these is of a szize category larger than Huge.

Whirlwind Volley (Ex)
The spikes a martikhoras hurls regenerate faster than those of the lesser manticore. So much so that each round, it can as a full-round action make a single ranged spike attack against each opponent within 400 ft. of itself.

Metastachydium
2023-06-19, 09:18 AM
Time for calmer waters! (Well, not literal waters. And not very calm either, but… You know. A smaller scale.) This week, I bring the parties of a conflict, once well-known. There are old enmities and one template for these, the struggle between those that crave things and those that guard them, jealously predates Star Wars by quite a couple of centuries. There was a time when the things mentioned above could be treasure; and yet, people wouldn't think of dragons first. But let's not rush ahead too much. Thieves first:

Arimasp, 1st level Warrior
Built like humans, the pale, fair-haired arimasps sport a bold smile and a single, large round eye sitting at the middle of their broad foreheads. Arimasps are crafty and of skilled hands; driven by greed and an adventurous spirit, many of them turn to thievery, recklessly plunging into the hidden hoards of powerful creatures.

Arimasps speak Undercommon.

Size/Type: Medium Humanoid [Arimasp]
Hit Dice: 1d8-1 (3 hp)
Initiative: +1
Speed: 30 feet (6 squares)
Armor Class: 14 (+1 Dex, +3 studded leather armour), touch 11, flat-footed 13
Base Attack/Grapple: +0/+0
Attack: Shortsword +0 melee (1d6, 19–20/×2) or dagger +1 ranged (1d4, 19–20/×2)
Full Attack: Shortsword +0 melee (1d6, 19–20/×2) or dagger +1 ranged (1d4, 19–20/×2)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 30 ft., improved trapfinding
Saves: Fort -1, Ref +3, Will -1
Abilities: Str 11, Dex 13, Con 8, Int 11, Wis 8, Cha 10
Skills: Disable Device +5, Open Lock +5, Search +3
Feats: Tactile Trapsmith
Environment: Cold hills and underground
Organization: Solitary, party (4–18) or flood (40–700)
Challenge Rating: ˝
Alignment: Often chaotic neutral
Advancement: By character class Favoured Class: Rogue
Level Adjustment: +0

Combat
At the safety of their homes, arimasps can get quite loud and boisterous. When they prowl the caves, however, they mostly hope to evade notice and fights. Should that fail, they rely on their numbers, if available, or else, flee.

Improved Trapfinding (Ex)
Arimasps can use the Search skill to find and the Disable Device skill to disarm traps as a rogue does. Disable Device, Open Lock and Search are always class skills for an arimasp.

Skills
Having only one eye makes an arimasp's field of vision narrow; in turn, however, its gaze is highly focused. Arimasps have a +2 racial bonus on Search and a -2 racial penalty on Spot checks.




Now, you might find the above fellows underwhelming. Before passing a judgment, nevertheless, one might want to take a look at what they plunge into the depths to take on. They might look… Far more underwhelming afterwards. I give you the

Ourogriff
Part lion and part eagle, just as its aboveground cousin, the ourogriff is nevertheless sleeker and more sinewy than the former. The underside of its wings are a soft white, its paws a reddish brown and the feathers on its neck a subdued, dull blue. The rest of its fur and plummage is a dusky gray.

The ourogriff is a guardian that dwells in deep places that house gems, silver and gold. On whose behalf it watches over these, nobody knows, but no ourogriffs seems to have much interest in its hoard beyond keeping it intact. They never leave it unattended; whenever an ourogriff crawls or burrows to the surface to exercise its wings in the night (for the caves below offer little room for that), its mate will stay behind vigilantly. And these precautions are wise enough: the pesky arimasps and other thieves are ever watching and ever waiting to claim the gold as their own.

Ourogriffs speak Terran and Undercommon. Many learn Common, Draconic or Giant as well.

Size/Type: Large Magical Beast
Hit Dice: 10d10+50 (105 hp)
Initiative: +3
Speed: 40 feet (8 squares), burrow 20 feet, fly 40 feet (average)
Armor Class: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19
Base Attack/Grapple: +10/+19
Attack: Bite +15 melee (2d6+5)
Full Attack: Bite +15 melee (2d6+5) and 2 claws +14 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Crow, favoured foe, pounce, spell-like abilities
Special Qualities: Darkvision 90 ft., low-light vision, scent, uncanny dodge
Saves: Fort +12, Ref +10, Will +10
Abilities: Str 21, Dex 16, Con 21, Int 15, Wis 20, Cha 14
Skills: Appraise +6, Concentration +10, Hide +4, Intimidate +5, Knowledge (architecture&engineering, dungeoneering, history) +6, Listen +24, Move Silently +4, Sense Motive +8, Spellcraft +5, Spot +24
Feats: Alertness, Iron Will, Multiattack, Weapon Focus (claws)
Environment: Cold hills and underground
Organization: Pair or watch (4–10)
Challenge Rating: 8
Alignment: Always lawful neutral
Advancement: 11–20 HD (Large)
Level Adjustment: –

Combat
Ourogriffs are clever, defensive fighters. They delay combat (often through use of their spell-like abilities) until the ground favours them to then try and immobilize and slash their foes apart.

Crow (Su)
As a standard action, an ourogriff can crow loudly; all opponents within a 40 feet cone must succeed on a DC 19 Will save or cower for 1d2 rounds. Creatures that succesfully save against the effect become shaken instead for 1d4 rounds. Once the ability is used, the ourogriff must wait for 1d4 rounds before it can crow again. The save DC is Charisma-based and includes a +2 racial bonus.

Favoured Foe (Ex)
Ourogriffs have plentiful experience in dealing with the most common sorts of would-be robbers. Ourogriffs treat all humanoids as favoured enemies, gaining a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type, as well as a +2 bonus on weapon damage rolls made against them. This bonus increases to +4 against arimasps.

Pounce (Ex)
If an ourogriff dives upon or charges a foe, it can make a full-attack.

Spell-Like Abilities
At-will: arcane lock, hold portal, mage hand; 5/day: hold monster,telekinesis; 1/day: stone tell. CL10th; all save DCs are Wisdom-based.

Uncanny Dodge (Ex)
An ourogriff retains its Dexterity bonus to AC even if it is caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if immobilized.

Skills
Ourogriffs have a +4 racial bonus on Listen and Spot checks, as well as a +2 racial bonus on Appraise, Knowledge (architecture&engineering), Knowledge (dungeoneering) and Knowledge (history) checks.

Metastachydium
2023-06-26, 09:20 AM
And for a single update, here comes a little something something combining a couple things dear to me. Do not that despite any perceived similarities, I'm not one of these. For starters, I'm a lot smaller than a fully grown

Perindent
Perindents are tall, broad shrubs, with overlarge, deep green leaves. In the summer and early autumn, they bear smooth, round golden fruits the size of a halfling's fist, a great favourite of birds that flock to the perindent's branches for the bounty and protection it provides. Perindents are quite fond of these feathered folk, but, for reasons lost to time, despise dragons and will not tolerate their presence.

Perindents speak Sylvan and a rudimentary form of Draconic they only ever use to fling profanities and threats at dragons prowling about.

Size/Type: Huge Plant
Hit Dice: 10d8+90 (135 hp)
Initiative: -3
Speed: 0 feet (0 squares)
Armor Class: 21 (-2 size, -3 Dex, +16 natural), touch 5, flat-footed 21
Base Attack/Grapple: +7/+20
Attack: Slap +10 melee (2d6+5)
Full Attack: 5 slaps +10 melee (2d6+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Turn dragons
Special Qualities: DR 10/evil and slashing, low-light vision, plant traits, repel dragons
Saves: Fort +16, Ref +5, Will +10
Abilities: Str 21, Dex 5, Con 29, Int 10, Wis 20, Cha 8
Skills: Intimidate +10 (+14 against dragons), Knowledge (arcana, nature) +6, Sense Motive +6, Spot +6, Survival +6
Feats: Ability Focus (Repel Dragons), Insightful Reflexes, Iron Will, Lightning Reflexes
Environment: Any forest or swamp
Organization: Solitary or patch (6–50)
Challenge Rating:
Alignment: Usually neutral good
Advancement: 11–19 HD (Huge), 20–26 HD (Gargantuan)
Level Adjustment: –

Combat
Perindents are not bellicose, neither particularly disposed, nor truly able to seek out foes to fight, given their limited mobility. Should the need arise, on the other hand, they will defend themselves and the birds perching upon them with valour and quick flurries of swinging branches.

Repel Dragons (Su)
Perindents are surrounded by an invisible field of power at all times that keeps dragons at bay. A creature of the Dragon type that would approach a perindent must succeed on a DC 22 Will save. On a failure, the dragon cannot get any closer than 20 feet to the plant. The save DC is Wisdom-based.

Turn Dragons (Su)
A perindent can turn creatures of the Dragon type as a good cleric turns undead. A perindent can use this ability a number of times per day equal to the number of its hit dice. The turning check and turning damage are Wisdom-based.

Skills
Perindents receive a +4 racial bonus on Intimidate checks made against creatures of the Dragon type.

(Also, yes. They have a 0 ft. speed rather than no speed so that effects that accelerate movement can LET THEM WALK. (They called me MAD! (They were probably RIGHT!)))

Beni-Kujaku
2023-06-27, 04:22 PM
Nice creations all around!

Martikhoras: That is a big boy. Bigger than you give it credit for, I feel. Having all spells from the Fire domain means that it will be surrounded by Huge and Greater elementals 20 hours per day, it has extreme damage potency, high speed, pounce, and especially an absurd AC (even its touch AC isn't that bad, especially combined with desert mirage) which, combined with its ridiculously high saves, makes me question where to even start (I mean, it fits in a forcecage, but it will just spam summons and/or spike volleys). It's not as strong as a Phaethon, but it could definitely compete. I'd say something between CR 27 and 30 would be better, probably 28, or 29 if you increase its SR to actually interesting levels (SR ~40). Also, why is the spike attack melee? Shouldn't it be 6 ranged spikes, like regular manticores? If the belly is an extradimensional space, how can you deal damage to it? It would be fun to only allow damage to affect the stomach as if it were incorporeal.

Arimasps: Nothing much to say, they're slightly underpowered, but the permanent class skills and trapfinding are interesting. Could be cool to know where they live (underdark, I suppose?), and if they're natives from there, or bred by yuan-tis, or changelings who ventured into the underdark and lost their transformative abilities, as disguises aren't that important in the dark?

Ourogriff: Like an hippogriff, but instead of a horse, you have... a tail? What? Why is it called Ourogriff instead of liongriff? Anyway, it's... Surprisingly bland. "Pouncing felines" is nothing new. The SLAs probably won't come up, and otherwise it's basically a spell-less androsphynx. Is that why ot has such a high Wisdom? As a remainder of cleric spellcasting that it used to have? Maybe knowing more about what it guards, even if we don't know who put it here, who give it a bit more depths. That or expanding on the "mate" thing, making it wholesome and sad when the PCs inevitably kill them both.

Perindent: Again with the high Wisdom, and this one doesn't even need it for Will saves, it's immune to mind-affecting. When creating a creature like that, one of the question is always "Will the PCs care about its abilities, why would the PCs care". And the fact that a tree despises dragons is pretty inconsequential. It's a weird world-building, but once again, we do not know why, so there's no way to fix it, and the quest it may give being just "get these dragons out my property" isn't great either. I don't know, it doesn't appeal to me either mechqnically (no wide-use ability, 5 slaps) or lore-wise...

Also, the shrieker fungus also has 0 ft movement speed, so there's precedent!

Metastachydium
2023-06-28, 03:08 PM
Nice creations all around!

Thank you, and an extra big thank you for the commentary!


Martikhoras: That is a big boy. Bigger than you give it credit for, I feel. Having all spells from the Fire domain means that it will be surrounded by Huge and Greater elementals 20 hours per day, it has extreme damage potency, high speed, pounce, and especially an absurd AC (even its touch AC isn't that bad, especially combined with desert mirage) which, combined with its ridiculously high saves, makes me question where to even start (I mean, it fits in a forcecage, but it will just spam summons and/or spike volleys). It's not as strong as a Phaethon, but it could definitely compete. I'd say something between CR 27 and 30 would be better, probably 28, or 29 if you increase its SR to actually interesting levels (SR ~40).

Not unlike most everyone on this miserable planet, WotC included, I'm… Kind of bad at assigning CR to epic ****. I'm all convinced, by you, though, and I'll take it up to 28.


Also, why is the spike attack melee? Shouldn't it be 6 ranged spikes, like regular manticores?


This is a phenomenon that sociolinguistics calls perseveration: I accidentally repeated a word for the simple reason that I used it shortly before. Will fix that, thanks!


If the belly is an extradimensional space, how can you deal damage to it? It would be fun to only allow damage to affect the stomach as if it were incorporeal.

The original idea was that it's like a bag of holding or portable hole and one can puncture it, but that makes weird things happen. I dropped that as probably too much, but left in the easiest explanation of why it has a bigger volume than it should have any right to, figuring openings just create portals back onto whatever plane the big M. is at, but I get that it's a tad inelegant. Should I clarify/modify?


Arimasps: Nothing much to say, they're slightly underpowered, but the permanent class skills and trapfinding are interesting. Could be cool to know where they live (underdark, I suppose?), and if they're natives from there, or bred by yuan-tis, or changelings who ventured into the underdark and lost their transformative abilities, as disguises aren't that important in the dark?

They are surface-dwelling, but highly specialized spelunkers, probably developed from human stock through quasi-natural adaptation. Their mythical originals live up in the frozen north; I figure these have the same deal and originally began exploring downwards for
a. the constant temperature; and
b. the relative scarcity of aboveground resources.


Ourogriff: Like an hippogriff, but instead of a horse, you have... a tail? What? Why is it called Ourogriff instead of liongriff?

Two reasons:
1. the griffon already fills the "it's an eagle, but also a lion" niche; and
2. [VERY smugly.] that would be leontogriff anyhow, because Greek.

The name comes from ουρος ('guard, guardian'), by the way (even though they do have tails as well).


Anyway, it's... Surprisingly bland. "Pouncing felines" is nothing new. The SLAs probably won't come up, and otherwise it's basically a spell-less androsphynx. Is that why ot has such a high Wisdom? As a remainder of cleric spellcasting that it used to have?

Not really. I derived it from the griffon, mechanically. High WIS is something it needs mostly for the awareness angle, to further bolster the mostly WIS-based Favoured Enemy skills ("so suspicious of Humanoids it can Favour the whole type" is supposed to be, perhaps, its signature shtick anyhow). And while the at-will SLAs are just thematically fitting dressing indeed, I figured Hold Monster and a bit of Telekinesis remote controlling with good DCs does have its uses.


Maybe knowing more about what it guards, even if we don't know who put it here, who give it a bit more depths.

Oh! I (and for I, kindly substitute Monsieur Flaubert, if you will) can answer that! Behold:
" the master of deep splendours. [It] know[s] the secrets of the tombs wherein the Kings of old do slumber.

"A chain, issuing from the wall, maintains their heads upright. Near them, in basins of porphyry, the women they loved float upon the surfaces of black liquids. Their treasures are all arrayed in halls, in lozenge-shaped designs, in little heaps, in pyramids;—and down below, far below the tombs, and to be reached only after long travelling through stifling darkness, there are rivers of gold bordered by forests of diamonds, there are fields of carbuncles and lakes of mercury." (transl. by L. Hearn)

In a D&D context, the latter bit is likely, in fact, on the other side of some Underdark portal to the Inner Planes, likely Earth or Mineral, but the Griff has no way to tell that (lacking the Knowledge (the planes) training and all that).


That or expanding on the "mate" thing, making it wholesome and sad when the PCs inevitably kill them both.

Hm. Good thinking!


Perindent: Again with the high Wisdom, and this one doesn't even need it for Will saves, it's immune to mind-affecting.

Repel Dragons is WIS-based, and on second thought, I should have explicitly made Turn Dragons WIS-based as well. I'll most likely will, too, so thanks again!


When creating a creature like that, one of the question is always "Will the PCs care about its abilities, why would the PCs care". And the fact that a tree despises dragons is pretty inconsequential. It's a weird world-building, but once again, we do not know why, so there's no way to fix it, and the quest it may give being just "get these dragons out my property" isn't great either.

I'll openly admit I make… Questionable decisions on that front, deliberately and for the heck of it. You should see my Celestial Stag (a joke in its natural habitat, [I]a freaking one-shot weapon of mass destruction out of it for no good reason other than that it does the same in the source material I used, and I'm CRAZY)! So… I mostly just saw the Peridexion (aka Perindens, a name I lazily anglicized) in the Physiologus and I was like, "this is a shrub that feeds and protects birdies; I want to do stats for it!"

Still, it would be remiss for me not to mention that I'm currently in a RHoD campaign, and I just found the idea of a party hiring shrubs to help defeat an Evil draconic invasion too funny to pass up.


I don't know, it doesn't appeal to me either mechqnically (no wide-use ability, 5 slaps) or lore-wise...

I'll be honest and open: my stuff is lean on lore for a reason. Sometimes (read: all too often) I look at official lore on official creatures and my reaction ranges from "yeah, sure" through "dude, cringe" to "where's this developer I want to strangle them". I liked the idea of the Skum a lot more before I learned they are a slave race bred from other slave races to do slave race muscle slave work for giant seas slugs, for instance; the whole "they are Abyss-dwelling murderers for the fun of murder because reasons" thing for Abrians is really wanton and stupid; everything I've ever read about the Drow just makes me want to see the whole subrace fall over and die; and what they did to the Kenkus… I mean, "they are criminal scum incapable of forming a cohesive society of their own so they parasitize other societies, but somehow they still have a racial language"? That's what they went for a cute birdy race? Just **** you, WotC.

I don't want to make the same mistake, you know? Accordingly, while I'm developing a setting of my own as we speak where my word is Truth and Truth is my word, I'm wary of going into too much detail on things outside that.


Also, the shrieker fungus also has 0 ft movement speed, so there's precedent!

Best. Stealth Insult. I ever received! Well done!

Tzardok
2023-06-28, 03:58 PM
You'd propably like the kenku of 2e (honorable trickster type birdmen living in clans and having a penchant for illusion) a lot more. afroakuma once theorized that the shift from those kenku to 3.x' stunted kenku may be the result of Vecna's meddling during Die, Vecna, Die! and that the kenku's god (Quorrlin, a god of retribution who actually never liked being responsible for a whole race) is missing them and angry about it and so started a crussade to steal them back.

Hmm.. maybe I should convert the 2e kenku... on the other hand, the Rokugan kenku are probably good enough to fill the role...

Metastachydium
2023-06-28, 04:03 PM
You'd propably like the kenku of 2e (honorable trickster type birdmen living in clans and having a penchant for illusion) a lot more. afroakuma once theorized that the shift from those kenku to 3.x' stunted kenku may be the result of Vecna's meddling during Die, Vecna, Die!

[With righteous fury.] DIE, VECNA, DIE!!


and that the kenku's god (Quorrlin, a god of retribution who actually never liked being responsible for a whole race) is missing them and angry about it and so started a crussade to steal them back.

Awwww.


Hmm.. maybe I should convert the 2e kenku... on the other hand, the Rokugan kenku are probably good enough to fill the role...

Mechanically, I like them a lot, actually! They aren't strong, no (for which we have the OA Tengu, so no biggie), but they have very crowlike abilities, what with the guile, the good cooperation and the mimicry thing. It's the fluff I have considerable difficulty finding an excuse (let alone a good excuse) for.

EDIT: Still, the more BIRDIES, the merrier! If you'd like to convert one, I'm the last person who'd try to stop you.

Metastachydium
2023-07-04, 09:35 AM
Quick and dirty creepy update while I'm here. From below the waves, forth bursts the

Limnic
Limnics are thick, but entirely transparent clouds of almost unthinkably small elemental beings. Although the naked eye cannot usually tell empty air apart from a limnic, there is a crucial difference between the two: limnics are unbreathable and any that get trapped within one will die unless they manage to escape.

Size/Type: Fine Elemental [Air, Swarm]
Hit Dice: 14d8+28 (91 hp)
Initiative: +4
Speed: Fly 20 feet (perfect), swim 20 feet
Armor Class: 24 (+8 size, +4 Dex, +2 deflection), touch 24, flat-footed 20
Base Attack/Grapple: +10/–
Attack: Swarm (3d6 nonlethal plus smother)
Full Attack: Swarm (3d6 nonlethal plus smother)
Space/Reach: 10 ft./0 ft.
Special Attacks: Smother
Special Qualities: Coagulation, darkvision 60 ft., elemental traits, immune to weapon damage, acid and fire, invisible, swarm traits, vulnerability to sonic
Saves: Fort +6, Ref +13, Will +6
Abilities: Str –, Dex 18, Con 14, Int –, Wis 14, Cha 7
Skills: –
Feats: –
Environment: Warm aquatic
Organization: Solitary, cloud (4–40) or cover (100–1400)
Challenge Rating: 10
Alignment: Always neutral
Advancement: –
Level Adjustment: –

Combat
Limnics employ little in the way of strategy. They emerge from the water and simply descend upon opponents, choking to death those that cannot or will not flee.

Coagulation (Ex)
Whenever a limnic takes at least 10 points of cold damage, some of it coagulates into a cloud of dry, white, crystalline particles. Whenever this happens, the limnic so affected loses its invisibility and its maneuverability drops to average for 1d10 rounds or until it takes at least 10 points of fire damage.

Invisible (Ex)
Each fine creature that enters into a limnic's composition is not only almost imperceptibly minuscule, but also colourless and gaseous in nature, rendering the swarm virtually invisible. Not even see invisibility or similar spells can reveal a limnic's exact location.

Smother (Ex)
Any creatures that needs to breathe must hold its breath or begin to suffocate for as long as it shares its space with a limnic. This ability effectively replaces the Distraction special attack of other swarms.

Metastachydium
2023-07-12, 10:18 AM
Have some snail things for now. Next time, I'll fire up something, well, kind of odd and then slow [looks down, chuckles] down to rebuffer and stuff. Anyway, snails:

Eliga
Though they have a dislike for the term, given their eyestalks, soft, boneless, legless bodies, a yellowish brown or gray in colour and their elegantly coiled shells, snailfolk describes eligas quite well. Eligas are slow, meticulous and unobtrusive; outside mating, they rarely even bother their own kind with their presence.

Eligas speak their own language called Selat and Common.

Size/Type: Medium Aberration
Hit Dice: 2d8+2 (11 hp)
Initiative: -1
Speed: 10 feet (2 squares)
Armor Class: 14 (-1 Dex, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +1/+0
Attack: Sickle +0 melee (1d6)
Full Attack: Sickle +0 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., ease of climbing, trail, vulnerability to fire and desiccation, wide vision
Saves: Fort +1, Ref -1, Will +3
Abilities: Str 9, Dex 8, Con 12, Int 11, Wis 11, Cha 10
Skills: Hide +4, Move Silently +6, Spot +2, Survival +2
Feats: Stealthy
Environment: Temperate or warm hills
Organization: Solitary
Challenge Rating: 1
Alignment: Often neutral
Advancement: By character class
Level Adjustment: +0

Combat
Eligas are no warriors, but when it comes to fight or flight, the latter is rarely a viable path for them, unless terrain they can traverse and their foes cannot. Therefore, they usually choose to fight, albeit quite defensively, trying to outlast their opponents.

Ease of Climbing (Ex)
Due to the sticky slime it secretes, an eliga can climb virtually any surface, no matter the angle and how smooth or rough it is. Eligas climb at their full land speed and need not make Climb checks. Eligas are not slowed by ditches, walls or rubble.

Trail (Ex)
The mucus that aids an eliga's movement comes with certain drawbacks, chief of which is that it stays behind as an easily spotted sign of its passage. Due to this trail, Survival checks made to track an eliga receive a +4 circumstance bonus that decreases by 1 point for each passing day or every 2 hours of rain.

Wide Vision (Ex)
Its shell is not the only defense an eliga possesses. Since its eyes sit on top of long stalks it can freely twist and raise or lower, it cannot be flanked and it receives a +2 racial bonus on Spot checks.




And let's add to that their big guy buddies, the

Ghadarga
Rotund and heavy, ghadargas, or at least what is visible of them, seem to consist for the most part of a pair of bulky, tough brown shells, one roughly spherical, the other, the thicker outer bit, domed. Five holes on the former let the four short but muscular legs and the snubbed head with its hornlike antennae and overlarge, round, peaceful brown eyes emerge from underneath.

Though a fully domesticated ghadarga is rare, eligas will sometimes climb upon their backs and have themselves carried. Ghadargas rarely mind this, as they learned to see an added layer of defense, rather than a potential threat in these opportunistic riders.

Size/Type: Large Aberration
Hit Dice: 5d8+40 (62 hp)
Initiative: -2
Speed: 30 feet (6 squares)
Armor Class: 25 (-1 size, -2 Dex, +18 natural), touch 7, flat-footed 25
Base Attack/Grapple: +3/+12
Attack: Headbutt +7 melee (1d8+5) or shell bash +7 melee (2d8+7)
Full Attack: Headbutt +7 melee (1d6+5) and 2 foreclaws +2 melee (1d4+2) or shell bash +7 melee (2d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Bulk
Special Qualities: Blindsense 20 ft., darkvision 60 ft., DR 5/piercing, pull back
Saves: Fort +1, Ref -1, Will +3
Abilities: Str 21, Dex 6, Con 25, Int 2, Wis 11, Cha 8
Skills: Climb +8, Spot +2, Survival +4, Swim +6
Feats: Alertness, Improved Toughness
Environment: Temperate or warm hills
Organization: Solitary
Challenge Rating: 5
Alignment: Always neutral
Advancement: 6–10 HD (Large)
Level Adjustment: –

Combat
Ghadargas are usually tame and even docile, but if they do feel threatened or are scared, they will lash out with blind desperation at perceived foes, using, first and foremost, their massive shell to bludgeon and shove around opponents. Retreating into the safety of their shells is generally a last resort.

Bulk (Ex)
A ghadarga's outer shell is broad and heavy; such is its breadth and weight, in fact, that when it is used to push an opponent back or out of the creature's way, it makes fighting back quite difficult. When making a bull rush or overrun attempt, a ghadarga may choose to turn around as a swift action and move backwards. Its land speed then decreases to 20 feet, but the attempt provokes no attack of opportunity and the ghadarga receives a +4 circumstance bonus on the opposed check that follows.

Pull Back (Ex)
As a move action that doesn't provoke attacks of opportunity, a ghadarga can pull its head and limbs back into its inner shell and move its outer shell forward onto the latter. A ghadarga hiding under its outer shell cannot move and loses the benefit of its blindsense ability, but its natural armour bonus to AC increases by 6 and the value of its damage reduction doubles.

Metastachydium
2023-07-17, 11:35 AM
So, mondays. Ever feel like you want to whip the people around you into this weird frenzy where they all start engaging in needlessly brutal, bloody and uncivilized riots? There's no shame in that, you see; so does the

Grib
The grib looks like an unremarkable human man of average height with short, sparse reddish hair and a beard. The resemblance is only skin deep, nevertheless: the boneless body of the grib consists of nothing but a uniform, spongy, wet, cold mass held together by its case of leathery texture. The air feels thicks and smells of freshly disturbed soil around the creature and usually a fawning crowd of followers swarm about it.

As dangerous as it is disquieting, the grib has plans. Plans to shake the world – and change it forever.

The grib speaks Common.

Size/Type: Medium Aberration [Earth]
Hit Dice: 17d8-17 (59 hp)
Initiative: +5
Speed: 30 feet (6 squares)
Armor Class: 33 (+1 Dex, +8 +4 chain shirt, +14 deflection), touch 25, flat-footed 32
Base Attack/Grapple: +12/+10
Attack: +3 quarterstaff +14 melee (1d6+2)
Full Attack: +3 quarterstaff +14/+9/+4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disappear, spore cloud
Special Qualities: Darkvision 60 ft., tremorsense 120 ft., uncanny grace
Saves: Fort +18, Ref +20, Will +23
Abilities: Str 7, Dex 13, Con 8, Int 11, Wis 8, Cha 38
Skills: Bluff +24, Disguise +22, Intimidate +26, Knowledge (local) +8, Perform (oratory) +22
Feats: Ability Focus (Disappear), Ability Focus (Spore Cloud), Dodge, Improved Initiative, Mobility, Persuasive
Environment: Any
Organization: Solitary or mob (the grib and one or more followers)
Challenge Rating: 17
Alignment: Always chaotic evil
Advancement: –
Level Adjustment: –

Combat
The grib doesn't fight. The grib has fanatics to fight for it, and the ability to make that crowd swell.

Disappear (Su)
Once per week as a full-round action, the grib can erase a being it is familiar with from existence. The target of this ability must succeed on a DC 34 Fortitude save or vanish without a trace, alongside all written mentions and pictorial representations of it that are found on the same plane. Creatures other than the one disappeared retain all their memories of it, but the disappeared being itself cannot be retrieved in any way short of a miracle spell. The save DC is Charisma-based.

Spore Cloud (Su)
A cloud of invisible spores exudes from and hangs in the air about the grib at all times. Any creature that gets within 40 feet of it must succeed on a DC 34 Will save each minute it remains exposed or its attitude towards the grib changes to fanatical. Affected creatures, furthermore, are always automatically hostile towards anyone openly displaying a religious symbol or heraldry, as well as anyone they see handling gold. Other than death, only a heal or miracle spell can undo this effect; a remove disease spell or any equivalent ability can, however, suppress it for 1d4 minutes. This is a mind-affecting effect. The save DC is Charisma-based.

Uncanny Grace (Su)
The grib adds its Charisma modifier as a deflection bonus to AC and as a competence bonus on all saves. Attempts to use the Diplomacy or Intimidate skills on the Grib automatically fail.




What? I did kind of imply it's going to be stupid last week. Speaking of which, teasers: next time, we'll have some giants or an ooze, and after that, a planty almost as creepy as the yellow creeper (unless I fail at making it creepy; then it won't be creepy).

Metastachydium
2023-07-24, 06:14 AM
O-kay. So, recently, I realized we are on a forum called Giant in the Playground, and yet, the only Giant I ever made is a revision of preexisting stuff from MM2 and as such, not even in this thread. This shall now be remedied with a double update (and with the Boring Cone standing by for the time being, essentially ready). Now,

Rift Giant
The denizens of long, thin rocky valleys up in the mountains, rift giants are tall, thin, sinewy beings, almost to the point of looking sickly. Their spidery arms hang well below their knees; in contrast, their legs seem disproportianetly short. Regardless of sex, they are invariably bald, but usually sport long, gray-brown beards. Though not particularly hostile unless provoked, they don't like strangers or, for that matter, company.

Rift giants speak Giant and sometimes Orc.

Size/Type: Huge Giant
Hit Dice: 8d8+32 (68 hp)
Initiative: +1
Speed: 30 feet (6 squares), climb 30 feet
Armor Class: 15 (-2 size, +1 Dex, +2 leather armour, +4 natural), touch 9, flat-footed 14
Base Attack/Grapple: +6/+20
Attack: Heavy pick +10 melee (2d6+9, ×4) or dart +10 ranged (1d8+6)
Full Attack: Heavy pick +10/+5 melee (2d6+9, ×4) or dart +10/+5 ranged (1d8+6)
Space/Reach: 15 ft./20 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., long-arm, low-light vision, slight build,
Saves: Fort +10, Ref +5, Will +4
Abilities: Str 23, Dex 13, Con 18, Int 9, Wis 14, Cha 8
Skills: Climb +14, Hide +5, Move Silently +4, Spot +4, Survival +4
Feats: Brutal Throw, Lightning Reflexes, Stealthy
Environment: Any mountains
Organization: Solitary
Challenge Rating:
Alignment: Often neutral
Advancement: By character class Favoured Class: Ranger
Level Adjustment: +4

Combat
Rift giants are patient hunters that rely on their surprisingly good stealth and the advantages the terrain they inhabit offers. Still, once combat is joined, they prefer to fight hand-to-hand rather than from afar, making good use of their far-reaching arms.

Long-Arm (Ex)
The arms of a rift giant are as long and thin as its body is, overall. A rift giant's reach is 5 feet longer than usual for a creature of its size.

Slight Build (Ex)
The physical stature of rift giants lets them function in many ways as if they were one size category smaller. Whenever a rift giant is subject to a size modifier or special size modifier for an opposed check (such as Hide), the rift giant is treated as one size smaller if doing so is advantageous to it. A rift giant is also considered to be one size smaller when squeezing through a restrictive space. A rift giant can use weapons designed for a creature one size smaller without penalty. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Skills
A rift giant has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.




Brownwater Giant
Usually over a good twenty-four feet tall, broad-shouldered, long-legged, thick-skinned brownwater giants prowl swamps and shallow coastal waters, content with their lot and ready to let be any that will leave them alone. Any who will not is generally quick to learn that while slow to anger, these expert hunters are as tough as their mud brown hide.

Brownwater giants speak Giant and Aquan.

Size/Type: Huge Giant
Hit Dice: 11d8+44 (93 hp)
Initiative: -1
Speed: 30 feet (6 squares) in hide armour; base speed 40 feet
Armor Class: 22 (-2 size, -1 Dex, +3 hide armour, +12 natural), touch 7, flat-footed 22
Base Attack/Grapple: +8/+26
Attack: Spear +17 melee (2d6+15, ×3) or spear +8 ranged (2d6+15, ×3)
Full Attack: Spear +17/+12 melee (2d6+15, ×3) or spear +8/+3 ranged (2d6+15, ×3)
Space/Reach: 15 ft./15 ft.
Special Attacks: –
Special Qualities: Blindsense 15 ft., darkvision 60 ft., hold breath, low-light vision, wading
Saves: Fort +12, Ref +2, Will +6
Abilities: Str 30, Dex 8, Con 19, Int 11, Wis 17, Cha 8
Skills: Hide -7, Jump +11, Listen +5, Move Silently +5, Spot +5, Survival +11, Swim +11
Feats: Alertness, Athletic, Power Attack, Weapon Focus (spear)
Environment: Temperate and warm swamps
Organization: Solitary, pair or party (4–9)
Challenge Rating:
Alignment: Often neutral
Advancement: By character class
Level Adjustment: –

Combat
Besides its strength, the greatest assets of a brownater giant are its familiarity with the swamps and the ease with which it can traverse them. The giants know that much and will stay in the water if at all possible. Very defensive overall, they rarely bother to pursue a fleeing foe and reluctant to engage any who does not enter their realm anyhow

Blindsense (Ex)
A brownwater giant does not need to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature, and both the giant and the creature are within the same body of water. Any opponent the giant cannot see still has total concealment against the giant, and it still has the normal miss chance when attacking foes that have concealment.

Hold Breath (Ex)
A brownwater giant can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Wading (Ex)
Brownwater giants do not treat water or mud (including shallow and deep bogs) no deeper than 10 feet as difficult terrain.

Metastachydium
2023-07-31, 04:09 PM
Aand… Creepy planty time! (Although it's not even a creeper.) Meet and greet the

Skogsro
Uncompromising protectors of the forests, the skogsro are terrifying entities that lurk among the trees, always waiting. Their true form is bipedal and vaguely feminine, with barklike skin, six fingers or toes on feet and hands and a mane of stiff, hard branches with narrow, grey-green leaves for hair. Their torso is hollow with a large, gaping opening on their backs, from which a tail (in fact, a long, slender but powerful prehensile vine) seems to hang all the way to the ground. Nevertheless, they rarely show themselves as such: when not masquerading as trees, they disguise themselves as petite human women, usually clad in a long, loose dress with a cloak and a headsquare or hood covering their hair. Under this guise, they lure perceived enemies of the woods (such as loggers, farmers or hunters – but they are known to bear a grudge against nymphs and satyrs as well, perhaps for the frequent consorting of these beings with various humanoids) into the thickets. Those that follow them are rarely seen again.

Most skogsro speak Common and Sylvan, but they are known to learn other languages spoken nearby to aid their hunting.

Size/Type: Medium Plant
Hit Dice: 8d8+16 (52 hp)
Initiative: +3
Speed: 30 feet (6 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +6/+14
Attack: Slam +10 melee (1d6+4) or tailvine +10 melee (1d8+4 and hollow grab)
Full Attack: 2 slams +10 melee (1d6+4) or tailvine +10 melee (1d8+4 and hollow grab)
Space/Reach: 5 ft./5 ft.
Special Attacks: Consume foe, deceptive assault, hollow grab
Special Qualities: Low-light vision, plant traits, regeneration 8, spell-like abilities
Saves: Fort +8, Ref +5, Will +4
Abilities: Str 18, Dex 16, Con 14, Int 11, Wis 15, Cha 19
Skills: Bluff +10, Disguise +14, Hide +8, Knowledge (local, nature) +1, Listen +2, Move Silently +3, Spot +2, Survival +4
Feats: Ability Focus (Consume Foe), Improved GrappleB, Skill Focus (Disguise)
Environment: Cold forests
Organization: Solitary
Challenge Rating: 9
Alignment: Always neutral
Advancement: 9–18 HD (Medium)
Level Adjustment: –

Combat
Skogsro will usually avoid fighting groups, using stealth and subterfuge to pick off and devour opponents one by one. Should they fail, they retreat and hide to wait for a better opportunity – or easier prey.

Consume Foe (Su)
As long as the skogsro's hold is maintained, an opponent pulled into the hollow on the creature's back must succeed on a DC 24 Fortitude save or have the hollow close over it and be consumed entirely within the round. Items worn or carried by such a victim fall to the ground on a square adjacent to the skogsro at the beginning of the following round, when the hollow opens up again. No method short of a Miracle or True Resurrection spell can restore a creature so consumed to life. The save DC is Charisma-based and includes a +4 racial bonus.

Deceptive Assault (Ex)
The skogsro are veritable masters of turning against their prey the exact moment it was lulled into a false sense of security. Against a flat-footed foe, the deceptive skogsro can add its Charisma modifier to grapple checks.

Hollow Grab (Ex)
If the skogsro succesfully hits a Medium or smaller opponent with its tailvine, it can immediately thereafter start a grapple as a free action. If it manages to establish a hold, it may, as a free action, pull its foe into the hollow on its back and attempt to consume it.

Regeneration (Su)
Fire and silvered weapons deal normal damage to the skogsro.

Spell-Like Abilities
At-will: disguise self, obscuring mist, tree shape. Caster level 8th.

Bhu
2023-07-31, 11:19 PM
I need to peek in here more often :)


Good to see someone doing up the rarer mythical critters.

Metastachydium
2023-08-01, 12:47 PM
I need to peek in here more often :)


Good to see someone doing up the rarer mythical critters.

Hey, thanks! And you know you're always welcome to peek.

Metastachydium
2023-08-07, 11:21 AM
A quick and dirty, earth-y update, coming up. I'll make it double.

Boring Cone
Conical masses of lusterless, gray or brown-gray slime the size of a fat badger, boring cones are underground predators drilling through rock tirelessly in search of a good spot to ambush prey. In solid, igneous rocks, they are known to sometimes leave behind peculiar tunnels of a strikingly round cross-section.

Size/Type: Small Ooze [Earth]
Hit Dice: 4d10+12 (34 hp)
Initiative: -3
Speed: 10 feet (2 squares), burrow 20 feet
Armor Class: 11 (+1 size, -3 Dex, +3 natural), touch 8, flat-footed 11
Base Attack/Grapple: +3/-1
Attack: Acid spear +4 melee (1+1d4 acid)
Full Attack: Acid spear +4 melee (1+1d4 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spear, rapid digestion
Special Qualities: Blindsight 10 ft., DR 4/piercing or slashing, ooze traits, stonesense
Saves: Fort +4, Ref -2, Will +3
Abilities: Str 10, Dex 5, Con 17, Int –, Wis 14, Cha 2
Skills: –
Feats: –
Environment: Underground
Organization: Solitary
Challenge Rating: 3
Alignment: Always neutral
Advancement: 5–7 HD (Small), 8–11 HD (Medium)
Level Adjustment: –

Combat
Boring cones wait in ambush with only their tips sticking out of the walls of the caverns they inhabit, so that they can locate prey with their blindsight. Upon sensing movement within reach, they attack immediately.

Acid Spear (Ex)
Boring cones attack by way of extending the pointed tip of their body towards prospective victims. This attack deals piercing damage, as well as 1d4 points of additional acid damage. The acid of a boring cone only dissolves stone and flesh.

Rapid Digestion (Ex)
A boring cone breaks down and processes the flesh it consumes remarkably fast. Whenever the creature deals acid damage to an opponent, it regains an equal amount of hit points. A boring cone can never acquire more hit points than its initial maximum amount through the use of this ability.

Stonesense (Ex)
Just as a dwarf can tell its distance from the surface, so can a boring cone determine the direction of the closest open space and its distance from the creature's tip when it burrows through stone.




Magnetis
A clumsy, shapeless heap of silvery metal with thick arms and legs, the magnetis is commonly considered a variant of the more commonly seen earth elemental. Whatever the truth, the two creatures are indeed vrey much alike in size and temperament, although the magnetis is lighter of body and somewhat quicker of mind.

Magnetids speak Terran.

Size/Type: Large Elemental [Earth]
Hit Dice: 6d8+24 (51 hp)
Initiative: -1
Speed: 30 feet (6 squares)
Armor Class: 14 (-1 size, -1 Dex, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +4/+13
Attack: Slam +8 melee (2d4+5)
Full Attack: 2 slams +8 melee (2d4+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Whitefire
Special Qualities: Darkvision 60 ft., elemental traits, trap weapon
Saves: Fort +9, Ref +1, Will +1
Abilities: Str 21, Dex 8, Con 19, Int 10, Wis 9, Cha 12
Skills: Climb +10, Listen +5, Search +5, Spot +5
Feats: Alertness, Cleave, Power Attack
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 4
Alignment: Usually neutral
Advancement: 7–11 HD (Large), 12–15 HD (Huge)
Level Adjustment: –

Combat
A magnetis is slow to anger, but once it is provoked into fighting, it never stops swinging its clublike arms until it sees its foes fleeing or dead. While not a terribly subtle fighter, it recognizes the advantages its soft body provides and attacks opponents with slashing weapons in preference to other melee threats.

Trap Weapon (Ex)
The metallic body of a magnetis is far more malleable than it looks. Whenever the wielder of a bludgeoning or piercing weapon deals at least 10 points of damage to a magnetis, such an opponent must succeed on a DC 17 Strength check or the weapon used gets stuck. The same Strength check can thereafter be attempted once each round as a standard action. The DC is Constitution-based.

Whitefire (Ex)
The substance magnetids are composed of is flammable. Whenever a magnetis suffers 5 points of fire damage or more, a portion of it combusts, emitting an incredibly bright, white flash. Opponents that can see the magnetis must then succeed on a DC 17 Fortitude saving throw or be blinded for 1d6 rounds; a success indicates that the opponent is merely dazzled for the same duration. The save DC is Constitution-based.




In the next installment, we'll go fully extraplanar! As always, don't hesitate to drop questions, comments and "the reason you suck" speeches right here!

Bhu
2023-08-12, 06:50 PM
When I firs saw the name Boring Cone, I immediately thought of a small critter that dulled people into defenselessness with boring lectures.

Metastachydium
2023-08-13, 11:30 AM
When I firs saw the name Boring Cone, I immediately thought of a small critter that dulled people into defenselessness with boring lectures.

Heh. That's the Bore of Calydon, actually, a few posts further up on the same page (well, except for the poart with small; it's rather obese).

Metastachydium
2023-08-14, 12:51 PM
So, as foreshadowed, Outsiders! And not only that: EXEMPLARS! (Well, one exemplar and a non-Baatexu Devil, if you want to be a snob about it, but the former is a BIRDY.) So,

Mowing Devil
About 5 feet tall, mowing devils are hairless creatures of a broadly humanoid shape with a thick, wrinkled black-gray hide.A faint, yellow light burns at the bottom of their eyeholes. They move about hunched, carrying a wickedly sharp scythe that seems altogether too large for them to handle properly.

At night, they appear at fields of crops not yet ripe for harvest and mow oblong geometric shapes into them. It is said that they are drawn to people that speak with blasphemous arrogance and that their work is an ill omen, a sign of the nether realms' attention.

Mowing devils speak Common and Infernal, but rarely talk to mortals.

Size/Type: Medium Outsider [Evil, Extraplanar, Lawful]
Hit Dice: 4d8+16 (34 hp)
Initiative: +2
Speed: 40 feet (8 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+8
Attack: +1 keen scythe +10 melee (2d4+7, 19–20/×4)
Full Attack: +1 keen scythe +10 melee (2d4+7, 19–20/×4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Brimstone terror, reap
Special Qualities: Darkvision 120 ft., DR 8/silver and good, immunity to fire and poison
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 18, Dex 14, Con 18, Int 11, Wis 15, Cha 11
Skills: Appraise +7, Craft +7, Intimidate +7, Knowledge (local, nature, the planes) +7, Listen +9, Move Silently +9
Feats: Ability Focus (Brimstone Terror), Weapon Focus (scythe)
Environment: A lawful evil-aligned plane
Organization: Solitary
Challenge Rating: 3
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: –

Combat
Mowing devils care little for combat, but disturbing their work infuriates them easily. Unless their opponents carry ranged weapons powerful enough to have them worried, they tend to let those not paralyzed with their fear come to them and only pick off cowering creatures once these are routing or felled.

Brimstone Terror (Su)
When a mowing devil works on the fields at night, it is surrounded by a glowing yellow-red haze and a strong stench of sulphur. Any creature that approaches within 80 feet of the devil to investigate its source must succeed on a DC 14 Will save each minute or cower for the same duration. Against such opponents, the devil's scythe deals an additional 1d8 points of fire. This is a mind-affecting fear effect. A mowing devil can suppress or reactivate it with a swift action. The save DC is Charisma-based.

Reap (Ex)
The mowing devil can lay low foes as easily as it mows down crops. As a full-round action, it can strike up to five opponents with a single swing of its scythe as long as these opponents are within its reach and adjacent to each other.




And enter the BIRD:

Ostrich Archon
The shock cavalry of the heavens, ostrich archons are magnificent celestial ratites. The plummage on their ovoid bodies is a rich, medium blue, whereas the soft, short fluff on their long necks and powerful arms ending in three-fingered hands a pleasantly subdued light gray. As steadfast champions of order and good, they ride ahead of the great hosts from above, breaking their flightless foes (especially those that hail from hostile planes) without fear and without compromise.

Size/Type: Large Outsider [Archon, Extraplanar, Good, Lawful]
Hit Dice: 9d8+18 ( hp)
Initiative: +7
Speed: 60 feet (12 squares)
Armor Class: 20 (-1 size, +4 chain shirt, +3 Dex, +4 natural), touch 12, flat-footed 17
Base Attack/Grapple: +9/+17
Attack: +2 lance +15 melee (2d6+8, ×3) or kick +13 melee (2d4+6)
Full Attack: +2 lance +15/+10 melee (2d6+8, ×3) and kick +8 melee (2d4+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Driving charge
Special Qualities: Aura of menace, darkvision 60 ft., DR 10/evil, even stride, immunity to electricity and petrification, low-light vision, magic circle against evil, spell-like abilities, teleport, tongues
Saves: Fort +8, Ref +9, Will +8
Abilities: Str 19, Dex 16, Con 15, Int 12, Wis 15, Cha 16
Skills: Balance +15, Concentration +14, Diplomacy +15, Jump +16, Knowledge (geography, the planes) +13, Listen +16, Spot +16, Swim +16
Feats: Alertness, Endurance, Improved Initiative, Run
Environment: A lawful good-aligned plane
Organization: Solitary, patrol (4–10 plus half as many riders and 2 lantern archons) or squadron (40–120 plus half as many riders and up to 10 lantern archons)
Challenge Rating: 8
Alignment: Always lawful good
Advancement: By character class
Level Adjustment: –

Combat
Ostrich archons might not be reckless, but nor are they subtle. They come upon their foes fast and in numbers, and only retreat when ordered to. Often enough, they carry riders aligned with the same cause that they serve who skirmish from their backs, augmenting their already fearful might even further.

Aura of Menace (Su)
Will DC 17 negates.

Driving Charge (Su)
A chaotic or evil outsider a charging ostrich archon succesfully hits suffers an additional 1d12 points of damage and is driven away from the plane of battle, as if affected by the dismissal spell of with a caster level equal to the ostrich archon's number of hit dice. The save DC is Charisma-based.

Even Stride (Ex)
Ostrich archons are creatures of law. They can move, regardless of the terrain, in a manner so smooth that any Medium or smaller creature they willingly carry on their backs can fight from there as if it had the Mounted Archery feat, even if it doesn't meet the feat's prerequisites.

Spell-Like Abilities
At-will: detect chaos, detect evil, longstrider. Caster level 9th.

Bhu
2023-08-19, 04:01 PM
So Hell is responsible for crop circles...that makes sense.

Metastachydium
2023-08-21, 08:16 AM
So Hell is responsible for crop circles...that makes sense.

The weirdest thing about it? It's based on actual folklore.




Meanwhile, we're moving from the planes to the plains, for a few plain little plainsdwelling designs. First, the

Iron Maggot
Iron maggots are massive millipedes, over 20 feet long. While they aren't truly metallic, the entire length of their cylindrical body is encased in rings of glossy, black armour plates that are almost as resilient as true steel. Feared and widely considered pests, they are, in fact, surprisingly innocuous and quite content to feed on already decaying matter.

Size/Type: Huge Vermin
Hit Dice: 10d8+77 (171 hp)
Initiative: +0
Speed: 50 feet (10 squares), burrow 20 feet, climb 40 feet
Armor Class: 22 (-2 size, +14), touch 8, flat-footed 22
Base Attack/Grapple: +7/+22
Attack: Bite +12 melee (2d8+10)
Full Attack: Bite +12 melee (2d8+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Miasmic glands
Special Qualities: Darkvision 60 ft., DR 10/bludgeoning, iron rings, tremorsense 20 ft., vermin traits
Saves: Fort +14, Ref +3, Will +3
Abilities: Str 24, Dex 11, Con 24, Int –, Wis 10, Cha 7
Skills: Climb +15
Feats: –
Environment: Temperate plains and underground
Organization: Solitary, pair or flood (10–40)
Challenge Rating: 6
Alignment: Always neutral
Advancement: 11–18 HD (Huge)
Level Adjustment: –

Combat
Iron maggots are not predatory. They only attack if they feel threatened, trying to drive off foes with their bite and stench. Being mindless, however, they are not very apt at telling true threats from passers-by; as such, they are to be approached with caution.

Iron Rings (Ex)
The rings that form an iron maggot's body are as smooth as they are hard. Piercing and slashing weapons have a 20% chance of harmlessly sliding off of the iron maggot's body.

Miasmic Glands (Ex)
When engaged in melee, the glands under the thick plates protecting the iron maggot begin to exude a thin gas with a horrible stench that seeps through the gaps between said plates. Any opponents within 5 feet of an iron maggot that activated this ability have to succeed on a DC 22 Fortitude save or become sickened. Those rendered sickened must retreat from the affected area or make another Fortitude save at the same DC in the following round to avoid becoming nauseated. The save DC is Constitution-based.

Skills
Iron Maggots have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.




And a quick DISCLAIMER for the second one: the temptation might be overwhelming, but maybe don't call it a frogre when it can hear you. Just a thought. With that in mind, behold the

Badragh
Of ogre stock, badraghs resemble their more common cousins in most respects, except for a number of key details, the most striking of these being their lack of hair (on scalp, face and body alike) as well as earlobes and the olive green tint of their skin that darkens to a dark greenish brown or green-black with age. Their noses are impossibly broad and flat and their legs slightly bent and strongly muscled.

Most badraghs nomadize in small groups, sticking close to the major lakes and watercourses in the summer to help keep themselves cool as needed. They are known to hibernate through harsher winters.

Badraghs speak Giant.

Size/Type: Large Giant
Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 40 feet (8 squares)
Armor Class: 15 (-1 size, -1 Dex, +2 masterwork cord armour, +3 masterwork extreme wooden shield, +2 natural), touch 8, flat-footed 15
Base Attack/Grapple: +3/+11
Attack: Stabaxe +6 melee (1d8+4, ×3) or shortspear +6 ranged (1d8+4)
Full Attack: Stabaxe +6 melee (1d8+4, ×3) or shortspear +6 ranged (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: –
Special Qualities: Great leap, low-light vision
Saves: Fort +6, Ref +2, Will +2
Abilities: Str 18, Dex 9, Con 15, Int 10, Wis 12, Cha 5
Skills: Jump +15, Swim +5
Feats: Acrobatic, Brutal Throw
Environment: Temperate hills and plains
Organization: Solitary, patrol (2–5) or clan (10–50, including 50% noncombatants)
Challenge Rating: 2
Alignment: Often neutral
Advancement: By character class
Level Adjustment: +2

Combat
Badraghs are not particularly aggressive, let alone territorial. If attacked, they will use their speed and skill at leaping far and with ease to face any pursuers at grounds as favourable as possible.

Great Leap (Ex)
Badraghs might be weaker of arm than other ogres, but they are, in turn, stronger of legs. Badraghs can make both long jumps and high jumps without the lack of a running start affecting the DC. A running start of 20 feet decreases the DC by a quarter (rounded down) and a running start of 40 feet halves it.

Skills
Badraghs receive a +5 racial bonus on Jump checks.

Tzardok
2023-08-21, 11:08 AM
Iron Maggot


For a second I thought you'd gotten The 13˝ Lives of Captain Bluebear for yourself, because there's an iron maggot too in there. But those are mountain dwellers.

Metastachydium
2023-08-21, 12:31 PM
For a second I thought you'd gotten The 13˝ Lives of Captain Bluebear for yourself,

I did, in fact! As well as Rumo, the Alchemaster and the first Dreaming Books one (all in English, sadly, since I'm not perfect and my German is even worse)! I'm yet to find the time to read them, but I'm definitely getting there!


because there's an iron maggot too in there. But those are mountain dwellers.

These are indeed unrelated, though. "Iron maggot" or "iron worm" is just a popular umbrella term for certain kinds of innocuous millipedes 'round where I live, and since the name sounds badass, I had to make them big.

Tzardok
2023-08-21, 01:36 PM
Huh. You learn something new every day.

Edit: you'll have to tell me wether the translations are any good.

Metastachydium
2023-08-21, 02:39 PM
Huh. You learn something new every day.

I mean, statistically speaking there is a probability, however small, that it will save your life someday!


Edit: you'll have to tell me wether the translations are any good.

Will try, but you'll understand that my inability to reliably measure it against the original might impact my own reliability in turn.

Metastachydium
2023-08-28, 08:29 AM
Looks like I haven't announced last week that the next one's gonna be bad pun week, so it's not gonna be that. Have some (read: 2) elementals instead!

Sabulon
When standing or in motion, sabulons appear to be small dunes striding on two legs as thick as pillars. Two more appendages, long and formless hang from their sides almost to the ground. They are morose beings, and though they might lack malice, they have a notably ill temper and little patience to spare on strangers.

Sabulons speak Terran.

Size/Type: Huge Elemental [Earth]
Hit Dice: 11d8+22 (71 hp)
Initiative: +2
Speed: 50 feet (10 squares)
Armor Class: 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16
Base Attack/Grapple: +8/+27
Attack: Slam +16 melee (3d4+9)
Full Attack: 2 slams +16 melee (3d4+9) and stamp +14 melee (5d4+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved grab, smother
Special Qualities: Darkvision 60 ft., elemental traits, half damage from weapons, vitrefy
Saves: Fort +9, Ref +5, Will +5
Abilities: Str 28, Dex 14, Con 14, Int 5, Wis 11, Cha 5
Skills: Climb +9, Hide -2 (+10 in sandy deserts), Listen +4, Move Silently +4, Spot +4
Feats: Iron Will, Multiattack, Weapon Focus (slam), Weapon Focus (stamp)
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 8
Alignment: Usually neutral
Advancement: 12–18 HD (Huge)
Level Adjustment: –

Combat
Sabulons rush their perceived opponents immediately and attempt to grapple as many of them as possible. If clearly outmatched, it commonly uses its speed to flee.

Improved Grab (Ex)
To use this ability, a sabulon must hit with a slam or stamp attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can smother its foe.

Smother (Ex)
If it succesfully establishes a hold upon an opponent, the sabulon's body begins to flow around and into its victim. In addition to taking automatic slam or stamp damage (depending on which of these the sabulon initiated the grapple with) each round the hold is maintained, a foe so grappled must hold its breath or begin to suffocate.

Vitrefy (Ex)
If a sabulon suffers more than 20 points of fire or electricity damage in a single round, part of its body melts into glass. A partially vitrefied sabulon's speed decreases by 20 feet and weapon damage dealt to it is no longer halved for 1d4 rounds. However, its natural armour increases by 5 points for the same duration.

Skills
In sandy deserts, a sabulon does not take a size penalty to Hide checks and receives a +4 racial bonus to the same.




Khalx
Slender and somewhat misshapen, khalkes are elemental beings, whose bodies are wildly asymmetrical aggregations of angular, almost crystalline slabs with a red or red-brown metallic sheen to them, seemingly fused together in a manner most haphazard. They sport two scrawny legs and three arms, usually two on the left side and one on the right (albeit the arrangement of these limbs varies), each ending in four long, jagged claws.

Khalkes speak a fast, garbled Terran and are quite loquacious.

Size/Type: Medium Elemental [Earth]
Hit Dice: 4d8+8 (26 hp)
Initiative: +6
Speed: 30 feet (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d8+2)
Full Attack: 3 claws +5 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Red decline
Special Qualities: Darkvision 60 ft., DR 5/–, elemental traits
Saves: Fort +6, Ref +3, Will -1
Abilities: Str 14, Dex 14, Con 15, Int 7, Wis 7, Cha 13
Skills: Climb +2, Intimidate +7, Listen -1
Feats: Ability Focus (Red Decline), Improved Initiative
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 3
Alignment: Often chaotic neutral
Advancement: 5–7 HD (Medium), 8–13 HD (Large)
Level Adjustment: –

Combat
Not particularly brave, khalkes tend to employ slash-and-run tactics. If they fail to weaken a foe fast, they attempt to retreat.

Red Decline (Ex)
Any living creature succesfully hit by a khalx's claw attack, as well as any living creature that succesfully hits it with a bite attack must make a DC 16 Fortitude save or be sickened for 1d4 minutes. Further, opponents that fail contract a disease, with an incubation period of 1d3 days, dealing 1d4 points of Intelligence and 1d4 points of Wisdom damage. The save DC is Constitution-based.

Skills
Khalkes have a -4 racial penalty on Hide checks, which increases to -8 in conditions of bright illumination.

Metastachydium
2023-09-04, 02:50 PM
So, did someone say bad pun monsters? The answer is yes, of course. Because it was me. I said it.

Enter some PLANTIES, of two sorts:

Spearmint
Rarely taller than 4 feet and incredibly slender, spearmints are herbaceous plants with serrated, diamond-shaped leaves. Their young branches are tough but flexible and they can wrap them around objects to manipulate them as easily as a creature with hands would. Most herbivores avoid them, and they avoid most other creatures in turn.

Spearmints speak Sylvan.

Size/Type: Small Plant
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 20 feet (4 squares)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/-5
Attack: Salamander halfspear +4 melee (1d6-2 plus 1d6 cold) or salamander halfspear +4 ranged (1d6-2 plus 1d6 cold)
Full Attack:Salamander halfspear +4 melee (1d6-2 plus 1d6 cold) or salamander halfspear +4 ranged (1d6-2 plus 1d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cold sap
Special Qualities:Low-light vision, plant traits, speartrained
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 6, Dex 15, Con 12, Int 12, Wis 11, Cha 11
Skills: Climb +2, Hide +6, Move Silently +6, Survival +2
Feats: Weapon Finesse
Environment: Any temperate land
Organization: Solitary or patch (5–15)
Challenge Rating: 1
Alignment: Usually neutral
Advancement: By character class Favoured Class: Scout
Level Adjustment: +2

Combat
Spearmints are surprisingly ferocious, albeit, after a fashion, very defensive combatants. They like to rely on the sheer surprise value of their skill with the spear and especially the cold sting they can grant their weapons.

Cold Sap (Ex)
The body of a spearmint produces a colourless substance of a curious, sharp scent. In a concentrated dose, it is known to cause a very unpleasant sensation of biting cold. Any creature that bites a spearmint or deals slashing or piercing damage to it with a natural weapon or unarmed strike is dealt 1d6 points of cold damage in return. As a swift action, spearmints can rub a leaf against the edge or point of a bladed weapon; it will thereafter likewise deal an additional 1d6 points of cold damage until the beginning of the spearmint's next turn.

Speartrained (Ex)
Spearmints have an instinctive understanding of how to wield shafted weapons that deal piercing damage. They are considered autom atically proficient with spears and similar weapons (such as ranseurs or awl pikes).




Quivering Palm
Tall and slender, their trunks covered in grey-brown, large, diamond-shaped scales, quivering palms sway quietly in the desert wind, the shadow of their broad, boldly green leaves dancing about on the ground. They are timid and far from aggressive, but they can be slow in warming up to strangers and fiercely protective of the closer water sources and any desert-dwellers that this water sustains.

Quivering palms speak Asherati and Sphinx.

Size/Type: Huge Plant
Hit Dice: 10d8+40 (95 hp)
Initiative: +7
Speed: 10 feet (2 squares)
Armor Class: 22 (-2 size, +3 Dex, +11 natural), touch 11, flat-footed 19
Base Attack/Grapple: +7/+20
Attack: Slam +10 melee (2d12+5)
Full Attack: Slam +10 melee (2d12+5) and 2 leaf slaps +5 melee (1d6+2)
Space/Reach: 15 ft./15 ft.
Special Attacks: Palm, quivering palm
Special Qualities: Low-light vision, plant traits, quiver
Saves: Fort +11, Ref +8, Will +5
Abilities: Str 21, Dex 16, Con 19, Int 10, Wis 15, Cha 12
Skills: Diplomacy +1, Knowledge (geography) +5, Listen +5, Sense Motive +5, Spot +5, Survival +5, Swim +5
Feats: Alertness, Improved Initiative, Improved Toughness, Lightning Reflexes
Environment: Any warm land
Organization: Solitary or grove (2–6)
Challenge Rating: 6
Alignment: Usually neutral good
Advancement: 11–19 HD (Huge), 20–25 HD (Gargantuan)
Level Adjustment: –

Combat
Quivering palms are usually fairly defensive as combatants go. They will try to dance out of the way of blows and lift the weapons and tools that would deliver these from the hands that carry them. Dealing death isonly for when they are pressed too hard and other lives are at stake.

Palm (Ex)
The hard scales on the trunk of these palms, their point facing upwards, makes the plants adept at snatching items off of opponents and hanging onto these. Quivering palms receive a +6 racial bonus on all disarm checks.

Quiver (Ex)
The trunk and leaves of a quivering palm bend about and shake constantly and erratically. Ranged attackes, be they mundane or magical suffer a 25% miss chance when used against the palm.

Quivering Palm (Su)
This ability, usable once per week, is identical to the monk special attack of the same name. The save DC is Wisdom-based.

Bhu
2023-09-04, 03:12 PM
Excellent puns!

Tzardok
2023-09-04, 03:34 PM
Seriously, I've been expecting a punana.

And now to something completely different. :smalltongue: ASP recently published a song (https://www.youtube.com/watch?v=2omDB3kbu8g) from their upcoming album, and I couldn't help but share it, especially as you seemed to like the other songs I've recommended.

Metastachydium
2023-09-05, 07:45 AM
Excellent puns!

Thanks! Halfway through writing up Quivering Palm I almost felt dirty. Almost.


Seriously, I've been expecting a punana.

I prefer to focus on the semantic and lexical when doing things like this; English phonetics make so little sense! (Plus I'm not much of a portmanteau person.)

Also, I wouldn't dare do that even if I thought opf it, lest I offend the Great Banana, Keeper of the Index.


And now to something completely different. :smalltongue: ASP recently published a song (https://www.youtube.com/watch?v=2omDB3kbu8g) from their upcoming album, and I couldn't help but share it, especially as you seemed to like the other songs I've recommended.

Oh, cool! I'll definitely check that one out, thanks.

sandmote
2023-09-10, 02:25 PM
I particularly love the quivering palm.

Other bad suggestions: bee orchid/wasp orchid, snake plant, spider plant, and firecracker plant.

Bhu
2023-09-10, 02:42 PM
dynamite tree!

Tzardok
2023-09-10, 03:11 PM
How about a very musical plant? A rock rose.

Metastachydium
2023-09-11, 05:19 AM
I particularly love the quivering palm.

Hah! Thanks! I'm really proud of that one, to be frank. It's bad, but I think it's bad in a good way. (Also, your avatar is still a BIRDY. I still love it.)


Other bad suggestions: bee orchid/wasp orchid, snake plant, spider plant, and firecracker plant.


dynamite tree!


How about a very musical plant? A rock rose.

[Very poor imitation of Saruman's voice.] We have work to do!




Until then, though. Did you know that the gold standard was abandoned for ethical reasons? Neither did I, but these fellers seem convinced that's the case:

Hryzuun
Shaped like bulky, featureless statues of pale, soft yellow metal, hryza are slow, snotty and snobbish denizens of the Inner Planes. They often get involved and, indeed, try to exert influence over commerce wherever they reside, which often results in complications, given their distaste for the use of gold.

Hryza speak an ornate, antiquated dialect of Terran.

Size/Type: Large Elemental [Earth]
Hit Dice: 8d8+8 (44 hp)
Initiative: -2
Speed: 15 feet (3 squares)
Armor Class: 14 (-1 size, -2 Dex, +7 natural), touch 7, flat-footed 14
Base Attack/Grapple: +6/+16
Attack: Slam +11 melee (3d6+9, ×3)
Full Attack: 2 slams +11 melee (3d6+9, ×3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Shining crown, weighty fists
Special Qualities: Darkvision 60 ft., elemental traits, SR 18
Saves: Fort +7, Ref +0, Will +4
Abilities: Str 23, Dex 7, Con 13, Int 8, Wis 10, Cha 18
Skills: Appraise +9, Climb +6, Diplomacy +7, Intimidate +7
Feats: Diligent, Iron Will, Power Attack
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 6
Alignment: Often lawful neutral
Advancement: 9–15 HD (Large), 16–23 HD (Huge)
Level Adjustment: –

Combat
Hryza are proud beings, trying to exude an air of impersonal superiority at all times. This, combined with their low speed, makes it an unlikely incidence that they will attack any first. Nevertheless, offending one while within its reach is hardly safe: they are vicious when angered and try to inflict as much damage as possible as fast as they are able to.

Shining Crown (Su)
A hryzuun tends to react violently to the sight of another creature handling or wearing objects made of gold. When a hryzuun succesfully strikes such a creature with one of its slam attacks, its heavy fists seem to heat up, melt and flow around the body part struck, dealing an additional 1d8 points of fire damage per each point of Charisma modifier the hryzuun has. Such an opponent must further succeed on a DC 18 Fortitude save or be disfigured by the molten metal, suffering 1d3 points of Charisma damage.

Weighty Fists (Ex)
Hryza are heavier yet than what their bulk would suggest. They add 1-1/2 times their Strength modifier to the damage dealt by their slam attacks, and these slams deal triple damage on a confirmed critical hit.

Skills
Hryza receive a +4 racial bonus on Appraise checks.

Metastachydium
2023-09-18, 01:00 PM
And another week with neither puns, nor PLANTIES. Yeah, I also think it's sad. Have another Elemental, for whatever that's worth:

Palykandor
These massive triangular pyramids, their vertex pointing downwards, lumber about ponderously on thick legs, the hollow eyes and narrow mouth on their broad face ever inscrutable. Two powerful arms swing awkwardly by their torsos, their shoulders jutting from well above the eyes. Beneath the sickly red glow they ooze, palykandors are a waxy yellow-white, their substance almost porous – but this is rarely apparent to the casual onlooker.

Palykandors are commonly feared and maligned, for they are veritable engines of destruction if they put their minds to it. But in fact, they rarely seek out a fight; they are merely morose and suspicious. That said, it is hardly safe to stick close by their side: despite what it does to them, they have a strange fascination with fire.

Palykandors speak Ignan and Terran.

Size/Type: Huge Elemental [Earth]
Hit Dice: 14d8+56 (119 hp)
Initiative: +2
Speed: 40 feet (8 squares)
Armor Class: 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16
Base Attack/Grapple: +10/+25
Attack: Slam +15 melee (2d4+7)
Full Attack: 2 slams +15 melee (2d4+7)
Space/Reach: 15 ft./15 ft.
Special Attacks: Fist of fire, lightbringer
Special Qualities: Darkvision 60 ft., elemental traits, glow
Saves: Fort +13, Ref +8, Will +8
Abilities: Str 24, Dex 14, Con 18, Int 11, Wis 14, Cha 13
Skills: Climb +11, Intimidate +9, Jump +11, Listen +4, Search +4, Spot +4
Feats: Ability Focus (Lightbringer), Dodge, Iron Will, Lightning Reflexes, Power Attack
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 9
Alignment: Often neutral
Advancement: 15–24 HD (Huge)
Level Adjustment: –

Combat
Palykandors rarely open a fight with their strongest attacks. If annoyed or angered, at first they will try to bat opponents away with arms and fists. The barrages of light and flame are mostly for covering difficult retreats.

Fist of Fire (Ex)
Should a palykandor suffer 15 or more points of fire damage in a single round, it catches fire. On each subsequent round, it can use a move equivalent action to extinguish itself, or else it loses half as many points as it initially did as the fire continues to consume its flammable body. However, if it chooses not to put the flames out, it deals an additional 4d4 points of damage with each succesful slam attack or grapple check. Fire resistence is considered 10 points lower against this extra damage than whatever its value would be against normal fire. Fire immunity halves the extra damage, but does not negate it.

Glow (Ex)
Palykandors constantly emit an ominous, dark red light that provides shadowy illumination out to 15 feet. They cannot suppress their glow, but it is negated by magical darkness of any sort.

Lightbringer (Su)
At-will as a full-round action, a palykandor can expel a globe of the matter that makes up its body and propel it out to a range of 150 feet. Thereafter, the globe violently explodes in a 40 feet burst, dealing 14d4 points of damage (DC 23 Reflex halves). Any that suffer a direct hit must succeed on a DC 23 Fortitude save or be blinded for 1d4 rounds and take 1d8 points of Conctitution damage. Those that succeed are merely dazzled for the same duration. The save DCs are Constitution-based. The damage this ability deals resembles fire, but isn't regular fire. Fire resistence is considered 10 points lower against it than normal, and fire immunity merely halves the damage.

Metastachydium
2023-09-25, 08:34 AM
And I did it! I made a Spider Plant that is a Spider, a Plant and a Spider Plant, all at once! BUt turns out, the real bad pun is not the planty. It's the other half of this double( and then some, because age categories) feature. Let's see, in order:

Spider Plant, Adult
Also known as spider saxifrages, spider plants consist of a reddish stem with a yellow flower sitting on top of it, as well as eight long, serpentine runners. At the end of each runner, a little red bud sits with eight hairy, leglike roots of its own. Though often quite foul-mouthed, they are largelym innocuous, running up and down slopes to find a good spot where they can sun themselves, caring little for thecomings and goings of the world around them.

Adult spider plants speak Giant and curse fluently in Ibixian.

Size/Type: Medium Plant
Hit Dice: 6d8+6 (39 hp)
Initiative: +3
Speed: 40 feet (8 squares)
Armor Class: 15 ( +3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +4/+5
Attack: Whiplash +7 melee (1d6+1)
Full Attack: 4 whiplashes +7 melee (1d6+1)
Space/Reach: 5 ft./5 ft. (10 ft. with whiplash)
Special Attacks: –
Special Qualities: Low-light vision, plant traits, skitter away, spider climb
Saves: Fort +6, Ref +5, Will +4
Abilities: Str 12, Dex 16, Con 12, Int 11, Wis 15, Cha 9
Skills: Climb +10, Hide +5, Move Silently +6, Survival +6
Feats: Endurance, Improved Toughness, Weapon Finesse
Environment: Cold hills and mountains
Organization: Solitary or with fleeing young (1 adult and up to 8 sprouts)
Challenge Rating: 3
Alignment: Usually neutral
Advancement: 7–11 (Medium)
Level Adjustment: –

Combat
Though just as smart as the average human otherwise, spider plants tend to have a rather poor grasp of tactics. They mostly just flail away with their long runners at foes, hoping to scare them off.

Skitter Away (Ex)
When a fight goes so heavily against a spider plant that defeat and death seem inevitable, the creature begins to prioritize the survival of its young over its own. The sprouts on the ends of its runners detach and skitter off in all directions, looking for a safe crack to hide in. The land speed of the spider plant is thereafter halved.

Spider Climb (Ex)
Spider plants can climb any surface as a creature under the effect of a spider climb spell could, as long as its material has a hardness of 8 or lower. Survival checks to track a spider plant over such a surface receive a +2 circumstance bonus.

Spider Plant, Sprout
The young of the spider plant, these riny creatures are the eight-legged buds of the parent flower, cut loose to run free and grow. When they reach 6 HD, they develop runners of their own, becoming full-blown adults.

Spider plant sprouts speak Giant.

Size/Type: Tiny Plant
Hit Dice: 1d8 (4 hp)
Initiative: +5
Speed: 20 feet (4 squares)
Armor Class: 17 ( +2 size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Slap -1 melee (1d2-3, min. 1 point)
Full Attack: Slap -1 melee (1d2-3, min. 1 poiny)
Space/Reach: 2˝ ft./0 ft.
Special Attacks: –
Special Qualities: Low-light vision, plant traits, spider climb
Saves: Fort +2, Ref +5, Will +0
Abilities: Str 5, Dex 20, Con 10, Int 11, Wis 11, Cha 11
Skills: Climb +1, Hide +14, Move Silently +6, Survival +2
Feats: Endurance
Environment: Cold hills and mountains
Organization: Solitary
Challenge Rating: Ľ
Alignment: Usually neutral
Advancement: 2–3 (Tiny), 4–5 (Small)
Level Adjustment: –

Combat
Spider plant sprouts are not built for fight. They fly insetad.

Spider Climb (Ex)
See above.

For Player Characters
A 5th level arcane spellcaster with the Improved Familiar feat can take a Tiny spider plant as her familiar.




…and the big one (oddly enough, also an age category, albeit of something else):

Fair Imago
It is a little known fact (for rarely does it happen), but the fey beings known as nymphs are not the true adults of their race, but rather a stage of growth that immediately precedes it. If a nymph lives long enough (and this takes long centuries), it disappears into the reeds and brush growing over the waters and sinking into the mud, it falls asleep. Its slumber is restless at first and as it rolls and squirms about, it spins a cocoon around its form. Once it has so pupated, it grows motionless and lies there, as if dead, for years at end, its once delicate body stretching, changing. When it finally emerges, it is indeed changed. Its powers of old are still at its disposal, not unlike what they were, albeit stronger and more versatile than before. But it wears the shape of elves no longer.

The fair imago retains a face that is vaguely human, if with sharper teeth and larger, deeper, darker eyes, but once fully grown, it is more beetle than man. It skitters on six sturdy legs, complete with bent hooks to climb and slash and swim with; and on its oval back, wings grow, tucked under stiff, steely, glossy black covers. At this point, it has grown beyond most earthly concerns. It serves the forests; and cares little for man or elf or gnome.

Fair imagos speak a raspy, low Sylvan and Common.

Size/Type: Huge Fey
Hit Dice: 13d6+65 ( hp)
Initiative: +2
Speed: 50 feet (10 squares), fly 30 feet (average), swim 30 feet
Armor Class: 20 (-2 size, +2 Dex, +4 natural, +6 deflection), touch 16, flat-footed 18
Base Attack/Grapple: +6/+29
Attack: Claw +19 melee (1d12+9)
Full Attack: 4 claws +19 melee (1d12+9) and bite +17 melee (2d8+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Deadly grace, spells, stunning glance
Special Qualities: Blindsense 20 ft., DR 20/cold iron and magic, eldritch invocations, low-light vision, unearthly grace
Saves: Fort +15, Ref +16, Will +21
Abilities: Str 28, Dex 15, Con 20, Int 17, Wis 21, Cha 22
Skills: Climb +11, Intimidate +9, Jump +11, Listen +4, Search +4, Spot +4
Feats: Ability Focus (Stunning Glance), Combat Casting, Iron Will, Multiattack, Surrogate Spellcasting
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 15
Alignment: Often chaotic neutral
Advancement: 14–25 HD (Huge)
Level Adjustment: –

Combat
Fair imagos strike from above or below, from the air or the water. They try to incapacitate as many foes as possible from a distance; thereafter, they reap.

Deadly Grace (Su)
A fair imago adds its Charisma modifier as a bonus to all attack rolls as well as grapple checks.

Eldritch Invocations
A fair imago can use the call of the beast and flee the scene invocations as a warlock whose level equals the fair imago's number of hit dice.

Spells
A fair imago casts divine spells as a 14th level druid. These effective druid levels and any druid levels a fair imago might gain stack for the purpose of determining caster level, spells per level gained and maximum spell level the fair imago is able to cast.

Stunning Glance (Su)
As a standard action, a fair imago can stun a creature within 50 feet with a look. The target creature must succeed on a DC 24 Fortitude save or be stunned for 4d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su)
A fair imago adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armour Class.

Skills
A fair imago has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or threatened. It can use the run action while swimming, provided it swims in a straight line.




And guess what? Next week's going to also be not-really-arthropods week. Until then, feel free to comment and whatever!

Tzardok
2023-09-25, 09:53 AM
I fear I don't quite get the Spider Plant pun, especially the part about cursing in Goat People language.

Metastachydium
2023-09-25, 11:49 AM
I fear I don't quite get the Spider Plant pun, especially the part about cursing in Goat People language.

The actual pun-pun (no, wait, that means something else) stricto sensu pun creature is the Fair Imago (I really wanted to name it just Imago, but this being 3.5, that was already a thing), and I'm really proud of it in a bad way. The Spider Plant is really just a spider plant that's also several spiders that are plants.

As for the goats… That's a planty thing. Goats are monstrous fiends and quite accomplished climbers. This is a better climber, living where Goatfolk could be expected to rear their ugly, horned heads. As is natural, insults ensue.

Bhu
2023-09-25, 08:42 PM
That is one spooky Fey.

Metastachydium
2023-09-26, 09:02 AM
Hrm. I should probably make a larval stage too.

Metastachydium
2023-10-02, 10:47 AM
And history repeats itself! The Wasp Orchid is ready to skitter out into the wild (and I actually like its gimmick), but the real pun enters the picture elsewhere, brought to you by a different fake hymenopteran of similar coloration, the

Green Ant
Green ants are insectile elementals possessing the rough shape of an overlarge, pale green ant with three heads, a strangely angular abdomen, four legs and a single arm projecting forward from their thorax. They are of a heavily debated origin: many argue that their abilities suggest an affiliation with Air or Water, but they are otherwise ill-adapted to inhabit either realm. They have never been observed on Earth-dominant planes either. Whatever their origin, they are popular retainers among nobility and cities that can afford their services, usually as enforcers of law. They are especially adpet at breaking up riots and apprehending hostile folk wanted by the powers that be.

Green ants tend to speak Formian or Undercommon, but most pick up Common or some oft used local language quick and of their own accord.

Size/Type: Medium Elemental
Hit Dice: 6d8+12 (39 hp)
Initiative: +2
Speed: 40 feet (8 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+6
Attack: Truncheon +6 melee (1d8+2 nonlethal) or bite +6 melee (1d2+2)
Full Attack: Truncheon +6 melee (1d8+2 nonlethal) and bite +1 melee (1d2+1) or 3 bites +6 melee (1d2+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, poison
Special Qualities: Darkvision 60 ft., elemental traits
Saves: Fort +4, Ref +9, Will +4
Abilities: Str 15, Dex 14, Con 15, Int 10, Wis 15, Cha 10
Skills: Diplomacy +4, Hide +5, Listen +9, Move Silently +5, Search +6, Spot +9
Feats: Ability Focus (Breath Weapon), Ability Focus (Poison), Lightning Reflexes
Environment: Any
Organization: Solitary or troop (5–15)
Challenge Rating: 5
Alignment: Usually lawful neutral
Advancement: 7–11 HD (Medium)
Level Adjustment: –

Combat
Green ants seem to loathe killing. They try to bludgeon or breathe foes into submission before resorting to the use of their bites.

Breath Weapon (Ex)
Green ants can disgorge a thin, almost colourless mist with a distinctive, sharp smell in a 10 feet line. Living creature caught in the area must succeed on a DC 17 Fortitude save or fall unconscious for 1d6 minutes. Upon a success, they are merely slowed (as per the spell) for 1d2 rounds. Breathing with one head alone requires a standard action. As a full-round action, a green ant can breathe upon opponents with all three heads simultaneously. Once it has breathed, it must wait for 1d4 rounds before it could breathe again with any given head. The save DC is Constitution-based.

Poison (Ex)
Green ants have poisonous bites (injury, Fortitude DC 17, initial damage 1d4 Wisdom, secondary sleep for 1d6 hours). The save DC is Constitution-based.

Skills
Due to their multiple heads, green antsreceive a +4 racial bonus on Listen, Search and Spot checks.




Still:

Wasp Orchid
Built somewhat like a pincerless scorpion skittering on four broad, green legs, with a green tail curving forwards above its back, the wasp orchid is really an intelligent flower climbing up and down on the trunks of great trees looking for shelter, water or a sunny spot, aerial roots hiding under its wide petals serving as its legs. What appears to be a green-yellow wasp seems to rest on its upside at all times, which is, in fact, part of the plant, used to attract pollinators – but also to spy and sting.

Wasp orchids sometimes speak Sylvan.

Size/Type: Tiny Plant
Hit Dice: 2d8+6 (15 hp)
Initiative: +4
Speed: 20 feet (4 squares), climb 20 feet
Armor Class: 16 ( +2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +1/-11
Attack: Slap +7 melee (1) or sting +13 melee (1 plus poison)
Full Attack: 2 slaps +7 melee (1) and tail slam +2 melee (1) or sting +13 melee (1 plus poison)
Space/Reach: 2˝ ft./0 ft. (20 ft. with sting)
Special Attacks: Poison
Special Qualities: Low-light vision, plant traits, wasp
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 2, Dex 19, Con 16, Int 11, Wis 15, Cha 16
Skills: Climb +12, Hide +14, Search +5, Spot +9
Feats: Skill Focus (Spot), Weapon FinesseB
Environment: Warm forests
Organization: Solitary
Challenge Rating: 1
Alignment: Usually neutral
Advancement: 2–5 (Tiny)
Level Adjustment: +2

Combat
These timid creatures are aware of their limits, and won't mix into melee if they can avoid it. This doesn't mean they cannot fight, nonetheless: if forced to make a stand, they will distract assailants with a comically ineffectual flurry of attacks – and then deliver an insidious sting from behind, meant to disorient or immobilize foes.

Poison (Ex)
Injury, Fortitude DC 14, initial and secondary damage 1d2 Dex. The save DC is Constitution-based.

Wasp (Ex)
The wasplike growth sitting atop a wasp orchid is much more like the insect it mimics than one would deem. At-will as a move action, the orchid can let it fly. The wasp has a fly speed of 20 feet with perfect maneuverability. The orchid can direct its flight once per round as a move action. Staying connected to the plant through a hair thin thread, the wasp can never get any farther away from the orchid than 20 feet, but it can sting regardless of its position and the otchid can see through its eyes.

When in flight, the wasp is considered a Fine creature with an AC of 22 and 5 hit points. It uses the base attack bonus and Dexterity modifier of the orchid for attacks, but receives a +6 size bonus to these. Should it be destroyed, the orchid loses 5 hit points it cannot restore until such time as the wasp is regrown. This process takes 2d4 days.

Skills
Wasp orchids receive a +8 racial bonus on Climb checks and may add their Dexterity modifier instead of their Strength modifier to all such checks. They can take 10 on Climb checks, even if distracted or threatened.

sandmote
2023-10-02, 11:46 AM
I get the nymph/Imago pun, but I'm afraid the green ant eludes me. For a law enforcement type creature I'd expect a pun on "the fuzz," "copper," or "arm of the law."

I do really like the "plant parts can be severed and the rest keeps going," theme you're building up with the Spider Plant and Wasp Orchid though. I don't know enough 3.5e to know if that appears in other plant creatures, but its a neat way to differentiate what you'd expect from plants compared to fey or undead.

Metastachydium
2023-10-02, 02:29 PM
I get the nymph/Imago pun, but I'm afraid the green ant eludes me. For a law enforcement type creature I'd expect a pun on "the fuzz," "copper," or "arm of the law."

It's an Elemental. Not really Air, not really Water. Puts people to sleep. Is a "green ant" with three heads and a hand. I'll put it in a spoiler box in case you'd rather keep guessing, but

it's really a Chloroform Elemental.


I do really like the "plant parts can be severed and the rest keeps going," theme you're building up with the Spider Plant and Wasp Orchid though. I don't know enough 3.5e to know if that appears in other plant creatures, but its a neat way to differentiate what you'd expect from plants compared to fey or undead.

Thanks! It's like my personal theory about Trolls being actually Plants: they dislike fire, are green and they grow back. (On a vaguely related note, have I mentioned yet how much I HATE WotC for what they thought is a nice theme for Plants (i.e. less intelligent than other creatures and drinks blood or whatever)? Bad WotC! Bad!)

Biggus
2023-10-03, 05:44 PM
It's an Elemental. Not really Air, not really Water. Puts people to sleep. Is a "green ant" with three heads and a hand. I'll put it in a spoiler box in case you'd rather keep guessing, but

And here was me thinking it was an absinthe elemental...

Metastachydium
2023-10-04, 07:56 AM
And here was me thinking it was an absinthe elemental...

Don't be silly! The Green Fairy has the Fey type, obviously.

Metastachydium
2023-10-09, 11:03 AM
One of these weeks, I'll make something actually serious. For now, have a BIRDY.

Overfinch
Even a gloaming on a bright summer day could tell that these little birds are no ordinary chaffinches. The size is about right, and they do have the brown plummage, the streaked wings, even the gray cap on males. But overfinches exude an exceptionally strong air of elegance, and indeed, superiority, confidence and power. They are mostly seen resting on or riding wagons and chariots; and the latter is quite the sight. They will, in fact, sometimes offer their services to those that they deem worthy, transporting them or their goods. No instance of their breaking a contract has ever been documented.

Overfinches speak Common with an impossibly posh accent, as well as two or three additional languages widely spoken locally.

Size/Type: Fine Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +4
Speed: 5 feet (1 square), fly 20 feet (good)
Armor Class: 22 ( +8 size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple: +5/-16
Attack: –
Full Attack: –
Space/Reach: ˝ ft./0 ft.
Special Attacks: Regal bearing
Special Qualities: All-terrain, darkvision 60', low-light vision
Saves: Fort +6, Ref +8, Will +5
Abilities: Str 1, Dex 19, Con 15, Int 16, Wis 16, Cha 20
Skills: Balance +8, Craft +6, Diplomacy +14, Hide +20, Intimidate +14, Knowledge (geography, local) +8, Listen +8, Spot +8, Survival +8
Feats: Ability Focus (Regal Bearing), Iron Will
Environment: Any temperate land
Organization: Solitary or with passengers
Challenge Rating: 3
Alignment: Usually lawful neutral
Advancement: 6–10 (Fine)
Level Adjustment: +2 (cohort)

Combat
Overfinches dislike violence, not to mention putting themselves in danger. However, they will carry passengers into the most chaotic battles if they agreed to do so, supporting them in whatever way they are able to which rarely if ever involves joining the melee.

All-Terrain (Su)
Any land-based, wheeled vehicle that an overfinch chooses to ride is capable of moving as if drawn by an appropriate number of heavy horses and ignores all penalties to speed caused by traversing difficult terrain. Overfinches can steer such a vehicle as a free action, taken each round the vehicle remains in motion.

Regal Bearing (Su)
Any creature within 100 feet of the overfinch that sees the bird drive a vehicle must succeed on a DC19 Will save or be overawed by its majesty. Such creatures may freely give way to the vehicle the overfinch rides, but otherwise are considered fascinated as long as they remain within the range of the effect. Passengers willingly transported by the overfinch are immune to its regal bearing. The save DC is Charisma-based.

Skills
Overfinches receive a +5 racial bonus to Diplomacy and Intimidate checks.




I had some serious trouble assigning CR here, I may add. Input would be much appreciated.

Tzardok
2023-10-09, 11:10 AM
I of course have often trouble with assigning CR, but... I feel like something that doesn't have any offensive capabilities, nor poses danger or posseses the abiltiy to defend itself... should probably stay at 1. Maximum.

Metastachydium
2023-10-09, 11:20 AM
I of course have often trouble with assigning CR, but... I feel like something that doesn't have any offensive capabilities, nor poses danger or posseses the abiltiy to defend itself... should probably stay at 1. Maximum.

Yup. That's the issue. On their own, the birdies aren't any dangerous. But with a team of aggressive passengers, zooming through favourable terrain full of defenseless enemies… How much being a potent enabler's worth in terms of CR is really the question here.

Edit: I'd also argue that AC 22 and good flight are decent enough defenses against 1st level opponents, and Intimidate +14 does something for offense against the same.

Edit (the Second): I'm still lowering the CR, though. Does 2 sound reasonable?

Debihuman
2023-10-10, 03:05 PM
I of course have often trouble with assigning CR, but... I feel like something that doesn't have any offensive capabilities, nor poses danger or posseses the abiltiy to defend itself... should probably stay at 1. Maximum.

Have you tried Vorpal Tribble's CR estimator?

Vorpal Tribble’s CR Estimator

#1. Divide creature's average HP by 4.5 to 6.5, 4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD., 6.5 for 20-25 HD.

#2. Add 1 for each five points above 10 its AC is, subtracting 1 for every 5 below.

#3. Add 1 for each special attack (+2 to +5 or more if it has a decent number of spells in its spell-like abilities).

#4. Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity. Subtract 1 for each vulnerability.

#5. Add 1 for every two bonus feats it has.

#6. Divide total by 3. This should be its rough CR.

I found it works fairly well

Debby

Tzardok
2023-10-10, 03:19 PM
I know it, I just keep forgetting to use it. :smallredface:

Biggus
2023-10-11, 07:08 AM
Have you tried Vorpal Tribble's CR estimator?

Vorpal Tribble’s CR Estimator

#1. Divide creature's average HP by 4.5 to 6.5, 4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD., 6.5 for 20-25 HD.

#2. Add 1 for each five points above 10 its AC is, subtracting 1 for every 5 below.

#3. Add 1 for each special attack (+2 to +5 or more if it has a decent number of spells in its spell-like abilities).

#4. Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity. Subtract 1 for each vulnerability.

#5. Add 1 for every two bonus feats it has.

#6. Divide total by 3. This should be its rough CR.

I found it works fairly well

Debby

I cannot emphasise this enough: it may work well for some creatures, but it works extremely badly for others. Do not ever use it without also checking against other ways of estimating CR. In some cases it gives answers which are totally, hilariously wrong.

They may not be not much us in this particular case, but for most creatures using the following tables produces more reliable results:

https://forums.giantitp.com/showthread.php?623578-3-5-Average-Monster-Stats-UPDATED-TABLE&highlight=average+monster+stats
http://legacy.aonprd.com/bestiary/monsterCreation.html

Some caveats: the first one, by the nature of averages and random chance, is a bit "swingy" ie some stats are higher or lower than is really representative of their CR. You need to look at the CRs immediately above and below the desires one to check if this is the case (I have a "smoothed" version I made if you'd like to see it). The second one is for PF and the average attack and damage does not represent 3.5 creature averages above approximately CR 15 (again, I have a table I wrote which estimates it more accurately if you're interested). Thirdly, those tables only give base stats like saves and AC, you will need to compare its special abilities with other monsters of similar CR and adjust accordingly.

Metastachydium
2023-10-12, 10:54 AM
Have you tried Vorpal Tribble's CR estimator?

I like that one! I've ben using it a lot since I first encountered it (also by way of you) in… I'm going to say one of Blue Jay's threads? It's nice to have a copy of it here. Thanks, Debby!


I cannot emphasise this enough: it may work well for some creatures, but it works extremely badly for others. Do not ever use it without also checking against other ways of estimating CR. In some cases it gives answers which are totally, hilariously wrong.

And yes, it has its limitations (one of them being that it breaks down, big time, at high number of HD), but nothing that can't be worked around. If one gives some thought to what the proper weight of given abilities should be and treats Deathless/Plant/Undead/Construct traits as package deals (otherwise they'll hyperinflate the CR figure), I find that it doesn't need very hard adjustment once the calculations are done.

With the Overfinch, on the other hand… It helps not.

Biggus
2023-10-21, 08:16 AM
And yes, it has its limitations (one of them being that it breaks down, big time, at high number of HD), but nothing that can't be worked around. If one gives some thought to what the proper weight of given abilities should be and treats Deathless/Plant/Undead/Construct traits as package deals (otherwise they'll hyperinflate the CR figure), I find that it doesn't need very hard adjustment once the calculations are done.

Well, the problem is that it completely ignores some very important factors in CR, such as attack and damage, initiative, and innate spellcasting. If the monster has any of those at a high level, the CR it gives may be way off.



With the Overfinch, on the other hand… It helps not.

Inspired by this thread, I'm currently working on an improved CR calculator. It's only at an early stage at the moment (if I get it into a workable state I'll post it in the 3E forum).

In its current form it's giving a CR of between 4 and 5 for the Overfinch, which may be a bit on the high side, but as I said it's a work in progess. On the other hand, the Overfinch has very high HPs, AC, saves, and save DC for a CR 2 creature, so I'm pretty sure 2 is too low. I'd probably say CR 3 or 4.

Metastachydium
2023-10-21, 08:56 AM
Well, the problem is that it completely ignores some very important factors in CR, such as attack and damage, initiative, and innate spellcasting. If the monster has any of those at a high level, the CR it gives may be way off.

True (although spellcasting/SLAs is a thing it explicitly allows giving up to quintuple points), but at very high levels, the hp bloat shoots it in the face anyhow.


Inspired by this thread,

I'm helping (in small indirect ways)!


I'm currently working on an improved CR calculator. It's only at an early stage at the moment (if I get it into a workable state I'll post it in the 3E forum).


Much looking forward to that!


In its current form it's giving a CR of between 4 and 5 for the Overfinch, which may be a bit on the high side, but as I said it's a work in progess. On the other hand, the Overfinch has very high HPs, AC, saves, and save DC for a CR 2 creature, so I'm pretty sure 2 is too low. I'd probably say CR 3 or 4.

And many thanks! I'll go back to 3, then. Limited offense really makes me want to stay conservative here.

Biggus
2023-10-21, 10:58 AM
True (although spellcasting/SLAs is a thing it explicitly allows giving up to quintuple points), but at very high levels, the hp bloat shoots it in the face anyhow.


It doesn't, it says "if it has a decent number of spells in its spell-like abilities" not "if it has a decent number of spells or spell-like abilities".


And many thanks! I'll go back to 3, then. Limited offense really makes me want to stay conservative here.

Yeah, it's a tough one. Apart from anything else its value as a force multiplier is highly situational, in practice its effective CR value could be anywhere between 0 and 5. This isn't too unusual though, I've also been working on a compendium of incorrectly CR'd monsters (which I'll also post in the 3.5 forum if I ever manage to finish it: I keep finding more monsters to add...) and I've had to add a special section of "it depends" monsters.

I'd agree that if you want to be conservative CR 3 is probably the best estimate.

Metastachydium
2023-10-21, 11:31 AM
It doesn't, it says "if it has a decent number of spells in its spell-like abilities" not "if it has a decent number of spells or spell-like abilities".


You're absolutely right. But I think it can kind of be used to cover that general area too, inasmuch as it can accurately cover SLAs.


This isn't too unusual though, I've also been working on a compendium of incorrectly CR'd monsters (which I'll also post in the 3.5 forum if I ever manage to finish it: I keep finding more monsters to add...)

And nobody was surprised! (Yeah, I can see how such a list would be very useful. CR's almost as much a hit-or-miss as LA at times.)



and I've had to add a special section of "it depends" monsters.

I'd agree that if you want to be conservative CR 3 is probably the best estimate.

Thanks again! I'll stay on that, then.

Beni-Kujaku
2023-10-21, 06:16 PM
I have thoughts on things and lots of time to write them:

Sabulon: surprisingly good representation of fighting a sand being in most fictions. Love it. You could maybe add an interaction with water or water spells that remove the half damage from weapon but increase its natural armor.

Khalx: Maybe I'm blind, but I don't get what the red crystals and red decline are supposed to represent, which makes the creature a bit bland at first glance.

Spearmint: Hook: "You have sealed your own fate. Your last breath... Will also be your freshest!"
Never seen so many d2s in a single monster entry. Hells, that die doesn't even exist! I mean, 1d6 cold is more relevant, though similar (3.5 average damage compared to 3 with 2d2) and I feel more in line with other cold bonus damages which are generally a single die (Frost Worm, Winter Wolf, Chraal...). And you did a good job channelling your inner WotC. LA+2 for this, wow! You know, plant traits are not that good.

Quivering Palm: Hah! Nice.
He really is the incarnation of the pun, and I like that. I'm not sure how I feel about the leaf slaps being so much weaker than the slam, on the one hand it's hilarious, and on the other hand it's ridiculous.

Hryzuun: I came expecting copper, and I found gold! It's interesting as a puzzle encounter, with a slow elemental, but dealing a ton of damage with each attack (an average of 38 damage per hit with Shining Crown can litterally be a one-shot against squishy characters, and two-shot against bulky ones at level 6). I feel like it would be a bit more interesting with some amount of SR to not be so easily kited with spells, and maybe a way to smell the gold on adventurers to more easily trigger a fight or a negociation.

Palykandor: How do you choose these names? Do they mean something? I feel like I should know what element each of them is, but I can't quite figure it out. This makes me think that a Phosphor elemental would be nice, catching fire when exposed to water. That said, I feel like the CR is much too high. It's not as strong as a Greater elemental, maybe not even as strong as an Elder one. Vorpal Tribble gives me CR 9, which I feel is a decent estimation but still a bit high for the lack of defense and low offense. Its HP is average for CR 8.5, AC for CR 7, and BAB is CR 8. I'd personally give it a CR 8, especially with its personality of not spamming its Lightbringer on enemies that are still afar.

Spider Plant: So it's a flower, with eight legs, each with a spider-looking spider plant at the end. You really went all-our didn't you. Forgive me for this question, but why does it speak goatfolk? "Know your enemy"? And why giant? I didn't ask for the quivering palm, but Meta, be honest, do you choose your languages randomly by rolling a d%?

Imago: As someone who has read the official monster statblock for the Imago, I both love you for creating a much better version and despise this monster simply for having the same name as a symbol of WotC's ineptitude. It's a good evolution for the nymph, even disregarding the pun, and I like how it's more well-rounded, able to go full druidzilla, though I wonder why the adult form is less beautiful than the nymph, considering it doesn't blind people with its beauty anymore. I don't think I know of any butterfly that is worse-looking than its coccoon.

Green Ant: You should mention that it has three heads in the initial description. Also, (Ex) abilities don't have a default action, so you should mention that breathing with a single head is a standard action (if it is possible to breathe with one head, as I suspect). Also also, maybe reduce the effect of the breath on creatures that save to an effect that still allows actions. Maybe slow instead of daze? In the current form, even if a creature automatically saves, the Green Ant can permanently lock it. If it alternates its three heads, the only way the target gets a turn is if the ant rolls only 1s for all three heads' mist duration, and a 4 for the cooldown, which means 1/32 chance, more than enough for the creature to roll a 1 on their save. It's a bit too much for a CR 5 creature. Why is it an elemental? I feel like it should be a Construct or Magical Beast, I don't get the "feel" for Elemental, and the description doesn't give answers. I understand it's a chloroform elemental, but it's not obvious for someone who doesn't know the shape of semi-common chemicals.

Overfinch: CR 1? It's not a combat encounter, and if it was, simply moving out of the way removes its only ability.

Biggus
2023-10-21, 06:58 PM
Overfinch: CR 1? It's not a combat encounter, and if it was, simply moving out of the way removes its only ability.

Compare it to the shrieker fungus which also has no attacks and is CR1, it's a lot stronger than that.

Metastachydium
2023-10-22, 01:20 PM
I have thoughts on things and lots of time to write them:

Sabulon: surprisingly good representation of fighting a sand being in most fictions. Love it. You could maybe add an interaction with water or water spells that remove the half damage from weapon but increase its natural armor.

I'll think about it, thanks! (And thanks in general.) The only issue is, it's too much like Vitrefy, but I can't quite think of a name sounding as good as that which would cover both.


Khalx: Maybe I'm blind, but I don't get what the red crystals and red decline are supposed to represent, which makes the creature a bit bland at first glance.

Copper. Red Decline is basically supposed to be something like non-genetic Wilson's Disease.


Spearmint: Hook: "You have sealed your own fate. Your last breath... Will also be your freshest!"
Never seen so many d2s in a single monster entry. Hells, that die doesn't even exist! I mean, 1d6 cold is more relevant, though similar (3.5 average damage compared to 3 with 2d2) and I feel more in line with other cold bonus damages which are generally a single die (Frost Worm, Winter Wolf, Chraal...).

But I love d2! (Okay, okay, you're right and I'll change it. Killjoy!)


And you did a good job channelling your inner WotC. LA+2 for this, wow! You know, plant traits are not that good.

Why, thank you! But seriously, I am on the record trying to make my stuff WotC-compatible, with WotC-style (rather than R)LA, and +2 is about where WotC seems to put things with Plant stuff and a little something more (cf. Volodnis and Adu'jas.)


Quivering Palm: Hah! Nice.
He really is the incarnation of the pun, and I like that. I'm not sure how I feel about the leaf slaps being so much weaker than the slam, on the one hand it's hilarious, and on the other hand it's ridiculous.

I mean, ever been hit by a palm tree? (https://www.giantitp.com/comics/oots0682.html)


Hryzuun: I came expecting copper, and I found gold! It's interesting as a puzzle encounter, with a slow elemental, but dealing a ton of damage with each attack (an average of 38 damage per hit with Shining Crown can litterally be a one-shot against squishy characters, and two-shot against bulky ones at level 6). I feel like it would be a bit more interesting with some amount of SR to not be so easily kited with spells, and maybe a way to smell the gold on adventurers to more easily trigger a fight or a negociation.

Fair(&flows easily from the low reactivity of gold) and I'll consider that (although I like my fights breaking out more organically (https://www.giantitp.com/comics/oots1028.html)).


Palykandor: How do you choose these names? Do they mean something?

It varies. For the Elementals, I mostly modified the names of substances in various languages in ways that are linguistically plausible. Magnetis is Greek for 'Magnesian one (lit.: Magnesian woman, but hey)'; Sabulon is Latin sabulum, switched to a Greek style neuter ending; Khalx is simply 'copper' in Greek; Hryzuun derives from the Greek neuter χρυσουν ('golden'), the plural being an irregular contraction; and Palykandor… Yeah, I went overboard with that one. It's a transliteration of the Moksha word for 'phosphorus'. I thought the phosphorescence and Lightbringer (basically white phosphorus ammunition) will speak for itself.


This makes me think that a Phosphor elemental would be nice, catching fire when exposed to water.

Yeah, I should have included that possibility, yes, but "setting it on fire sets it on fire" seemed more simple, so I went with that. You think I should add that in?


That said, I feel like the CR is much too high. It's not as strong as a Greater elemental, maybe not even as strong as an Elder one. Vorpal Tribble gives me CR 9, which I feel is a decent estimation but still a bit high for the lack of defense and low offense. Its HP is average for CR 8.5, AC for CR 7, and BAB is CR 8. I'd personally give it a CR 8, especially with its personality of not spamming its Lightbringer on enemies that are still afar.

My main reason was the potential for Lightbringer spam, yes, but I can live with 8–9. I'll go with 9 for now. Thanks.


Spider Plant: So it's a flower, with eight legs, each with a spider-looking spider plant at the end. You really went all-our didn't you. Forgive me for this question, but why does it speak goatfolk? "Know your enemy"?

Not speak. Curse in. They share a habitat, and, like, it's a plant. Hating goats should be a more widely acknowledged Plant thing from a mechanical perspective!


And why giant?

Sylvan would've felt odd (no forests), and, again, it lives somewhere where more prototypical Giants should also thrive. So… Practicality.


I didn't ask for the quivering palm,

That was supposed to be a desert-affinity thing, by the way.


but Meta, be honest, do you choose your languages randomly by rolling a d%?

Nah, I'm just weird.


Imago: As someone who has read the official monster statblock for the Imago, I both love you for creating a much better version and despise this monster simply for having the same name as a symbol of WotC's ineptitude. It's a good evolution for the nymph, even disregarding the pun, and I like how it's more well-rounded, able to go full druidzilla,

Mission target: accomplished! I'm happy to hear you like it.


though I wonder why the adult form is less beautiful than the nymph, considering it doesn't blind people with its beauty anymore. I don't think I know of any butterfly that is worse-looking than its coccoon.

Well, yes, but it's a water beetle with a weirdly humanoid face, rather than a butterfly. Hm. Maybe I could slot in the original 3.0 Nymph's "look at it and die" (but likely of fright) thing?


Green Ant: You should mention that it has three heads in the initial description. Also, (Ex) abilities don't have a default action, so you should mention that breathing with a single head is a standard action (if it is possible to breathe with one head, as I suspect). Also also, maybe reduce the effect of the breath on creatures that save to an effect that still allows actions. Maybe slow instead of daze? In the current form, even if a creature automatically saves, the Green Ant can permanently lock it. If it alternates its three heads, the only way the target gets a turn is if the ant rolls only 1s for all three heads' mist duration, and a 4 for the cooldown, which means 1/32 chance, more than enough for the creature to roll a 1 on their save. It's a bit too much for a CR 5 creature.

Oh. Yes. Yes, I should. An absolutely yes, thank you, I'll do that.


Why is it an elemental? I feel like it should be a Construct or Magical Beast, I don't get the "feel" for Elemental, and the description doesn't give answers. I understand it's a chloroform elemental, but it's not obvious for someone who doesn't know the shape of semi-common chemicals.


Basically, because it's a chemical substance, which makes it, for me, a better candidate than shadows or storms or whatever else official Elementals are somehow based on. And I kind of don't like Constructs. Or the idea that Green Ants are manufactured, rather than naturally occurring.


Overfinch: CR 1? It's not a combat encounter, and if it was, simply moving out of the way removes its only ability.

Compare it to the shrieker fungus which also has no attacks and is CR1, it's a lot stronger than that.

Yep. And I wrote the Organization line with the idea of stressing it is an enabler for a combat encounter in mind.

Tzardok
2023-10-22, 02:16 PM
I'll think about it, thanks! (And thanks in general.) The only issue is, it's too much like Vitrefy, but I can't quite think of a name sounding as good as that which would cover both.

You could either make it seperate ability (I'll call it Mudden, just for pun), or you combine it into, I dunno, Silicate Composition or Body of Grains or something like that.


Basically, because it's a chemical substance, which makes it, for me, a better candidate than shadows or storms or whatever else official Elementals are somehow based on.

Hello Redcloak. Didn't recognize you at first. What did you do to the plant guy?

sandmote
2023-10-22, 10:06 PM
(On a vaguely related note, have I mentioned yet how much I HATE WotC for what they thought is a nice theme for Plants (i.e. less intelligent than other creatures and drinks blood or whatever)? Bad WotC! Bad!)
I do think I know what they were thinking. There needs to be some reason something without treasure would want to fight the party, and "I'm eating you" is the easiest way. So you end up with knockoff zombies a lot. I do with they'd move past that into more interesting stuff.

Other basic ideas:

Interacts with the party like a humanoid would (ex: myconids, vegepygmies).
High Int, psionic (ex: brain seed).
Not carnivorous, just evil (ex: needle spawn, blights).
Uses bodies to spread seeds or seedlings (ex: yellow musk creeper)
Part of it is valuable or used for magical purposes.
Trap written like a creature (ex: shriekers)

More a list for my benefit actually, given what I'm currently working on. Still, I like that you're building up plants outside these themes.

Not speak. Curse in. They share a habitat, and, like, it's a plant. Hating goats should be a more widely acknowledged Plant thing from a mechanical perspective!
I'm strongly in favor of any cool lore you can come up with for a monster. If I'm reskinning it or making it fit a different setting there's no real difference between having it or not, and if you create it I'm not forced to come up with my own ideas. Which is going to turn into a long rant about WotC's recent work if I let it so I'm stopping myself now.

Metastachydium
2023-10-23, 12:40 PM
You could either make it seperate ability (I'll call it Mudden, just for pun), or you combine it into, I dunno, Silicate Composition or Body of Grains or something like that.


Hello Redcloak. Didn't recognize you at first. What did you do to the plant guy?


I do think I know what they were thinking. There needs to be some reason something without treasure would want to fight the party, and "I'm eating you" is the easiest way. So you end up with knockoff zombies a lot. I do with they'd move past that into more interesting stuff.

Other basic ideas:

Interacts with the party like a humanoid would (ex: myconids, vegepygmies).
High Int, psionic (ex: brain seed).
Not carnivorous, just evil (ex: needle spawn, blights).
Uses bodies to spread seeds or seedlings (ex: yellow musk creeper)
Part of it is valuable or used for magical purposes.

Okay, fair, but they are still stupid (WotC, not planties) and their face is stupid. I mean, "uses bodies to spread" (also kind of a zombie thing, gong just by the sound of it) is the only one of those that really sounds somewhat specifically plantlike.


Trap written like a creature (ex: shriekers)

You're too kind to those, really. They are… More like, the worst alarm system ever.


More a list for my benefit actually, given what I'm currently working on.

What are you currently working on?


Still, I like that you're building up plants outside these themes.

Anyhow, thanks! That's much appreaciated.


I'm strongly in favor of any cool lore you can come up with for a monster. If I'm reskinning it or making it fit a different setting there's no real difference between having it or not, and if you create it I'm not forced to come up with my own ideas.

Well, you've probably seen my Fair Imago, so… Be careful what you wish for! (I regret nothing.)

Metastachydium
2023-10-30, 01:10 PM
And I'm still alive and going… Well, not string, as such, but going! Have yet another Elemental (there was going to be another, but I didn't have it on me to write up its Description/Combat Tactics Summary, so it's only a statblock and SA/SQ descriptions so far) for when one's sick and tired of those damn Mirror Mephits:

Phthorik
Phthoriks reside on the Plane of Air, where the thick, pale yellow fog their bodies are composed of slowly rotates around its axes with apparent indifference. Even the other denizens of the plane prefer to avoid them, and they do not seek the company of any save for their own kind. The only plane other than Air they are commonly found on is that of Mirrors, usually as the summoned instruments of demons there to amuse themselves.

Phthoriks speak Auran, but are not particularly pleasant conversationalists.

Size/Type: Large Elemental [Air]
Hit Dice: 9d8+36 (76 hp)
Initiative: +11
Speed: Fly 50 feet (perfect)(10 squares)
Armor Class: 20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13
Base Attack/Grapple: +6/+12
Attack: Slam +12 melee (2d4+2)
Full Attack: 2 slams +12 melee (2d4+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Acrid mist
Special Qualities: Darkvision 60 ft., elemental traits, whet the teeth
Saves: Fort +9, Ref +13, Will +5
Abilities: Str 15, Dex 24, Con 19, Int 10, Wis 15, Cha 8
Skills: Escape Artist +19, Hide +15, Move Silently +15
Feats: Great Fortitude, Improved Initiative, Stealthy, Weapon Finesse
Environment: Elemental Plane of Air
Organization: Solitary or bond (4–9)
Challenge Rating: 6
Alignment: Often neutral
Advancement: 10–15 HD (Large)
Level Adjustment: –

Combat
Phthoriks attack other creatures that move too close to them for their liking readily and without provocation. They rarely bother to try and reason with such foes and are loathe to retreat from combat, trying to vanquish or chase off foes using their acid as often as they are able.

Acrid Mist (Ex)
Once per round as a standard action, a phthorik can have a caustic cloud burst forth from its body, dealing 1d8 points of acid damage for each two hit dice it has to every creature within 20 feet of it. If the phthorik has suffered acid damage itself in the same round or the previous one, the damage increases to 1d8 points per each hit die the phthorik possesses.

Phthoriks are immune to this effect. Creatures and objects partly or completely composed of sand, glass, respectively sandlike or glasslike substances (such as a crystalline troll, glass mephit, nerra or sand golem), in turn, take damage from the mist as though they were vulnerable to acid.

Whet the Teeth (Ex)
Any creature that succesfully hits a phthorik with a bite attack receives a +1 alchemical bonus on attack and damage rolls with the same bite for the next 1d6 rounds. Subsequent hits might extend the duration of this effect, but the bonus conferred is not cumulative.

Metastachydium
2023-11-06, 09:52 AM
A quick in-and-out double update, coming up; contains the (rather demented) Elemental I mentioned earlier and something I found funny but you folks probably won't:

Eden-Galay
The long, flat, broad but thin vermiculate bodies of the eden-galay are most commonly a soft, silvery-metallic white, a dull gray or some combination thereof (its back and belly having different coloration being more common than patches or patterns). They slither about, usually in number, in the colder regions of the Plane of Earth, enveloping creatures or objects of more interesting shapes, seemingly out of pure curiosity: they are hardly aggressive, overall. While they do not sleep, they are known to even wrap around each other, forming amorphous bundles when at rest. The exact purpose ofthis behavious is poorly understood, and they quite consistently refuse to discuss the matter with outsiders.

Eden-galay speak Terran. Among themselves, they also communicate with patterns of rustling sounds; this quasi-language, however, can only express relatively simple concepts.

Size/Type: Large Elemental [Earth]
Hit Dice: 4d8+8 ( hp)
Initiative: +9
Speed: 40 feet (8 squares), climb 20 feet
Armor Class: 20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Slam +8 melee (1d10+9)
Full Attack: Slams +12 melee (1d10+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Bite back, improved grab, wrap
Special Qualities: Darkvision 60 ft., elemental traits, vulnerability to fire
Saves: Fort +6, Ref +6, Will +1
Abilities: Str 23, Dex 20, Con 15, Int 10, Wis 11, Cha 12
Skills: Climb +21, Intimidate +8
Feats: Ability Focus (Bite Back), Improved GrappleB Improved Initiative
Environment: Elemental Plane of Earth
Organization: Solitary or roll (2–40)
Challenge Rating:
Alignment: Often neutral
Advancement: 5–7 HD (Large), 8–12 HD (Huge)
Level Adjustment: –

Combat
Eden-galay, while not cowardly as such, prefer never to fight alone, and retreat if outnumbered. When they possess a numerical advantage, they usually try to have one of their own number immobilize each opponent while others pummel foes so wrapped into submission.

Bite Back (Ex)
Any opponent that succesfully hits an eden-galay with a bite attack must succeed on a DC 16 Fortitude save or take 1d10 points of electricity damage. The save DC is Constitution-based.

Improved Grab (Ex)
To use this ability, an eden-galay must hit an opponent with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can wrap its foe.

Wrap (Ex)
An eden-galay can wrap its entire body around an opponent it grapples. An opponent so wrapped is considered entangled and cannot attack with weapons, but receives a +4 alchemical bonus to Will saves against mind-affecting and divination effects.

Skills
An eden-galay receives a +8 racial bonus on Climb check. It can take 10 on all Climb checks even if it is distracted or threatened.




Creeping Horse
It is not difficult to see how these cavedwellers acquired their name: a creeping horse is easily mistaken for an improbably fat, bloated horse, its short fur a pale brown or grey, with a sparse mane and tail and four comically short legs. Instead of hooves, the latter appendages have three fingers each, covered in small plates of horn and ending in thick, curved claws the creature uses to cling onto and crawl across the walls and ceilings of underground cavities. Shy and easily frightened, creeping horses are innocuous scavengers cleaning up dead matter or ruminating the pallid fungi of their home, their huge, oval eyes nearly unblinking. They make reasonably good guides once a rapport is built with them, although that is not an easy feat to achieve. Offering them hard treats, sweet of taste such as sugar beets, however, is generally a good first step in that direction.

Creeping horses speak a curious creole of audible Grell, Sylvan and Undercommon (sometimes disparagingly called Creeping Grell), very slowly, their voice deep and dreamy. They tend to understand each of the three component languages of their tongue, if only passably.

Size/Type: Large Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +2
Speed: 20 feet (4 squares), climb 40 feet
Armor Class: 12 ( -1 size, +2 Dex, +1 natural), touch 11, flat-footed 10
Base Attack/Grapple: +4/+11
Attack: Claw +6 melee (1d4+3)
Full Attack: 2 claws +6 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Drop down
Special Qualities: Creep, darkvision 90', low-light vision
Saves: Fort +6, Ref +6, Will +1
Abilities: Str 16, Dex 15, Con 14, Int 11, Wis 10, Cha 5
Skills: Climb +15, Escape Artist +2, Hide +12, Knowledge (dungeoneering) +2, Listen +2
Feats: Skill Focus (Climb), Skill Focus (Hide)
Environment: Underground
Organization: Solitary or herd (5–28)
Challenge Rating: 2
Alignment: Usually neutral good
Advancement: 5–9 (Large)
Level Adjustment: –

Combat
Creeping horses dread combat and do not engage in it they can avoid doing so. Should they feel an intruder or group of such intruders threatens the caves they dwell in, they will attempt to separate and ambush them one at a time, creeping up and dropping on them from above. The latter attack is generally described as a strange sensation, as though a giant pillow, its fluid weight shifting and bouncing up and down had buried its target underneath itself.

Creep (Ex)
Creeping horses are impossibly stealthy, despite their size. Their movement is accompanied by no sound whatsoever, and unless they speak or otherise signal their presence deliberately, they cannot be detected using the Listen skill or even Blindsense or Blindsight provided those are based on hearing. Further, they receive no penalty on Hide checks for size, nor does moving, regardless of the speed, impose such on the same.

Drop Down (Ex)
A creeping horse clinging to the ceiling of an enclosed space can drop down on foes below itself as a move action. When it hits the ground (taking falling damage, but treating the fall 40 feet shorter than it was) it covers the 10 feet by ten feet area immediately underneath its previous position. Opponents caught under its soft, blubbery body take 8d6 plus another 1d6 points of nonlethal damage per each 10 feet the body of the horse traverses, unless they succeed on a DC 15 Reflex save, which halves the damage. Furthermore, its odd body cushions the creeping horse's own landing: it never takes more than 4d6 points of damage from landing on an opponent, and it can attempt a DC 15 Fortitude save itself to render half that damage nonlethal. The save DCs are Strength-based.

Skills
Creeping horses have a +8 racial bonus to Climb checks amd can always take 10 on such checks, even while distracted or threatened.




Next time, I'm going creepy again, with a bad template!

sandmote
2023-11-06, 09:18 PM
They make reasonably good guides once a rapport is built with them, although that is not an easy feat to achieve. Offering them hard treats, sweet of taste such as sugar beets, however, is generally a good first step in that direction.
...
they cannot be detected using the Listen skill or even Blindsense or Blindsight provided those are based on hearing. Further, they receive no penalty on Hide checks for size, nor does moving, regardless of the speed, impose such on the same.
...
Opponents caught under its blubbery body take 8d6 plus another 1d6 points of nonlethal damage per each 10 feet the body of the horse traverses, unless they succeed on a DC 15 Reflex save, which halves the damage. The last two bits are something I'd expect from an ooze rather than anything else, but I really love the concept that the party hears absolutely nothing, then gets ambushed by something 90% harmless and utterly terrified of them. I know to expect the party will kill the creeping horse and think nothing of it, but calming it down and getting help sounds really neat. Doubly so if the creeping horse is too scared to mention its leaving to avoid another encounter, and the party's first clue of danger is turning around to find the creeping horse has vanished without a trace.

Metastachydium
2023-11-07, 01:06 PM
The last two bits are something I'd expect from an ooze rather than anything else,

This might be a good place to mention that I do, in fact, already have an Ooze thet kind of does this (https://forums.giantitp.com/showsinglepost.php?p=25719170&postcount=99)! (Kind of. It's using DEADLY ACID and is worse at creeping, but hey.)


but I really love the concept that the party hears absolutely nothing, then gets ambushed by something 90% harmless and utterly terrified of them. I know to expect the party will kill the creeping horse and think nothing of it, but calming it down and getting help sounds really neat.

Thanks! The point of dealing nonlethal damage but a lot of it is really there for that: it means no harm, it just… Doesn't really have many offensive assets beyond being stealthy and kind of nearly Blackspawn Stalker-level overweight.


Doubly so if the creeping horse is too scared to mention its leaving to avoid another encounter, and the party's first clue of danger is turning around to find the creeping horse has vanished without a trace.

Spooky! If I'll ever gather the force of will to DM and mix my weirdos into something, I might use that!

Metastachydium
2023-11-13, 09:29 AM
Next time, I'm going creepy again, with a bad template!

Remember that? It's coming up, right here:

Monkurt

Sample Monkurt: Wild Elven Monkurt (1st level Warrior Before the Transformation)
Size/Type: Medium Humanoid
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 feet (6 squares)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +0/+0
Attack: –
Full Attack: –
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Docile, elf traits, low-light vision, soulstripped
Saves: Fort +3, Ref +1, Will -5
Abilities: Str 10, Dex 13, Con 12, Int –, Wis 1, Cha 1
Skills: Climb +3, Jump +1
Feats: –
Environment: Any
Organization: Solitary or gang (2–7)
Challenge Rating: 1/8
Alignment: Neutral
Advancement: –
Level Adjustment: –

Combat
The monkurt does not fight. It will do its best to interpose itself between any attacker and its master, and it will follow basic instruction given by the latter, however.

Docile (Su)
See below.

Soulstripped (Ex)
See below.

Creating a Monkurt
"Monkurt" is an acquired template that can be applied to any corporeal humanoid. The procedure, although magical, requires no spellcasting. Monkurts are created from prisoners and slaves by wat of a ritual: the neck of a freshly sacrificed camel must be skinned, and the skin sewn tightly around the head of the base creature. The base creature is than placed in a hot, dry area under the open sky. About 85% of such subjects die. Those that survive, on the other hand, could as well be just as dead: as the skin wrapped around their skulls dries, it applies a pressure of some sort upon the head that forces the higher soul out of the body, rendering it a creature of no memories and no will of its own. Once the process is complete, it will recognize the creature that removes the skin as its master. If the skin is kept, it can be placed back upon the monkurt's head by its master; if another removes it afterwards, the ownership of the creature will be transferred to them. Should the skin be destroyed, it is impossible to transfer the ownership of the monkurt.

A monkurt uses all the base creature's statistics and special abilities except as noted here.

Size and Type: Size and type are unchanged.

Hit Dice: All current and future Hit Dice become d8s. Base attack bonus is equal to 3/4 times the number of Hit Dice.

Special Attacks: A nugal retains all the special attacks of the base creature not derived from class levels, with the exception of spells, spell-like abilities and psionics.

Special Qualities: A nugal retains all the special qualities of the base creature not derived from class levels, and gains those described below.

Docile (Su)
A monkurt's attitude towards its masters is always helpful and its attitude towards all others, indifferent. The only way to alter these attitudes is transfering a monkurt's ownership to another, whereupon it becomes helpful towards its new masters and indifferent towards the previous ones.

Soulstripped (Ex)
A monkurt is almost entirely soulless. It loses all recollection of its past as well as the ability to speak. It is immune to all mind-affecting spells and effects, as well as any spell or effect that directly manipulates the soul (such as trap the soul). It cannot be raised or resurrected.

Saves: Monkurts have one good save, Fortitude.

Abilities: Increase from the base creature as follows: Con +2. A monkurt does not have an Intelligence score. Its Wisdom and Charisma both drop to 1.

Skills: Monkurts retain all ranks in skills other than the following: Autohypnosis, Appraise, Bluff, Decipher Script, Diplomacy, Intimidate, Knowledge, Martial Lore, Psicraft, Sense Motive, Speak Language, Spellcraft, Use Magic Device and Use Psionic Device. They can use any Craft skill except Alchemy to create simple objects, the Forgery skill to copy documents, any Profession skill to perform simple duties that do not require speech or creativity, and any Perform skill that does not require speech or creativity.

Feats: Monkurts lose all feats other than Toughness.

Environment: Same as the base creature.

Challenge Rating: Same as the base creature -3.

Alignment: Always neutral

Advancement: –

Level Adjustment: –




On a lighter note, have a sack of spiky goo as well:

Uredo
Uredins are nasty waterdwelling predators that are most comfortable in stale, still bodies of water found in deep, dark places. These rotund, soft, translucent sacks of quivering, pale white matter covered in long, slender spikes are commonly described as the results of aboleth experiments, partly due to their resemblance to victims of the deep masters' slime, and partly due to their commonly reacting to the abolethic tongue as though they grasped its meaning. This theory has, nevertheless, been definitively disproven: while they were likely terrestrial and, perhaps, related to will-o'-wisps once, uredins are now understood to have migrated into their aquatic habitats spontaneously, and their relationship with aboleths is purely parasitic.

Uredins seem to understand Aboleth and Undercommon, but do not speak.

Size/Type: Small Aberration [Aquatic]
Hit Dice: 4d8+12 (30 hp)
Initiative: +2
Speed: 5 feet (1 squares), swim 20 feet
Armor Class: 13 ( +1 size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +3/-3
Attack: Sting +6 melee (1d4-2 plus itch and disease)
Full Attack: 4 stings +6 melee (1d4-2 plus itch and disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, itch
Special Qualities: Amphibious, darkvision 60'
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 7, Dex 14, Con 17, Int 4, Wis 11, Cha 8
Skills: Hide +6 (+11 underwater), Spot +4, Swim +9
Feats: Lightning Reflexes, Weapon Finesse
Environment: Any aquatic underground
Organization: Solitary
Challenge Rating: 3
Alignment: Usually chaotic neutral
Advancement: 5–7 (Small)
Level Adjustment: –

Combat
Uredins attack when hungry or bored, always from ambush. They try to sting as many opponents as possible before pulling back into the same dark water they lurked in before.

Amphibious (Ex)
Uredins can breathe air and water with equal ease.

Disease (Ex)
Long pocks – sting, Fortitude DC 15, incubation perios 1d4 days, damage 1 Dex and 1 Cha (or 1 Dex and 1d3 Cha for creatures of the Plant type). The save DC is Constitution-based.

Itch (Ex)
Each time an uredo stings a living creature, it injects a mildly corrosive substance into its body. Such a creature must succeed on a DC 15 Fortitude save or take a -4 circumstance penalty on all Dexterity, Intelligence and Wisdom-based skill checks, as well as Concentration checks due to the intense irritation for 1d4 minutes. Any amount of acid resistence or immunity to acid negates this effect.

Skills
Uredins receive a +5 racial bonus on Hide checks when completely submerged in water. Furthermore, they have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. They can use the run action while swimming, provided they swim in a straight line.

Tzardok
2023-11-13, 11:24 AM
These monkurts sound like jumping through a lot of hoops to get a zombie without the benefits of being undead.

Metastachydium
2023-11-13, 11:38 AM
These monkurts sound like jumping through a lot of hoops to get a zombie without the benefits of being undead.

I was going for the creepiness factor, mostly, but they have a number of notable benefits:
–they are far more mobile;
–better in terms of utility, if worse for combat (skills are mostly retained, mind);
–easier on the eye;
–possible to create without access to spellcasting; and
–perhaps most importantly, they do not and cannot ever pose a direct threat of any sort to their master. An Evil jerkface born into a lot of money can have a small army of them, and nothing to fear for it, even if they are a joke of a 1st level Aristocrat.

Bhu
2023-11-14, 07:41 PM
I need to use the creeping horse somehow...some of my players need a good scaring.

Metastachydium
2023-11-15, 11:14 AM
I need to use the creeping horse somehow...some of my players need a good scaring.

If you DO IT, do tell how it went!

Metastachydium
2023-11-20, 11:00 AM
Double update once more, with a silly little digression and then more creeping creepyness. But, as said, first thing first: a thing I appreciate about the Half-OgreRoD/SS race and the Half-Ogrewherever it's from template is their complementing each other wonderfully in that combining them does, in fact, basically give an Ogre. That gave me an idea. Namely, "other half also Orc (https://www.giantitp.com/comics/oots0555.html)" – the Template:

Half-Orc
Half-orcs are born to orcs, and sometimes, to other orcs as well. They tend to have a strong build and a stronger jaw, with the thick hair and jutting teeth of their orcish ancestors.

Sample Half-Orc: Half-Orc Half-Orc (1st level Warrior)
Size/Type: Medium Humanoid [Orc]
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 30 feet (6 squares)
Armor Class: 17 (+7 half-plate armour), touch 10, flat-footed 17
Base Attack/Grapple: +1/+3
Attack: Greatclub +4 melee (1d10+3)
Full Attack: Greatclub +4 melee (1d10+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +2, Ref +0, Will -1
Abilities: Str 14, Dex 11, Con 10, Int 8, Wis 9, Cha 8
Skills: Intimidate +3
Feats: Weapon Focus (greatclub)
Environment: Any
Organization: Solitary
Challenge Rating: 1/2
Alignment: Neutral
Advancement: By character class
Level Adjustment: +0

Combat
The half-orc hits opponents with its greatclub.

Light Sensitivity (Ex)
See below.

Creating a Half-Orc
Half-orc is an inherited template that can be added to any Humanoid of Small to Large size.

A half-orc uses all the base creature's statistics and special abilities except as noted here.

Size and Type: Size and type are unchanged.

Special Qualities: A half-otc retains all the special qualities of the base creature, and gains the following.

Light Sensitivity (Ex)
Half-orcs are dazzled in bright sunlight or within the radius of a daylight spell.

Abilities: Modify the base creature's abilities as follows: Str +2, Wis -2.

Environment: Same as the base creature.

Challenge Rating: Same as the base creature.

Alignment: Any.

Advancement: Same as base creature.

Level Adjustment: +0

And the loveliest thing? This is incontestably just LA +0, brought to you by WotC!




Creeping on, welcome yet another funny planty, the

Trumpet Creeper
Trumpet creepers are sizable shrubs, easily upwards of 35 feet tall, composed of thick, flexible, vinelike stems from which short, slender boughs bearing pinnate leaves and sturdy air roots branch off in abundance. If the summer heat is dry enough, they bloom, sprouting many a long orange-red flower, not unlike a trumpet in terms of shape (hence their name).

Trumpet creepers inhabit the valleys of waterways, anchoriung themselves onto anything that can hold their weight as they reach upwards, to the sun. They are generally pleased to stand and grow motionless for weeks at end, if not disturbed, but they are quick to detect herbivores and any being carrying gear, and chase these off, violently if need be. They have a particular dislike for elves, and the dismembered bodies of the long-eared humanoids littering a forest floor are telltale signs of a creeper's presence. Some are, due to these behaviours, led to believe they were engineered as protectors of their chosen haunts by Druids or some other streange magic, but creepers are dismissive of the notion at best.

Trumpet creepers might understand Elven and Sylvan, but do not speak. The sounds they do make are often said to be reminiscent of a shrieker's screams and some suggest they serve as a rudimentary communication.

Size/Type: Gargantuan Plant
Hit Dice: 14d8+56 (119 hp)
Initiative: +9
Speed: 20 feet (4 squares), climb 20 feet
Armor Class: 29 ( -4 size, +9 Dex, +14 natural), touch 15, flat-footed 20
Base Attack/Grapple: +10/+37
Attack: Root +21 melee (2d4+15)
Full Attack: 14 roots +21 melee (2d4+15)
Space/Reach: 20 ft./20 ft.
Special Attacks: Dismember, improved grab
Special Qualities: DR 10/adamantine and slashing, hold fast, low-light vision, plant traits, regeneration 12
Saves: Fort +15, Ref +15, Will +8
Abilities: Str 40, Dex 29, Con 18, Int 11, Wis 18, Cha 15
Skills: Climb +26, Hide +4, Knowledge (architecture and engineering) +4, Listen +8, Sense Motive +8, Spot +8, Survival +12, Swim +15
Feats: Cleave, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack
Environment: Warm forests and hills
Organization: Solitary
Challenge Rating: 14
Alignment: Often neutral
Advancement: 15–29 (Gargantuan)
Level Adjustment: –

Combat
Trumpet creepers are lazy and slow, but highly territorial. They readily attack anything they perceive as a threat the moment it moves into range with a flurry of burrowing roots, targetting elves in preference to others. They will usually affix themselves to some stable support early in the battle and will usually move little, unless its opponents fly or primarily use ranged weapons in which case they retreat to among trees or submerge themsleves in water to draw these foes closer.

Dismember (Ex)
Whenever a trumpet creeper succesfully hits with a root attack, as a free action, its air root burrows into its foe or target, expanding suddenly. Damage from such attacks ignores up to 10 points of damage reduction or hardness. If at least four roots are succesfully working towards dismembering an opponent in any given round, the opponent must succeed on a DC 34 Fortitude save or have its fast healing, if any, suppressed for 1d4 hours or until a regenerate spell is cast on it. The save DCs are Strength-based.

Hold Fast (Ex)
A trumpet creeper is all but impossible to move against its will. Bull rush and trip attempts against it automatically fail as long as it has at least four free roots and a stable, heavy pobject such as a large rock or a building within its reach that it can cling onto, nor can a grappling opponent drag it along while moving. Inititaing this stable stance is a move action, as is retracting the roots used to maintain it.

Imroved Grab (Ex)
To use this ability, a trumpet creeper must hit with a root attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Regeneration (Ex)
Cold deals normal damage to a trumpet creeper. If a creeper loses any body part, the lost portion regrows in 2d4 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Skills
Trumpet creepers have a +8 racial bonus to Climb checks amd can always take 10 on such checks, even while distracted or threatened.

Bhu
2023-11-25, 05:47 PM
Does the Half Orc gain the Orc Subtype?

Beni-Kujaku
2023-11-26, 07:51 AM
Combat
The half-orc hits opponents with its greatclub.
This is the one single necessary thing in this template.


Trumpet Creeper

Excuse me, how many root attacks!? Each of them bypassing DR and with Improved Grab. It's a bit weird that it has no Constrict or other means of dealing damage from Improved Grab, especially since the roots are supposed to burrow inside the opponent. I would see dismember dealing 1d2 Con damage for each successful grappling check the Trumpet Creeper makes.

All in all, a really nice creature with some decent lore, visuals (having a big flower making shrieker sounds definitely catches the eyes and ears) and unique combat. I'm not sure why it has so much Charisma. I mean, sure it's territorial, but so are arrowhawks, and they have Cha 13. It's not like it has any SLAs or abilities depending on it either. Dexterity I can see at 29 mechanically, but I have some trouble imagining a gargantuan bush dodging cones of cold with no problem. Especially on a creature said to affix themselves and "move little" during combat. Such an absurd dexterity (that's the Dex or a Huge Air Elemental) definitely deserves at least a mention in the creature's lore.

What I'm sure of is that this looks much stronger than CR 10. 14 attacks with 40 Str is just ridiculous, especially with these saves, hard-to-bypass Regeneration and DR... I'd go upwards of CR 13.

Metastachydium
2023-11-27, 12:09 PM
Does the Half Orc gain the Orc Subtype?

Of course not! That's in the other half of Orc. (Which means the example creature should have it. I'll put it in.)


This is the one single necessary thing in this template.

This is probably the dumbest thing I ever brewed. So proud of it! (Just wait until I write up the Burning Man, though. Gonna be a Human, but on fire, with Environment: Warm deserts and Organization: Solitary, party (4–31) or festival (300–97000).)


Excuse me, how many root attacks!? Each of them bypassing DR and with Improved Grab. It's a bit weird that it has no Constrict or other means of dealing damage from Improved Grab, especially since the roots are supposed to burrow inside the opponent.

I figured helping to stop stuff from just running away is all the purpose it needs, but…


I would see dismember dealing 1d2 Con damage for each successful grappling check the Trumpet Creeper makes.

That's beautiful. I might add that in.


All in all, a really nice creature with some decent lore,

Yay! I DID it!


visuals (having a big flower making shrieker sounds definitely catches the eyes and ears)

I just imagined a scenario like

[Shrieking from the distance.]
PC Murderhobo Hearing an Encounter: Hey, what's that?
NPC Elven Guide: [Tenses up.] We go the other way.
PC Paladin: What? Someone's screaming, they might…
NPC Elven Guide: We. GO. The. OTHER. Way.

and it was funny to me. Plus, Shriekers. Shriekers make everything better!


and unique combat. I'm not sure why it has so much Charisma. I mean, sure it's territorial, but so are arrowhawks, and they have Cha 13. It's not like it has any SLAs or abilities depending on it either.

I'll level with you: because it's pretty. This is based on an actual plant that actual people actually plant in their gardens despite how it does, in fact, pick houses apart if planted too close to the wall. But yeah, I, um, might have overdone that. Will tone it down to a conservative 15.


Dexterity I can see at 29 mechanically, but I have some trouble imagining a gargantuan bush dodging cones of cold with no problem. Especially on a creature said to affix themselves and "move little" during combat. Such an absurd dexterity (that's the Dex or a Huge Air Elemental) definitely deserves at least a mention in the creature's lore.

The idea is that it's not a contiguous entity, but rather a bunch of very mobile, flexible, vinelike stems that can just sway out of the way of projectiles and rays or flatten all about to dodge under a cone. Half damage results from the anchored bits getting hit or whatever.


What I'm sure of is that this looks much stronger than CR 10. 14 attacks with 40 Str is just ridiculous, especially with these saves, hard-to-bypass Regeneration and DR... I'd go upwards of CR 13.

Fair. I was worried it doesn't keep up on account of being a bruiser, but it does bruise.

Tzardok
2023-11-27, 12:27 PM
It should be noted that Constrict is not necessary for a creature with Improved Grab to dish out damage:


If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Metastachydium
2023-11-27, 02:50 PM
It should be noted that Constrict is not necessary for a creature with Improved Grab to dish out damage:


And I somehow didn't know that. Thanks!

Debihuman
2023-11-27, 04:44 PM
Creeping horse

Mostly I love this critter. However, I have a little gripe about the drop down ability of the creeping horse.


Normally a Large creature falling on you causes 4d6 points of damage. Giving them double the amount damage makes sense only if they are incredibly dense as this is what a Gargantuan object would do. Nowhere do you mention the weight of this creature or explain why it does double the amount of damage.

Furthermore, a creature falling on somebody takes the same amount of damage (8d6 could potentially kill the creeping horse even without considering the falling damage) as it takes that damage too per Core Rules. It has only 30 hit points and could conceivably take 48 points of damage. I'm not a fan of those odds.

I like that their blubbery body gives them extra protection from falling damage but not a fan that their blubbery body causes so much extra damage to opponents they land on. You'd think having something squishy land on you would cause less damage rather than more damage. That said, it could just use a little tweaking

Drop Down (Ex): A creeping horse clinging to the ceiling of an enclosed space can drop down on foes below itself as a move action. When it hits the ground (taking falling damage, but treating the fall 40 feet shorter than it was) it covers a 10-foot by 10-foot area immediately underneath its previous position. Due to its blubbery body, a creeping horse only takes 4d6 points of damage when it lands on a creature beneath it in addition to treating its fall as 40 feet shorter. However, opponents caught under its enormously heavy, blubbery body take 8d6 points of damage plus another 1d6 points of nonlethal damage per each 10 feet the body of the horse traverses, to a maximum of 20d6, unless they succeed on a DC 15 Reflex save, which halves the damage. The save DC is Strength-based.

Just giving my 2 cent opinion on this.

Debby

Metastachydium
2023-11-28, 11:45 AM
Mostly I love this critter.

Very much appreciated!


However, I have a little gripe about the drop down ability of the creeping horse.

Normally a Large creature falling on you causes 4d6 points of damage. Giving them double the amount damage makes sense only if they are incredibly dense as this is what a Gargantuan object would do. Nowhere do you mention the weight of this creature or explain why it does double the amount of damage.

(…)

I like that their blubbery body gives them extra protection from falling damage but not a fan that their blubbery body causes so much extra damage to opponents they land on. You'd think having something squishy land on you would cause less damage rather than more damage. That said, it could just use a little tweaking.


An eminently fair concern, of course! The rationale was that they are really, really fat (hence high damage), but it's all nonlethal because they are also very squishy.


Furthermore, a creature falling on somebody takes the same amount of damage (8d6 could potentially kill the creeping horse even without considering the falling damage) as it takes that damage too per Core Rules. It has only 30 hit points and could conceivably take 48 points of damage. I'm not a fan of those odds.

Oh no. I forgot about that. Thanks for the reminder. Would capping it at half base damage as you did (4d6), but making that also nonlethal and allowing a Fort save for half to the horse solve that? That way, if it's not already hurt, the thing couldn't even knock itself unconscious by accident (but still wouldn't get a free pass to just drop at people like that wan't rude).

Debihuman
2023-11-29, 06:15 PM
Oh no. I forgot about that. Thanks for the reminder. Would capping it at half base damage as you did (4d6), but making that also nonlethal and allowing a Fort save for half to the horse solve that? That way, if it's not already hurt, the thing couldn't even knock itself unconscious by accident (but still wouldn't get a free pass to just drop at people like that wan't rude).

Capping the base damage makes sense. I'm still leery of allowing something that heavy to cause solely non-lethal damage. It doesn't fit the rules well. Falling damage is dependent on how far you fall. Most creatures can ignore the first 10 feet, but this ignores the first 40 feet. That's already a bonus. I'd say let the falling damage be 4d6 (and it ignores the first 40 feet so unless it falls off a very high cliff it should be okay)

It would make sense to be all non-lethal if it were spongy (and weighed a lot less).

This could also use better description.

Metastachydium
2023-11-30, 12:27 PM
Capping the base damage makes sense. I'm still leery of allowing something that heavy to cause solely non-lethal damage. It doesn't fit the rules well. Falling damage is dependent on how far you fall. Most creatures can ignore the first 10 feet, but this ignores the first 40 feet. That's already a bonus. I'd say let the falling damage be 4d6 (and it ignores the first 40 feet so unless it falls off a very high cliff it should be okay)

It would make sense to be all non-lethal if it were spongy (and weighed a lot less).

This could also use better description.

I mean, these things just wouldn't make a lick of sense as suicide bombers that actively risk death ao that they can squash things to death. And Crush attacks provide a precedent for deliberately falling on an opponent to cause damage without taking the same, so I don't feel like the horse mitigating damage to itself (through Innate Cushioning Abilities and technique) is really absurd rules-wise.

At any rate, many thanks once more! I'll insert in the cap on damage suffered and will try to think up a way to tweak the description.

EDIT: Okay, I took a shot at that:


Combat
Creeping horses dread combat and do not engage in it they can avoid doing so. Should they feel an intruder or group of such intruders threatens the caves they dwell in, they will attempt to separate and ambush them one at a time, creeping up and dropping on them from above. The latter attack is generally described as a strange sensation, as though a giant pillow, its fluid weight shifting and bouncing up and down had buried its target underneath itself.

(…)

Drop Down (Ex)
A creeping horse clinging to the ceiling of an enclosed space can drop down on foes below itself as a move action. When it hits the ground (taking falling damage, but treating the fall 40 feet shorter than it was) it covers the 10 feet by ten feet area immediately underneath its previous position. Opponents caught under its soft, blubbery body take 8d6 plus another 1d6 points of nonlethal damage per each 10 feet the body of the horse traverses, unless they succeed on a DC 15 Reflex save, which halves the damage. Furthermore, its odd body cushions the creeping horse's own landing: it never takes more than 4d6 points of damage from landing on an opponent, and it can attempt a DC 15 Fortitude save itself to render half that damage nonlethal. The save DCs are Strength-based.


So, it's very soft and its shifting mass hammers the opponent hit repeatedly, some of it happenin after the horse already landed. I also kind of like how in this version, it can only really hurt itself, though not hard. How's this sound?

Metastachydium
2023-12-04, 11:48 AM
Anyone remember my whatevertaur rant? [Crickets.] …that's okay, I expected that much. Anyhow, somebody who's been first mentioned back there's finally going to rear their hairy head in here! And that somebody, of course, is the

Onocentaur
A cousin of the forest-dwelling centaurs (loathe as they might be to acknowledge such a kinship), the onocentaur, for its part, roams the high paths of the rugged hills – and it is a creature just as rugged itself, and sturdy as well, if ungainly in appearance. Unlike the hippocentaur, the onocentaur only possesses four limbs: two strong legs, like those of a wild ass, and two long, thick arms, the back of the three-fingered hands covered in a veritable gauntlet of tough horn. The equine belly of its lower half, therefore, gives way directly to a torso much like a broad human's or dwarf's, making the onocentaur's posture hunched and awkward. Its ears are large and its hair coarse and abundant.

Strange as they may look to the eyes of the more common two-legs, onocentaurs are nevertheless certainly not clumsy or anything to laugh off. This hardy, obstinate folk knows the roads it travels well and knows how to fight if made to, with a stubborn determination. Hence, onocentaurs often sell their services to people of the road, as caravan guards and porters, their skill and strong back making them well suited for both tasks. Otherwise they only associate with gray orcs (or "horse orcs", as they call them) with any frequency, seeing in their maned, swift-legged kin more of a brother than in the forest centaur.

Onocentaurs speak Sylvan and Orc.

Size/Type: Large Monstrous Humanoid
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 30 feet (6 squares)(but see text)
Armor Class: 10 (-1 size, +1 Dex), touch 10, flat-footed 9
Base Attack/Grapple: +2/+9
Attack: Heavy mace +4 melee (2d6+4) or kick +4 melee (1d6+3)
Full Attack: Heavy mace +5 melee (2d6+4) and kick +0 melee (1d6+1) or kickback +5 melee (2d6+6 and special (see below))
Space/Reach: 10 ft./10 ft. (5 ft. with kick)
Special Attacks: Kickback
Special Qualities: All fours, darkvision 60 ft., low-light vision
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 16, Dex 12, Con 15, Int 11, Wis 11, Cha 8
Skills: Listen +5, Survival +5
Feats: EnduranceB, Great Fortitude
Environment: Cold hills
Organization: Solitary or herd (4–15)
Challenge Rating: 1
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +2

Combat
Onocentaurs do not seek out fights. They see combat as a dire neccessity of life, be it joined in self-defense or in service to another. When caught up in one regardless, they resort to weapons first, and keep their kicks as a surprise for those who can and dare dance past their swinging arms and bludgeons.

All Fours (Ex)
The awkward shape of an onocentaur's body didn't develop as it did for no reason. When precision or the ease of handling tools matters less than raw speed and stability, onocentaurs can ball up their fists and descend on all fours, the sturdy platelets of horn on their knuckles turning into a second set of hooves. Doing so increases the onoventaur's base land speed by 10 feet, and it is thereafter treated as a quadruped for the purpose of opposed Strength checks and carrying capacity until such time as it rises onto its hind legs again.

Kickback (Ex)
When engaged in combat, an onocentaur can turn around and, as a full-round action, use its hooved legs to make a powerful double kick against an adjacent opponent. If the kick lands, it deals bludgeoning damage equal to 2d6 points plus twice the Strength modifier of the onocentaur and its opponent must succed on a DC 14 Fortitude save or be knocked back 10 feet and fall prone. The save DC is Strength-based.

Metastachydium
2023-12-11, 10:40 AM
And here's something simple and winter-themed for the winter. Sooner than later, we should be back to Elementals (I have three of those developing in the woodwork). Maybe throw in something feathery too. Until then, though,

Scarlet Beetle
Their oblong, angular body impossibly flat, scarlet beetles scamper across highland forest floors on six stubby legs. Their rectangualr head sits on a short, slender neck and they sport curious, bulbous outgrowths behind their rotund compound eyes. What earned them their name is the bright red colour of their wing-cases; beneath these, vestigial wings are hidden that do not offer the benefit of true flight.

Despite what their bright visage could lead some to believe, they are hardly ill-adapted to the climate of the lands they inhabit. Few winters are cold enough to pose a threat to them and, in fact, they resist low temperatures with such ease that they will sometimes opportunistically prey even on silver and white wyrmlings if they manage to catch the young dragons by surprise through shrigging off their cold breaths.

Size/Type: Small Vermin
Hit Dice: 2d8+6 (15 hp)
Initiative: +2
Speed: 30 feet (6 squares), climb 30 feet
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/-4
Attack: Bite +4 melee (1d6)
Full Attack: Bite +4 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Crackwalker, darkvision 60 ft., resistence to cold 15, vermin traits
Saves: Fort +6, Ref +2, Will +2
Abilities: Str 10, Dex 15, Con 16, Int –, Wis 15, Cha 10
Skills: Climb +10, Hide +2
Feats: Weapon FinesseB
Environment: Cold forests
Organization: Solitary or gathering (5–45)
Challenge Rating: 1
Alignment: Always neutral
Advancement: 3–5 HD (Small)
Level Adjustment: –

Combat
Though not particularly cunning tacticians, scarlet beetles understand at an instinctive level the advantages of their ability to slip through cracks and they often burst forth to attack from these, retreating into them as needed. A gathering of beetles fights without coordination, but they never attack each other, unless they are starving and desperate.

Crackwalker (Ex)
Scarlet beetles descend from minuscule, innocuous insects that dwell under the decaying bark of dead trees. While far too sizeable to do so anymore, the beetles retain the long, flat, narrow bodies of these ancestors and can squeeze through tight spaces as though they were one size smaller.

Skills
Scarlet beetles receive a +8 racial bonus to Climb checks, and they can always take 10 on such checks, even when distracted or threatened. They may add their Strength or Dexterity modifier to Climb checks, whichever is higher. Due to their vibrant coloration, scarlet beetles have a -4 racial penalty on Hide checks.

Beni-Kujaku
2023-12-13, 05:28 AM
Onocentaur
Nice simple creature. You should probably add Kickback to the Attack line rather than explicitating "with its full attack bonus". I'm wondering if the Onocentaur wouldn't be more related to satyrs rather than hippocentaurs. They're four-legged creatures with human top and animal bottom, with hands even resembling that of equinals (but without the celestial origin). I agree that all centaurs variations are based on the word centaur and not on any subdivision of it, and thus that "tauric" and "dracotaur" make little sense. Maybe in Faerun "cen-" does mean "horse" and "taur" means something like "chimera", but I'm really grasping at straws here.


Scarlet Beetle
I wonder how they can beat wyrmlings. Even being immune to their breath weapon, they have no way to prevent the dragon from flying away and don't seem organized enough to jump them efficiently. I'd have liked to see them dispersing special pheromones on their prey or just before attacking that would attract any Scarlet Beetle around for a good ambush.

Metastachydium
2023-12-13, 12:07 PM
Nice simple creature. You should probably add Kickback to the Attack line rather than explicitating "with its full attack bonus".

Fair. Will do that, thanks.


I'm wondering if the Onocentaur wouldn't be more related to satyrs rather than hippocentaurs. They're four-legged creatures with human top and animal bottom,

Bestiaries and such peg them as related to the Hippo- and Ichthyocentaurs, and they really are all but quadrupedal. Fey doesn't strike me as a very fitting type either.


with hands even resembling that of equinals

Wait, those forelimbs are prehensile?!


Maybe in Faerun "cen-" does mean "horse" and "taur" means something like "chimera", but I'm really grasping at straws here.

Now I'm imagining a Chimaera, but all three heads are horse heads.


I wonder how they can beat wyrmlings. Even being immune to their breath weapon, they have no way to prevent the dragon from flying away and don't seem organized enough to jump them efficiently. I'd have liked to see them dispersing special pheromones on their prey or just before attacking that would attract any Scarlet Beetle around for a good ambush.

I figured "tight spaces, numbers and the Dragon missing a beat when they don't just die as a normal bug should", and it only happens when there's really a lot of them already about. Also, I thought that an Adult Silver starting to freak out and stomp-stomp when it sees bugs is funny. I'll think about it, though.

Tzardok
2023-12-13, 02:04 PM
Wait, those forelimbs are prehensile?!

Yup. Take a look at Vhara's picture:
https://static.wikia.nocookie.net/forgottenrealms/images/b/bc/Vhara.jpg/revision/latest?cb=20231009093304
She can hold that staff/spear thingy well enough to attack with it.

Metastachydium
2023-12-13, 03:47 PM
Well, at any rate, thank you for ensuring I'll never sleep well again. But at least the artist signed it, so I can make them pay.

Metastachydium
2023-12-23, 02:16 PM
And I knew I was forgetting something! Namely, this thing:

Kurgash
The deceptively ponderous, clumsy body of a kurgash can easily reach a height of 9 feet. It is not unlike a common golen in terms of shape: a crudely carved statue of a featureless giant, with a gash for a mouth and seemingly empty, lifeless eye sockets, all made of dull, weighty metal. Its torso commonly carved with somewhat angular alchemical symbols. But it is no construct, despite all appearances – albeit given its predilections, this elemental being might be tempted to try and build one…

Kurgashes speak Terran, but they are terse and seem to consider each word very carefully before uttering it. Most also know Draconic and Undercommon.

Size/Type: Large Elemental [Earth]
Hit Dice: 9d8+45 (85 hp)
Initiative: -1
Speed: 20 feet (4 squares)
Armor Class: 19 (-1 size, -1 Dex, +11 natural), touch 8, flat-footed 19
Base Attack/Grapple: +6/+15
Attack: Slam +10 melee (2d6+5) or flask of acid +10 ranged (1d6 acid)
Full Attack: 2 slams +10 melee (2d6+5) or flask of acid +10/+5 ranged (1d6 acid)
Space/Reach: 10 ft./10 ft.
Special Attacks: –
Special Qualities: Base metal, darkvision 60 ft., elemental traits, superior nondetection, vulnerability to fire
Saves: Fort +11, Ref +2, Will +5
Abilities: Str 21, Dex 8, Con 21, Int 14, Wis 11, Cha 10
Skills: Appraise +10, Climb +12, Concentartion +14, Craft (alchemy) +17, Knowledge (arcana) +14
Feats: Brutal Throw, Iron Will, Power Attack, Skill Focus (Craft (alchemy))
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 6
Alignment: Always neutral
Advancement: 10–15 HD (Large)
Level Adjustment: –

Combat
Kurgashes do not relish combat. Their heavy fists serve them well as weapons, and they usually carry numerous alchemical objects to aid them in a fight, nevertheless.

Base Metal (Su)
Kurgashes have an uncanny affinity for alchemy, and the matter their forms are composed of is an excellent substitute for most alchemical ingredients. Kurgashes can use the Craft (alchemy) skill despite usually having no access to spells, and can always take 10 on such skill checks. If a kurgash willinglu takes 2d4 points of damage when attempting a Craft (alchemy) check, it need not pay the normal cost of materials used either.

Superior Nondetection (Ex)
A kurgash is effectively invisible to magic from the school of Divination. When such a spell or effect is used against a kurgash, to locate, observe or even contact a kurgash, it simply appears to fail. If the spell or effect has multiple targets or affects an area, other targets, respectively creatures and objects present in said area are affected normally.

Skills
A kurgash receives a -4 racial penalty on Jump and Swim checks.

Tzardok
2023-12-23, 03:01 PM
A weird thing. I wonder what kind of metal this one is based on.

By the way, I meant to ask you if you could make an index for this thread?

Metastachydium
2023-12-23, 03:33 PM
A weird thing. I wonder what kind of metal this one is based on.

Gimme your best guess!


By the way, I meant to ask you if you could make an index for this thread?

In actual fact, it already happens to have an index (https://forums.giantitp.com/showsinglepost.php?p=25535816&postcount=326), it's just in my signature that I happen not to keep in my signature. (And I also really need to update it, now that you mention that.)

Tzardok
2023-12-23, 06:10 PM
Ah, thank you.

The only thing I can imagine is lead, based on the alchemy association and the description as dull and weighty.

Metastachydium
2023-12-27, 02:50 PM
Ah, thank you.

I love being counterintuitive! (Do you think I should add the link to the first post?)


The only thing I can imagine is lead, based on the alchemy association and the description as dull and weighty.

Aand… YOU WIN! I took "alchemist transmute it into stuff" and "blocks Divination magic" and ran with it. Next two (whenever that'll be) shall have more to do with actual chemical properties.

Tzardok
2023-12-27, 06:14 PM
Maybe. Or maybe put it into your actual signature (or did you already do so? It may be a problem on my end, but I can't see you having one).

Metastachydium
2023-12-28, 03:24 PM
Maybe. Or maybe put it into your actual signature (or did you already do so? It may be a problem on my end, but I can't see you having one).

I don't really have an actual signature, to be honest (so if you don't see it, that's probably the reason why) and I'd rather keep it that way because I'm weird like that. So… OPost it is.




Meanwhile, I'm pretty sure I have someone feathery waiting to happen back before the holidays. Have an INCARNUM DINOSAUR, everyone!

Dinogir
Dinogirs are massive bipeds, vaguely avian and vaguely reptilian at the same time. Easily 40 feet long and almost half as tall when fully grown, they walk hunched forward, their backs sporting prominent, awkward humps. Their arms seem almost too long even for something of their size and end in three thick, gently curving claws, forming a hand that is prehensile, albeit quite clumsy. Their entire bodies are covered by a mottled, green and brown plummage; the feathers grow the longest on the forelimbs and the sturdy, but likewise long tail, especially around its tip, where they compose a fan of sorts. Their elongated skulls end in flat, hard beaks.

The average dinogir is used to be being mistaken for a dumb beast – by any that manages to observe it. Rather than making their peace with this predicament, however, dinogirs prefer to blend into the greens and shadows of their forest home and make sure any save for the scaly and feathery folk they have an easier time building a rapport with doesn't get around to intrude or linger about for long.

Dinogirs speak Draconic and Sylvan, in addition to using a sign language of their own.

Size/Type: Huge Magical Beast [Incarnum]
Hit Dice: 10d10+50 (105 hp)
Initiative: +3
Speed: 40 feet (8 squares)
Armor Class: 25 ( -2 size, +3 Dex, +14 natural), touch 11, flat-footed 22
Base Attack/Grapple: +10/+27
Attack: Claw +18 melee (2d8+9)
Full Attack: 2 claws +18 melee (2d8+9) and beak +12 melee (2d4+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Fell hand
Special Qualities: Darkvision 60', DR 10/magic and slashing, elder camouflage, essentia pool, low-light vision
Saves: Fort +12, Ref +10, Will +8
Abilities: Str 29, Dex 16, Con 21, Int 15, Wis 16, Cha 10
Skills: Climb +10, Escape Artist +10, Hide +6, Jump +20, Move Silently +10, Spot +10, Survival +10, Tumble +10
Feats: Improved Essentia CapacityB, Iron Will, Power Attack, Stealthy, Weapon Focus (claw)
Environment: Temperate and warm forests
Organization: Solitary
Challenge Rating: 8
Alignment: Often neutral
Advancement: 11–19 (Huge)
Level Adjustment: –

Combat
Dinogirs, with few exceptions, strike from ambush, using their uncanny ability to stay hidden from view and their yet more uncanny reach. Their aim, however, tends to be scaring and (most often) wounding opponents for good measure. Though omnivorous and not exactly picky, they rarely kill what they can get to leave.

Elder Camouflage (Su)
Stealth and subterfuge have been a part of dinogir life for centuries or more. When trying to evade notice or the grasp of foes, a dinogir can draw upon this ancestral experience: for every point of essentia invested in this ability, a dinogir receives a +2 circumstance bonus to Escape Artist, Hide, Move Silently and Tumble checks. Further, so long as at least one point of essentia is invested into it, the dinogir can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment

Essentia Pool (Su)
A dinogir has an essentia pool of 5 and an essentia capacity equal to 5 (or its Constitution modifier, whicever is higher). It typically invests 3 points in the Fell Hand special attack, and 2 points in its Elder Camouflage ability. A dinogir gains 1 additional point of essentia for every 2 Hit Dice above 10.

Fell Hand (Su)
Dinogirs possess a reach that surpasses even what the length of their sinewy arms would suggest – at least should they choose to draw upon the old, strange magic of their ancestors. For every point of essentia invested in this ability, a dinogir's reach increases by 5 feet for the duration of its turn.

Skills
The feathery arms and tail of a dinogir provide a +4 racial bonus to Jump checks.

Tzardok
2023-12-28, 04:05 PM
Don't forget that creatures with essentia have the Incarnum subtype.

Metastachydium
2023-12-28, 04:23 PM
R-right, I absolutely did forget that. Should work with Incarnum stuff more. Thank you!

Morphic tide
2023-12-28, 04:28 PM
Firstly, your wording seems to be based on the race text. Quoting the sample Totem Giant's version of the Essentia Pool feature as an example of how non-player statblocks do it:

Essentia Pool: A totem giant has an essentia pool of 6 (including +2 for the Bonus Essentia feat and +1 for the Cobalt Rage feat) and an essentia capacity of 3 (or 4 for any soulmeld bound to his totem chakra). He typically invests 2 points in his Cobalt Rage feat, 2 points in his frost helm, and 2 points in his great raptor mask.

Secondly, you may want to refer to Soulspark advancement text or the Soulfused Construct template's text for scaling the Essentia in the nine "advancement" levels so that it can supply the increased capacity and maybe some [Incarnum] feats.

Thirdly, the text makes me imagine the "Elders" to be 20 RHD contorted absurdities who develop the anatomy as an advanced age thing rather than mirroring the whole Mishtai mess.

Metastachydium
2023-12-29, 02:07 PM
Firstly, your wording seems to be based on the race text. Quoting the sample Totem Giant's version of the Essentia Pool feature as an example of how non-player statblocks do it:

Yep. It's straight from the race one, because that was easier to pull up. Will go fix it, thanks.


Secondly, you may want to refer to Soulspark advancement text or the Soulfused Construct template's text for scaling the Essentia in the nine "advancement" levels so that it can supply the increased capacity and maybe some [Incarnum] feats.

And I actually considered doing that (going 1 point/2 HD as I did implicitly with the current 5), but I was too lazy to check if that's even a thing and how MoI does it. Will put that in there now, though. Thanks again!


Thirdly, the text makes me imagine the "Elders" to be 20 RHD contorted absurdities who develop the anatomy as an advanced age thing rather than mirroring the whole Mishtai mess.

CANON.

Metastachydium
2024-01-08, 02:47 PM
I return, with a surprise double update! The first half of it is a little mythical something of myth; I took some liberty with the name, but I can assure you it is at the very least phonetically sound:

Pseusipp
Sages maintain pseusipps used to be true horses once. They retain the shape and size to this day, but their necks bend more flexibly than that of any horse and their teeth are wickedly sharp. They are vicious and predatory and covet human flesh above all else.

Accounts regarding their origins differ; still, all but a few of these posit that they were made as weapons of terror for a cruel ruler of a cold kingdom between mountains oozing gelid fog. Some say it was mortal magic that warped them; others insist they were gifts from a god. Most agree that they slew their erstwhile master – not that it dissuaded others from trying to tap their potential later.

Size/Type: Large Animal
Hit Dice: 4d8+16 (34 hp)
Initiative: +2
Speed: 50 feet (10 squares)
Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (2d4+4)
Full Attack: Bite +6 melee (2d4+4) and 2 hooves (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Favoured prey, rending mob
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 18, Dex 14, Con 18, Int 1, Wis 17, Cha 9
Skills: Listen +6, Spot +7
Feats: Endurance, Run
Environment: Cold plains
Organization: Domesticated
Challenge Rating: 2
Alignment: Always neutral
Advancement: 5–7 HD (Large)
Level Adjustment: –

Combat
Straightforward and forever hungry, pseusipps prefer to simply congregate around one opponent at a time and pull it apart before moving to the next target. They do not flee unless called back by their master.

Favoured Prey (Ex)
Trained to kill and devour humans, pseusipps receive bonuses against such opponents as though they had the Favoured Enemy (Humanoid [Human]) class feature of a 1st level ranger.

Rending Mob (Ex)
Pseusipps are best deployed in groups. When two or more pseusipps hit an opponent with their bite attacks in the same round, each one after the first can forgo its secondary attacks to begin tearing their foe apart. Said opponent suffers 1d8+4 points of additional damage for every pseusipp succesfully mobbing it.




Then we have something… Perhaps slightly on the odd side of things. I would like to dedicate it to the brave people in the RLA thread, currently trying to navigate a sea of bloody golems:

Zhaak
The zhaak. Pillow golems. The children of De 'Rida. All these names cover a single kind of being: a rectangular, soft slab of a creature, covered in a hide with the texture of rough sackcloth shambling about on two thick trunks of legs, its strangely thin but, as a matter of fact, quite strong, flexible, hoselike arms flapping around its body. Its eyes are beady and glossy black; its mouth a wide gash on what would otherwise appear to be its belly. The four oblong protrusions on the corners of its torso are generally understood to aid its hearing; it breathes and picks up smells through its numberless pores.

One of their many monikers is uniquely ironic: pillow golems, as some call them, were in fact born of the meddling of an erratic sorcerer by the name of De 'Rida, designed specifically to counteract and destroy golems, entities De 'Rida saw as elaborate toys hiding an ugly truth of slavery, an image in microcosm of what he perceived society as a whole to be. Much to his chagrin, reportedly, the children turned out quite lawful in their inclinations – but served and still serve their purpose just about fine, nevertheless.

Zhaak speak Common, Terran and Gnome.

Size/Type: Large Aberration
Hit Dice: 6d8+18 (45 hp)
Initiative: +7
Speed: 40 feet (8 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+14
Attack: Maul +9 melee (2d8+9, ×3 plus 2d6 (foehammer))
Full Attack: Maul +9 melee (2d8+9, ×3 plus 2d6 (foehammer))
Space/Reach: 10 ft./10 ft.
Special Attacks: Foehammer
Special Qualities: Darkvision 60 ft., immunities
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 22, Dex 15, Con 16, Int 11, Wis 11, Cha 11
Skills: Climb +8, Escape Artist +6, Knowledge (arcana) +6, Listen +5, Spot +5
Feats: Alertness, Improved Initiative, Power Attack
Environment: Any
Organization: Solitary or raid (5–12)
Challenge Rating: 3
Alignment: Often lawful neutral
Advancement: 7–11 HD (Large), 12–15 HD (Huge)
Level Adjustment: –

Combat
Zhaak are very defensive fighters, trying to convince opponents to back off through quick demonstrations of force. Unless, that is, they come face to face with a golem or some other construct: then, their demeanour quickly shifts and they batter and harry their foe until only it or they stand.

Foehammer (Ex)
Their specialized training enables the zhaak to use the foehammer martial maneuver as a crusader of a level equal to the zhaak's number of hit dice.

Immunities (Ex)
Zhaak are immune to cold, electricity and bludgeoninng damage, regardless of its source. They never take damage from a fall, albeit they still need to succeed on the appropriate skill checks to land on their feet after one.

Tzardok
2024-01-08, 03:20 PM
I return, with a surprise double update! The first half of it is a little mythical something of myth; I took some liberty with the name, but I can assure you it is at the very least phonetically sound:

Pseusipp
Sages maintain pseusipps used to be true horses once. They retain the shape and size to this day, but their necks bend more flexibly than that of any horse and their teeth are wickedly sharp. They are vicious and predatory and covet human flesh above all else.

Are those the mares of Diomedes? Or are there other famous man-eating horses around?


Zhaak
The zhaak. Pillow golems. The children of De 'Rida. All these names cover a single kind of being: a rectangular, soft slab of a creature, covered in a hide with the texture of rough sackcloth shambling about on two thick trunks of legs, its strangely thin but, as a matter of fact, quite strong, flexible, hoselike arms flapping around its body. Its eyes are beady and glossy black; its mouth a wide gash on what would otherwise appear to be its belly. The four oblong protrusions on the corners of its torso are generally understood to aid its hearing; it breathes and picks up smells through its numberless pores.

Those are W.E.I.R.D.


Immunities (Ex)
Zhaak are immune to cod, electricity and bludgeoninng damage, regardless of its source. They never take damage from a fall, albeit they still need to succeed on the appropriate skill checks to land on their feet after one.
Interesting. Are they immune to other fish as well? :smallbiggrin:

Metastachydium
2024-01-08, 03:26 PM
Are those the mares of Diomedes?

Damn right they are!


Those are W.E.I.R.D.

I take pride in my work, even when my work is ambulatory pillows crossed with a dead end in the history of philosophy!


Interesting. Are they immune to other fish as well? :smallbiggrin:

Yes, but only if you slap 'em with that ffffish. Bites and nose-swords might go straight through. (I'll go fix that.)

Beni-Kujaku
2024-01-15, 06:10 AM
Zhaak
The zhaak. Pillow golems. The children of De 'Rida.
You know I love monsters with endonyms and exonyms. Especially when the exonym betrays a deep misunderstanding of the nature of the monster, like "pillow golem" does.

I've once seen a homebrew of a "plushie golem". Basically a Tiny golem in the shape of a plushie that could protect its assigned child as a Shield Guardian does. I envision a world where every child has a zhaak as a pillow, a living spell of elation and lullaby as its sheets, a golem as a plushie and a grey render as their imaginary friend. Sadly, the pillow would attack the plushie, the sheets would try to eat the child, and the imaginary friend would tear it apart to teach it a lesson.

Is there supposed to be a limit on how many times it can use Foehammer ? Or does it only work on Constructs maybe? Otherwise, since it only has a single attack per round, there is no reason for it to not use Foehammer every time, and you should probably include it in the Damage line (2d8+9 and Foehammer, x3).

Metastachydium
2024-01-15, 08:20 AM
You know I love monsters with endonyms and exonyms. Especially when the exonym betrays a deep misunderstanding of the nature of the monster, like "pillow golem" does.

I say nothing shouts verisimilitude louder than "people are clueless"!


I've once seen a homebrew of a "plushie golem". Basically a Tiny golem in the shape of a plushie that could protect its assigned child as a Shield Guardian does.

I'm not much of a Construct person myself, but that's just too darned CUTE. I approve!


I envision a world where every child has a zhaak as a pillow, a living spell of elation and lullaby as its sheets, a golem as a plushie and a grey render as their imaginary friend. Sadly, the pillow would attack the plushie, the sheets would try to eat the child, and the imaginary friend would tear it apart to teach it a lesson.

Ah, instant childhood traumas for everyone! Sounds like as good an explanation for the prevalence of jaded murderhoboes as any. I approve AGAIN!


Is there supposed to be a limit on how many times it can use Foehammer ? Or does it only work on Constructs maybe? Otherwise, since it only has a single attack per round, there is no reason for it to not use Foehammer every time, and you should probably include it in the Damage line (2d8+9 and Foehammer, x3).

Unless I've been fundamentally misunderstanding how Crusaders work all along, as the only maneuver of the thing, it should just kinda respawn each round. So… Good thinking, thanks!




And while I'm here, I might as well throw in a brand new double update. We'll start with a viral vector, probably brought to you by the same people who thought Owlbears are a good idea, the

Hippotaur
An unlikely being, the hippotaur appears to be a mismatched cross between horse and cattle, with the body, tail and hooves of the former and the head of the latter. Some call them jumarts; others are adamant that jumarts are a different beast, a true hybrid that occurs naturally. Their origin unclear, they are most common in warm lands adjoining regions infested with owlbears.

Size/Type: Large Animal
Hit Dice: 4d8+8 (34 hp)
Initiative: +1
Speed: 50 feet (10 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Gore +5 melee (1d8+4)
Full Attack: Gore +5 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Disease
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 17, Dex 13, Con 14, Int 2, Wis 10, Cha 7
Skills: Listen +4, Spot +3
Feats: Great Fortitude, Power Attack
Environment: Warm hills
Organization: Solitary or herd (4–17)
Challenge Rating: 2
Alignment: Always neutral
Advancement: 5–7 HD (Large)
Level Adjustment: –

Combat
Hippotaurs are oddly aggressive, as though bred for it. They charge headlong onto anything large enough to threaten them and fight to the death.

Disease (Ex)
Hippotaurs are among the very few known intermediary host of a minuscule parasite known as the marrow worm. Any hippotaur meat ingested has a 70% chance of containing marrow worm eggs that are very difficult to destroy simply through the application of heat while preparing a meal. Eggs mature in 1d4 days once in a suitable host, which then must succeed on a DC 14 save each day or take 1d4 points of Intelligence and Wisdom damage from marrow rot.




Also, I swear this will be my last kick into whatevertaurs for a while (so don't expect taurocentaurotaurs (a bovine Centaur with the head of a bull!!) to pop up). Still, before we'd get back to periodic Elementals (I have one or two that should be ready to launch come next week), have another weird dinosaur thing:

Sacred Lizard
Rarely more than 6 feet long and 4 feet tall, sacred lizards are cumbersome beings carrying their bulky body, its back domed and covered in a pattern of sturdy scutes on four short legs. Their small, rotund head sits on a similarly short neck. Their tail is somewhat longer, but poorly armoured. Most are a greenish white or light olive in colour.

Natives of Arcadia, sacred lizards see employ, first and foremost, as mediators and messengers dispatched to the mortal realms. Slow, steadfast and of an unending calm, they mostly live to talk and listen, leading a life of contemplation and ambulatory study when burdened with no task.

Sacred lizards seem to have at least a rudimentary understanding of all but secret languages and tend to speak at least three, usually including Celestial and Common.

Size/Type: Medium Magical Beast [Extraplanar]
Hit Dice: 5d10+15 (42 hp)
Initiative: -1
Speed: 20 feet (4 squares)
Armor Class: 21 (-1 Dex, +12 natural), touch 9, flat-footed 21
Base Attack/Grapple: +5/+7
Attack: Tail slap +2 melee (1d4+1*)
Full Attack: Tail slap +2 melee (1d4+1*)
Space/Reach: 5 ft./5 ft.
Special Attacks: Vengeful curse
Special Qualities: Darkvision 60 ft., sanctuary
Saves: Fort +5, Ref +3, Will +6
Abilities: Str 15, Dex 9, Con 16, Int 15, Wis 16, Cha 16
Skills: Diplomacy +10, Intimidate +5, Knowledge (local, the planes, religion) +6, Listen +7, Sense Motive +10
Feats: Iron Will, Negotiator
Environment: Any
Organization: Solitary
Challenge Rating: 2
Alignment: Always lawful neutral
Advancement: 6–10 HD (Medium)
Level Adjustment: –

Combat
Sacred lizards enjoy a good, hearty dispute and even a heated debate once in a while; more direct violence they are far less equipped for. At most, they will attempt the odd bull rush or overrun, but otherwise they refrain themselves to dispensing dire warnings, promising vaguely hinted at, but terrible consequences to those that would shed their blood. (*A sacred lizard does not normally use its tail to attack. Its tail slap is treated as a secondary attack and adds only half the sacred lizard’s Strength bonus to damage.)

Sanctuary (Su)
A sacred lizard is constantly warded by an effect identical to that of a sanctuary spell with a save DC equal to 15. A successful save overcomes the effect for 24 hours. While this effect can be dispelled as normal, the sacred lizard can reactivate it once per round as a free action. The save DC is Charisma-based.

Vengeful Curse (Su)
Slaying a sacred lizard is a great sin, for it is an affront to its very masters. Any who wound a sacred lizard during a given encounter the creature perishes in must succeed on a DC 15 Will save or be cursed as though affected by a bestow curse spell. The foe that deals the killing blow receives no save. Only miracle, respectively break enchantment or remove curse cast by a divine spellcaster can undo this effect. The save DC is Charisma-based.

Skills
Sacred lizards recieve a +2 tacial bonus on Diplomacy and Sense Motive checks.

Bhu
2024-01-21, 12:15 AM
Why does teh Sacred Lizard have a * after it's damage?

Metastachydium
2024-01-21, 12:27 PM
Why does teh Sacred Lizard have a * after it's damage?

Oh, right, thanks! That's the "secondary attacks only" deal that some innocuous Animals and such get, but I forgot to add the actual note.

Metastachydium
2024-01-22, 02:24 PM
So, the good(?) news is, it's double update AGAIN! And the other news is, it's more Elementals. First off, meet the squarest of all rainbows, the

Vizemut
A headless, square torso with many-jointed legs and arms, the metallic form of each vizemut sports a peculiar, iridescent sheen. In terms of personality, they are far less colourful, and in fact, are commonly found quite dry and dull. They show a disinterest almost unparalleled even among elementals in the various ongoing affairs of mortals and the planes alike, but will sometimes consort with the rilmani so long as it doesn't take much of an active effort on their part.

The vizemut speak a plain, politely nondescript Terran.

Size/Type: Medium Elemental [Earth]
Hit Dice: 6d8+18 ( hp)
Initiative: +0
Speed: 20 feet (4 squares)
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +4/+6
Attack: Slam +6 melee (1d6+2)
Full Attack: 2 slams +6 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Collapse, darkvision 60 ft., elemental traits, resistence to electricity and fire 10, unmoved
Saves: Fort +10, Ref +2, Will +6
Abilities: Str 15, Dex 10, Con 16, Int 10, Wis 15, Cha 15
Skills: Diplomacy +10, Listen +6, Sense Motive +10, Spot +6
Feats: Great Fortitude, Iron Will, Negotiator
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating:
Alignment: Always neutral
Advancement: 10–11 HD (Medium)
Level Adjustment: –

Combat
The vizemut are not fighters and do combat cautiously and unenthusiastically. They prefer to talk, and if all else fail, they will sometimes try and goad opponents into using fire on them, so as to have an easier time escaping.

Collapse (Ex)
Each time a vizemut suffers at least 10 points of fire damage, it must succeed on a DC 16 Fortitude save or become Small-sized for 1d4 minutes or until it takes at least 10 points of cold damage.

Unmoved (Su)
Any magical effect that would physically move the vizemut towards its source automatically fails.




…joined by this orange blob that would love tobe square (but is a blob instead), the

Muriyeb
Commonly mistaken for oozes when at rest and not spread thin in water, muriyebs are quivering blobs of orange-brown liquid that will sometimes slip into other realms from the Plane of Water. Muriyebs greatly resent the instability inherent to their bodies, but manny if not most find solace in the strongly held belief that the properly maintained balance of a regimented mind is a greater form of coherence than a constant and unchanging form. They are quite eager to impart that state to others as well, seeing this act as a priceless service rendered.

Muriyebs speak an oddly lapidary form of Aquan.

Size/Type: Medium Elemental [Water]
Hit Dice: 5d8+15 (37 hp)
Initiative: +3
Speed: 20 feet (4 squares), swim 50 feet
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+4
Attack: Slam +6 melee (1d6+1)
Full Attack: 2 slams +6 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Calm emotions
Special Qualities: Darkvision 60 ft., DR 4/–, elemental traits, wavehidden
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 12, Dex 16, Con 16, Int 11, Wis 10, Cha 11
Skills: Hide +11, Move Silently +11
Feats: Ability Focus (Calm Emotions), Weapon Finesse
Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 4
Alignment: Usually lawful neutral
Advancement: 6–9 HD (Medium), 10–12 HD (Large)
Level Adjustment: –

Combat
Muriyebs, as a general rule of thumb, don't start fights. They are, nevertheless, quick to join the smallest of scuffles in the hope that they can subdue the combatants and so make a contribution to enforcing an order of sorts. Aware of their limitations, nevertheless, they tend to stick close to bodies of water to have an easy avenue of escape at hand.

Calm Emotions (Ex)
As a standard action, a muriyeb can move into an adjacent opponent's square without provoking an attack of opportunity and briefly envelop its foe before retreating. Such an opponent must succeed on a DC 17 Fortitude save or be calmed for 2d6 rounds as though affected by a calm emotions spell. Aggressive action taken against such a creature doesn't break the effect, nor does it grant a new save. The save DC is Constitution-based.

Wavehidden (EX)
When it enters water, the form of a muriyeb seems to immediately dissolve. Whenever it is submerged in a sufficient amount of water to comfortably accomodate it, a muriyeb can attempt to use the Hide skill even while directly observed and can take 10 on all Hide checks even while distracted or threatened.




Next on the agenda's either some Fey or (finally) a new Deathless, depending on what I get around to finalizing first.

Tzardok
2024-01-22, 03:03 PM
Unmoved (Su)
Any magical effect that would physically move the vizemut towards its source automatically fails.

I see what you meant before. Luckily, there are two different ways to deal with it: One is making Consume Space an Extraordinary Ability (hey, if the umbral blot can make non-magical holes into the fabric of reality to teleport, I can make creatures that non-magically devour space-time); the other is simply going that Consume Space doesn't move the vizemut, it just removes the distance between them. :smallwink:


Next on the agenda's either some Fey or (finally) a new Deathless, depending on what I get around to finalizing first.

I'm eager to see what you have to offer in the later case.

Metastachydium
2024-01-23, 11:12 AM
I see what you meant before. Luckily, there are two different ways to deal with it: One is making Consume Space an Extraordinary Ability (hey, if the umbral blot can make non-magical holes into the fabric of reality to teleport, I can make creatures that non-magically devour space-time);

That makes no sense! Which makes it a perfect fit for an ABOMINATION!


the other is simply going that Consume Space doesn't move the vizemut, it just removes the distance between them. :smallwink:

Ah, now I see that you do play the game too!


I'm eager to see what you have to offer in the later case.

Prepare to be disappointed! But I'll do flag it for express delivery, then.

Beni-Kujaku
2024-01-26, 07:08 AM
Vizemut
Nice, a Bismuth elemental ! I like the reference to Bismuth's negative thermal expansion, but I'm not sure about Unmoved. Every time I've watched anything on Bismuth, it didn't stick to any container, and could be moved easily.


Muriyeb
Is that Bromine ? Nice reference to it being initially found by separating from water.


Next on the agenda's either some Fey or (finally) a new Deathless, depending on what I get around to finalizing first.
YES ! More Deathless !

Metastachydium
2024-01-26, 03:52 PM
Nice, a Bismuth elemental ! I like the reference to Bismuth's negative thermal expansion,

Thanks!


but I'm not sure about Unmoved. Every time I've watched anything on Bismuth, it didn't stick to any container, and could be moved easily.

That's not about being sticky. That's about being one of the most strongly diamagnetic elements in existence. I just didn't want to overcomplicate it through random movements to the opposite direction.


Is that Bromine ?

Yes!


Nice reference to it being initially found by separating from water.

Why, thank you! That's where the name comes from, even! It is a corrupted derivative of muriebus ('in/from the saltwaters' < Lat. muries, 'brine'), with half the case morpheme mistaken for a nominative gender marker and dropped.


YES ! More Deathless !

Okay, that seals it. Early release time!

False Wight
False wights are dead and not dead, at the same time. They show clear signs of decay – and clear signs that some strange power is fighting this same decay, arresting its spread. They come to be when a humanoid dies a sudden, untimely death, so sudden that some intangible conduit to the Positive is never quite broken, and a new vigour flows into the fallen body through it, alongside a new purpose.

Alethough a false wight retains a vague recollection of its past self, it is driven by this new imperative: to help keep the mortal world clean of the taint of undeath. Ususally, it strives towards this end in quite roundabout ways, letting the positive energy that gave it a new life pour out and over into the truly dead, creating a mindless masquerade of false undead, to make the living wary and anger them, if possible.

False wights speak Common.

Size/Type: Medium Deathless
Hit Dice: 4d12 (26 hp)
Initiative: +1
Speed: 30 feet (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Slam +3 melee (1d4+1 plus energy charge)
Full Attack: 2 slams +3 melee (1d4+1 plus energy charge)
Space/Reach: 5 ft./5 ft.
Special Attacks: Animate bodies, energy charge
Special Qualities: Darkvision 60 ft., deathless traits, fast healing 4
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 12, Dex 12, Con –, Int 11, Wis 13, Cha 15
Skills: Hide +10, Listen +10, Move Silently +10, Spot +10
Feats: Alertness, Stealthy
Environment: Any
Organization: Solitary or with animated objects (1–8)
Challenge Rating: 3
Alignment: Usually lawful neutral
Advancement: 5–8 HD (Medium)
Level Adjustment: –

Combat
False wights are elusive and let any neccessary fighting be carried out by the animated bodies that tend to mill about its close proximity. Sometimes it will pretend to be an oddly resilient zombie, nevertheless, and fight as such until it can safely disappear in the chaos of combat.

Animate Bodies (Su)
Once per 1d8 rounds as a full-round action, a false wight can use its connection to the Plane of Positive Energy to infuse the corpse of a Small or Medium Humanoid with a semblence of life, turning it into an animated object of the appropriate size. The animated onjects so created are not under the flse wight's direct control, but they never attack, harm or actively hinder it either and it can sever their link to the Positive, restoring them to death with another full-round action.

Energy Charge (Su)
Living creatures and deathless hit by a false wight's slam attack gain one positive level. It bestows one negative level on undead; an undead character with negative levels at
least equal to its current level is instantly destroyed. Both effects can be negated by a DC 14 Fortitude save. The save DC is Charisma-based.

Beni-Kujaku
2024-01-26, 05:42 PM
That's an interesting way for a Deathless to arise. I can see the positive energy empowering the bacteria and fungi responsible for decay as well, to the point that the "healthy" portions of the body shift around, then immediately decay again, like a macabre Rorschach mask.

I was about to question the use of Animated Object as the result of positive energy animation, but then I remembered that Ravids exist. How long does Animate Bodies last? Does it depend on the size of the body? One thing that could be interesting for people who want to play a False Wight (yes, I'm projecting a bit) would be that the FW has to divert a bit of its own positive conduit to the corpse, thus reducing its Fast Healing by 1 for a Medium corpse, 2 for a Large corpse, and 4 for Huge, giving an inherent limit to the number of animated corpse, and avoiding a CR 3 creature shambling around with three CR 5 Storm Giant corpses. Also, is there a reference with that 1d8 rounds cooldown? Why not 1/minute?

It's a great monster (though maybe I'm a bit biased. I like Deathless.), but I was expecting something aimed at beating Undead, for a creature that helps to "keep the mortal world clean of the taint of undeath". What happens if it tries to Animate Body on an Undead? Maybe something like a targeted Turn attempt?

Metastachydium
2024-01-27, 03:05 PM
That's an interesting way for a Deathless to arise. I can see the positive energy empowering the bacteria and fungi responsible for decay as well, to the point that the "healthy" portions of the body shift around, then immediately decay again, like a macabre Rorschach mask.

That's quite the image! I might snatch and work a version of it into the description if you don't mind (a version without refernece to bacteria and a gentleman called Rorschach, naturally).


I was about to question the use of Animated Object as the result of positive energy animation, but then I remembered that Ravids exist. How long does Animate Bodies last? Does it depend on the size of the body? One thing that could be interesting for people who want to play a False Wight (yes, I'm projecting a bit) would be that the FW has to divert a bit of its own positive conduit to the corpse, thus reducing its Fast Healing by 1 for a Medium corpse, 2 for a Large corpse, and 4 for Huge, giving an inherent limit to the number of animated corpse, and avoiding a CR 3 creature shambling around with three CR 5 Storm Giant corpses.

It only works on Small and Medium bodies, for Sanity Reasons.


Also, is there a reference with that 1d8 rounds cooldown? Why not 1/minute?

Four is Death, but 1d4 seemed too short.


It's a great monster (though maybe I'm a bit biased. I like Deathless.),

Glad you like it!


but I was expecting something aimed at beating Undead, for a creature that helps to "keep the mortal world clean of the taint of undeath". What happens if it tries to Animate Body on an Undead? Maybe something like a targeted Turn attempt?

Dropping another hyperfocused predator felt too early after the Zhaak, and I wanted to channel some Wight apocalypse energy with uncapped spawning of positive-powered not-Undead. That said, I did consider mirroring Energy Drain too. Maybe I could borrow Tzardok's idea of "negative levels for Undead", but make it exclusive to Undead and call it Energy Overflow or something. Once the Undead lost all HD, it's eligible for being animated as a corpse if corporeal, perhaps? Would that feel right?

Tzardok
2024-01-27, 03:15 PM
IIRC that concept already exists, in the form of a fun little ability appearing in the glossar of MM3 and nowhere else called Energy Charge. Gives positive levels to the living, negative to the undead. Should maybe use it some time myself.

Metastachydium
2024-01-27, 03:28 PM
IIRC that concept already exists, in the form of a fun little ability appearing in the glossar of MM3 and nowhere else called Energy Charge. Gives positive levels to the living, negative to the undead. Should maybe use it some time myself.

And that's what I get for skipping past the BORING parts of books! That makes it a no-brainer; it's going in there, thanks.

Debihuman
2024-01-30, 03:27 PM
Zhaak

Foehammer (Ex): Their specialized training enables the zhaak to use the foehammer martial maneuver as a crusader of a level equal to the zhaak's number of hit dice.

I still don't know exactly what foehammer is or what it does from what you have.

Also the maul does x3 not the foe hammer. The foehammer is missing its damage. It only allows you to overcome a foe's DR and adds +2d6 damage to a single target. Plus it is only 2nd level so the creature's HD don't even matter as it has more than 2. It's not like the damage goes up because the HD go up.

The Maul is Large.

Attack: Large Maul +9 melee (2d8+9/x3 plus 2d6 [Foehammer])
Full Attack: Large Maul +9 melee (2d8+9/x3 plus 2d6 [Foehammer])

The problem is that if he hits first, he's likely to kill a member of a 3rd level party but he doesn't have any way to defend from a party that hits from range. I find this to be a bit of glass canon sort of monster so I wouldn't recommend using it. A 3rd level fighter with max hit points 10 per HD and Constitution 18 still only has 30 hit points. This thing can hit it for 48 on a critical hit even without foehammer. Even with just basic average damage it hits for 24 points. (4.5 + 4.5 +9 plus 3.5 +3.5)

Debby

Tzardok
2024-01-30, 04:53 PM
Why should the description include what foehammer does? A list of spell-like abilities doesn't spell out the exact effects of each spell either; it just names them and lets you look them up on your own time.