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    Default Re: [3.5, Scroungers, Everything] The Crunch of the Scroungers Campaign Setting

    Monsters

    Iconic Creatures

    Some iconic D&D creatures have a special place in the Scroungers setting. Others fill different roles in the world’s ecosystem or have different origins. This section outlines these iconic creatures.

    As a general rule, the land of Stha Lui is populated almost exclusively by sentient beings, domesticated animals and mundane wild animals. The pressures of the sudden post-Torrent population influx and the newcomers’ expansion across the Hinterlands resulted in the extinction of most of Stha Lui’s “monsters.” Those that were able fled the continent for the safety of island homes. Rumors continue to circulate about strange creatures hiding in extremely remote or inhospitable areas like the Mountains, the swamps of Tanu ya Nzadi or the depths of the Fádech Desert.

    The areas outside of the settled, domesticated shores of Stha Lui, however, are far wilder and more dangerous. Here creatures of all types can find places to thrive in the vast unexplored oceans or on the thousands or millions of islands that still dot the surface.

    Aberrations
    While aberrations in their very nature defy rational explanations, there are some of these strange creatures whose origins are known to Stha Lui's wisest sages. These aberrations, often called "the Lords of Madness" are unified by powerful mental or magical abilities and their hostility toward mortal life. They include aboleths, beholders, illithids, neogi, grells, and tsochari.

    These strange creatures are similar in their origins to the Altered who live among the humanoids of Stha Lui. They were originally normal creatures before exposure to massive amounts of go-stone warped their basic biology, creating their current twisted forms. Sages believe that aboleths originally began as sea creatures (probably sharks or eels), beholders as flies, illithids as aquatic or subterranean humanoids, neogi as spiders, grells as octopi, and tsochari as snakes. But the effects of enormous quantities of go-stone (far, far more than the quantities responsible for Altered) changed the building blocks of their bodies, creating new species with uncanny powers and strange appetites.

    Elementals
    Rather than being denizens of elementally-aligned planes of existence, elementals in the Scroungers setting are the product of interactions between areas of concentrated magical energies and extreme environmental processes. Fire elementals, for example, come into being where areas of natural magical power coincide with volcanoes or extremely hot forest fires. Water elementals spawn when magical energies seep into the deepest ocean trenches or the most powerful waterfalls. Air elementals are born as the world’s most violent windstorms pass over these areas of magical concentration. Earth elementals live their lives in deep caves or under high mountains.

    In addition to deriving their existence from extreme natural phenomena, elementals can interact with the world around them to similarly alter the physical landscape. A war between air and water elementals might result in hurricanes or tidal waves. Forest fires might burn all the hotter when fire elementals are present. Earth and fire elementals might inadvertently accelerate tectonic activity by simply existing in large numbers in close proximity.

    Rust Monsters
    Like many other aberrations in the Scroungers setting, rust monsters arose in the years following the Torrent. Sages believe that their progenitors were colonies of ants living near areas of volcanic activity. Noting the frequent association of volcanic activity with both metal and go-stone deposits, scholars argue that these ant colonies were exposed to massive amounts of go-stone, resulting in changes to their basic biology similar to (though on a vastly greater scale than) those associated with Altered individuals. It is no coincidence that rust monsters survive by consuming metal; the volcanic locations where go stones are so often found are also often rich in metal deposits. Scholars believe that the metals in the soil and bedrock that surrounded the colonies of the rust monsters' progenitors were incorporated into their bodies by the go-stone energy, creating the rust monsters' unique physiology


    New Monsters of Stha Lui and Beyond

    Angler Fish Swarm

    Air Breather

    Breach Gnawer

    Breach Gnawer Swarm

    Dire Angler Fish

    Go-Stone Golem

    Spoiler
    Show
    {table]
    Size/Type:
    |Large Construct
    Hit Dice:
    |7d10+20 (73 hp)
    Initiative:
    |+2
    Speed:
    |30 ft. (6 squares)
    Armor Class:
    |21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
    Base Attack/Grapple:
    |+5/+12
    Attack:
    |Slam +7 melee (1d12+3)
    Full Attack:
    |2 slams +7 melee (1d12+3)
    Space/Reach:
    |10 ft./10 ft.
    Special Attacks:
    |Berserk, touch of power
    Special Qualities:
    |Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision, go-stone haze
    Saves:
    |Fort +2, Ref +4, Will +3
    Abilities:
    | Str 16, Dex 14, Con --, Int --, Wis 12, Cha 2
    Skills:
    |--
    Feats:
    |Ability Focus (touch of power) (b)
    Environment:
    |Any
    Organization:
    |Solitary or gang (2-4)
    Challenge Rating:
    |8
    Treasure:
    |1d6+4 shards of go-stone
    Alignment:
    |Always neutral
    Advancement:
    |8-16 HD (Large), 17-25 (Huge)
    Level Adjustment:
    |--[/table]

    Go-stone golems first appeared in the years following the Torrent, occasionally lingering around the edges of areas where go-stones could be found. They appear as large, thin, vaguely humanoid creatures composed of rock and a swirling cloud of go-stone energy. In actuality, much of the golem’s form is composed of little more than go-stone energy and dust. They have no discernable facial features or distinguishing marks other the constantly-swirling energy that surrounds them.

    Go-stone golems cannot speak or make any vocal noise. They move quickly but somewhat erratically with an uneven gait.

    Combat
    Go-stone golems are most frequently found defending areas where go-stone can be found. They are also occasionally constructed and used as guardians for high-security locations. They are tenacious in combat, relying on their energy leach ability to weaken their foes and allow them to strike the killing blow.

    Berserk (Ex)
    When a go-stone golem enters combat, there is a cumulative 1% chance each round that its animating force is over-strained and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 17 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

    Energy Leach (Ex)
    A go-stone golem’s natural weapons are infused with the energy of go-stones. Whenever a go-stone golem successfully deals damage with its natural attacks, the creature must make a Fortitude save (DC 16, Constitution-based) or take 1 point of Constitution and Wisdom damage.

    Immunity to Magic (Ex)
    A go-stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

    Any spell that deals Wisdom or Constitution damage heals a go-stone golem by a number of hit points equal to the damage dealt by the spell.

    Any spell with the chaotic descriptor acts as a Haste effect when cast on a go-stone golem.

    Go-Stone Haze (Ex)
    A go-stone golem is surrounded by a swirling haze of go-stone energy, making it difficult to pinpoint its actual body. This haze grants the golem concealment against all ranged attacks.

    Construction
    A go-stone golem’s body must be constructed from 4 go-stones of at least minor strength and one go-stone of at least moderate strength.

    CL 7th ; Craft Construct, animate object, touch of idiocy, irradiate, caster must be at least 7th level; Price 15,000 gp; Cost 8000 gp + 600 XP.

    Rust Monarch

    Rustling

    Spoiler
    Show
    {table]
    Size/Type:
    |Tiny Aberration
    Hit Dice:
    |1d8 (5 hp)
    Initiative:
    |+2
    Speed:
    |20 ft. (4 squares), Climb 20 ft.
    Armor Class:
    |15 ( +2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
    Base Attack/Grapple:
    |+0/-10
    Attack:
    |Bite +5 (1d3-2)
    Full Attack:
    |Bite +5 (1d3-2)
    Space/Reach:
    |12.5 ft./0 ft.
    Special Attacks:
    |Attach, corrode
    Special Qualities:
    |Blind, metalsense
    Saves:
    |Fort +0, Ref +2, Will +3
    Abilities:
    | Str 6, Dex 15, Con 10, Int 2, Wis 12, Cha 6
    Skills:
    |Climb +12
    Feats:
    |Weapon Focus (Bite), Weapon Finesse (b)
    Environment:
    |Underground
    Organization:
    |Brood (8-16)
    Challenge Rating:
    |1/2
    Treasure:
    |None
    Alignment:
    |Always neutral
    Advancement:
    |2 HD (tiny), 3-4 HD (small)
    Level Adjustment:
    |--[/table]

    Rustlings are rust monsters in their larval form. A rustling’s body is long, slug-like, and light tan in color, with four stubby, segmented legs (two on each side) protruding from the first third of its length and flecks of rust perpetually dusting its back and face. It’s “head” is dominated by two milky-white (and obviously blind) eyes above and insect-like mandibular mouth. Above each eye sprouts a short growth which, when full grown, become the rust monster’s feared antennae.

    Rustlings are always found near their rust monster parents, usually in large groups near abandoned iron mines and other easy sources of metallic food. They grow slightly larger as they age before creating a cocoon of partially-digested metal and rust, from which they emerge as fully-fledged rust monsters.

    Combat
    Despite their obvious blindness, rustlings can sense the presence of metal and react to its motions. When threatened or when confronted with a source of food, they attack en masse, throwing themselves at the nearest metal object. They attempt to latch onto metal objects with their powerful jaws, sucking sustenance from the object until it is consumed or they are forcibly removed.

    Attach (Ex)
    If a rustling hits with a bite attack, it automatically succeeds in latching onto the largest metal creature or object it can, dealing bite damage to the object each round it remains attached. A rustling cannot use this ability to latch onto a non-metallic creature or object, though it can attack and damage non-metallic creatures or objects. An attached rustling loses its Dexterity bonus to Armor Class and has an AC of 13. An attached rustling can be struck with a weapon or grappled. To remove an attached rustling through grappling, the opponent must achieve a pin against the creature.

    Blind (Ex)
    A rustling’s eyes are not yet developed enough to allow conventional sight. A rustling loses its Dexterity bonus to AC and takes a -2 penalty to AC against attacks made with non-metallic weapons. However, it retains its Dexterity bonus to AC and does not take any additional penalties to AC against attacks made with metallic weapons. Similarly, creatures with absolutely no metal objects on their bodies have total concealment against a rustling.

    Corrode (Ex)
    A rustling’s mandibles excrete a substance that rapidly corrodes metal of all types. A rustling’s bite attack ignores the hardness of all metallic objects.

    Metalsense (Ex)
    Despite the underdevelopment of their eyes, a rustling can sense the location of metallic creatures and objects with pinpoint accuracy. It has blindsight with a range of 30 feet, but can only use this blindsight to detect metallic creatures and objects.

    Skills (Ex)
    Rustlings have a +8 racial bonus on Climb checks. They use their Dexterity modifier for Climb checks. A rustling can always choose to take 10 on a Climb check, even if rushed or threatened.


    Salkylos

    Spoiler
    Show
    Size/Type:
    Medium Magical Beast (Aquatic)
    Hit Dice:
    1d10+3 (13 hp)
    Initiative:
    +2
    Speed:
    10 ft. (2 squares), swim 50 ft.
    Armor Class:
    17 ( +2 Dex, +5 natural), touch 12, flat-footed 15
    Base Attack/Grapple:
    +2/+3
    Attack:
    Bite +5 melee (1d6+1)
    Full Attack:
    Bite +5 melee (1d6+1)
    Space/Reach:
    5 ft./5 ft.
    Special Attacks:
    Improved grab
    Special Qualities:
    Darkvision 60 ft, low-light vision, swarm tactics, hold breath
    Saves:
    Fort +5, Ref +5, Will +1
    Abilities:
    Str 13, Dex 15, Con 16, Int 2, Wis 12, Cha 8
    Skills:
    Listen +2, Spot +2, Swim+11
    Feats:
    Weapon Focus (bite)
    Environment:
    Any aquatic
    Organization:
    Swarm (5-10) or school (11+)
    Challenge Rating:
    1
    Treasure:
    None
    Alignment:
    Always neutral
    Advancement:
    2-10 HD (Medium)
    Level Adjustment:
    --

    First described by the sea dwarven sailors who landed on Stha Lui soon after the Torrent, salkylai soon became a bane upon all seafarers. Apparently originating in the deep, cold waters around the sea dwarves mythic home archipelago, they have spread throughout the World’s Ocean, patrolling their vast, well-known territories in an endless pursuit of food. Salkylai are always hungry and their large schools are constantly on the hunt.

    Salkylai are easily recognized by anyone who has spent time on the World’s Ocean. They have six long, segmented legs that trail behind them while they propel themselves forward with their wide, flat tail. Their body is covered with plates of chitin which rise into a crest of short spikes along their backs. Their faces are flat and dominated by powerful, crushing mandibles.

    Combat
    Salkylai are cunning hunters and use rudimentary tactics to take down large prey. They often wait in ambush for pray to open itself to their attack and employ their often-superior numbers to great effect. They are particularly adept at using their jaws to grab an opponent and weigh him down under the weight of multiple salkylai, dragging him into the water before finally biting and consuming him.

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

    Swarm Tactics (Ex)
    When two or more salkylai successfully hit a creature during the same round of combat, all salkylai grappling that creature gain a +1 circumstance bonus on their grapple checks.

    Hold Breath (Ex)
    While a salkylos is most at home in the ocean, they can come out of the water for brief periods. When out of water, a salkylos can hold its breath for a number of rounds equal to four times its Constitution score before it risks suffocating.

    Skills
    A Salkylos has a +8 racial bonus on Swim checks and can take 10 on a Swim check even when circumstances would normally prevent it.


    Shard Swarm

    Spoiler
    Show
    {table]
    Size/Type:
    |Diminutive Construct (Swarm)
    Hit Dice:
    |6d10 (33 hp)
    Initiative:
    |+2
    Speed:
    |20 ft. (4 squares), Fly 10 ft. (perfect)
    Armor Class:
    |16 ( +4 size, +2 Dex), touch 16, flat-footed 14
    Base Attack/Grapple:
    |+4/--
    Attack:
    |Swarm (2d6)
    Full Attack:
    |Swarm (2d6)
    Space/Reach:
    |10 ft./0 ft.
    Special Attacks:
    |Distraction, energy leach
    Special Qualities:
    |Swarm and construct traits
    Saves:
    |Fort +2, Ref +4, Will +2
    Abilities:
    | Str 6, Dex 15, Con --, Int --, Wis 10, Cha 1
    Skills:
    |--
    Feats:
    |--
    Environment:
    |Any
    Organization:
    |Solitary or Mine (2+ swarms)
    Challenge Rating:
    |4
    Treasure:
    |None
    Alignment:
    |Always neutral
    Advancement:
    |None
    Level Adjustment:
    |--[/table]

    Shard swarms are little more than large collections of tiny shards of go-stone somehow imbued with a semblance of life and power. They appear at first to be simple piles of stone surrounded by a dense yellow-ish dust but can suddenly rise up or scuttle across the ground if their rudimentary senses register a threat. When they move, the shards themselves seem to be lifted or pushed by the surrounding cloud of dust.

    Shard swarms are relatively rare. Even those who spend their lives seeking go-stone hardly ever see them. They are always found in or near deposits of go-stone and occur far more frequently on land than in underwater deposits. No one knows how or why shard swarms came into existence.

    Combat
    Shard swarms try to avoid combat, often simply lying immobile on the ground and letting potential threats pass by. When they do fight, they whirl around their targets and the constituent pieces of stone hurl themselves around at high speeds, scratching and gouging anyone within their reach. It is difficult to fight, move or even see within a shard swarm.

    Distraction (Ex)
    Any living creature that begins its turn with a shard swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Energy Leach (Ex)
    Any creature damaged by a shard swarm must make a DC 13 Fortitude save or take 1 point of Constitution and Wisdom damage. A creature can only be affected by an individual shard swarm’s energy leach ability once per encounter. The save DC is Constitution-based.

    Skills (Ex)
    Shard swarms have a +8 racial bonus on Hide checks in areas of terrain dominated by loose stone or scree.


    Void Warrior
    Last edited by Mephibosheth; 2014-07-25 at 03:28 PM.
    The Scroungers Campaign Setting
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