A Monster for Every Season: Summer 2
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  1. - Top - End - #91
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Mhyr
    Medium Animal
    HD 2d8+4 (13 hp)
    Speed 50 ft. (10 squares); climb 10 ft.
    Init: +3
    AC 14; touch 13; flat-footed 11 (+3 Dex, +1 natural)
    BAB +1; Grp +1
    Attack Bite +2 melee (1d4 and disease)
    Full Attack Bite +2 melee (1d4 and disease)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Disease, scrimmage
    Special Qualities Low-light vision, poison immunities, resistance to cold 10, scent
    Saves Fort +5 Ref +6 Will -1
    Abilities Str 10, Dex 17, Con 15, Int 1, Wis 8, Cha 4
    Skills Climb +11, Listen +5, Spot +5, Swim +11
    Feats Alertness, Combat ReflexesB, Spring AttackB, Weapon Focus (bite)B
    Environment Any plains, forest, marsh, or underground
    Organization Solitary, crowd (6-10), or pack (11-20)
    Challenge Rating 1
    Treasure None
    Alignment Always neutral
    Advancement 3 HD (Medium); 4-6 HD (Large)

    A mhyr (pronounced veer or weer, depending on dialect), more commonly known as a rat-hound, is an ugly mixture of the characteristics of the animals that gave rise to that epithet, with the lean canine body of a wolf but a ratlike tail and head, with features similar to those of an opossum. Lean, with rough, patchy fur that tends toward grey or black with a slight bluish or greenish tinge due to fungal infestation, mhyrs stand as tall as a large dog and scurry along on thin legs with a surprising speed. They are known for being agile and tenacious combatants unafraid of taking on multiple foes at the same time.

    Mhyrs are widely despised - fairly, no less - for their vicious and selfish dispositions. Prolific breeders when provided with a sufficient food source, they will cheerfully turn on one another for food when sufficiently hungry, though if any other option presents itself a group of mhyrs will always go for the more palatable choice first. Mhyr kits give off an infamously putrid reek (treat as stinking cloud but nonmagical and centered on the kit, DC 12, Constitution-based) that signals adults to leave them alone and not consider them prey. Other plants and animals are not so lucky - mhyrs will try to gorge themselves on anything they think might be edible, and an ooze will find them to be tremendously cooperative snacks. Mhyrs are difficult to tame and virtually impossible to domesticate (+10 to Handle Animal DCs) and if subjected to charm animal or similar effects are treated as threatened or attacked for the purpose of determining their saving throw bonus.

    Very few animals enjoy the taste of mhyr flesh. Vermin, particularly spiders, go out of their way to avoid mhyr and can smell them from long distances. Birds of prey will sometimes snatch up a mhyr for a meal but magical beasts with an Intelligence score of 3 or more will rarely ever choose to dine on mhyr flesh, though they will happily murder the rodent-faced creatures. Leucrottas, troglodytes, grimlocks, ettercaps, and trolls all quite enjoy the taste of mhyr, while ogres will eat them and may even cohabit caverns with a few, though this is more an arrangement of mutual convenience than one of any kind of affection. Goblinoids, orcs, and gnolls all hate them just as much as humans, elves, etc. do, for mhyrs combine the appetite of voracious wolves with the omnivorous persistence of rats and the viciousness of a particularly territorial honey badger, a species which may be a distant relative.

    Despite the best efforts of persistent sages to prove otherwise, mhyrs are by all accounts natural creatures and not the product of mad wizardry. Mhyrs make for poor companions and few druids or rangers consider them worth the bother (a mhyr chosen as an animal companion does not gain the link or devotion abilities and knows 2 fewer bonus tricks than a comparable animal companion, to a minimum of 0).

    Disease (Ex) Filth fever - bite, Fortitude DC 13, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

    Poison Immunities (Ex) Mhyrs are immune to poisons from any spider of the vermin type (as opposed to magical beasts, aberrations, etc. that are called "spiders" or spiders augmented with a template that changes their creature type) and poisons from any non-extraplanar fungus. Poisons from other sources affect them normally. Mhyrs are immune to the stinking cloud effect of mhyr kits, though they find the odor deeply unpleasant.

    Scrimmage (Ex) When an enemy moves into a square that is adjacent to any square the mhyr threatens, if that movement could have provoked an attack of opportunity, the mhyr may immediately move 5 ft. into a square adjacent to that enemy's position and make an attack of opportunity against that enemy. The mhyr must be able to make an attack of opportunity in this round in order to use this ability.

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

    Mhyrs use their Dexterity modifier for Climb and Swim checks.
    Last edited by afroakuma; 2022-03-06 at 12:12 PM.

  2. - Top - End - #92
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Aralia
    Aralia 1st-level Warrior
    Small Plant
    HD 1d8 (4 hp)
    Speed 20 ft. (4 squares)
    Init: +0
    AC 15; touch 13; flat-footed 13 (+2 Dex, +2 natural, +1 size)
    BAB +1; Grp -3
    Attack Rapier +4 melee (1d4, 18-20/x2) or vine whip +4 melee (1d2 subdual)
    Full Attack Rapier +4 melee (1d4, 18-20/x2) and vine whip +4 melee (1d2 subdual)
    Space 5 ft.; Reach 5 ft. (10 ft. with whip)
    Special Attacks Expert edge, snag, vines
    Special Qualities Low-light vision, plant physiology, roots, tether grip, vulnerability to fire
    Saves Fort +2 Ref +2 Will -1
    Abilities Str 10, Dex 15, Con 10, Int 10, Wis 9, Cha 11
    Skills Climb +8*, Jump +4, Knowledge (nature) +4, Martial Lore +2
    Feats Combat ExpertiseB, Weapon Finesse
    Environment Any (temperate forests)
    Organization Solitary
    Challenge Rating 1/2
    Treasure Standard
    Alignment Often lawful good
    Advancement by class Favored Class Swashbuckler
    Level Adjustment +0

    Unusual but friendly, aralias are plant-people on an eternal diaspora from their wandering home. Aralias stand roughly 40 inches tall, and resemble gnomes or miniature humans made of leaves, vines, and moss. Four organs on their faces approximate eyes, and generally resemble large smooth almonds or chestnuts coated in glistening oil. Aralias lack discernible noses, though they do possess small slitted stoma that can be observed fluttering slightly to assist in breathing. They have expressive mouths with woody "teeth" used purely for speech articulation - aralias do not eat with their mouths. Their heads feature large broad leaves around their brow with a blossoming, cottony flower behind that resembles a globe of white, yellow, orange, lavender, or pink hair. Apart from the obvious leaves and vines, an aralia could be mistaken for a green-skinned gnome or halfling, and they emulate a number of humanoid behaviors such as blinking, itching, responding to pleasant aromas, and so forth. Aralias are fully sapient and exhibit the same range of emotions as any humanoid would.

    Aralias may wear clothing but generally disdain armor or restrictive outfits. Vines trail around their slender arms, from tiny ones that fringe the wrists to a pair of long vines that grow from near their elbows and can be used as ropes or whips. Aralias carry themselves somewhat stiffly and are known for a psychological tic that prompts them to announce "at your service" at appropriate moments. They are also known for behaving formally and politely, if somewhat confusingly at times, and will emulate human behaviors despite being unable to meaningfully complete them. Aralias are easy to track due to the plant debris and pollen that trail behind them (+4 bonus to checks to track) and both dragons and creatures with the scent ability find them easy to locate (+4 bonus to Spot checks to locate an aralia). Aralias who have encountered another aralia and spent at least an hour in their presence will grow a seed over the course of a month in the back of their head, which will fall out and roll away one day while the aralia is rooted, planting itself in the earth and growing into a new aralia after another month. Aralias have no sense of familial connection to one another and are generally unconcerned with the fate of their seedlings.

    Aralias are a relatively new people in the multiverse; 800 years ago, when a city built in a giant tree came under attack by chromatic dragons and its courtly defenders were slain, a mighty druid channelled nature's power into the tree's vines, which implanted seeds in the corpses of the defenders that sprouted into plant replicas who took up arms to defend their Mother Vine. The now-sentient city came alive and used its power to slip into a roaming demiplane, which continues to settle for a few days at a time in various places around the Material Plane. Aralias have dispersed from the Living City by wandering past its boundary and failing to return before it slips away. Their response to this is little more than a shrug - while aralias are famous for asking "do you know how to find the Living City?" and variations to those they meet, they generally demonstrate a total lack of worry when they receive a negative response. Each aralia has a calm confidence that it will return to its home at some point.

    Biologically aralias are hermaphroditic (monoecious, to be precise) and bear no discernible sexual characteristics associated with humanoids. In personality, aralias may often identify as a particular gender, as genderfluid, or as genderless. While aralias have sometimes played up the "courtly romantic swashbuckler" idioms, they do so purely from their vestigial memories and aping the behavior of humanoids, and have no actual romantic interest in any humanoid (or one another). Aralias have indefinite lifespans. They speak Baao and Treant.

    Expert Edge (Ex) Whenever an aralia uses the Combat Expertise feat to gain a bonus to AC, it may gain that same bonus to melee and thrown ranged damage rolls with slashing or piercing weapons, to a limit of the aralia's Intelligence modifier (minimum 1). This limit is further increased by the aralia's edge, which consists of the sum of the following class features:

    Spoiler: Class features that increase the limit of Expert Edge
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    • Agile fighting (+X when fighting defensively = +X to edge)
    • Always ready (+X bonus = +X to edge)
    • Assassin save bonus against poison (+X bonus = +X to edge)
    • Blessing of scripture (+X bonus = +X to edge)
    • Bonus trick (X bonus tricks = +X to edge)
    • Channel spell (X uses/day = +X to edge)
    • Cloaked casting (X instances of cloaked casting = +X to edge)
    • Cruelest cut (X uses/day = +X to edge)
    • Dagger sneak attack (Xd6 bonus damage = +X to edge)
    • Dervish dance (X uses per day = +X to edge)
    • Extra fortune (X extra fortunes = +X to edge)
    • Fearsome reputation (+X to specified skill check = +X to edge)
    • Fighter bonus feats (X fighter bonus feats = +X to edge)
    • Fighting challenge (+X morale bonus = +X to edge)
    • Ghost step (X uses/day = +X to edge)
    • Grace (+X to Reflex saves = +X to edge)
    • Improved Reaction (+X to initiative = +X to edge)
    • Ki Projection (+X to specified skill checks = +X to edge)
    • Magical defense (+X to saving throws vs. spells = +X to edge)
    • Mind blade (+X enhancement bonus = +X to edge)
    • Monk AC bonus (+X to AC = +X to edge)
    • Multiple surface thoughts (X simultaneous targets for detect thoughts = +X to edge)
    • Precise strike (+Xd6 damage = +X edge)
    • Psibond (X psibond options = +X to edge)
    • Psychic strike (+Xd8 bonus damage = +X to edge)
    • Quick to act (+X to initiative = +X to edge)
    • Quick cast (X uses/day = +X to edge)
    • Sense Void (X uses/day = +X to edge)
    • Sideslip (X uses/day = +X to edge)
    • Skill teamwork (+X to specified skill checks = +X to edge)
    • Skirmish (+Xd6 damage and +Y AC = +(X+Y) to edge)
    • Slow fall (X*10 feet = +X to edge)
    • Spellgrace (+X to saving throws = +X to edge)
    • Streetwise (+X to specified skill checks = +X to edge)
    • Sudden strike (+Xd6 damage = +X to edge)
    • Surprise strike (+Xd6 damage = +X to edge)
    • Swashbuckler dodge bonus (+X to AC = +X to edge)
    • Teamwork trap sense (+X bonus = +X to edge)
    • Tempest defense (+X bonus = +X to edge)
    • Trap sense (+X bonus = +X to edge)


    This extra damage affects only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits and/or sneak attacks is not vulnerable to the additional damage from expert edge. The aralia must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An aralia cannot benefit from the extra damage of expert edge while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    Plant Physiology (Ex) Aralias are plants with certain humanoid-like qualities, and as such benefit from certain particular traits, as described below. These traits override the traits of the plant type wherever the two would be in conflict.

    Spoiler: Plant Physiology
    Show
    • +2 bonus to saving throws against mind-affecting effects. Aralias contain an echo of humanoid consciousness and are not immune to such effects, but remain somewhat resistant to them.
    • Immunity to poisons that do not specifically effect plants. The following poisons specifically do affect aralias normally (note that this list is not exhaustive): arsenic, burnt othur fumes, cloudkill, dragon bile, id moss, the poison spell, striped toadstool, terinav root, ungol dust.
    • Immunity to sleep effects, paralysis, and stunning. Aralias do not sleep and lack a nervous system.
    • Aralias are not immune to polymorph or other transformative effects such as petrification.
    • Aralias are subject to critical hits and sneak attack damage.
    • Aralias do not have blood; effects which would work on a creature's blood do not function against an aralia, nor can an aralia make use of effects that would require the user's blood in any way.
    • Aralias can live without their heads, though the body acts as though confused and blinded while decapitated and cannot make use of any skills, feats, class features, or other abilities that would require thought to activate. An aralia's head can be reattached by holding it in place on the stump of its neck for 1 hour. An aralia whose head is destroyed becomes inert, but can be brought to suitable soil to root into and will automatically do so, regrowing a new head after 1 week of continuous rooting provided the soil is kept well watered.
    • Aralias do not have hearts, nerves, or bones. Effects requiring any of these fail where an aralia is concerned.
    • Aralias are considered to have eyes and skin for the purposes of effects requiring either.
    • Diminish plants can be cast targeted against an aralia within long range (400 ft. + 40 ft./level). If used for its stunt growth function, it deals 1d6 Str, Dex, and Con damage (Fort half) and allows spell resistance to negate. If used for its prune growth function, it acts as reduce person and lasts for 1 minute/level (Will negates) and allows spell resistance to negate.
    • Forest voiceCC does work through aralias as well as the Living City's vines if the City is within 10 miles of the aralia. Aralias tend not to appreciate being used in this fashion.
    • Plant growth can be cast targeted on an aralia within long range (400 ft. + 40 ft./level). If used for its overgrowth function, it acts as enlarge person and lasts for 1 minute/level (Will negates) and allows spell resistance to negate. If used for its enrichment function, it acts as vigorSC and last for 1 minute/level (Will negates) and allows spell resistance to negate.


    Roots (Ex) Aralia feet contain small taproots that can extend into the ground, enabling them to draw nutrients from any soil native to their home plane. An aralia who spends at least two hours rooted to one place on natural earthen terrain with a reasonable moisture content (e.g. not sand, clay, or permafrost) is fully nourished for the day and does not need to eat or drink otherwise. This ability also grants them the stonefoot stanceToB. An aralia that extends its roots into contaminated soil is exposed to any toxins, diseases, etc. that may be found therein. An aralia may drink water normally but is incapable of ingesting food other than via its roots, and becomes sickened whenever it has gone more than 24 hours without having done so. Aralias can go a maximum of 1 day without food before starvation sets in.

    Snag (Ex) An aralia who hits an enemy with a whip attack may choose to forego the damage the attack would deal and instead wrap the whip around the foe, pulling them closer. The aralia and the creature struck by the whip make opposed Strength checks, adding their grapple size modifiers. If the aralia wins the opposed check, the creature struck is dragged 5 ft. toward the aralia, who may immediately make a single melee attack with another wielded weapon at its full base attack bonus provided the creature is now within reach. The aralia gets a +4 competence bonus to confirm a critical hit on that attack. The aralia does not move if it fails the opposed check. This ability cannot be used if the creature would be physically impeded from moving (for example, bound in place to its current square, or the movement would force it into a space too small for it).

    Tether Grip (Ex) An aralia's miniature hand-vines wrap tightly around objects it holds, giving it a +4 bonus to checks to resist being disarmed. An aralia can voluntarily lower this ability as a free action.

    Vines (Ex) An aralia naturally grows a long vine near each hand that functions as a whip. Unlike a normal whip, an aralia cannot drop a vine during a trip attempt. Vines have hardness 1 and 3 hp. If severed, they regrow in 24 hours, and can function as 15 ft. lengths of rope that will degrade within 1 hour, becoming brittle and fragile. Vines do not occupy the aralia's hands. As part of a full attack action, an aralia may make a single attack with a vine at its highest base attack bonus without incurring normal penalties for wielding multiple weapons.

    Aralia Characters

    Aralias possess the following racial traits:

    • -2 Strength, +2 Dexterity, +2 Intelligence. Aralias are frail but nimble and have expanded intellect thanks in part to their racial memory.
    • Small size
    • 20 ft. movement speed
    • Plant type
    • Low-light vision
    • +2 natural armor
    • Aralias take half again as much (50%) damage from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
    • -2 penalty to initiative checks when outside the Living City. Aralia minds try to reach out to the Mother Vine to alert one another, which causes a momentary distraction. An aralia may spend 1 power point (if available) when rolling initiative to negate this penalty on that check.
    • +4 racial bonus to Climb checks. Aralias can use their hand-vines to provide substantial assistance in climbing.
    • -2 penalty to Search and Spot checks. Aralia eyes are rudimentary.
    • -4 penalty to Listen checks. Aralias have very rudimentary ears.
    • Aralias suffer a -4 penalty to Fortitude saving throws to resist the effects of hot or cold weather.
    • Aralias are proficient with whips.
    • Aralias gain Combat Expertise as a bonus feat.
    • Racial Memory: An aralia gains 4 ranks in Knowledge (nature) and 2 ranks in Martial LoreToB. These skills are always considered class skills for the aralia. For each level attained after 1st, the aralia automatically gains 1 rank in Knowledge (nature). Some aralias are amnesiac and lack the full racial memory they should have inherited - such an aralia gains 4 skill points at 1st level that may be allocated normally, but gains no further skill points from this ability.
    • Expert Edge: as above
    • Plant Physiology: as above
    • Roots: as above
    • Snag: as above
    • Tether Grip: as above
    • Vines: as above
    • Automatic Languages: Baao, Treant. Bonus Languages: Common, Elven, Gnome, Goblin, Gnoll, Sylvan, Terran.
    • Favored Class: SwashbucklerCW
    • Level Adjustment: +0
    Last edited by afroakuma; 2022-03-13 at 06:58 PM.

  3. - Top - End - #93
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Swashbuckling plants. There's always something new.

    Is Baao their own language (or more specific, the language of the Living City), or is it some other language whose origin I don't know/remember?
    Kreaturen des Lichts
    In ein Gefδngnis geboren.
    Jede Spur fόhrt in's Nichts
    Und ist verloren schon bald.

  4. - Top - End - #94
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    Quote Originally Posted by Tzardok View Post
    Swashbuckling plants. There's always something new.

    Is Baao their own language (or more specific, the language of the Living City), or is it some other language whose origin I don't know/remember?
    The language of the Living City, yes.

  5. - Top - End - #95
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    Deities of the Aralias

    Aralias are not particularly religious, being moreso spiritual than anything, and oftentimes more concerned with holding high ideals over venerating any particular principle, let alone a deity. This despite the fact that their very existence is owed to a conflict between deities. The great tree-castle Baao was under the protection of an honorable order of knights, duelists, and good-natured but roguish sorts who had assisted the followers of Bahamut in concealing a powerful relic - a raiment that endowed the wearer with immunity to dragonbreath, as well as many other magical properties. As a significant investment of the power of the Platinum Dragon, this artifact was not only of immeasurable worth to his champions but also a natural target for the cruel draconic goddess Tiamat, who manipulated two rival dragons to produce offspring that would serve as her champions for the sake of conquering Baao and stealing the relic to corrupt it.

    The druid-king of Baao marshalled his forces against the onslaught, aided by clergy of Bahamut and by metallic dragons, but while the crimson dragon Dusk and her followers waged war in the foothills, dark magic wrought by her half-dragon son Argaman of the Desolation laid low the noble defenders of the city proper, allowing them easy ingress. In desperation, the druidic circle joined with the druid-king and enacted a mighty magic that gave life to the mighty and ancient tree that upheld the city as well as the enormous network of vines and foliage that had grown around it over the centuries. The tendrils of this Mother Vine found the slain defenders of the city and grew the first aralias to hold back the advance while the druids gave their lives to shroud the city within a demiplane. In a matter of hours, the Living City vanished into a rolling fog, ejecting Argaman and denying the forces of Tiamat her victory.

    Mother Vine
    Quasipower of Faerie
    Heart of Baao, Guardian of the Living City
    Alignment: Neutral good
    Portfolio: Nature, protection, aralias, secrets
    Divine Realm: Plane of Faerie/Baao, the Living City
    Symbol: A vine-covered tower
    Domains Community, Good, Healing, Plant, Protection, Trickery
    Favored Weapon: Whip

    The Mother Vine is not a true deity, being in essence a kind of nature spirit created through the channelled powers of a druidic circle and imbued with a spark of divinity by the grace of Bahamut. "She" is largely noncommunicative and has very little power outside of the Living City, but through "her" power the City can traverse the Plane of Faerie within a fey demiplane and emerge to take root on a Material Plane world temporarily. As a force of nature, the Mother Vine has very little dogma to adhere to, but "she" is venerated within the Living City by the new generations of druids that steward it and ensure that it remains strong and vital, as well as celebrated by the inhabitants for "her" role in keeping them hidden from their enemies.

    The Mother Vine has a trivial number of clerics outside the Living City and not very many more within it; their spells are granted via Bahamut's own divine might, as the Mother Vine does not possess the true divinity required to provide spells to clergy. As the Mother Vine is celebrated but not often worshipped, "her" ascension to true divinity is almost certainly a non-starter, especially given the limited scope of "her" influence. Nonetheless, aralias remember the Mother Vine through their racial memory, and those within the bounds of the Living City can make use of telepathic connections with the Mother Vine to communicate with one another. The Mother Vine is known to be mildly psionic, a trait that emerges within some aralias.

    Tiamat
    Lesser Power of Baator
    The Chromatic Dragon, Queen of Evil Dragons, the Avaricious, the Dragon Queen, etc.
    Alignment: Lawful evil
    Portfolio: Evil dragons, chromatic dragons, conquest, greed
    Divine Realm: Baator/Avernus/Tiamat's Lair
    Symbol: A five-headed dragon
    Domains Evil, Greed, Law, Pride, Scalykind, Tyranny, Wrath
    Favored Weapon: Heavy pick

    What's left to say about Tiamat? The Five-Headed Dragon is infamous across the multiverse for her millennia-spanning rivalry with her brother Bahamut, and her enduring power is a testimony to the fear and awe in which she and her chosen are held by countless civilizations. If anything, she is limited in her might and ambition only due to the fact that she engenders more fear than worship, and so few of her own dragons actively venerate her. Nonetheless, Tiamat is as powerful as a lesser power can be, and influential besides - the guardian of the most well-known passageway between the First and Second Hells of Baator, well-connected with Dukes of Hell, with legions of warriors wearing her symbol and ready to march on her foes. Perhaps in truth it is her hatred for Bahamut that limits her, for too many of her schemes are bent toward the destruction of her brother, to the detriment of other opportunities.

    Indeed, such a scheme is precisely why her followers now have the aralias to deal with as well - had she not marshalled her forces against the city of Baao, or had she simply commanded them to fight a fair battle, or had she been willing to accept the loss of Bahamut's relic as a fair price for destroying the city as a whole, any number of opportunities existed for her to secure a true victory. Her avarice and spite, however, resulted in yet more foes arrayed against her and ensured the Platinum Dragon's holy artifact would be protected in a place she effectively cannot reach. While the Living City and its plant guardians are ultimately only one more minor irritant to the Dragon Queen, she is nonetheless livid about it and has endowed her high priest Argaman with immortality so that he might find a way to invade the Living City once more and this time finish the job he failed 800 years ago.

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    Nizzid
    Fine Dragon
    HD 1d12-2 (5 hp)
    Speed 5 ft. (1 square); fly 60 ft. (good)
    Init: +4
    AC 23; touch 22; flat-footed 19 (+8 size, +4 Dex, +1 natural)
    BAB +1; Grp -19
    Attack Bite +5 melee (1d2-4)
    Full Attack Bite +5 melee (1d2-4) and two claws +0 melee (1)
    Space 0 ft.; Reach 0 ft.
    Special Attacks Gnaw dweomer, spell breath
    Special Qualities Darkvision 60 ft., detect magic, digestive spell immunity, low-light vision, prestidigitation, resistance to acid 5, cold 5, electricity 5, fire 5, and force 5, SR 12
    Saves Fort +0 Ref +6 Will +4
    Abilities Str 3, Dex 18, Con 6, Int 2, Wis 15, Cha 13
    Skills Disguise +9*, Hide +20, Listen +6, Spot +6
    Feats Flyby Attack
    Environment Any
    Organization Solitary
    Challenge Rating 1
    Treasure Half standard
    Alignment Always neutral
    Advancement 2-3 HD (Fine); 4-6 HD (Diminutive)

    Sometimes referred to as "wandcap dragons" for their favorite perch, nizzids are miniature, highly magical dragonkin whose preferred diet is wand charges and standing dweomers. Lazy and easily satisfied, these none-too-intelligent arcane pests are no bigger than a human thumb from the tip of the nose to the tip of the tail. Any given nizzid shifts randomly between four colors and metals, almost always alternating back and forth between chromatic and metallic appearance, sometimes with shimmering bands running down the length of their bodies. Nizzids bear vague similarities to extant species of dragon but cannot accurately be described as a true miniature form of any known dragon breed - they are their own creature. A "crown" of three horns adorning the nizzid's brow spells out everything about their attitudes - nizzids have absolutely no concern for their relative stature; they are entirely certain that they are the lords of all things and that other creatures are clumsy inferiors meant to serve them. So, essentially, cats with wings.

    Nizzids eat insects and will go after small birds, eggs, fruit, berries, lizards, and pretty much anything else up to one size category larger than they. What they truly fiend for, however, is magic - there is nothing a nizzid wants more in life than to find a wand, curl up around the tip, and latch on with its jaws like a calf on a teat. The jewel-toned eyes of a nizzid will sparkle balefully at anyone who dares try to remove them from such a perch, though in practice there's not a lot they can really do against a humanoid plucking them gently off a wand to fire off a charge. Nizzids can sense magic and have particular preferences and tastes, but they are not particularly bright and will just as happily munch on Nystul's magic aura as a true standing dweomer or enchanted bauble.

    Nizzids can prove cautiously friendly, but more often they are hazards for arcanists, getting into wand collections, getting drunk on potions, and belching out wisps of random spells that can cause apprentices to run about in panic putting out fires. They are sometimes caged and employed by wizards for their menagerie of energy resistances, though nizzids are wily and dextrous and do not like being caged. The faerie dragon god Nathair Sgiathach considers himself responsible for nizzids, though in truth sages continue to debate their origins. One theory posited by a precocious apprentice suggests that they are the product of a dragon digesting a rod of wonder and causing an unpredictable explosion of magical energies. Rational sages dismiss this as complete nonsense, which of course means that it is completely true.

    Nizzids seem to encounter one another with startling regularity, which explains how they have somehow managed to carry on as a species. A pair will chatter for a few hours, generally at night, then one will burp a spell at the other. If sufficiently impressed, mating ensues, and the two then go their separate ways. Nizzid eggs resemble tiny precious gems in metallic or jewel tones and have often been traded by unscrupulous merchants, resulting in irked customers and more than a few particularly creative and vengeful wizards coming to remind the con artist that a pointy hat means serious business. While technically dangerous due to their bite and claws, nizzids very rarely bother attacking living creatures with these unless they constitute obvious prey, and they lack the instincts necessary to go for a kill when they have (somehow) subdued a larger foe, instead just content to sit and resolutely gnaw at a toe or chew on a bit of exposed shoulder. Easily distracted from anything that isn't delicious magic, they will often meander off for a nap or take wing to search for something more palatable than the flesh of humanoids, horses, and so on. Nizzids generally have a favorite "flavor" of magic, which predominantly leans toward certain schools over others, as found on the table below.

    Spoiler: Nizzid's favorite snack
    Show
    d100 School
    1-24 Evocation
    25-44 Illusion
    45-59 Conjuration
    60-72 Transmutation
    73-82 Enchantment
    83-90 Divination
    91-96 Abjuration
    97-100 Necromancy


    Detect Magic (Sp) Nizzids continuously detect magic as the spell of the same name.

    Digestive Spell Immunity (Su) When a nizzid successfully eats a charge or use of a magical item, sips a potion, or dispels a spell by gnawing on it, it becomes immune to that spell (or those spells, if more than one spell effect is present within a magic item) for 24 hours.

    Gnaw Dweomer (Su) A nizzid's preferred diet is magic, which it can enjoy in various forms by biting onto a magic item or aura. To "eat" magic in this fashion, a nizzid must succeed on a bite attack against a magic item or an object targeted by an ongoing spell effect. When a nizzid succeeds on a bite attack against a magic item or magically affected object, it makes a special dispel check as a 0th level caster and adding its Charisma modifier to the result. If successful, the result depends on the nature of the magic being gnawed:

    Magic Item or Effect Result
    Permanent magic item, uncharged Caster level of the item is reduced by 1 for 1 hour.
    Permanent magic item, charged Item loses 1 charge.
    Single-use or limited-use wondrous item Item loses 1 use. If the last use of the item is consumed, item is rendered nonmagical.
    Scroll Nibbled and rejected.
    Potion Sipped, nizzid may become drunk (treat as confused for 1 hour) if it fails a Will save.
    Ongoing spell effect Caster level of the effect is reduced by 1 for 1 hour. If this would reduce the caster level to 0 or less, effect is dispelled.
    Psionic, martial, incarnum, or other form of "magic" item Ignored. Nizzids cannot detect or digest such energies.

    If a nizzid gnaws on an effect that would copy a spell of 4th level or higher, it suffers indigestion and becomes sickened for 1d4 minutes. A successful charge or use eaten or spell dispelled satisfies the nizzid's dietary needs for 24 hours. Nizzids often curl themselves around a reliable food source, giving them the nickname "wandcap dragons" for how they will twine themselves around the tip of a wand to chew on it and eat its charges.

    Prestidigitation (Sp) Nizzids can use prestidigitation at will as a 1st level caster.

    Spell Breath (Sp) When a nizzid has eaten a charge or use from a magic item, sipped from a potion, or dispelled a spell using its gnaw dweomer effect, residual spell energies linger within it for 1 hour. The nizzid may "burp" out some of these energies as a ranged touch attack with a range of 30 ft., affecting the creature targeted on a successful attack with the spell effect that was originally consumed. The effective caster level for this spell effect is equivalent to the nizzid's HD, and the save DC is 10 + the spell's level + the nizzid's Constitution modifier. A spell effect of 4th level or higher cannot be emitted in this fashion as it is much too strong for the nizzid to properly digest. In the event that multiple spell effects are present on the source being gnawed (for instance, a permanent magical item with multiple charged abilities), the effect "burped" out is selected randomly from among applicable effects. Once the nizzid has made a successful attack roll with its spell breath, the digested spell's energies are discharged. A targeted spell effect affects the target normally, a personal spell effect affects the target as though the target had cast it on itself, and an area spell effect treats the target as the epicenter of the spell.

    Skills Due to their size and their habit of clutching tight to a suitable perch and falling into a very still slumber when not eating, nizzids at rest have a +8 bonus to Disguise checks to be mistaken for an inanimate object such as a tiny decorative miniature or ornament.
    Last edited by afroakuma; 2022-03-15 at 08:23 AM.

  7. - Top - End - #97
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    I love these rascals. I have no idea why; everything about them is just funnily adorable.
    Kreaturen des Lichts
    In ein Gefδngnis geboren.
    Jede Spur fόhrt in's Nichts
    Und ist verloren schon bald.

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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    I also love them. Familiars, maybe? Hmm...
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Paragon
    Medium Outsider (Lawful)
    HD 2d8+6 (15 hp)
    Speed 40 ft. (8 squares)
    Init: +4
    AC 16 (18); touch 14 (16); flat-footed 14 (16) (+2 Dex, +2 insight, +2 natural, +2 deflection vs. chaotic creatures)
    BAB +2; Grp +4
    Attack Masterwork short sword +6 melee (1d6+2, 19-20/x2) or slam +4 melee (1d4+2)
    Full Attack Masterwork short sword +6 melee (1d6+2, 19-20/x2) or slam +4 melee (1d4+2)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Perfected strike
    Special Qualities DR 5/magic, protection from chaos, PR 15, resistance to acid 5 and fire 5, spell-like abilities, super ego
    Saves Fort +4 (+6) Ref +4 (+6) Will +4 (+6)
    Abilities Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 14
    Skills Appraise +7, Balance +9, Intimidate +7, Knowledge (any two) +7, Listen +7, Search +7, Sense Motive +7, Spot +7, Swim +9
    Feats Daunting PresenceB, Mini, Improved ToughnessB, CWar, Weapon Focus (short sword)
    Environment Peacable Kingdoms of Arcadia (Abellio)
    Organization Solitary, pair, unit (4), dodex (12), maniple (24), or cohort (120)
    Challenge Rating 2
    Treasure Standard
    Alignment Always lawful (any)
    Advancement by class; Favored Class Any
    Level Adjustment +2

    Supercilious and prideful, esikuvas - more commonly known as paragons - are the embodiment of Arcadia. Holier-than-thou, striving to be seen as perfect, and eternally convinced of their own superiority. A paragon stands exactly seven feet tall in adulthood and appears to possess an ideal athletic masculine or feminine physique, clearly muscled and without any body hair. Their skin is a rich cobalt blue with a reflective sheen and has often been described as "blue gold," while their eyes are pure gold in appearance and glow with a soft light. The facial features of a paragon are contoured and angular, with high cheekbones and an appearance that suggests hours of careful makeup work. Both sexes grow stark white hair from the backs of their heads exclusively, with men gathering theirs into a single braid that runs down their back and women generally bifurcating theirs into two braids worn over the shoulders or interwoven to form a loose collar. Paragons lack eyebrows and lashes, nails, and have no visible means of excretion (if asked, they grow deeply uncomfortable but allude to their "perfect" digestion rendering such a concept unnecessary). They generally wear white and/or gold silken clothing in minimal amounts, the better to exhibit their physiques.

    Paragons are disdainful of the einherjar, the petitioners of Arcadia, as well as virtually all others they encounter, although they envy modrons as the embodiment of absolute order that paragons themselves aspire to be. Rigidly organized, they comport themselves according to a discipline and rigor that others would find uncomfortable, with everything from the home to the community structured in military fashion. A group of four adults is a unit, led by a tetran (a paragon of at least 1st level); twelve are a dodex, led by a dodecan (at least 3rd level); a pair of dodices are a maniple, led by a didan (at least 5th level); and five maniples constitute a cohort, led by a decan (at least 7th level). Paragon cohorts can be found on Mechanus and Acheron, with a few foolish ones venturing into the Upper Planes (where they are given a polite welcome and politely ushered away) or joining the Blood War to "show their lessers how to bring about peace" (you can imagine how well this goes for them). Rarely, an ambitious paragon will lead a group into the Material Plane (or, more likely, accidentally end up there) and set about enacting "order" as they see fit, invariably butting heads with the current residents.

    While paragons are quite accomplished (naturally) in any class, leaders tend to have levels in marshalMini, while sub-officers such as options and corniculars generally have levels in crusaderToB. Paragons speak Celestial and one of Dwarven, Formian, Infernal, or Modron. It is widely suspected that all paragons can speak and understand Common perfectly and that they feign ignorance because it is too plebeian for them. Unlike most outsiders, paragons do need to eat, drink, and sleep, though they get by on half the requirements of a human. Some paragons are aligned with deities of lawful nature on Arcadia, Mechanus, or Acheron, most notably a small cohort of evil-leaning paragons residing in the divine realm of the bigoted deity Zarus.

    Perfected Strike (Su) As a swift action, a paragon can empower its next attack with the force of its ego. If the attack is made against a chaotic creature and/or a creature with the Chaotic subtype, the paragon adds its Charisma bonus (if any) to the attack roll, damage roll, and critical confirmation roll (if applicable). The victim of the attack, if chaotic and/or possessing the Chaotic subtype, must make a Will save (DC 13) or be dazed for 1d4 rounds. A creature that successfully saves against this ability is immune to the dazing effect of that paragon's perfected strike ability for 24 hours. The save DC is Charisma-based. The paragon cannot make use of perfected strike while not protected by its protection from chaos ability.

    Protection From Chaos (Sp) A paragon is constantly under the effects of protection from chaos cast at its character level. If this protection is dispelled or otherwise removed, the paragon can reassert it as a full-round action that provokes attacks of opportunity. The paragon may use protection from chaos on itself a number of times per day equal to its Charisma bonus (minimum 1) and the effect has a permanent duration.

    Spell-Like Abilities (Sp) At will - instant searchSC; 3/day - comprehend languages, see invisibility, true strike. Caster level 2nd, save DCs Charisma-based.

    Super Ego (Su) A paragon adds its Charisma bonus, if any, to Balance, Climb, Concentration, Escape Artist, Jump, Swim, and Tumble checks, and to initiative checks, as well as its Charisma bonus, if any, as an insight bonus to AC. This ability is inactive whenever the paragon is not currently protected by its protection from chaos ability.
    Last edited by afroakuma; 2022-03-15 at 11:15 PM.

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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Burbur
    Diminutive Magical Beast
    HD 1d10-1 (4 hp)
    Speed 30 ft. (6 squares)
    Init: +4
    AC 18; touch 18; flat-footed 14 (+4 size, +4 Dex)
    BAB +1; Grp -11
    Attack Feeding tube +9 melee (2d4-1)
    Full Attack Feeding tube +9 melee (2d4-1)
    Space 0 ft.; Reach 0 ft.
    Special Attacks Feeding tube
    Special Qualities Darkvision 60 ft., immunities, low-light vision
    Saves Fort +1 Ref +6 Will +1
    Abilities Str 2, Dex 19, Con 8, Int 1, Wis 12, Cha 7
    Skills Balance +8*, Climb +8*, Escape Artist +8*, Survival +5*
    Feats Weapon Finesse
    Environment Any land and underground
    Organization Solitary
    Challenge Rating 1/2
    Treasure None
    Alignment Always neutral
    Advancement 2-3 HD (Diminutive); 4-6 HD (Tiny)

    The burbur was originally printed in Monstrous Compendium Volume III and reprinted in the Monstrous Compendium Annual Volume III. This is an adaptation of an existing monster.

    Resembling soft, segmented worms about 6 in. to 1 ft. in length, ivory to yellow in hue, burburs are often mistaken for vermin or aberrations due to their uncanny speed and alien visages. A burbur's head resembles a mosquito's, with a long proboscis and two large glistening black eyes. From behind its head emerge two articulated and highly dextrous forelimbs that can be used for climbing and assist the burbur in its shockingly fast movement.

    Totally harmless to virtually all creatures, burburs are the bane of slimes, molds, mosses, and fungi - to the frequent delight of those who must contend with deadlier varietals of such species. A single burbur has the appetite to clear out three 5 ft. square patches of slime, mold, moss, or fungus in short order. Burburs have few natural predators due to their diet - hazardous remnants of their latest snack linger within the burbur's tissues for several days, and whatever opportunistic creature tries to gobble one up will get to enjoy the toxins, acidic enzymes, and infectious spores that are now rampaging through its system. As not all creatures know about this risk prior to ingestion, burburs often conceal themselves among their favored foods or other hazardous flora, hoping that would-be foes will get the hint. Burburs are often found near yellow musk creepers or violet fungi, both of which they are immune to and neither of which are considered edible to a burbur, ensuring that it will never eat itself out of a shelter.

    Burburs can be domesticated to a certain extent - provided they are fed at least a good handful of moss, slime, mold, or fungus each day, they are satisfied and quite docile. If left unfed, burburs get restless and fussy and will lash out (pointlessly, as they cannot harm most creatures) at their handler and try to escape. Live burbur specimens in good health can fetch as much as 1000 gp on the right markets. It is important for handlers to note that burburs have no immunity to oozes, jellies, or puddings; nor are they immune to poisonous vapors that do not consist of fungal spores or the off-gassing of a slime, moss, or mold.

    Feeding Tube (Ex) A burbur's feeding tube is harmless to anything that isn't a slime, mold, moss, or fungus, including creatures of the plant type that are not fungal in nature. Against any of the aforementioned targets, however, it is a shockingly effective weapon. A burbur's attack clears a single 5 ft. square patch of slime, mold, moss, or conventional fungus within 1 round. Against fungus creatures with hit points, the feeding tube deals 2d4 damage plus the burbur's Constitution modifier in place of its Strength modifier. Furthermore, a burbur's feeding tube latches onto the creature with the first successful hit, allowing the burbur to remain attached as though grappling and automatically hitting for damage in the following round.

    Immunities (Ex) Burburs are immune to any harm from the toxins, acids, spores, or feeding action of virtually any slime (such as green or olive slime), mold (such as brown, russet, or yellow molds), moss (such as obliviax), or fungus (such as violet fungi). Any such lifeform that would grow from contact with a living creature in some way (such as brown mold drawing heat from living things to grow explosively) does not in any way profit from the presence of a burbur. They are also more generally immune to infectious plants such as yellow musk creepers. A fungus creature capable of making physical attacks can still harm a burbur with bludgeoning, slashing, or piercing damage if applicable - but any feeding abilities, acids, poisons, spores, infections, shoots, rhizomes, or other harmful effects carried along with such an attack are of no consequence to the burbur. For example, if there was a fungus that could extrude shoots dealing 1d6 piercing damage and draining 1d4 Constitution, the burbur would suffer the piercing damage on a successful attack but not the Constitution drain.

    Skills A burbur has a +4 racial bonus to Balance, Climb, Escape Artist, and Survival checks. It uses its Dexterity modifier on Climb checks in place of its Strength modifier.

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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Li
    Li 1st-level Warrior
    Small Monstrous Humanoid
    HD 1d8-1 (3 hp)
    Speed 20 ft. (4 squares); glide 40 ft. (average)
    Init: +2
    AC 14; touch 13; flat-footed 12 (+2 Dex, +1 armor, +1 size)
    BAB +1; Grp -3
    Attack Samekugi +4 ranged (1, 19-20/x2) or sai +1 melee (1d3)
    Full Attack Samekugi +4 ranged (1, 19-20/x2) or sai +0 melee (1d3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Dart sniper
    Special Qualities Fixation, glide
    Saves Fort +1 Ref +2 Will +0
    Abilities Str 11, Dex 14, Con 9, Int 10, Wis 11, Cha 8
    Skills Climb +6, Hide +8* (+12 in forests), Jump +6, Move Silently +4
    Feats DodgeB, Sapphire Serenity*B, Stealthy
    Environment Temperate and cold forests
    Organization Solitary, trio, shadow (6-12), or fog (15-30)
    Challenge Rating 1/2
    Treasure Standard, or half standard plus 1d3-1 doses of poison (gamakoro root paste* or hakunai leaf extract*)
    Alignment Usually neutral
    Advancement by class; Favored Class NinjaCAdv
    Level Adjustment +0

    Cousins of the kenkuMMIII, lii resemble 3 ft. tall anthropomorphic blue jays - provided one gets the chance to see them. Mildly xenophobic, and more to the point quite apathetic about contact with others, lii use their talent for stealth to scout for trouble and dissuade would-be visitors with a well-thrown blade from ever reaching their concealed villages. Li feathers are not actually blue - though they certainly appear to take on shades from pale cloudy blue to rich azure to deep ultramarine, this is a trick of light, explaining how such brightly-colored beings possess so uncanny an aptitude for concealing themselves. Li voices are raspy and grating when not speaking their own language, a melodious and subtle array of chirps, clicks, and tweets that blends into the sounds of the wood. They tend toward pure neutrality, though theirs is an aggressive form of neutrality that eschews "good" and "evil" - unworkable abstracts in mainstream li philosophy - in favor of "what we need" and "what we do not need," the latter category tending to include any non-li coming within a mile of a li settlement, who will almost invariably get a pointed welcome and an equally pointed message to sod off or die.

    Primarily found in forests, lii rarely venture outside of their lands except to participate in one of their most important cultural and economic traditions - shark fishing. Lii consider sharks to be one of their five sacred beasts and a symbol of nature's power. They not only catch river sharks, but will also take posts on seagoing vessels for a chance to land a shark, which is preserved and allowed to ferment on the journey home, to provide cartilaginous materials for scrimshaw and other ornaments as well as the meat, a delicacy in li culture that is often considered borderline inedible to most humanoids. Li villages contain between three and seven septs, branches of main clans, as well as yanenashi - lii who have disavowed or been disavowed by their clan, have lost the clan name due to misfortune (amnesia, orphaning, etc.), or are under oath to separate from their clan for some matter of principle; and yanedeshi - lii who are separated from their clan to be apprenticed, for studies, or for religious vocation.

    Lii have in the past had terrible wars against sivsMC:MoF and bullywugsMC:MoF masterminded by shapechanging ranine beings who may have been a lost kind of hengeyokaiOA. They also have a dark history with the yuan-ti, and worked to develop poisons specifically targeted to undermine and destroy the evil serpentine race. They do not appreciate elves, feeling that the elder race combines xenophobia (which the lii can at least understand) with a condescending need to impose control (which they cannot). Lii just want to be left alone, and will press the point with belligerence where necessary. It is difficult, but not impossible, to negotiate with lii, though generally this will involve speaking at trees in a dense patch of forest, hoping that the occasional flash of movement out of the corner of one's eye is a li moving closer to hear the speaker out. The most dangerous predator of the li is the roc, a bird greatly feared in li culture; green dragons, monstrous spiders, dire wolves, owlbears, and giant owls round out the host of major predators the lii have to deal with on a regular basis.

    Lii are known to tap into many unusual abilities, including the powers of incarnumMoI and psionics. Some follow the path of the wu jenCArc while still more study the mysteries of dragon magic, becoming dragon shamansPHBII (generally affiliated with green or sapphire dragons) or dragonfire adeptsDM. Spirit shamans and clerics are also found in li villages, but by far the most prominent class among lii is ninja. With a natural aptitude for stealth, cultural expertise in specialized poisons, and a talent for throwing weapons and traps, lii make excellent ninjas. Lii will in general be more inclined (+4 bonus to Diplomacy checks) to hear out a fellow avian - aarakocraMC:MoF and kenkuMMIII in particular are more likely to be received politely as opposed to being harried out of the woods with a flurry of flying blades and darts emerging from the shadows.

    Omnivorous, with a fondness for berries, insects, and fish, lii particularly enjoy grilling and steaming in their cuisine, and all lii who have reached the age of puberty carry a tabetou, a small knife that serves as the sole eating utensil in li culture. Soups and broths are enjoyed from a cup and sipped using the beak. To be presented with a tabetou is a sign of deep respect from a li; asking to share one, or taking it to use, are both considered the height of rudeness, to say nothing of immaturity (li children, called kotori, are fed by their parents using the parent's tabetou, so asking to share one is akin to announcing that one is a small child). Li humor can be hard to grasp, and their moods difficult to read without long experience. Despite many elements of their culture being traditional and conservative, lii are impressed by practical innovations and take to them readily. Indeed, some of the few outsiders lii are known to get on with include gnomes and hadozeeStorm, who demonstrate a spirit of inventiveness that pleases the li mindset. Lii are extremely fond of dancing and favor plucked string instruments over either wind instruments (which are hard for a li to play with any proficiency) or percussion instruments (which are quite loud and risk compromising the quiet concealment of the village). Li villages can be challenging for non-lii to navigate, being designed to take advantage of the gliding skills of the avian race. Most important for the would-be visitor is to come with good silver (lii recognize that outsiders value gold and will grudgingly conduct exchanges with it, but prefer silver amongst themselves) and precious stones. Artwork is also quite welcome. Lii favor simple clothes and rarely choose to wear armor heavier than a simple padded suit; chief fibers are hemp, jute, and ramie.

    Dart Sniper (Ex) When using a throwing weapon for sniping, a li takes only a -10 penalty to its Hide check rather than the normal -20 penalty. Similarly, if a li throws a weapon as part of a Bluff check to create a distraction, it gets a +4 bonus to the Bluff check and to the subsequent Hide check. This use does not constitute an actual attack.

    Fixation (Ex) Lii are particularly vulnerable to fascination, shiny and sparkly objects, and are often quite poor at understanding subtext despite generally possessing above-average common sense. They take a -2 penalty to saving throws to avoid becoming dazzled or fascinated and have a -4 penalty to Sense Motive checks. A creature that presents a gemstone of at least 100 gp value per hit die of a li gets a +2 circumstance bonus on Bluff, Diplomacy, and Gather Information checks made towards that li for as long as the li can see the gemstone. This works even if the creature cannot see the li or is uncertain a li is being addressed - lii have been known to break cover to investigate when a precious stone is involved. A gemstone worth at least 200 gp per hit die of a li imparts a +4 circumstance bonus instead.

    Glide (Ex) Lii have rudimentary wings that do not allow for true flight but which can be used to glide, negating fall damage from any height and allowing 20 ft. of forward movement for every 5 ft. of descent. Lii glide at a speed of 40 ft. (average maneuverability). Even if a li's maneuverability improves, it cannot hover while gliding, nor can a li glide while carrying a medium or heavy load. If a li becomes unconscious or helpless while in midair, its wings cannot help it - the li will fall normally and sustain falling damage as any other creature would.

    • -2 Str, +2 Dex, -2 Con, +2 Wis. Lii are not hardy or strong, but they are agile and possess a natural awareness of the world around them.
    • Small size.
    • 20 ft. movement speed.
    • Monstrous humanoid.
    • Darkvision 60 ft.
    • Lii use their Dexterity modifier in place of their Strength modifier on Climb and Jump checks.
    • Lii have a +4 bonus to Appraise checks involving silver or precious stones.
    • Lii get a +4 bonus to Hide checks in forest terrain.
    • Lii gain Dodge as a bonus feat.
    • Lii have a +1 bonus to attack rolls with thrown weapons.
    • At 1st level, a li chooses one of the following as a bonus feat: Sapphire Serenity*, Sapphire Spirit*, Sapphire Subconscious* .
    • Weapon Familiarity: Lii treat the barbed daggerCAdv, kuwa*, sai, samekugi*, sharktooth gauntlet315, shimalo'koaDR352, and shuriken as martial weapons.
    • Dart Sniper: As above.
    • Fixation: As above.
    • Glide: As above.
    • Automatic Languages: Kakesu. Bonus Languages: Auran, Common, Draconic, Elven, Hadozee, Kenku, Sahuagin, Sylvan.
    • Favored Class: NinjaCAdv
    • Level Adjustment: +0

    Spoiler: New Feats
    Show
    Sapphire Serenity
    The power of Sardior's tear lets you tap into mystical ki to gain flashes of insight.
    Prerequisites You must be a member of the li race to select this feat.
    Benefit You gain 1 daily use of ki power. As an immediate action, you may expend a daily use of ki power to apply an insight bonus equal to your Wisdom bonus (minimum +2) to attack, damage, and critical confirmation rolls; to AC; or to saving throws. This bonus lasts until the start of your next turn. You may make this choice after dice are rolled but before knowing the outcome of the roll. For example, if you roll a 17 to attack, before finding out whether the attack roll succeeded or failed, you may choose to expend a daily use of ki power to add an insight bonus to the result.
    Special If you possess the Stunning Fist feat, you may also expend ki power uses as Stunning Fist uses.

    Sapphire Spirit
    The power of Sardior's tear shields your soul from negative energy using the mysterious power of essentia.
    Prerequisites You must be a member of the li race to select this feat.
    Benefit You gain 1 point of essentia and can invest essentia in this feat. While you have essentia invested in this feat, you are protected from negative energy, energy drain, and death effects, as if by the death ward spell. However, each time this feat blocks such an effect, one essentia is divested from it and returns to your essentia pool. Once this feat is empty, it has no effect. This effect applies after all other applicable defenses (saving throws, spell resistance, etc.) have failed. You may choose to accept an effect rather than block it with this feat.

    Sapphire Subconscious
    The power of Sardior's tear imparts psionic ability.
    Prerequisites You must be a member of the li race to select this feat.
    Benefit You gain 1 power point and learn one 1st-level power from the lurkCPsi or psychic warrior lists. At character level 3rd and every three character levels thereafter, you gain an additional power point and may change the power learned from this feat to any other 1st-level power from the lurk or psychic warrior lists. At character level 9th and above, you may instead select a 2nd-level power from the lurk or psychic warrior lists. At character level 15th and above, you may instead select a 3rd-level power.
    Special If you select this feat at character level 3rd or above, you gain power points from this feat as though you had taken it at 1st level. You must, however, select a 1st-level power on taking this feat, even if you would normally qualify to exchange it for a 2nd-level or 3rd-level power.


    Spoiler: New Weapons
    Show
    Weapon Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
    Kawa 15 gp 1d6 & 1d4 1d8 & 1d6 19-20/x3 & x2 - 5 lbs S or B
    Samekugi (5) 2 gp 1 1d2 19-20/x2 15 ft.[br] 1/2 lb S and P

    Kuwa
    A farming implement turned weapon, the kuwa is a slightly curved hoe with a flat sharpened blade. While the bladed end is devastating, martial arts involving the kuwa often emphasize using the heel of the blade and the butt of the haft for bludgeoning purposes. A kuwa is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon.

    A creature wielding a kuwa in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

    Samekugi
    A relative of the shuriken, "shark nails" or samekugi are flattened symmetrical blades with nail-like spokes designed for the use of taloned avian hands. Samekugi are designed to bend and twist apart to leave treacherous fragments, such that five samekugi can be tossed at the ground within their first range increment as a full action to splinter apart and function as caltrops. A nonproficient wielder cannot make use of samekugi as caltrops. A samekugi is a special monk weapon. This designation gives a monk wielding samekugi special options. A samekugi can’t be used as a melee weapon.

    Although they are thrown weapons, samekugi are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.


    Spoiler: New Poisons
    Show
    Poison Type Initial Secondary Price
    Gamakoro root paste Injury DC 10 1 Con and 1 Wis 1d3 Con and 1d3 Wis 110 gp
    Hakunai leaf extract Injury DC 12 1d2 Dex and dazzled 1d4 Dex and blinded 140 gp
    Shisshin dust Contact DC 10 None Disease 200 gp
    Waruhebi Injury DC 14 1d4 Cha 1d6 Con 270 gp
    Yokugan smoke Inhaled DC 13 Confusion 1d8 Wis 500 gp

    Gamakoro Root Paste
    The tuber of a squat river-growing flower poisonous to frogs and toads, gamakoro root is particularly toxic to amphibian creatures. Creatures with amphibian characteristics (including but not limited to bullywiggs, froghemoths, grippli, and siv, but excluding outsiders which superficially resemble frogs such as slaad, hydroloths, and hezrou) suffer a -2 penalty on saving throws against gamakoro root paste, and 1 point of ability damage from both the initial and secondary damage becomes ability drain instead against such creatures. Avian creatures, including aarakocra, kenku, and lii, are immune to the effects of gamakoro root.

    Hakunai Leaf Extract
    The distinctive circular hakunai leaf does not affect avian creatures such as aarakocras, kenku, and lii, but it is a bane to other creatures. Any creature with low-light vision suffers a -2 penalty to saving throws against hakunai leaf extract. The initial damage of the poison causes the victim to be dazzled for 1 minute. The secondary damage causes blindness until the ability damage from the poison is recovered (remove blindness or restoration will immediately recover the victim's sight, though remove disease does not).

    Shisshin Dust
    The powdered residue of the shisshin fungus, this dust is harmless to most creatures but deadly to reptilian and draconic ones. Shisshin is an opportunistic and parasitic fungus that infects the scale bed of reptilian or draconic skin, causing scales to flake off painfully as thin white fibers from the fungus dislodge them. Exposure to the dust is less hazardous than exposure to a living infected creature, but the fine powder contains active spores that may take root in the body of a yuan-ti, dragon, kobold, lizardfolk, and so on. It can also affect piscine creatures such as locathah and merfolk (though any such creatures will get a +2 bonus to their saving throws to resist the poison and the subsequent disease). A vulnerable creature that fails the saving throw against the secondary damage is immediately infected with shisshin.

    Disease Infection DC Incubation Damage
    Shisshin Contact 17 1d4 days 1d2 Dex & 1d2 Con

    Shisshin only affects creatures with scales, and creatures of a piscine nature (rather than reptilian or draconic) get a +2 bonus to their saving throws against the disease, which cannot be transmitted in a saltwater environment. Each time the infected creature fails a saving throw against shisshin, its base natural armor bonus is reduced by 1. When its base natural armor bonus reaches 0, any further ability damage dealt by any disease to the infected creature is increased by 1. Base natural armor bonus recovers at a rate of 1 point per day when the shisshin infection ends and can be recovered immediately with regenerate or similar effects.

    Waruhebi
    These tall, curling, lavender flowers are dangerous to snakes and serpentine creatures, none moreso than yuan-ti. The detect poison ability of yuan-ti cannot detect waruhebi (a yuan-ti that casts detect poison via other methods, such as class-based spellcasting, can detect it normally), nor can the neutralize poison ability possessed by some yuan-ti affect a dose of waruhebi. Waruhebi is often planted as a territorial symbol by avian creatures such as aarakocra, kenku, and lii, who are immune to the plant's toxins.

    Yokugan Smoke
    This chemical compound produces irritant fumes that exclusively affect creatures with darkvision - those without darkvision are immune to the toxic effects. For creatures with darkvision, yokugan smoke causes violent hallucinations and surreal distortions in the field of vision, prompting victims to act as though confused for 1 minute, following which they may suffer Wisdom damage as their mind fights to reassert reality.
    Last edited by afroakuma; 2022-03-25 at 04:15 PM.

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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Quote Originally Posted by afroakuma View Post
    Aralia
    A plant race with no LA and a very neat one at that! How did I miss this? Anyway, I like it!

    Plant Physiology (Ex) Aralias are plants with certain humanoid-like qualities, and as such benefit from certain particular traits, as described below. These traits override the traits of the plant type wherever the two would be in conflict.

    Spoiler: Plant Physiology
    Show
    • +2 bonus to saving throws against mind-affecting effects. Aralias contain an echo of humanoid consciousness and are not immune to such effects, but remain somewhat resistant to them.
    Β• Immunity to poisons that do not specifically effect plants. The following poisons specifically do affect aralias normally (note that this list is not exhaustive): arsenic, burnt othur fumes, cloudkill, dragon bile, id moss, the poison spell, striped toadstool, terinav root, ungol dust.
    Β• Immunity to sleep effects, paralysis, and stunning. Aralias do not sleep and lack a nervous system.
    Β• Aralias are not immune to polymorph or other transformative effects such as petrification.
    Β• Aralias are subject to critical hits and sneak attack damage.
    Β• Aralias do not have blood; effects which would work on a creature's blood do not function against an aralia, nor can an aralia make use of effects that would require the user's blood in any way.
    Β• Aralias can live without their heads, though the body acts as though confused and blinded while decapitated and cannot make use of any skills, feats, class features, or other abilities that would require thought to activate. An aralia's head can be reattached by holding it in place on the stump of its neck for 1 hour. An aralia whose head is destroyed becomes inert, but can be brought to suitable soil to root into and will automatically do so, regrowing a new head after 1 week of continuous rooting provided the soil is kept well watered.
    Β• Aralias do not have hearts, nerves, or bones. Effects requiring any of these fail where an aralia is concerned.
    Β• Aralias are considered to have eyes and skin for the purposes of effects requiring either.
    Β• Diminish plants can be cast targeted against an aralia within long range (400 ft. + 40 ft./level). If used for its stunt growth function, it deals 1d6 Str, Dex, and Con damage (Fort half) and allows spell resistance to negate. If used for its prune growth function, it acts as reduce person and lasts for 1 minute/level (Will negates) and allows spell resistance to negate.
    Β• Forest voiceCC does work through aralias as well as the Living City's vines if the City is within 10 miles of the aralia. Aralias tend not to appreciate being used in this fashion.
    Β• Plant growth can be cast targeted on an aralia within long range (400 ft. + 40 ft./level). If used for its overgrowth function, it acts as enlarge person and lasts for 1 minute/level (Will negates) and allows spell resistance to negate. If used for its enrichment function, it acts as vigorSC and last for 1 minute/level (Will negates) and allows spell resistance to negate.
    Yup. Full plant traits are too good for no LA. Those little concessions like the immunity to death from vorpal weapons, the thing with blood and the added effect of Plant Growth (an old pet peeve of mine: it should always do that for plant creatures!) are really nice touches.

    Snag (Ex) An aralia who hits an enemy with a whip attack may choose to forego the damage the attack would deal and instead wrap the whip around the foe, pulling them closer. The aralia and the creature struck by the whip make opposed Strength checks, adding their grapple size modifiers. If the aralia wins the opposed check, the creature struck is dragged 5 ft. toward the aralia, who may immediately make a single melee attack with another wielded weapon at its full base attack bonus provided the creature is now within reach. The aralia gets a +4 competence bonus to confirm a critical hit on that attack. The aralia does not move if it fails the opposed check. This ability cannot be used if the creature would be physically impeded from moving (for example, bound in place to its current square, or the movement would force it into a space too small for it).
    My only "gripe" (for lack of a more fitting term) would be this; Snag makes tons of sense thematically, but it's a weird ability on a small creature with a Strength penalty.

    Quote Originally Posted by afroakuma View Post
    Li
    And now a BIRDY too! This must be my lucky day.

    Cousins of the kenkuMMIII, lii resemble 3 ft. tall anthropomorphic blue jays
    Blue jays are pretty and cute, but a weird pick given the Oriental vibes of… Well, much everything about these guys. Have you considered Amami jays? They are a related species endemic to southern Japan (rather than North America).

    Fixation (Ex) (…) - lii have been known to break cover to investigate when a precious stone is involved. A gemstone worth at least 200 gp per hit die of a li imparts a +4 circumstance bonus instead.
    This bit is just fluff, right? Otherwise I think they'd deserve at least a Will save or something.

    Glide (Ex) Lii have rudimentary wings that do not allow for true flight but which can be used to glide, negating fall damage from any height and allowing 20 ft. of forward movement for every 5 ft. of descent. Lii glide at a speed of 40 ft. (average maneuverability). Even if a li's maneuverability improves, it cannot hover while gliding, nor can a li glide while carrying a medium or heavy load. If a li becomes unconscious or helpless while in midair, its wings cannot help it - the li will fall normally and sustain falling damage as any other creature would.[/QUOTE]

    WotC should have given the same to kenkus. It's not like it would have tipped them over to LA +1 territory and it doesn't even clash with their stupid lore that I hate.
    Last edited by Metastachydium; 2022-03-24 at 01:45 PM. Reason: Β.

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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Quote Originally Posted by Metastachydium View Post
    This bit is just fluff, right? Otherwise I think they'd deserve at least a Will save or something.
    A will save to avoid... someone getting a +2 bonus against them for three specific skills?
    Spoiler: Vanity quotes
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    Quote Originally Posted by Strigon View Post
    Wow.
    That took a very sudden turn for the dark.

    I salute you.
    Quote Originally Posted by AuthorGirl View Post
    I wish it was possible to upvote here.

    I use braces (also known as "curly brackets") to indicate sarcasm.
    Explanation here.

    Most pronouns are fine for me. Just don't try to mix them.

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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Quote Originally Posted by enderlord99 View Post
    A will save to avoid... someone getting a +2 bonus against them for three specific skills?
    ? I'm pretty sure I specifically quoted the bit about breaking cover (and presumably rushing into potential danger) rather than that

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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Quote Originally Posted by Metastachydium View Post
    ? I'm pretty sure I specifically quoted the bit about breaking cover (and presumably rushing into potential danger) rather than that
    Oh.

    "Have been known to" has no mechanical relevance.
    Spoiler: Vanity quotes
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    Quote Originally Posted by Strigon View Post
    Wow.
    That took a very sudden turn for the dark.

    I salute you.
    Quote Originally Posted by AuthorGirl View Post
    I wish it was possible to upvote here.

    I use braces (also known as "curly brackets") to indicate sarcasm.
    Explanation here.

    Most pronouns are fine for me. Just don't try to mix them.

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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Quote Originally Posted by Metastachydium View Post
    A plant race with no LA and a very neat one at that! How did I miss this? Anyway, I like it!
    Stick around, then, there's another one dropping sometime in the next few weeks!

    Yup. Full plant traits are too good for no LA. Those little concessions like the immunity to death from vorpal weapons, the thing with blood and the added effect of Plant Growth (an old pet peeve of mine: it should always do that for plant creatures!) are really nice touches.
    Glad you like it.

    My only "gripe" (for lack of a more fitting term) would be this; Snag makes tons of sense thematically, but it's a weird ability on a small creature with a Strength penalty.
    I went back and forth on it, but in the end I figured there are enough Small creatures out there that they'll have a reasonably okay time using it on them - to say nothing of hitting them with bull's strength and, of course, plant growth.

    And now a BIRDY too! This must be my lucky day.
    Coincidentally also the first of two.

    Blue jays are pretty and cute, but a weird pick given the Oriental vibes of… Well, much everything about these guys. Have you considered Amami jays? They are a related species endemic to southern Japan (rather than North America).
    I did consider them, but lorewise I really wanted to make them blue - and as a Canadian I wanted to bridge a bit of my own local fauna into their universe. Nothing saying some lii can't resemble Amami jays, of course.

    This bit is just fluff, right? Otherwise I think they'd deserve at least a Will save or something.
    Just fluff, yes.

    WotC should have given the same to kenkus. It's not like it would have tipped them over to LA +1 territory and it doesn't even clash with their stupid lore that I hate.
    3.X did the kenku dirty. Didn't even bring back Quorlinn. Speaking of whom... watch this spot.

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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Deities of the Lii

    The lii have a complex set of beliefs, encompassing both worship of divine figures as individual gods as well as veneration of spirits and a traditional celebration of five sacred beasts, who are represented by various deities of the pantheon but also considered separate from them. The de facto main deity of the lii is Quorlinn, the patron of the kenku, who is venerated as the keeper of secrets and concealer of li villages. Their own true patron is famously mythologized for his role in stealing from a dragon god and subsequently sharing out the powers of the artifact he "liberated" among the lii when he could not contain its power, which among other things resulted in the ascension of the current pantheon when the now-demigods absorbed more of the artifact's power and achieved apotheosis.

    Each, in their turn, found their spark deficient, and drew power from some other source to complete their ascension. The druid Dokuba was able to draw on the power of nature; loremaster Ijitate tapped into the Plane of Mirrors; the three who would become Houjiro joined with one another, eschewing external strength in favor of a united front; and the rogue Okoru allowed himself to be bound to the will of an alien warlord in order to thieve a bit of psionic power.

    The li belief system encompasses several facets - the elements of the traditional practice of the wu jen, a cyclical theory of ages of strife, admiration of the lowly rat for its many qualities as a teacher of perseverance and mastery over nature (as well as its ready availability as a food source), and celebration of five sacred beasts. The dragon, symbolizing power over the sky; the bee, symbolizing industry, the community, and the resources of the wood; the shark, the power of water and a source of strength; the dire badger, a deadly protector of its territory and master of the land; and above all the turtle, emblematic of the world as a whole - though for some reason, li tradition holds that turtles have wings concealed within their shells. The four principles are each symbolized by a young turtle, working in unison to bring its vision of the world to all. They are Bellicosity, the ferocious vigilance needed to protect the village; Innovation, the cunning and ambition to topple the mighty with the tools of the small; Leadership, the will to take action to secure prosperity; and Satiety, the memory of the joys of life and the drive not to lose oneself in the past or the future but to live in the moment.

    The darker elements of the li faith surround the Three Despicables, who out of envy of the world that is (symbolized by the turtle, the cosmos beyond the reach of any one of the Three) persecute the rat (representing the mortals of the world). Each brings forth a Kyoufunen, a Time of Terror - and as each falls to the next, there is a period of time where society may prosper, for the Despicables are despised by one another, and each is both predator and prey. They are the frog, the teeming multitude that depletes the wood of its resources; the snake, the rapacious and toxic devourer; and the slug, the hidden parasite which acts invisibly to consume the hopes of the future and the seedlings that would feed the next generation. The era of the frog is said to have come and gone with the war against the bullywugs and the sivs; in turn, this era was replaced by the era of the snake, when the yuan-ti brought conflict to the lands of the lii. Now this too has passed, and sages wait fearfully for the signs that will herald the era of the slug, with some believing that the slug is a metaphor for the disembodied horror of Kurangan (a shapeless parasite of stalked eyes bereft of "shell") and still others pointing to the lore fragments regarding an "Age of Worms" and suggesting that the slug is an allusion to a different kind of squirming, slimy, undesirable vermin.

    Quorlinn
    Lesser Power of the Beastlands
    The Filcher, Eggnapper, Pluck-Plumes, the Daring Deceiver
    Alignment: True neutral
    Portfolio: Kenku, disguises, trickery, thieves
    Divine Realm: Beastlands/Krigala/Filchnest
    Symbol: Mask and beak
    Domains Illusion, Kenku*, Liberation, Protection, Trickery
    Favored Weapon: Short sword

    A reluctant patron, Quorlinn received the "gift" of the kenku from his superior, a greater power of the skies; he has regretted this every day since, as he finds having to steward an entire people to be an onerous obligation. Not only that, but of late his followers have begun turning to other secretive powers, such as Mask, Shar, and Vecna. As much as it frustrates Quorlinn to have to serve as protector of the kenku, it irks him more to think that others are successfully stealing from him, and through trickery, deception, and cunning, he hopes to reestablish himself as the top god of the avian race - at which point he will no doubt go back to complaining about his role. Ever since Sorame stole Sardior's tear, Quorlinn has been functionally serving as the de facto patron of the lii as well, and while it eats at him that their mythology is something he could correct to fix his problems, the kenku god is also keenly aware that he's not exactly flush with worshippers to give away at this time. He still hopes to help restore Sorame when his own people are more reliable in their worship, but at this time he's looking out for himself first and foremost. The lii believe Quorlinn is the father of their original patron (which is true!) and that he uses his powers to conceal their villages and help them trick would-be invaders (which isn't!) into following paths that will get them lost and out of the lii's way.

    Tengan
    Dead Power (formerly Demipower of the Outlands)
    The Blue-Eyed God, Thief of Tears, Sky-Scattered
    Alignment: True neutral
    Portfolio: Lii, treasure, thievery, supernatural gifts
    Divine Realm: Astral Plane, formerly Outlands/Skywake
    Symbol: A crystal tear
    Domains Greed, Mysticism†, Sky, Trickery, Wealth
    Favored Weapon: Sai

    A child of Quorlinn who gained a fragment of his father's divinity, Tengan also inherited his father's penchant for thievery, though he was by far and away more fond of spreading his wealth among his favorites. Accruing a following among a forest-dwelling race of kenku predisposed to small stature, Tengan gifted them with plunder from the depths of the seas and the lords of the skies, ultimately setting his sights on stealing from a dragon's hoard - and not just any dragon, but a dragon deity. With bravado and boasting did Tengan secure an invitation to the Elemental Plane of Air to visit with Sardior, and what a treasure he discovered waiting for him - five precious artifacts, one for each gem dragon kindred. Though any of them would have been a prize beyond imagining, Tengan could only imagine stealing one - Sardior's tear, a fantastic teardrop sapphire flickering with the dragon god's own investiture of power and psionic will. In its cerulean facets Tengan saw untold insight and mental prowess becoming his, and he coveted it to the point of mania.

    Stealing away with the gem in the dead of night, Tengan fled to a hidden forest on the Outlands, where he basked in the azure glow of Sardior's tear, absorbing its powers and marvelling as his awakening divinity connected him with the minds of his followers on the Prime. As he attained demipower status, however, Tengan realized that the power of the artifact would surely lead Sardior to him - unless he could conceal its light within himself. Tengan disguised himself to spread the word that he had died seeking a rare treasure, and swallowed the tear, hoping that rumors of his demise would reach the Ruby Dragon and put him off the scent. What he quickly came to discover, however, was that his unstable nascent divinity could not fully contain the power of the tear. In desperation, he reached out through his divine link with the kenku who had followed him, sharing out motes of the divine power swelling within him and transforming them into lii.

    In a fit of cosmic irony, his followers, newly transformed and empowered by Sardior's tear, began to spread a story of Tengan's heroic martyrdom, telling of how their brave patron had died to share his final prize with them. Still too weak to send more than a few trivial omens in a vain attempt to dissuade them, Tengan discovered too late the vulnerabilities attendant with divinity. To make matters worse, his followers did believe in and place their faith in him - but they specifically believed him to be dead! Thus passed Tengan, whose power never recovered, ebbing away as he fought to try and prove he was still alive. Now a dead power, his corpse retains a flickering thought in its mind - was Sardior's tear shed in sorrow?

    ...or in mirth?

    †Clerics of Tengan who select the Mysticism domain choose between dictum and word of chaos as their 7th level domain spell, and between cloak of chaos and shield of law as their 8th level domain spell.

    Dokuba
    Demipower of Bytopia
    Strifeshadow, the Tireless, She of Bane and Balm
    Alignment: True neutral
    Portfolio: Poison, herbalism, healing, weaponmaking, craft
    Divine Realm: Bytopia/Dothion/The Watchwood
    Symbol: A bee on a leaf
    Domains Craft, Healing, Metal, Plant, Poison*
    Favored Weapon: Barbed dagger

    Depicted as a li female of yellow and black plumage and variable age, Dokuba is the guardian of the village and mistress of the crafts that keep the lii strong and hidden. Patron of all practical arts, in contrast to Ijitate who is patron of lore and study, she is celebrated by craftworkers and warriors alike, and druids in her service are uniquely permitted the use of, and proficient in, any of the traditional weapons of the lii (losing proficiency in the scimitar, shortspear, and spear). Dokuba teaches which plants are potent cures, which are good stock for construction, and which are terrible toxins best used against enemies of the lii. In this pursuit she is both the healer goddess and the goddess of poison and agony, and she is called Strifeshadow for the fact that conflicts are prosecuted using her implements, be they subtle or overt. Industry is the highest virtue in Dokuba's eyes, though unlike more lawful deities she also deeply appreciates innovative sloth - "Dokuba grins" is a common li idiom meaning, roughly, "you clever little rascal." Of the five sacred beasts, Dokuba is associated with the bee, venomous and weapon-bearing but always toiling in service to the community. Her wu jen element is Metal.

    Okoru
    Demipower of Ysgard
    The Steel That Burns Cold, the Invisible Blade, the Wrath of the Wood
    Alignment: Chaotic neutral
    Portfolio: Wild beasts, violence, combat, ambushes, hostility
    Divine Realm: Ysgard/Muspelheim/River of Burning Ice
    Symbol: A burning shuriken or samekugi
    Domains Animal, Chaos, Planning, Trickery, War, Wrath
    Favored Weapon: Samekugi and sharktooth gauntlet

    The ninja god, Okoru voluntarily surrendered the portfolio of the mind and its powers, only to resent it since - the price he had to pay for his apotheosis, when his psionic powers kindled his frail divine spark with the stolen energies of an alien power. Okoru abandoned this portfolio out of fear that he would find himself enslaved to the abomination Kurangan, and his resentment runs deep and cold. Not truly evil, however, he bears no malice for those who he does not consider foes; however, he is quick to mark others as such, and the monochrome depiction of him as a li of black and white only serves to emphasize his absolutist worldview and snap judgments. Okoru admires the strength and instinct of wild beasts and is closest to the animal world of the li pantheon, in contrast to Dokuba who concerns herself with plant life. In his own way he is a protector of the clan and the village, and while his penchant for schemes can often seem at odds with itself for how many plots he has in motion at the same time, when Okoru is able to bring all of the elements of his design together he has no equal. His sharkskin gauntlets are depicted as shredding through foes of the lii, and he is often painted surrounded in a halo of flame. Okoru deigns to recognize Houjiro as an equal and they share an uneasy friendship, for he is thought and she is strength; he is violent action, she is death. Ijitate is often painted as his rival, though in truth the fate god considers Okoru a bit of a lost soul for how ardently he fights against the great principles that are his "sons". Of the five sacred beasts, Okoru is symbolized by the dire badger, which lairs in the ground and strikes with unimaginable ferocity when riled to act, ripping its foes to shreds. His wu jen element is Fire.

    Houjiro
    Demipower of Arborea
    Riverwing, Sea-Talon, the Bite of Steel, She Who Slays
    Alignment: Lawful neutral
    Portfolio: Sharks, fishing, harsh weather, strength, survival, death
    Divine Realm: Arborea/Osse/The Karcharian Line
    Symbol: An egg in a shark's mouth
    Domains Death, Law, Shark*, Storm, Strength, Winter
    Favored Weapon: Shimalo'koa

    Houjiro is the most unstable of the li pantheon, for in her mortal existence she was not one but three separate lii, whose individual incomplete apotheoses did not receive enough of the tear's power to fully kindle beyond their individual sparks. Somehow, they drew themselves together voluntarily, resulting in an all-white li goddess of three fearsome aspects. In her youthful aspect, Houjiro is the daring shark huntress who rides the untamed seas. Her matronly aspect is wind-scarred and strong, gripping tight to the branch and to the deck of the ship as the ruthless storms seek its destruction. Her ancient aspect is the soul of winter itself, ice and wind and night, death that bites with the cruel precision of a shark's razor teeth, the biting cold of the snowy wind. Though all three depictions are seen in li culture individually, the goddess herself in truth presents a more united front. Her vessel plies the waters of the Karcharian Line, her nets catching up the souls of departed lii from the waters of Osse that they might be carried safely to their final rests. If Dokuba is the mistress of weapons, Houjiro and Okoru are those who put her tools to use. Mastery over and subjugation of nature are within her portfolio, though with storm and cold and the intimidating power of her favored animal she ever reminds the lii that nature in its turn is formidable and can bring death a thousand times over. Of the five sacred beasts, hers is the shark, moving incessantly from challenge to challenge, forceful and powerful, a symbol of violent death that can smell weakness. Her wu jen element is Water.

    Ijitate
    Demipower of Hades
    The Reflective, Reckoner of Eggs, Stonesoul, Dour Father, the Old Grump, Keeper of the Principles
    Alignment: True neutral
    Portfolio: Life, constancy, fate, duty, principle
    Divine Realm: Hades/Niflheim/Stonecay
    Symbol: A hexagonal mirror
    Domains Earth, Fate, Knowledge, Life, Mirror*, Protection
    Favored Weapon: Unarmed strike

    Ijitate is a deity of two facets, always admired and yet always considered... well, an old grump, as his famous epithet suggests. A reclusive deity who moved his stony island to Hades to avoid visitors, the dour and humorless god of life and fate is said to have formerly been warm and cheerful, before his four sons went out into the world of the lii. Other myths suggest his sour disposition stems from losing a friend, and that he has been inconsolable since Tengan died. Still more - these with a small grain of truth to them - paint him as a foe of Okoru, who cannot stand Ijitate's foresight and awareness of how each of the secretive and violent god's plans will unfurl; in turn Ijitate fears that Okoru's need for violence to prove himself will spill over into catastrophe and devour his four sons. They are given, in oral tradition, as characteristics associated with great principles - Bellicosity, Innovation, Leadership, and Satiety. It is believed that Ijitate has attempted to place a divine realm on the Plane of Mirrors but has met with significant resistance, and is too apathetic to seriously press the matter. In his positive attributes, Ijitate is often associated with the symbol of the rat, the "most admirable animal" of li tradition, for his tireless exploration of the truths of the universe. Ijitate's associated sacred animal, however, is the turtle, the guardian of wisdom and the unflinching order of the cosmos. His associated element under the wu jen is Earth, though it is said that Ijitate's mirror can reflect any element, any season, and any nature.

    Other Deities of the Lii

    Sardior
    Lesser Power of the Elemental Plane of Air
    the Secretive, the Ruby Dragon, the Prince of Neutral Dragons, the Wyrm of Will and Wit
    Alignment: True neutral
    Portfolio: Psionics, night, secrets, gem dragons
    Divine Realm: Elemental Plane of Air/Ruby Palace, Prime Material Plane/Ruby Palace, and Astral Plane/Ruby Palace
    Symbol: A ruby with an inner glow
    Domains Gem Dragon, Knowledge, Mentalism, Mind, Night, Travel, Trickery
    Favored Weapon: Unarmed strike

    The wandering palace of the Ruby Dragon has settled more often of late in the balmy winds of the Elemental Plane of Air, but oft as not Sardior can be found sneaking it through the skies of many a Prime world. Sly and quick-witted, Sardior has always enjoyed his younger position in the draconic pantheon, and is a curious wyrm with a flair for mischief. Like as not, this is how all five of the precious relics meant for his thanes have all quite coincidentally vanished - Sardior's will, an amethyst lozenge; Sardior's laugh, a crystal necklace; Sardior's voice, a horn of emerald; Sardior's tear, a teardrop-shaped sapphire; and Sardior's thirst, a goblet of topaz. The whereabouts of one, at least, is a certainty - the tear found its way into the possession of the kenku hero-deity Tengan, who used its power to ascend to full divinity and ultimately died as a result of his schemes' unravelling, giving rise to the current li pantheon as well as transforming his followers. It is surely an equal coincidence that such a loss to Sardior has been repaid with the worship of many lii, who venerate him as a power of the skies and patron of psionic abilities. The only interloper among the li pantheon (though arguably Quorlinn is likewise no true li deity, he at least is of relation to them), Sardior holds equal standing with the other four, representing the fifth sacred beast, the dragon, and the wu jen element of Wood. Whether the Ruby Dragon in truth held any notion of what might transpire when the tear went missing is a riddle for the ages, but Sardior does not abuse his position in li society - they are no dragons, but they hold several draconic values dear to them, which the god respects. His influence wards off the ideals of his relations - neither Bahamut's arch nobility and honor, nor Tiamat's ambition and hunger for conquest, are core elements of li identity. Of course, the influence of any dragon will always produce a certain amount of avarice, and Sardior may be blamed for the li fascination with gemstones that so captivate them that they can be stopped in their tracks by a suitably shiny stone.

    Kurangan
    Demipower of the Astral Plane
    the Disembodied, the Exile Unfleshed, the Dark Will, the Raveling Orb, the Staring One
    Alignment: Neutral evil
    Portfolio: Psionic dominion, mutation, power, destruction, beholder abominations
    Divine Realm: Astral Plane/Ephialtodrome
    Symbol: A staring eye with a peripheral eye to either side attached by a curled stalk, forming a spiral
    Domains Beholder*, Corruption, Domination, Evil, Madness, Mind
    Favored Weapon: Whip

    The "lost" beholder deity, a demipower clinging to existence as a dark and nebulous will of evil, Kurangan is not the entity's original name - that was lost when the Great Mother seized and devoured its body, leaving its half-eaten soul to retreat to the Astral Plane and rebuild itself. Maimed and torn such that only a spirit of will and malevolence remained, Kurangan meditated on its offenses - mutating true beholder stock to create abominations, "gifting" beholder essence to humanoids to create the malformed lensmen, and of course the basic offense of being born at all, a crime the Great Mother could never forgive - and determined that it would double down, intensifying its campaign to transform beholder stock to its mad and warped imaginings. Infesting a decaying Astral realm and remaking it into a place where nightmares run free, Kurangan focused its will on magnifying the psionic powers that made it such a mutation to begin with. Now it seeks to mutate other beings so that it might enslave them and twist them to its purposes, making it the most militant of the beholder deities by far. It was this entity that the sparking Okoru touched minds with and stole power from, causing the beholder god to turn its interests toward the lii. Though the hour has not yet come for its backlash, agents of the abominable and corrupt demipower have already begun to study the failures of the bullywugs and the yuan-ti to destroy the avian race, and it has ambitions to conquer them and use their psionic potential to create a new legion of mutant slaves and food stock for its copious creations to devour as they see fit.

    Beholder Domain
    Granted Power You get a +1 bonus to attack rolls with ranged touch attacks and a +1 bonus to the DC of any ray effect you produce. As long as you possess the Willing Deformity feat, you gain all-around vision and can no longer be flanked.
    1st - fiery eyesCArc
    2nd - darkvision
    3rd - chain of eyesSC
    4th - arcane eye
    5th - prying eyes
    6th - eyebite
    7th - eye of the beholderBoVD
    8th - dreaded form of the eye tyrantCM
    9th - eye of powerSC

    Kenku Domain
    Granted Power You gain CravenCoR or Improved DisguiseDR335 as a bonus feat.
    1st - ventriloquism
    2nd - invisibility
    3rd - deceptive facadeSC
    4th - dimension door
    5th - susurrus of the cityDC
    6th - mislead
    7th - power word blind
    8th - screen
    9th - shapechange

    Mirror Domain
    Granted Power As a swift action, you may spend a turn or rebuke attempt to create a reflective barrier in front of you. This barrier provides a +4 shield bonus to AC and provides total immunity against rays, magic missiles, and gaze attacks. The reflective barrier lasts for 1 round.
    1st - reflective disguiseSC
    2nd - mirror image
    3rd - mirror manifestation*
    4th - mirror sendingBoVD
    5th - mirror walkingMotP
    6th - greater mirror imagePHBII
    7th - spell turning
    8th - body outside bodyCArc
    9th - replicate castingSC

    Poison Domain
    Granted Power You gain Master of PoisonsDotU as a bonus feat.
    1st - horrible tasteSC
    2nd - increase virulencePHBII
    3rd - malevolent miasmaSC
    4th - poison
    5th - toxic weaponPHBII
    6th - cloudkill
    7th - befoulLoM
    8th - red tideSW
    9th - true creation (cost is 1 XP/2 gp value when creating poisons)

    Shark Domain
    Granted Power You may move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. This power does not confer any ability to breathe water or swim.
    1st - shark's ferocity*
    2nd - jaws of the mako*
    3rd - shark boltDR344
    4th - sharkjaws*
    5th - dire hungerSC
    6th - summon sharks (as summon nature's ally VI, 1d4+1 Huge sharks only)
    7th - megalodon empowermentSW
    8th - whirlwind of teethBoVD
    9th - summon dire sharks (as summon nature's ally IX, 1d2+1 dire sharks only)

    Spoiler: New Spells
    Show
    Jaws of the Mako
    Transmutation
    Level: Blackguard 1, Cleric 2 (Sekolah), Shark 2
    Target: Creature touched

    As jaws of the moraySW, but the bite attack has a critical range of 19-20/x2. If the target creature is under the effects of shark's ferocity and jaws of the mako at the same time, the bonuses from shark's ferocity are doubled for so long as both spells are in effect on that creature.

    Mirror Manifestation
    Conjuration (Summoning)
    Level: Beguiler 4, Hexblade 2, Jester 3, Mirror 3, Spellthief 3, Urban Druid 4, Wu Jen 3 (Metal)
    Components: V, S, M, F
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One or more summoned creatures
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    This dangerous spell calls to the beings who lurk at the edges of reflection, bringing forth one or more nerraFF, inscrutable outsiders from the Plane of Mirrors. These nerra arrive with only facsimiles of their true weaponry and lack the ability to use their mirror image spell-like ability, but they will fight as you direct until destroyed. You may use mirror manifestation to summon (as summon monster) 1d3 varoots or 1 kalareem. All are armed with masterwork weapons rather than shard weapons (losing the +2 enhancement bonus to attack and damage rolls and the wounding property) and the kalareem wields only one longsword instead of two. If you choose to summon varoots, you may elect to have them arrive resembling one or more humanoids within range, as though having already used their disguise self spell-like ability to copy the appearance of another creature. Each varoot may only appear as one creature at a time, and may appear with an appropriate slashing or piercing melee weapon in hand matching the armament of the creature copied instead of its normal weaponry, though again it will be a masterwork version of such a weapon and possess no enhancement bonus or other properties of the weapon being copied.

    Using this spell draws the attention of beings from the Plane of Mirrors. For 24 hours after casting this spell, any creature native to the Plane of Mirrors gets a +2 insight bonus to initiative checks made when in combat against the caster. If cast on the Plane of Shadow, Ethereal Plane, or Astral Plane, there is a 50% chance that the creatures summoned are not under the control of the caster. On the Plane of Mirrors, the creatures summoned are never under the caster's control and can act as they please, though they may elect to follow the caster's orders out of curiosity, boredom, or to create a false sense of security.

    Material Component: A prism or clear crystal.

    Focus: A reflective surface of at least 1 square foot in area, such as a still pool of water, a mirror, a clean glass window, or a polished steel breastplate. A specially prepared mirror costing at least 1000 gp or any magical mirror can be employed as the focus; if such a mirror is used, the creatures summoned bring shard weapons with them (+2 wounding weapons), and can use their mirror image spell-like ability as normal. A kalareem summoned in this manner brings two shard longswords with it.

    Shark's Ferocity
    Transmutation [Water]
    Level: Cleric 1 (Sekolah), Druid 1, Ranger 1, Shaman 1, Shark 1, Shugenja 1, Spirit Shaman 1, Sohei 1, Wu Jen 1 (Water)
    Components: S, F
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The target of this spell gains some of the ferocious might of the predatory shark. Shark's ferocity grants a +2 enhancement bonus to Strength, a +2 morale bonus on rolls to confirm a critical threat, and a +4 enhancement bonus to Swim checks. If the target possesses the Aquatic subtype, it also receives a +2 enhancement bonus to natural armor (a creature with no natural armor bonus is treated as having a +0 bonus).

    Focus: A shark's tooth (a cleric of Sekolah may use their holy symbol as the focus instead).

    Sharkjaws
    Evocation [Force, Water]
    Level Blackguard 3, Cleric 4 (Sekolah), Shark 4, Wu Jen 4 (Water)
    Effect Jaws of force/water

    As spiritjawsSC, but the jaws have a -2 penalty to their attack roll (and thus to their grapple check) if used outside the water, and a +2 bonus to their attack roll (and grapple check) when used underwater. These adjustments stack with the normal +4 bonus to the grapple check. When used underwater, the jaws are made of water and not of force, and thus cannot be disintegrated, though control water allows the caster to dispel them (no check required). Sharkjaws threaten a critical hit on a 19-20 and have a +4 bonus to rolls to confirm a critical hit.

    Material component: A piece of bone from a shark's jaw.
    Last edited by afroakuma; 2022-03-29 at 07:22 PM.

  18. - Top - End - #108
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Burn Bogle
    Medium Monstrous Humanoid
    HD 2d8+5 (14 hp)
    Speed 40 ft. (8 squares)
    Init: +2
    AC 15; touch 12; flat-footed 13 (+3 natural, +2 Dex)
    BAB +2; Grp +8
    Attack Slam +4 melee (1d4+2) or flame +5 melee touch (1d6+2 fire) or flame +5 ranged touch (1d6+2 fire)
    Full Attack Slam +4 melee (1d4+2) or flame +5 melee touch (1d6+2 fire) or flame +5 ranged touch (1d6+2 fire)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Produce flame
    Special Qualities Camouflage, darkvision 60 ft., fire instincts, resistance to fire 5, smokeproof
    Saves Fort +1 Ref +5 Will +4
    Abilities Str 15, Dex 14, Con 13, Int 4, Wis 13, Cha 8
    Skills Climb +4, Hide +7, Intimidate +2*, Move Silently +4, Spot +5*
    Feats Improved GrappleB, StealthyB, Toughness
    Environment Temperate and cold forests, hills, and plains
    Organization Solitary, pair, or prowl (3-6)
    Challenge Rating 2
    Treasure Half standard
    Alignment Often neutral
    Advancement 3-6 HD (Medium)
    Level Adjustment +1

    Burn bogles are strange and ungainly humanoids that superficially resemble bogglesMMII. They have long arms, nacreous pallid skin, and eerie yellow eyes that seem to catch the light. Hairless and smooth-skinned, their mouths are often smeared with soot that creates a terrifying false grin. The palms of their knobbly hands feature three flat, conical black horns that converge in triangular orientation, and their fingers - each capped with a square, coarse, and ridged nail - are connected to knuckles surmounted by small nozzle-like tubercles. Their teeth, usually stained so black as to be imperceptible, are flat and protrude slightly, and their eyes are wide-set, giving them an inhuman, bestial appearance as well as a broader field of vision.

    Often mistaken for fey creatures, just as their supposed cousin species the boggles are, burn bogles are slow-witted and territorial, but not often truly hostile. Their diet is ash and soot, with higher-charcoal ash most preferred. In pursuit of this diet, bogles will generally use their produce flame ability to burn a few tree branches or singe some bark, sometimes going to far as to partially burn through a tree trunk. Resistant to but not immune to fire, bogles attempt to avoid letting a flame spread beyond their control. They always know how many uses of produce flame they have available, and are loath to use up their last in combat, knowing they will wish to eat later. In lean times, when wood is too wet to burn easily, they will venture toward settlements, caravans, and campfires, hoping to follow the smell of smoke to available food. An adventuring group or caravan may draw the attention of one or more bogles who will stalk them for days to savor an easy and interesting meal at each and every campfire. The totally bare rings of stones from campfires past - licked clean by the bogle - have an eerie and otherworldly air about them as the disturbed ground around it and the totally smooth ground in the center suggest a portal or fey ward of some stripe, which lends to their misinterpretation as fey. The fact that they are more often seen in wet winters and cold, rainy or snowy spring weather has led them to be called "winter wights" and incorrectly believed to come and go with the cold season.

    Burn bogles mate and move on; unless pursuing the smell of smoke, prowls of bogles are almost never seen. Bogle young are reared only until they can produce a controlled flame that yields ash, and are then chased away by the mother, who doesn't wish to risk her patch of wood to the immature pyrotechnics of a young boglet. They are aggressive when frightened or when they fear their territory is being invaded. They are typically nocturnal and their curled-up forms can be mistaken for boulders during the day. Bogles can smell smoke from a mile away and prefer the ash and smoke of resinous trees such as pine and fir. Bogles are dry-skinned and do not drink water normally, masticating leaves and roots to extract their juices and spitting out dried boli of the ground-up plant material. A few bogles train in classes such as barbarian or ranger, but this is rare as bogles have short attention spans for matters that don't involve food, given their normal curiosity. Burn bogles get extremely angry about uncontrolled flames and forest fires and will viciously attack anything they see being irresponsible with fire. Burn bogles speak a rough and halting version of Sylvan; they are incapable of reading due to how their eyes focus.

    Camouflage (Ex) A burn bogle can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

    Fire Instincts (Ex) Burn bogles are quite skilled at understanding the movement of and behaviors of fire. They get a +1 bonus to attack rolls made with armaments of pure flame (such as the flames of a produce flame spell or a flame blade spell, but not a flaming sword. They also get a +2 bonus to Reflex saves against fire effects.

    Produce Flame (Sp) A burn bogle may use Extended produce flame as a standard action a number of times per day equal to two plus its Constitution modifier (minimum 1). The caster level of this ability is equal to the burn bogle's character level.

    Smokeproof (Ex) Burn bogles can see normally through smoke and suffer no ill effects from smoke inhalation. Other kinds of vapors may occlude their vision as normal and harm them as appropriate (i.e. a cloudkill or stinking cloud).

    Skills A prone bogle receives a +8 bonus to Hide checks in a natural setting as it looks like stone. Bogles have a +4 racial bonus to Spot checks. Burn bogles use their Dexterity modifier in place of their Charisma modifier on Intimidate checks, as their unsettling lanky motions and fast movement are how they make themselves appear terrifying.
    Last edited by afroakuma; 2022-03-29 at 10:18 PM.

  19. - Top - End - #109
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Quote Originally Posted by afroakuma View Post
    Stick around, then, there's another one dropping sometime in the next few weeks!

    (…)

    Coincidentally also the first of two.
    Oh! Much looking forward to those!

    I did consider them, but lorewise I really wanted to make them blue
    Because of the Tear, right? Yeah, that makes sense.

    and as a Canadian I wanted to bridge a bit of my own local fauna into their universe. Nothing saying some lii can't resemble Amami jays, of course.
    I'm a proud Eurasian myself, but blue jays do absolutely deserve all the love they can get.

    Quote Originally Posted by afroakuma View Post
    Kenku Domain

    (…)

    7th - power word blind
    Quite the appropriate pick! I like it.

  20. - Top - End - #110
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Fire Naga
    Large Aberration
    HD 9d8+27 (67 hp)
    Speed 40 ft. (8 squares); swim 30 ft.
    Init: +2
    AC 15; touch 11; flat-footed 13 (+4 natural, +2 Dex, -1 size)
    BAB +6; Grp +13
    Attack Bite +8 melee (2d6+4 and poison)
    Full Attack Bite +8 melee (2d6+4 and poison) and tail slap +3 melee (1d10+1)
    Space 10 ft.; Reach 5 ft.
    Special Attacks Calming gaze, poison, spells
    Special Qualities Darkvision 60 ft., immunity to fire
    Saves Fort +6 Ref +7 Will +9
    Abilities Str 16, Dex 15, Con 16, Int 16, Wis 17, Cha 17
    Skills Bluff +8, Concentration +11, Hide +6, Intimidate +8, Knowledge (arcana) +4, Knowledge (nature) +4, Listen +9, Sense Motive +9, Spellcraft +5, Spot +9, Swim +11*
    Feats Arcane StrikeCWar, Close-Quarters FightingCWar, Combat Casting, Eschew MaterialsB, Lightning Reflexes
    Environment Warm forests
    Organization Solitary or nest (2-4)
    Challenge Rating 9
    Treasure Standard
    Alignment Often chaotic good
    Advancement 10-13 HD (Large); 14-27 HD (Huge)

    Inhabiting warm tropical forests and often lairing near temples or other functional but nonresidential structures, fire nagas are generally benign and maintain a distant but symbiotic relationship with local forest peoples. When riled, they are territorial and display a fierce temper, slithering forward into combat at high speed and making liberal use of their magically-enhanced fighting skills to dole out venomous bites. While many incorrectly believe fire nagas to be creatures possessing substantial magical fire abilities, or even a vulnerability to cold temperatures, the former is hardly ever true and the latter is at worst a preference. In truth, fire nagas earn their name from two sources - their vibrant orange-red, yellow, and azure blue coloration, with its fractal-leopard rosette pattern, and from their total comfort in the center of a raging fire, for the creatures are totally immune to the harms of intense heat. Beyond their striking color pattern, fire nagas are noteworthy for their almost elfin beauty and for the two earlike fins that spread from the sides of its head when it chooses to extend its spines.

    Woe betide the true creature of fire that crosses a fire naga, for their ancestors cut their teeth on an invasive band of efreet and they possess a terrible numbing poison that fills a fiery creature with deadening chill. Their legend says they were painted to deceive efreet by the trickster god Parrafaire, who led the marauders to believe that fire nagas were creatures from their home plane sent to aid them. Fire nagas will also go after azers, fire giants, or red dragons, though none of the three typically frequent the lands a fire naga calls home. As they can dwell comfortably in water, they are sometimes mistaken for a variety of lung dragon. Fire nagas are typically pleasant and helpful; although they are carnivorous and see nothing inherently wrong with eating a humanoid, they typically abstain out of a sense of empathy to other intelligent creatures, though if a particularly stupid specimen should attack the naga or otherwise consistently demonstrate itself to be incapable of not acting like a volunteer hors d'oeuvre on legs, well... contrition beats starvation.

    While generally of a more kindly disposition, fire nagas are still plagued by arrogance and an unruly stubborn individualism, and prone to petty acts of retaliation for perceived slights. Some few have become the focus of local cults, which they may find irksome or amusing, depending on the individual character of the naga. In general, fire nagas get along with water nagas and are sometimes even found in the same environments; they may share a protective disposition over a particular site with guardian nagas, but the two avoid each other in general as their lawful and chaotic natures conflict. They dislike spirit and dark nagas. Fire nagas are mildly more likely to be spiritual or religious than most other types of naga; they generally worship Parrafaire, with a smaller number venerating Shekinester. Fire nagas speak Common and Ignan.

    Calming Gaze (Su) As calm emotions, 30 feet, Will DC 17 negates. The save DC is Charisma-based.

    Poison (Ex) Injury, Fortitude DC 17, initial and secondary damage 1d6 Dex. Against creatures with the Fire subtype, Fortitude DC 19, initial and secondary damage 2d6 Dex. The save DCs is Constitution-based and includes a +2 racial adjustment when used against creatures with the Fire subtype.

    Spells Fire nagas cast spells as 7th level sorcerers, and can also cast spells from the druid spell list. The druid spells are considered arcane spells for a fire naga, meaning that the creature does not need a divine focus to cast them.

    Typical Spells Known (6/7/7/5; save DC 13 + spell level)
    0 - create water, detect magic, detect poison, flare, mage hand, open/close, purify food and drink; 1st - entangle, hypnotism, jet of steamCM, magic missile, shield; 2nd - heartfireSC, mirror image, see invisibility; 3rd - haste, quench.

    Skills A fire naga 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.

    Parrafaire
    Demipower of Carceri
    Prince of Hidden Secrets, the Naga Prince, the Trickster
    Alignment: Chaotic neutral
    Portfolio: Guardianship, secrets, trickery
    Divine Realm: Carceri/Minethys/Trickster's Delight
    Symbol: A male naga head with feathered ears
    Domains Illusion, Naga*, Protection, Scalykind, Trickery, War
    Favored Weapon: Dagger or tail scytheSK

    Child of Shekinester by the couatl deity Jazirian, Parrafaire possesses his mother's complex and layered mind, but with a bold and colorful character reminiscent of the iridescent plumes of his father. Playful and mischievous, Parrafaire loves being cryptic and offering riddles, mazes, and puzzles to test and try mortals, placing traps and trials to evaluate seekers of secrets. Slightly vain, he nevertheless values resourcefulness, cunning, and wisdom - values he prizes greatly over trifles such as morals and ethics. Concealed wisdom and hidden locales are within his purview, and he is a patron of those who would bring strength of arms to bear to get what they seek, though never of senseless violence or pure brute force. For any who would dare, Parrafaire has pitfalls and phantasms aplenty to tweak and torment them at every turn. Fire nagas believe (quite correctly!) that they were originally water nagas transformed by Parrafaire to covertly oppose an efreeti sultan, and thus they consider the trickster god their patron, though he did not plan to have them acquire their levelheaded natures or calming gaze (a gift of Shekinester, whose contemplative nature radiates from their eyes). Uniquely for a demipower, Parrafaire can create avatars as a greater deity - it is widely believed (also correctly!) that this is through the agency of his mother, who allows her son to dispatch avatars in order to limit how often she herself must intervene.

    Shekinester
    Greater Power of the Outlands
    the Naga Queen, the Preserver, the Empowerer, the Weaver, the Three-Faced Queen
    Alignment: True neutral (lawful good, true neutral, and chaotic evil aspects)
    Portfolio: Creation maintenance, destruction, knowledge, nagas
    Divine Realm: Outlands/the Court of Light
    Symbol: Grain jar (Preserver) or mirror (Empowerer) or mask (Weaver)
    Domains Good, Knowledge, Law, Naga*, Renewal, Scalykind (Preserver); Balance, Fate, Knowledge, Magic, Naga*, Protection, Scalykind (Empowerer); Chaos, Destruction, Evil, Knowledge, Naga*, Scalykind (Weaver); Destruction, Fate, Knowledge, Magic, Naga*, Protection, Renewal, Scalykind, Spell (unaspected)
    Favored Weapon: Scythe or tail scytheSK

    A complex goddess of many aspects, Shekinester is all and none - she is the Preserver, who maintains creation and ensures its renewal after times of turmoil; she is the Empowerer, who teaches knowledge and magic and unlocks the paths of fate; and she is the Weaver, who pulls apart creation to make way for her own new threads to be added, plotting and scheming. Each of these is a facet celebrated by one of the great nagakinds, but none reflect the entirety of the goddess. In truth, she is a goddess of cycles, of change, of constants amid uncertainty, and of progression. All of her facets reflect this to some degree - the Preserver wishes to protect what has already been achieved, the Empowerer wishes to provide the tools and tests to carve the path to success, and the Weaver wishes to tear apart the old to create the new. An ancient goddess believed by some to bear responsibility for protecting the flame that lies at the heart of creation, Shekinester has many allies and counts the Vedic and Pharaonic pantheons among her close associates, as well as diverse powers such as the water deity Istishia or the elven time god Labelas Enoreth. Contemplative and constantly evaluating, she is worshipped in myriad fashions across many worlds, including on Toril where the ancient serpent kingdoms taught of five aspects rather than three. Her intensely inscrutable nature makes her something of a remote power to deal with, and her concerns cross countless spheres.

    Naga Domain
    Granted Power: You gain Combat Casting as a bonus feat.
    1st - cobra's breathCArc
    2nd - charm person
    3rd - detect thoughts
    4th - poison
    5th - mind fog
    6th - true seeing
    7th - renewal pactSC†
    8th - mind blank
    9th - absorptionSC

    †the caster may substitute 100 XP for the 500 gp material component.

  21. - Top - End - #111
    Titan in the Playground
     
    afroakuma's Avatar

    Join Date
    Apr 2008

    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Shusher
    Medium Aberration
    HD 4d8+8 (26 hp)
    Speed 30 ft. (6 squares); swim 10 ft.
    Init: +6
    AC 15; touch 12; flat-footed 13 (+3 natural, +2 Dex)
    BAB +3; Grp +6
    Attack Slam +5 melee (1d4-1 + 1d6 electric)
    Full Attack 2 slams +5 melee (1d4-1 + 1d6 electric) or shocking grasp +5 melee touch (4d6 electric)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Shock fronds, shush
    Special Qualities Blindsight 60 ft., extraordinary scent, gas vulnerability, immunity to electricity, PR 14, resistance to fire 5
    Saves Fort +3 Ref +3 Will +5
    Abilities Str 8, Dex 15, Con 14, Int 13, Wis 12, Cha 11
    Skills Hide +11*, Intimidate +4*, Listen +3*, Move Silently +11*, Survival +8, Swim +7*
    Feats Ability Focus (shush), Improved GrappleB, Improved InitiativeB, TrackB, Weapon Finesse
    Environment Any underground
    Organization Solitary
    Challenge Rating 4
    Treasure Standard
    Alignment Usually neutral evil
    Advancement 5-8 HD (Medium); 9-16 HD (Large)

    Eerie and alien, shushers are denizens of the Underdark and other deep places, whose sinister shhhh sound has been the haunting end to many an unwary adventurer's life. Resembling stooped, hunched, gray-skinned humans with overly long arms and fingers covered in small writhing cilia, shushers are oily and hairless, with distinctive eyeless heads that fan backwards to form a kind of conical or trumpet shape, widening in the back to reveal a perforated and spongy anterior resembling a lotus seed pod, which expands and contracts with the creature's breathing. Its ribcage looks emaciated and features vivid yellow skin over visible bones. Its mouth is too wide, filled with tiny, razor-sharp teeth. Its feet terminate in a set of four webbed tendrils in place of toes, which can fan out to about 300 degrees total, aiding in swimming and in stealth.

    Shushers inhale through the backs of their heads, taking in odors with shocking precision through hundreds of tiny tubercles and exhaling through their mouths. They "taste" with their finger cilia, which generate an unnerving noise when they oscillate that has unpleasant interactions with the nervous system. In order to quickly "sample" multiple scents at the same time, shushers tend to hold up a single finger to their mouths and exhale a focused stream of air across the cilia, both sounding and looking like they are shushing onlookers. As they are blind and "see" via smell, shushers can commonly be encountered with their backs to prospective victims, slowly turning on them while shushing like some hideous mockery of a librarian. Shushers prefer a diet of meat but in particular they want to devour respiratory organs, including the nasal passage, windpipe, and lungs. Reptilian, arthropod, and aquatic creatures are useless for this purpose; shushers will cheerfully eat the meat of either type of creature, but only avian and mammalian respiratory organs meet their full dietary needs. Beyond the physical requirements, however, shushers enjoy the "tastes" of pain and fear that they can experience by using their frond-like fingers to transmit jolts of electricity through a victim's body, and cruelty is par for the course where they are concerned.

    Perhaps thankfully, shushers, though intelligent, have little society to speak of - they do not mate, reproducing via deposition of slimy polyps from their yellow underbellies that "breathe" to collect nutrients from the air, throbbing in an unsettling fashion and creating a distinctive low scratchy wheeze that can be heard from 60 ft. away with a DC 10 Listen check. These polyps exude a sickly sweet smell that attracts scavenging creatures like rats, who get caught in the polyp's coating of adhesive digestive slime and are pulled in by the embryonic shusher to serve as food. Few creatures of the underground that are large enough to avoid this fate find the polyps appetizing. Fortunately, shushers care little for their offspring and generally view others of their kind as competition for food, and for this reason they are rarely encountered in multiples unless pressed into the service of others. Shushers are not easy to negotiate with but understand and savor pain, and they have been known to work with beholders, illithids, and drow.

    Shushers have very little in the way of religious belief; some recognize and venerate the demon prince Dagon, while others are connected to the dark force known as the Patient One. Ghaunadaur is notably not venerated by them, likely due to the fact that shushers fall victim to slimes and oozes as much as any other subterranean denizen. Duergar despise shushers and will go out of their way to kill them when found. Sages theorize that shushers may have been created by the same dark will that gave life to destrachans, a similarly blind subterranean predator that compensates with an alternative sense that has been weaponized. Others, touching on the fact that shushers have been seen enslaved to beholders, believe that the gas-sensitive beings might be a creation of Gzemnid, the beholder god of gases. The truth is not likely to come forward anytime soon; shushers neither know nor care, and they are not particularly fond of conversation. Most shushers understand Undercommon, having eavesdropped on potential prey enough to have heard it countless times. They can speak, but communicate with one another purely through olfactory signals. Shushers will sometimes accept the servitude of other beings and work alongside them provided they ensure reliable access to food and appease the creature's ego sufficiently. This never results in any loyalty on the part of the shusher itself - everything to these beings is either predator or prey. Shushers are maliciously overconfident when they believe themselves to have the upper hand, but when they believe themselves outmatched they will flee with great haste to lick their wounds.

    Blindsight (Ex) A shusher can use its extraordinary powers of smell to ascertain creatures and most objects, surfaces, and liquids within 60 ft. as a sighted creature would. Effects which block or significantly manipulate the flow of air functionally cut off part of the shusher's "vision" range (e.g. a wind wall effectively creates a blind spot for a shusher; a gust of wind directed at a shusher blinds it for 1 round with no saving throw, etc.)

    Extraordinary Scent (Ex) Shushers possess the scent ability with a base range of 60 ft. and get a +4 racial bonus to Wisdom checks to track creatures by scent. They get a +8 racial bonus to Survival checks made to follow tracks, and can always pinpoint and identify creatures regardless of the presence of other powerful odors. This scent ability is accurate enough to provide the shusher with blindsight in a 60 ft. radius.

    Gas Vulnerability (Ex) The extraordinarily complex olfactory organs of the shusher are heavily exposed and have considerable surface area, making toxic and harmful vapors particularly effective against them. A shusher suffers a -8 penalty to saving throws against any kind of harmful vapor such as inhaled poisons, smoke, cloudkill, mind fog, stinking cloud, and even nontoxic vapors capable of causing harm such as an incendiary cloud.

    Shock Fronds (Su) The long, cilia-covered fingers of a shusher resemble fronds of some alien plant, and nestled among these cilia are tendrils that transmit an electric shock when touching a non-shusher. A shusher adds 1d6 electric damage to its slam attacks. As a full attack, a shusher can charge up and deliver a shocking grasp (caster level 4th, DC 14, save DC Dexterity-based).

    Shush (Su) The shusher's name comes from their eerie habit of holding up a finger to their mouths and exhaling a stream of air through their heads, which allows them to quickly scan odors as well as "tasting" the various scents that pass across its finger's sensory cilia. This creates an unsettling sound that resonates with the vocal cords of certain creatures. Humanoids, monstrous humanoids, fey, animals, magical beasts, and giants may all be affected. Any such creature within 60 ft. of a shusher using this ability must make a Fortitude save (DC 16) or be silenced (as the spell) and unable to speak for 2d4 rounds plus a number of rounds equal to the shusher's Constitution modifier (minimum 1 round). Any such creatures within 30 ft. of a shusher using this ability must also make a Will save (DC 16) or be paralyzed for 1d4 rounds as the sound agitates their nervous system. Use of this ability is a standard action. This is a sonic effect that is not mind-affecting, but as it operates on the neurological pathways that carry fight or flight signals, it does constitute a fear effect, and so creatures immune to fear are not affected. Save DCs are Constitution-based.

    Skills A shusher 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. Shushers have a +4 racial bonus to Intimidate checks and a +2 racial bonus to Hide, Listen, and Move Silently checks.

    Husher
    Medium Aberration
    HD 7d8+21 (52 hp)
    Speed 30 ft. (6 squares); climb 20 ft.
    Init: +6
    AC 18; touch 12; flat-footed 16 (+6 natural, +2 Dex)
    BAB +5; Grp +13
    Attack Claw +9 melee (1d6+4)
    Full Attack 2 claws +9 melee (1d6+4)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Hush
    Special Qualities Blindsight 90 ft., extraordinary scent, gas absorption, immunity to electricity, PR 17, resistance to acid 10, vulnerability to fire
    Saves Fort +5 Ref +4 Will +7
    Abilities Str 18, Dex 15, Con 16, Int 15, Wis 14, Cha 17
    Skills Climb +12*, Hide +16*, Intimidate +12*, Listen +9*, Move Silently +16*, Survival +12
    Feats Ability Focus (hush), Improved GrappleB, Improved InitiativeB, TrackB, Power Attack, Stealthy
    Environment Any underground
    Organization Solitary or coven (2-3 plus 4-10 shushers)
    Challenge Rating 7
    Treasure Standard
    Alignment Usually neutral evil
    Advancement 8-14 HD (Medium); 15-21 HD (Large)

    Mutated offshoots of the shushers, hushers are more muscular, though still lean and wiry, with jagged bony plates protecting their head, neck, shoulders, and upper torso. In place of the soft tendril-like fingers of the shusher, hushers have vicious claws, and the sensory cilia that line a shusher's fingers are instead found around the husher's mouth, forming a ring that resembles a ghastly, twitching, writhing goatee. Birthed from mutant shusher polyps, hushers are capable of both polyp gestation (producing more shushers) and live gestation (carrying a husher polyp within a sac on their abdomen). These wily and cunning predators dominate their lesser brethren and employ them as muscle, scouts, and miscellaneous labor, using the threat of their venomous breath and their unique capacity to "switch off" their scent where shushers are concerned, effectively rendering them invisible to any shusher when the husher does not wish to be perceived.

    Hushers produce a similar unsettling sound to their lower brethren, though theirs is always preceded by an expulsion of stored odors and gases to allow for rapid recirculation of new air. This initial exhalation creates a hhhhuh sound prior to the conventional shhhh, giving these creatures their sinister moniker. Hushers are a serious threat wherever they should arise, as they are more organized, more likely to engage in pacts with other underground dwellers, more willing to consider worshipping dark powers in exchange for the clerical magics they offer... in short, hushers represent an escalation of the organized danger from subterranean menaces. Fortunately, they are rare (5% of shusher polyps) but once a husher emerges and reaches maturity (roughly 2 years, assuming good feeding grounds), it can produce not just more shushers, but also a new husher approximately once every 17 months. This spawning rate is dangerous - within 10 years, 36 mature hushers can be spawned from the first mutant and its progeny, to say nothing of countless shushers made as a byproduct. Mercifully, hushers have a very significant weakness to fire, which can be exploited to keep their numbers under control.

    Blindsight (Ex) A husher can use its extraordinary powers of smell to ascertain creatures and most objects, surfaces, and liquids within 90 ft. as a sighted creature would. Effects which block or significantly manipulate the flow of air functionally cut off part of the husher's "vision" range (e.g. a wind wall effectively creates a blind spot for a husher; a gust of wind directed at a husher blinds it for 1 round with no saving throw, etc.)

    Extraordinary Scent (Ex) Hushers possess the scent ability with a base range of 60 ft. and get a +4 racial bonus to Wisdom checks to track creatures by scent. They get a +8 racial bonus to Survival checks made to follow tracks, and can always pinpoint and identify creatures regardless of the presence of other powerful odors. This scent ability is accurate enough to provide the husher with blindsight in a 90 ft. radius.

    Gas Absorption (Ex) The extraordinarily complex olfactory organs of the husher are protected compared to its lesser kin, insulated by a series of "pocket lungs" that contain harmful gases. Inhaled poisons, smoke, spores, and other dangerous fumes and vapors can be safely absorbed by the husher and exhaled as part of its hush ability on a later round, provided they are not of limited duration (as e.g. cloudkill vapors would be). This ability provides the husher with a +4 racial bonus to Fortitude and Will saving throws against such vapors, though it offers no bonus in any case where simple exposure to the fumes or vapors, rather than inhalation of them, is what presents the hazard (such as an incendiary cloud). A husher can absorb and store up to three different exposures to such gases.

    Hush (Su) The husher's name comes from their unsettling habit of discharging a breath of toxic fumes before rapidly cycling air through their respiratory tubercules, which allows them to quickly scan odors as well as "tasting" the various scents exhaled through its mouth. This triggers their toxic exhalation ability (see below) and creates an eerie sound that resonates with the vocal cords of certain creatures. Humanoids, monstrous humanoids, fey, animals, magical beasts, and giants may all be affected. Any such creature within 60 ft. of a husher using this ability must make a Fortitude save (DC 18) or be silenced (as the spell) and unable to speak for 2d4 rounds plus a number of rounds equal to the husher's Constitution modifier (minimum 1 round). Any such creatures within 30 ft. of a husher using this ability must also make a Will save (DC 18) or be paralyzed for 1d4 rounds as the sound agitates their nervous system. Use of this ability is a standard action. This is a sonic effect that is not mind-affecting, but as it operates on the neurological pathways that carry fight or flight signals, it does constitute a fear effect, and so creatures immune to fear are not affected. Save DCs are Constitution-based.

    Toxic Exhalation (Ex) As a standard action or as part of its hush ability, a husher may expel any toxic vapors stored in its pocket lungs, filling a 30 ft. cone with inhaled toxins, spores, or other dangerous fumes or vapors. It must select from its stored gases one to exhale. Creatures caught within the cone are exposed to the vapors and suffer their effects; they are entitled to a saving throw if one would normally be permitted. A husher often is exposed to insanity mist cultivated in the skulls of previous victims, and may store one blast of insanity mist fumes (inhaled poison, primary damage 1d4 Wis, secondary damage 2d6 Wis, Fort DC 15 negates). Hushers are also often exposed to smoke (spend 1 round unable to take actions, Fort DC 15 negates) and store one blast.

    Skills Hushers have a +8 racial bonus on all Climb checks. They must make a Climb check to climb any wall or slope with a DC higher than 0, but can always choose to take 10, even if rushed or threatened while climbing. If a husher chooses an accelerated climb, it moves at double its climb speed and makes a single Climb check at a -5 penalty. Hushers retain their Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against climbing hushers. They cannot, however, use the run action while climbing. Hushers have a +4 racial bonus to Intimidate checks and a +2 racial bonus to Hide, Listen, and Move Silently checks.
    Last edited by afroakuma; 2022-04-09 at 06:58 PM.

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