Death Root
These haunting roots thrive on the roots of other plants, sucking the nutrients out through a series of hollow thorny spikes that they slowly grow into their plant prey until these hosts die, at which time they move on to another plant host. When they discover animal prey nearby, they have the ability to spring into action, curling their thorny rooted selves around their opponents, grappling them and sucking out their life energies.
These roots usually hang out over cavern floors and around existing root systems, where they await juicier prey.
Death Root CR 9
Undead plant (subterranean, solitary)
Neutral Evil Large plant
Init: +4 Senses: Blindsight 45 ft. Listen +1, Spot +1
Aura: Fatiguing Radiance 30 ft.
Languages: none
AC: 20 (+10 Natural, +1 Dex, -1 Size) touch 10, flatfooted 19
HP: 80 (HD 9d12)
Immune: Unholy
Fort: +11 Ref: +4 Will: +7
Weakness: Holy, Natural Light
MV: 10 ft.
Attack: +7 vine 1d6+7
Full Attack: 4 attacks with +8 vine 1d6+8
Attack Options: improved grab
Space / Reach: 10 ft. / 10 ft.
Base Attack: +7 Grapple: +19
Abilities Str 25 Dex 13 Con – Int 3 Wis 12 Cha 13
SQ: undead and plant traits
SA: improved grab, blood drain
Feats: Improved Grapple, Combat Reflexes, Weapon Focus Tendril
Skills: +14 Move Silently
Possessions: whatever was left by previous victims: standard treasure.
Improved Grab (Ex): Upon a successful melee attack, death roots can attempt to start a grapple with their enemies. Upon a successful grapple, they will draw their victims in toward their central body, where, at the start of the next round, the roots begin sucking their blood through tiny hollow needles.
Blood Drain (Ex): At the start of its round, each living creature caught in a grapple with a death root will take 1d4 points of constitution damage.
Blindsight (Ex): Death roots have no visual organs but can ascertain all foes within 45 feet using sound, scent, and vibration.
Fatiguing Radiance (Su): Any living creature within 30′ of a death root must succeed on a DC 15 fortitude save or become fatigued for as long as they remain in proximity to the undead plant and for 2d6 rounds after they leave its aura. The Fortitude save is Charisma based.
Camouflage (Ex): Since a death root looks like a normal plant root system when at rest, it takes a DC 20 Spot check to notice it before it attacks.
Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.
Undead and Plant Traits:
– Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
– Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
– Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
– Immunity to poison, sleep effects, paralysis, polymorph, stunning, disease, and death effects.
– Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
– Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Labels: CR 9, creature, undead
Posted in Creature and tagged plant, undead by Stephen Hilderbrand with no comments yet.
River Dragon
Presented below is Unicorn Rampant, Claw / Claw / Bite !, and my first new, original True Dragon. I’m quite pleased for a number of reasons. First of all, I feel like I’m really contributing to the cannon of great d20 system material out there. A true dragon, and a chromatic dragon at that, is something that feels like a real creative accomplishment.
In addition, this post marks a new addition to the Claw / Claw / Bite ! crew: Joe Calkins of Cerberus Art. Joe’s great illustration below really captures the terror and majesty of a water beast like this nicely. Welcome aboard, Joe!
Size/Type: True Dragon (Water)
Environment: Any river or underground water source
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 3; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Chaotic Neutral with Evil tendencies
Advancement: Wyrmling 7-8 HD; very young 10-11 HD; young 13-14 HD; juvenile 16-17 HD; young adult 19-20 HD; adult 22-23 HD; mature adult 25-26 HD; old 28-29 HD; very old 31-32 HD; ancient 34-35 HD; wyrm 37-38 HD; great wyrm 40+ HD
Level Adjustment: Wyrmling +4; very young +4; young +6; others —
These cruel river dragons crawl from their wet shells a icy blue color highlighted by tiny white spines in rows along their backs and limbs. Their long sinuous bodies are powerfully muscled making them excellent swimmers but their wings are somewhat small. As they age and spend long periods lying amongst the rocks and mud at the bottoms of progressively deeper rivers their hides take on the coloration of the river they inhabit, be it mossy, muddy, or rocky as they become impregnated with those materials.
Aquamarine dragons live in rivers; from headwaters at young ages to deltas once older. They spend their long lives hiding underwater, controlling currents and capriciously drowning people. They tend to bury their hordes in caches and caves they dig at the bottom of their rivers and into cavernous aquifers.
Occasionally they will encounter another river dragon as they age and move slowly from their mountaintop springs to deeper waters. When these encounters take place they will generally fight for dominance and control of the river. Losers are slain if they cannot escape back upriver. On the occasions when they are of opposite sexes, mating may occur before or after the fight for dominance, and the victor will send the loser upriver to hide the eggs amongst the stones at the springs and headwaters of the river.
Combat
River dragons are rarely found out of their rivers, and use the water as cover from which to make quick strikes and then fade away.
Breath Weapon (Su)
A river dragon’s breath weapon is a powerful line of frigid water. The damage dealt is half cold and half bludgeoning. In addition to the damage, creatures must make a strength check opposed by the dragon’s breath weapon DC or be affected as by a bull rush: being pushed back 5 ft and and additional foot for every point by which they lost the opposed strength check.
Water Breathing (Ex)
A river dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Create Spring (Su)
A river dragon can create a new spring once per day as a full-round action. The dragon digs down into the earth and spits water from it’s mouth as a use of it’s breath weapon. This creates a small, permanent spring at that spot, large enough to feed a small stream.
Spell-Like Abilities
At will— water walk; 1/day fog cloud (young or older), 3/day control water (adult or older); 1/day—control weather (great wyrm).
Skills
Bluff, Intimidate, and Survival are considered class skills for aquamarine dragons.
River Dragons by Age
Age |
Size |
Hit Dice (hp) |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Base Attack/ |
Attack |
Fort |
Ref |
Will |
Breath |
Frightful |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Wyrmling |
S |
6d12+6 (45) |
14 |
10 |
13 |
14 |
15 |
14 |
+6/+3 |
+9 |
+6 |
+5 |
+7 |
2d4 (14) |
— |
Very young |
M |
9d12+18 (76) |
16 |
10 |
15 |
14 |
15 |
14 |
+9/+11 |
+12 |
+8 |
+6 |
+8 |
4d4 (16) |
— |
Young |
M |
12d12+24 (102) |
18 |
10 |
15 |
16 |
17 |
16 |
+12/+15 |
+16 |
+10 |
+8 |
+11 |
6d4 (18) |
— |
Juvenile |
L |
15d12+45 (142) |
20 |
10 |
17 |
18 |
19 |
18 |
+15/+23 |
+17 |
+12 |
+9 |
+13 |
8d4 (20) |
— |
Young adult |
L |
18d12+72 (189) |
24 |
10 |
19 |
18 |
19 |
18 |
+18/+28 |
+24 |
+15 |
+11 |
+15 |
10d4 (23) |
23 |
Adult |
H |
21d12+105 (241) |
28 |
10 |
21 |
20 |
21 |
20 |
+21/+37 |
+28 |
+17 |
+12 |
+17 |
12d4 (25) |
25 |
Mature adult |
H |
24d12+120 (276) |
30 |
10 |
21 |
20 |
21 |
20 |
+24/+41 |
+32 |
+19 |
+14 |
+19 |
14d4 (27) |
27 |
Old |
H |
27d12+162 (337) |
32 |
10 |
23 |
22 |
23 |
22 |
+27/+45 |
+36 |
+21 |
+15 |
+21 |
16d4 (29) |
29 |
Very old |
H |
30d12+180 (375) |
34 |
10 |
23 |
22 |
23 |
22 |
+30/+49 |
+40 |
+23 |
+17 |
+23 |
18d4 (31) |
31 |
Ancient |
G |
33d12+231 (445) |
36 |
10 |
25 |
24 |
25 |
24 |
+33/+57 |
+42 |
+25 |
+18 |
+25 |
20d4 (33) |
33 |
Wyrm |
G |
36d12+288 (522) |
38 |
10 |
27 |
26 |
27 |
26 |
+36/+61 |
+46 |
+28 |
+20 |
+28 |
22d4 (36) |
36 |
Great wyrm |
G |
39d12+312 (565) |
40 |
10 |
27 |
26 |
27 |
26 |
+39/+65 |
+50 |
+29 |
+21 |
+29 |
24d4 (37) |
37 |
River Dragon Abilities by Age
Age |
Speed |
Initiative |
AC |
Special Abilities |
Caster |
SR |
---|---|---|---|---|---|---|
Wyrmling |
40 ft., fly 30 ft. (poor), swim 60 ft. |
+0 |
16 (+1 size, +5 natural), |
Immunity to cold, |
— |
— |
Very young |
40 ft., fly 60 ft. (poor), swim 60 ft. |
+0 |
18 (+8 natural), |
— |
— |
|
Young |
40 ft., fly 60 ft. (poor), swim 60 ft. |
+0 |
21 (+11 natural), |
Fog cloud |
1st |
— |
Juvenile |
40 ft., fly 60 ft. (poor), swim 60 ft. |
+0 |
23 (-1 size, +14 natural), |
Create Spring |
3rd |
— |
Young adult |
40 ft., fly 60 ft. (poor), swim 90 ft. |
+0 |
26 (-1 size, +17 natural), |
DR 5/magic |
5th |
20 |
Adult |
40 ft., fly 90 ft. (poor), swim 90 ft. |
+0 |
28 (-2 size, +20 natural), |
control water |
7th |
22 |
Mature adult |
40 ft., fly 90 ft. (poor), swim 90 ft. |
+0 |
31 (-2 size, +23 natural), |
DR 10/magic |
9th |
23 |
Old |
40 ft., fly 90 ft. (poor), swim 90 ft. |
+0 |
34 (-2 size, +26 natural), |
11th |
25 |
|
Very old |
40 ft., fly 90 ft. (poor), swim 90 ft. |
+0 |
37 (-2 size, +29 natural), |
DR 15/magic |
13th |
26 |
Ancient |
40 ft., fly 120 ft. (clumsy), swim 120 ft. |
+0 |
38 (-4 size, +32 natural), |
15th |
28 |
|
Wyrm |
40 ft., fly 120 ft. (clumsy), swim 120 ft. |
+0 |
41 (-4 size, +35 natural), |
DR 20/magic |
17th |
29 |
Great wyrm |
40 ft., fly 120 ft. (clumsy), swim 120 ft. |
+0 |
44 (-4 size, +38 natural), |
Control weather |
19th |
31 |
-
Can also cast cleric spells and those from the Cruelty, Trickery, and Water domains as arcane spells.
- river dragon description in bold text block copyright Unicorn Rampant Publishing
- artwork copyright Joe Calkins Cerberus Art
- all other material published under the terms of the Open Gaming License
Posted in Creature and tagged dragon, true dragon, water subtype by Adam A. Thompson with no comments yet.
Gelatinous Variants
These variants are much like a gelatinous cube, with the noted exceptions.
The gelatinous rug spreads ‘cross floors.
The gelatinous blob sit in piles.
The gelatinous door coats normal doors.
The gelatinous film stretches for miles.
Do they stick to your hand?
Will you stick to the floor?
Can they be a rubber band?
Can they get through your pores?
Yes.
Gelatinous Blob
(as cube, with a slightly different look, a blob rather than a clear-cut cube, making them easier to spot than their neatly-carved cousins)
Gelatinous Film
(as rug, but covering an acre, 2″ thick and they can be found outdoors, in shady forest grottos)
Gelatinous Rug
Size/Type: Large Ooze
Hit Dice: 4d10+32 (54 hp)
Initiative: -5
Speed: 15 ft. (3 squares)
Armor Class: 4 (-1 size, -5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +3/+7
Attack: Slam +2 melee (1d6 plus 1d6 acid)
Full Attack: Slam +2 melee (1d6 plus 1d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid, engulf, paralysis
Special Qualities: Blindsight 60 ft., immunity to electricity, ooze traits, transparent
Saves: Fort +9, Ref -4, Will -4
Abilities: Str 10, Dex 1, Con 26, Int Ø, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Underground
Organization: Solitary
Challenge Rating: 3
Treasure: 1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)
Alignment: Always neutral
Advancement: 5-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: —
The nearly transparent gelatinous rug lies in wait along dungeon corridors and cave floors, absorbing wastes and pests. Inorganic material remains trapped and visible inside the rug’s body.
Most gelatinous rugs are 15 feet long and 6 inches thick, weighing half a ton, though much larger specimens are possible.
Combat
A gelatinous rug attacks by curling its body into prey stick to its center. The fringed ends of the rug then link together, engulfing unwitting creatures in a tight, suffocating maw.
Acid (Ex): A gelatinous rug’s acid does not harm metal or stone.
Engulf (Ex): Gelatinouss rugs move slowly, and often not for long periods of time. It cannot make a slam attack during a round in which it engulfs. The gelatinous rug merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the rug, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be stick to the rug; on a success, they must move to the back or side (opponent’s choice) as the rug moves forward. Stuck creatres are likely to be engulfed during the rug’s next action. Engulfed creatures are subject to the rug’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.
Paralysis (Ex): A gelatinous rug secretes an anesthetizing slime. A target hit by a rug’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 1d6 rounds. The rug can automatically engulf a paralyzed opponent. The save DC is Constitution-based.
Transparent (Ex): Gelatinous rugs are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a rug and walk onto it are automatically stuck.
Gelatinous Door
Size/Type: Medium Ooze
Hit Dice: 3d10+22 (38 hp)
Initiative: -5
Speed: 10 ft. (3 squares)
Armor Class: 4 (-1 size, -5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +3/+7
Attack: Slam +2 melee (1d6 plus 1d6 acid)
Full Attack: Slam +2 melee (1d6 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, engulf, paralysis
Special Qualities: Blindsight 60 ft., immunity to electricity, ooze traits, transparent
Saves: Fort +9, Ref -4, Will -4
Abilities: Str 10, Dex 1, Con 26, Int Ø, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Underground
Organization: Solitary
Challenge Rating: 2
Treasure: 1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)
Alignment: Always neutral
Advancement: 4-9 HD (Large); 10-18 HD (Huge)
Level Adjustment: —
The nearly transparent gelatinous door lies in wait along dungeon corridors and cave floors, absorbing wastes and pests. Inorganic material drops to the floor outside the body of the door.
Most gelatinous doors are sized as normal doors, but some are double doors and other edifices.
Combat
A gelatinous door attacks by hurling pseudopods onto prey that are stuck to the doorknob. The hinged ends of the door then reach out, engulfing unwitting creatures in a tight, suffocating hug.
Acid (Ex): A gelatinous door’s acid does not harm metal or stone.
Engulf (Ex): Gelatinous doors move slowly, and often not for long periods of time. It cannot make a slam attack during a round in which it engulfs. The gelatinous door merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the door, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be stick to the door; on a success, they must move to the back or side (opponent’s choice) as the door moves forward. Stuck creatres are likely to be engulfed during the door’s next action. Engulfed creatures are subject to the door’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.
Paralysis (Ex): A gelatinous door secretes an anesthetizing slime. A target hit by a door’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 1d6 rounds. The door can automatically engulf a paralyzed opponent. The save DC is Constitution-based.
Transparent (Ex): Gelatinous doors are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a door and open or slam into it are automatically stuck.
Posted in Creature and tagged ooze by Stephen Hilderbrand with no comments yet.
Creeping Vine
These haunting vines live on moonlight through a process called lunasynthesis. They quickly draw nutrients from the soil, invading dimly-lit natural groves, mausoleums and other such locales where they will suck sustenance from the fluids of corpses.
Underground, these plant’s roots and tendrils will often stick through the soft soil ceilings of natural caverns, from which they will grab and draw up their prey.
Creeping Vine CR 7
Undead plant
Neutral Evil Large plant
Init: +2 Senses: Blindsight 45 ft. Listen +1, Spot +1
Aura: Fatiguing Radiance 30 ft.
Languages: none
AC: 20 (+10 Natural, +1 Dex, -1 Size) touch 10, flatfooted 19
HP: 70 (HD 8d12)
Immune: Unholy
Fort: +10 Ref: +3 Will: +7
Weakness: Holy
MV: 10 ft.
Attack: +7 vine 1d6+7
Full Attack: 4 attacks with +7 vine 1d6+7
Attack Options: improved grab
Space / Reach: 10 ft. / 10 ft.
Base Attack: +6 Grapple: +17
Abilities Str 24 Dex 13 Con – Int 3 Wis 12 Cha 13
SQ: undead and plant traits
SA: improved grab, blood drain
Feats: Improved Grapple, Combat Reflexes, Weapon Focus Tendril
Skills: +12 Move Silently
Possessions: whatever was left by previous victims: standard treasure.
Improved Grab (Ex): Upon a successful melee attack, creeping vines can attempt to start a grapple with their enemies. Upon a successful grapple, they will draw their victims in toward their central body, where, at the start of the next round, the roots begin sucking their blood through tiny hollow needles.
Blood Drain (Ex): At the start of it’s round, each living creature caught in a grapple with a creeping vine will take 1d4 points of constitution damage.
Blindsight (Ex): Creeping Vines have no visual organs but can ascertain all foes within 45 feet using sound, scent, and vibration.
Fatiguing Radiance (Su): Any living creature within 30′ of a creeping vine must succeed on a DC 15 fortitude save or become fatigued for as long as they remain in proximity to the undead plant and for 2d6 rounds after they leave it’s aura. The Fortitude save is Charisma based.
Camouflage (Ex): Since a creeping vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.
Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.
Undead and Plant Traits:
– Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
– Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
– Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
– Immunity to poison, sleep effects, paralysis, polymorph, stunning, disease, and death effects.
– Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
– Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Posted in Creature and tagged plant, undead by Stephen Hilderbrand with no comments yet.
Dz’ata Möschu warrior
Presented below is a first level warrior Dz’ata Möschu.
Dz’ata Möschu CR 2
warrior 1
LE Size Medium monstrous humanoid (earth)
Init: +2 Senses: Listen +2, Spot +2
Languages: some common, Dz’ata Möschu
AC: 21 (+4 natural armor, +2 dexterity, +5 armor bonus) touch 12, flatfooted 19
HP: 7 (HD 1d8+3)
Fort: +5 Ref: +2 Will: +0
MV: 20 ft, fly 30 feet (average)
Attack: +5 overclaw guantlet 1d6 + 3 or +4 longspear 1d8 + 4 or +3 javelin 1d6 + 3
Space / Reach: 5 ft. / 5 ft. (10 ft. with longspear)
Base Attack: +1 Grapple: +4
Abilities Str 16 Dex 14 Con 17 Int 8 Wis 11 Cha 7
SQ: Damage reduction 5/magic
SA: freeze
Feats: alertness
Skills: Climb +7, listen +2, spot +2
Posessions: chain mail armor, overclaw guantlet, 3 javelins and longspear.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature and tagged Dz'ata Möschu by Adam A. Thompson with no comments yet.
Dz’ata Möschu – the sleepless killers
The product of a mystical breeding program combining diabolic bloodlines with the kingdom’s finest soldiers, the Dz’ata Möschu were originally created by an ancient race to serve as soldiers and guards. When that race was destroyed the Dzta Möschu survived and became the dominant culture in the blasted region that remained. They occupy the mountainous wastelands in the northern central region of the middle kingdoms.
Their history lost in the mists of time, the Dz’ata Möschu are now considered little more than horrible monsters by the people of the middle kingdoms, and little is known of their culture. They have retained their warlike nature, and so most encounters with them come to violence. As a society, they are extremely lawful and somewhat evil. Individuals tend to match this. The only peaceful relations they have are by ancient tradition with the small nests of Kenku that also occupy the region.
Physically very similar to gargoyles, these people have extremely tough, stony skin, powerful wings, horns, claws and tails.
Dz’ata Möschu characters possess the following racial traits.
+2 Strength, +2 Dexterity, +4 Constitution, -2 Inteligence, -2 Charisma.
Medium size.
A Dz’ata Möschu’s base land speed is 30 feet. It also has a fly speed of 40 feet (average).
Darkvision out to 60 feet.
A Dz’ata Möschu has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.
+4 natural armor bonus.
Special Qualities (see above): Damage reduction 5/magic, freeze.
Automatic Languages: Möschu.
Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran or Common.
Favored Class: Fighter.
Level adjustment +2.
Posted in Creature and tagged Dz'ata Möschu, monstrous humanoid, race or culture by Adam A. Thompson with no comments yet.
Fireflyer in a Jar
These rare and strange items amount to a fireflyer literally magically trapped in a jar. The most common fireflyer in a jar is one that produces light. In certain magical realms, such as the Phyloctaete, children catch fireflyers in jars and use them to read and play by. In most locations though, they have scarcely been heard of.
The fireflyer in a jar is created when someone catches a fireflyer off its guard, trapping it in a jar. This has the effect of essentially charming the fireflyer until it it set free. If the jar is opened or smashed, the fireflyer is set free from its bonds, and so escapes into the wild and will act accordingly, possibly even attacking whoever sets them free.
Cost: depends on the spell level of the fireflyer, increasing roughly exponentially starting at 500gp (lvl2 – 1000gp, 3 – 2000gp, 4 – 4000gp, etc.) Though, these costs are much less in regions of high magic.
Posted in Creature, Magic Item and tagged construct, scroll by Stephen Hilderbrand with no comments yet.
Glacial Frost Worm (CR 20)
Glacial Frost Worm Garguantuan Magical Beast (cold) CR 20
AC: 28 (+1 dex, -4 size, +22 natural armor) touch 7
HD: 36d10+252 HP: 450
F: +22 R: +16 W: +12
Immunities: Cold
Vulnerabilities: Fire
MV: 30 ft, burrow 10 ft
Full Attack: +46 bite (4d6+17 plus 2d8 cold)
Grp: +61
Str: 36(+13) Dex: 12 Con: 24(+7) Int: 2 Wis: 11 Cha: 12
Feats: Alertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite), Improved Natural Armor x 8.
Skills: +11 hide, +10 listen, +10 spot.
A frost worn cannot burrow through stone, but can manage ice and frozen earth. When moving through such hard materials it leaves behind a usable tunnel about 5 feet in diameter.
A frost worm is about 40 feet long, 5 feet in diameter, and weighs about 8,000 pounds.
Combat
Frost worms lurk under the snow, waiting for prey to come near.
They begin an attack with a trill and then set upon helpless prey with their bite.
Trill (Su)
A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 24 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm’s trill for 24 hours. The effect’s caster level is 14th. The save DC is Charisma-based.
Cold (Ex)
A frost worm’s body generates intense cold, causing opponents to take an extra 2d6 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits.
Breath Weapon (Su)
30-foot cone, once per hour, damage 15d8 cold, Reflex DC 32 half. Opponents held motionless by the frost worm’s trill get no saving throw. The save DC is Constitution-based.
Death Throes (Ex)
When killed, a frost worm turns to ice and shatters in an explosion that deals 12d8 points of cold damage and 8d8 points of piercing damage to everything within 100 feet (Reflex half DC 32). The save DC is Constitution-based.
Skills
*A frost worm, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment.
Cold Subtype
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Posted in Creature and tagged cold subtype, glacial lair, magical beast by Adam A. Thompson with no comments yet.
The Begotten of the Old Ones (CR 5)
The result of prolonged exposure to Old Ones, persons too near their reality warping effects undergo a transformation into beings which resemble them in some ways. These changed creature’s features are bestial and reminiscent of fish, lizards, and amphibians, with claw-tipped hands or occasionally tentacles for arms. They are cunning and physically powerful, yet twisted and crippled in appearance. These creatures are ruled by the Old Ones through fear, violence and mental domination.
Those that can still speak do not usually chose to do so. Instead they mainly communicate simple thoughts to each other by telepathy, accompanied by whimpering groans and croaks.
usually chaotic neutral with evil tendencies
Medium Size Abberation
Init: +2 Senses: darkvision 60′
Listen +7 Spot +7
Languages: Telepathy 60′ and either common or none
AC: 17 (+2 dex, +5 natural armor)
HP: (HD 9d8+ 27)
Defenses: SR 15, DR 5 / lawful
Fort: +6 Ref: +5 Will: +5
MV: 20, swim 30 or fly 30′
Attack: +10 appendage 1d6+4 or +10 greatclub 1d12+6
Full Attack: +11 appendage 1d6+4 and +11 appendage 1d6+4 +10/+5 greatclub 1d12+6
Attack Options: Lightning Touch
Space / Reach: 5ft. / 5ft.
Base Attack: +6 Grapple: +10
Str: 18 Dex: 15 Con: 17 Int: 9 Wis: 12 Cha: 6
SQ: DR 5/lawful, SR 15, darkvision 60′
SA: spell like abilities: blur
Feats: weapon focus (appendage), power attack, ability focus (Otherworldly Gaze), quicken spell-like ability (blur)
Skills: +7 listen, +7 spot
Lightning Touch (Su): Begotten of the old ones can generate, as a free action, a burst of electricity from within their bodies that damages and may stun their victims. The touch deals 1d8 points of electricity damage and stuns the target for 1d4 rounds. A DC 17 Fortitude save avoids the stun effect – the save is constitution based. They may use this ability once per round, delivered by melee attack.
Otherworldly Gaze: As a standard action begotten can focus their otherworldly gaze upon a mortal creature and create a haze of confusion as the spell. A DC 17 will save is required to avoid this confusion (save is wisdom based), which lasts as long as the begotten concentrates upon it. This is a mind-affecting ability.
Spell-like abilities: blur 1/day. Caster level 5th.
DR: 5 / lawful (axiomatic)
SR: 15
COMBAT
Sometimes armed with simple weapons, but generally attacking with whatever appendages the old ones have given them, the begotten are straightforward combatants. If encountered in a group, those in the rear will focus their otherworldly gaze on those being attacked, while their brethren attack with their claws and lightning touch.
Begotten of the Old Ones – Acquired Template
Sometimes when the powers of the old ones transform an unique creature, some of it’s abilities and original form remains. In those cases apply this template to the base creature to generate the statistics of the resulting creature.
Type: the creature’s type changes to aberration
HD: the creature’s hit dice change to d8s.
AC: gains +5 natural armor
Move: The mutations cause the creature’s land move to be reduced by 10 ft, to a minimum of 5 ft. The creature gains a swim speed equal to it’s previous land speed.
Special Abilities: Begotten of the old ones gain the following special abilities:
Lightning Touch (Su): Begotten of the old ones can generate a burst of electricity from within their bodies that damages and may stun their victims. The touch deals 1d8 points of electricity damage and stuns the target for 1d4 rounds. A DC (1/2 begotten hit dice + constitution modifier) Fortitude save avoids the stun effect. They may use this ability once per round, delivered by melee attack.
Otherworldly Gaze: As a standard action begotten can focus their otherworldly gaze upon a mortal creature and create a haze of confusion as the spell. A DC (1/2 begotten hit dice + wisdom modifier) will save is required to avoid this confusion, which lasts as long as the begotten concentrates upon it.
Spell-like abilities: blur 1/day. Caster level 5th.
DR: 5 / lawful (axiomatic)
SR: 15
Telepathy 60′
Darkvision 60′
CR: +2
ECL: +2
Posted in Creature and tagged Horror of the Old Ones by Adam A. Thompson with no comments yet.
Creature: Hoary Frost Beast (CR 20)
This enormous and ancient example of a frost beast lives out its days in the breeding pits of Iceflame, scourge of the north. Resembling a basilisk, it’s scaly, serpentine body crawls or climbs across icy caverns on six talon-tipped legs, leaving a trail of frigidity in its wake.
Gargantuan Magical Beast (cold)
AC: 27 (+2 dex, -4 size, +19 natural armor) touch 12, flat-footed 25
HD: 36d10+126 HP: 324
F: +32 R: +22 W: +15
Immunities: Cold
Vulnerabilities: Fire.
MV: 30 ft, climb 30 ft
Full Attack: 4 claws +49 2d6+8 , bite +47 2d8+17
Grp: +64
Str: 45(+17) Dex: 15 Con: 30(+9) Int: 6 Wis: 12 Cha: 7
Feats: Alertness, Improved Critical (claw), Multiattack, Dodge, Mobility, Spring Attack, Power Attack, Awesome Blow, Combat Reflexes, Snatch, Iron Will.
Skills: listen +19, spot +19.
SA: Cold Aura 20′ 2d8 cold, Cold Subtype.
Cold Aura (Su): Any creature within 20 ft of the beast takes 2d8 points of cold damage from the extreme frigidity emanating from these creatures’ bodies.
Cold Subtype: A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Posted in Creature and tagged cold subtype, glacial lair, magical beast by Adam A. Thompson with no comments yet.