Friday, August 19, 2011
Steampunk Week - Steam Powered Variant
Thursday, August 18, 2011
Iron Horse
XP 3,600
N Large Construct
Init +6; Senses darkvision 60 ft.; Perception +9
DEFENSE |
AC 25, touch 11, flat-footed 23 (+2 Dex, +14 natural, –1 size)
Fort +5, Ref +7, Will +0
OFFENSE |
Speed 30 ft.,
Melee bite +12 (1d4+7), 2 hooves +4 (1d6+4 plus 1d4 fire), or slam +12 (1d8+7)
Space 10 ft.; Reach 5 ft.
Special Attacks steamcloud, iron limbs
STATISTICS |
Str 24, Dex 14, Con -, Int 9, Wis 7, Cha 8
Base Atk +6; CMB +11; CMD 23 (27 vs. trip)
Feats Alertness, Improved Initiative, Run
Skills Intimidate +10, Perception +9, Sense Motive +9, Stealth +7, Survival +10
Languages Common
SQ Created mind, Hardness, Windup Key, Metal Body
SPECIAL ABILITIES |
Created Mind (Ex): Clockwork creatures know nothing when first created, but many are intelligent. On its first day, a clockwork creature functions like any mindless construct, but thereafter its native intelligence comes to the fore, allowing it to reason and improvise. Creators can thus give their clockwork constructs somewhat vague commands and allow them to interpret and act on them, secure in the knowledge that their servants will not act in a way contrary to their desires.
Iron Limbs (Ex) An iron-clad creature’s natural attacks and grapple deal damage as cold iron weapons, overcoming damage reduction just as a cold iron weapon would.
For each full round that the key is turned, the clockwork creature can be active for 4 hours (maximum 24 hours). In most cases, the creator either retains his construct’s key or gives it to the clockwork creature so that it can keep itself running. When the clockwork creature runs down, it becomes immobile, helpless, and unconscious, and it remains so until wound up again. Anyone can wind up a clockwork creature without the key by making a successful Open Locks check as a full-round action (DC based on the quality of lock the creator built into the clockwork creature). This technique allows the clockwork creature 4 hours of activity (maximum 24 hours) for each such successful check.
ECOLOGY |
Environment as creator
Organization solitary, pair, or swarm (3–12)
Tuesday, August 16, 2011
Steampunk Week - Brass Bulldog
BRASS BULLDOG CR2
A stocky Chelaxian Bulldog approaches, though this bulldog seems to have brass plates riveted to it, it bares metallic teeth as at you.
Metal Clad (brass) template (Advanced bestiary pg. 171)
XP 600
N Medium animal
Init +1; Senses low-light vision, scent; Perception +7
DEFENSE |
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 15 (2d8+6)
Fort +6, Ref +4, Will +0 Defensive Abilities Light Fortification; Resistance fire 5 Weaknesses vulnerability to electricity
OFFENSE |
STATISTICS |
Str 17, Dex 13, Con 17, Int 2, Wis 10, Cha 6 Base Atk +1;
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 jumping), Perception +7, Survival +0(+4 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
ECOLOGY |
Larger dogs (known to Small races like halflings and gnomes as riding dogs) include hardier breeds such as huskies, mastiffs, and wolfhounds. A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a DC 10 Ride check. This one has been modified by magic and alchemy; heavy brass plates are riveted in place over the animal, its claws and teeth replaced with brass as well.
Monday, August 15, 2011
Steampunk Week - Clockwork Scorpion
Clockwork template (Advanced bestiary pg.43)
XP 800
N Construct (vermin)
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +1
DEFENSE |
AC 19, touch 12, flat-footed 17 (+7 natural, +2 Dex)
hp 36 (3d10+20)
Fort -, Ref +2, Will +1
Immune construct traits Resistance acid, cold, and fire 10
OFFENSE |
Speed 60 ft., climb 40 ft.
Melee 2 claws +4 (1d4+2), sting +4 (1d4+2 plus poison)
Special Attacks rend (2 claws, 2d4+4)
STATISTICS |
Str 15, Dex 14, Con —, Int —, Wis 6, Cha 0
Base Atk +3; CMB +2; CMD 16 (28 vs. trip)
SPECIAL ABILITIES |
Poison (ex) Sting—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. As this is in a syringe, it can easily be replaced with a more virulent poison.
Hardness (Ex): A clockwork creature has a hardness of 10. This quality functions like object hardness, even though a clockwork scorpion is not an object.
Metal Body (Ex): Beneath its skin, a clockwork creature is largely composed of metal. It counts as a ferrous creature for the purpose of rusting grasp and other spells that have special effects on metal.
Vulnerability to Electricity (Ex): Because the delicate interior mechanisms of a clockwork creature are particularly vulnerable to electricity damage, it takes double damage from electricity on a failed save and half damage on a successful save.
Windup Key (Ex): A clockwork creature must be wound up each day by placing a small key into a special orifice and turning it—an action that provokes attacks of opportunity.
For each full round that the key is turned, the clockwork creature can be active for 4 hours (maximum 24 hours). In most cases, the creator either retains his construct’s key or gives it to the clockwork creature so that it can keep itself running. When the clockwork creature runs down, it becomes immobile, helpless, and unconscious, and it remains so until wound up again. Anyone can wind up a clockwork creature without the key by making a successful Open Locks check as a full-round action (DC based on the quality of lock the creator built into the clockwork creature). This technique allows the clockwork creature 4 hours of activity (maximum 24 hours) for each such successful check.
ECOLOGY |
Environment as creator
Organization solitary, pair, or swarm (3–12)
Treasure none
The clockwork scorpion is quite obviously based on the cave scorpion. The scorpion’s tail syringe is loaded with 10 doses of poison, typically this is medium scorpion poison, however any injection poison may be loaded into the syringe.
Theme of the Week - Steampunk
Sunday, August 14, 2011
Sunday Surprise - Thunder Lizard
THUNDER LIZARD (Thunder Child Shocker Lizard) CR4
N Small Outsider (elemental, air, extraplanar)
DEFENSE |
Fort +4, Ref +7, Will +3;
Immune electricity, inhaled poisons; Resistances Cold 10
OFFENSE |
Melee bite +4 (1d4+1d6 electical)
Space 5 ft. Reach 5 ft.
Special Attacks shock, breath weapon,
STATISTICS |
Base Atk +3; CMB +2; CMD 18 (22 vs. trip)
Feats Improved Initiative, Skill Focus (Stealth), Lightning Reflexes, and Quick Draw
Skills Climb +8, Perception +8, Stealth +17, Swim +8; Racial Modifiers +2 Perception, +4 Stealth, +4 Survival, +4 Knowledge (nature)
ECOLOGY |
Organization solitary, pair, clutch (3-6), or colony (7-12)
Treasure incidental
SPECIAL ABILITIES |
Shock (Su) Shocker lizards can deliver an electrical shock to a single opponent within 5 feet. This attack deals 1d8 points of nonlethal electricity damage to living opponents (Reflex DC 12 half ). This save DC is Constitution-based. Additionally, if two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock once every 1d4 rounds. This effect has a radius of 20 feet, centered on any one contributing lizard. All creatures within that radius take 2d8 points of lethal electricity damage for each lizard contributing to the shock, to a maximum of 12d8. A Reflex save (DC 10 + the number of lizards contributing) halves the damage.
Saturday, August 13, 2011
Saturday Sojourn - Quasit Possessed Ogre
Fiendish Ogre (Demon Possessed – Quasit) | CR 4 |
demon possessed (Advanced Bestiary pg.53)
DEFENSE |
Fort +6, Ref +2, Will +3; +2 resistance vs. poison
OFFENSE
|
Speed 40 ft.
Melee large battle axe +8 (1d10+6)
Ranged javelin +3 (1d8+5) Space 10 ft.; Reach 10 ft.
STATISTICS |
Skills Climb +7, Perception +5; +2 profane to Stealth
Languages Giant
ECOLOGY |
Environment temperate or cold hills
Organization solitary, pair, gang (3–4), or family (5–16)
Treasure standard (Chain Shirt, large wooden shield. +1 battle axe, 4 javelins, potion of cure medium wounds.)
SPECIAL ABILITIES |
Spell Vulnerability (Ex): Certain powerful spells have special additional effects against demon-possessed creatures. These spells must first overcome the demon’s spell resistance (if any) to have any effect A demon-possessed creature subjected to a dispel chaos or dispel evil spell must succeed on a Will saving throw or lose all the modifications bestowed by the demon-possessed creature template for a number of rounds equal to the opponent’s caster level. The demon is immediately ejected from the possessed creature’s body and appears in the nearest open square. A demon-possessed creature subjected to a banishment spell must succeed on a Will saving throw or lose the template until again possessed by a demon. Failure returns the demon to its home plane, as noted in the spell description. An antimagic field or any antimagic effect suppresses all the effects of the demon-possessed creature template. It also prevents the demon from communicating with the possessed creature, using its perceptions, and exiting its body (unless it dies) for as long as the demon-possessed creature remains in the antimagic area. In addition, particular spells can affect the weaker demon kinds, as noted on the following table. In each case, when the spell indicated for that demon (or any demon of higher CR on the table) targets the demon-possessed creature, the demon is expelled as described for dismissal (above), assuming that the creature fails any associated saving throw and the spell penetrates the demon’s spell resistance. Spells cast by the possessed creature do not have this effect. Quasit possessed demons are vulnerable to Protection from evil/chaos
This ogre has been possessed by a quasit demon for quite some time, allowing it to become the leader of his family. The demon quite enjoys possessing the brutal ogre, as the ogre has greater strength than the quasit, and an mind as evil as its own. The quasit gets to nudge the ogre where it wants, and whispers things in its ears, thus the better armor that this particular ogre wears. The ogre particularly enjoys that the quasit can show it where magic items are.
Friday, August 12, 2011
Fearsome Friday - Doppelganger Noble
DOPPELGANGER NOBLE (Advanced Psychic Doppelganger) CR5 |
DEFENSE |
AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 34 (4d10+12)
Fort +6, Ref +7, Will +10;
Immune charm, sleep;
OFFENSE |
Speed 30 ft.
Melee 2 claws +10 (1d8+8)
Space 5 ft.Reach 5 ft.
Spell-Like Abilities (CL 18th) At will-detect thoughts (DC 15),
STATISTICS |
Str 22, Dex 17, Con 16, Int 17, Wis 18, Cha 17;
Base Atk +4; CMB 10; CMD 24
Feats Dodge, Great Fortitude, Iron Will
Skills Bluff +11, Diplomacy +6, Disguise +11, Perception +11, Sense Motive +8, Stealth +7; Racial Modifiers +4 Bluff, +4 Disguise
Languages Common
SQ change shape (polymorph), perfect copy, mimicry
ECOLOGY |
Environment any
Organization solitary
Treasure NPC Gear
SPECIAL ABILITIES |
Mimicry (Ex) A doppelganger is proficient in all weapons, armor, and shields. In addition, a doppelganger can use any spell trigger or spell completion item as if the spells were on its spell list. Its caster level is equal to its racial Hit Dice.
Perfect Copy (Su) When a doppelganger uses change shape, it can assume the appearance of specific individuals.
Spell-Like Abilities (Su): 1/day—dream (DC 18), mind blank (DC21), phantasmal killer (DC17), telepathic bond (DC18). Its caster level is equal to its racial Hit Dice. The save DCs are Charisma-based.
Informed Prediction (Su): If the doppelganger noble has successfully used detect thoughts against a creature within 24 hours, it gains a +2 dodge bonus against that creature’s attacks and a +2 insight bonus on saves against that creature’s spells and special attacks.
Telepathy (Su): A doppelganger noble can use telepathy per the rules on page 305 of the Bestiary.
Doppelgangers are strange beings that can take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed facial features. Its flesh is pale and hairless, and its eyes are vacant and white.
Doppelgangers prefer infiltrating societies where they can gather wealth and influence, and see little point in forming cities of their own kind. Younger doppelgangers practice their skills by taking over small orc or goblin tribes, and then move to more complicated societies like dwarven, elven, and human communities. Rather than making themselves targets by taking positions of leadership, they prefer to be the power behind the throne, or use multiple identities to manipulate influential citizens or entire guilds.
Rumors persist of even more powerful doppelgangers capable of not only shifting their appearance, but also skills, memories, and even the extraordinary and supernatural abilities of creatures whose forms they choose to mimic. These doppelgangers' change shape ability functions like the spell polymorph rather than alter self. The Doppelganger Noble is one of these more powerful doppelgangers, but their powers mental powers are more beyond merely the detection of thoughts. These Doppelganger Nobles are no longer content with merely being the power behind the throne; they actively seek to take over such positions. These nobles will often have many lesser doppelgangers serving them as spies.
Thursday, August 11, 2011
Thursday Terror - Hoarfrost Zombie Variant
Wednesday, August 10, 2011
Warped Wednesday - Rustaur
Today, we're using one of the classic horrors, and warping it with the Bipedal Template from Green Ronin's Advanced Bestiary. Now the beast has just enough intellect to be dangerous, especially with it's big club.
Rustaur (Giant Advanced Bipedal Rust Monster) CR6
With the body of a massive chitin shelled humanoid, and a strange propeller like tail, feathery antenna on its insect like head, it raises its club as it looks hungrily at your armor.
XP 2,400
NE Large aberration
Init +4; Senses darkvision 60 ft., scent metals 90 ft.; Perception +14
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DEFENSE
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AC 24, touch 13, flat-footed 20 (+4 Dex, +11 natural, -1 size)
hp 57 (5d8+25)
Fort +6, Ref +5, Will +7;
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OFFENSE
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Speed 40 ft., climb 10 ft.
Melee bite +11 (1d4+6), antennae +5 touch (rust), large great club +11 (2d6+6)
Space 10 ft.Reach 10 ft.
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STATISTICS
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Str 22, Dex 19, Con 21, Int 6, Wis 17, Cha 12;
Base Atk +3; CMB +8; CMD 22
Feats: Ability Focus (rust), Skill Focus (Perception), Improved Natural Armor
Skills: Climb +12, Perception +14
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ECOLOGY
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Environment any underground
Organization solitary, pair, or nest (3-10)
Treasure incidental (no metal treasure)
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SPECIAL ABILITIES
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Rust (Su) A rust monster's antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition-a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. Against creatures made of metal, a rust monster's antennae deal 3d6+5 points of damage. An attended object, any magic object, or a metal creature can attempt a DC 17 Reflex save to negate this effect. The save DC is Constitution-based.
Scent Metals (Ex) This ability functions much the same as the scent ability, except that the range is 90 feet and the rust monster can only use it to sense metal objects (including creatures wearing or carrying metal objects).
Rustaur stand roughly 9 feet in height, having a heavily armored carapace akin to an umber hulk. Rustaur are similar to Minotaur in form, but with a thick chitinous carapace.
Being intelligent humanoids, Rustaurs tend to actively seek the metals they so crave. They are not intelligent enough to analyze threats like wizards, they are easily tricked by large amounts of metal. It is smart enough to know to take out weapons and armor of opponents to make a light snack of the rest of their equipment.
Rustaurs unlike their base stock, have developed a mean streak, they are bullies to the core, and often delight in terrorizing weaker creatures, often forcing them to bring tribute in the form of raw metal, or be pounded into a pulp. Often Rustaurs will lay in ambush outside a town, waylaying travelers of their metals, however their ruthlessness tends to get those hunted down rather quickly.
Advances: Rustaur that advance in a character class will typically become barbarians, beware of those that become excellent trackers however, just dropping your shield probably won't protect you.
Designer Note: I increased the CR to 6 instead of 5 based upon the higher AC. In addition the reach combined with the touch rust attack will tend to make combat with a Rustaur extremely painful.
Ironlorne is one such beast, a 5th level barbarian Rustaur. To be revealed next week.