Milquetoast, the Druid When Milquetoast was 3, his family and most of his village were struck by a strange disease that whithered limbs and often killed its victims. Both of Milquetoast's parents died from the wasting disease, and Milquetoast lost an arm. Most of the villiage was decimated, so Milquetoast was sent to another villiage to be raised by his grandparents. Milquetoast's grandfather taught him his trade, cabinetmaking, and Milquetoast learned to hold cabinets or furniture between his legs, so that he could get ample leverage with his one good arm.
The loss of Milquetoast's arm left him with a very real sense of his own mortality and the value of life, resulting in an element of deep caring for others who are ill.
Milquetoast's grandparents were busybodies and gossip-mongers, and as time went on, the young man was increasingly embarassed by his grandparents. Eventually, Milquetoasts grandparents died. After his grandparent's death, Milquetoast was bombarded by gossips, who expected Milquetoast to continue the tradition of his grandparents. Milquetoast grew tired of the near constant social interaction with his fellow villagers and set out on his own seeking solitude.
After a week in the woods, he realized that he would do better by living among the trees, yet he wanted to remain close enough to town that he could get supplies. He used what his grandfather taught him to earn the supplies he needed, and he took dead wood from the forest and sculpted the material into fine chairs, tables, and cabinets. Milquetoast spent many years in the forest learning how to find the best wood that had fallen from trees or was otherwise dead. Such became his affinity for the woods that he began to feel at one with it. Slowly, with time and interaction with a traveling druid who would pass through the area once every several months to check on other areas of import, Milquetoast's affinity blossomed into abilities and he became a full-fledged druid.
Description: Milquetoast is a compassionate man with beady eyes the color of dark chocolate. His silky, curly, chestnut hair is worn in a style that reminds you of a drifting cloud. He has a broad-shouldered build. His skin is cream-colored. He has an athletic build with the exception of the missing arm. His skin is ruddy. His wardrobe is homespun burlap, and is mostly red and brown.
STAT BLOCK Milquetoast: Male human druid 1; CR 1; Medium humanoid; HD 1d8+2; hp 6; Init +1; Spd 30 ft.; AC 14, touch 11, flat-footed 13; Base Atk +0; Grp +1; Atk +2 melee (1d6+1/18-20, masterwork scimitar) or +1 ranged (1d6, sling) or +1 ranged (1d4+1, dart); SQ animal companion (Pablum), nature sense, wild empathy +2; AL NG; SV Fort +4, Ref +1, Will +5; Str 12, Dex 12, Con 15, Int 14, Wis 16, Cha 13.
Animal Companion: Milquetoast has a dog named Pablum as his animal companion. Pablum grants him the following benefits. Link (Ex): Milquetoast can handle Pablum as a free action, or push him as a move action. Milquetoast gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks concerning Pablum.
Share Spells (Ex): At Milquetoast's option, he may have any spell (but not any spell-like ability) he casts upon himself also affect Pablum, as long as the dog is within 5 feet of Milquetoast at the time of casting. If a spell or effect has a duration other than instantaneous, it stops affecting Pablum if he moves farther than 5 feet away and will not affect him again, even if he returns to Milquetoast before the duration expires. Additionally, Milquetoast may cast a spell with a target of "You" on Pablum (as a touch range spell) instead of on himself. Milquetoast and Pablum can share spells even if they normally do not affect animals.
Nature Sense (Ex): Milquetoast gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy: Milquetoast can use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions just like a Diplomacy check made to influence the attitude of a person, but Milquetoast's modifier to the die roll is +2. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, Milquetoast must be able to study the animal and it him, so they must be within 30 feet of each other under normal conditions. Generally an attempt takes 1 minute. Milquetoast can also use this ability to influence the attitude of a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Druid Spells Prepared (3/2; save DC 13 + spell level): 0 -- cure minor wounds, mending, purify food and drink; 1st -- cure light wounds, shillelagh.
Pablum: Male dog companion CR --; Small animal; HD 1d8+2; hp 6; Init +3; Spd 40 ft.; AC 15, touch 14, flat-footed 12; Base Atk +0; Grp -3; Atk +2 melee (1d4+1, bite); Full Atk +2 melee (1d4+1, bite); SQ low-light vision, scent, tricks (attack, come, defend, fetch, guard, seek, stay); AL N; SV Fort +4, Ref +5, Will +1; Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6. Skills and Feats: Hide +7, Jump +9, Listen +5, Spot +5; Alertness, Track. Description: Pablum likes sniffing things and rolling around in dead animals.
Name: Selenna Gender: Female Race: were wolf Class: Enchantress 6 Challenge Rating: 11 Size and Subtype: medium shapechanger
HUMAN FORM Hit Dice and Hit Points: 6d4 plus 2d8; HP 26 Initiative: +0 (+2 dex, -2 deafness) Speed: land 20ft Armor Class: with armor 18 (+0 Dex, +2 natural, +6 splint mail), touch 10, flat-footed 18 without armor 14 (+2 dex, +2 natural), touch 14, flat-footed 12 BAB/Grapple: +4/+4 Attack: Long Sword -1 melee (1d8) crit 19-20/x2 Full Attack: Long Sword -1 melee (1d8) crit 19-20/x2 Special Attacks: none Special Qualities: Low-light vision, scent, Alternate Form, Damage Reduction 10/silver, wolf empathy Alignment: Neutral Saves: Fort +3, Ref +4, Will +7 Ability Scores: Str 8, Dex 14, Con 11, Int 17(+2), Wis 15, Cha 13 Skills: RIde +6.5, Wilderness lore +5, Bluff, +4, Concentration +9, Diplomacy + 3 Knowledge (Nature) +11, Knowledge (Local) +7, Alchemy +12 Feats*: Silent Spell, Improved Silent spell*, Spell Mastery*, Brew Potion, Extend Spell
WOLF FORM Hit Dice and Hit Points: 6d4+18 plus 2d8+6; HP 50 Initiative: +2 (+4 dex, -2 deafness) Speed: land 50ft Armor Class: 16 (+4 dex, +2 natural), touch 14, flat-footed 12 BAB/Grapple: +4/+4 Attack: Bite +5 melee (1d6) Full Attack: Bite +5 melee (1d6) Special Attacks: Curse of Lycanthropy Special Qualities: Low-light vision, scent, Alternate Form, Damage Reduction 10/silver, wolf empathy Alignment: Neutral Saves: Fort +6, Ref +6, Will +7 Ability Scores: Str 11, Dex 19, Con 16, Int 16(+2), Wis 15, Cha 13 Skills: RIde +6.5, Wilderness lore +5, Bluff, +4, Concentration +9, Diplomacy + 3, Knowledge (Nature) +11, Knowledge (Local) +7, Alchemy +12, Hide +2, Listen (none), Move Silently +3, Spot +3, Survival +1* Feats: Silent Spell, Improved Silent spell, Spell Mastery, Brew Potion, Extend Spell, Track, Weapon Focus (bite)
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills: +4 racial bonus on Survival checks when tracking by scent.
HYBRID FORM Hit Dice and Hit Points: 6d4+18 plus 2d8+6; HP 50 Initiative: +2 (+4 dex, -2 deafness) Speed: land 50ft Armor Class: with armor 18 (+0 dex, +2 natural, +6 splint mail), touch 10, flat-footed 18 without armor 16 (+4 dex, +2 natural), touch 14, flat-footed 12 BAB/Grapple: +4/+4 Attack: Claw +4 (d4) Full Attack: Claws +4 (d4) x2, Bite +0 (d6) Special Attacks: Curse of Lycanthropy Special Qualities: Low-light vision, scent, Alternate Form, Damage Reduction 10/silver, wolf empathy Alignment: Neutral Saves: Fort +6, Ref +6, Will +7 Ability Scores: Str 11, Dex 19, Con 16, Int 16(+2), Wis 15, Cha 13 Skills: RIde +6.5, Wilderness lore +5, Bluff, +4, Concentration +9, Diplomacy + 3, Knowledge (Nature) +11, Knowledge (Local) +7, Alchemy +12, Hide +2, Listen (none), Move Silently +3, Spot +3, Survival +1* Feats: Silent Spell, Improved Silent spell, Spell Mastery, Brew Potion, Extend Spell, Track, Weapon Focus (bite)
Skills: +4 racial bonus on Survival checks when tracking by scent.
* Notice Selenna does not have the usual scribe scroll feat for wizards. She never bothered learning how because reading from a scroll when your deaf doesn't work all that well, and moving your hands about while holding it just doesn't seem practical. * Improved Silent Spell: Due to Selenna's condition, I gave her this feat which allows her to cast silent spells without any higher spell slot to be taken up. * Spell Mastery: Charm person, resist curse, suggestion
NOTE: Selenna can't cast spells while in wolf form. She has a 40% spell failure chance if she is wearing her armor.
HISTORY: Selenna grew up as a wolf in the dense forest of Kelbaad, next to the village Bombador, and the Swamp of Eels. Her family lived peacfully in their little niche. Growing her family was taught by her father Mantock to supress their evil tendencies. Her family consisted of her cousin Tel'Borne, her father Mantock, her younger sister Eliza and her half-brother Drak (who was a Dire were-wolf). Selenna's life changed when Eliza, her younger sister, disturbed an ancient witch in the swamp of Eels. The witch killed her father and her cousin. Drak and Selenna managed to escape, but not before the witch cast a powerful curse on them. Eliza has not been seen since the tragedy. They searched for Eliza for days, but had no success. Her scent seemed to just dissapear after going in circles. The curse left Selenna deaf, and Drak was unable to change form, leaving him a giant wolf. Determined to remove the curse Selenna set out into the world of man. After making quick work of a small party, Selena suited herself up in the gear of the toughest warrior they found. She put on the heavy new splint mail, and strapped a double sword to her back. There was a small village nearby, but Selenna knew she couldn't just enter riding in on Drak and be welcome. She waited for nearly a month before an opportunity arose for them to make their entrance. Selenna's first appearance into Bombador was found bittersweet by the villagers. She rode in on her mount, right into the middle of a goblin raid. She had never fought in something so heavy before, and was not used to using an unnatural weapon. To experienced fighters, she looked like she'd just come out of the tavern after a night of good ale. But with the help from Drak they managed to drive the goblin hordes back into the woods. The villagers of Bombador weren't really fond of Selenna, or her horse-dog, but they fealt obliged to thank her for her assistance. There was some difficulty communicating because of Selennas inability to hear. They brought her to Grog Moff, an old wizard who lived in the town. He deciphered that she was looking for a place to stay in the village for some time. The elders and townsfold were not interested in having the new girl and her beast take home in Bombador. Grog was interested in how such a young girl had tamed such a ferocious beast, and wanted to investigate. He made a proposal for the girl to stay under his eye, and that it would be in Bombador's interest to have a warrior like her at it's disposal. So hence forth, Selenna became the village's night guard watch. There was a few townsfolk who knew Selenna didn't have much in the way combat, but as long as she had her horse-dog nobody said otherwise. For the next few years, Selenna spent her life in the home of Grog who, little known to the village was actually quite an adequate conjurer. Grog's actual name was Gregory, but was reduced to Grogery, then Groggy and further Grog. Once upon a time he decided that ale was not good for him, and instead of ale he became fond of many odd potions created by himself. He created an alternative to beer, which he named his "colored juice" (what color would you like to be today?). It was not long after that Grog discovered the true nature of Selenna and Drak. They had lived with him for too long to be a threat at this point, so he simply decided to ask her what she was doing in Bombador. Tears curled over her smooth face, and the story came out like she had just been waiting to tell it. Grog thought of Selenna almost as hi child. He did his utmost to remove the curse, but found that none of his personal spells worked, and so he quit. Selenna did not give in so quickly. In the years to follow Selenna studied magic under Grog's teachings. She learnt much from him, and eventually became to create a spell that would allow her to speak to her brother for the first time in years, although, it was not permanent. After the creation of her new magic, she and Drak would go out every night into the woods. There she would she would remove the curse, allowing Drak to change back to his natural form, and returning her ears to normal, for a few hours. They would spend some time together as wolves, hunting together like they used to. Before the spell wore off, they would spend some time searching for Eliza, and then return to town. During her studies she also fended the town off from many further goblin incursions, and later ventured into their encampment to slay them for good. She eventually learned to use her double sword to a degree of usefulness. Her armor on ther other hand she would only wear for show; she often removed it during the whole night she stood watch. Selenna took part in supressing nearby threats and dangers. The town had become a safer place to live. Merchants even began to travel along the roads to Bombador, and slowly Selenna made an impact on the town that would last for many years to come. Bombador had become more prosperous since her arrival. She had gained her position on Bombador. Over time, the townsfolk really liked the "girl and her horse-dog". Once, during a wedding, they wrapped up Drak with bright ribbons and painted his white fur with pink poka dots while he was asleep. No one has dared to do it again, but it was still quite some memory seeing a bunch of drunkards running in terror away from a brightly colored snarling beast. Drak chased them around for a while before calmly walking away in his new garment, like nothing had happened. Selenna has been living in Bombador since, and more or less enjoys her new life. She is still looking for a cure for her and Drak's condition, and will continue to do so.
Personality/Description: Selenna has midnight black, thick wirey hair, which just barely touches her shoulders. Her eyebrows and eyelashes are stunningly black, and her eyes are a hazel brown. Her skin is very light colored, contrasting her hair. She is usually seen in her armor, which is in bad condition, banged and dented. Over top of her armor she wears a glimmering silver blue cloak (cloak of resistance). She has a single bag tied to her belt (bag of holding), and seemingly no other gear other than her sword, sheathed at her side. She is almost always next to Drak, although not often riding him. People could often describe a first impression of her as quiet, to the point, with little else to say. The few that know her, say that she does have a dormant temper, and is very intelligent. Those that don't know her, or don't like her, say she's a fool bouncing around on her horse-dog pretending to be some hero. Selenna is wary of anyone she doesn't know, although she doesn't treat people as such. She usually gives them a chance, while keeping her eye on them, allowing them to show her what they are like.
Use in Campaign: Selenna can be used as a high position guard of any town or village. If the PC's enter at night she could be the first to greet them, if they come during the day, they may only hear odd stories of a "horse-dog". Selenna could be used as NPC help during an adventure, if they give her time to arrange for it. If so, she tries to keep her identity a secret and usually will stay in the back pretending to be much less powerful than she is, hiding all of her 'profound' abilities.
NPC: Drak (Cohort) Name: Drak Gender: male Race: Dire were wolf Class: none Challenge Rating: 7
WOLF FORM Size and Subtype: large beast Hit Dice and Hit Points: 6d8+42; 74hp Initiative: +4 Speed: land 50ft Armor Class: 18 (–1 size, +4 Dex, +5 natural), touch 13, flat-footed 12 BAB/Grapple: +4/+18 Attack: Bite +14 melee (1d8+13) Full Attack: Bite +14 melee (1d8+13) Space/Reach: 10 ft./5 ft. Special Attacks: Trip, Curse of Lycanthropy (Su), Alternate Form Special Qualities: Low-light vision, scent, Damage Reduction 10/silver, wolf empathy Alignment: Neutral Saves: Fort +8, Ref +7, Will +8 Ability Scores: Str 30, Dex 18, Con 24, Int 11, Wis 13, Cha 12 Skills: Hide +2, Listen +7, Move Silently +6, Spot +7, Survival +2* Feats: Alertness, Run, Track, Weapon Focus (bite), Iron Will
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*also has a +4 racial bonus on Survival checks when tracking by scent.
HUMAN FORM Size and Subtype: medium Hit Dice and Hit Points: 6d8+18; 50hp Initiative: +4 Speed: land 50ft Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 BAB/Grapple: +4/+6 Attack: fist + 6 melee (1d2+2) Full Attack: fist + 6 melee (1d2+2) Space/Reach: 5 ft./5 ft. Special Attacks: none Special Qualities: Low-light vision, scent, Alternate Form, Damage Reduction 10/silver, wolf empathy Alignment: Neutral Saves: Fort +8, Ref +7, Will +8 Ability Scores: Str 15, Dex 13, Con 17, Int 11, Wis 13, Cha 12 Skills: Hide +2, Listen +6, Move Silently +6, Spot +6, Survival +1* Feats: Alertness, Run, Track, Weapon Focus (bite), Iron Will
HYBRID FORM Size and Subtype: large beast Hit Dice and Hit Points: 6d8+42; 74hp Initiative: +4 Speed: land 50ft Armor Class: 18 (–1 size, +4 Dex, +5 natural), touch 13, flat-footed 12 BAB/Grapple: +4/+18 Attack: claw +13 melee (d6+13) Full Attack: 2 claws +13 melee (d6+13) Bite +9 melee (1d8+13) Space/Reach: 5 ft./5 ft. Special Attacks: Curse of Lycanthropy (Su) Special Qualities: Low-light vision, scent, Alternate Form, Damage Reduction 10/silver, wolf empathy Alignment: Neutral Saves: Fort +8, Ref +7, Will +8 Ability Scores: Str 30, Dex 18, Con 24, Int 11, Wis 13, Cha 12 Skills: Hide +2, Listen +7, Move Silently +6, Spot +7, Survival +2* Feats: Alertness, Run, Track, Weapon Focus (bite), Iron Will
Skills: has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*also has a +4 racial bonus on Survival checks when tracking by scent.
Small Magical Beast (Aquatic) Hit Dice: 2d10+2 (13 hp) Initiative: +4 Speed: 30ft. (6 squares); swim 60ft. Armor Class: 15 (+1 size, +4 DEX); touch 15; flat-footed 11 Base Attack/Grapple: +2/-1 Attack: Bite +6 (1d4+1 plus poison) Full Attack: Bite +6 (1d4+1 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison cloud Special Qualities: Amphibious, darkvision 60ft., low-light vision, blindsight 60ft. Saves: Fort +3, Ref +3, Will +0 Abilities: Str 12, Dex 18, Con 13, Int 5, Wis 8, Cha 6 Skills: Hide +10*, Move Silently +8*, Spot +4, Swim +5* Feats: Combat Reflexes, Weapon Finesse** Environment: Temperate marsh Organization: Solitary or group (2-10) Challenge Rating: 2 Treasure: None Alignment: Neutral Advancement: 5-8 HD (Medium); 9-12 HD (Large); 13-16 HD (Huge) Level Adjustment: – **Bonus feat
These creatures resemble spiders in appearance, having eight legs and multiple eyes on a bulbous head. These creatures have fins on the abdomen, and the legs have webbing to help it swim. It has a “blowhole” at the top of its head, and the head looks like driftwood.
Water Aranea are territorial spiders that make their nests close to water, and spend most of their time in the water. These spiders are excellent swimmers, and use this to hunt and catch prey. They do not spin webs, but instead are capable of secreting a toxin while in the water. Their primary food source is fish, crustaceans, and other water creatures. However, they are fiercely territorial, and will attack anything that they deem to be infringing upon their territory.
Combat The Water Aranea stays in the water to fight, unless it is of at least Large size. It first tries to hide and move silently to secrete its toxin. Once it has done this, it attacks, using its bite to reinforce the toxin.
Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Str. The save DC is Constitution-based.
Poison Cloud (Ex): While underwater, a Water Aranea can secrete a nerve toxin that paralyzes its victims. Once it has secreted this toxin, it cannot use it again for another 2d10 minutes. The toxin affects a 10-ft radius for a small Water Aranea, a 15-ft radius for medium Water Aranea, a 20-ft radius for a large Water Aranea, and a 30-ft radius for a huge Water Aranea. The toxin dissipates after one round. Those in the area of the poison cloud must make a Fortitude save against DC 13 or become paralyzed for 1d4 rounds. The save DC is Constitution-based. All Water Aranea are immune to this toxin.
Skills: Water Aranea have a +10 racial bonus on Hide checks and a +8 racial bonus on Move Silently checks, both of which are only applied while in water. The Water Aranea also has a +5 racial bonus on Swim checks to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Small Fey (earth) Hit Dice: 1d6 (3 hp) Initiative: +4 Speed: 20 ft. (4 squares) Armor Class: 15 (+1 size, +4 Dex,), touch 15, flat-footed 11 Base Attack/Grapple: +0/–6 Attack: Bite +5 melee (1d6-2) Full Attack: Bite +5 melee (1d6-2) Space/Reach: 5 ft./5 ft. Special Attacks: Greater Dispel Special Qualities: Arcane Sight, budding, damage reduction 1/cold iron, low-light vision, sonic disabling, spell resistance 6, thaumivore Saves: Fort +0, Ref +6, Will +5 Abilities: Str 7, Dex 18, Con 11, Int 12, Wis 16, Cha 11 Skills: Concentration +4, Hide +12, Knowledge (Arcane) +9, Listen +7, Move Silently +8, Spellcraft +9, Spot +7 Feats: Dodge (bonus), Weapon Finesse Environment: Etheral Plane Organization: Solitary Challenge Rating: 3 Treasure: normal Alignment: Always chaotic (any) Advancement: By class Level Adjustment: +4
This being resembles an elf, except when it smiles its teeth catch the light and sparkle as though they were made of crystal.
The diamond tooth is a solitary fey who literally feeds on magic. The wander in search of spells to sustain them, and value permanent magic items as an unending form of sustenance. Spellcasters who know of them tend to dread their arrival, causing them to take attitudes on survival ranging from protecting those who could support them (good) to a bitter rejection and hateful attack against the magics of others (evil). They still need to eat and drink normally; however, any day a diamond tooth does not feed on magic at least once that diamond tooth may not heal naturally, and every week it goes without feeding it suffers a point of constitution damage that cannot be recovered until it has fed. They tend to be loners, due to the rarity of reliable sources of magic, but appreciate the importance of having capable companions around them. It is therefore not uncommon to see them joining adventuring parties. Budding (Su): Whenever a diamond tooth takes a second racial hit die in fey, they do not advance as the race but instead undergo a process known as budding. This process amounts to an eight-hour ordeal in which it permanelty splits itself into two separate beings. They both have the same basic knowledge and one racial hit die in fey, but the new being has no other skills or abilities beyond those of a standard diamond tooth. It is important to note, this new being is completely independent of its creator, although it may be favorably inclined. This is their means of reproduction. They do still have genders, and are capable of producing half-fey offspring, but the only way they can create a new diamond tooth is through budding.
A diamond tooth's abilities make for a good support role during combat, and they're smart enough to know this. Thus, despite their solitary nature they tend to associate themselves with more physically capable allies while they themselves suppress enemy magic. Their crystalline teeth still give them a viscious bite however, and they can account for themselves if necessary. Those with class advancement will of course use their other abilities to maximum effect as well. Arcane Sight (Sp): Due to its sensitivity to magic, a diamond tooth has the ability to perceive and interpret magical auras as if it had arcane sight continuoually active and functions ndependently of sight. A diamond tooth can suppress or resume this ability as a free action. Damange Reduction (Su): A diamond tooth had damage reduction of X/cold iron, where X is its current hit dice. Greater Dispel (Sp): As a free action, a diamond tooth may use greater dispel magic as the spell. The caster level is its current hit dice, and it may be used once per day per hit die. Spell Resistance (Su): A diamond tooth has spell resistance equal to 5 plus its current hit dice. Thaumivore (Su): A diamond tooth is more closely allied with magic than most fey, and requires spell energy to survive. Whenever it succeeds in in a dispel attempt or its spell resistance prevents a spell from affecting it, the diamond tooth gains fast healing 1 for a number of rounds equal to the caster level of the effect successfully dispelled/resisted. This effect is not stacking, and multiple successes will only produce fast healing 1 for the longest individual duration. Sonic Disabling (Ex): A diamond tooth's teeth are merely the only visible crystalline aspect of the magical grounding aspect within their entire body. Should a spell using the sonic descriptor do direct damage to a diamond tooth, it loses its thaumivore ability for a number of rounds equal to the hit points of damage done by the spell.
Skills: A diamond tooth's connection to and dependance upon magic gives it a racial bonus of +4 to both Knowledge (Arcane) and Spellcraft.
DIAMOND TEETH AS CHARACTERS
Diamond tooth characters possess the following racial traits. — -4 Strength, +8 Dexterity, +2 Intelligence, +6 Wisdom. —Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters —A diamond tooth’s base land speed is 20 feet. —Low-light vision —Racial Hit Dice: A diamond tooth begins with one level of fey, which providee 1d6 Hit Dice, a base attack bonus of +0, and base saving throw bonuses of Fort +0, Ref +2, and Will +2. —Racial Skills: A diamond tooth’s fey level givea it skill points equal to 4 x (6 + Int modifier, minimum 1). Its class skills are Concentration, Hide, Knowledge (Arcane), Listen, Move Silently, Spellcraft, and Spot. Minotaurs have a +4 racial bonus on Knowledge (Arcane), and Spellcraft checks. —Racial Feats: A diamond tooth receives Dodge as a bonus feat. —Weapon Proficiency: A diamong tooth is proficient with all simple weapons. —Natural Weapons: Bite (1d6). —Special Attacks (see above): Spell-like abilities. —Special Qualities (see above): Arcane Sight, budding, damage reduction 1/cold iron, low-light vision, sonic disabling, spell resistance 6, thaumivore —Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling. —Favored Class: Rogue. If The Complete Adventure is in use, replace rogue with spellthief. —Level adjustment +4.
Introduction. Every spellcaster who researches into the creation of golems discovers that to power their creation they must summon forth a spirit from the elemental plane of earth and bind it to their machine. Though most care little for this spirit, those few who research carefully into the nature of elementals will realise that this binding process creates what some might call a paradox. Elementals, unlike most living creatures, do not have a dual nature - their bodies and souls form one unit. Yet the binding of these creatures draws the life force from the body of the elemental, and houses it within a new physical form - that of the golem. Even fewer spellcasters bother to discover what happens to this spirit when their golems are destroyed. Those few that do are among the select number who know what a golem spectre is.
Golem Spectre Golem Spectre, Medium Elemental (Earth, Extraplanar, Incorporeal) Hit Dice: 8d8+32 (68 hp) Initiative: +5 Speed: Fly 60ft. (good) (12 squares) Armour Class: 13 (+1 Dex, +2 deflection), touch 13, flat-footed 12 Base Attack/Grapple: +6/- Attack: Incorporeal touch +7 melee (1d8 plus magic drain) Full Attack: Incorporeal touch +7 melee (1d8 plus magic drain) Space/Reach: 5 ft./5 ft. Special Attacks: Earth mastery, magic drain Special Qualities: Darkvision 60’, detect magic, elemental traits, incorporeal subtype Saves: Fort +10, Ref +3, Will +2 Abilities: Str-, Dex 12, Con 19, Int 6, Wis 11, Cha 14 Skills: Listen +7, Spot +8 Feats: Ability Focus (magic drain), Alertness, Improved Initiative Environment: Any Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Chaotic neutral Advancement: 9-14 HD (medium) Level Adjustment:-
A swirling dark-brown shadow lunges up from the earth, cold hatred etched in the stare from its azure pinpoint eyes as it lunges for the wizard.
A golem spectre is the elemental earth spirit freed from a destroyed golem. Irrevocably changed by the magic that binds them to their artificial bodies, these elementals lack any physical form and exist in a state of limbo between the planes, having no true form or home. Golem spectres are pitiful, sorrowful creatures, with no goals or emotions to drive them, other than a vague memory of what they once were, an absolute understanding of the fact that they can never be that again, and an utter hatred for what has been done to them. They roam the material plane seeking those whom they perceive as their persecutors - anyone who they detect to be using or carrying magic. Golem spectres are vaguely humanoid-shaped, swirling shadows, the colour of burnt earth and with icy blue pinpoints for eyes. Golem spectres understand and can speak Terran, but are usually too single minded to pay heed to anything being said to them.
COMBAT A golem spectre roams through the material plane, travelling through the upper layers of the earth, close to the surface. A golem spectre will completely ignore groups and individuals who have no magical auras (other than to defend itself), but will attack those who it detects as having magical items or active effects without hesitation. A golem spectre uses its detect magic ability to seek out the foe who has the strongest magical auras, but as soon as it detects someone casting a spell it will consider the caster its primary target. If multiple characters are casting spells, it will target the one casting spells of the highest level. If it detects anyone casting a spell from the summoning school of magic, it will make them their primary target above all others, even if this is a much weaker use of magic than others within range. This is due to its hatred of this particular type of spell (i.e. the type of spell that originally wrenched it from its home on the elemental plane of earth and into a life of servitude). A golem spectre prefers to attack from within the earth, taking advantage of its incorporeality to make best use of its earth mastery ability. A golem spectre will not leave the earth to attack waterborne or airborne creatures unless they are the only targets with magical auras, or such targets use summoning magic.
Earth Mastery (Ex): A golem spectre gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) Magic Drain (Su): Spellcasters hit by a golem spectre’s incorporeal touch attack must succeed on a DC 18 Will save or lose a spell memorised (or spell slot for spontaneous casters). The spell lost is chosen randomly, and the golem spectre gains 2 temporary hit points for each level of the spell drained (or 1 for a 0-level spell). The save DC is Charisma based. Detect Magic (Su): Due to the method of its transformation and binding, a golem spectre has an affinity to magic and can sense magical auras within a 60’ range. A golem spectre automatically senses the presence, strength (i.e. spell/caster level) and school (including any sub-schools) of magical items and effects within this range. A golem spectre can use this ability through earth, mud and stone, but otherwise, material that would block the effect of a detect magic spell also blocks this ability.
[indent][size=+2]Soulsucker[/size] Medium Fey HD 4d6+8; hp 22 Initiative +2 Speed 30 ft. (6 squares) Armor Class 17 (+2 Dex, +3 deflection, +2 natural), touch 15, flat-footed 15 Base Attack +2; Grapple +2 Attacks touch +4 melee (1d6 Wisdom drain) or dagger +4 melee (1d4/19-20) Space 5 ft.; Reach 5 ft. SA spell-like abilities, steal soul SQ damage reduction 5/cold iron, immunities, low-light vision, soulscent, unearthly grace Fort +6; Ref +6; Will +4 Abilities Str 10, Dex 14, Con 15, Int 17, Wis 1, Cha 17 Skills Bluff +10, Concentration +9, Diplomacy +12, Disguise +10 (+12 acting), Hide +9, Intimidate +5, Knowledge (any one) +10, Listen +2, Move Silently +9, Spot +2 Feats Iron Will, Weapon Finesse ____________________
Environment any Organization solitary Challenge Rating 3 Treasure standard Alignment always chaotic evil Advancement 5-8 HD (Medium) Level Adjustment +4[/indent] The creature striding towards you resembles a tall, handsome human man. The only thing that betrays its inhuman nature is its slack, dazed mouth and the deranged glint in its eye.
In ancient times existed a race of benevolent, wise fey creatures who were charged with guiding mortals to their purposes in life, and caring for them on the outer planes after death. They possessed the ability to see However, a member of this fey race, hating to see mortals go to their deaths, defied the gods and attempted to use fell magic to return legions of souls to the Material Plane. As punishment, the guardian fey were warped into a race of malicious creatures known as soulsuckers, who feed on the souls of unwary mortals.
A soulsucker's natural form is that of an emancipated human, with gleaming, cat-like eyes and long nails that appear yellow and rotted. However, for reasons unknown, soulsuckers display an affection for the forms of their previous victims and usually assume their last victim's guise through their alter self ability. A soulsucker occasionally takes up the life of one of its victims, masquerading until it again becomes hungry for souls. [indent][size=+1]Combat[/size] Soulsuckers have an all-consuming hunger for souls. They will often directly assault weaker creatures through their steal soul special attack, but approach stronger and wiser creatures with more caution. A common tactic used by soulsuckers is to charm a potential victim and become close to him, then siphon away his soul and assume his form while he sleeps.
Soulsuckers speak Common and three other languages (usually Dwarven, Elven, and Halfling). However, they often communicate using tongues.
Spell-Like Abilities: At will— alter self (humanoid, giant, fey, and monstrous humanoid forms), charm person (DC 14), tongues; 1/day— suggestion (DC 16). The save DCs are Charisma-based.
Steal Soul (Su): Any creature hit by a soulsucker's touch attack takes 1d6 points of Wisdom drain (or 2d6 points on a critical hit). The soulsucker gains an enhancement bonus to Wisdom equal to the amount of Wisdom drained from the victim. When the soulsucker drains Wisdom multiple times from a single creature, the enhancement bonus stacks, to a maximum equal to the victim's original Wisdom score.
Any creature reduced to Wisdom 0 by a soulsucker dies instantly and has its soul ripped from its body, to become part of the soulsucker. The trapped soul cannot be returned to life through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by killing the soulsucker can the soul be freed (which is then still dead). Meanwhile, the soulsucker assumes the guise of the stolen soul. It takes on the soul's appearance using its alter self spell-like ability, and even assumes the soul's surface personality and outlook on life.
The enhancement bonus gained from a soulsucker's steal soul ability does not last indefinitely. Each day, it decreases by 1 point, to a minimum of 0. As the soulsucker's Wisdom falls, its behavior becomes more erratic, and it gains a stronger and stronger desire to feed. Soulsuckers have an undeniable craving for Wisdom, which nourishes them. Only when in possession of a stolen soul does a soulsucker have the force of will to control its feral, murderous urges, or the memory to assume an accurate human disguise.
Immunities (Ex): Without the help of a stolen soul, a soulsucker's mind is too alien and tortured to be comprehensible or affectable by mortal magic; thus, a soulsucker with a Wisdom score of 1 (that is, one without the enhancement bonus to Wisdom granted by its steal souls ability or other magical aid) is immune to mind-affecting spells and effects, and cannot be contacted by telepathy spells such as Rary's telepathic bond.
In addition, their ability to steal souls has given soulsuckers an extraordinary resilience against similar attack forms; they are immune to damage and drain to their mental ability scores (Intelligence, Wisdom, and Charisma).
Because these immunities are mental rather than physical in nature, the soulsucker retains them when under the effect of transmutation magic such as alter self.
Soulscent (Su): Soulsuckers have a sixth sense that allows them to sense the presence of any creatures with souls (that is, most animate creatures) within 90 feet of them, regardless of any barriers between them. As a move action, the soulsucker can note the direction of the soul, and determine its alignment and the Outer Plane to which it is destinied after death. If it moves within 5 feet of the soul, the soulsucker can pinpoint the soul's location; however, if the soulsucker cannot see the creature fully through normal means, it may still suffer from a miss chance due to concealment or total concealment.
Unearthly Grace (Su): A soulsucker adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class. The statistics block already reflects these bonuses.[/indent]
Draugbrand Medium Elemental (air) Hit Dice 9d8 + 9 (50 hp) Initiative +4 Speed Fly 30’ (perfect) Armor Class 24 (10 + 4 Dex + 10 Natural) Base Attack/Grapple +7/+9 Attack+1 longsword +10 melee (1d8+3/19-20 x2) Full Attack +1 longsword +10/+5 melee (1d8+3/19-20 x2) Space/Reach 5’/5’ Special Attacks Magnetic Disintegration, Magnetic Grip Special Qualities Elemental Traits, Metallic Sight, Sonic Disruption Saves Fort +4 , Ref + 10, Will +3 Abilities Str 14, Dex 19, Con 12, Int 5, Wis 10, Cha 9 Skills Hide +20 Feats Improved Initiative, Weapon Focus (longsword), Dodge Environment Cold Mountains Organization Solitary Challenge Rating 10 Treasure Standard (metallic only) Alignment True Neutral Advancement 10-18 HD (large), 19-25 HD (huge)
Before you floats a great disembodied sword wrought with mastery. It seems to have an almost tangible force around it, however, and moves with hungry intent. You can almost see a faintly feline shape around it however, suspending the blade where it’s mouth would be.
The Draugbranda, or Ghostblades, were discovered by a northern barbarian tribe, and have been feared in their cold haunts since then. They reside near mountains, where they are able to receive the energy they need to survive from the metals in the mountains. They magnetize the iron and other ores in the rock and then feed off the ensuing magnetic field. However, they are always excited to obtain pure metal, such as that from a sword or armor, and are merciless in pursuing this delicacy. Other than this, they are generally shy creatures, preferring to stay in their lairs if they detect other creatures without metals. The Ghostblades are solitary creatures, each establishing their own hunting territories and sticking to them. Like most elementals, not many people know how they reproduce, and the Draugbranda are not very forthcoming on this subject. Another unique feature of the Draugbranda is the way in which they detect their surroundings. They are able to extend a weak magnetic field out to 60’ from them which reacts with any metal that it comes into contact with. These disturbances are then picked up by the Ghostblade, whose senses are sharp enough to detect the metals in other creatures bodies.
Combat Magnetic Disintegration: A Draugbrand is able to focus the magnetic energies it so easily controls to rip apart metals with devastating effect. Treat it as a sunder attempt that does not provoke an attack of opportunity. The Draugbrand gets a +4 racial bonus on its opposed attack roll. Also, it can disintegrate any metallic object worn by a creature. The Draugbrand makes an attack roll which is opposed by a reflex save made by the wearer against a DC of 21. Failure destroys the armor and causes to wearer to take 3d6 piercing damage. This tactic of disintegration, however, is generally used as a means to break up metal too big for the Draugbrand to carry or as a last-resort combat maneuver, as it will reduce the appeal of any metallic objects.
Magnetic Grip: Much preferred to the Magnetic Disintegration, a Draugbrand uses this power to literally strip a foe of any held metallic object, such as a wand or metal weapon. The Ghostblade makes a touch attack against an AC of 18 against light weapons or wands, 15 against one-handed weapons or staves, and 14 against two-handed weapons The Draugbrand and the victim then make opposed strength rolls, with the Draugbrand getting a +5 bonus on the roll due to the intense magnetic field. If it succeeds, the object is torn from it’s wielder’s grasp and left to float in the Draugbrand’s magnetic field . This item can be recovered as a standard action that provokes an attack of opportunity by succeeding on a touch attack and then opposed strength check, just like the initial move that lost the item in the first place
Elemental Traits: From the SRD 3.5 —Immunity to poison, sleep effects, paralysis, and stunning. —Not subject to critical hits or flanking. —Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life. —Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry. —Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor. —Elementals do not eat, sleep, or breathe. Note, however, that this elemental is proficient with the longsword
Metallic Sight: As mentioned above, a Draugbrand “sees” through magnetic fields. This is similar to Blindsense with a range of 60 feet, except that it cannot see anything that is lacking any metal or magnetic components. Note that the metals in a corporeal living creature’s body are sufficient to trigger this sight, and it is up to the DM to decide whether a specific creature has metal in them or not.
Sonic Disruption: The powerful waves of a sonic attack have strange effects on Draugbranda. They do no extra damage, but instead confuse it’s magnetism. This renders it effectively blind and unable to focus it’s attacks into disintegrating or disarming effects. All of it’s energy goes to keeping it’s blade mobile, so it is able to attack in the usual fashion. However, even this incurs a –2 penalty to attack rolls due to the intense confusion of the creature. These states persist for 1d4 rounds. When afflicted with this muddling, a Draugbrand tends to flee until it can see again, but due to it’s blindness cannot see where it is fleeing to. Use the thrown weapon scatter diagram to determine the direction.
Skills: A Draugbrand has a +4 racial modifier on it’s hide check, and makes no noise at all when moving (rendering Move Silently quite unnecessary).
Draugbranda in Faerun Draugbranda shoud be found in Icewind Dale or better yet, Rashemen. They could be one of the spirits of the land in that berserker nation.
Draugbranda in Eberron Draugbranda could be found anywhere cold in Eberron, maybe in the Mror Holds or even Frostfell. But think of the havoc that they could bring upon the conductor stones of House Orion...
Cloud Sap Tiny Ooze Hit Dice: 3d10+6 (21) Initiative: -5 (Dex) Speed: 5 ft. Climb 5ft. AC: 7 (+2 size -5 dex) Attacks: Slam +1 Damage: 1d4-1 Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Improved grab, constrict 1d4+1, ooze, zap Special Qualities: Blindsight, electric sense, electricity charging 15, physical immunity, decentralized nucleus Saves: Fort +2, Ref -4, Will -4 Abilities:Str 8, Dex 1, Con 12, Int --, Wis 1, Cha 1
Its been thundering for a while now and you're beginning to feel the hair on the back of your neck stand up with static electricity. You notice your shoulder is slightly heavier than normal, when you look over an amber colored sap full of small bits of grit is oozing its way from the nearby pine tree onto your shoulder pad. Your shoulder tingles with pins and needles.
A cloud sap looks like an unusual quantity of amber colored tree sap. It is generally uninterested in living creatures because of its abnormal lifecycle. However it takes advantage of anything willing to provide it the necessary nourishment, aggitated motion. The true danger of a cloud sap is not that of its current form, but that of a tempest ooze, which can soon become a nightmare to uninformed creatures. . Cloud saps grow to a max of two feet long and two inches thick, although since they, like most oozes, have no head they are confined to no particular shape.
Combat . In all likelyhood the existence of a cloud sap in combat is a boon, for a while. It only attacks when cornered and faced with abnormal forms of damage, such as fire or magic.
Blindsight (Ex): An ooze's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60ft.
Ooze: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphong. Not subject to critical hits.
Improved Grab (Ex): To use this ability, the cloud sap must hit with its slam atack. If it gets a hold, it can constrict.
Constrict (Ex): A cloud sap deals automatic slam damage with a successful grapple check.
Electric Sense (Ex): Primitive receptors in the cloud sap's membrane enable it to detect electrical charges passing through the air. Any significant charge (more than 5 electric damage) can be detected from 60ft, while lesser charges can be detected from 30ft. Cloud saps can detect the building electricty of a thunder or electrical storm 1d4+2 days in advance and slowly move to the tops of trees in preparation.
Physical Immunity (Ex): The cloud sap is immune to bludgeoning, slashing, or peircing damage by nature of its nerve system and life cycle. See below.
Electricity Charging: A cloud sap is actually fed by electicity, but cannot absorb too much at one time. The first 15 of any electrical damage dealt to the cloud sap is ignored, but brings it closer to its metamorphisis, as detailed in Lifecycle.
Decentralized Nucleus: The cloud sap lacks even a central nervous system, but rather has a series of hundreds of different nuclei spread throughout its body capable of basic motor functions. If forcibly separated the cloud sap can no longer manage a slam attack, but each individual piece continuously attempts to reconnect itself to the disconnected pieces. In this manner even powerful physical blows fail to separate the ooze. Infact the more powerful the blow the faster the ooze pulls itself together.
Zap (Ex): When a cloud sap would be dealt 5 points of physical or 1 point of electrical damage the cloud sap emits an electric shock. This shock is an emination with a 5 ft. range that deals 1d4 electric damage, Ref save DC14 for half. An additional 1 electrical damage is dealt to whatever creature struck it and cannot be avoided.
Lifecycle The many bits of grit within a cloud sap are actual individual nuclei and specialized mitochondria capable to absorbing static electricity and storing it. However the cells are not advanced enough to release the energy at will and require a catalyst. Any sort of aggresive movement will do, such as being chewed, struck by a rock, ground up in a mortar and pistle, and any other methods. Doing so grinds the mitochondria together producing an electric charge (Zap). When the cloud sap has absorbed an amount physical or electrical damage equal to it's total hitpoints it begins a very short metamophisis. This metamorphisis takes 1d3 rounds, during which time the cloud sap constantly eminates its Zap ability but the damage is increased to 2d4 electrical and the save increased do DC16. At the end of the metamorphisis the cloud sap becomes a Tempest Ooze.
Tempest Ooze Tiny Ooze Hit Dice: 4d10+11 (31) Initiative: +3 (Dex) Speed: 5 ft. Fly 30 ft good AC: 15 (+2 size +3 dex) Attacks: Slam +5 Damage: 1d6+2+0-4 electrical Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Improved grab, constrict, ooze, shock, system drain, weapon finesse: slam Special Qualities: Blindsight, electric sense, electricity absorbtion 15, lightning rod, energy leak Saves: Fort +2, Ref +3, Will -4 Abilities:Str 14, Dex 16, Con 12, Int --, Wis 1, Cha 1
It takes you a few seconds to recognize the faint light before you. It has a soft glow with sporadic crackles of electricity, and every so often a thread thin bolt of lightning touches the ground. It appears to have recognized your presence, and the tiny glowing stormcloud zooms your way.
A tempest ooze is a floating, generally flat, glowing, buzzing ooze. Its electrical charge allows it to magnetically repel itself from the ground. It is deceptively quick and has one sole purpose, to drain any electrical activity, be it a thunderbolt or the function of a nervous system, in order to maintain its form.
Combat . A tempest ooze actively seeks out prey, unlike it did in its previous form, and is exceptionally aggressive about it. It flies towards the nearest source of electrical activity and attempts to constrict it, slowly draining its electrical power. For living creatures this means a slow shut down of the nervous system, while for spells and other effects it simply means the use of the tempest ooze's lightning rod ability. The ooze lacks the ability to discern vulnerable targets, so it goes after the largest store of electricty detectible (usually the largest creature.)
Blindsight (Ex): An ooze's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60ft.
Ooze: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphong. Not subject to critical hits.
Improved Grab (Ex): To use this ability, the cloud sap must hit with its slam atack. If it gets a hold, it can constrict.
Constrict (Ex): A cloud sap deals automatic slam damage with a successful grapple check. The target is subject to system drain while grappled.
Shock (Ex): Although it is dangerous to the tempest ooze, it can release an amount of stored electricity as a single focused blast against a single target within 30 ft. The shock deals 3d6+3 electrical damage to the target and cause the same amount of damage to the tempest ooze.
System Drain (Ex): The tempest ooze can perform a remarkabley dangerous feat of draining the electrical energy from a creatures nervous system. Each round that a target remains grappled they must make a fort save DC19 or be system drained. On a failed save the target suffers 1 point of temporary ability damage to strength, dexterity, wisdom, and intelligence. This also heals the tempest ooze for 3 hit points.
Electric Sense (Ex): Primitive receptors in the cloud sap's membrane enable it to detect electrical charges passing through the air. Any significant charge (more than 5 electric damage) can be detected from 120ft, while lesser charges can be detected from 60ft. Cloud saps can detect the building electricty of a thunder or electrical storm 1d4+2 days in advance and slowly move to the tops of trees in preparation. These receptors are more active as a tempest ooze, and can detect any creature with an active nervous system.
Electricity Absorbtion: The nature of the tempest ooze allows it to absorbe electricity to prolong its lifespan. The first 15 points of electrical damage dealt to the tempest ooze from any source are converted into temporary hit points that fade in 3 round. These hit points are spent first when taking damage or using the shock ability.
Lightning Rod (Ex): Reversing the electrical charge of some of the tempest ooze's nuclei allow it to redirect electrical spells and attacks. Any electrical effect withing 10 feet of the tempest ooze is automatically redirected to target the ooze.
Energy Leak: Because of the primitive nature of the tempest ooze, it is incapable of continuously retaining its own electrical charge and cannot absorb enough charge from the surrounding static electricity to maintaining its own form. Each round the tempest ooze loses 3 hitpoints. When it is reduced to or below 0 hitpoints it becomes an inert, amber colored liquid which spends 1d3 days absorbing latent static electricity before becoming a cloud sap.
Without an adequate knowledge check or appropriate equipment a team of adventurers is at a much greater risk against a cloud sap then a well informed team. An appropriate knowledge: Nature or Bardic Knowledge check (unlike most oozes, this is a purely above ground ooze) DC15 should tell an individual that physically striking a cloud sap will not kill it. A DC20 my inform them that it actually makes the cloud sap more dangerous with each strike. A DC25 should manage to connect the relationship between cloud saps and tempest oozes, that attacking with either physical blows or electricity will transform one into the other. A group with this knowledge should treat a cloud sap as a lower level encounter, around an ECL 3.
Garment Fairy Diminutive Fey Hit Dice: 1d6 (3 hp) Initiative: +2 Speed: 20 ft. (4 squares), fly 40 ft. (good) Armor Class: 17 (+4 size, +2 Dex, +1 natural), touch 16, flat-footed 15 Base Attack/Grapple: +0/-15 Attack: Dagger -1 melee (1 damage), or light crossbow +6 ranged (1d4/19-20) Full Attack: Dagger -1 melee (1 damage), or light crossbow +6 ranged (1d4/19-20) Space/Reach: 1 ft./0 ft. Special Attacks: Makeover, spell-like abilities Special Qualities: Damage reduction 5/cold iron, fashion sense, low-light vision, spell resistance 15 Saves: Fort +0, Ref +4, Will +2 Abilities: Str 5, Dex 15, Con 10, Int 15, Wis 10, Cha 17 Skills: Bluff +7, Concentration +4, Craft (tailoring) +11, Diplomacy +7, Escape Artist +6, Gather Information +7, Hide +10, Knowledge (nobility and royalty) +6, Move Silently +2, Sense Motive +4 Feats: Dodge(b), Skill Focus: Craft (tailoring) Environment: Any Organization: Solitary, clique (2-4), runway (6-11), or couture (20-80) Challenge Rating: 2 Treasure: No coins, double goods, double items (including a masterwork sewing kit, included above) Alignment: Always chaotic Advancement: 2-3 HD (Diminutive), 4-6 HD (Tiny)
The minuscule elfin figure before you flutters a pair of gossamer wings as it sizes you up, giving the impression that it could sew you a shirt and trousers and guess your weight by the time its gaze travels from your feet to your face. Its own garments are exquisite--fine in cut and material.
Garment fairies are hedonistic, frivolous beings that enjoy giving fashion “advice” to any creature that comes within their reach, whether their “clients” want it or not. Although they are usually happy-go-lucky by nature, these diminutive fey creatures can be roused to shocking acts of cruelty in the defense of their aesthetic ideals. Most of the time, however, a garment fairy can be counted upon to behave quite amiably so long as its “client” creature is suitably obedient to its dictates about what clothing choices are best for its body type, skin tone, hair color, daily activities, and social life.
Garment fairies may inhabit almost any environment, although they tend to congregate in places near traveled areas, where they enjoy waylaying poorly-dressed travelers and giving them makeovers. Those who are in a hurry to get to their destinations often view such consultation sessions as hazards of the roads, and when a particularly large and powerful couture of garment fairies takes up residence along a major trading route, it can force merchants who do business along the road in question to seek the services of professional fey hunters in order to make it possible for trade to proceed normally.
Good-aligned fey hunters often resolve such difficulties by diplomatic means, cajoling the fey into taking up residence elsewhere, including as fashion consultants to good-aligned rulers, politicians, and bards. Evil fey hunters typically solve the problem by violent means, either killing the garment fairies or capturing them. The latter fate is considered far worse than death by most of them, since capture at the hands of an evil-aligned fey hunter is frequently the first step in the enslavement of the poor fairy as wardrobe personnel in service to an iron fisted but fashion-conscious tyrant.
A typical garment fairy stands about nine inches tall, and weighs approximately ten ounces. The oldest, most powerful specimens can reach heights of up to a foot, and weigh in at just under a pound. Garment fairies design and produce their own clothing, and it is a point of pride for them to look their best at all times. Although they can be snippy with mortals who display poor fashion sense, they also love gossip and can be extremely talkative.
Combat Garment fairies rely on their spell-like abilities to deter attack first, and then to try to put a halt to an attack if one does occur. They only enter combat in the extremity of self-defense, and prefer indirect means of confrontation when faced with danger. Owing to their animate objects spell-like ability, garment fairies are at their most dangerous when they are in a closet full of clothing.
Fashion Sense (Ex): A garment fairy has an insight bonus to Craft (tailor), Diplomacy, and Knowledge (nobility and royalty) equal to its Hit Dice. It also gains this bonus to Gather Information and Sense Motive checks associated with its makeover ability. Additionally, a garment fairy always knows what a piece of clothing is worth, without need for an Appraise check. It uses this sense to help it identify the best prospects for a makeover—most garment fairies prefer to make over the creature in a group who has the least valuable clothing. A garment fairy cannot ordinarily name a market price for a given article of clothing, but it can tell the relative value of each piece in a selection of garments with unerring precision, and possesses an infallible memory for the best and worst pieces of clothing it has seen.
Makeover (Su): A garment fairy can spend half an hour in conversation with any sentient creature, and then make a Gather Information or Sense Motive check against a DC equal to 10 + half the target creature’s HD + the creature’s Charisma modifier to represent the fruits of the garment fairy’s gossip session, during which it probes for clues about the personality and activities of the target creature. Success allows the garment fairy to create a unique signature outfit for the target creature. When worn by the creature to whom it was tailored (and only by that creature), this signature outfit confers a +1 bonus to Charisma-based skill checks. For any other creature of the same type and size as the intended wearer, this outfit is the equivalent of a noble’s outfit as described on pp. 129-131 of the Player’s Handbook v. 3.5. By incorporating a discussion of a specific upcoming social event in the target creature’s future and passing a Knowledge (nobility and royalty) check in addition to the Gather Information and Sense Motive checks described above, a garment fairy can tailor this special outfit to maximize its effectiveness for the social event in question. In this case, wearing the special outfit means that the target creature enjoys a +3 circumstance bonus to Charisma-based skill checks for the duration of that specific social event, but the special outfit is thereafter no different from a mundane noble’s outfit in its function.
Creating a special outfit requires that the garment fairy have access to artisan’s tools for the Craft (tailoring) skill, and uses up materials costing at least half the value of a mundane noble’s outfit. A garment fairy usually circumvents this expense by using its foppish extravagance spell-like ability to harvest a little of the target creature’s mental vitality, which it then converts into the material goods which would usually be purchased or gathered in order to tailor a noble’s outfit. This process is similar in effect to the major creation and fabricate spells, but its results are permanent. Healing ability drain caused by the foppish extravagance spell-like ability causes the special outfit to crumble to dust in an instant. The Difficulty Class of the Craft (tailoring) skill check is identical to that assigned above for Gather Information, Knowledge (nobility and royalty), and Sense Motive checks used for this ability.
Multiple garment fairies can use the aid another action to assist in the skill checks needed for the successful use of this ability. Powerful characters availing themselves of a garment fairy’s services must typically be willing to endure an interview with (literally) dozens of flittering little gossips.
Spell-like Abilities: at will--prestidigitation; 3/day—charm person (DC 14), invisibility (self only); 1/day—animate objects (fabric objects only), foppish extravagance (DC 16); caster level 9th. The save DCs are Charisma-based.
New Spell: Foppish Extravagance Enchantment Level: Brd 2, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One sentient creature Duration: 1 round/level; see text Saving Throw: Will negates Spell Resistance: Yes
This spell robs the target creature of its good sense in exchange for a temporary increase in the force of its personality. A creature must possess Int, Wis, and Cha scores of 3 or above to be a valid target for this spell. The target creature must succeed on a Will save or suffer two points of ability drain to its Wisdom and a +4 enhancement bonus to Charisma. The enhancement bonus lasts for a period equal to 1 round per caster level. The ability drain is permanent, but can be healed by the greater restoration and restoration spells.
Huge Ooze Hit Dice: 12d10 + 96 (162 HP) Initiative: – 3 Speed: 30ft (6 squares); Climb 20ft (4 squares) Armor Class: 5 (-2 size, -3 DEX), touch 5, flat-footed 5 Base Attack/Grapple: +9/ +27 Attack: Slam +15 melee (3d6+12 plus 1d6 acid and 1d6 fire, Mimicry) Full Attack: Slam +15 melee (3d6+12 plus 1d6 acid and 1d6 fire, Mimicry) Space/Reach: 15ft/10ft Special Attacks: Mimicry, improved grab Special Qualities: Blindsight 60ft., ooze traits, immunity to electricity, bludgeoning*, and piercing damage, fast healing 5 Saves: Fort +12, Ref +1, Will +7 Abilities: Str 27, Dex 4, Con 27, Int 7, Wis 16, Cha 6 Skills: Hide +7*, Move Silently +10*, Climb +18* Feats: Power Attack, Cleave, Improved Bull Rush, Awesome Blow, Improved Natural Attack (2d6 --> 3d6) Environment: Any natural Organization: Solitary Challenge Rating: 12 Treasure: None Alignment: Always Neutral Advancement: 11-15 HD (Huge); 16-26 HD Gargantuan; 26-36 HD Colossal Level Adjustment: –
[indent]Creeping through the underbrush, this creature makes little noise as it slams its victim, tossing it across the way. When the victim looks back, he sees himself emerging from the bushes.[/indent]
Primordial Ooze are smart enough to stalk their prey. When they are stalking, they can “tumble” along the ground, reducing the noise level. However, when chasing prey, they form pseudo-limbs to move at a quicker pace. Their huge size makes it difficult for them to hide, but their tumbling causes the terrain to stick to them, providing for natural camouflage. They can flatten and lengthen their bodies while stalking.
Primordial Ooze are found in any natural environment, but have been known to wander into villages, towns, and such by accident. Primordial Ooze feed by grabbing dead victims, and dissolving them in its mass.
The typical Primordial Ooze weighs roughly 4,000lbs.
A Primordial Ooze attacks with a slam attack, trying to grab the opponent. If this attempt fails, it tries to fling its prey out of range with its slam attack using its awesome blow feat.
Improved Grab (Ex): To use this ability, a primordial ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold.
Spell-like abilities: Mimicry – at will. Caster level 20th.
Mimicry (Sp): A primordial ooze uses the mimicry spell-like ability as a free action once it has grappled an opponent so that it can confuse the victim’s allies. A successful Spot check (DC 25) allows one to keep his eye on the real ally. Unlike the spell, a primordial ooze retains the mimicry spell-like ability in the new form. It can also use the mimicry spell-like ability if it uses the awesome blow feat. The primordial ooze gains the Intelligence and Charisma of the chosen form (this helps it pretend to be the victim).
Skills: Primordial ooze have a +8 racial bonus to Move Silently checks when “tumbling” along the ground. Their bodies can be shaped so that they reduce noise levels. They can always choose to take 10 on their Move Silently checks, even when circumstances would not normally allow them to do so. Primordial ooze also have a +5 racial bonus on hide checks while “tumbling” due to the terrain sticking to their mucus covering, providing natural camouflage. Primordial ooze have a +10 racial bonus to Climb checks. They can take 10 on this check, even when circumstances would normally prevent them from doing so.
Bludgeoning damage: There is a 30% chance of a bludgeoning weapon being flung from a characters hand that used it against the primordial ooze. A Reflex save (DC 20) must be made to keep the weapon from flying out of the hand, and landing 15ft away. If a character is using locked gauntlets, he ignores this save, but must make a STR check (DC 15) to avoid damage from joint hyper-extension. If he fails this save, he takes 1d4 subdual damage, and a -1 penalty to attack and damage rolls.
The primordial ooze cannot charge, even though it can shape itself to have pseudo-limbs. However, once it has used its mimicry ability, it is capable of doing whatever the creature touched could do.
Knowledge: Nature (DC 25) – A primordial ooze is immune to most physical attacks due to its amorphous quality. Piercing weapons simply make holes in the primordial ooze, which close almost immediately. Bludgeoning weapons impact the primordial ooze, but simply bounce off the ooze with great force. Slashing weapons deal normal damage because they can slice pieces from the primordial ooze.
Knowledge: Arcana (DC 30) – The reason that primordial ooze can use the Mimicry ability is due to the magical nature of their mucus. Everything that was to come is a result of the primordial ooze. The magic that created the material plane is the same magic that created the primordial ooze.
Mimicry Transmutation Level: Sor/Wiz 8 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: Creature touched Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No
This spell functions like Polymorph, except that you change yourself into an exact duplicate of the form that you just touched. This change includes weapons, armor, shields, and anything else mundane in nature that was in the creature's possession at the time that it was touched. This spell can also duplicate magic weapons, armor, and shields, but anything else that is magical is simply a mundane version of that item.
The assumed form may be of any type, except for undead, incorporeal, or gaseous. The assumed form cannot have more HD than your caster level, to a maximum of 20 HD at 20th level. You cannot assume a form larger than two size categories of yourself (this does not stack with Enlarge Person). The subject’s creature type changes to match the new form.
Upon changing, the subject regains lost hit points as if having rested for the night, but does not provide any other benefits of resting, and restores temporary ability damage while in the new form. If slain, the subject reverts to its original form, though it remains dead.
The subject gains the Strength, Dexterity, and Constitution of the chosen form, but retains his own Intelligence, Wisdom, and Charisma. It also gains all extraordinary special attacks possessed by the new form (such as constrict, improved grab, and poison), extraordinary special qualities possessed by the new form (such as blindsense, fast healing, regeneration, and scent), and any supernatural or spell-like abilities. If the chosen creature could cast spells, the subject gains the ability to cast those spells that the chosen creature currently has memorized. If the chosen creature has the Sneak Attack, Rage, or any other special ability, the subject is now capable of performing those special abilities.
Material Component: An ounce of primordial ooze mucus, which must be smeared onto the hands during casting.
On the Origin of (this) Species:
Primordial Ooze have been around for as long as time itself. It is said that the gods’ blood is what created the mortal races. This is only partly true. The blood of the gods was spilled onto the ground, but mixed into the blood and earth was the primordial ooze’s mucus. This is how the Elves were created, having lasting beauty and unbelievable life spans. The other gods, seeing the Elven gods’ blood spilled onto the ground, and creating life, emulated this by releasing their own blood onto the ground, mixing their blood with the earth. Unfortunately, the primordial ooze had not passed where the gods’ blood was being spilled. Their blood created life, but lacked a necessary ingredient, which created the imperfections of the other races - aging effects and shorter life spans.
Primordial ooze are from a time when the earth had many acidic pools, flowing magma streams, and many lightning strikes. It has retained some of this early earth. This is how it is capable of dealing acid and fire damage on a successful hit, and also the reason for immunity to lightning.
For the DM: I am assuming that the immunity to Polymorph for an ooze is an immunity to the spell. Otherwise, it would have stated that ooze are immune to transmutation. However, this would make it immune to Polymorph Any Object.
The spell, Mimicry, is set as an 8th level spell because it is very similar to Shapechange, but it allows for 5 less HD, and the subject can only change into the form of the creature touched. It also resembles Clone, Greater Magic Weapon, and etc. The reason that Mimicry is not better than Shapechange is that Shapechange allows the caster to transform into any size creature, do it once per round as a free action, higher max HD, any known creature vs. creature touched, do not need to touch the creature, so on, and so forth. If you are worried about the magic weapon duplication, then think about the Balor. He has a +1 Vorpal Sword as a supernatural ability. Shapechange allows the caster the extraordinary and supernatural abilities (both attacks and qualities) of the assumed form.
Even though a primordial ooze has an intelligence score, it is so foreign that it will not succumb to any known methods of mind-influencing attacks (thus, it keeps its mindless quality). Primordial Ooze do not speak, nor do they have a language.
Primordial ooze do not tumble as the skill, but it is their means of locomotion while stalking prey. They flow like lava.