Wulfyn Medium Fey Hit Dice: 5d6 (17 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 14 (+2 Dex, +2 natural) touch 12, flat-footed 12 Base Attack/Grapple: +2/+2 Attack:Feyblade Rapier +5 melee (1d6+1/18-20), or Bite +2 melee (1d4/x2) Full Attack:Feyblade Rapier +5 melee (1d6+1/18-20), or Bite +2 melee (1d4/x2) Space/Reach: 5 ft./5 ft. Special Attacks: None Special Qualities: Blindsense(Ex), Low-light vision(Ex), Scent(Ex), Summon Feyblade(Ex) x5/day, Sound sensitivity(Ex) Saves: Fort +4 Ref +6 Will +6 Abilitities: STR 11, DEX 14, CON 11, WIS 13, INT 10, CHA 12 Skills: Diplomacy +8, Hide +9, Know (nature) +7, Listen +18, Move Silently +11, Sense Motive +8, Spot +10, Survival +8 Feats: Weapon Finesse (rapier), Great Fortitude, Alertness* Environment: Any temperate Organization: Solitary, pair, band (3-5), or tribe (6-11 plus 20% noncombatants plus one 5th level ranger per 10 adults) Challenge Rating: 3 Treasure: Standard Alignment: Usually chaotic (any) Advancement: By character class Level Adjustment: +2 You see a tall, slender humanoid figure covered with fur. It's canine features are narrow and delicate as it gazes at you from across the distance. Silently, it's two-fingered hands lift its bow and nocks an arrow . . .
Wulfyn are elusive and solitary fey that assign themselves the task of hunting down any who would defile or destroy an area of wilderness they happen to come across. They occassionally make pacts with other forest dwellers, such as dryads, treants, or centaurs - but these arangements are seldom permemant as the wulfyn eliminates his enemies and then moves on to the next.
Wulfyn stand between 5 to 6 feet tall, and typically weight between 95 to 135 lbs. They look thin, sometimes almost emanciated, but possess a wiry strength and surprising agility. Covered with sleek fur, with long flaring tips on their large swiveling ears, and long florishing tails, combined with the canine aspect of their face they are sometimes mistaken for werewolves. Their feet have two large clawed toes each, and their hands have only two fingers and a thumb apiece. This does not affect their manual dexterity and they can weild weapons and complete somatic spell components as normal.
Wulfyn display a type of single-mindedness as they hunt down and destroy offenders of nature. They do not tie themselves to a single grove or stretch of wilderness, instead choosing to roam constantly - ever vigilant against intruders and defilers.
Wulfyn are hunters par excellence. Their exceptional hearing is both their strength and their weakness - allowing them to pinpoint their enemies, but making them unbearably sensitive to loud noises.
Summon Feyblade (Su): A wulfyn can summon forth a single martial melee weapon (of appropriate size) a number of times per day equal to his HD. The sword stays for a number of minutes equal to 1 plus his Charisma modifier or until the wulfyn falls unconcious, dies, or dismisses the feyblade. Summoning a feyblade is a move action that does not provoke an attack of oppurtunity. A feyblade is considered a magical weapon for the purposes of overcoming damage reduction and has an enhancement bonus to attack and damage equal to the wulfyn's Cha modifier. This enhancement bonus is never less than +0 and cannot go higher than +5. A feyblade can be broken, it has hardness 10 and 10 hit points; however the wulfyn can simply summon another on his next move action. The stats above reflect a wulfyn that has chosen a rapier for their feyblade. The name is slightly misleading as the weapon need not actually be a blade, such as choosing club or a quarterstaff. They appear to be made from an darkwood-like substance, but entirely organic in shape and structure - woodgrain, worls, and rings appear like wood grown naturally into the shape of the weapon. It appears like smooth well polished wood, with bark-like texture covers the grip, and often it has bud-like growths on the pommel or tips.
Blindsense (Ex): With its enhanced hearing and keen sense of smell, a wulfyn can detect enemies within 60 ft, and can pinpoint their exact location within 30 ft. Any opponent the wulfyn cannot see still has total concealment.
Scent (Ex): A wulfyn can detect enemies, sniff out hidden foes, and track by sense of smell.
Sound Sensitivity (Ex): Wulfyn's ears are finely tuned tools of their trade - when assualted by sonic attacks wulfyns are subjected to intense disorientation and pain. A wulfyn takes a -2 penalty to saves against sonic effects. In addition to this, if a wulfyn takes actual hit point damage from a sonic effect he must immediately roll a fortitude save versus a DC of 10 + 1/2 the amount of damage taken (the -2 penalty does not apply). If the wulfyn fails, he immediately falls unconcious for 1d4 rounds regardless of his actual hitpoint total.
Racial Skills(Ex): Wulfyns have a +2 racial bonus to Move Silently and +8 racial bonus to Listen checks. These bonuses are reflected in the stats above.
Wulfyn as Characters
Wulfyn characters possess the following racial traits:
+4 Dexterity, +2 Wisdom, +2 Charisma
A wulfyn's land speed is 40 feet
Racial Hit Dice: A wulfyn begins with five levels of fey, which provide 5d6 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
Racial Skills: A wulfyn's fey levels give it skills points equal to 8 x (6 + Int modifiers). Its class skills are Diplomacy, Hide, Knowledge (nature), Listen, Move Silently, Spot, Survival
Racial Feats: A wulfyn's fey levels give it two feats. A wulfyn gains Alertness as a bonus feat
Special Qualities: Blindsense (Ex), Summon Feyblade (Su), Sound Sensitivity (Ex) (see above)
A wulfyn's shaggy fur provides some protection, giving them +2 natural armor
Low-light vision (Ex): A wulfyn can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions. He retains the ability to distinguish color and detail.
Scent (Ex): A wulfyn can detect enemies, sniff out hidden foes, and track by sense of smell.
Phael Demonsbane, 5th-Level Wulfyn Ranger Medium Fey Hit Dice: 5d6 plus 5d8+ Initiative: +4 Speed: 40 ft. (8 squares) Armor Class :20 (+4 Dex, +2 natural, +4 +1studded leather armor), touch 14, flat-footed 16 Base Attack/Grapple: +7/+7 Attack: +3 Seeking Longbow of Distance +14 ranged (1d8+3/x3), or Feyblade Sickle +14 melee (1d6+3/x2), or Bite +7 melee (1d4/x2) Full Attack: +3 Seeking Longbow of Distance +12/+12 ranged (1d8+3/x3), or Feyblade Sickle +14 melee (1d6+3/x2), or Bite +7 melee (1d4/x2) Space/Reach: 5 ft./5 ft. Special Attacks: None Special Qualities:Blindsense, Low-light vision, scent, Summon Feyblade (x10/day), Sound sensitivity (Ex), favored enemy, wild empathy, animal companion Saves: Fort +7, Ref +12, Will +7 Abilities: STR 10, DEX 19, CON 10, WIS 15, INT 12, CHA 16 Skills: Climb+3, Diplomacy +10, Heal+7, Hide +14, Jump+3, Know (nature) +9, Listen +22, Move Silently +16, Search+7, Sense Motive +9, Spot +14, Survival +9, Swim+3, Use Rope+7 Feats: Alertness, Great Fortitude, Weapon Finesse (sickle), Track, Rapid Shot, Endurance, Weapon Proficiency (simple), Weapon Proficiency (martial), Armor Proficiency (light), Shield Proficiency (except tower shields), Point Blank Shot, Precise Shot Environment: Any temperate Organization: Solitary, or with tribe Treasure: Standard Alignment: Chaotic good Advancement: By character class Level Adjustment: --
Summon Feyblade (Su): Phael can summon forth a single martial melee weapon (of appropriate size) a number of times per day equal to his HD. The sword stays for a number of minutes equal to 1 plus his Charisma modifier or until the wulfyn falls unconcious, dies, or dismisses the feyblade. Summoning a feyblade is a move action that does not provoke an attack of oppurtunity. A feyblade is considered a magical weapon for the purposes of overcoming damage reduction and has an enhancement bonus to attack and damage equal to the wulfyn's Cha modifier. This enhancement bonus is never less than +0 and cannot go higher than +5. A feyblade can be broken, it has hardness 10 and 10 hit points; however Phael can simply summon another on his next move action. The name is slightly misleading as the weapon need not actually be a blade, such as choosing club or a quarterstaff. They appear to be made from an darkwood-like substance, but entirely organic in shape and structure - woodgrain, worls, and rings appear like wood grown naturally into the shape of the weapon. It appears like smooth well polished wood, with bark-like texture covers the grip, and has bud-like growths on the end of the sickle's handle.
Blindsense (Ex): With its enhanced hearing and keen sense of smell, Phael can detect enemies within 60 ft, and can pinpoint their exact location within 30 ft. Any opponent Phael cannot see still has total concealment.
Scent (Ex): Phael can detect enemies, sniff out hidden foes, and track by sense of smell.
Sound Sensitivity (Ex): Phael's ears are finely tuned tools of his trade - when assualted by sonic attacks Phael is subjected to intense disorientation and pain. He takes a -2 penalty to saves against sonic effects. In addition to this, if Phael takes actual hit point damage from a sonic effect he must immediately roll a fortitude save versus a DC of 10 + 1/2 the amount of damage taken (the -2 penalty does not apply). If he fails the fort save, Phael immediately falls unconcious for 1d4 rounds regardless of his actual hitpoint total.
Wulfyns have a +2 racial bonus to Move Silently and +8 racial bonus to Listen checks. Wulfyn are silent hunters par excellence, and their especially keen ears can rotate individually to pinpoint sounds. These bonuses are reflected in the stats above.
Phantom Large Elemental (Air, Incorporeal) Hit Dice: 8d8+16 (52 hp) Initiative: +10 Speed: Fly 40 ft. (perfect) Armor Class: 18 (-1 size, +6 Dex, +3 deflection) Base Attack/Grapple: +6/+10 Attack: Incorporeal touch +12 (2d6 subdual + Implant Memories) Full attack: Incorporeal touch +12 (2d6 subdual + Implant Memories) Space/Reach: 10 ft./5 ft. Special Attacks: Implant memories Special Qualities: Natural invisibility, sonic discorporation, spell-like abilities Saves: Fort +4, Ref +12, Will +4 Abilities: Str -, Dex 23, Con 14, Int 13, Wis 15, Cha 16 Skills: Bluff +14, Listen +15, Spot +15 Feats: Alertness, Combat Reflexes, Improved Initiative Environment: Temperate forests Organization: Solitary Challenge Rating: 6 Treasure: None Alignment: Usually neutral Advancement: 9-15 HD (Large) Level Adjustment: -
Though there is no sound, you distinctly feel like you're being watched. Suddenly, a voice behind you says: "You've found me."
Phantoms, also called vapors, are spirits that live on the recognition of others. They seem to reform even if destroyed, as long as there is anyone who still speaks of them. As such, they seek to spread knowledge of themselves as widely as possible. They normally use Ghost Sound to announce the presence of a phantom, normally eliciting the exclamation "Vapor? Where?!" Phantoms speak Auran and Common, though they usually choose to use Ghost Sound to do so.
Combat Phantoms have no need of killing. Rather, they seek to preserve themselves by removing the opponents ability to fight, and alter their foes memories towards grand battles that will surely be retold many times. Natural Invisibility (Su): This ability is constant, allowing a phantom to remain invisible even while attacking. This ability is inherent, and not subject to the Invisibility Purge spell. Sonic Discorporation (Ex):Strong sound waves disorient and partially disperse phantoms. In addition to the normal effects, a phantom is stunned for one round per 10 sonic damage received. This ignores an elementals normal immunity to stunning. Spell-Like Abilities: At will-Ghost Sound Caster level 8th. Implant Memories: With a successful incorporeal touch attack, a phantom may attempt to alter it's victims recent memories. Treat as a Modify Memory spell (DC 17). The phantom will generally use this to implant memories of grand battles and hard won victories, prompting many tales upon their foes return to civilization. The save DC is Charisma based.
INKVINE SEEDLING Small Plant Hit Dice: 2d8+6 (17 hp) Initiative: +0 Speed: 5 ft., fly 20 ft. (poor) Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15 Base Attack/Grapple: +1/+0 Attack: Slam +5 melee (1d4+3) Full Attack: Slam +5 melee (1d4+3) Space/Reach: 5 ft./5 ft. Special Attacks: Attach, Leech Life Special Qualities: Heat sense, immunities, plant traits, resistance to fire 5 Saves: Fort +6, Ref +0, Will +0 Abilities: Str 17, Dex 10, Con 16, Int 2, Wis 10, Cha 6 Skills: Hide +8*, Climb +8 Feats: Weapon Focus (Slam) Environment: Temperate forests Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 3-5 HD (Small); 6-9 HD (Large) Level Adjustment: --
What appears to have been simply a large seed detaches itself from the forest floor and floats slowly in the air. Several small, inky-blue vines protrude from the shell, waving in the air before speeding toward you.
Inkvine seedlings appear to be hard, wooden shells with small, hairy vines protruding from them. The vines have a greyish-blue hue which gives them their name. They are forever seeking a warm body which will allow them to germinate and become Inkvine Horrors (see below).
Despite the apparent hardness of the seedling's shell, inkvine seedlings are actually incredibly light, and are able to achieve a crude form of flight by manipulating the thousands of fine hairs that cover its body and vines. Inkvine seedlings like to cover themselves in leaves and dirt, blending into their surrounding environment, until they sense a living creature approach. Seedlings have a life-span of about a year, and are perfectly willing to wait for months and months in hope of something passing.
In order for the inkvine seedling to grow, it must place its vines (which are actually roots) deep within the body of a living, warm-blooded creature. It takes the nutrients and heat necessary for it to grow directly from the body.
While the inkvine seedling's most common prey tend to be boars and black bears, adventurers tell tales of coming across comrades missing for weeks, with a horrid, viny creature sprouting from its chest.
The inkvine seedling's body is almost two feet across, but weighs only ten to fifteen pounds. Its brain and sensory organs are all located deep within its shell.
COMBAT The inkvine seedling likes to hide itself on forest floors until it senses the warmth of a creature walking by. At that point it flies up and attempts to attach itself, hopefully catching the creature flat-footed.
While inkvine seedlings are not mindless, because they can not see and only sense heat, they possess no sense of strategy or tactics. Instead, they tend to go after the first warm-blooded creature to pass near them. However, they are persistent and their roots possess great strength, and will continue attempting to attach to others until killed.
Attach (Ex): An inkvine seedling that hits with its slam attack attaches onto the opponent's body with the thorns and hair that coat its vines. An attached seedling loses its Dexterity bonus (if any) to AC.
An attached seedling can be struck with a weapon or grappled. To remove an attached inkvine seedling, the opponent must achieve a pin against the creature.
Leech Life (Ex): An inkvine seedling begins drawing heat and nutrients from an attached body immediately, chilling and weakening it. Each round in which the seedling begins attached, it deals an automatic 2d6 points of cold damage, and the opponent must make a Fortitude save DC 14 or take 1 point of Strength, Dexterity, and Constitution damage. The save DC is Constitution-based.
Heat sense (Ex): While the inkvine seedling cannot see or hear, it has an organ inside its body capable of detecting even the most subtle changes in temperature. This effectively gives it blindsight within 30 feet. Beyond that range it is considered blinded.
Immunities: Inkvine seedlings are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. They are also immune to all sound-based effects, including loud noises, ghost sound, and the like, but not from taking sonic damage.
Skills: Inkvine seedlings have a +4 racial bonus on Hide checks. *They have a +8 racial bonus on Hide checks when in a forested area.
INKVINE HORROR Large Plant Hit Dice: 8d8 + 40 (76 hp) Initiative: -1 Speed: 10' Armor Class: 17 (-1 size, -1 Dexterity, +9 Natural), touch 8, flat-footed 17 Base Attack/Grapple: +6/+16 Attack: Slam +12 melee (1d8 + 6) Full Attack: 6 slams +12 melee (1d8 + 6) Space/Reach: 10'/15' Special Attacks: Attach, Leech Life Special Qualities: Heat sense, plant traits, resistance to fire 10, stench Saves: Fort +11, Ref +1, Will +4 Abilities: Str 23, Dex 9, Con 20, Int 7, Wis 10, Cha 6 Skills: Hide +3* Feats: Iron Will, Weapon Focus (Slam), Ability Focus (Leech Life) Environment: Temperate forests Organization: Solitary Challenge Rating: 8 Treasure: None (but see entry) Alignment: Usually neutral Advancement: 9-12 HD (Large); 13-24 HD (Huge) Level Adjustment: --
What at first appears to be a mass of inky-blue vines crawling up a small tree opens up toward you. As the smell of rotting flesh reaches your nose, you get a quick glimpse of the growing horror beneath the layer of vines...
Like the inkvine seedlings (see above), the inkvine horrors also survive by leeching the heat and nutrients from living, warm-blooded creatures. However, the similarity ends there. The inkvine horrors possess a certain cruel cunning that allows them to attract the warm-blooded creatures necessary for their survival, and hold them there.
The inkvine horror is about eight feet tall (though horrors as large as fourteen feet have been reported), and is covered in blue-gray "vines," that actually serve as the creature's root system. When it keeps its vines together and remains still, the horror somewhat resembles a strange, twisted tree. However, once it moves, its true form is revealed - the mass of putrid flesh the horror gathered in to itself in order to digest.
The horror's method of feeding is similar to that of the inkvine seedling - it lashes out with its powerful "vines" and lays roots in a living, warm-blooded creature, and then begins to sap their warmth and vitality. However, while the seedling is content to draw enough strength to grow into a horror, the inkvine horror is never satisfied, and is constantly seeking out prey, slowly moving to more heavily trafficked areas of forest.
Also, unlike the seedling, which has no use for the shell of the body once all its nutrients have been drawn out, the inkvine horror gathers the body and all its equipment into itself, where a weak acid will spend the next several weeks digesting. The inkvine horror is not listed as having treasure because it does not keep or value anything but food. However, the horror will sometimes leave trinkets out as bait for foolish adventurers...
COMBAT Though slow, in combat the inkvine horror acts without hesitation. Because of the great length of its vines, it lashes out at as many opponents as possible and attempts to lay roots in them, drawing out their heat and strength. Unlike the seedling, the horror begins immediately gaining in strength when it uses its leech life ability, and so it attempts to have as many attachments as is possible.
Attach (Ex): An inkvine horror that hits with its slam attack attaches onto the opponent's body with the thorns and hair that coat its vines. Unlike the seedling, an attached horror does NOT lose its Dexterity bonus (if any) to AC.
An attached horror's vine can be struck with a weapon or grappled. To remove an attached inkvine seedling, the opponent must achieve a pin against the creature.
Leech Life (Ex): An inkvine horror begins drawing heat and nutrients from an attached body immediately, chilling and weakening it. Each round in which the horror begins attached, it deals an automatic 2d10 points of cold damage, and the opponent must make a Fortitude save DC 21 or take 1 point of Strength, Dexterity, and Constitution damage. The save DC is Constitution-based.
Regardless of whether or not the save is successful, the Inkvine Horror gains 5 temporary hit points every time it begins a round with an opponent attached. It can gain multiple instances of this a round, if multiple opponents are attached. These temporary hit points fade after an hour.
Heat sense (Ex): While the inkvine horror has the ability to see and hear, unlike the seedling, it retains the organ inside its body capable of detecting even the most subtle changes in temperature. This effectively gives it blindsight within 30 feet. However, because it also possesses sensory organs capable of discerning sight and sound, it does not have the same immunities as the inkvine seedling.
Stench (Ex): The inkvine horror is accompanied by a horrid scent that is the result of the decaying bodies it is slowly digesting within. Any living creatures within 10 feet of the inkvine horror must make a DC 19 fortitude save or be nauseated for 1d4 minutes. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same inkvine horror's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the nauseated creature. Creatures with immunity to poison are not effected, and creatures resistant to poison receive their normal bonus on their saving throw.
Skills: Inkvine seedlings have a +4 racial bonus on Hide checks. *They have a +8 racial bonus on Hide checks when in a forested area.
The first tales about the existence of the Adamantine Ivy stem from ancient dwarven miners. They were thrilled when they found a large deposit of adamantine deep within their mines. In shear ecstasy, they took a swing at the large adamantine veins with their pick-axes. Much to their dismay, the adamantine hit back… _________________________________________________________________
Huge Plant Hit Dice: 8d8+24 (60 hp) Initiative: -1 (-1 dex) Speed: 0 ft. Armor Class: 16 (–2 size, -1 dex, +9 natural), touch 7, flat-footed 16 Base Attack/Grapple: +6/+23 Attack: Slam +14 melee (1d8+9) Full Attack: Slam +14 / +9 melee (1d8+9) Space/Reach: 15 ft./15 ft. (30 ft. with vine) Special Attacks: Constrict 1d8+9, improved grab Special Qualities: Adamantine body, adamantine slam, adamantine spikes, camouflage, immunity to electricity, plant traits, resistance to cold 10, fire 10 and acid 10, tremorsense 60 ft Saves: Fort +11, Ref +1, Will +2 Abilities: Str 28, Dex 8, Con 20, Int —, Wis 10, Cha 9 Environment: Underground Organization: Solitary Challenge Rating: 6 Treasure: 1/10th coins; 100% goods (including a substantial amount of adamantine ore) Alignment: Always neutral Advancement: 8–16 HD (Huge); 17–32 HD (Gargantuan); 33+ HD (Colossal)
The Adamantine Ivy is an immobile plant that lives on the minerals it can extract from adamantine ore. It uses it vines to dig into the rock and extract adamantine ore from it. It drops all the adamantine it can find at its roots and, through some unknown chemical process, extracts nutrients from this ore.
The Adamantine Ivy is related to the more common Assassin Vine and looks similar, except for the fact that the adamantine ivy has the same color as adamantine. Furthermore, a large pile of adamantine ore usually lies at its roots. A mature plant consists of a main vine, about 30 feet long. Smaller vines up to 10 feet long branch off from the main vine about every 10 inches.
An Adamantine Ivy will almost never attack living creatures unless attacked itself or when the adamantine deposit at its roots is taken away. The only exception is when any (equipment made of) adamantine comes within its reach; it will then attack ceaselessly until it has gained possession of that source of adamantine. An Adamantine Ivy can detect the presence of any source of adamantine within 60ft. When attacking, an Adamantine Ivy uses simple tactics. It lies still until prey comes within reach, and then attacks. It uses its adamantine spikes ability freely.
Adamantine body (Ex): The “body” of an Adamantine Ivy consists for a large part of adamantine. This feature, together with its natural toughness, gives it damage immunity to slashing and piercing weapons and damage reduction 3/-
Adamantine slam (Ex): Any attack made by an Adamantine Ivy is considered to be made with the equivalent of an adamantine weapon. As such, it gains a +1 enhancement bonus to attacks (already in stat block) and ignores any hardness less than 20.
Adamantine Spikes (Su): An Adamantine Ivy can animate an adamantine deposit as a standard action. The ability is otherwise similar to the Adamantine Spike spell (caster level 7th).
Camouflage (Ex): Since an Adamantine Ivy looks like a vein of adamantine when at rest, it takes a DC 20 Spot check to notice it. 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 an Adamantine Ivy.
Constrict (Ex): An Adamantine Ivy deals 1d8+9 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability an Adamantine Ivy must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Tremorsense (Ex): An Adamantine Ivy can detect and pinpoint any creature or object within 60 feet in contact with the ground.
Adamantine Spike Transmutation [Earth] Level: Drd 4, Earth 4 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: One 5-ft. square / 2 levels Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Rocky ground, which contains deposits of adamantine can be shaped into a large spikes that spring forth from the ground. The caster can create one of such spikes per two caster levels. Each adamantine spike makes an attack roll against any creature in its square (attack bonus +10). Any creature that is hit by an adamantine spike takes 1d6 damage per caster level (max 10d6). Any creature that takes damage from this spell also suffers from injuries to its feet and legs. The creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against a DC of 20.
Hit dice - 6d6 + 18 (42 hit points) Initiative - +3 Speed - 40ft (note, no fly speed) AC - 16 (+2 Dex, +5 Deflection, -1 Size), Touch 16, Flat Footed 14 Base Attack/Grapple - +3/- Attack – Incorporeal Touch +5 (1d4 Wisdom damage + Drown) Full Attack – 2 Incorporeal Touch +5 (1d4 Wisdom damage + Drown) Space/Reach – 10ft/10ft Special Attacks – Terrible Shriek, Drown, Wisdom damage Special Qualities – Low light vision, Volatile Persona, I know where you’re hiding Saves – Fort +3 Ref +7 Will +5 Abilities – Str – Dex 14 Con 14 Int 8 Wis 11 Cha 20 Skills – Hide + 0* Listen + 11, Spot + 11 Feats – Alertness, Improved Toughness Environment – Any Organization – Solitary Challenge Rating – 9 Alignment – Always Chaotic Evil
At first glance this being looks like a giant covered in blood, but as it advances it becomes apparent that in fact it has no skin, save for a few patches on his oversized head. Its muscles writhe with hate and when its mouth opens exposing a few ragged teeth an otherworldly shriek fills you with rage.
Rawhead Bloodybones is a bogeyman plain and simple. He is an incarnation of rage that delights in causing pain as he kills. Rawhead isn't actually real, but exist in the minds of his victims. He stands outside of life and is more of a figment made real than any other entity. Mindless in a way, Rawhead finds a target and his entire purpose is to rend the victim limb from limb. Rawhead knows no emotion but hate and spite, anything else is meaningless to him.
Unlike other evil creatures Rawhead Bloodybones will have nothing to do with other evil creatures. He exists only to punish the wicked (albeit his punishment is far more than what is normaly considered nessacary).
Often Rawhead Bloody bones hides in the home of someone particularly evil waiting for them to return catching them off guard and easily dealt with.Rawhead tend to shriek early and often. Once he does he immediately touches all those who have succumbed to his rage, when they start to drown he moves on to other targets.
Terrible Shriek (su) – As a standard action Rawhead can Shriek this causes all those who can hear it do make a will save DC 18 (10 + ½ hit die + cha) or be subject to a Rage spell caster level 6. Note- you cannot cast spells in a Rage, nor can you use skills that require patience or practice, just as a Barbarians rage.*
Drown (sp) – Whenever a character that is raging is hit by Rawhead they must make a will save DC 18 or believe that they are drowning. Characters may take no actions, are considered flat footed and immediately follow the drowning rules as per the DMG. When a character falls unconscious the illusion ends, but she is still unconscious. This is a mind affecting illusion ability.
Volatile Persona – Rawhead Bloodybones is a creature made up of rage, as such certiant spells affect him differently. If clam emotions is cast on Rawhead Bloodybones it deals 2d6 points of damage to him instead of the normal affects. Rawhead Bloodybones is immune to all other mind affecting spells.
I know where you’re hiding – While Rawhead Bloodybones is evil his favorite victims are those who have been bad. Rawhead Bloodybones can sense the general direction of all sentient creatures that have committed evil acts in the past 24 hours in a 1 mile radius, and knows their exact locations, as per blindsight, within 100 ft.
*Because I’m pretty sure this might be an issue - according to the SRD rage spell is identical to a barbarians rage, except for the fatigue, there is no caveat given for the ability to cast spells so I am declaring it impossible. Besides it fits the flavor of the monster.
Bastosi Medium Fey Hit Dice: 5d6+5 (20 hp) Initiative: +4 Speed: 40 ft. Armor Class: 19 (+4 Dex, +2 natural, +3 armor), touch 14, flat-footed 15 Base Attack/Grapple: +4/+4 Attack: 2 Wicked Claws +6/+6, 1d8-1 cursed Full Attack: 2 Wicked Claws +6/+6, 1d8-1 cursed Special Attacks: Spell-like abilities Special Qualities: Damage reduction 2/-, darkvision, spell resistance 14, aura of dread, smell the fear, shattering resonance Saves: Fort +2, Ref +8, Will +6 Abilities: Str 8, Dex 19, Con 12, Int 17, Wis 10, Cha 12 Skills: Bluff +10, Escape Artist +13, Hide +13, Knowledge (nature) +12, Move Silently +15 Feats: Skill focus: Move silently, Iron Will Environment: Caves, Underground, Dense forests Organization: Solitary, patrol (2-3), shatter (5-10 inc. a large druid, sorceror or fighter), or hive (20-500 inc. various character classes, leader of which is a huge sorceror) Challenge Rating: 4 Treasure: No coins, no goods, average items, studded leather armor made from flesh, muscle, sinew and bone. Alignment: Always Neutral Evil Advancement: 5-7 HD (medium), 8-11 HD (large, DR4/-, SR16), 12+ HD (huge DR6/-, SR18)
The shape of a humanoid steps forward from the shadow. The emergent light glints off his mirrorlike skin except for where it is covered in abomniable bloody armor. His arms end in long, three-fingered claws and the mirrored skin at the end of it looks broken and cracked. As you look into his face to see your own staring back with malicious red eyes, a feeling of terror sweeps over you and your heart starts to pound. In an instant, he dissapears before you.
'Bastosi' is the name that the elves gave to these monsters, literally meaning 'fear drinker'. They usually reside in the darkness of caves, dense forests, and sometimes even big city sewers, since their obvious appearence and poor reputation often get them killed on sight out in the open.
When night falls, Bastosi awake. They sneak into nearby inhabited areas and terrorise the locals. A small group will just go for a household or a street. A whole hive will take over half the city... or even more. Bastosi rarely kill or steal. They vandalise, threaten and haze. The reason for this malicious behaviour is that they feed upon the dread and fear of other living things they terrorise. When a person has been terroised to an extreme extent by the Bastosi, their soul blackens and leaves their body screaming. Is often then consumed by the offending Bastosi, for a soul riddled with terror is the most fulfilling food to them. Bastosi grow a little bit each time they eat a soul this way. Bastosi who have consumed hundreds of souls grow to an enromous size. The body is then left to wander the world, soulless and emotionless. Bastosi will leave entire cities full of living zombies when left unchecked.
Bastosi scarcely fight to kill. When attacked in the open, they will simply dodge and ignore the enemy's attacks and continue to cause havoc. When attacked in their homes, they will defend it to the death. Most dangerous of all is when citizens of a town stop getting scared of them. That will cause them to start executing people until they pay more attention.
Combat Bastosi avoid straight-up combat. They are experts in terror tactics and will use that to their advantage to scare away any attackers. If they must eliminate a target, they will always set up an ambush which requires the least number of bastosi attending to it as possible.
When reacting to an attack, they use their aura of dread to stop enemies in their tracks. If that fails, one will try and hold the enemy off in hand to hand (all-out defence) whilt others pelt him with burning ray, ray of enfeeblement, or other spells they may have because of class. If one bastosi dies in this way, then that is fine to the others.
A gruesome tradition held by the bastosi is to collect parts of their defeated enemy's bodies and fashion armor and colthes from them. No-one knows why. Bastosi can cast spells freely in this armor.
Aura of Dread (su) Each Bastosi radiates subconcious feelings malice and hatred, from which the minds of most species generate an intense fear. Any creature entering within 30 feet of a Bastosi and is aware of it must make a fear-based Will Save at DC13 or immediatley stand still that round and act shaken. Spellcasters who are under this effect must make a concentration check at DC18 to cast spells since the Bastosi are disturbing their souls. Once a character passes an aura of dread save, they don't have to take another one for 12 hours. Finally, for each Bastosi within 60 feet of a character saving against aura of dread, increase the DC by 1.
Smell the fear (su) Bastosi feed on the fear of living things, and can detect it like how a dog can smell meat. Whenever a humanoid or animal within 100 ft is scared, or has a similar feeling, the Bastosi can sense them, their location to within 10 ft and how scared they are (shaken, panicked, etc).
Shattering resonance (ex) Bastosi eat what are essentially souls and by-products of souls. Their fey bodies process these and store the impurities on the surface in metallic crystalline form. This results in their skin being hard, mirrorlike and a dark bluish color. The skin is fairly dense and tough, but shooting the right kind of resonance through it can cause it to intefere with their bodies, temporarily turning their skin into dark blue jelly. Whenever a Bastosi is hit with sonic damage that causes it 5 damage or more (after DR), it will lose damage reduction, spell resistance, aura of dread, smell the fear, and their spell-like abilities for xd4 rounds, where x is the total damage dealt divided by 5 (rounded down). Finally, if they are bought to less than 0 hitpoints by a sonic attack, they shatter and are instantly destroyed rather than just falling unconcsious.
Spells (sp) All Bastosi can cast fear at will as if cast by a level 1 sorceror. They can also cast burning ray 6 times a day as a sorceror of their level. About 1 in 4 can also cast ray of enfeeblement 6 times a day as a sorceror of their level. Larger, older bastosi have also been known to cast fireball and cone of flame, and yet others have been known to follow the path of the sorceror or druid and can cast any spell their civilised counterparts can!
[b]Bastosi is the word 'Vampire' run through a cypher language that is made to simulate elven. I know vampires have little to do with it, but I was just looking for a cool name to give him.
Hit Dice: 4d8+8 (26hp) Initiative: +1 Speed: 30 (6 Squares) Armor Class: 20 (+1 Dex. +9 Natural) touch 11, flat-footed 19 Base Attack/Grapple: +2/+6 Attack: Slam +6 melee (1d8+6) Full Attack: Slam +6 melee (1d8+6) Space/Reach: 5ft./5ft. Special Attacks: Earth Mastery, Suffocation Special Qualities: Aura sight, Earth Glide, Elemental Traits, Sonic Sight, Siphon Earth Saves: Fort +8, Ref +1, Will +1 Abilities: Str 18, Dex 12, Con 14, Int 10, Wis 11, Cha 8 Skills: Listen +5 Move Silently +4 Hide +4 Spot +1 Feats: Blind Fighting, Stealthy Environment: Elemental Plane of Earth Organization: Solitary Challenge Rating: 4 Treasure: None Alignment: Varies (see text) Advancement: 5-7HD (Medium) Level Adjustment: -- The medium shape of a human figure rises from the earth. As the dirt falls from its shoulders, glowing orbs form in what appear to be eyes. The lower half of the creature is a solid mass of earth and rock. This is an element of earth, and so much more.
The Stryker is a little known type of earth elemental that is different than what is defined as the standard earth elemental. While nobody knows truly of their origin many suspect it is the work of numerous summoners’ magic or some elemental mages craftwork. Some belief Stryker’s have existed for centuries and merely wished to become a part of the action that can be found on the Material Plane. Stryker’s are far more intelligent when compared to their elemental brethren and have become a much more favored version type of elemental to be summoned. The Stryker can be substituted on the Summon Natures Ally 5th level table or the Summon Monster level 6 table found in the Players Handbook (pg. 288/287 respectively).
Stryker’s are different from their earth elemental cousins not only in the fact that they are intelligent but also in the fact that they have an alignment. Stryker’s are never true neutral. The person who summons a Stryker must match, in part, a Stryker’s alignment. Druids ignore this rule. Stryker’s alignments are CG, LG, LE and CE. It is based upon these alignments that determine a Stryker’s Aura Sight. Many Clerics and Wizards have pondered the Stryker’s tendencies (alignments) and many assume that their intelligence motivates them into more of an action type of thinking than their duller earth brethren.
Stryker’s, while on their native plane battle one another when they pass and generally wait to be summoned. Using their Aura Sight, Stryker’s will help or harm those that pass by as they see fit. While on their native planes, good Stryker’s strive to help the lost or buried travelers that happen to be on the Elemental Plane of Earth. Conversely, evil Stryker’s like to cause havoc and cause unaware travelers to become lost or killed. Stryker’s love being summoned to the Material Plane as they relish in taking part of furthering their alignment goals and the adventure it usually brings.
While strong and durable, Stryker’s are not so much so when compared to other earth elementals of similar size. However Stryker’s make up for this slight weakness as being smart and usually try to outthink their opponents whether by stealth or patience. This usually doesn’t translate well when summoned so a Stryker may simply rely on brute force if ordered to attack. Like other Earth elementals Stryker’s speak Terran, however they understand common and can even speak it with limited ability. Stryker’s typically form themselves as humanoids, stand about 8 ft. tall and weigh approximately 700lbs.
Combat A Stryker moves quicker than similar elementals and is just as relentless as its cousins. A Stryker would prefer attack opponents while they are unaware of their presence and will use practical combat tactics, such as flanking, whenever the opportunity arises. If summoned, the Stryker will defer to the person who summoned its orders, usually. Chaotic evil Stryker’s have a 20% chance of acting out on their own volition when on the Prime Material Plane. Otherwise, Stryker’s are similar to what is written in the Monster Manual (Combat pg.98) with regards to other earth elementals.
On it’s home plane a Stryker waits in dark areas preferring to help or hinder those that it seems fit. Occasionally, it will use its Sonic Sight to sense if there is something nearby that it cannot see but can hear. This tactic will be used any time that the Stryker hears persons around it but cannot see them through its Aura Sight.
Aura Sight (Ex): Stryker’s can see auras around creatures. Stryker’s of good alignment can detect evil auras and the opposite is true for evil Stryker’s. When combating foes of a neutral nature, neither good nor evil, the Stryker relies on its Sonic Sight and its blind-fighting ability. This ability detects as far as 60ft. and replaces Darkvision normally used by other elementals. This ability is similar to the spell Detect Evil in the Players Handbook except that a Stryker doesn’t have to concentrate to use it and can automatically detect the number of auras within the sights limit. A Stryker cannot determine Hit Dice strength in relation to itself with this ability. An Undetectable Alignment spell hides a creature from this sight as well. Earth Glide (Ex): A Stryker moves just like any other earth elemental does as outlined in the Monster Manual (pg. 98). A Stryker suffers from a Move Earth spell as any other earth elemental does. (Again, pg.98)
Earth Mastery (Ex): A Stryker receives a +1 bonus on attack and damage rolls if both it and its enemy are both touching the ground. A Stryker suffers a -4 penalty if its opponent is airborne or waterborne. These modifiers are not included in the stat block.
Sonic Sight (Ex): A Stryker can use the earth itself as a means of locating its enemies when he can hear but not see them. As a full round action a Stryker can strike the ground to “see” its opponents. This ability pinpoints any creature in a 20ft. burst of the Stryker that is touching the ground. Many theorize that this is how the Stryker derived its name before it was granted its Aura Sight through some unknown method. Of course nobody knows this as fact. If a Stryker suffers any attack that deals Sonic damage it suffers damage as normal. Additionally a Stryker cannot use this ability for 1 full round. Lastly, a Stryker that suffers from a sonic attack loses the benefits of its Earth Mastery on its next turn.
This ability replaces the Push ability that normal earth elementals receive.
Siphon Earth (Su): Stryker’s may, once per day, reshape themselves as a full round action to heal themselves 1d8+1 hit points. A Stryker can change its appearance and reshape them as a swift action although this does not heal them or serve any other purpose other than to serve the Stryker’s whimsy or mood. Some Stryker’s have been known to shift themselves into having spiked armor to wielding a greatsword.
Suffocation (Ex): If a Stryker confirms a critical hit with its slam attack it can forgo damage dealt and instead try to suffocate its opponent. With this attack a Stryker leaves a piece of itself in an opponent’s place where they breathe from. The creature who suffers from this attack must spend a full round action to expel the debris. Of course an opponent can hold their breath and act normally. Rules for suffocation in the Dungeon Masters Guide (pg. 304) should be followed for more information. Creatures that do not breathe cannot be harmed by this attack.
My Thoughts - If you wish to read them Spoiler:Show
When writing this I merely wanted to write something that I would use in my game. Too many times my players seem to "know" what they are facing and, even though they try not to, they tend to metagame. So I came up with a slight change to a standard elemental. Throw them off a bit...hopefully. It seems that many DMs have this problem with "those" players that buy the books so I hope that whoever reads this can find use for the Stryker in their game.
I freely admit, pardon the pun, that this isn't "earth shattering" in the overall creativity department. However, I like to think that the Stryker is easisly a "plug and play" monster and that hopeully somebody will use it.
What I wanted to push across is that the Stryker is an intelligent elemental and, because of its intelligence, it is taking sides. In game mechanics this equals alignments. While I would not go so far as saying that summoning an evil Stryker makes it an Evil descriptor spell I think that a DM should tell a PC summoner that a Strykers alignment will definatly define its intent.
As a final note I would like to offer my opinion in what I pictured Sonic and Aura sights to be. I wanted the Stryker to be a quiet and intelligent helper or killer. However I wanted to keep it a bit balanced. Good Strykers cannot see evil ones and vice versa. The Aura Sight I pictured looked like something akin to a Faerie Fire spell. The colors of either evil or good can vary by the DM.
Sonic Sight is a bit different. When a Stryker slams the ground small blue puddles form around each creature touching the ground. In game terms, the creatures 5ft.square. Of course, this can change from DM to DM.
In conclusion, I just hope that people can use the idea or it propels others to use current creatures in a different way.
Before you is a large fluorescent orange jelly. There seem to be small objects or scraps of objects floating within. A pseudopod extends from the mass and waves around, as if sniffing for something.
Mordenkainen’s Marmalade of Disjunction is a creature found wherever magical energy occurs naturally or where the land has been imprinted with strong magic by intent or as a side effect of massive magical battle or enchantment. The marmalade actually has nothing to do with the great Mordenkainen, but the creature’s effect on magic is ultimately similar to his most famous creation. While greatly feared by adventurers, nobles, and others wealthy enough to utilize magic, Mordenkainen’s Marmalade of Disjunction poses no threat to the common peasant, though engulfment can certainly be a disturbing experience.
Mordenkainen’s Marmalade of Disjunction origins are unknown. Theories tend to follow two lines of reasoning. The first suggests that they are a natural reaction to massive magical fallout. They are literally nature’s way of cleaning up lingering magical side effects. The second popular theory is that marmalades were created by a mad arcanist to destroy a rival. Either way, they can be as much a nuisance to a wizard or adventurer as a rust monster, perhaps more.
While the name and theories imply that Mordenkainen’s Marmalade of Disjunction only consumes arcane energy, the creature consumes divine magic as readily as arcane.
Using Mordenkainen’s Marmalade of Disjunction
Mordenkainen’s Marmalade of Disjunction can be placed anywhere there exists, or is reported to contain, a lasting magical aura. It is certainly possible that an aura that is reputed to exist be missing, thanks to the marmalade. Mordenkainen’s Marmalade of Disjunction will only attack if it sense magic, though this includes supernatural, spell-like, and casting abilities. If a target doesn’t move, the marmalade will not attack with its slam or damage with it’s constrict attack. It will engulf, consume any available magic and move on.
Faerun: The Forgotten Realms are filled with wild magic areas and other such effects. Any of them would attract Mordenkainen’s Marmalade of Disjunction. They would be particularly suited to the Underdark, perhaps even providing its denizens with a certain amount of light.
Eberron Mordenkainen’s Marmalade of Disjunction is similar to Eberron’s living spells and can be found anywhere a living spell might be found.
Psionics Just as Mordenkainen’s Marmalade of Disjunction will consume arcane and divine magic, it will also consume psionic energy. Follow the same rules for psionic items as for magic items. If an item or creature has power points, the marmalade drains one point per HD per turn.
Mordenkainen’s Marmalade of Disjunction Large Ooze Hit Dice: 6d10+36 (69 hp) Initiative: –5 Speed: 10 ft. (2 squares), climb 10 ft. Armor Class: 4 (–1 size, –5 Dex), touch 4, flat-footed 4 Base Attack/Grapple: +4/+10 Attack: Slam +5 melee (2d4+3, plus Magic Drain) Full Attack: Slam +5 melee (2d4+3, plus Magic Drain) Space/Reach: 10 ft./5 ft. Special Attacks: Magic Drain (save DC 16), constrict 2d4+3, improved grab Special Qualities: Arcane Sight, Blindsight 60 ft., split, ooze traits Saves: Fort +8, Ref –3, Will –3 Abilities: Str 15, Dex 1, Con 22, Int —, Wis 1, Cha 1 Skills: Climb +10 Feats: — Environment: Any Organization: Solitary Challenge Rating: 6 Treasure: None Alignment: Always neutral Advancement: 7–9 HD (Large); 10–18 HD (Huge) Level Adjustment: —
Mordenkainen’s Marmalade of Disjunction can grow to a diameter of about 15 feet and a thickness of about 6 inches, but can compress its body to fit into cracks as small as 1 inch wide. A typical specimen weighs about 5,600 pounds.
Combat Mordenkainen’s Marmalade of Disjunction attempts to envelop and drain the magic from its prey. It will attack to damage until its target no longer resists.
A Mordenkainen’s Marmalade of Disjunctions is not harmed by Dispel Magic or Anti-Magic Fields. However, if caught within an Anti-Magic Field, a marmalade will spend its entire action trying to get out of it.
Arcane Sight (Su): Mordenkainen’s Marmalade of Disjunction senses the world primarily through a continuous Arcane Sight effect as the spell. While feeding, the marmalade pursues the closest aura first, selecting the most powerful aura if multiple targets are present. As a side effect of this ability, Mordenkainen’s Marmalade of Disjunction emits a constant glow, allowing creatures with low-light vision to see by its light. Constrict (Ex): Mordenkainen’s Marmalade of Disjunction deals automatic slam damage with a successful grapple check. Improved Grab (Ex): To use this ability, Mordenkainen’s Marmalade of Disjunction must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Magic Drain (Su): Unlike most other oozes, Mordenkainen’s Marmalade of Disjunction does not gain nourishment by dissolving its prey with acid. In fact, marmalades lack the acidic quality completely. Instead, a marmalade consumes magical energy. Mordenkainen’s Marmalade of Disjunction drains a spell level per HD per turn. Any time a slam, grapple or constrict attack is successful, Magic is drained. Creatures, intelligent items, and attended items are unaffected if they succeed a Will save equal to 10 plus the marmalade’s HD. A new Will save is made per turn. Unattended items get no save. Artifacts are immune to the effect, though Mordenkainen’s Marmalade of Disjunction will still try, sometimes dying of starvation in the effort. Only one item or creature can be drained per turn.
Spell slots can be drained directly from creatures on a one –to-one basis. Spell-like abilities provide energy as the spell they mimic. At-will abilities provide energy once per turn and are effectively negated until the marmalade is removed or killed.
One-time use items and items with charges provide spell levels by the spell contained, with each draining consuming one use. Energy in excess of the marmalades per-turn limit are lost (a 6HD marmalade consuming a level 8 scroll would gain 6 spell levels and scroll would be fully consumed).
Permanent items lose one effect per turn, starting with the most powerful. Each permanent effect consumed provides the marmalade the maximum energy it can consume in one turn. If there are multiple effects of equivalent power, choose randomly. Items with bonuses and other effects lose the other effect before bonuses. For example a +2 Flaming Burst sword would last four turns, becoming a +2 flaming sword, then a +2 sword, then a +1 sword, then a mundane masterwork weapon.
Once Mordenkainen’s Marmalade of Disjunction has consumed ten times its HD is spell levels, it stops feeding, moving away to digest its meal.
Once an item is completely drained, it is abandoned. The base item become inert. Items that are consumed upon use, such as scrolls and potions are worthless, with remnants often getting stuck within the marmalade. Other items, such as weapon and armor, can be re-enchanted per the normal rules.
Mordenkainen’s Marmalade of Disjunction consumes arcane and divine magic with equal vigor.
Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to Mordenkainen’s Marmalade of Disjunction. Instead the creature splits into two identical marmalades, each with half of the original’s current hit points (round down). A marmalade with 10 hit points or less cannot be further split and dies if reduced to 0 it points.
Skills: Mordenkainen’s Marmalade of Disjunction has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Scaling Info The stat block, like all those in the three Monster Manuals, represents the weakest version likely to be found. Advancement is listed by Hit Die, and the Magic Drain ability increases in power based on HD. Marmalades with fewer HP could be encountered by presuming the Split ability has come into play one or more times.
Long ago when the world was young, as oceans formed and life begun to spread across the land by force and take root and evolve, as is its course, and impart on the world a unique face with each shore and tree stowed in its place. But often time the way was a muddle and in place of tranquility is one hungry puddle. - Excerpt from The Tome of Many Dangers: A Bard’s Guide to Things you Should Never Touch
Living Lake Colossal Ooze Hit Dice: 68d8+680 (1020 hp) Initiative: +0 Speed: 0 ft. (immobile) Armor Class: 2 Base Attack/Grapple: +51 Attack: Slam + 53 melee (3d8 + 3d8 acid) Full Attack: Slam + 53 melee (3d8 + 3d8 acid) Space/Reach: 30 ft./50 ft. Special Attacks: Acid, engulf, waterspout Special Qualities: Extended Reach, Ooze traits, Physical damage immunities, regeneration 20, transparent, Saves: Fort +32, Ref +22, Will +19 Abilities: Str 30, Dex 10, Con 30, Int -, Wis 4, Cha 4 Skills: - Feats: - Environment: Any isolated or remote area Organization: Solitary or flood (2-5) Challenge Rating: 20 Treasure: Double standard Alignment: Always neutral Advancement: - Level Adjustment: -
DESCRIPTION Living lakes look nearly identical to their mundane counterparts. To a casual observer a living lake will appear to be a pristine, calm body of water. A light tinge of blue and a gentle current complete the illusion. Plants and animals with immunity to acid often make themselves at home in the lakes. The liquid that composes the oozes body is so much like water it is more often than not described as the same liquid. Close observation will show that the liquid’s density is far greater than that of water. Drops stick together more readily and will stretch farther before breaking. The liquid is slightly warm to the touch and does not freeze as easily as water. The depth of any two lakes can vary quite a bit but is typically no more than fifty feet at its deepest point. Living lakes often form a tributary that feeds other bodies of water. Usually this runoff is only mildly acidic and is often sooty with dissolved material the lake didn’t consume.
BIOLOGY Living lakes metabolize food differently than most living things, including other oozes. The only particles that a living lake keeps are oxygen hydrogen, nitrogen. From these three components the lake is able to produce water and nitric acid. All other compounds are flushed out through the drainage canal along with excess water. Though these compounds are found in living things, they are common in most all mater and the lake knows know difference in the things it’s eating. Living things and dead mater are dissolved almost instantly while metal takes longer. In the case of adamantine and powerful magic items, simply fall to the bottom of the lake. A living lake must dissolve 100 pounds of material a day in order to stave off damage from starvation but will dissolve anything that touches it with no regard for saving or storing food for later. Feeding a lake after it has died of starvation will bring it back to life.
All known living lakes are believed to be as old as the most ancient dragons or even the fabled tarrasque. It’s unclear if they breed or if the reproduce asexually though the later is thought to be accurate by most scholars. What is clear is that they are nearly immortal and attempting to kill one is quite a bit like killing a normal lake.
MOVEMENT A living lake is not capable of tactical movement. Its overland base speed is five feet a day. Living lakes are content to stay where they are as long as they are able to get enough food.
TEMPERAMENT Living lakes are huge and powerful but are most often at rest and content to dissolve whatever materials they happen to come across. It is possible to “tame” a living lake by feeding it regularly. As long as it has a steady supply of food it will not move. Unless attacked or otherwise provoked the lake will very rarely fight. Attempting to swim, boat, or fish in a living lake is likely to provoke attack. When hungry and not enough material is falling in it will attempt to use an engulf attack to pull in material around it.
COMBAT Living lakes have three forms of attack, and whether it’s attempting a slam or an engulf attack the action looks very much the same. Though living lakes have no limbs to attack with they are cable of swelling great tides and producing huge waves. Such waves are used to deliver its attacks by raising a swell as high as twenty feet in the air and aiming to crash down on its target or surround them with rushing water to engulf them. The most devastating weapon in a living lakes arsenal is the ability to create a massive waterspout that can pound opponents with its devastating acidic waters from great distances.
ABILITIES Acid (Ex): A living lake’s acid deals damage to everything but adamantine and magic items with a total bonus more than +3. Dirt and stone are also unaffected by the acid. Contact with or submersion in the lake deals 54 points of acid damage per full round of contact (10 + ½ HD + Con. Mod). Slight contact is enough to feel that the water is extremely acidic but not enough to deal damage. Attempting to drink the water earns a burned mouth and if a character manages to actually ingest the liquid they take 3d8 acid damage and become nauseated for 1d4 hours.
Engulf (Ex): Although it is incapable of moving, a living lake can attempt to drag a living creature into its main body as a move action. It can not make a slam attack during a round in which it engulfs. Living lakes send a flood of water at its desired opponent and attempts to use riptides to drag the victim into its body. Opponents can make attacks of opportunity against the lake, 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 35 Reflex save or be engulfed and pulled to the center of the lake, 20 feet under the water; on a success, they are pushed back or aside (opponent’s choice) as water rushes around their feat to join with the rest of the creature. Engulfed creatures are subject to lakes are considered submerged in the lake until they swim out. Creatures trying to swim out of a living lake are subject to an additional -5 penalty in addition to the normal modifiers for swim. A living lake can attempt engulf attacks on victims already within its body. The save DC is Strength-based and includes a +10 racial bonus.
Extended Reach (Ex): A living lake is capable of extending one slam or engulf attack to a distance of 50 feet, much farther away that other creatures of its size.
Ooze Traits: As an ooze, a living lake is mindless and thereby immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). They are blind but have the blindsight special quality, immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight A living lake is also immune to poison, sleep effects, paralysis, polymorph, and stunning. They are not subject to critical hits or flanking. A living lake is only proficient with natural attacks and has no armor proficiency. Living lakes eat and breath but do not sleep.
Physical Damage Immunities (Ex): Attacking a living lake with a physical weapon has no effect other than a splash and getting your weapon moist with acidic water. If hit with a melee weapon the weapon takes 2d8 points of acid damage, or if hit with a natural weapon the attacker takes 2d8 acid damage.
Regeneration (Ex): No form of attack deals lethal damage to a living lake. A living lake regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If a living fails its save against a spell or effect that would kill it instantly the spell or effect instead deals non-lethal damage equal to the creature’s full normal hit points +10 (or 1030 hp). A living lake is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability. A living lake can be slain only by raising its non-lethal damage total to its full normal hit points +10 and using a wish or miracle spell to keep it dead.
Transparent (Ex): A living lake is almost impossible to distinguish from a regular body of water, even under ideal conditions, and it takes a DC 15 Spot check to notice that something is amiss. Creatures who fail to notice anything wrong may make the mistake of attempting to drink the water or
Waterspout (Ex): As a standard action a living lake can create a huge waterspout in any direction. Once a living lake has used its waterspout it can’t use it again for 1d4 rounds. The spout starts from any intersection adjacent to the dragon and extends in a direction of the living lake’s choice and extends as a line 140 feet long and five feet wide and deals 3d8 damage plus 3d8 acid damage. Creatures caught in the area can attempt Reflex saves to take half damage (Reflex DC 54) for half damage.
SOME ANSWERED QUESTIONS What if my players cast control water? Nothing, the creature is an ooze despite its liquid nature and manly water based composition.
Why can’t the lake move in combat? To move, the lake has to grab dirt from in front of it and use tides within its body to move that dirt behind it. That process is not quick.
What if the lake leaves its “bowl”? A living lake that has no area to support it flows downhill until it finds a low area to settle in.
What if my players dam part of the lake or otherwise divides it into two separate sections? The lake remains one creature but otherwise unchanged. Water removed from the main portion of the body for an extended period of time becomes inert (but still acidic) unless returned to the body.
Ricochet Size/Type: Small Ooze Hit Dice: 4d10+8 (30 hp) Initiative: -5 Speed: 30 ft. (6 squares) Armor Class: 6 (+1 size, -5 Dex), touch 6, flat-footed 6 Base Attack/Grapple: +3/-1 Attack: Slam +4 melee (1d6) Full Attack: Slam +4 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Rebound Special Qualities: Blindsight 60 ft., kinetic absorbency, ooze traits , spherical, resonant Saves: Fort +3, Ref -4, Will -4 Abilities: Str 10, Dex 1, Con 14, Int -, Wis 1, Cha 1 Skills: Jump +8 Feats: - Environment: Any Organization: Solitary Challenge Rating: 5 Treasure: none Alignment: Always neutral Advancement: 5-11 HD (small); 12-18 HD (medium); 19-24 HD (large) Level Adjustment: -
A small, translucent sphere hops into the air with a dull ring. It bounces forward, directly on a collision course. Also known as “mage’s pinballs”, ricochets are translucent spheres around 2 to 3 feet in diameter, weighing around 20 pounds. Some are grey or single tone, while others have a whole range of colors within, with swirls and striations. They move with an odd “boing” sound, always jumping from place to place, only rolling if they have been still for a long time.
Combat While mostly harmless, a ricochet “attacks” by bounding through the air and bouncing off of opponents with overrun attempts. They deliberately (at least as deliberately as an unintelligent ooze can) provoke attacks of opportunity from other creatures by moving into their square, in the chance they will be hit and sent flying. Should there be anything else in the area, then the real danger starts...
Kinetic Absorbency (Ex): Like the force effects that spawned them, ricochets are nearly impervious to physical attacks. It is treated as having a hardness of 30, though this does not grant it the ability to bypass hardness themselves. Attacks that reduce or bypass hardness reduce or bypass this effect as well.
Rebound (Ex): Ricochets can convert hit point damage into movement. Any damage stopped by their kinetic absorbency ability, above, instead increases the ricochets base speed by 1 foot for every point of damage taken, rounding off to the nearest whole square. Spells and effects with the [force] descriptor count double (that is, add 2 feet for every point of damage stopped). The ricochet will then immediately travel off in a new direction at this new top speed (treat the ricochet as “running”, and moving accordingly) provoking attacks of opportunity as normal. The direction of this travel is haphazard, depending on the angle the impact hit, so use a scatter roll to find the direction, with any result indicating the ricochet as moving towards what attempted to damage the ricochet instead meaning that it has gone straight up. Should anything be in its path, the ricochet will collide on a successful melee touch attack, dealing damage equal to its slam attack +1d6 for every extra square the ricochet has been propelled, and scatter in a new direction. The ricochet will continue to move in this manner each round, though it will lose 1 square of extra movement each round until reduced back to its normal movement value, at which point it moves normally again.
Resonant (Ex): Due to their springy consistency, ricochets don’t react normally to vibration-based attacks. Spells and effects with the [sonic] descriptor daze a ricochet for 1 round as is rings like a tuning fork, in addition to dealing damage normally.
Spherical (Ex): A ricochet has no discernible sides, simply rolling over in whatever direction they move. As a result, it cannot be tripped or otherwise rendered prone.
Skills: A ricochets natural springiness grants them a +8 bonus to Jump checks. Ricochets can always take 10 on Jump checks, even if distracted or threatened.
Ecology Ricochets are the result of force-manipulating magic gone awry. When two powerful force effects collide with each other, there is the off chance that a miniscule portion of the magic loses its directionality and instead becomes isolated, much like a pebble breaking off from the stress when two rocks are pressed together. However, whereas magical forces act upon things, ricochets only react upon things. They do not as much push against something as push back against something pushed against them, whether the ground, a weapon swing, or a magic spell. Ricochets feed off forces and kinetic energy, and for every 100 points their kinetic absorbency ability prevents, they gain 1 HD, growing a few inches in diameter. Should it survive long enough, a ricochet can grow to truly dangerous proportions, capable of flattening houses and trees. Ricochets react to movement (which implies kinetic energy) and gravity (converting potential energy into kinetic), rolling down slopes and sometimes cliffs, triggering their rebound ability from the fall damage. Because of this, ricochets tend to end up in low areas, only to roll forward when they sense something move.
The Ruination of Cities (unique advanced ricochet) Size/Type: Colossal Ooze Hit Dice: 28d10+308 (462 hp) Initiative: -5 Speed: 30 ft. (6 squares) Armor Class: 11 (-8 size, -5 Dex, +14 natural), touch -3, flat-footed 11 Base Attack/Grapple: +21/+55 Attack: Slam +31 melee (6d6+27) Full Attack: Slam +31 melee (6d6+27) Space/Reach: 30 ft./20 ft. Special Attacks: Rebound Special Qualities: Blindsight 60 ft., kinetic absorbency, ooze traits, spherical, resonant Saves: Fort +20, Ref +4, Will +4 Abilities: Str 46, Dex 1, Con 32, Int -, Wis 1, Cha 1 Skills: Jump +26 Feats: - Environment: Any Organization: Solitary Challenge Rating: 15 Treasure: none Alignment: Always neutral Advancement: - Level Adjustment: -
With a crash like a clap of thunder, a colossal black sphere impacts the ground some distance away. With an ease that belies its bulk, it immediately rises again into the air, hanging for what what seems an eternity, blotting out the sun until it comes careening down again. Called “the judgment of the gods”, “the doom sphere”, or “the deathticle”, nobody is entirely sure of the source of this ridiculously large (over 70 feet in diameter) ricochet was. Some even reason that it was created on purpose, as some sort of sick joke or revenge scheme.
Combat The ruination of cities fights just like basic ricochets, just on a far larger scale of destruction.
Design Notes: Ricochets fit the ooze type mostly because they’re formless. Though ricochets aren’t really “alive” compared to normal oozes. But they aren’t really constructs or objects, either. A ricochets CR is based somewhat off that of a gelatinous cube, bumped up because ricochets are nearly indestructible. The rebound damage might be a little too high, maybe dropping it to +1d6 for every 2 (or 3) squares added might keep the lethality down...