Friday, February 26, 2010
Abyssal Headlesses
These horrible maimed wretches are as varied as the demons of the abyss in appearance, but all share the trait of having no head - just a bloody stump for a neck.
Abyssal Headless CR 15
CE size large monstrous humanoid (outsider, undead)
Init: +1 Senses: tremorsense 60 ft.
Languages: none
AC: 30 (+1 dex, +20 natural, -1 size) touch 10, flatfooted 16
HP: 199 (HD 30d12)
Immune: mind-effecting and illusions, fire, poison & electricity
Resist: 15 cold, acid & sonic
DC 15 / magic
Fort: +18 Ref: +9 Will: +13
MV: 40 feet
Attack: claw +28 (1d8+12) or greatclub +27 (2d8+18)
Full Attack: 2 claws +26 (1d8+12) or greatclub +27 / +22 / +17 (2d8+18)
Attack Options: improved grab, rend, combat reflexes
Space / Reach: 10 ft. / 10 ft.
Base Attack: +15 Grapple: +39
Abilities Str 34, Dex 10, Con -, Int -, Wis 14, Cha 6
SQ: tremorsense 90 feet, senseless, undead traits
SA: improved grab, rend
Feats: Improved Grapple, Weapon Focus (claws), Combat Reflexes, Iron Will, Improved Natural Armor (7 times)
Skills: climb +46, jump +46
Rend (Ex): If a headless hits with both claw attacks it can automatically rend for 4d6+18 damage.
Improved Grab (Ex): If a headless hits with a claw attack it can start a grapple as a free action that does not provoke an attack of opportunity. Once it establishes the grapple it can either attack with it's claws at a -4 penalty or it can roll a grapple checks to deal claw damage.
Senseless (Ex): having no heads, these creatures are blind, deaf and dumb. Beyond the reaches of their tremorsense, they are not aware of their surroundings.
Thursday, February 25, 2010
Burning Treant Husks
This blackened, shrieking, humanoid tree rushes toward you, its panicked expression back-lit by the blazing fire in its foliage.
Burning Treant Husks CR 15
CE size huge plant (outsider, undead)
Init: -1 Senses: darkvision
Languages:abyssal, common
Aura: creatures within 5 feet take 3d6 fire damage
AC: 29 (-2 size, -1 Dex, +22 natural), touch 7, flat-footed 27
HP: 187 (HD 28d12)
Immune: mind-effecting and illusions, fire, poison & electricity
Resist: 15 cold, acid & sonic
DC 15 / magic
Fort: +18 Ref: +9 Will: +11
SR: 20
MV: 30 feet
Attack: slam +32 (2d6+18)
Full Attack: 2 slams +30 (2d6+18) and 3d6 fire
Attack Options: trample 2d6+18 and 6d6 fire, (DC 32 Reflex for half damage)
Space / Reach: 15 ft. / 15 ft
Base Attack: +15 Grapple: +31
Abilities Str 37, Dex 8, Con -, Int 12, Wis 16, Cha 12
SQ: plant traits, undead treaits
SA: trample
Skills: climb +46, jump +46
Thursday, February 04, 2010
Asteroth: Demon Liche
In the centuries since then he has served as a mercenary wizard, enchanter and sage to many of the most powerful and important personages of the underworlds. None know where his sanctum lies.Asteroth is the creator of the spell Asteroth's Snare.
His normal form is a towering skeletal humanoid with the skull of a jackal and glowing, red eyes, but often he appears in other guises. He leaves a trail of ash wherever he walks.
Asteroth CR 22
Size Large Undead Outsider (Evil)
Wizard 17
Alignment: Neutral Evil
Languages: Abyssal, Telepathy to 100 feet
Senses: darkvision, Listen +12, Spot +15
Initiative: +6
AC: 26 (flatfooted 19, touch 14), +1 dodge bonus against one target, +4 with Shield cast, +4 vs. attacks of opportunity when moving
DR 15 / bludgeoning and magic and 10 / adamantium from Stoneskin
Hit Dice: (22d12)
Hit Points: 136
Saves: Fortitude: +11, Reflex: +13, Will: +21
Immune: cold, electricity, paralysis, mind-affecting attacks, poison, acid
Resist: 20 cold, 20 fire
Aura: fear (affects creatures of 5 HD and less within 60 feet, Will DC 24 negates)
Turn Resistance: +4
Spell Resistance: 29
Speed: 40 ft.
Attacks: +13 negative energy touch
Damage: 1d8+5 (Will DC 24 halves) and permanent paralysis (Will DC 24 negates)
Face / Reach: 10 ft. / 10 ft.
Feats: Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, Forge Ring, Improved Initiative, Mobility, Scribe Scroll, Spell Penetration, Greater Spell Penetration
Special Abilities & Qualities: See Below
Abilities: STR 17 (+3), DEX 15 (+2), CON - (-), INT 28 (+9), WIS 18 (+4), CHA 19 (+4)
Skills: Appraise 10; Balance 2; Bluff 5; Concentration 29; Decipher Script 9; Diplomacy 9; Hide 11; Knowledge (Arcana) 28; Knowledge (Architecture and Engineering) 10; Knowledge (Dungeoneering) 9; Knowledge (Geography) 10; Knowledge (History) 13; Knowledge (Local) 14; Knowledge (Nature) 10; Knowledge (Nobility and Royalty) 14; Knowledge (Religion) 12; Knowledge (The Planes) 15; Listen 12; Move Silently 10; Ride 4; Search 17; Sense Motive 13; Spellcraft 30; Spot 15; Survival 3; Swim 1;
Possessions: Amulet of Natural Armor +3; Ring of Protection +3; Bracers of Armor +4; Cloak of Resistance +4; Headband of Intellect +4; Wand of Cat's Grace; Wand of Scorching Ray (11th level caster); Wand of Lightning Bolt (10th level caster); Wand of Magic Missile (9th level caster); Wand of Polymorph; Wand of Suggestion;
Spell-like Abilities (as 17th level wizard, save DC 19 + spell level): At-Will: alter self, greater teleport. 3/Day: geas, true seeing
Wizard Spells:
Spell Save DC:19 + spell level
Mana: 193
Level 0 (4 / day): Arcane Mark, Daze, Detect Magic, Touch of Fatigue
Level 1 (7 / day): Identify, Ray of Enfeeblement x 2, Shield, True Strike, Charm Person, Protection From Good
Level 2 (6 / day): Mirror Image, Detect Thoughts, Invisibility, Resist Energy, Touch of Idiocy, Web
Level 3 (6 / day): Blink, Slow, Fly, Fire Ball, Vampyric Touch, Protection From Energy
Level 4 (6 / day): Enervation, Fire Shield, Greater Invisibility, Mass Reduce Person, Stoneskin, Resilient Sphere
Level 5 (6 / day): Feeblemind, Baleful Polymorph, Telekinesis, Dominate Person, Wall of Force, Cloudkill
Level 6 (5 / day): Flesh to Stone, Globe of Invulnerability, True Seeing, Greater Dispel Magic, Repulsion
Level 7 (4 / day): Mage's Sword, Spell Turning, Finger of Death, Force Cage
Level 8 (3 / day): Horrid Wilting, Clenched Fist, Temporal Stasis
Level 9 (2 / day): Mass Hold Monster, Time Stop
Summon Daemon: once per day, Asteroth can summon 3d6 Canaloths or 2d4 Nycaloths with 100% chance of success, or 1d6 Nycoloths or 1 Ultroloth with a 50% chance of success. See the Manual of the Planes for statistics of these fiends.
Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.
Turn Resistance (Ex): A lich has +4 turn resistance.
Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
Thursday, July 31, 2008
Shadow Swarm
Shadow Swarm
Size/Type: Large Undead Swarm (Incorporeal)
Hit Dice: 7d12 (56 hp)
Initiative: +2
Speed: 0 ft. Travel only by shadows (see Shadow Jump text below)
Armor Class: 16 (+3 dex, +2 deflection), touch 14, flat-footed 12
Base Attack/Grapple: +4/—
Attack: Incorporeal touch +6 melee (1d4 Str)
Full Attack: 4 attacks/round Incorporeal touch +6 melee (1d4 Str)
Space/Reach: 10 ft./5 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves: Fort +3, Ref +5, Will +6
Abilities: Str Ø, Dex 16, Con Ø, Int 6, Wis 10, Cha 14
Skills: Hide +14*, Listen +7, Search +5, Spot +13
Feats: Alertness, Dodge, Mobility, Spring Attack
Environment: Any
Organization: Swarm (8-12 per swarm)
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-12 HD (Huge), 13-17 HD ()
Level Adjustment: —
A shadow swarm can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.
A shadow swarm is a group of 8-10 weightless shadows 4 to 5 feet tall. Shadows cannot speak intelligibly, but emit high-pitched shrieks when they fly in swarms.
Combat
Shadows hunt in the night sky, traveling great distances.
Strength Damage (Su): The touch of a shadow swarm deals 1d4 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow swarm dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow swarm becomes a shadow and joins the swarm within 1d4 rounds.
Shadow Jump (Su): A shadow swarm has the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadow swarm can jump up to a total of 20 feet each round in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two HD higher than 7, the distance a shadow swarm can jump each round doubles (40 feet at 9, 80 feet at 11, and 160 feet at 13). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Skills
Shadow swarms have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow swarm gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.
Wednesday, July 02, 2008
Thoul
Thoul
Size/Type: Large Undead Giant
Hit Dice: 7d12+36 (83 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+16
Attack: Claw +9 melee (1d6+6 plus paralysis)
Full Attack: 2 claws +9 melee (1d6+6 plus paralysis) and bite +4 melee (1d6+3 plus paralysis)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9, ghoul fever, paralysis
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, scent, undead traits, +2 turn resistance
Saves: Fort +11, Ref +6, Will +8
Abilities: Str 23, Dex 14, Con Ø, Int 6, Wis 9, Cha 6
Skills: Listen +3, Spot +4, Balance +3, Climb +3, Move Silently +4
Feats: Alertness, Iron Will, Multiattack
Environment: Cold mountains, warm swamps
Organization: Solitary or gang (2-4)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-10 HD Huge
Level Adjustment: -
A Thoul is a troll which has become a ghoul. Thouls walk upright but hunched forward with sagging shoulders, and drag their feet slightly. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are somewhat agile.
A typical adult thoul stands 8 feet tall and weighs 400 pounds. Females are slightly larger than males. A thoul's rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.
Thouls speak Giant, though barely intelligibly.
Combat
Thouls try to attack with surprise whenever possible, for instance from behind cover. Once engaged, thouls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.
Rend (Ex): If a thoul hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a thoul. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Ghoul Fever (Su): Disease—bite, Fortitude DC 14, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
Paralysis (Ex): Those hit by a thoul's bite or claw attack must succeed on a DC 14 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.
Tuesday, January 29, 2008
Faduardo Gantonín
Faduardo lived his life mostly in the Phyloctæte. Raised heck in the other human lands with his psychotic wanderings and musings, traveling the many continents gathering reagents and challenging his contemporaries to duels. Eventually Faduardo was consumed by his obsession and became a lich, turning himself on his old friends and causing major problems for the people he served for so many years.Born the middle child to a family of successful merchant nobles, Faduardo was both pampered by his nurses and neglected by his family. This developed a deep megalomania within him, and by puberty he was an incorrigible sociopath. A brilliant child, he was enrolled in a finishing school that included some magical training. In his lust for power he began to dabble in dark arts and the worship of evil powers when out of sight of his tutors. He succeeded in blending these veins into a mix of wizardly study and the use of evil spirits.
After leaving school he realized the commercial potential in crafting magic items for others. It also tickled his ego that others wanted so badly the power that he had harnessed for himself that they would pay thousands of gold for what he considered flashy trinkets. Thus began a long career for him of supplying magical items to any who would pay. The proceeds of this enterprise and his own crypt raiding have allowed him to create many hidden strongholds in addition to his storefronts.
Eventually the thought of his success and his riches brought jealous and greedy foes to his doorstep. After one particularly vicious campaign against him that included multiple poisonings of his meals and attacks by assassins in his sleep he became determined to find a way to overcome his mortality. Thus did he seek out and eventually learn a process by which he could die yet live on: lichdom.
Now, many years later, he has retired from the public spotlight. His presence is often felt, unknown, as he will often feed magical arms to both sides of a conflict, and then soar on dragon's wings above the battle, watching with glee.
This is a story arc for the party once they reach level 16 or so. Turns out that he was behind some of the earlier problems they had: perhaps he was feeding minor villains evil magic items or providing help to them in other ways, and thereby causing strife in the region.
Presented below are his statistics, including spells he might prepare if he is anticipating conflict of some type. If attacked typical tactics are to dimension door away and cast defensive spells before returning to slay his foes. Defensive spells can include: shield, shield of faith, magic vestment, fire shield, spell resistance, freedom of movement and antilife shell. If running low on offensive spells he may cast polymorph (juvenile red dragon), haste, divine power and aid before meleeing with foes.
CE male human lich wizard 3 / cleric 3 / mystic theurge 10 / crafting artifacer 2
size medium undead CR 20
Init: +1 Senses: darkvision 60 ft.
Listen +7 Spot +7
Aura: 5 ft. fear aura (DC 21 will save)
AC: 21 (+5 natural armor, +1 dex, +5 armor)
or 32 (same and +4 deflection, +4 shield, +3 enhancement to armor from spells)
Damage Reduction: 15/bludgeoning and magic
Fortitude: +11 Reflex: +8 Will: +27
Resistance: SR 18, turn resistance +4
Immunities: cold, electricity, polymorph, and mind-affecting attacks
Attack: +6 touch 1d8+5 negative energy (DC 21 fort. save for half) + paralysis
Full Attack: +6 touch 1d8+5 negative energy (DC 21 fort. save for half) + paralysis
Atk Options: paralyzing touch (DC 21 fort. save)
Space / Reach: 5ft / 5ft
Abilities: Str: 11 Dex: 13 Con: - Int: 18 (24) Wis: 19 (25) Cha: 14
Feats: Scribe Scroll, craft wand, craft arms & armor, forge ring, skill focus (concentration), craft wondrous item, spell focus (necromancy), improved spell focus (necromancy)
Skills: Concentration +31, Craft +28, Hide +9, Knowledge (arcana) +15, Knowledge (dungeoneering) +14, Knowledge (nature) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Search +15, Spellcraft +28.
SQ: Damage Reduction 15 / bludgeoning and magic, SR 18, turn resistance +4, immune to cold, electricity, polymorph, and mind-affecting attacks
Wizard Spells Prepared: (DC 17 + spell level + 2 for necromancy spells) - as 15th level caster
0th (5/day): many
1st (6/day): shield, ray of enfeeblement, reduce person, magic missile x3
2nd (6/day): mirror image, false life, blindness (DC 21), blur, invisibility, scorching ray
3rd (10/day): displacement, haste, blink, slow, dispel magic, vampyric touch x2, fireball x2, lightning bolt
4th (5/day): fire shield, dimension door, improved invisibility, black tentacles, charm monster
5th (5/day): magic jar (DC 24), dominate person, teleport, overland flight, cone of cold
6th (4/day): circle of death (DC 25), greater dispel magic, acid fog, chain lightning
7th (3/day): finger of death (DC 26), avaculate, awaken undead
8th (1/day): horrid wilting (DC 27)
0th (6 / day): any
1st (7+1 / day): protection vs good, divine favor, command, necrotic awareness
2nd (7+1 / day): shield of faith, aid, necrotic cyst
3rd (6+1 / day): magic vestment, protection from energy, necrotic bloat, clutch of orcus, sheltered vitality
4th (5+1 / day): freedom of movement, divine power, necrotic domination, undead bane weapon
5th (4+1 / day): slay living (DC 24), necrotic burst, summon undead v
6th (3+1 / day): anti-life shell, harm, necrotic eruption
7th (3+1 / day): blasphemy, destruction, energy ebb, necrotic tumor
* domain spell
Domains:
Artifice: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level.
Corruption: Once per day you may target a single creature and know exactly what the creature wants most in the world, resisted by a Will save (DC 12+ wisdom bonus).
Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.
Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.
When polymorphed into a red dragon and enhanced with the spells listed above, his stats are changed as follows:
AC: 41 (+15 natural armor, +0 dex, -1 size+5 armor and +1 dodge, +4 deflection, +4 shield, +3 enhancement to armor from spells)Fortitude: +11 Reflex: +8 Will: +27
Move: 70 ft, fly 180 ft
Attack:
Full Attack: 2 bites as above and 2 claws +27 (1d8 +4) and 2 wings +27 (1d6+4)
Abilities: Str 29 Dex 10
Monday, October 22, 2007
Spider Zombie
Hit Dice: 5d10+15 (42 hp)
Initiative: -1
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +5/+12
Attack: Bite +7 melee (1d6+4 plus poison)
Full Attack: Bite +7 melee (1d6+4 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: poison
Special Qualities: Darkvision 60 ft., low-light vision, damage reduction 5/slashing, undead traits
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 12, Dex 12, Con Ø, Int Ø, Wis 10, Cha 1
Skills: Climb +11, Move Silently +11, Spot +4
Feats: Toughness
Environment: Warm hills
Organization: Solitary or cluster (2-5)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: —
Spider zombies were once spiders of a different (s)ilk who were slain, but never properly lain to rest. They typically become affected by their own poisons and succumb to an affliction that leaves them in limbo, where they make tasty fleshy treats for zombies, ghouls, and wights.
A typical spider zombie's body is 8 feet long. It weighs about 700 pounds.
Spider zombies cannot speak; instead they gibber, and clip their mandibles together in a slow, haunting rhythm.
Combat
Undead spiders tend to inhabit graveyards and mausoleums. They usually spin webs that cling to the trees, where they await their prey. Indoors, they span the corners of the room, where they hide in the darkness beyond the light of a torch.
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.
Damage Reduction (Ex): A spider zombie has damage reduction 5/slashing. Spider zombies are lumbering masses of flesh.
Skills
A spider zombie has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Alternates:
Spider Ghoul
Spider Wight
Also creepy, usually after these beasts pass from undeadness, they become ghost spiders.
Saturday, August 11, 2007
Drop Vine
This undead plant grows over common dungeon passages and gaps in the forest.These wandering vines wrap themselves around trees and survive on moonlight through a process called lunasynthesis. They slowly draw nutrients from the soil and their unwilling hosts, invading dimly-lit natural groves, mausoleums and other such locales where they can acquire better sustenance from the fluids of corpses.
Underground, these plants' roots and tendrils will often stick through the soft soil ceilings of natural caverns, which drop down upon their tender prey.
Drop Vine CR 5
Undead plant
Neutral Evil Medium plant
Init: +2 Senses: Blindsight 45 ft. Listen +1, Spot +1
Aura: Fatiguing Radiance 30 ft.
Languages: none
AC: 16 (+5 Natural, +1 Dex) touch 11, flatfooted 15
HP: 70 (HD 8d12)
Immune: Unholy
Fort: +5 Ref: +2 Will: +3
Weakness: Holy
MV: 10 ft.
Attack: +3 vine 1d6+3
Full Attack: 2 attacks with +3 vine 1d6+3
Attack Options: improved grab
Space / Reach: 10 ft. / 10 ft.
Base Attack: +6 Grapple: +17
Abilities Str 16 Dex 13 Con - Int 3 Wis 12 Cha 13
SQ: undead and plant traits
SA: improved grab, blood drain
Feats: Improved Grapple, Weapon Focus Tendril
Skills: +8 Move Silently
Possessions: whatever was left by previous victims: standard treasure.
Improved Grab (Ex): Upon a successful melee attack, drop vines can attempt to start a grapple with their enemies. Upon a successful grapple, they will draw their victims in toward their central body. If they are successful, they get another attack.
Blood Drain (Ex): At the start of its round, each living creature caught in a grapple with a drop vine will take 1d4 points of constitution damage.
Blindsight (Ex): Drop Vines have no visual organs but can ascertain all foes within 45 feet using sound, scent, and vibration.
Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.
Undead and Plant Traits:
- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
- Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
- Immunity to poison, sleep effects, paralysis, polymorph, stunning, disease, and death effects.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
- Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Tuesday, July 03, 2007
Root of All Evil
Intelligent enough to comprehend many languages, these malign plants tend to contemptuously refuse to communicate with anything not evil and powerful enough to speak the dark speech.
The root of all evil is covered in many all-seeing eyes which gleam like rough gemstones.
To maintain the element of surprise or to escape battle, roots of all evil can burrow into the ground and merge with plants.
Root of All Evil CR 16
Undead plant
Chaotic Evil Huge plant
Init: +7 Senses: Blindsight 45 ft. Listen +1, Spot +6
Aura: Fatiguing Radiance 30 ft.
Languages: dark speech (something evil)
AC: 30 (+20 Natural, +2 Dex, -2 Size) touch 10, flatfooted 19
HP: 150 (HD 17d12)
Immune: Unholy
Fort: +18 Ref: +6 Will: +14
Weakness: Holy
MV: 20 ft., burrow 20 ft.
Attack: +17 vine 1d8+8, spells
Full Attack: 8 attacks with +15 vine 1d8+8
Attack Options: improved grab, swallow whole
Space / Reach: 20 ft. / 20 ft.
Base Attack: +16 Grapple: +27
Abilities Str 26 Dex 15 Con - Int 18 Wis 12 Cha 17
SQ: undead and plant traits
SA: improved grab, blood drain, meld into plant, Swallow Whole,
Feats: Improved Grapple, Combat Reflexes, Weapon Focus Vine, Sunder,
Skills: (160 points) +22 Hide, +22 Move Silently, +8 Search, +29 Spot, +21 Listen,
Possessions: Deep in the maw of the Root of all Evil is "something beyond your wildest dreams." A table of items held within the root is below. Their hundreds of eyes are actually gems, so they too count as treasure.
Meld into Plant (Su): This ability functions identically to the spell meld into stone except that it allows the Root of all Evil to merge with plants instead of stone. The plant melded with must be as large of larger than the Root of all Evil.
Improved Grab (Ex): Upon a successful melee attack, roots of all evil can attempt to start a grapple with their enemies. Upon a successful grapple, they will draw their victims in toward their gaping maws, where they swallow them whole.
Swallow Whole (Ex): Once swallowed by a root of all evil, characters begin taking 1d4 points of wisdom damage and 2d6+8 points of bludgeoning damage per round. A DC 21 Will save is required to avoid the wisdom damage.
Blood Drain (Ex): At the start of its round, any living creature caught in a grapple with a root of all evil will take 2d4 points of constitution damage.
Spell-like Abilities (Su): 3/day control plants (undead plants only), diminish plants
Blindsight (Ex): Roots of all evil can see all foes within 45 feet using it's many eyes, sound, scent, and vibration.
Fatiguing Radiance (Su): Any living creature within 30' of a root of all evil must succeed on a DC 21 fortitude save or become fatigued for as long as they remain in proximity to the undead plant and for 2d6 rounds after they leave it's aura. The Fortitude save is Charisma based.
Roots of all evil recieve a +8 racial bonus to Spot and Search checks due to their many eyes.
Undead and Plant Traits:
- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
- Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
- Immunity to poison, sleep effects, paralysis, polymorph, stunning, disease, and death effects.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
- Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Tuesday, June 05, 2007
Zombie (Ettin)
These zombie ettin have been reanimated by ettin priests. They like "ettin' brains," but don't find that the least bit funny.
Zombie (Ettin)
Size/Type: Large Giant
Hit Dice: 14d12 (110 hp)
Initiative: +1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 16 (-1 size, -1 Dex, +5 natural, +3 hide), touch 6, flat-footed 16
Base Attack/Grapple: +7/+17
Attack: Morningstar +12 melee (2d6+6) or javelin +5 ranged (1d8+6) or slam +12 melee (1d8+6)
Full Attack: 2 morningstars +12/+7 melee (2d6+6) or 2 javelins +5 ranged (1d8+6) or 2 slams +12 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: single actions only (per living head), darkvision 60', superior two-weapon fighting, DR 5/slashing, undead traits
Saves: Fort +3, Ref +1, Will +9
Abilities: Str 23, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills: Listen +10, Spot +10
Feats: Alertness, Iron Will, Power Attack
Environment: Cold hills
Organization: Any
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral evil
Advancement: -
Level Adjustment: +5
As undead, these ettins have the following features:
- No constitution; uses charisma for constitution checks
- Darkvision to 60'
- Immunity to all mind-affecting effects
- Immunity to poison, sleep, paralysis, stunning, disease, death effects
- Not subject to critical hits, non-lethal damage
- Cannot heal damage on its own
- Immunity to all effects that require a Fortitude save
- Do not breathe, eat, or sleep
Zombie ettins are two-headed giants that stand 12 feet tall with a slight hunch to their backs and weigh three to four thousand pounds. In their living lives, they live about 75 years. In zombie form they go on indefinitely, their reanimated bodies wandering the night until they can be freed through destruction.
Ettin have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. In this zombie form, the pidgin is even more pronounced, making them harder to understand than in living form. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 15, and for someone who speaks all three, the DC is 10.
Combat
Zombie ettin prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, an ettin usually fights furiously until all enemies are dead.
Superior Two-Weapon Fighting (Ex): Most zombie ettin fight unarmed, groping their prey with their sharp claws and mangy giant arms, though some fight with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons, or one hand unarmed.
Damage Reduction (Ex): An ettin zombie has damage reduction 5/slashing. Zombies are lumbering masses of flesh.
Skills
An ettin's two heads give it a +2 racial bonus on Listen, Spot, and Search checks.
Image by Joe Calkins.
Sunday, April 22, 2007
Death Root
These haunting roots thrive on the roots of other plants, sucking the nutrients out through a series of hollow thorny spikes that they slowly grow into their plant prey until these hosts die, at which time they move on to another plant host. When they discover animal prey nearby, they have the ability to spring into action, curling their thorny rooted selves around their opponents, grappling them and sucking out their life energies. These roots usually hang out over cavern floors and around existing root systems, where they await juicier prey.
Death Root CR 9
Undead plant (subterranean, solitary)
Neutral Evil Large plant
Init: +4 Senses: Blindsight 45 ft. Listen +1, Spot +1
Aura: Fatiguing Radiance 30 ft.
Languages: none
AC: 20 (+10 Natural, +1 Dex, -1 Size) touch 10, flatfooted 19
HP: 80 (HD 9d12)
Immune: Unholy
Fort: +11 Ref: +4 Will: +7
Weakness: Holy, Natural Light
MV: 10 ft.
Attack: +7 vine 1d6+7
Full Attack: 4 attacks with +8 vine 1d6+8
Attack Options: improved grab
Space / Reach: 10 ft. / 10 ft.
Base Attack: +7 Grapple: +19
Abilities Str 25 Dex 13 Con - Int 3 Wis 12 Cha 13
SQ: undead and plant traits
SA: improved grab, blood drain
Feats: Improved Grapple, Combat Reflexes, Weapon Focus Tendril
Skills: +14 Move Silently
Possessions: whatever was left by previous victims: standard treasure.
Improved Grab (Ex): Upon a successful melee attack, death roots can attempt to start a grapple with their enemies. Upon a successful grapple, they will draw their victims in toward their central body, where, at the start of the next round, the roots begin sucking their blood through tiny hollow needles.
Blood Drain (Ex): At the start of its round, each living creature caught in a grapple with a death root will take 1d4 points of constitution damage.
Blindsight (Ex): Death roots have no visual organs but can ascertain all foes within 45 feet using sound, scent, and vibration.
Fatiguing Radiance (Su): Any living creature within 30' of a death root must succeed on a DC 15 fortitude save or become fatigued for as long as they remain in proximity to the undead plant and for 2d6 rounds after they leave its aura. The Fortitude save is Charisma based.
Camouflage (Ex): Since a death root looks like a normal plant root system when at rest, it takes a DC 20 Spot check to notice it before it attacks.
Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.
Undead and Plant Traits:
- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
- Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
- Immunity to poison, sleep effects, paralysis, polymorph, stunning, disease, and death effects.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
- Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Labels: CR 9, creature, undead
Thursday, April 12, 2007
Creeping Vine
Underground, these plant's roots and tendrils will often stick through the soft soil ceilings of natural caverns, from which they will grab and draw up their prey.
Creeping Vine CR 7
Undead plant
Neutral Evil Large plant
Init: +2 Senses: Blindsight 45 ft. Listen +1, Spot +1
Aura: Fatiguing Radiance 30 ft.
Languages: none
AC: 20 (+10 Natural, +1 Dex, -1 Size) touch 10, flatfooted 19
HP: 70 (HD 8d12)
Immune: Unholy
Fort: +10 Ref: +3 Will: +7
Weakness: Holy
MV: 10 ft.
Attack: +7 vine 1d6+7
Full Attack: 4 attacks with +7 vine 1d6+7
Attack Options: improved grab
Space / Reach: 10 ft. / 10 ft.
Base Attack: +6 Grapple: +17
Abilities Str 24 Dex 13 Con - Int 3 Wis 12 Cha 13
SQ: undead and plant traits
SA: improved grab, blood drain
Feats: Improved Grapple, Combat Reflexes, Weapon Focus Tendril
Skills: +12 Move Silently
Possessions: whatever was left by previous victims: standard treasure.
Improved Grab (Ex): Upon a successful melee attack, creeping vines can attempt to start a grapple with their enemies. Upon a successful grapple, they will draw their victims in toward their central body, where, at the start of the next round, the roots begin sucking their blood through tiny hollow needles.
Blood Drain (Ex): At the start of it's round, each living creature caught in a grapple with a creeping vine will take 1d4 points of constitution damage.
Blindsight (Ex): Creeping Vines have no visual organs but can ascertain all foes within 45 feet using sound, scent, and vibration.
Fatiguing Radiance (Su): Any living creature within 30' of a creeping vine must succeed on a DC 15 fortitude save or become fatigued for as long as they remain in proximity to the undead plant and for 2d6 rounds after they leave it's aura. The Fortitude save is Charisma based.
Camouflage (Ex): Since a creeping vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.
Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.
Undead and Plant Traits:
- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
- Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
- Immunity to poison, sleep effects, paralysis, polymorph, stunning, disease, and death effects.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
- Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Tuesday, August 29, 2006
Creature: Mummer

Mummer CR 7
Neutral evil medium undead (incorporeal)
Init: +6 Senses: Darkvision 60'
Listen +1 Spot +14
AC: 15 (+2 dex, +3 deflection) touch 15, flat-footed 13
HP: 70 (HD 10d12)
Immune: undead immunities
F: +3 R: +5 W: +8
MV: fly 30 ft (perfect)
Attack: +7 incorporeal touch (1d6 cold)
Full Attack: +7 incorporeal touch (1d6 cold)
Space / Reach: 5 ft / 5 ft
Base Attack: +5 Grapple: -
Abilities: Str: - Dex: 15 Con: - Int: 9 Wis: 12 Cha: 16
SA: Wail of Despair
Feats: Weapon Finesse (incorporeal touch), Ability Focus (wail), Improved Initative, Dodge
Skills: Spot +14
This medium sized, vaguely human shape has amorphous, billowing robes of black and grey. It is cowled and appears to be wearing a mask, such as one would wear to a funeral. The mask is the only part of the creature which appears solid, and the rapid clattering of it's mouth is the only sound it makes.
Mummers are coalesced from the negative energy left over from some tragic event such as a funeral or the slaughter of innocents. Being born out of misery and rage they seek to feed on those emotions from the living.
Wail of Despair (Su): Any creatures hearing a mummer's wailing suffer 1d6 points of charisma damage unless they succeed at a DC 20 Will save (this DC is Charisma based, and is a sonic, necromantic effect). The wailing of a mummer cannot be heard beyond 30' of the creature. Creatures completely drained fall unconcious.
Incorporeal: Having no physical body, incorporeal creatures are immune to all nonmagical attack forms. They can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects.
