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Post by Aaron Ramsby on Apr 12, 2006 13:38:39 GMT -5
This area is to list and post information on new and old creatures and things that will test the players limits.
Old Creatures or Lost Relics - Legion of One - Mist Fiends - Half Elementals - Mystick Boxes - Flesh Eaters - Wandering Spirits
*Please any and all information posted here will be taken as helpful information to continue the work on this.
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Post by Aaron Ramsby on Apr 12, 2006 13:43:05 GMT -5
Legion of One -
“Our messiah died generations before he could become our god. One of our most devout created the way for our lord to continue to follow the path deemed most worthy. Adapt or die, we adapt our surroundings but we fail to adapt ourselves. We will adapt or lord until he is perfect and then we will follow in his stead...” ~ Dictated By Zion Tarsk
Many people through out the ages have dared to believe they had the power of a god. Very few have had the physical power to make others believe it, and out of those privileged few only one has risen to true power. This one man whose name has been lost to time, had one simple rule. Survival of the fittest, only those fit to survive, will survive at all cost. Those that survive, will continue to adapt to become perfect.
The followers of this path found a way to magically recreate their gods body to make hundreds if not thousands at a time. Each of these bodies were altered in different ways as a test of survival. Any endeavor this big is bound to draw attention and this one did just that. It was deemed as evil and many perished but once again this was deemed as survival of the fittest. Thousands perished in this fight for survival, it served as a teaching tool for the believers.
Secrets soon became the new strength of this order, the order seemed to have disappeared. The truth is, they hid underground under the very nose of the ones that condemned them. This new found strength allowed them to contact new found allies. No one knows why they would contact abominations, but contact them abominations they did. Through trade and bribes, they ended up collecting large amount of information and ways to alter their fellow followers. Due to the same secrecy that protected them, it is widely thought that these temples or laboratories have possibly been lost or lost communication with the others. This is only speculation due to the remains we found with in one of these labs....
*Special table below for alterations to clones...
Clone Modification Table A 01 - 70 Non-Modified 71- 95 Clone Modifications ( B ) 96 - 00 Grafts and Symbiont's ( C )
Modification Table B 01 - 10 Muscle Enhancements 11 - 20 Adrenalin Injectors 21 - 30 Steel Tendons 31 - 40 Poison Spine 41 - 50 Death Spores 51 - 60 Chitinous Scales 61 - 70 Bio-mechanical Shell 71 - 80 Epidermal Blades 81 - 90 Regenerative Fluid 91 - 94 Endorphin Injectors 95 - 98 Hive Body 99 - 00 Roll Twice
Modification Table C 01 - 40 Grafts ( Use Graft Table ) 41 - 80 Symbiont's (Use Best Discretion) 81 - 00 Roll Twice
Graft Table 01 Beholder Grafts 02 Fiendish Grafts 03 Illithid Grafts 04 Undead Grafts 05 Yuan-ti Grafts 06 Roll Twice
Poison Spine - This mutation created a barb or spine that secretes a poison into anyone or thing struck by this attack. (Considered Natural Attack ) * Poison Type: Injury, DC 17 (Fort), Initial Damage 2D6, Secondary Paralysis 3D6 Minutes
Chitinous Scales - The skin on this creature has hardened in sections all across the body providing a natural AC bonus that stacks with any other current natural armor. * +3 Natural AC bonus
Hive Body - This mutation is overtly strange and uncomfortable for others to see it. The entire back of this creature is one massive hive for insects. * Summon swarm once per day or automatically cast at aggressor(s) at half HP or less.
Epidermal Blades - When threatened, or attacked hidden blades under the skin burst forth to defend and attack aggressors. * See Armor Spikes, when active same rules apply. At time of activation, the base creature loses 1D4 HP. Activation last for a full day before being absorbed back into the body and the muscles connected to the blades relax.
Regenerative Fluid - When these creatures are hurt in any way, a thick white substance oozes out of the wound and hardens in an instant, this allows the damage to later heal at an accelerated rate. * Fast Heal 2
Bio-mechanical Shell - Armored plates are bolted to the creatures back, plus a new set of eyes are grafted to the sides of this creatures head. * Can not be flanked.
Endorphin Injector - A large fleshy bulb is at the base of the neck, allowing this mutation to ignore any type of pain or fear. These abominations are known to fight well past death. * Fights till -10 HP and immune to fear.
Muscle Enhancements - Muscle fibers have been grafted to the subject, this increases their strength but given a few hours the subject’s heart bursts. * When activated, the subject gains +10 STR for 1D6 hours. After the time period is over the base creature dies instantly.
Adrenalin Injectors - Situated in glands set across the body, these adrenalin injectors when active raise the reaction time for a short time. * When active, base creature has the affects of Rage (see barbarian) and the Haste spell for 10 rounds.
Steel Tendons - This creatures reaction time is greatly enhanced by having it’s tendons replaced by other tighter tendons and some extra glands. * Add 20' to base movement, +4 to initiative.
Death Spores - Deadly mold spores line the subjects lungs in a dormant state until the time of death. When the subject dies, these spores are released into the air to infect others. * In a 30' around the body, a green gas escapes at the time of death. (Fort DC 13, loose 1D4 Str, Con, Dex for one hour.)
Legion - Rippers These foul creatures are almost identical in groups or even in pairs. Sent out in teams, these things tend to scout and coordinate attacks. Their flexibility and skills make them incredibly affective and dangerous. One of the highly intelligent of the Legion, oddly they are not used as generals but battle field control.
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Post by Aaron Ramsby on Apr 12, 2006 13:44:16 GMT -5
Mist Fiends - Where they come from, no one truly knows. These things haunt, or some would say patrol ruins at night. It is not known why they disappear during the day or where they go. Wrapped in shadow, and made out of mist, these fiends are as much a mystery as they are deadly. In some tropical areas where these creatures reside, frozen bodies and even flash frozen animals have been found in and or near the ruins these creatures inhabit.
The truth behind these strange creatures is possibly more disturbing then the creatures them selves. During the last and final days when the worst aspects of war was being unleashed, the unluckiest survived in a way. Survivors of these magical affects became separated from their physical forms and transformed into something akin to soul wraiths. Cast into a dark and burning cold realm, these creatures suffered for what must have been an eternity. In some way, they found their way back to our realm to sap our life and heat from our living bodies.
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Post by Aaron Ramsby on Apr 12, 2006 13:46:31 GMT -5
Mystick Boxes - A few years ago, a famous explorer's body was found in a blast crater. Gladly his corpse covered the remains of his personal journal. No one is quite sure if the journal entry is prevalent but we are providing it here just in case.
~ Today has been very exciting, we entered what at first we felt was a crypt. What we found instead was a treasure room in the likes we have never seen before. We quickly divided up to scour the area, several well places and interesting traps were found. We speculate that the people of the time were very concerned about their personal wealth or possible safety. The amount of traps we found, and accidentally set off were amazing, why would someone build in excess of twenty traps for just one room of gold and jewels?
That is before we found the box, I know this sounds odd coming from me, but it took all our breath away. It is a small box that is heavily encrusted with jewels and has an odd musical quality to it when open. It is the darnedest thing. When it is opened, I have witnessed strange images flashing and dancing within the box. Doing some serious divining of the device has given me nothing important except for incredibly low spells that even the most basic of magic users could use when just beginning in their career. I have only used the box for moments, something does not seem right about it, the way it pulls me to want to open it. I am about to witness the full tune and imagery this box creates in the slim hope I can figure out what this infernal thing was made for. This is the most confounding but interesting mystery I have found yet.
I will get back to you with my findings... ~
Mystick boxes were clever devices made to assassinate high nobles. Using magical means, they created the boxes capable of making fun music and images for 10 rounds before exploding in the energy picked at the time of creation. (Fire, Acid, Sonic, Ice, Electricity)
Small boxes the size of a match box do - 5D6 to 20' DC 20 for half damage.
Medium boxes the size of a sandwich do - 10D6 to 40' DC 25 for half damage.
Large boxes are the size of a 1' by 1' container, and they do 10D10 to 60' DC 35 for half damage.
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Post by Aaron Ramsby on Apr 12, 2006 19:37:06 GMT -5
The Legion of One is one man (or at this late stage creature) made into many beings at the same time. Not all of the experiments work out, but some work out so well that they become more then just templates. The longer the templates live, the more powerful they become and adaptable to their enemies. This one fact makes these things dangerous in the extreme, gladly they come in groups that seem to constant examples...
Argoth a human fighter...
Legion - Ripper Medium-Size Humanoid Aberration Hit Dice: 1D6+2 Initiative: +4 Speed: 30' AC: 17 (+4 Dex, +3 Studded Leather), Touch 14, Flat-Footed 13 Attacks: +1 Hand Claws Damage: Hand Claws 1D6+1 Face/Reach: 5' by 5'/5' Special Qualities: Darkvision 60', Spider Climb at will Saves: Fort + , Ref + , Will + Abilities: Str 11, Dex 18, Con 14, Int 11, Wis 11, Cha 8 Skills: Hide +5, Listen +3, Move Silently +3, Spot +3 Feats: Alertness ______________________________________________________ Climate/Terrain: Any Organization: Solitary, or in groups of 3-5+ Challenge Rating: 1 Treasure: Standard Alignment: Lawful Evil Advancement: As Rogue, Scout, or Swashbuckler (Swashbucklers will be more intelligent but less dexterous, so trade Dex with Int on that class.)
These strange and oddly quiet creatures are the scouts of the Legion. There hunch backed appearance belies their fierce abilities in combat and has caused many heroes to die due to their misconceptions. Blue skin is stretched tightly across the frame of this creatures body and pulls tightly where the armor is connected. Thick bolts hold fast the studded leather, and metal shackles encase the hands with claws for self defense. These creatures are the masters of swift attacks that take others off guard. They will use their spider climb to gain any advantage they can, and a common tactic with this is to burn buildings around their enemies to strike from above and use the smoke as cover. Never let your back to one of these things, they love sneak attacks...
Legion - Lurker Medium-Size Humanoid Aberration Hit Dice: 4D10 +8 Initiative: +1 Speed: 20' AC: 19 (Dex +1, Full Plate +8), Touch 11, Flat-Footed 18 Attacks: +9 Bastard Sword, +8 Short Sword Damage: Bastard Sword 1D10+8, 1D6+8 Face/Reach: 5' by 5'/5' Special Qualities: Darkvision 60' Saves: Fort + , Ref + , Will + Abilities: Str 18, Dex 12, Con 14, Int 11, Wis 11, Cha 8 Skills: Listen +3, Spot +3 Feats: Alertness, Weapon Focus: Bastard Sword, Throw Anything (See complete Fighter) ______________________________________________________ Climate/Terrain: Any Organization: Solitary, or in groups of 3-5+ Challenge Rating: 4 Treasure: Standard Alignment: Lawful Evil Advancement: Barbarian or Fighter
Walking tanks, this Legion fighter is a compact and vicious fighter. One of the most remembered things about this creature is not the fact that it kills with out hesitation but like all of the Legion, this creatures armor is nailed to his flesh. Some people have wondered if there is actually any skin left under the metal, but rare few have survived long enough to find out. Instead of worrying about tactics, this creature wades into combat to become the most effective it can be.
Legion - Goliath Large -Size Humanoid Aberration Hit Dice: 12D8+51 Initiative: +1 Speed: 40' AC: 17 (Size -1, +1 Dex, +7 Natural Armor), Touch 10, Flat-Footed 16 Base Attack/Grapple: +9/+24 Attacks: 2 claws +20 melee (2D8+11) Full Attack: 2 Claws +20 melee (2D8+11) and Bite +13 melee (2D4+5) Face/Reach: 5' by 10'/5' Special Qualities: Darkvision 60' Saves: Fort +12, Ref +9, Will +9 Abilities: Str 33, Dex 13, Con 19, Int 5, Wis 12, Cha 8 Skills: Listen +10, Spot +13, Swim +14 Feats: Alertness, Endurance, Run, Toughness, Weapon Focus: Hand Claws ______________________________________________________ Climate/Terrain: Any Organization: Solitary, or in groups of 2-3+ Challenge Rating: 8 Treasure: Standard Alignment: Chaotic Evil Advancement: Adding Plate Mail (+3 CR), or as Barbarian
This great and feral creature is about the size of an ogre, but built even more massively. The torso and upper chest is overly built, much like some primates. This provides a hunched over approach, and look to the creature. It's head is contained with in a simple, but over bearing helmet that still allows the creature to bite down on targets. These brutes are mindless embodiments of destruction, carnage and death. Tactics hold no bearing to them, their only wish is to tear, kill and eat anything in it's path. These villains are normally found in tanks of sedatives and or chained down, not so much as fear for it hurting it's self, but for fear of it's handlers dying in their attempts to herd it to the enemy.
"If you want the perfect beast of war, unleash what is most feared in the hearts of men, this is what the Goliath is for..." Once coined by... Zion Tarsk"
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Post by Aaron Ramsby on Apr 14, 2006 0:47:10 GMT -5
Clock Work Lure (Small Construct) HD 1D10 HP 8 AC 14 Base Movement 20' Attack: 2 Slams +5 Melee Damage: Slam 1D4-3 Face/Reach: 1.5' / 1.5' Language: Draconic Saves: Fort: +3 Ref +4 Will +2 Str 5 Dex 14 Con - Int 8 Wis 10 Cha 14 ______________________________________ Climate/Terrain: Any Organization: Solitary Challenge Rating: 0.5 Treasure: Standard Alignment: Neutral Advancement: None
Small little clock work constructs shaped into small little men with beards, these little creations must have been popular at one time because they are widely found in dungeons or city ruins. Their normal tactic if set to guard a place is to dangle something of value off a long stick in it's hands and then to run down halls or small holes with traps placed in them so the unwary are caught.
Clock Work Guide (Tiny Construct) HD 1D10 HP 8 AC 16 Base Movement 35' Attack: 2 Slams +6 Melee Damage: Slam 1D4-3 Face/Reach: 1.5' / 1.5' Language: Draconic Saves: Fort: +3 Ref +4 Will +2 Str 5 Dex 14 Con - Int 8 Wis 10 Cha 14 ______________________________________ Climate/Terrain: Any Organization: Solitary Challenge Rating: 0.5 Treasure: Standard Alignment: Neutral Advancement: None
This little clock work cousin is made in the image of a woman, mostly doll like in looks, it is a strange little contraption. It speaks in Draconic and seems to lead people around giving tours when found. Sometimes set to lead people into ambushes, but mostly you can get great information from them.
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