31 January 2015

SCARLSNIPE

Init +3
Melee Atk
 • hoof +5 (1d8)
Ranged Atk
 • Ray +5 (1d8 +1d4 Str Damage; 40' cone)
AC 18
HD 3d10
MV 30
Act 1d20+1d14
SP invisibility, immune to mental effects
Fort +6
Ref +2
Will +3
AL C

The Scarlsnipe is Tivvig's pet and mount, and it protects him fiercely. It will also act quickly to protect Voothus, but will always put Tivvig first.

Like Tivvig, the Scarlsnipe is immune to all mental-affecting spells and other such phenomenon. It can also turn invisible at will (even when not it's turn in the round) — an effect that lasts for 2 full rounds. It then must wait 4 rounds before it can use this ability again. This effect applies to things the Scarlsnipe is carrying (in saddlebags or otherwise) — and including Tivvig when he's riding the beast.

If Tivvig is "working" and has not brought the Scarlsnipe with him, it will wait with Voothus, wherever Voothus thinks best.

Click to enlarge

30 January 2015

TIVVIG

Init +1
Melee Atk
 • bite +1 (1d4)
 • claw +1 (1d4)
AC 16
HD 1d8+1
MV 20
Act 1d20
SP immune to mental effects, magical force effects, hypno eyes
Fort +1
Ref +2
Will +1
AL N

Tivvig is the brains behind a non-humanoid gang, of sorts. After Voothus (see yesterday's post) gathers some information about a target or targets, Tivvig moves in.

His approach will depend very much on what Voothus has found out. He may approach the Party while they are encamped and beg for food, meanwhile taking any opportunity to rob them of wealth and magic. Similarly, he might feign an injury.

Alternately, he might make a bolder approach, such as accusing the Party of trespassing on his land, and trust to his small size (under 3') to confuse and endear him to his targets. If Voothus has been able to gather some personal information, Tivvig might pass himself off as a soothsayer or mystic, or even as the spirit of a loved one "who has just passed" and try to infiltrate the Party that way.

His ultimate aim is to lie to their faces and make off with as many possessions of the Party as he can — whether this takes minutes or hours (or even days, if the con goes well for him).

His eyes have a mildly hypnotic effect, causing those watching him to relax and put their guard down. This serves to make his lies seem more truthful, and may give him an edge (bonus of 1d3 x 1d5 to Initiative and +2d4 to first attack and damage) if he is caught stealing.

Click to enlarge
He is immune to mental attacks and tampering of any kind. He can also ignore magical force, such as effects of the Force Manipulation spell, and any other effect that is defined as "magical force" or "magical energy" or is otherwise stemming from magic, but is not a defined "type" of effect (such as fire or cold, etc.). This "force" immunity extends to general magical bonuses on weapons.

He can mentally summon Voothus to him, calling him from a safe location once he has some swag and passing them to the hovering giant, who then carries the loot away and stashes it.

He will probably approach his marks on foot, to seem more sympathetic, but he is often otherwise astride his mount, the Scarlsnipe (see tomorow's entry).


29 January 2015

VOOTHUS

Init +0
Melee Atk
 • tail lash +5 (1d6)
Ranged Atk
 • bellow +3 (1d3, move back 1d30')
AC 16
HD 4d10
Click to enlarge
MV 30, fly 40
Act 3d16
SP stealth, darkvision
Fort +14
Ref +2
Will +9
AL N

Voothus is the scout for a non-humanoid gang. His role is to observe a possible target, gather as much information as he can, and report back to his friend, Tivvig.

The usual operation involves tailing travelers through a woods or jungle, with Voothus hovering high above them, thanks to helium bladder he can inflate on his back. Despite his immense size (18' tall if he stood up straight), he can maneuver through the canopy with great stealth (silent on a 5-in-6), and use the foliage to his advantage to conceal himself (concealed on a 9-in-10). He can also hover high above a party camping in the open at night to perform his job (silent on a 7-in-8).

While he has never spoken humanoid languages, he seems to understand them perfectly well, noting details about where a party may be going, their strengths, and what they intend to do next. Needless to say, his hearing is excellent.

If pushed to fighting, and escape is not an option (even when spending all Action Dice for extra movement), Voothus can swipe with his tail, and cry out with a forceful, resonant bellow that can force foes to retreat (this targets all individuals within a 40' arc, and up to 30' away). But escape will remain a top priority, and his attacks will almost always be made to improve his chance of escape, or to protect his friends.


20 January 2015

ZHYDO

Init +0
Melee Atk
 • slam +0 (1d12)
AC 16
HD 9d8+9
MV 40
Act 2d30
SP only damaged by cold iron, howl, magic immunity
Fort +6
Ref +4
Will +4
AL C

Zhydos are low-intelligence creatures of a huge scale, fully 30 feet in length in the largest specimens. Their eyes and hearing organs are at the ends of flexible stalks, giving them perception in all directions. They are covered in a chitinous partial exoskeleton, and attack by swinging their spinal-plates against their targets.

Their mouths, an ever-open orifice, are filled with jagged teeth and manipulating suckers which they flex to consume their prey. A zhydo aroused to combat will emit a low-frequency howl, which shakes the focus of it's opponents. This causes 6 points of Personality damage (or Wisdom) without a Save, although the damage heals faster than normal — 1 point per hour. This effect can only reduce the Personality of any individual by a maximum of 6, regardless of how many zhydos are creating the effect, or if a second encounter follows before the damage from the first is completely recovered.

Zhydos are only harmed by cold iron weapons, and are also highly immune to magic. This immunity is 100% against casters of 4th Level or below. For each Level above 4th, subtract 5% from 100% to determine the degree of immunity.

Zhydos nest in groups of 3 to 5 adults, and generally attack whomever causes them the most harm or threatens the young (when present).

16 May 2014

PSYKONS

Init +1d10
Melee Atk
 • Slam +2 (1d6, goo)
 • collapse +1 (1d3, pin, goo)
  Ranged Atk
 • Flung Goo +0 (1-in-8 blinded, goo)
AC 14
HD 1d8
MV 25
Act 1d20
SP psycho-reactive goo
Fort +7
Ref +0
Will +2
AL C

Psykons dwell deep under settlements, favoring locations where they can find humanoids in a constant dreaming state (e.g., a large hospital where some patients would always be asleep and dreaming). The psykons feed off of the brain waves of the dreamers, which in turn keeps the psykons docile.

They can become addicted to those brain waves, however, and will become violent should the dreaming stop completely. Psykons will gather and grow in number around a source, often undetected for years, and suddenly go on a terrible rampage once the dreaming stops, seeming to attack the town or city they are under for no obvious reason to the citizens.

Their bodies are similar in size and shape to those of gorillas, and their skin secretes a heavy semi-liquid wax constantly. The gooey wax causes a psychotropic reaction in humanoids on contact (1-in-100 individuals are completely immune). This reaction involves a severe change in perception, mood, consciousness, cognition and/or behavior. The effect can be avoided at each exposure with a Fortitude Save vs. DC 14.

When the creatures are docile, exposure would only likely happen by touching a psykon. However, when they are rampaging, they attack by pounding other creatures with their mighty fists, or by falling upon creatures smaller than themselves (and then pounding them while pinned, escaping being pinned takes a Str vs. Str check; individual psykons have a 3d6+6 Strength). Additionally a crowd of the beasts shambling and swaying along are going to be flinging a fair amount of the goo off in all directions, as they shake their fists over their heads in their rage, and as they slam into each other, so uncoordinated are the monsters. The blindness this may cause is entirely temporary, taking only an action or two to clear the eyes -- if one is not delusional and unaware of being blind....

When hit with the goo, humanoids are affected as follows:

Roll 1d7:

1. Attack anything that comes near, friend and foe alike, for (1d3)d4 rounds.

2. Join the psykons as if they were one of them for 1d8 rounds.

3. Paralyzed for 1d4 rounds, then 'super-charged' for the same span of time (performing double actions).

4. Severe flashback to a previous moment of extreme peril. The character spends 1d6 rounds re-living a momentous, dangerous event from their past as if it is happening now for the first time, e.g. if they were falling they fall to the ground screaming, if they were surrounded by ghouls, then they react as if that were happening now, etc.

5. Everyone they see is a family member or an old, long-absent friend. They are overcome with nostalgia or melancholy or bliss for 1d6 rounds, and remain oblivious to real dangers and events around them, interpreting everything in light of being part of their reunion.

6. Get really unhinged; eat insects, slap friends, drop weapons, hug monsters, give away money, sleep in the gutter, climb buildings, flirt with nobility, blab secrets, fold, spindle, mutilate, shake, rattle and roll... This happens for the next 1d4 days for any hour that a DC 9 Will save is failed.

7.The individual is knocked out for 1d3 rounds. Upon awakening, they suffer a lingering alteration of their persona, perhaps a new obsession or phobia, perhaps selective amnesia, paranoia, megalomania or even multiple personalities. Players should be encouraged to be creative, but should be admonished to not make choices or take things so far that they break the campaign. Effects last 1d24 months of game time.

After being hit by one of these effects, an individual is immune to the goo for 2d12 hours.

The GM should certainly develop additional options to suit their campaign.


The Psykons are featured in my entry for the One Page Dungeon Contest for 2014.