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dev-the-dm · 2 years
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Creature: Beast of Gévaudan
“ Beast of Gévaudan, feared no sword and feared no gun, sent from Heaven, the seventh of creatures. Beast of Gévaudan, for the wrath of God to come, came to sanction the mass and the preachers.
To the father and the son came the Beast of Gévaudan, terminator, a traitor, half wolf, and half machine. To the prior and the nun came the Beast of Gévaudan, a redeemer, believer, all fatal, mad, and mean. “
Divine adjudicator. Some locals from the surrounding areas of Gévaudan believe the Beast to be a creature sent by the gods to root out the persistent corruption in the heart of Gévaudan. Others believe it simply to be a pest upon the lands, preying on farmers and court officials alike. Naturally, it is true that the Beast prowls the land with the most corrupt government - but to conflate the two facts to be one divine fact is madness... right?
Bloodthirst. Those who live their lives in the vicinity of the Beast’s territory are intimately aware of its presence. It often shows itself, if only to cause fear and panic amongst the peasantry, and vanishes as quickly as it appeared. It’s true that it does occasionally attack locals with lower status, but magistrates, dukes and duchesses and attendees of the court have silently but unanimously decided to reduce social appearances everywhere. With no more corrupt counts and scheming queens on the road, the Beast is becoming impatient, and ready to unleash its frenzied eradication methods upon the higher class once again.
Hybrid nature. The Beast has two creature types: celestial and monstrosity. It can be targeted by any effect if it applies to one of its creature types.
Celestial nature. The Beast requires no sleep, food, or drink.
Lyrics from Powerwolf’s “Beast of Gévaudan”, from their album Call of the Wild.
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dndcreaturesinfo · 8 months
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Essential NPCs: Dark Priest
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dndnpcinfo · 1 year
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Admiral Beckett Brass
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monstersdownthepath · 10 days
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Hi. Fellow Pathfinder appreciator here.
I am insanely impressed with your blog. Its so full of useful and incredible stuff. I am a GM, just running a persistent campaign for five-ish of my closest friends. So much thought has gone into these posts and i find myself wondering how i can use the information you have collected and presented and created here and flesh out my world even deeper for these hooligans i play with.
Im trying to find a solution to a lore situation i have and if you have the help me i would be even more grateful to have stumbled upon you.
Im looking for an endgame (CR15-20) ooze. Something intelligent. Something unsettling. Something slightly different than a Shoggoth.
The shoggoth is too… chaotic, and unpredictable. Unfathomable.
I want something my players will understand AND be afraid of.
It doesnt have to be an ooze. Exactly. Could be a beast, or a humanoid, or a demon, that has affinity for controlling mindless/ooze types.
And i am capable of extrapolating and adjusting and tweaking monsters myself to be able to fit the bill. I just want to make sure i am not overlooking something obvious or interesting.
Anyways. Answer or not. Thanks for considering it one way or another,
And thanks for what you have already contributed to my player’s enjoyment without your express knowledge!
------
Oho, I see how it is! You think you can butter me up, shower me with compliments and praise before you spring your trap on me! Well you're RIGHT, it WORKS, i'm OVERCOME WITH HUMAN EMOTIONS
and. well, my friend, you've come to the right place, because I so happen to be an Ooze Appreciator! You'll find on this very blog not one, not two, but EIGHT beasties you could potentially use! But I recommend the Immortal Ichor; it's a powerful enough foe to serve as an endgame boss, AND a mastermind character. It's also harder to get rid of than I gave it credit for in the initial write-up, five years ago!
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pathfinderunlocked · 6 months
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King Vitreous - CR15 Aberration
Sometimes you just want a harder version of a boss.
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Artwork by Whitestar1802 on DeviantArt.
Vitreous is a giant eyeball boss surrounded by a cloud of smaller eyeballs from Legend of Zelda: A Link to the Past. I previously published a stat block for it. That stat block is CR 10. If you want a version one or two levels higher or lower, it's easy to apply the advanced, giant, degenerate, or young creature templates to it and its minions. But if you want a version five levels higher, that doesn't work so well, and this bigger and more dangerous version will work better.
Following the naming pattern of Zelda games, I've named this harder version King Vitreous.
Note that this creature has a teamwork feat, Lookout, which thanks to its Foresight of Vitreous ability, allows it and all of its minions to take a full turn in any surprise round, instead of only a standard action. Don't try to sneak up on a cluster of giant eyeballs.
King Vitreous - CR 15
Surrounded by a whole bunch of eyeballs the size of your torso is a gigantic eyeball the size of a small house. They turn independently to look at you, and a thick slime holds them together.
XP 51,200 N Gargantuan aberration (aquatic) Init +10 Senses all-around vision (while electro-vitreous minions are attached), darkvision 60 ft.; Perception +32 Aura mucus (25 ft.)
DEFENSE
AC 32, touch 32, flat-footed 29; (+8 cover, +3 Dex, +15 insight, –4 size); possibly less cover bonus; see electro-vitreous minions hp 187 (15d8+120) Fort +17, Ref +15, Will +20; -4 if no electro-vitreous minions are attached Defensive Abilities protective eyes, insight of vitreous Resist electricity 15 Weaknesses large weak point, vulnerability to slashing and piercing
OFFENSE
Speed 50 ft., swim 80 ft. Melee slam +21 (2d6+10 plus 3d8 acid plus vitreous slime) Space 20 ft.; Reach 15 ft. Special Attacks absorb spawn, trample (DC 24, 2d6+10 plus 3d8 acid plus vitreous slime)
Spell-Like Abilities (CL 15th; concentration +19)    At will—lightning bolt (DC 21)    3/day—intensified lightning bolt (DC 21)
STATISTICS
Str 24, Dex 16, Con 26, Int 1, Wis 25, Cha 18 Base Atk +11; CMB +22; CMD 51 (can’t be tripped) Feats Elemental Focus (electricity), Greater Elemental Focus (electricity), Greater Spell Focus (evocation), Intensified Spell-like Ability, Lightning Reflexes, Lookout, Spell Focus (evocation), Weapon Focus (slam) Skills Acrobatics +11, Perception +32, Swim +19; Racial Bonus +12 Perception SQ foresight of vitreous, electro-vitreous minions
SPECIAL ABILITIES
Absorb Spawn (Ex) As a swift action, a vitreous can consume one of its attached electro-vitreous minions, healing 20 hit points but killing that electro-vitreous.
All-Around Vision (Ex) While it has any electro-vitreous minions attached, a king vitreous sees in all directions at once, and cannot be flanked.
Electro-Vitreous Minions (Ex) A king vitreous is surrounded by 20 electro-vitreous creatures which can attach themselves to it. While at least 11 electro-vitreous minions are attached to it, it gains improved soft cover against attacks (+8 AC). While 6 to 10 electro-vitreous minions are attached to it, it gains soft cover (+4 AC). While 1 to 5 electro-vitreous minions are attached to it, it gains partial soft cover (+2 AC).
Any electro-vitreous that is attached to a king vitreous moves rapidly around its body to different positions. Single-target attacks against an electro-vitreous while it is attached to a king vitreous work normally, but area attacks treat 50% of the attached electro-vitreous minions as having full cover, with the king vitreous’s body blocking line of sight and line of effect from the area attack’s point of origin to those creatures. As such, only half of the attached electro-vitreous minions are affected by most area attacks (including burst, line and cone attacks, although area effects such as a cloud that do not rely on line of effect work normally).
If a king vitreous is killed, any surviving attached electro-vitreous minions immediately detach.
Foresight of Vitreous (Ex) A king vitreous gains an insight bonus equal to its Wisdom bonus (typically +7, minimum 0) to its initiative, and can never be surprised or caught flat-footed. This is already included in its statistics above.
Insight of Vitreous (Ex) A king vitreous gains a +15 insight bonus to AC and CMD. This is already included in its statistics above.
Large Weak Point (Ex) If a king vitreous has no electro-vitreous minions attached to it, any attack against the king vitreous has its critical threat range doubled. This effect doesn’t stack with any other effect that expands the threat range of an attack.
Mucus (Ex) A king vitreous drips with a slimy mucus that surrounds it. If it stays in the same location for 1 minute, the area within 25 feet of it becomes covered with this mucus. On land, this mucus covers the ground in this radius, and in water, it surrounds the king vitreous as a cloud. If the king vitreous moves, the mucus becomes inert after 3 rounds, but this duration resets if it returns to the area of the mucus.
A creature other than a variety of vitreous that enters the mucus or starts its turn there must succeed on a DC 20 Reflex save or become entangled and take 1d8 acid damage. The save DC is Constitution-based.
Protective Eyes (Ex) While any of a king vitreous’s electro-vitreous minions are attached to it, it has a +4 circumstance bonus to all saving throws. If it succeeds on a saving throw by 4 or less while benefiting from this bonus, one of its attached electro-vitreous minions is affected by the effect instead, as if the electro-vitreous failed the saving throw.
King Vitreous Slime (Ex) King Vitreous Slime: disease—slam or trample; save Fort DC 25; onset immediate; frequency 1/hour; effect 1d2+1 Con; cure —.
A creature hit by a king vitreous’s slam or trample must succeed on a DC 25 Fortitude save or become infected with vitreous slime. A creature already infected that is hit by the slam attack must make another save, and immediately take another 1d2+1 Con damage if it fails. A creature reduced to 0 Con by this effect is dissolved into slime, and thus cannot be resurrected except by true resurrection or a similar ability, since its body is destroyed. The save DC is Constitution-based.
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maggyoutthere · 2 years
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H Hello blosc fandom 👁👁
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Imma tell u about my oc because I've told all my friends about them and now only the internet is left.
I found it interesting how in the show the entire galaxy uses the exact same method to power their ships (the whole crystallic fusion thing). So I wanted to make a species that was like, the creators of this kind of fuel and give that a bit of lore since I don't think we ever got an explanation as to how they invented that?? I'm also pulling some stuff from the recent Lightyear movie so meh
So what I came up with was an alien species called Cristallians from the planet CR15-T4L that used the sources of their unique planet to create the original crystallic fusion. They eventually brought their discoveries to other planets and it spread across the galaxy. Eventually everyone figured out how to do their own crystals with the resources of their own planets and the Crystallians were forgotten to time. One of the only living Crystallians now works for Zurg for unknown reasons. Maybe they're being held captive? Didn't plan that yet :')
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garemoore · 2 months
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sports-and-leisure · 1 year
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Radio Despertador Aiwa CR15 Negro AM/FM
Radio Despertador Aiwa CR15 Negro AM/FM
Si eres un apasionado de la informática y la electrónica, te gusta estar a la última en tecnología y no perderte detalle, compra Radio Despertador Aiwa CR15 Negro AM/FM al mejor precio. Características: Radio Conectividad: AM/FM Color: Negro
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mpanighetti · 3 years
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Halloween Zero-to-Thirty Challenge Rating Challenge
October 16th Prompt: Prehistoric
Mosasaurs
Lore
Mosasauridae comprises a family of marine reptiles that have collectively prowled the oceans of countless worlds over millennia. Like cetaceans, they are air breathers and thus tend to hunt in shallow seas close to the surface and shores. Mosasaurs are known to prey chiefly upon fish as well as smaller mosasaurs and other reptiles, but like their crocodilian cousins, they have also been observed lurking just under the surface of freshwater inlets and waiting for large slow land animals to let their guard down for a drink. With a quick burst of speed, the hunter explodes out of the water, unhinging its jaws to envelop its target wholly before pulling it underwater to drown it before consumption.
It is theorized that mosasaurs evolved from semi-aquatic lizards that adapted to life fully in the ocean, predating a similar development in a branch of mammals that later became dolphins and whales. Some cultures say this trend suggests an inevitable trajectory of all living things to eventually be drawn back to the siren song of the sea and to return to fully aquatic lifestyles; that all life has not yet done so might just be seen as a limitation of our bias for living in the current era.
Dallasaurus (Challenge 1)
Lore
Seen as a crucial link in the evolution toward their seafaring descendants, dallasaurs retain some ability to operate on land, though they still favor the freedom of movement afforded by the water. They grow to around three feet long and propel themselves with their tails, reserving most of their activity on land for laying eggs or finding new hunting grounds by hopping between streams and rivers.
Attributes
Small beast, unaligned
Armor Class: 13 (natural armor)
Hit Points: 44 (8d6 + 16)
Speed: 10 ft., swim 30 ft.
STR: 13 (+1)
DEX: 12 (+1)
CON: 15 (+2)
INT: 2 (-4)
WIS: 10 (+0)
CHA: 4 (-3)
Skills: Perception +2, Stealth +3
Senses: passive Perception 12
Languages: —
Challenge: 1 (200 XP)
Proficiency Bonus: +2
Special Traits
Hold Breath. The dallasaurus can hold its breath for 30 minutes.
Pack Tactics. The dallasaurus has advantage on attack rolls against a creature if at least one of the dallasaurus’ allies is within 5 feet of the creature and isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Platecarpus (Challenge 3)
Lore
About twice the length of the average human, platecarpus is built for swift movement through the water, at the expense of losing the ability to support itself on land with its specialized fins. These mosasaurs have powerful tail muscles, allowing them to lunge toward their prey with lightning speed and quickly pull them back into the water.
Attributes
Large beast, unaligned
Armor Class: 13 (natural armor)
Hit Points: 85 (10d10 + 30)
Speed: 0 ft., swim 40 ft.
STR: 17 (+3)
DEX: 13 (+1)
CON: 16 (+3)
INT: 2 (-4)
WIS: 13 (+1)
CHA: 5 (-3)
Skills: Perception +3, Stealth +5
Senses: passive Perception 13
Languages: —
Challenge: 3 (700 XP)
Proficiency Bonus: +2
Special Traits
Hold Breath. The platecarpus can hold its breath for 1 hour.
Lurker. The platecarpus has advantage on Stealth checks made when completely submerged underwater.
Actions
Multiattack. The platecarpus makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the platecarpus can't bite another target.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target not grappled by the platecarpus. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Liodon (Challenge 6)
Lore
Residing in the middle range of mosasaur sizes, liodon can grow to over twenty feet in length. With this increased mass comes an appetite for larger meatier prey. Liodon are undiscerning hunters, preying on anything they can sink their teeth into, including predator competition such as plesiosaurs and other mosasaurs. They have refined the hunting practices of crocodiles and other reptiles and continue to prey on shoreside targets, throwing their body weight partly out of the water to stun unsuspecting prey and make them easier to drown.
Attributes
Huge beast, unaligned
Armor Class: 15 (natural armor)
Hit Points: 147 (14d12 + 56)
Speed: 0 ft., swim 60 ft.
STR: 19 (+4)
DEX: 13 (+1)
CON: 18 (+4)
INT: 2 (-4)
WIS: 14 (+2)
CHA: 5 (-3)
Saving Throws: STR +7, CON +7
Skills: Perception +5, Stealth +7
Damage Resistances: cold
Senses: passive Perception 15
Languages: —
Challenge: 6 (2,300 XP)
Proficiency Bonus: +3
Special Traits
Charge. If the liodon moves at least 20 feet straight toward a creature and then successfully grapples it with a bite attack on the same turn, the target is also stunned until the end of its next turn.
Hold Breath. The liodon can hold its breath for 1 hour.
Lurker. The liodon has advantage on Stealth checks made when completely submerged underwater.
Actions
Multiattack. The liodon makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 31 (6d8 + 4) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the liodon can't bite another target.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target not grappled by the liodon. Hit: 20 (3d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Mosasaurus (Challenge 15)
Lore
While not necessarily the longest in its family, topping off around 60 feet from tip to tail, the mosasaurus is among the most massive reptiles known, weighing up to 30,000 pounds. Much of this weight is muscle and dense bone, which prevents them from maintaining buoyancy. Combined with a need to breathe air, this keeps mosasaurus from plunging the dark depths of the seas, and thus they tend to reside relatively close to continental shores. Its primary hunting tactic is to maintain a depth just out of the reach of surface sunlight, waiting for other aquatic reptiles to surface for breath and striking from underneath.
Any prey not immediately killed by its crushing jaws is chased down until it can flee no more, a testament to the patience of this fearsome predator.
When faced with larger prey such as sailing ships, mosasaurus has developed a novel tactic of exploding out of the water and careening down on the deck. Its immense body can snap masts in twain and quickly sink the ship and all its crew with little recourse, leaving it ample time to pick off sailors and feed.
Attributes
Gargantuan beast, unaligned
Armor Class: 18 (natural armor)
Hit Points: 313 (19d20 + 114)
Speed: 0 ft., swim 80 ft.
STR: 26 (+8)
DEX: 14 (+2)
CON: 22 (+6)
INT: 4 (-3)
WIS: 16 (+2)
CHA: 5 (-3)
Saving Throws: STR +13, CON +11
Skills: Perception +7, Stealth +7
Damage Immunities: cold
Condition Immunities: frightened
Senses: blindsight 30 ft., passive Perception 17
Languages: —
Challenge: 15 (13,000 XP)
Proficiency Bonus: +5
Special Traits
Hold Breath. The mosasaurus can hold its breath for 2 hours.
Siege Monster. The mosasaurus deals double damage to objects and structures.
Actions
Multiattack. The mosasaurus makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the mosasaurus. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the mosasaurus, and takes 21 (6d6) acid damage at the start of each of the mosasaurus’ turns. If the mosasaurus takes 40 damage or more on a single turn from a creature inside it, the mosasaurus must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the mosasaurus. If the mosasaurus dies, a swallowed creature can escape from the corpse by using 20 feet of movement, exiting prone.
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed 10 feet away from the mosasaurus and knocked prone.
Breach (Recharge 5-6). The mosasaurus leaps out of the water to slam down on a target on the water's surface. The target must make a DC 20 Dexterity saving throw. On a failed save, the target takes 39 (6d12) bludgeoning damage and is pushed 10 feet underwater.
[id: monster stat block for mosasaurs, depicting a mosasaurus breaching the water's surface to bite at a fleeing pterosaur]
[Original prompt]
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pathfinder-bestiary · 5 years
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Targotha (CR 15)
This eyeless, eel-like beast has a menacing mouth and sharp fins running down its long, black-and-orange body.
XP 51,200 N Huge aberration Init +1; Senses blindsense 120 ft., darkvision 60 ft.; Perception +16
DEFENSE
AC 28, touch 10, flat-footed 26 (+1 Dex, +1 dodge, +18 natural, –2 size) hp 253 (22d8+154) Fort +16, Ref +10, Will +15 Defensive Abilities all-around vision, slippery; Immune acid, electricity, poison; Resist cold 20, fire 20
OFFENSE
Speed 10 ft., swim 50 ft. Melee bite +25 (3d6+11 plus poison), 2 razor fins +25 (2d6+11/19–20), tail slap +20 (2d8+16 plus bull rush) Ranged jolt +15 touch (12d6 electricity plus stun) Space 15 ft., Reach 15 ft. Special Attacks volatile breath (60-ft. cone, 15d6 fire or confusion, Reflex DC 28 half or Fortitude DC 23 negates, usable every 2d4 rounds)
STATISTICS
Str 33, Dex 13, Con 24, Int 2, Wis 14, Cha 13 Base Atk +16; CMB +29; CMD 41 (can’t be tripped) Feats Blind-Fight, Critical Focus, Dodge, Great Fortitude, Improved Critical (razor fins), Improved Vital Strike, Lightning Reflexes, Mobility, Spring Attack, Staggering Critical, Vital Strike Skills Perception +16, Swim +33
SPECIAL ABILITIES
Jolt (Ex) A targotha stores electrical potential that it can expend as a ranged touch attack with a range of 240 feet and no range increment. Using this ability within oil or tar reduces its range to 30 feet. A targotha cannot use this ability in water. A jolt deals 12d6 points of electricity damage, and the target is stunned for 1d4 rounds (Fortitude 28 negates the stun effect). It can use this ability once every 1d4+1 rounds, during which the targotha cannot ignite its volatile breath. The save DC is Constitution-based.
Razor Fins (Ex) A targotha’s razor fins threaten a critical hit on a 19 or 20, augmented to 17–20 by its Improved Critical feat.
Slippery (Ex) A targotha secretes a thick mucus that allows it to move gracefully through viscous fluids like tar and oil. This mucus dissolves away adhesives (such as sovereign glue, tanglefoot bags, and webs) in 1d4 rounds. Additionally, all combat maneuver checks to grapple a targotha automatically fail. The targotha automatically succeeds at any combat maneuver checks and Escape Artist checks to escape a grapple or a pin.
Tail Slap (Ex) A targotha adds 1-1/2 x its Strength modifier on damage rolls for its tail slap. It can attempt a bull rush combat maneuver against a creature struck by its tail slap as a free action without provoking attacks of opportunity. The targotha can’t move as part of this bull rush.
Volatile Breath (Ex) A targotha can breathe a cone of flammable gas as a breath weapon. As a swift action, it can ignite the gas with its jolt ability. When ignited, the gas explodes, dealing 15d6 points of fire damage in the area of the cone (Reflex DC 28 half). If not ignited, the gas confuses all creatures in the area of effect that breathe it in before the gas dissipates at the start of the targotha’s next turn. This confusion last for 1d4 rounds (Fortitude DC 23 negates). The save DCs are Constitution-based, and the confusion save DC has a –5 racial penalty.
ECOLOGY
Environment any swamp (tar seeps) Organization solitary, pair, or pack (3–6) Treasure none
Before the great starship crashed on Golarion, it traveled the stars, collecting all manner of strange specimens. One of the oddest varieties were targothas, which came from a lush planet rich in oil and tar where local fauna evolved to live in that world’s tarry seas.
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t-urbulence · 7 years
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One(?) gifset per episode || 15 Skyward
The Council discussed it, most of the knowledge seemed to be that it could not or there is no known way to destroy it, and the best means of dealing with [the Horn of Orcus] would be to reseal it in a place where it would be safe, forgotten, and hopefully never rediscovered. It was decided amongst the Council that the safest place to do that is on the distant land of Othanzia, where there is a capital city known as Vasselheim. So it was decided that they would send away for a holy container that could contain this evil without any worry of corruption or escape, carry it then via skyship over the ocean.
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dev-the-dm · 3 years
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Creature: Blue Render
The group of drow hunters closed in on them quickly, accompanied by two blueish, eyeless beasts that yelped aggressively. "Blue renders," Ruddin whispered, raising his hands in resignation. "Don't try anything with these guys."
Underdark's watch dogs. Blue renders are a subspecies of the gray render that lives primarily in underground caverns, tunnels and the Underdark. A small number of gray renders wandered into the cavern system and adapted to the surroundings: losing their eyesight to adapt to the dark. Additionally, their consumption of phosphorescent mushrooms and other plant matter caused their skin to change to a blueish hue, slightly shiny in the dark, and become a hard, reflective, tough hide. This adaptation makes the blue render strong against arcane missiles, as its skin may reflect any hit.
Companions. Blue renders, much like gray renders, still require a master to serve and protect. Many blue renders are attracted to drow, as a primary Underdark-dwelling humanoid, but some may bond to svirfneblin or even duergar. Their tough skins, aggressive nature to outsiders (once bonded) and their bloodlust in a fight makes them very suitable companions and guard beasts, and it is not uncommon to see them guard a cavedweller's house.
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dndcreaturesinfo · 9 months
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Essential NPCs: Assassins
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More Cr15 views
Heineken and cheese courtesy of the wonderful Canadians.
Banff, Alberta.
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corseque · 5 years
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Just figured out that I really dislike (as a player) when the fights we have in d&d don’t have anything to do with the characters or the story or the tone, it’s just like... oh this is x amount of hard right now, for no real reason. Can’t remember that fight afterward, since it added nothing to the narrative. And oh hey, we’re dying. Fun times, really enjoyed putting my effort and time into that. 
God I just need to DM and never be a player again, this is ridiculous. Unless it’s like... funny or spooky or giving a certain tone of what to expect, why are we doing it? Unless the fight has a story, why are we having a fight??? And why unreasoning monster-animals, like who cares? We can’t talk to them, we just kill them and go on, it’s not fun, it sucks. And the DM was like “well I’m not going to congratulate you because you only half-succeeded” and I’m like “I lost interest in this game 2.5 hours ago and would have preferred it to stop after 20 minutes, sorry”
nevermind forget about this negative shit, time to prepare for my actual fun game I made for my friends
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pathfinderunlocked · 3 months
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Eternally Cursed Child of Disaster - CR15 Oracle / Soul Warden
Every campaign needs a 4000 year old loli who uses dark magic.
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Artwork is official art from Closers, copyright Naddic Games.
This creature is based on Lucy from Closers. She uses my Simplified Spontaneous Spellcaster Template in order to make her easier to run. She's still complicated as hell to run, because she's a high level multiclassed NPC, but she's better than she would be without the template. I mean, she's got 21 spells instead of 55; that should be worth something.
This could be a powerful friendly NPC in some campaigns, but I designed her to be used as an antagonist in an adventure where the PCs were necromancers, spiritualists, dhampir, or otherwise aligned with the undead.
In the process of defeating a powerful pharaoh thousands of years ago, the eternally cursed child of disaster was sealed inside a magic sarcophagus, and cursed so that if it were ever opened and she were freed, disaster would befall the civilization that aided her. If you're using her stat block, then obviously someone set her free.
Although originally an oracle of purification and cleansing, brought along to the fight against the pharaoh to combat his curses, the eternally cursed child of disaster has been infused with necromantic power after being trapped in a cursed sarcophagus for thousands of years. She has resisted that power every step of the way though, and twisted it to learn how to use it against the undead. She despises undead, but nevertheless has gained the power to create and control them, and sometimes does so for a greater purpose, with the intention of destroying them later. Her preferred undead are mummies and crypt things.
The sarcophagus itself is a legendary artifact, and empowers its owner with negative energy that is designed to fight the living.
She begins battle by activating Death Field as a swift action for fast healing 1. If she fights undead, she is most likely to cast disrupting weapon on her coffin, then use her coffin's Whirling Disaster ability and apply the Improved Channel Smite feat to the melee attacks. Using Channel Energy as a move action is useful against undead if she doesn't have to move - which is very likely the case if she spends her standard action using Death Leaping. If fighting living creatures, she uses her spells if seriously threatened, or uses the abilities of her coffin if she thinks it's better to save resources (or needs to escape from danger with Death Leaping).
If she has allies, including undead creatures under her command, she uses death ward on them before combat starts, or casts hallow to infuse the area with death ward if she has time. She protects her allies with holy aura in combat. If she has undead creatures under her command, she'll also use mass umbral infusion. Her long range spells allow her to stay back. She casts destruction against living targets, heal against undead targets in melee range, or searing light against undead targets further away.
She has some powerful healing spells. She can use them to heal living allies, or even heal her undead minions with undeath inversion, but can't actually heal herself with them, as undeath inversion only works on actual undead creatures, not living creatures with negative energy affinity. Sucks to be her.
Ectoplasmic Spell can be used on a channel casting spell once per day with the Spectral Spells ability, but otherwise, her metamagic feats can't be used on channel casting spells, since those spells cost a unique resource instead of spell slots.
Her high ability scores and incredible gear, including a legendary artifact, increase her challenge rating by 1. As a humanoid full spellcaster, her damage is still very high for a CR 15 creature; destruction is a heck of a spell. The legendary artifact probably isn't something that your PCs will actually be able to use, unless you give them a year of downtime. If a year does pass in-game though, and they're too hesitant to attune to it, or something interferes with their attempt, you get to revive her!
Even ignoring the legendary artifact, she has 96k gold worth of other loot, which is about twice the recommended amount for a CR15 NPC. If you think that's too much, you can easily remove the belt or headband without actually lowering her ability scores, or just use up the spell components.
Eternally Cursed Child of Disaster - CR 15
The ceremonially dressed child, garbed in an ancient style of clothing, hovers above the ground, praying solemnly with her hands clasped together. Lashed to her back is a massive stone sarcophagus, which she seems to carry effortlessly - or maybe it's carrying her.
XP 51,200 Simplified human oracle 6 / soul warden 10 NG Medium humanoid (human) Init +3 Senses Perception +23 (+25 vs. undead)
DEFENSE
AC 27, touch 19, flat-footed 24 (+4 deflection, +3 Dex, +4 mage armor, +4 natural, +2 template); +1 vs. undead hp 156 (16d10+64) Fort +15, Ref +12, Will +20 (+21 vs. undead); +2 vs. negative energy, energy drain, ability damage, ability drain, ability penalties, mind-affecting (increases to +4 against fear) Defensive Abilities history of terrors, necrotic resistance Immune aging, suffocation, starvation, thirst
OFFENSE
Speed 30 ft., fly 30 ft. (poor) Melee unarmed +13 (1d3-2 nonlethal) Special Attacks channel positive energy (12/day, cannot heal, 5d6, DC 24, see text), life shell, negative energy ward, sarcophagus of the eternal disaster, spectral spells, undead imposition
Channel Casting Spells Known (CL 16th; concentration +25)     5th (1 channel/use)—breath of life, heal, undeath to death (DC 25)     4th (1 channel/use)—death ward, undeath inversion (DC 24), wall of fire     3rd (1 channel/use)—disrupting weapon (DC 22), halt undead (DC 23), searing light (ranged touch +12)     2nd (1 channel/use)—command undead (DC 22, +5 on opposed charisma checks), necromantic burden     1st (1 channel/use)—decompose corpse, detect undead, hide from undead, sanctify corpse
Oracle Spells Known (CL 16th; concentration +25)     8th (4/day)—holy aura, mass umbral infusion     7th (6/day)—destruction (DC 27)     6th (7/day)—create undead     5th (8/day)—wall of stone     4th (8/day)—hallow
Mystery reaper
STATISTICS
Str 7, Dex 17, Con 19, Int 14, Wis 18, Cha 28 Base Atk +9; CMB +7; CMD 26 (27 vs. undead) Feats Channel Smite, Combat Casting, Death Field (16 rounds/day), Ectoplasmic Spell, Greater Channel Smite, Iron Will, Necromantic Affinity, Quick Channel, Spell Focus (necromancy), Reach Spell, Spirit Beacon (undead), Weapon Finesse, Weapon Focus (sarcophagus of the eternal disaster) Skills Diplomacy +13 (+18 vs. undead), Fly +9, Heal +8, Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (religion) +21, Knowledge (planes) +21, Linguistics +3, Perception +23 (+25 vs. undead), Sense Motive +15 (+17 vs. undead), Spellcraft +11, Stealth +7 (+5 vs. undead), Use Magic Device +19 Languages Ancient Osirian, Cyclops, Common, Necril, Sphynx SQ channel casting, negative energy affinity, oracle's curse (lich), revelations (spectral spells, true death) Gear sarcophagus of the eternal disaster, amulet of natural armor +4, ring of protection +4, headband of alluring charisma +4, belt of physical might +2 (con, dex), wand of mage armor with 31 charges (already used), wand of inflict light wounds with 22 charges, spell component pouch, ioun torch, onyx worth 1200 gp, herbs/oils/incense worth 5000 gp, diamond powder worth 1000 gp, tiny reliquary worth 500 gp
SPECIAL ABILITIES
Channel Energy (Su) 12 times per day, the eternally cursed child of disaster can channel positive energy to harm undead and stagger evil creatures, but not to heal living targets. Undead within 30 ft. take 5d6 damage; a DC 24 Will save halves the damage. The eternally cursed child of disaster can exclude herself from the effects of this ability.
Channeling energy is normally a standard action. By spending 2 uses of this ability, the eternally cursed child of disaster can use it as a move action instead of a standard action, thanks to the Quick Channel feat.
Whenever the eternally cursed child of disaster destroys an undead creature using channel energy or a spell with an instantaneous duration, she regains a use of channel energy, up to her maximum of 12. She can regain only one use of channel energy per round, and can regain a up to 10 uses of channel energy per day.
Channel Casting (Su) The eternally cursed child of disaster can spend a use of Channel Energy to cast one of her Channel Casting spells. These spells cannot be cast any other way.
History of Terrors (Ex) The eternally cursed child of disaster gains a +2 racial bonus on saving throws to resist mind-affecting effects. The bonus increases to +4 if the effect is also a fear effect. This is already included in her statistics above.
Life Shell (Sp) As a standard action, as a spell-like ability, the eternally cursed child of disaster can create a dome of energy that repels undead creatures. This ability functions identically to antilife shell, except it hedges out only undead creatures and not creatures of any other type. Living creatures within the affected area gain fast healing 1 for the duration of the effect.
The eternally cursed child of disaster can activate this spell-like ability for up to 10 minutes per day. The duration need not be consecutive, but it must be expended in 1-minute increments.
Necrotic Resistance (Su) Whenever the eternally cursed child of destruction is targeted by an effect that would result in ability drain or impose negative levels, she takes 2 point of ability drain fewer and gains 2 negative level fewer than she normally would (to a minimum of 0).
Negative Energy Affinity (Su) The eternally cursed child of disaster takes damage from positive energy and heals from negative energy as if she were undead.
Negative Energy Ward (Su) Once per day, the eternally cursed child of destruction can ward a 15-foot-radius area centered on herself to protect it against undead incursions. Any undead creatures with fewer than 16 Hit Dice cannot enter the warded area. Undead with 16 or more Hit Dice must attempt a DC 20 Will save when entering the area. An undead that succeeds at its save is unharmed, and is immune to the negative energy ward for 24 hours. Failure means the creature takes 3d6 points of positive energy damage when it enters the area and it becomes staggered for 1d4 rounds. Once placed, a negative energy ward cannot be moved. The ward lasts 10 minutes.
Spectral Spells (Su) The eternally cursed child of disaster gains Ectoplasmic Spell as a bonus feat. In addition, once per day, she can cast a spell with the Ectoplasmic Spell metamagic feat as a standard action that does not increase the level of the spell.
True Death (Su) Those slain by the eternally cursed child of disaster's spells, or by one of her attacks that deals negative energy, become more difficult to bring back from the dead. Spellcasters attempting to bring such a creature back from the dead must succeed at a DC 21 caster level check or the spell fails and the material component is wasted. A successful casting of remove curse (DC 16) before attempting to bring the creature back from the dead suppresses this effect for 1 minute.
Undead Imposition (Su) As a standard action, the eternally cursed child of disaster may expend one use of channel energy to control an undead creature within 30 feet. The target can negate this effect with a DC 29 Will save. The save DC is Charisma-based. Failure means the creature falls under the soul warden’s control, obeying her commands to the best of its ability for 1 minute. This ability is otherwise identical to control undead. If she needs to make a contested Charisma check to command an undead, she gains a +5 bonus on it.
Sarcophagus of the Eternal Disaster As a standard action, at will, the eternally cursed child can activate one of the abilities of the sarcophagus of the eternal disaster:
Whirling Disaster: The owner grabs the sarcophagus off of her back, transforms the sarcophagus and its contents briefly into pure dark energy, and swings it in a circle, making melee attacks with a +2 enhancement bonus on the attack rolls against up to 5 different targets within 10 ft (typically with a +15 total bonus). Each successful attack deals 2d10 force damage, plus an additional 2d10 negative energy damage if the target is not undead. The owner must have both hands free to use this ability.
Death Leaping: The owner transforms into pure negative energy and whips forward in a 40 ft. line, re-materializing at the far end of the line. Non-undead creatures and objects in the path of the line must succeed on a DC 22 Reflex save or take 6d10 points of negative energy damage and objects take damage as per the lightning bolt spell. If the owner runs into an object or barrier and fails to burst through it, the owner appears next to the impacted object and is staggered for 1 round. Movement while in negative energy form does not provoke attacks of opportunity.
Disaster Spread: The sarcophagus opens and releases a blast of negative energy in a 30 ft. cone, dealing 6d10 points of negative energy damage to all non-undead targets in the cone. A DC 22 Reflex save halves the damage.
Entomb: The sarcophagus opens and attempts to suck an adjacent creature inside. The sarcophagus makes a special Drag combat maneuver check at a +20 bonus, which does not provoke attacks of opportunity against the owner. If the check is successful, the sarcophagus closes around the target, trapping it inside. The target is treated as if grappled and swallowed whole by the sarcophagus, as the swallow whole universal monster ability, taking 1d10 negative energy damage immediately and another 1d10 each round it remains trapped in the sarcophagus. It can break free by dealing 30 points of damage to the inside of the sarcophagus, which has 10 AC and 8 hardness, or by making a DC 22 Strength check. Damage dealt to the coffin is automatically magically repaired after 10 minutes.
Curse of the Entombed: The owner attempts to curse a creature that is currently inside the sarcophagus. The target must succeed on a DC 22 Will save or be cursed as if by the bestow curse spell.
End of the Entombed: The owner attempts to deal 10d10 negative energy damage to a creature that is currently inside the sarcophagus and already cursed by bestow curse. A DC 22 Fortitude save halves the damage. This is a death effect. If the target dies from this effect, the owner immediately becomes aware of it.
Return of the Entombed: The owner attempts to turn a dead creature inside the sarcophagus that was killed by End of the Entomed into a mummy, as if casting create undead on it. The mummification process takes 1 week, during which the coffin is sealed shut and the coffin's abilities cannot be activated (but it retains its passive properties such as weightlessness and flight). The owner can cancel this ability at any time, but if she does so, the corpse crumbles to dust.
None of the negative energy damage dealt by a sarcophagus of the eternal disaster heals undead creatures. Undead are unaffected by the negative energy damage, though they may still suffer other effects of these abilities.
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