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thecreaturecodex · 10 months
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Mater Cachinnarium
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"Truce?" © deviantArt user damie-m, accessed at his gallery here
[People who have been following the Monster Girl Summer project may have noticed that there are a few plot threads being developed alongside the big Mormo vs. Lamashtu plot. This entry ties into the sample beldam NPC and Mad Maddy Maddison]
Mater Cachinnarum CR 12 CE Outsider (native) This woman is lean and ashen-skinned, with clawed hands and jagged, saw-like teeth. Her face seems perpetually fixed in a cruel smirk.
Mater Cachinnarum is the Mother of Sneers, a notorious bogey of eastern Garund. Her wicked braying laughter is heard everywhere from bustling cities to isolated oases, and always shortly after a mutilated body or two turns up. Even more destructive than her serial killing is her delight in framing others for her crimes. She is adept at stoking paranoia and hatred, and those that escape her attacks may become scapegoats for the next murder she commits. Rumor has it that anyone executed for a crime she committed hears her laughter as they die.
The Mother of Sneers was not born a bogeyman, nor even properly born at all. She is the brainchild of a wizard named Valinus Trent. Trent was the sole survivor of an Aspis Consortium expedition into the heart of the Mwangi Expanse, and while attempting to find safety found themselves in the clutches of the beldam Mancinia Spurge. Spurge played the good host for a time before tormenting Trent and eventually trapping their soul in a black sapphire. Mater Cachinnarum is essentially a projection of the darkest parts of Trent’s psyche, their disdain for less intelligent people and fear of being bullied magnified into a shadowy murderer.
Mater Cachinnarum both resents and kowtows to Spurge, as if the gem is broken, the Mother of Sneers will immediately cease to exist. Thus, between her personal projects, Cachinnarum serves Spurge as an assassin and recruiter. Mater Cachinnarum desires an apprentice; her previous apprentice was the dark dancer Mad Maddy Maddison, who escaped her about a year ago. Mater Cachinnarum occasionally torments Maddy with nightmares, but doesn’t want to kill her—she has something much crueler planned. The Mother of Sneers is waiting a few years for Maddy to become established and develop friendships, only to murder everyone Maddy cares about and frame her for those crimes.
Mater Cachinnarum      CR 12 XP 19,200 Bogeyman variant tulpa CE Medium outsider (augmented fey, native) Init +9; Senses low-light vision; Perception +23 Aura deepest fear (30 ft., DC 28)
Defense AC 28, touch 26, flat-footed 21 (+9 deflection, +6 Dex, +1 dodge, +2 armor) hp 127 (17d6+68); terrible rejuvenation 5 Fort +11, Ref +16, Will +13; +4 vs. mind influencing effects DR 15/cold iron; SR 21
Offense Speed 30 ft. Melee 2 +1 claws +15 (1d8+2/19–20) Psychic Magic CL 17th, concentration +26 20 PE—burst of adrenaline (1 PE), burst of insight (1 PE), create mindscape (5 PE), ego whip I (3 PE, DC 22), foster hatred (5 PE, DC 24), levitate (2 PE), mind probe (4 PE, DC 23), paranoia (3 PE, DC 22), possession (5 PE, DC 24) Special Attacks sneak attack +6d6, striking fear Spell-Like Abilities (CL 16th; concentration +25) Constant—detect thoughts, tongues At will—darkness, gaseous form, ghost sound (DC 19), invisibility, suggestion (DC 22) 3/day—crushing despair (DC 23), hold person (DC 22), quickened phantasmal killer (DC 23) 1/day—nightmare (DC 24)
Statistics Str 12, Dex 23, Con 18, Int 17, Wis 16, Cha 29 Base Atk +8; CMB +9; CMD 36 Feats Dodge, Great Fortitude, Improved Critical (claw), Improved Initiative, Magical Aptitude, Mobility, Quicken Spell-Like Ability (phantasmal killer), Spring Attack, Weapon Finesse Skills Acrobatics +16, Bluff +29, Diplomacy +22, Disable Device +16, Escape Artist +19, Intimidate +32, Knowledge (local) +17, Perception +23, Sense Motive +23, Spellcraft +17, Stealth +29, Use Magic Device +23; Racial Modifiers +4 Intimidate, +4 Stealth Languages Aklo, Common, Necril, Undercommon; tongues SQ creator link, sustained by thought, variant tulpa Gear dead man’s headband, bracers of armor +2, amulet of mighty fists +1, wand of acid arrow, 700 gp
Special Abilities Creator Link (Su): A tulpa has a special link with its creator or a creature that it treats as its creator. By concentrating for 1 minute, the tulpa can sense the direction and relative distance of its creator, as long as they are both on the same plane. Deepest Fear (Su) A bogeyman is cloaked in a 30-foot aura of fear. This aura manifests as a shifting haze of images that reflect the viewer's deepest fears. The first time it ends its turn within the aura, a creature must make a DC 28 Will save or become shaken for as long as it stays within the aura. If the creature succeeds at the saving throw, it cannot be affected again by the aura for another 24 hours. This is a fear effect. The DC is Charisma-based. Striking Fear (Su) If a bogeyman confirms a critical hit or a sneak attack with one of its claws on a target currently suffering a fear effect, that effect automatically becomes one step more severe (shaken creatures become frightened, frightened creatures become panicked, and panicked creatures cower in fear). A DC 28 Will save negates this increase. In addition, a critical hit from the bogeyman's claw forces any target that has successfully saved against the creature's fear aura to make another Will save against its effects, even if 24 hours have not yet passed. This is a fear effect. The DC is Charisma-based. Sustained by Thought (Su): Tulpas sustain themselves on and gain their power from the mental energy of living creatures concentrating on the tulpa itself. Tulpas do not heal or regain psychic energy naturally. Instead, whenever a living creature spends at least 10 minutes mentally picturing the tulpa, or interacting with it in some way, the tulpa heals 5 hit points and gains 1 point of psychic energy. A creature other than its creator can't provide more than 5 hit points and 1 PE to the tulpa per day with this activity, but its creator can feed its tulpa indefinitely, granting 5 hit points and 1 PE for every 10 minutes she spends in this way, up to the tulpa's maximum hit points and PE. A creature that regularly spends time mentally picturing or interacting with the tulpa may eventually forge a powerful link with the tulpa, and effectively be treated as though she is the tulpa's creator (though this does not supplant the original creator or other creatures treated as the creator by use of this ability). A creature other than the creator that focuses on the tulpa enough to provide it with psychic energy each day for 7 consecutive days must succeed at a DC 20 Will saving throw or forge such a link. Terrible Rejuvenation (Su) A bogeyman gains fast healing 5 while any creature within its deepest fear aura is suffering from a fear effect, including any fear effect created by the aura itself. Each round it gains this fast healing, it also recovers 1 PE. Variant Tulpa Mater Cachinnarum does not have a creator in the sense of a traditional tulpa. Her existence is tied to the gem in which Valinus Trent is trapped in. As long as this gem exists, she returns from death 1 month after slain, but if the gem is broken and Trent is freed, she is destroyed. Mater Cachinnarum does not gain the mental form special quality of a tulpa, and does not gain a racial bonus to skills. Her psychic magic can affect any creature, not just herself and a creator. Her terrible rejuvenation allows her to heal without being in the presence of a creator.
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thecreaturecodex · 1 year
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Mad Maddy Maddison
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“Eccentric Jester” © London Workman, accessed at their ArtStation here
[This is one of many iterations of my “goth clown” persona, tailored to a low level game and with more emphasis on the clown. I created her for a freeform game run by @abominationimperatrix​, which we haven’t gone back to yet. I do hope to. The Harley Quinn influence is very much intentional.]
Mad Maddy Maddison CR 3 CG Humanoid (dark folk) Clad in mismatched and brightly colored jester’s motley, this tiny woman is thin, muscular and pretty. At first glance she might appear to be wearing stage makeup, but her gray skin and black lips are their natural color.
Mad Maddy Maddison has had a very complicated and strange life already in her nineteen years, and is excited to see what happens next. She was born to a clan of dark folk living in the Darklands beneath the Brazen Peaks, and the caligni callers selected for her to be a dancer, one of the dark folk who act as intermediaries between settlements. Unfortunately, that meant that her wanderlust started at a very early age, and she managed to get separated from her family. She was found and given a home, but unfortunately it was by Mater Cachinnarum, the Mother of Sneers. This wicked bogeywoman pops up in nightmares throughout eastern Garund, and tried to raise Maddy to do the same. Even though Maddy was raised by Cachinnarum for a solid decade, she held true to her overall sense of kindness and good humor, and escaped by the grace of Cayden Cailean, who has a soft spot for all orphans and runaways.
Maddy made it to the bustling city of Katapesh where she currently works at the Night Circus, an entertainment troupe in the Night Markets. At the Circus, she is a talented juggler, percussionist, clown and occasional pickpocket. Her favored instruments are the zills. Maddy has a fascination with death and the undead, having been surrounded by ghouls and skeletons in Mater Cachinnarum’s care, and she is learning how to affect them with her magical music. She’s also working on making friends, something she’s never had a lot of. Her closest friend is a flumph named Taktii, who has given dire warnings about monsters in space. Maddy currently finds this concept more intriguing than scary.
Maddy stands a whole two and a half feet tall and carries a club as long as she is tall. She has a caffeine addiction, and rarely goes a day without several cups of coffee.
Mad Maddy Maddison  CR 3 XP 800 Dark dancer bard 2 (dirge bard) CG Small humanoid (dark folk) Init +4; Senses Perception +8, see in darkness Defense AC 17, touch 15, flat-footed 13 (+1 size, +4 Dex, +2 armor) hp 33 (4d8+12) Fort +3, Ref +10, Will +3; +4 vs. death effects, energy drain, fear, necromancy Defensive Abilities haunted eyes Offense Speed 30 ft. Melee masterwork greatclub +5 (1d8+1) Ranged dagger +7 (1d3+1/19-20) or improvised weapon +7 (1d4+1) or splash weapon +8 (varies) Special Attacks bardic performance (13 rounds, countersong, distraction, fascinate, inspire courage +1), dark curse, death throes, sneak attack +1d6 Spells CL 2nd, concentration +5 1st (3/day)—cure light wounds, fumbletongue (DC 14), hideous laughter (DC 14), ray of enfeeblement (DC 14) 0th—detect magic, mage hand, message, open/close, prestidigitation Statistics  Str 13, Dex 18, Con 16, Int 14, Wis 8, Cha 16 Base Atk +2; CMB +2; CMD 16 Feats Point Blank Shot, Throw Anything Skills Acrobatics +9, Bluff +8, Climb +10, Diplomacy +8, Escape Artist +9, Knowledge (arcana, religion) +7 (+8 vs. undead), Perform (comedy, percussion) +8, Perception +8, Sleight of Hand +9, Stealth +17; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth Languages Common, Dark Folk, Kelesh SQ poison use, secrets of the grave Gear masterwork greatclub, 5 daggers, leather armor, 4 bells, masterwork zills, wand of disguise self (25 charges), alchemist fire (x4), holy water (x4), 3 doses black smear poison, 1 dose oil of taggit, coffee pot, mortar and pestle, 5 lbs coffee, jewelry worth 30 gp, 13 gp Special Abilities Dark Curse (Su) As a standard action, a dark dancer can make a touch attack against a foe and curse it. The foe must succeed at a DC 12 Will saving throw to resist the effects. Creatures that fail the saving throw take a –2 penalty on all Dexterity and Charisma-based skill checks. This curse is permanent, but the victim of this curse can attempt a new saving throw each day. Death Throes (Su) When a dark dancer is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must succeed at a DC 13 Fortitude save or be dazzled for 1d6 rounds. Other dark folk within 20 feet must succeed at a DC 13 Will save or be shaken for 1 round. The save DC is Constitution-based. Haunted Eyes (Ex) Maddy gains a +4 bonus on saves against fear, energy drain, death effects, and necromantic effects. Secrets of the Grave (Ex) Maddy gains a bonus equal to half her bard level on Knowledge (religion) checks made to identify undead creatures and their abilities. A dirge bard may use mind-affecting spells to affect undead as if they were living creatures, even if they are mindless (though spells that affect only humanoids do not affect them, even if they were humanoids in life). In addition, she may add one necromancy spell from the spell list of any arcane spellcasting class to her list of spells known at 2nd level and every four levels thereafter.
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