Text
Now I'm getting really interested in this creature. Do you think it would be possible for a wizard to have a cabrichocho familiar, probably with the Imprived Familiar feat?
Thank you. ^^
Cabrichocho
“The Lab” © Anna Foley, accessed at her deviantArt page here
[Commissioned by @wannabedemonlord, the last of their Spanish monster series. The original prompt made them sound pathetic and lonely, whereas what sources I could find elsewhere made this creature just super horny and gross. I went for the sadder version. The original is just a blue sheep, but the search for art made me make it truly monstrous in appearance.]
Cabrichocho This small, withered creature looks something like a lamb but with grotesquely distorted features and a vaguely humanoid face. Its fleece is a bluish color.
A cabrichocho is at one disgusting and pathetic, a malformed creature with a kind heart that wants nothing more than to be loved. Feeling that their appearance is so grotesque that they could not be loved at sight, they frequently hide themselves from view and attempt to converse with passersby. They may throw their voices to avoid detection, claim to be an invisible fairy or ghost, or otherwise dissuade their conversation partners from trying to get a good look at them.
Unfortunately for a cabrichocho, their blood and hide is useful for the manufacture of many magical items, making them a tempting target for wizards and alchemists who know their true nature. Some cabrichocho are so desperate for someone to talk to that they let their loneliness get the better of their sense and come into the open and walk into traps. Although they can headbutt opponents and fly magically for short periods of time, their best defense is their own hideousness, which can send enemies retching and unable to act.
A cabrichocho is an omnivore of the most delicate type, feeding on the sap of trees, the nectar of flowers and butterflies. They are peripatetic creatures and rarely stay in one place for very long. This frequent movement is both in order to try their luck finding new friends and in order to avoid attracting hunters. No two cabrichocho look alike, as their deformities are uniquely awful. One might have an overlong neck barely supporting its head, while another may have many misshapen limbs sticking out at odd angles, and a third could be covered in weeping sores or vestigial eyes and teeth.
Continua a leggere
330 notes
·
View notes
Text
Well, now THIS is one cool creature! Instant fave, and I love how much its features remind me so much of real-life octopi. XD
Cephalonoid
Image © Terryl Whitlatch, accessed at CG Channel here
[Sponsored by Soluman Blevins, based on art that Terryl Whitlatch did for her book Principles of Creature Design. At one point in development, I intended for this to be one of the illithidae, but found myself getting more and more sympathetic to it, so changed the alignment away from evil. Thus, they became the rarest of monsters; an octopus creature whose behavior is actually based on that of an octopus.]
Cephalonoid CR 12 N Aberration This creature looks like a hybrid of an octopus and a carnivorous dinosaur. Its head is like that of an octopus, except that its beak is on a long stalk, emerging visibly from the nest of tentacles growing from its face. It walks on all fours, but it can rise on its hind legs like a gorilla. Its fingers and toes are jointless and tentacle-like, and a row of suckers runs down its back and along the upper surface of its tail. A coiling shell grows from the crown of its head, with an inflatable pouch beneath it.
Cephalonoids are strange sapient predators that resemble a hybrid of mollusk and vertebrate. They are amphibious, hunting either above or below the waves and then hiding underwater in order to sleep. Cephalonoids are curious and voracious creatures, and spend much of their lives either hunting or playing. These two activities are perhaps synonymous, as cephalonoids seem to enjoy playing with their food.
A cephalonoid’s primary strategy is to grapple prey and crush it while it struggles to escape. Their beaks are more extensible than those of true cephalopods, but still possess a shorter reach than its many grasping limbs. Creatures bitten by a cephalonoid are injected with a numbing venom, all the better to cut their struggle short and make them easier to constrict. A cephalonoid can spray toxic ink, which can form a concealing and enervating cloud both above and below water. They are highly resistant to mind-influencing magic, which has led some scholars to suspect that they have a link to aboleths, illithids, or one of any number of tentacle horrors with mental powers. Cephalonoids show these creatures no love, and may in fact prey preferentially on them if their ranges overlap.
Unlike the octopus they resemble, cephalonoids are long-lived creatures, with lifespans that can extend up to fifty years. They are territorial amongst their own kind and do not tolerate intrusion, except during mating season or in the guarding of eggs. Female cephalonoids lay their eggs in colonies called gardens, where they watch over them, fasting for months until they hatch. The young are then left to fend for themselves, and may be mistaken for mundane octopus for a few years before their skeleton grows in and they begin to move about on land. Cephalonoids do not understand concepts like domestication or private property, and may come into conflict with humanoids above or below the waves for raiding livestock.
Cephalonoid CR 12 XP 19,200 N Gargantuan aberration (aquatic, amphibious) Init +8; Senses blindsight 30 ft.,darkvision 60 ft., Perception +17
Defense AC 24, touch 10, flat-footed 20 (-4 size, +4 Dex, +14 natural) hp 171 (18d8+90) Fort +11, Ref +12, Will +14; +4 vs. mind-influencing effects DR 10/magic and [slashing or piercing]; Immune poison; SR 23 Defensive Abilities decentralized brain
Offense Speed 30 ft., swim 30 ft. Melee bite +18 (2d4+9 plus poison), 2 slams +18 (2d6+9 plus grab), tentacles +18 (4d8+9 plus grab), tail slap +16 (1d12+4 plus grab) Space 20 ft.; Reach 20 ft. (10 ft. with bite) Special Attacks constrict (4d8+15), ink cloud, master grappler
Statistics Str 30, Dex 19, Con 21, Int 7, Wis 16, Cha 12 Base Atk +13; CMB +27 (+35 grappling); CMD 46 Feats Bleeding Critical,Critical Focus,Defensive Combat Training, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Multiattack (B), Power Attack Skills Climb +20, Escape Artist +24, Perception +17, Stealth +15, Swim +28; Racial Modifiers +10 Escape Artist, +4 Perception, +8 Stealth Languages Aquan
Ecology Environment any ocean or coast Organization solitary, pair or garden (3-8) Treasure incidental
Special Abilities Decentralized Brain (Ex) A cephalonoid’s intelligence is distributed through its entire body. This grants it a +4 racial bonus on all saving throws against mind-influencing effects. Ink Cloud (Su) As a standard action, a cephalonoid can create a cloud of ink in a 30 foot radius, either above or below water. This ink impedes vision as a fog cloud spell, and creatures in the area must succeed a DC 24 Fortitude save or be sickened and staggered for as long as they remain in the cloud and for 1d4 rounds thereafter. A cephalonoid can make an ink cloud once per minute. This is a poison effect, and the save DC is Constitution based. Master Grappler (Ex) A cephalonoid gains a +8 racial bonus to CMB checks made to grapple; this replaces the usual +4 for creatures with the grab special attack. A cephalonoid does not take a penalty to grappling without having two free hands, and can grapple up to four creatures smaller than itself at the same time. Poison (Ex) Bite—injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d4+1 Str; cure 2 saves. Tentacles (Ex) The oral tentacles of a cephalonoid are treated as a single primary natural weapon.
50 notes
·
View notes
Text
D&D 3.5 to PF1e Conversion: Black Rock Triskelion
I have finally converted the last of the evil Elemental Avatars. I give you, the Black Rock Triskelion!
Well, not much to say about this one. I played around with its feats, mostly, so that it could do a better job as a destroyer. It felt a little weak for a CR 18 creature, so I hope this is closer to the mark.
Again, any suggestion is welcome.
BLACK ROCK TRISKELION
Image (c) Wizards of the Coast, illustration by J. Nelson
A living pillar of darkened stone, its frame covered in spikes and sharp ridges, lumbers on three stout, elephantine legs. It has three short arms, each ending in a sharp, hook-shaped point.
BLACK ROCK TRISKELION CR 18
XP 153’600
NE Large Outsider (earth, elemental, evil, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +25
DEFENSE
AC 33, touch 8, flat-footed 33 (-1 Dex, +25 natural, -1 size)
hp 297 (22d10+176); fast healing 5
Fort +21, Ref +6, Will +18;
Defensive Abilities endure pain
Damage Reduction 10/adamantine and good; Immune elemental traits;
Spell Resistance 29; Weakness vulnerable to sonic
OFFENSE
Speed 20 ft., burrow 40 ft.
Melee 3 piercing arms +34 (2d6+13 / 19-20 / x4)
Ranged 6 spikes +21 (1d8+13 / x3)
Space 10 ft.; Reach 10 ft.
Special Attacks metallic strike, sharp edge, spikes
STATISTICS
Str 36, Dex 8, Con 27, Int 5, Wis 20, Cha 13
Base Atk +22; CMB +36 (+38 sunder, +40 bull rush); CMD 45 (47 vs. sunder, 53 vs. bull rush, 55 vs. trip)
Feats Awesome Blow, Bleeding Critical, Cleave, Critical Focus, Great Cleave, Greater Bull Rush (B), Improved Bull Rush, Improved Critical (piercing arms), Improved Sunder, Improved Vital Strike, Power Attack, Vital Strike
Skills Climb +24, Intimidate +22, Perception +25, Stealth +12 (+20 in rocky terrain), Survival +14; Racial Modifiers +8 Stealth in rocky terrain
Languages Terran
Special Qualities earth glide, earth mastery, stability
ECOLOGY
Environment any (Elemental Plane of Earth)
Organization solitary
Treasure none
SPECIAL ABILITIES
Earth Glide (Ex): A burrowing black rock triskelion can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing black rock triskelion flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a Fortitude save (CD 10 + level of the spell + bonus to the caster’s relevant ability score).
Earth Mastery (Ex): A black rock triskelion gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the triskelion takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the triskelion is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
Endure Pain (Ex): Whenever a black rock triskelion fails a Reflex or Will saving throw against an effect that deals damage, it takes half damage if it succeeds on a Fortitude saving throw against the same DC. This additional saving throw affects only damage, not any other conditions that might apply from failing the original save. Effects that do not allow a saving throw (ex. a scorching ray spell) are not affected by this ability.
Metallic Strike (Ex): A black rock triskelion’s natural attacks are treated as adamantine, cold iron and silver for the purpose of overcoming damage reduction and ignoring hardness.
Sharp Edge (Ex): The razor-sharp ridges covering a black rock triskelion’s body make its attacks particularly deadly in combat. A black rock triskelion inflicts quadruple damage on a confirmed critical hit with its piercing arms, and triple damage on a confirmed critical hit with its thrown spikes.
Spikes (Ex): A black rock triskelion can use the spikes covering its body as thrown weapons with a range of 120 feet and no range increment. It can throw up to six spikes each round. The spikes on its body grow back in a few seconds, so the black rock triskelion has a virtually unlimited number of shots.
Stability (Ex): A black rock triskelion is exceptionally stable on its feet. It gains a +8 bonus on its CMD to resist being bull rushed or tripped when standing on the ground, but not when climbing, flying, riding or otherwise not standing firmly on the ground.
A black rock triskelion is a powerful elemental creature spawned by Ayrzul, the Fossilized King and the lord of evil earth elementals. Like all other elemental avatars, black rock triskelions are not natural creatures; Ayrzul must create a new one whenever he has need for it. Once created, a triskelion serves its elemental masters until destroyed.
Gifted with immense strength but scarce brainpower, a black rock triskelion is good at smashing things and little else. It is usually employed to guard an important site to the cult of the Fossilized King, or as a bodyguard of sorts to a powerful cleric, warding off attacks to protect spellcasters. Therefore, a triskelion is usually a front line against invaders. In certain cases, the cleric is even allowed to ride the triskelion into battle, but the creature will accept no other riders, and will violently, and usually lethally, object to anyone else attempting to ride it. In battle, a black rock triskelion tends to simply wade in the thick of combat and lay waste to its enemies with its three pickaxe-like arms, often trying to destroy the opponent's weapon and armor before finishing them off. Foes who can keep their distance are bombarded with razor-sharp shards of adamantine-hard rock, which the triskelion can fire at will from its rocky body. A black rock triskelion is supernaturally durable, and though it has little dodging ability, it often seems to just shrug off bombardments of destructive spells, advancing unabated to cut down enemy casters. However, it fears sound-based attacks, for such attacks can easily pierce through a triskelion's body.
Black rock triskelions are native to the Plane of Earth, but are often found in subterranean locales, typically in a temple of the Fossilized King. It stands about 16 feet tall, and weighs around 7'000 pounds.
#pathfinder 1e#conversion#pathfinder rpg#dungeons and dragons#d&d#outsider#elemental#cr 18#black rock triskelion
1 note
·
View note
Text
Pathfinder Fanfiction: Prologue
Well... I thought I might allow myself a little bit of shameless self-promotion. XD
I have started publishing my own Pathfinder fanfiction, featuring my own take on the world of Golarion, and inspired by my gaming group's campaigns throughout the years. Book 1 of "Age of the Lost Omens" has just been published on fanfiction.net. For now it's just a prologue, but I plan on trying to update it as often as I can.
I also plan on publishing stats for the original characters that will appear in this story.
If you are interested in reading more, you can find this story at my fanfiction.net account here
All trademarks here are copyright of Paizo Publishing, Legendary Games or Wizards of the Coast. This story has been written for fun, and I'm not making any money out of this.
With that said, I hope you enjoy!
AGE OF THE LOST OMENS
BOOK 1: RISE OF THE RUNELORDS
PROLOGUE
"Lady Alaznist. I trust you'll pardon the intrusion."
A clear and eloquent, yet distinctly arrogant and cruel male voice echoed in the large, richly decorated sanctuary, just a moment after an imposing figure materialized at the entrance. Two pairs of indignant eyes abruptly turned to the intruder, who advanced with a confidence bordering on hubris, as though he was daring the inhabitants of the sanctuary to try and stop him. "The hour is at hand. Thassilon falls today." the man continued, with the same detachment he would have had if he had been talking about the weather. The magical flames that burned in the braziers neatly arranged in the salon spectacularly illuminated the man's figure - tall, with an impressive physique and a charming countenance, short jet black hair and a matching, well-groomed goatee. Complex runes were tattooed on his chest and arms, instantly giving him away for who he truly was - one of the seven Runelords, the immensely powerful wizards who ruled the satrapies that once were Thassilon.
The first of the two figures already standing in the sanctuary - a tall and statuesque middle-aged woman with long red hair, garbed in elegant red-and-gold robes, her face perpetually contorted in a wrathful expression - imperiously stepped towards the man. "How dare you be so impudent as to violate my sanctum, Xanderghul?" she thundered. "Your much vaunted pride will eventually lead you to your death!"
"You are not welcome here, Runelord!" growled the massive creature covered in purple scales standing next to the woman in red.
The man named Xanderghul, known as the Runelord of Pride, met such threats with an almost bored expression as he smoothed the long green cloak he was wrapped in. His collar, made in peacock feathers carefully weaved together, moved just a little as Xanderghul calmly approached. "Would you be so kind as to silence your creature, Alaznist, lest I be forced to banish it?" he asked presumptuously. "It would be remiss not to inform you that your council chamber can scarcely impress me. I have just come back from the throne room of the Emperor of Azlant himself."
The woman, Alaznist, approached Xanderghul until she was almost an inch away from his nose, trying to invade his space. "Azlant?" she growled. "So you would return to those who exiled us, like a kicked dog to its master? I knew you for a self-centered fool, Xanderghul, but I never thought you a traitor, too!"
Xanderghul gave Alaznist a sidelong glance. "Azlant lies in ruins." he replied. "It is but a shadow, a mockery of its former glory. And the emperor grows old and feeble. He has gone so far as to beg me to take his place upon the Throne of Glass." He swept his gaze around the council room. "And I must admit, it has got a certain ring to it. Xanderghul, Emperor of Azlant."
Alaznist's anger seemed to abate at least a little, and the woman broke away from Xanderghul and sighed. "And yet here you are, across the sea in Thassilon once again. I could not help but notice you are not even wearing a crown."
The showy Runelord of Pride shook his head. "Aroden, the hero of the cult, ruined everything." he replied, with a bitterness that slightly marred his presumptuous attitude. "He claimed the sword of rulership for himself. And since then, a great chaos thundered across the skies."
Xanderghul raised a hand and touched a mural that featured a strange symbol, resembling a seven-pointed star. "Now the empire is being ruled by the veiled masters. In fact, I suspect that has always been the case." he continued. "And when the succession didn't go their way, they summoned a hail of flaming stones from beyond the sky. They demolished the palace and shattered the throne. They want us to remember our place."
Alaznist frowned and stared at Xanderghul as the Runelord of Pride turned back to her with an elegant swirl of his cloak. "Azlant is dead. Thassilon is soon to follow." he stated. "And you... you were always my favorite, Alaznist. Let the other Runelords stay here and rot. You and I shall seclude ourselves from the impending storm, and emerge when the destruction is over. It will be then that you will help restore Thassilon to its former glory."
The woman dressed in red did not react, but she was privately seething with anger. Such arrogance, to think that she, Lady Alaznist, Runelord of Wrath, would stoop to being a stooge to someone else, even Lord Xanderghul. But at that moment, it would be a bad idea to act on her rage. With a considerable effort, Alaznist swallowed her venomous words and continued to stare at Xanderghul, who began to vanish with a simple wave of his hand.
"It is time, Alaznist. Enter your runewell. Prepare for a long rest. It will be many, many years before our next meeting." With these words, Xanderghul vanished entirely, leaving Alaznist and her servant alone in the great chamber.
The purple-scaled creature shook its horned head and waved its hand, showing sharp claws the size of billhooks. "We should have killed him while we had the chance, my lady." he thundered.
Alaznist put a hand on the creature's shoulder, its muscles feeling like hardened steel at her touch. "All in due time, my loyal castellan. All in due time." she replied in a more relaxed tone. "As much of a conceited fool as Xanderghul is, he is right. It is time for me to depart. And you must the fortress until my return. When the thundering is done and the shattered ruins of our kingdom awaken from the long night to come, I shall emerge from my runewell to build a new Thassilon."
The woman walked up to a window that overlooked a bleak landscape of ruin and destruction, a land devastated by the fiery stones that incessantly hailed from the lead-hued sky. "Use the Key I gave you to protect the fortress. The new era will need a proper seat of power. Bend the people to your will. Let them never forget the rule of Alaznist, Runelord of Wrath!"
The demon bowed his head. "As you command, o mighty Lady Alaznist." she replied. "How long will you be gone?"
Alaznist's grim face relaxed into an evil smile. "Do not worry. It should not take more than a few thousand years."
Outside, the meteor shower had intensified, razing everything at the foot of the great mountain... on the side of which stood the wrathful Runelord's sculpted face, staring in cruel contempt at everything that belonged to her.
For now, it was time to go. In time, Thassilon would be reborn, and the whole world would have to bow down to the Runelords once more...
oooooooooo
In another place, at the same time ...
"I figured they would make their move soon enough. To be honest, I'm surprised they didn't do it sooner." the glaive-wielding archmage standing in the center of the great hall remarked, vaguely amused. Dressed quite revealingly, in a sort of red and black leather costume that left little to the imagination, and holding an impressive pole weapon with a curved blade at each end in a single hand, the woman reached the center of the great red pentacle etched on the floor, which seemed to flow as if it had been drawn in blood. The two figures standing in the center of the pentacle silently waited for their mistress, and the woman gazed around the room, as if she wanted to imprint that familiar place in her mind before having to leave it for a long time. "Lord Xanderghul and Lady Alaznist must have already retired to their runewells, mighty Lady Sorshen." said one of the two individuals in the center of the room - an incredibly handsome man who seemed to be in his late twenties, boasting a model's stunning, sculpted physique, wrapped in elegant red robes decorated with golden runes, his bare chest and muscular arms decorated with mystical markings of the same color as the blood that permeated the pentacle... and the walls of the room. "We believe that Lord Karzoug will follow shortly... as for Lord Zutha, Lord Krune and Lady Belimarius, they are also taking the necessary measures."
"The Cenotaph is literally flooded with magical energy." answered the other man, a young man with short black hair dressed in an elegant white silk toga with a pair of golden sandals, silver bracelets on the wrists, and his face and shoulders decorated with small black runes. "Lord Zutha has taken drastic action."
"I understand..." Sorshen, the Runelord of Lust, answered, her mind going to the crisis her kingdom was going through. Never before had Thassilon been on the brink of destruction like it was right now. First Azlant, and now them...
The woman shook her head and pulled back her long, elegant black hair with a smooth gesture of her free hand. "I will admit that sharing my findings on the runewells with Xanderghul and the others... was not really my smartest idea. But right now, it would be pointless to regret it. What's done is done." The archmage walked towards an immense stone altar, on which stood a colossal statue representing the Runelord of Lust, standing completely nude with just her weapon in hand. With a chilling rumble, a few conducts yawned open in the walls as several stone slabs slid to the side, revealing red-encrusted ducts behind them. A moment later, rivers of thick scarlet blood began to flow from the ducts and pour into a great canal that surrounded Sorshen's power center. The scarlet liquid began to glow, bathing the room in a sick crimson glow, and a pungent smell of iron spread everywhere... but neither the woman nor her two attendants seemed disturbed in the least. Sorshen lowered her arm and turned to her two subordinates, tapping the ground with one of the blades of her polearm. "It is time for me to join my esteemed fellow Runelords in our millennial sleep." she stated, her voice tinged with irony. "When Earthfall is over, there will be much rebuilding to be done... and I'd rather it be done without undue interference. You already understand what I mean by that... do you not, Kazsethil?"
The woman gave a mischievous and seductive smile to the man dressed in red, and he responded in kind, bowing his head. The long, wavy brown hair framing his face moved slightly as Kazsethil looked into his lady's eyes. "We will perform our duty to the best of our abilities. Solusen and I will make sure that there will be no issue with your return."
Solusen, the man in toga and sandals, nodded in affirmation, as Sorshen temporarily stared into her subordinates' eyes, as if she was trying to read their thoughts without using magic. "That is satisfactory." the Runelord of Lust answered. "I will leave things in your hands, Kazsethil. I will be counting on you."
"But if you think I trust you completely, you have another thing coming." she added to herself.
oooooooooo
"HEH. FOOLISH HAIRLESS APES. IT'S TOO LATE FOR YOU NOW. YOU SHOULD HAVE KNOWN BY NOW, THAT THERE IS NOTHING YOU CAN DO TO ESCAPE YOUR SERVITUDE."
The alien mind trapped under countless magical bonds in the impenetrable depths of the sea still retained some remnants of consciousness. His enormous psychic powers reacted to the events that were ravaging the surface world, sensing every single life that was being snuffed out, their terror and their sense of helplessness in the face of nature turning against them.
For the mighty veiled master Ochymua, high representative of the alghollthu on Golarion and commander of the ulat-kini legions, this devastation was his revenge.
"MY ONLY REGRET IS THAT I WILL NOT BE ABLE TO SEE THE DOWNFALL OF HUMANITY BEFORE I FALL TO THIS TIMELESS SLEEP. FOR SURE, FROM NOW ON, NOTHING WILL BE ABLE TO OPPOSE THE ALGHOLLTHU DOMINATION... "
Ochymua was unable to articulate another thought before he sank into a timeless stasis...
oooooooooo
On that day, Earthfall changed life on Golarion forever...
But the alghollthu had underestimated the human race.
In time, even as the Azlanti were forgotten, humanity would rebuild what was lost...
The Runelords became nothing but a distant memory shrouded in the mists of time.
The memory of the veiled masters faded from the minds of the surface dwellers...
Ten thousand years after Earthfall, Golarion was a planet rich in cultures and creatures of all kinds. But its story was still troubled by wars, enmities and calamities.
With the death of the living god, Aroden, the world entered what was later known the "Age of Lost Omens". And in this era, Golarion prepares to face an even greater crisis...
oooooooooo TO BE CONTINUED...
#pathfinder 1e#fanfiction#pathfinder rpg#dungeons and dragons#d&d#rise of the runelords#novelization#xanderghul#alaznist#sorshen#partially canon compliant#original characters
0 notes
Text
Pathfinder 2E to 1E Conversion: Lagofir
I've gotten another retro-conversion done... and before I tackle the last of the four Evil Elemental Avatars, I've decided to convert this oddly cute critter from the Quest For The Frozen Flame AP.
Its 2e stats can be found here
There is nothing really complicated about it, really. Its flammable aura still left me unsure for a while, though. Again, feel free to point out any mistakes I might have made. Enjoy.
LAGOFIR
Image (c) Paizo Publishing, accessed at aonprd.com here
This odd creature resembles an overgrown otter with the ears of a rabbit. Its body is covered in soft brown fur, and appears to be coated in some kind of oily substance.
LAGOFIR CR 3
XP 800
N Large Magical Beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Aura flammable fumes (15 ft.)
DEFENSE
AC 16, touch 13, flat-footed 12 (+4 Dex, +3 natural, -1 size)
hp 30 (4d10+8)
Fort+6, Ref +8, Will +3;
Weakness flammable
OFFENSE
Speed 30 ft., swim 40 ft.
Melee bite +7 (1d8+3 plus grab), slam +6 (1d6+3 plus push)
Space 10 ft.; Reach 10 ft.
Special Attacks flammable fumes, flammable oil, grab, push (5 ft.)
STATISTICS
Str 16, Dex 18, Con 15, Int 2, Wis 15, Cha 9
Base Atk +4; CMB +8 (+12 grab); CMD 22 (26 vs. trip, 32 vs. grab)
Feats Athletic, Weapon Focus (bite)
Skills Climb +5, Escape Artist +14, Perception +10, Stealth +5, Swim +13; Racial Modifiers +10 Escape Artist, +4 Perception, +4 Swim
Special Qualities cold adaptation, hold breath
ECOLOGY
Environment temperate and cold rivers and lakes
Organization solitary, pair or family (3-8)
Treasure incidental
SPECIAL ABILITIES
Cold Adaptation (Ex): A lagofir never suffers the effects of cold, and suffers effects from severe cold conditions as if it was simply cold. This ability does not give the lagofir any immunity or resistance to cold.
Flammable (Ex): The same body oil that the lagofir produce for self-defense makes it easy for them to catch fire. Any time a lagofir suffers any amount of fire damage, it must make a Reflex save (DC 10 + half damage taken) or catch fire, taking 1d6 points of fire damage each round for 1d4 rounds (as per the burn universal monster ability). A creature coated in lagofir oil (see below) suffers this same weakness.
Flammable Fumes (Ex): A lagofir is surrounded by fumes from the flammable oil it exudes. Each nonmagical open flame the size of a torch or larger within the emanation explodes, dealing 2d6 fire damage to all creatures and objects adjacent to the flame (Reflex DC 14 for half damage). The flame is extinguished after dealing damage. The save DC is Constitution-based
Flammable Oil (Ex): Lagofirs excrete a warm, flammable oil. Any creature that grapples a lagofir or is grappled by a lagofir becomes coated in lagofir oil for 10 minutes or until the oil is washed off, which takes 1 minute of vigorous scrubbing. This lagofir also gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled. As long as a creature is coated in lagofir oil, it gains the flammable weakness (see above).
Hold Breath (Ex): A lagofir can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
A lagofir is a semi-aquatic creature of unknown origin, living in family groups near the banks of rivers and lakes. They are highly social and territorial creatures – they form tight social bonds with their brethren, and cannot handle solitude well. Individuals that have been isolated from a family group often sicken until they have found some other group to latch to. For this reason, a lagofir is hard to domesticate, though it is possible to tame and befriend an isolated individual. Once befriended, a lagofir is a stalwart and reliable companion, willing to risk its life for its family group.
Lagofirs are omnivores, and subsist on fish, crustaceans, aquatic plants and the occasional small mammal, but have been observed engaged in cooperative hunting in order to bring down larger prey. They are clever beasts, with relatively advanced problem solving skills. Their front paws are surprisingly dexterous, enabling them to make use of simple tools, like stones for cracking shells or sticks to reach an elusive meal.
A lagofir costantly exudes an insulating oily substance that coats their fur and allows them to easily survive in cold climates and makes it difficult for prospective predators to latch on them. However, this substance can become a double-edged weapon for the creature, as an open flame can cause the oil or its vapors to ignite. For this reason, lagofirs seldom venture far from water.
Lagofirs measure an average of 8 feet in length and weigh around 300 pounds.
3 notes
·
View notes
Text
D&D 3.5 to PF1e Conversion: Holocaust Disciple
Here's the third of my conversions for the avatars of Elemental Evil - which I have turned into a servitor of Ymeri in the Golarion-verse. I've tried to make the Holocaust Disciple into something of a ranged combatant, in order to keep with its role in 3.5; still, there is the fact that a simple protection from elements spell will cripple this creature's offensive - which is why it is usually accompanied by tougher bruisers. Getting a holocaust disciple and a sufficiently aged red dragon with dispel magic to work together would probably make for a really dangerous encounter.
Again, enjoy and feel free to tell me where i can do better.
HOLOCAUST DISCIPLE
Image (c) Wizards of the Coast, from Monster Manual IV, author A. Stokes
Before you stands an imposing humanoid figure whose body seems to be made of pure fire. Its face is contorted in a wrathful grimace, and it wears a plain red robe that somehow is not consumed by the blaze.
HOLOCAUST DISCIPLE CR 15
XP 51’200
NE Large Outsider (elemental, evil, extraplanar, fire)
Init +12; Senses darkvision 60 ft., Perception +24
Aura heat (15 ft., DC 26)
DEFENSE
AC 29, touch 18, flat-footed 20 (+8 Dex, +1 dodge, +11 natural, -1 size)
hp 216 (16d10+128); fast healing 5
Fort +18, Ref +18, Will +14;
Damage Reduction 15/good; Immune elemental traits
Weakness vulnerable to cold
OFFENSE
Speed 40 ft., flying 60 ft. (good)
Melee 2 slams +23 (2d10+6 plus 2d6 fire plus burn)
Ranged flame bolt +24 touch (8d6 fire / 19-20)
Special Attacks burn (2d10, DC 26), flame bolt, flame wave, heat aura
Spell-Like Abilities (CL 16th, concentration +23)
At will – fireball (DC 20), fire shield (warm only, DC 21)
3/day – wall of fire
1/day – meteor swarm (DC 26)
STATISTICS
Str 23, Dex 27, Con 26, Int 15, Wis 22, Cha 24
Base Atk +16; CMB +23; CMD 41
Feats Combat Casting (B), Dodge, Improved Critical (flame bolt), Improved Initiative, Iron Will, Mobility, Point Blank Shot, Shot On The Run, Weapon Finesse, Wind Stance
Skills Acrobatics +21, Bluff +18, Fly +21, Intimidate +24, Knowledge (arcana) +18, Knowledge (planes) +21, Perception +24, Sense Motive +18, Spellcraft +21, Survival +22
Languages Common, Draconic, Ignan
ECOLOGY
Environment any (Elemental Plane of Fire)
Organization solitary (plus followers)
Treasure standard, no flammable items
SPECIAL ABILITIES
Flame Bolt (Ex): A holocaust disciple can shoot a bolt of flames at a single target as a ranged touch attack. This attack has a maximum range of 200 feet with no range increment.
Flame Wave (Su): A holocaust disciple can generate a wave of flames rollingout from its body. Any creature within 60 feet of the holocaust disciple takes 15d6 points of fire damage and must successfully resist a bull rush maneuver or be knocked prone. A successful Reflex save (DC 26) halves the damage and negates the bull rush maneuver. The save DC is Constitution-based.
Heat Aura (Su): At the end of each of their turns, all creatures within 15 feet of a holocaust disciple must make a Fortitude save (DC 26) or become fatigued from the intense heat that surrounds the disciple. A creature that is already fatigued becomes exhausted instead. A creature must attempt this saving throw each round it is within range, whether or not it has succeeded on an earlier save. The fatigued and exhausted conditions remain until the creature remains within the disciple’s heat aura, and for 1 minute after it has left the aura. A creature that has resistance or immunity to fire is immune to this effect. The save DC is Constitution-based.
Unnatural beings of malevolent fire, holocaust disciples serve Ymeri the Queen of the Inferno, the ruler of evil fire elementals. They often accompany powerful priests of the Queen or covens of fire giants servitors, but their thirst for destruction causes them to chafe if they remain in stable locations for long. Holocaust disciples are the smartest of the elemental avatars, but they are constantly torn between their responsibilities and their innate destructive urges. Given free rein, a holocaust disciple would like nothing more than burn their mistress’ enemies and turn everything they cherish to ashes, but their position requires them to be patient, cunning and calculating, and to make sound decisions in order to further Ymeri’s will.
An holocaust disciple enjoys combat as a way to vent its perpetual rage. They are cunning combatants, but their impressive intellects are almost exclusively bent towards destruction. Usually, a holocaust disciple hangs back and flies above the battlefield, bathing its master’s enemies in withering flames while minimizing risks to itself. It prefers to work with creatures such as fire giants or red dragons, whose immunity to heat allows them to close in melee while shrugging off the disciple’s fiery bombardment. The very air around a holocaust disciple is overheated, cutting off its enemies’ breath and draining their strength.
In what spare time they have, many holocaust disciples enjoy collecting treasures that can withstand great heat, such as gems and magic items. They also love to collect coins to melt them down and reshape them into strange art objects. Collectors who specialize in alien, planar art forms would pay good prices for such finished works.
A holocaust disciple stands 16 feet tall, but weighs only around 20 pounds.
#pathfinder 1e#conversion#pathfinder rpg#dungeons and dragons#d&d#elemental#holocaust_disciple#cr 15#outsider#fire
1 note
·
View note
Text
Oh, I know where you're coming from. I have rolled up quite a few TTRPG characters, and I've gotten pretty fond of several of them. XD
having brain rot about your own TTRPG character is so embarrassing. yes i love her and i think about her all day and i’ll take any excuse to talk about her. no, there’s no book or anything for you to read. she’s my emotional support rogue. she’s my fidget toy. i wish you could meet her. i made her up inside my head.
10K notes
·
View notes
Text
I'm positively loving this!
Congratulations on finally publishing Mormo! :D
Great Old One, Mormo
Image © @chimeride, accessed at his tumblr here
[Monster Number 1900! And, in honor of that milestone, I am finally, finally, posting the statistics for Mormo, Goddess of Predators. She's been haunting this blog for about a year now, being one of the prime movers and shakers in the Age of Monsters campaign seed I sewed back last May, and have been teasing with NPCs and articles. She was intended to have been posted as a capstone to the "Monster Girl Summer" theme last year, but life got in the way.
She is also written in tribute to @abominationimperatrix. Of all of the people who I have met through my writing, she is the one who is most dear to me, and the Age of Monsters was inspired by us going from friends and confidants to lovers and soulmates last April. The Age of Monsters is intended to be a campaign that ties into our shared love of thinking with monsters, about deep ecology, weird creatures and world mythology, and of the importance of love and trust in a time of global chaos and destruction. I love you, Goddess, my Dearest Friend.]
Mormo CR 28 N Outsider This titan is a reptilian humanoid the size of a giant. She has a nest of writhing serpents for hair and six arms, each ending in long sickle claws. She is a serpent from the waist down, although a mass of scar tissue reveals she once had two tails that grew like legs from a pair of hips. Her remaining tail ends in a bushel of thorny spines. A pair of wings like those of a primeval reptile grow from her back.
Mormo The First Medusa, Goddess of Predators N Great Old One of ecology, reptiles and terror Domains Knowledge, Scalykind, Strength, Trickery Subdomains Competition, Fear*, Thought, Venom Worshipers druids, goblins, gnolls, naturalists Minions monsters of all kinds (especially hybrids) Holy Symbol a medusa’s head in profile Favored Weapon claw (or sickle) *clerics of Mormo can use the Fear subdomain to modify the Trickery domain
Mormo is the Goddess of Predators. She was born from the fear felt by the first animal with enough imagination to see a shadow and think it a predator. For millions of years, she was bestial, primordial, little more than a serpentine shadow, but as sapience developed and the gods began to take interest in souls, her mind sharpened, and she became as dangerous for her strategies as her teeth and claws. Mormo views the natural world as one to be studied in order to best determine what to hunt and how to hunt it, with the unblinking patience of a snake. Her hunts, and those of her followers, are focused to maintain the active equilibrium of ecological balance—reducing overpopulated species, controlling trophic cascades, and taking out species that consume more than their fair share of resources.
Mormo was once called the Mother of Monsters, and many species of monster found throughout the planes are her descendants. Mormo’s descendants tend to be creatures that combine mammalian and reptilian or avian features; griffons, medusae, chimeras and dragonnes are among her creations. In the past, she had many lovers and created new species with their lineages. The most notorious of these collaborators was Typhon, a Lord of Hell and former asura rana, created from the divine mistake of allowing dragons to proliferate. Despite his evil nature, Typhon truly loved Mormo, and spread cults of her under the alias “Echidna”. Mormo cared little for her humanoid followers, preferring the worship of the powerful individual monsters who hunted by her side. But Mormo also had enemies. And she was gazed upon with hungry eyes by Lamashtu, then a demon of infanticide who sought to become the Lord of Beasts and Queen of Demons. And Mother of Monsters.
Lamashtu ambushed Mormo, and was victorious after a battle that lasted for a full day. Lamashtu ripped the baby from Mormo’s womb and raised him as her own; this is Typhon’s last son, Abraxas. Lamashtu tore off one of Mormo’s twin tails, which regenerated into a cancerous creature on its own right. This was the origin of Geryon, who spread treacherous lies suggesting that Typhon and Lamashtu were lovers. This got Typhon demoted and murdered by Asmodeus; Geryon took Typhon’s place as a Lord of Hell and spent millennia erasing his predecessor from history. The blood that spilled from both combatant’s wounds grew into creatures with serpentine and humanoid traits; Mormo’s blood became the first nagas, and Lamashtu’s the first mariliths. And Mormo was slain, reborn as a mundane snake to regenerate in the First World for centuries, and maintaining her cosmic sulk for millennia more
But now Mormo stirs in her slumber. And she is ready to take her revenge.
As befits a Goddess of Predators, Mormo is a terror in combat. Millennia of dormancy and a closer tie to the natural world than other Great Old Ones has stripped her of an unnatural presence, but her fourfould gaze can petrify, paralyze, terrorize or merely strike enemies dead. She is extremely venomous, and those that have survived her venom report, chillingly, that it induces euphoria even as it breaks down tissue into a bloody mess. She uses her fangs (both in her own mouth and those in her serpentine hair) and claws in melee, and can fire the spines from her tail like arrows. One of Mormo’s most recently developed talents is witchcraft. She has made an arcane bond with the phouka Gigi, and Gigi treats Mormo as a patron even as Mormo treats Gigi as a familiar for storing spells. Gigi spends most of her days separate from Mormo on the Material Plane, and so Mormo usually maintains a small spell selection through Spell Mastery. If she is encountered with Gigi, Mormo has access to a much wider variety of spells (all witch spells from the Core Rulebook at least).
The cult of Mormo is small and scattered, but the First Medusa pays it much more heed than she did in her youth. Religious rituals include studying nature and monsters (either through texts or in the field), hunting for food, and mock chases and hunts among the congregation. Supplicants often use makeup, costumes, and illusion and transmutation magic to appear as different types of predators and prey for these hunts. Once someone is “caught”, the result is play fighting, sex or both instead of actual killing or consumption. Mormo’s worshippers value diversity of all kinds, and are often allies of other divinities with portfolios involving nature, scholarship and hedonism. As goblin and gnoll societies break free of Lamashtu’s influence, they often find Mormo, and her cult is growing fastest among these two species.
Mormo CR 28 XP 4,915,200 N Huge outsider (Great Old One) Init +22; Senses all-around vision, darkvision 60 ft., low-light vision, Perception +42, scent
Defense AC 45, touch 26, flat-footed 37 (-2 size, +8 Dex, +10 insight, +19 natural) hp 688 (32d10+512); fast healing 20 Fort +26, Ref +26, Will +27 DR 20/epic; Immune ability damage, ability drain, aging, cold, death effects, disease, energy drain, flanking, mind-influencing effects, paralysis, petrification; Resist acid 30, electricity 30, fire 30; SR 39 Defensive Abilities freedom of movement, immortality, insanity (DC 38), otherworldly insight
Offense Speed 30 ft., climb 30 ft., swim 30 ft. fly 60 ft. (average) Melee 2 bites +44 (2d6+14 plus poison), 6 claws +44 (1d12+14/19-20), tail slap +39 (3d8+21 plus grab) Ranged 6 spines +38 (1d8+14) Space 15 ft.; Reach 15 ft. Special Attacks constrict (2d8+21),devolutionary nightmare, favored enemy (+6, +4, +4, +2, +2), fourfold gaze, poison, powerful blows (tail slap), rend (2 claws, 1d12+21) Spell-like Abilities CL 28th, concentration +40 Constant—freedom of movement, true seeing At will—cloudkill (DC 27), dream, fear (DC 26), greater animal aspect, greater scrying (DC 26), greater teleport (self plus 50 lbs objects only), nightmare (DC 27), pernicious poison 3/day—quickened baleful polymorph (DC 27), quickened bloody claws, finger of death (DC 29), polymorph any object (DC 30), reincarnate, stone to flesh 1/day—discern location, maze, moment of prescience, plane shift (DC 29), shapechange
Spells CL 20th, concentration +32 9th—quickened cure critical wounds (x2, DC 27), dominate monster (DC 31), shapechange (x2) 8th—quickened divine power (x2), quickened enervation, horrid wilting (x2, DC 30), mind blank 7th—extended greater heroism, heal (DC 29, x2), quickened vampiric touch (x2), waves of ecstasy (DC 29) 6th—quickened bull’s strength, greater dispel magic (x3), greater heroism (x2) 5th—cure critical wounds (DC 27, x2), extended divine power, feeblemind (DC 27, x2), quickened mage armor 4th—extended arcane sight, divine power (x2), enervation (x3), neutralize poison (DC 26) 3rd—arcane sight, ray of exhaustion (x3, DC 25), vampiric touch (x2) 2nd—bull’s strength (x2), cure moderate wounds (DC 24, x3), perceive cues (x2) 1st—comprehend languages (x3), divine favor (x3), mage armor 0th—detect magic, read magic
Statistics Str 39, Dex 27, Con 42, Int 34, Wis 24, Cha 35 Base Atk +32; CMB +48 (+52 grapple); CMD 66 (cannot be tripped) Feats Combat Reflexes, Deadly Aim,Extend Spell, Greater Sunder, Improved Critical (claw), Improved Initiative, Improved Sunder, Iron Will, Point Blank Shot, Power Attack, Precise Shot, Quicken SLA (baleful polymorph, bloody claws), Quicken Spell, Spell Mastery (x2) Skills Acrobatics +44, Bluff +47, Diplomacy +44, Fly +38, Intimidate +47, Knowledge (arcana, dungeoneering, geography, local, religion) +44, Knowledge (nature, planes) +47, Perception +46, Sense Motive +42, Spellcraft +44, Stealth +35, Survival +45, Use Magic Device +44; Racial Modifiers +4 Perception Languages Aklo, Draconic, Infernal, Sylvan, telepathy 100 ft. SQ no breath, planar acclimation, swift tracking, thagomizer
Ecology Environment any land or underground (First World) Organization unique Treasure double standard
Special Abilities Devolutionary Nightmare (Sp) Any creature affected by Mormo’s nightmare spell like ability must succeed a DC 38 Will save or be affected by a primal regression spell for the next 24 hours. Favored Enemy (Ex) Mormo gains the favored enemy ability of a 20th level ranger, except that she can change what creature types and subtypes count as her favored enemies after resting for 8 hours. Fourfold Gaze (Su) Mormo has a gaze attack with a range of 60 feet. She may change the effects of her gaze, or suppress it, as a free action once per turn. The possible effects are: 1. panicked 1 minute (Will DC 38) 2. paralyzed 1 round (Will DC 38) 3. petrification (Fort DC 38) 4. 200 points of damage (Fort DC 38 negates) This is a mind-influencing effect, and the saving throw is Charisma based. Immortality (Ex) If Mormo is slain, she is reborn as a viper on the First World. Every 100 years, Mormo gains a size category until she reaches Huge size, whereupon she molts her skin and is reborn in her true form. Planar Acclimation (Ex) Mormo is always considered to be on her home plane, regardless of what plane she finds herself upon. She never gains the extraplanar subtype. Poison (Ex) Bite—injury; save Fort DC 42; duration 1/round for 6 rounds; effect 2d4 Con damage and stunned 1d4 rounds; cure 2 consecutive saves. The save DC is Constitution based. Spells Mormo can cast spells as a 20th level witch with the Strength patron. The spells listed above are the ones Mormo has taken Spell Mastery feats to prepare. Spines (Ex) As a standard action, Mormo can fire six spines from her tail. Treat each spine as a ranged attack roll with a thrown weapon with a range increment of 100 feet. Each spine deals 1d8 damage plus Mormo’s Strength modifier on a successful hit. Swift Tracking (Ex) Mormo does not suffer a penalty to Survival checks made to follow tracks at her normal speed, and only takes a -10 penalty for following tracks at double speed. Thagomizer (Ex) Mormo’s tail slap attack deals bludgeoning and piercing damage.
61 notes
·
View notes
Text
D&D 3.5 to PF1 Conversion: Cyclonic Ravager
Here's the second of the four Avatars of Elemental Evil I have converted. I hope I've learned my lesson from my previous attempt, and that this conversion hits closer to the mark.
Still, I think I could have afforded to have Strike Of Seven Winds do a little more damage. Please let me know, and as always, enjoy. ^^
CYCLONIC RAVAGER
This creature is a vaguely humanoid-shaped whirlwind whose face only consists of a pair of eerily glowing white eyes. Dirt and debris churn endlessly within its body.
CYCLONIC RAVAGER CR 15
XP 51’200
NE Large Outsider (air, elemental, evil, extraplanar)
Init +14; Senses darkvision 60 ft., Perception +24
DEFENSE
AC 30, touch 26, flat-footed 20 (+7 deflection, +10 Dex, +4 natural, -1 size)
hp 225 (18d10+126)
Fort +17, Ref +21, Will +13; improved evasion
Defensive Abilities air mastery
Damage Reduction 10 / good; Immune elemental traits
OFFENSE
Speed 30 ft., fly 90 ft. (perfect)
Melee 2 slams +27 (3d8+9 plus push) or smite of seven winds +27 touch (10d6)
Special Attacks buffeting winds, powerful blows (slam), push (slam, 10 ft.), smite of seven winds
STATISTICS
Str 23, Dex 31, Con 24, Int 12, Wis 20, Cha 19
Base Atk +18; CMB +25; CMD 45
Feats Combat Reflexes, Dodge, Flyby Attack, Hover, Improved Initiative, Iron Will, Mobility, Stand Still, Vital Strike, Weapon Finesse
Skills Acrobatics +25, Bluff +18, Escape Artist +25, Fly +30, Intimidate +24, Knowledge (planes) +20, Perception +28, Sense Motive +20, Stealth +29, Survival +26; Racial Modifiers +4 Perception, +4 Stealth, +4 Survival
Languages Abyssal, Auran, Common
Special Qualities deflecting winds
ECOLOGY
Environment any (Elemental Plane of Air)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a cyclonic ravager.
Buffeting Winds (Su): Once every 1d4+1 rounds as a standard action, a cyclonic ravager can cause a tremendous surge of storm-strength winds in a 100-foot-radius burst centered on itself. A creature within this area must succeed on a DC 25 Reflex save or be pushed up to 30 feet in a direction of the ravager's choice. A creature may choose to fail this save voluntarily. A ravager can push a creature to a location outside the area of this effect, but the pushed creature cannot end up in another creature's or object's space.
A creature takes a -4 circumstance penalty on this save per size category below Medium. Bigger creatures gain a +4 circumstance bonus per size category above Medium. When the ravager activates this ability, it can choose to affect some creatures within its area while ignoring others. The save DC is Strength-based.
Deflecting Winds (Ex): A cyclonic ravager controls the air around it to knock aside sword blows, arrows, and even magical rays. The ravager gains a deflection bonus to AC equal to its Constitution bonus (+7 for the average ravager).
Smite of Seven Winds (Su): Once per round, a cyclonic ravager can forgo all normal attacks to execute a melee touch attack on a single target. This attack generates a brief but intense gust of wind that rends the opponent, inflicting 10d6 points of slashing damage. A successful Fortitude save (DC 26) halves the damage, but creatures of the construct and ooze types and creatures of the elemental subtype are immune to this effect. The save DC is Constitution-based.
A cyclonic ravager is a powerful elemental agent of Hshurha, doing the will of the Duchess Of All Winds throughout the planes. It is often employed as a defender of sites sacred to Hshurha or important positions in the everlasting war against her opposite number Ranginori, often accompanied by numerous air elemental myrmidons, evil cloud giants or invisible stalkers. They are also often seen assisting clerics of Hshurha and complementing a temple’s defenses. However, Hshurha is a mercurial and unpredictable mistress, and not even her most faithful servants can be sure of her endgame – therefore, a cyclonic ravager can often appear in unexpected locations without any apparent rhyme nor reason, only following the Unseen Whirlwind’s insane whims.
As mysterious as their origins and objectives may be, no one doubts the cyclonic ravagers’ power and cruelty. They enjoy toying with their opponents, using their mastery over the wind itself to unleash punishing gale blasts that push opponents into unfavorable positions or draw them towards the raging elemental, allowing it to batter them to death. A single opponent that earned the ravager’s wrath will be subject to its signature attack: a whirlwind of air currents within the opponent’s body that can tear the victim’s body apart from the inside out. Other than that, a ravager hangs back to direct its allies in melee, using its winds to move them into better tactical positions.
A cyclonic ravager stands about 16 feet tall, but only weighs about 5 pounds.
#pathfinder 1e#conversion#pathfinder rpg#dungeons and dragons#elemental#cyclonic ravager#d&d#outsider#CR 15
2 notes
·
View notes
Text
Ucelat
“One Fire” © “Atenebris”, accessed at her deviantArt gallery here
[Commissioned by @justicegundam82. I’ve known about Atenebris’ fanged bird monsters for years, and knew I wanted to use that design for something. This Northern Italian monster fit the bill nicely. Here is the only English language source I could find. Some Italian sources accessed on Google Translate suggested that the hunter was attacked for poaching birds, not just while hunting them. This inspired the “overzealous guardian of nature” approach I took in my flavor text.]
Ucelat CR 7 NE Magical Beast This immense creature is mostly birdlike. Its head bears the ears and mane of a horse, and its mouth is packed with sharp tusk-like teeth. Its muscular legs end in curved talons, and it appraises the world around it with glimmering eyes.
The ucelat is a guardian of primal nature that resents the intrusions of humanoids into the natural world. They are evil, but theirs is the evil of disproportionate retribution—all infractions against the unspoiled wilderness are to be punished by death. As such, they often count among their allies evil druids or more sinister fey. Their greatest enemies are the gods of civilization, who they see as upstarts and worthy only of scorn.
An ucelat commonly patrols its territory from on high, soaring above the hills and mountains it calls home in search of intruders. These it dives upon, often bombarding them with magically conjured rocks to weaken them before swooping down to clutch and tear their flesh. Ucelats have magical control over fire, and can use it to lash out at foes that shelter in places too small for them to reach. It is widely rumored that ucelats can be defeated with holy weapons or turned like the undead, but the truth is that they fear honest faith. A holy relic frightens them less than the prayers of those who believe in that relic’s power.
An ucelat has a wingspan of about thirty feet. They are long lived, and can survive several centuries if not slain in combat.
Keep reading
83 notes
·
View notes
Text
Urskan
Image by Steve Ellis, © Wizards of the Coast. Accessed at the Frostburn Art Gallery here
[Despite being a well-read kid, I somehow never even heard of His Dark Materials until I was a senior in high school, and didn’t know about the panserbjorn until publicity for The Golden Compass movie geared up a few years later. So when I first read Frostburn, I thought, “armored polar bears? What a weird and novel idea!” I’m onto your game, WotC.
The original urskan was a strongly overpowered CR 5–I bumped them to CR 7 and still had to tone down their offensive capabilities. No more powerful charge, no more rend. I also got rid of their cold subtype, because not every arctic monster needs it.]
Urskan CR 7 Magical Beast This white bear has a gleam of intelligence in its eyes, and a suit of armor on its body.
The urskan are a species of sapient, semi-aquatic bears. Due to their love of heavy armor, they are sometimes referred to as “armored bears” or even “tank bears” by outsiders. Although they resemble polar bears closely, they also have a notable feature of pandas. All urskans possess a mobile sesamoid bone in their wrist, acting like a thumb to help them grip objects. Although their grip is not as fine as a human’s—urskan writing implements more closely resemble fitted bracers than a pen—it is good enough for them to hold tools and weapons.
Urskans typically hunt in the water for seals, whales and large fish, and do so unarmored. Their armor is donned for territorial battles, displays and clashes with other polar powers such as frost giants. Their claws are exceedingly sharp, but many urskans wield hammers, picks or other dual-purpose weapons as well.
An urskan stands ten feet tall when it rears on its hind legs, but they typically walk on all fours. They get along well with dwarves, and are somewhat distrusting of humans. An urskan’s lifespan is short by humanoid standards—one that survives into its fifties is seen as ancient.
Keep reading
73 notes
·
View notes
Text
3.5 to PF1e Conversion: Waterveiled Assassin
Welcome back! This is a conversion I've honestly been eager to do someday.
Back in the good old 3.5 days, there was this evil god, Tharizdun, who was basically like a previous version of Rovagug, in that it just wanted to wreck everything and had suckered the four evil Archomentals (Ogremoch, Yan-C-Bin, Imix and Olhydra) into working for his agenda. Each evil Archomental had some favored avatars for carrying out their will, which were appropriately called Avatars of Elemental Evil.
Since I liked those creatures well enough, and I thought they can easily be incorporated in the Golarion setting with only a few changes... I'd like to try my hand at converting them, starting with the Waterveiled Assassin. Enjoy, and please let me know what you think and where I can improve!
WATERVEILED ASSASSIN
Image (c) Wizards of the Coast, from Monster Manual IV, author Daarken
Before you stands a monstrous, vaguely serpentine shape made of water, with hateful eyes and a mouth turned into a wicked sneer barely visible in what passes for its face.
WATERVEILED ASSASSIN CR 15
XP 51’200
NE Large Outsider (elemental, evil, extraplanar, water)
Init +12; Senses darkvision 60 ft., Perception +22
DEFENSE
AC 28, touch 17, flat-footed 20 (+8 Dex, +11 natural, -1 size)
hp 225 (18d10+126); fast healing 5
Fort +18, Ref +19, Will +12
Damage Reduction 10 / -; Immune elemental traits
OFFENSE
Speed 30 ft., swim 60 ft.
Melee 2 slams +25 (4d8+8 plus grab)
Space 10 ft.; Reach 20 ft.
Special Attacks churn, drench, engulf (DC 27, 4d8+12), grab, water mastery
STATISTICS
Str 26, Dex 27, Con 24, Int 10, Wis 19, Cha 15
Base Atk +18; CMB +27 (+31 grab); CMD 45
Feats Cleave, Combat Reflexes, Engulf Revulsion, Great Cleave, Improved Initiative, Iron Will, Lunge, Power Attack, Skill Focus (Stealth), Vital Strike
Skills Acrobatics +22, Bluff +16, Intimidate +16, Knowledge (planes) +16, Perception +22, Sense Motive +20, Stealth +32, Swim +36
Languages Aquan
Special Qualities liquid body, malleable form, one with water
ECOLOGY
Environment any (Elemental Plane of Water)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Churn (Ex): As a swift action, a waterveiled assassin can batter opponents it has engulfed with mighty currents that it creates by controlling its own shape. All creatures currently engulfed within the waterveiled assassin’s body take 4d8+12 points of bludgeoning damage as the currents try to tear their bodies apart. A successful Fortitude saving throw (DC 27) halves the damage taken. The save DC is Strength-based.
Drench (Ex): The waterveiled assassin's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level 15th).
Liquid Body (Ex): A waterveiled assassin exercises supreme control over its watery form, allowing it to flow around attacks, flatten itself against the ground to avoid a spell’s blast, and so forth. Any effect or spell that allows a Reflex save for half damage has a 50% chance to have no effect on a waterveiled assassin. Even if it is affected, the waterveiled assassin can still attempt a saving throw against the spell’s effect as normal. This ability also gives the waterveiled assassin a greater reach on its melee attacks, effectively increasing its natural reach to 20 ft.
Malleable Form (Ex): A waterveiled assassin’s control overits form allows it to flow through tiny cracks in objectsand move through the earth, walls, and other obstacles.The assassin moves at normal speed through terrainthat slows movement. It can move through permeable objects at half speed, but it cannot move through completely solid barriers, such as those produced by a wall of stone or wall of force spell.
If a waterveiled assassin ends its movement completely within an object, opponents do not have line of sight or line of effect to it. Its reach drops to 0 feet. Any creatures engulfed within the assassin automatically break free of the grapple and fall prone in a square adjacent to the object. If only part of the assassin is in an object, but its remaining space cannot hold all the creatures within it, the assassin may choose which ones to release.
One With Water (Ex): A waterveiled assassin that is completely immersed in a volume of water that’s at least 15 ft. wide, 15 ft. long and 15 ft. deep is effectively invisible, as per the greater invisibility spell.
Water Mastery (Ex): A waterveiled assassin gains a +1 bonus on attack and melee damage rolls if both it and its opponent are touching water. If the opponent or the waterveiled assassin is touching the ground, the assassin takes a –4 penalty on attack and melee damage rolls. These modifiers also apply to bull rush and overrun maneuvers, whether the assassin is initiating or resisting these kinds of attacks.
A waterveiled assassin is a creature of living water sent by Kelizandri, the evil Elemental Lord of Water, to slay his cult’s enemies. This deadly killer can flow through the smallest cracks to ambush and engulf foes, and its fluid form and mastery of water lets it strike at opponents from unexpected angles.
The waterveiled assassin is a canny hunter, making use of terrain advantage and of all their special abilities to surprise foes and dispatch them quickly. A waterveiled assassin has no use for a fair fight; it usually approaches its target in open water, taking advantage of its invisibility, or hides within a wall or a large non-waterproof object that can contain its bulk. When its target closes, the waterveiled assassin surges forth, rolling over its foe and trying to drown him or batter him to death in its liquid body. A waterveiled assassin usually focuses on the least armored foes, knowing they are more likely to be arcane spellcasters or to have dangerous abilities, and drags them off to an isolated spot for the kill.
If a waterveiled assassin has a weakness, it is overconfidence – an assassin might leap on a party’s wizard or sorcerer while disregarding physically capable combatants, and giving them the chance to heap severe punishment upon the elemental.
A waterveiled assassin��s form is unstable, but it usually stands about 12 feet tall and weighs 1'000 pounds.
#conversion#d&d 3.5#pathfinder 1e#elemental#outsider#dungeons and dragons#waterveiled#assassin#tharizdun
21 notes
·
View notes
Text
PF 2e to 1e Conversion: Demon, Roru
My newest conversion comes from the Quest For The Frozen Flame Adventure Path, and more exactly from Lost Mammoth Valley. It's a rather straightforward creature, but the shapechanging ability gave me some trouble. I hope I got it right for what's essentially a low-medium CR creature, and I hope that someone more experienced than I am can spot and correct any mistake I've made. I've also changed a few things about the creature's lore, since I thought it'd make more sense.
With that said, here comes the Roru.
DEMON, RORU
Image © Paizo Publishing, accessed at Archives of Nethys here
This corpulent humanoid looks like a skinned human corpse, but its mouth is armed with wicked jaws, and it sports elk-like antlers on top of its head.
RORU CR 7
XP 3’200
CE Medium Outsider (chaotic, demon, evil, extraplanar, shapechanger)
Init +8; Senses darkvision 60 ft.; Perception +15
Aura predatory (30 ft.)
DEFENSE
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 94 (9d10+45)
Fort +11, Ref +10, Will +6
Damage Reduction 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10
Spell Resistance 18
Weakness rattled by disobedience
OFFENSE
Speed 40 ft.
Melee 2 claws +15 (1d8+6), bite +15 (1d10+6) or gore +15 (1d8+6 / x3)
Special Attacks incite ferocity
Spell-Like Abilities (CL 9th, concentration +11)
Constant – speak with animals
At will– animal trance (DC 14), charm animal (DC 13), greater teleport(self plus 50 lbs. of objects only), hold animal(DC 14), magic fang
3/day – dominate animal (DC 15), greater animal aspect, pack empathy
1/day – animal growth, summon (level 3, 1 roru, 1d3 swaithes or 1d4+1 dretches, 50%)
STATISTICS
Str 22, Dex 19, Con 21, Int 11, Wis 16, Cha 14
Base Atk +9; CMB +15; CMD 29
Feats Cleave, Improved Bull Rush, Improved Initiative, Power Attack, Stealthy
Skills Acrobatics +8 (+12 jumping), Bluff +8, Climb +8, Escape Artist +6, Handle Animal +15, Intimidate +12, Knowledge (nature) +12, Knowledge (planes) +10, Perception +15, Sense Motive +12, Stealth +15, Survival +12
Languages Abyssal, Celestial, Draconic; speak with animals, telepathy 100 ft.
Special Qualities wear pelt
ECOLOGY
Environment any (Abyss)
Organization solitary, pair or hunting party (3-8)
Treasure standard
SPECIAL ABILITIES
Incite Ferocity (Su): As a standard action, a roru can influence an animal or a magical beast with an Intelligence score of 2 or less within the range of its predatory aura and cause it to enter a state of blind, uncontrollable rage. The victim must make a Will save (DC 16) or be affected as though by a rage spell and become confused (as the confusion spell) for as long as they remain in the roru’s predatory aura and for 1d4 rounds after they have left the aura. Alternatively, this effect ends when the roru originating it is slain or incapacitated. A creature that becomes confused by this effect never attacks the roru. If the affected creature was in the shaken condition as a result of the roru’s predatory aura, such condition ceases to have effect on the creature for as long as the effect of incite ferocity lasts.Thisis an emotion-based, mind-affecting effect. The save DC isCharisma-based.
Predatory Aura (Su): An animal that comes within 30 ft. of a roru must make a Will save (DC 16) or become shaken for as long as they remain in the roru’s predatory aura. This ability can also affect magical beasts with an Intelligence score of 2 or less, but such creatures receive a +4 circumstance bonus on their saving throw. This is an emotion-based, fear and mind-affecting effect. The save DC is Charisma-based.
Rattled by Disobedience (Ex): If a roru fails an Handle Animal check to handle or push an animal, or if an animal succeeds at their saving throw against the roru’s mind-affecting abilities (including its charm animal or dominate animal spell-like abilities) or is freed from such conditions via outside influence, the roru must make a Will save (DC 15) or become staggered with frustration until the end of its next turn. If the target was an animal companion, the DC for this saving throw becomes (10 + half the animal companion’s master level + the master’s Wisdom modifier).
Wear Pelt (Su): A roru can don the pelt of an adjacent dead animal of Small, Medium or Large size, transforming into a lookalike of it. For as long as the roru is wearing the pelt, it gains the benefits of a beast shape II spell, assuming the form of the animal the pelt was taken from. While a roru wears a pelt, half of the damage that the roru takes is instead dealt to the pelt (rounded down, after putting damage reduction and resistances into account). A pelt has hardness 2 and 15 hp. When a pelt reaches 0 hp, it is destroyed, and the roru immediately returns to its natural form.
Roru, also known as hunter demons, are savage and ruthless Abyssal huntsmen. These fiends arise from the chaotic evil souls of poachers and vainglorious hunters who killed members of endangered species for the glory of it. As demons, they haven’t lost their taste for hunting, though they are now willing and able to hunt down humans and other sentient beings, having lost whatever morals and sense of restraint they had in their previous lives.
A roru is a brutal yet patient hunter. Its favored tactic is to approach a lone animal and slaughter it in order to skin it and wear its pelt. A roru possesses the supernatural ability to assume the form of any animal whose pelt it is wearing, and makes use of this form to infiltrate animal packs and corrupt them from within. In this guise, they whip their newly acquired packmates into a frenzy, driving them to attack livestock and settlements they would ordinarily leave alone. As such attacks invariably cause retaliation, roru rarely find themselves wanting for sentient prey to slaughter, and are quick to abandon their guise and throw themselves in bloody battle when their pack is finally hunted down and killed. Some roru are even more audacious than that, operating in human settlements where they pose as mundane animals and wait for their chance to cause murder and mayhem.
A roru is tall for a Medium-sized creature, often reaching up to 7 feet and weighing about 300 pounds.
#conversion#pathfinder 1e#pathfinder rpg#pathfinder 2e#quest for the frozen flame#demon#roru#cr_7#hunter#poaching
2 notes
·
View notes
Text
D&D 3pp to Pathfinder 1E Conversion: Bloodclot
I'm back with yet another of my conversions... and this time, I have been working on a creature coming from Nephandum, a third-party expansion for D&D 3.5 published in Italy by Asterion Press. This one is a particularly gruesome little creature from that expansion's bestiary, and I hope you can make use of it in some of your games. As usual, please tell me if you think anything can be corrected or improved.
Happy gaming!
BLOODCLOT
Image (c) Asterion Press, artist Alberto Dal Lago
This revolting creature looks like a pale, bloated maggot, with numerous cilia wriggling out of its body. It has a pair of overlarge black eyes and a mouth filled with cruelly sharp teeth.
BLOODCLOT CR 8
XP 4’800
CE Small Aberration (aquatic)
Init +9; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC 21, touch 17, flat-footed 15 (+5 Dex, +1 dodge, +4 natural, +1 size)
hp 90 (12d8+36); blood healing
Fort +9, Ref +9, Will +9
Damage Reduction 10/magic; Immune acid; Resist fire 10
Spell Resistance 19
OFFENSE
Speed 20 ft, swimming 80 ft., flying 30 ft. (poor)
Melee bite +15 (1d4-1 plus 1d6 acid and bleed)
Special Attacks acidic sheath, bleed (1d4), breath weapon (30-ft. cone, 6d6 acid damage, Reflex DC 19 for half, usable every 1d4 rounds), burst vessel, devour metal
STATISTICS
Str 9, Dex 20, Con 17, Int 14, Wis 16, Cha 17
Base Atk +9; CMB +7; CMD 22 (cannot be tripped)
Feats Alertness, Dodge, Great Fortitude, Hover (B), Improved Initiative, Mobility, Weapon Finesse
Skills Acrobatics +18, Escape Artist +18, Fly +15, Intimidate +12, Knowledge (dungeoneering) +12, Knowledge (nature) +10, Perception +16, Sense Motive +5, Stealth +16, Swim +12
Languages Common, Aklo (cannot speak)
Special Qualities amphibious , blood healing,polluting presence
ECOLOGY
Environment temperate and cold swamps
Organization solitary
Treasure standard
SPECIAL ABILITIES
Acidic Sheath (Ex): The acidic blood coating a bloodclot’s body inflicts 1d4 acid damage to any opponent that hits the bloodclot with natural weapons or unarmed strikes. Metallic weapon that strike a bloodclot suffer the same damage, disregarding their hardness.
Blood Healing (Ex): If at least one creature suffering from a bleed effect is within 30 ft. of a bloodclot, the bloodclot gains fast healing 4.
Burst Vessel (Su): Three times per day, as a full round action that provokes an attack of opportunity, a bloodclot can concentrate on a single creature with a working circulation system within 30 feet of itself. The victim must make a Fortitude save (DC 19), or suffer the rupture of several blood vessels in their body. This effect immediately inflicts 4d8 points of damage and 1d8 points of bleed damage, and causes the victim to become staggered as long as the bleed effects persists. A successful saving throw halves the damage and negates both the bleed damage and the staggered effect. As a rule of thumb, creatures of the construct, ooze, plant and undead types are immune to this effect, as is any creature with the elemental or incorporeal subtype. The save DC is Charisma-based.
Devour Metal (Ex): A bloodclot attacking a metallic object ignores its hardness. This ability does not function against adamantine or other starmetals.
Polluting Presence (Ex): Any contained body of water (lakes, ponds, etc.) in which the bloodclot resides for more than 24 hours is contaminated by the creature’s foul body fluids. Any such body of water is considered as tainted water until the bloodclot keep living in it, and for 1d3 months after the bloodclot has been removed. A number of purify food and drink spells equal to the bloodclot’s hit dice (12 for the average specimen) cast upon the polluted body of water will restore the water to its previous untainted state. At the GM’s discretion, larger bodies of water might take longer to pollute, and might require more castings of purify food and drink to be returned to normal.
A bloodclot is a product of mad alchemy, an attempt to recreate human life in laboratory gone horribly wrong. Through vile experiments and dubious medical procedures, alchemists and arcanists with more ambition than common sense often attempt to create their own servitors – such attempts almost invariably end in disaster, and a bloodclot is usually a result of it, having been born from the tortured flesh used in such mad endeavors. No two bloodclots look alike, but all of them share several characteristics - particularly, a mouth filled with sharp teeth and a body dripping with acidic enzymes that are particularly effective against metal.
Bloodclots can function on dry ground and in the air, but they are more at ease in water. Their bodily excretions can quickly pollute a body of still water, and the first warning of the presence of a bloodclot is the sudden contamination of surrounding water sources, the water turning a sickly rusty color, followed by the sudden death of numerous animals and plants. As bloodclots appear suddenly and vanish just as quickly, their true motives are hard to determine, and all attempts to communicate with them have, as of now, met with failure.
Despite its small size and sickly appearence, a bloodclot is a formidabile opponent. It tries to strike from ambush, inflicting ragged wounds that bleed profusedly. The blood lost by its victims is quickly absorbed by the bloodclot, resulting in a macabre spectacle as droplets of blood are pulled through the air and into the foul creature’s body. A bloodclot tends to preserve its burst vessel ability for when it is facing a single opponent, or to use it from hiding to severely injure a tough-looking opponent. Bloodclots fight ferociously, but their survival is paramount to them, and they will retreat in front of bad odds. However, a bloodclot has excellent memory and an uncanny ability to hold a grudge, and will patiently wait for a chance at revenge.
A bloodclot is about 3 ft. long and weighs about 70 lbs. Their lives are estimated to span a few centuries unless ended with violence.
1 note
·
View note
Text
3.0 D&D to PF1 Conversion: Torturer Devil (Kocrachon)
This is a conversion of a rather famous creature that originated from Planescape. Since this is a rather low-ranking devil, I tried not to go overboard on the abilities, while attempting to give the Kocrachon its own flavour. I also got several pointers from a previous 3.5 conversion of the same creature, which appeared in the EN World Forums. Of course, you guys be the judges if my conversion is satisfying.
DEVIL, TORTURER (KOCRACHON)
Image (c) Wizads of the Coast, artist unknown
This horror looks like an overgrown bluish-black beetle with a long proboscis for a mouth, but its face has a disturbingly human look to it, and its legs end in slim, dexterous claws.
TORTURER DEVIL CR 7
XP 3’200
LE Medium Outsider (devil, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +14
Defense
AC 22, touch 15, flat-footed 17 (+4 Dex, +1 dodge, +7 natural)
hp 76 (8d10+32)
Fort +6, Ref +10, Will +9
Damage Reduction 5/good; Immune fire, poison; Resist acid 10, cold 10
Spell Resistance 18
Offense
Speed 40 ft., flying 60 ft. (good)
Melee bite +12 (1d6+2 plus disease), 2 claws +12 (1d4+1 plus excruciate)
Special Attacks disease, excruciate, sadism, sneak attack +2d6
Spell-Like Abilities (CL 8th, concentration +12)
At will – cause fear (DC 15), darkness, greater teleport (self plus 50 lbs. objects only), stabilize, suggestion (DC 17)
3/day – cure moderate wounds (DC 16), invisibility, magic circle against good, major image (DC 17)
1/day – breath of life, summon (level 3, 2d4 lemures or 1 torturer devil, 45%), waves of fatigue (DC 19)
Statistics
Str 14, Dex 19, Con 18, Int 16, Wis 17, Cha 19
Base Atk +8; CMB +10; CMD 24 (30 vs. trip)
Feats Dodge, Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +12 (+16 jumping), Bluff +13, Diplomacy +12, Fly +14, Heal +18, Intimidate +15, Knowledge (planes) +14, Perception +14, Profession (torturer) +18, Sense Motive +18, Stealth +15; Racial Modifiers +4 Heal, +4 Profession (torturer), +4 Sense Motive
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Ecology
Environment any (Nine Hells)
Organization solitary, pair or team (3-6)
Treasure standard
Special Abilities
Disease (Su) An opponent hit by a torturer devil’s bite attack must succeed on a Fortitude save (DC 18) or contract devil chills. The save DC is Constitution-based
Devil Chills: Disease – injury (bite); save Fort DC 18; onset 1d4 days; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves.
Excruciate (Su) A living creature hit by a torturer devil’s claw attack must succeed on a Fortitude save (DC 18) or become sickened with pain for 1d6 rounds. A creature that is already sickened becomes nauseated for 1 round instead. The save DC is Constitution-based
Sadism (Ex) If a torturer devil inflicts 10 or more points of damage on a single creature in the span of a single round, either with a single attack or with multiple attacks, it gains a +2 morale bonus on attack rolls, saving throws and skill checks for the duration of the next round.
Kocrachons are also known as torturer devils for their specialization in inflicting prolonged pain on helpless victims. They are mostly tasked with extracting information through pain, and it is a job they thoroughly enjoy. In what spare time they have, they enjoy sharpening their skills on damned souls and other prisoners; ending up in the claws of the kocrachon is considered one of the worst possible fates, for these devils are merciless and go out of their way to deny their victims the sweet release of death. Torturer devils are fond of mental torture as well, and will gleefully manipulate and gaslight their charges in order to maximize their anguish.
Torturer devils are not particularly fond of combat, and will usually retreat if an opponent looks dangerous enough to fight them on even footing. If forced to battle, they will usually break up and confound the opposition with spells like cause fear or suggestion, and then strike from ambush, often with the cover of invisibility, and debilitate their victims with their painful claws and diseased bites. A kocrachon that inflicts enough suffering on a victim is bolstered by the act, and can briefly fight with enhanced vigor.
Kocrachons are mostly found in infernal citadels, working for more powerful devils; they are 5 feet tall on average, and weigh roughly 110 pounds.
#conversion#pathfinder 1e#pathfinder rpg#dungeons and dragons#planescape#devil#kocrachon#outsider#evil#cr 7#tw: torture
2 notes
·
View notes
Note
Well, to be perfectly fair, for as much of an asshole as Endeavor was, he never killed people or committed acts of terrorism, so it IS true that Dabi is more evil than Endeavor.
However, it is also true that it's mostly Endeavor's fault if Touya becae Dabi, and for all the problems that MHA has, at least it acknowledges Endeavor's failures both as a father and as a person. Which is a lot more than can be said for ML.
You know it's sad when Andre Bourgeois is a shittier father than Endeavor, and you're not supposed to see it that way.
Imagine if TA write MHA, he would make : Endeavor redemption meaningless and never receive consenquence because he now a "good guy", make Dabi is more evil than Endeavor despite being his victim, and make Toga as ireedemable bItch because she is blonde and evil
That, or Shigaraki ends up being the one to kill All for One instead of Midoriya.
#miraculous ladybug#my hero academia#endeavor#enji todoroki#touya todoroki#dabi#comparison#andre bourgeois#bad fathers#bad writing
41 notes
·
View notes