Castellia- A Fantasy Setting (Sudowoodo! Sunflora! Donphan!)

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Woodclaw
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Re: Castellia- A Fantasy Setting (Phasm! Tojanida! Rakshasa! Fairy Dragon!)

Post by Woodclaw »

Fairy Dragons are not so silly little buggers that have a lot of potential for both being a funny extra or a potential threat.

A while back I called them LSD dragon :P
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Re: Castellia- A Fantasy Setting (Phasm! Tojanida! Rakshasa! Fairy Dragon!)

Post by Ken »

Lord, I hate Fairy Dragons. They may have potential to be funny extra, but in the wrong hands (like my friend Eric's) they're just a bunch of irritating little sh*ts,
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Re: Castellia- A Fantasy Setting (Roper! Remorhaz! Rust Monster! Otyugh! Phase Spider!)

Post by L-Space »

Very nice phase spider. I always thought they were noteworthy because while a 12 foot long spider is terrifying enough someone decided to give it the ability to teleport around and sneak attack at will :shock:.
Jabroniville wrote: Sun Mar 04, 2018 1:36 am Anyone else just LOVE the little "Ecology" sections for creatures in the books? so much fun. Meanwhile, seeing huge sections devoted to cities just puts me to sleep. I'd rather read 15 pages on The Ecology of the Ettercap than an essay about the city council of Douchetropolis.
Yea the ecology sections were always really interesting to me.
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Re: Castellia- A Fantasy Setting (Phasm! Tojanida! Rakshasa! Fairy Dragon!)

Post by catsi563 »

high Elf mage of mine had a fairy dragon familiar and wooooooah momma did we get into shenanigans
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Re: Castellia- A Fantasy Setting (Phasm! Tojanida! Rakshasa! Fairy Dragon!)

Post by Jabroniville »

Ken wrote: Thu Mar 08, 2018 2:30 pm Lord, I hate Fairy Dragons. They may have potential to be funny extra, but in the wrong hands (like my friend Eric's) they're just a bunch of irritating little sh*ts,
Yeah, reading up on a few of these things (Phasm, Fairy Dragon), I get the strong sentiment that they're meant for "LAWLZ TIME FOR EVERYONE TO INDULGE WHAT I THINK IS HILAAAAAAAAAAAAAAARIOUS" Jar-Jar Binksian Antics.
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Treants

Post by Jabroniville »

ImageImageImage

TREANT (aka Tree Man)
Role:
Neutral Forest Spirit
PL 9 (128)
STRENGTH
8 STAMINA 10 AGILITY -2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Expertise (History) 6 (+8)
Expertise (Forests) 10 (+12)
Expertise (Magic) 4 (+6)
Insight 5 (+8)
Intimidation 4 (+7, +11 Size)
Perception 4 (+7)
Persuasion 3 (+6)
Ranged Combat (Tree Stuff) 8 (+8)

Advantages:
Fast Grab, Improved Critical (Unarmed), Power Attack, Startle

Powers:
Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (30 feet) (Feats: Innate) (Extras: Permanent +0) [17]

"Forest Spirits"
Immunity 1 (Aging) [1]
"Tree-Men" Morph 1 (Tree) [5]
Movement 1 (Environmental Adaptation- Dense Forests) [2]
Remote Sensing (Vision) 5 (Flaws: Limited to Within Forest) [5]
Comprehend 2 (Speak to & Understand Plants) [4]

"Tree Singing"
Branch Snare 8 (Extras: Multiattack) (Flaws: Source- Dense Trees) (24) -- [25]
  • AE: "Forest of Branches" Snare 8 (Extras: Area- 30ft. Burst) (Flaws: Source- Dense Trees) (24)
  • AE: Move Object 8 (Flaws: Limited to Along Ground, Limited to Trees) (4)
Offense:
Unarmed +8 (+8 Damage, DC 23)
Branch Snare +8 (+8 Ranged Affliction, DC 23)
Forest of Branches +8 Area (+8 Ranged Affliction, DC 23)
Initiative -2

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +10, Fortitude +10, Will +8

Complications:
Responsibility (The Forest)- Treants care little for what goes on, so long as the forest survives. Even wildfires or destruction are warranted, so long as regrowth may occur.

Total: Abilities: 32 / Skills: 44--22 / Advantages: 4 / Powers: 59 / Defenses: 21 (128)

-Treants are generally ancient creatuers, and resemble living trees. They are in fact Forest Guardians- among the most powerful of Elemental Spirits on Castellia. Slow-moving and slow to anger, Treants rarely engage in combat, even allowing evil creatures to enter their forests- they are old enough to recognize the cycles, and care little unless the permanent health of the forest is threatened. Because of this, they rarely allow enclaves of magic other than Green Magic (Druidism) to occur- the relative peacefulness of Treants means that many underestimate their might, so many Wizards have learned the errors of their ways after trying to form covens of various types.

-Treants are intelligent and can be rather wise- experience leaves them hard to fool and will large amounts of knowledge. In fact, those in the know (typically Rangers and Druids) will search out Treants for a lot of general information, particularly about history long since past- most creatures are either too short-lived, too forgetful, or too dangerous to seek for this kind of knowledge (Treants are not known to be friendly, but are certainly less likely to attack than Dragons).

-It is unknown to most how Treants breed- typically, they are only known to be old, speaking as elderly men or women would. The truth is, a single Treant may sprout off a "Life Seed" every hundred years or so- this Seed will be planted, and imbued with a portion of the strength of all those Treants able to be assembled- they will even leave their forests briefly for this purpose, seeing it as an event of great significance and reverence. They are quiet about this, and even most Wood Elves and Forest Giants have no idea that the Treants, usually quite stealthy, have taken a leave.

-Treants seem to vary little in personality, but their grumpiness or neutrality can shift with the individual. There are even more evil-aligned Treants known, though most are netural enough to simply go along with whomever can protect the forest- adventurers would do well to beware the Forest Stronghold defended by such beings.

Jab's Notes: Treants are old-school to D&D, and were the litigation-inspiring "Ents" in 1974, basically being swiped wholesale from J.R.R. Tolkien's works. They were later changed to "Treants". I took bits and pieces of Treants (low-level creatures in D&D) with the mighty Tree Men of Warhammer's Wood Elves, which are massive creatures and army centerpieces, with more and more outlandish details- now featuring giant swords and various glowing spirits surrounding them.
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Grimers

Post by Jabroniville »

Image

FECAL OOZE (Grimer)
Role:
Gross Ooze
PL 6 (128)- Minion Rank 6, Sidekick Rank 14
Normal Version:
PL 4-5
STRENGTH 2 STAMINA 3 AGILITY -2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -- AWARENESS -2 PRESENCE -3

Skills:
Expertise (Survival) 4 (+2)
Intimidation 6 (+3)
Perception 4 (+2)
Stealth 6 (+4)

Advantages:
Fast Grab, Improved Hold

Powers:
"Amorphous Bodies"
Immunity 20 (Slashing & Piercing Damage) [20]
Immunity 10 (Bludgeoning Damage) (Flaws: Limited to Half-Effect) [5]
Immunity 3 (Paralysis, Aging) [3]
Movement 3 (Sure-Footed, Slithering, Wall-Crawling) [6]

"Blindsight" Senses 5 (Accurate Ranged Touch, Accurate Scent) [5]
"Pseudopods" Extra Limbs 4 (Feats: Reach 2) [6]

"Fecal Bomb" Blast 4 (Feats: Accurate 3) Linked to Weaken Stamina 4 (Extras: Ranged, Progressive +2) (27) -- [28]
  • AE: "Acidic Touch" Damage 6 Linked to Weaken Toughness 6 (Extras: Affects Objects) (18)
Insubstantial 1 [5]
"Nauseating, Stinking Ooze" Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- Scent Perception, Reaction +3) [30]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Acidic Touch +6 (+6 Damage, DC 21)
Fecal Bomb +6 (+4 Damage & Weaken, DC 19 & 14)
Stink +6 Area (+6 Affliction, DC 16)
Initiative -2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3, Fortitude +3, Will --

Complications:
Disabled (Animal)- Oozes cannot speak to humans, nor use their "limbs" to easily manipulate objects.

Total: Abilities: -2 / Skills: 20--10 / Advantages: 2 / Powers: 108 / Defenses: 10 (128)

-Fecal Oozes are the most hated of the "Ooze" type- most are dangerous, but few STINK this badly. Created from the magically-tainted human waste surrounding large cities or areas close to Ley Lines or other sources of magical energy, Fecal Oozes (called "Grimers" by more polite society) have a tendency to seek out more waste, or spread it around. Considered major nuisances, they are destroyed whenever possible- but the sheer disgust most feel in their presence means this is often an expensive procedure. Unlike most Oozes, they maintain a small amount of sentience- they are self-aware, and make faces that can be thought of as representing emotions. They also have ranged attack capabilities.

Jab's Notes: Among the more obvious "Filler Pokemon" in the first generation is the Grimer/Muk evolution, which consists of basically two piles of slime at different sizes, and they're called separate monsters. They're minor characters in the anime series, too, featuring in only a single episode, where Ash catchs one as soon as it evolves into a Muk- this Muk gets trotted out occasionally in Pokemon Tournaments, which is ridiculous given how little XP it probably has (it goes ENTIRE SEASONS without use).
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Tarrasque

Post by Jabroniville »

ImageImage

THE TARRASQUE
Role:
Unstoppable Monster
PL 16 (173), PL 18 (173) vs. Magical Damage
STRENGTH
18 STAMINA 20 AGILITY -2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 2 PRESENCE -2

Skills:
Intimidation 16 (+14, +20 Size)
Perception 2 (+4)

Advantages:
Fast Grab, Improved Critical (Unarmed) 3, Improved Initiative, Power Attack, Startle, Takedown 2, Ultimate Will Save

Powers:
Growth 13 (Str & Sta +13, +13 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -13 Stealth) -- (75 feet) (Feats: Innate) (Extras: Permanent +0) [27]

Immunity 16 (Aging, Life Support, Fire Damage) [16]
Protection 4 (Extras: Impervious 21) [25]
"Carapace" Protection 4 (Extras: Reflection 12) (Flaws: Limited to Magical Effects) [8]
Speed 2 (16 mph) [2]
Regeneration 12 (Feats: Regrows Limbs) [13]
"Giant Limbs" Damage 14 (Extras: Area- 30ft. Burst) (28) -- [29]
  • AE: "Natural Weapons" Strength-Damage +0 (Extras: Penetrating 10) (10)
Offense:
Unarmed +10 (+18 Damage, DC 33)
Giant Limbs +14 Area (+14 Damage, DC 29)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +24 (+28 vs. Magic, +11 Impervious), Fortitude +20, Will +12

Complications:
Motivation (Food & Destruction)

Total: Abilities: 8 / Skills: 18--9 / Advantages: 6 / Powers: 120 / Defenses: 30 (173)

-Few creatures on Castellia are more dangerous, or more legendary, that The Tarrasque. A singular creature which spends months, even years, in deep hibernation, it awakens periodically to feed. Being over seventy feet long, the creauture's dietary needs are tremendous, and it can demolish entire cities, habitants and kingdoms in search of sustenance before it re-enters its deep slumber. Few beings, even the mightiest Dragons, attempt to slay the beast, as it's proven unstoppable in the past, and most intelligence creatures simply give it a wide berth.

Jab's Notes: The ultimate "Power Geek" monster in D&D, the Tarrasque was spoken of in hushed tones by my RPG-gamer friends in college. More than anything else in the first Monster Manual, it was designed to be unstoppable. Not versatile, intelligent or complicated, the Tarrasque simply had 48 Hit Dice (840 hp!!), Saves in the 20s & 30s, and lots of hitting power. Its Magical Resistance similarly made it hard to bring down, and few could teleport such a large creature away. Basically, it was designed to prove who had the biggest dick. A CR of 20 made it the toughest baseline creature, though the oldest of Dragons could be higher.

-This Tarrasque obviously lacks the insane Saves of the D&D creature- D&D often had extremely elevated Saves for nearly all of its big monsters, because the game had such versatile heroes as a rule- so many Save Or Die spells meant that you needed +38 Fortitude and +20 Will all the time, when that's absurd for 99% of comic book characters. M&M works a bit differently, and definitely doesn't need saves to be so high. So the Tarrasque just ends up like a remarkably powerful Kaiju shoved into a D&D-ish world- its Magical Resistance working out like boosted Toughness with the "Reflection" Extra (usually used for "Deflect"). Powerful and unstoppable, but simplistic.

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Invisible Stalkers

Post by Jabroniville »

Image

INVISIBLE STALKER
Role:
Invisible Foe
PL 6 (84)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Insight 2 (+4)
Perception 6 (+6)
Stealth 4 (+8)

Advantages:
Fast Grab, Improved Initiative, Tracking

Powers:
"Natural Invisibility" Concealment 2 (Vision) [4]
Immortality 5 (Flaws: Limited to Outside the Elemental Plane of Air) [5]
"Elemental Physiology" Immunity 12 (Sleep, Stunning Effects) [12]

Offense:
Unarmed +8 (+4 Damage, DC 19)
Initiative +8

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +4, Fortitude +6, Will +4

Complications:
Responsibility (Servitude)- Invisible Stalkers are usually forced by Summoners to carry out certain actions. If they want to get home, they usually have to kill someone.

Total: Abilities: 48 / Skills: 12--6 / Advantages: 3 / Powers: 21 / Defenses: 6 (84)

-Invisible Stalkers are creatures native to the Elemental Plane of Air, and are typically evil beings. They are notable for being amorphous, large creatures who are completely invisible. They are most-famous on Castellia for being summoned by Summoner-types who wish them to carry out missions- typically ones of spycraft or assassination. If the Stalker wants to return home, it must carry out its mission, then return to the Summoner for the "return" spell. Either that, or find another Teleport-capable being to bribe. Many Stalkers begrudgingly carry out these missions, or charge a small fee of whatever is valuable to them- wise Summoners know to pay well, because a few Castellian Wizards make good money as "Stalker Stewards"- people who make themselves available to summoned Stalkers that can teleport them back home, or punish the Summoners who are blackmailing them. These Stewards are well-paid by various Stalker organizations as an insurance policy.

Jab's Notes: Invisible Stalkers are another "Gotcha!" kind of foe- creatures that can't be seen, who can strike the party from anywhere. I came up with some backstory to explain parts of the story that were bothering me, like why Stalkers just get summoned and have to do stuff. To me, they'd have some kind of plan in place against "Do this or else"- so these Stalker Stewards- sorta like Union Stewards in real life, are there to ensure that fair treatment is given. Otherwise, these are just meaningless "Invisible Threats". The PL isn't so high, but it's fairly tough and hard to hit- Invisibility remains one of the most questionably-cheap powers in all of M&M, providing a huge benefit for very few points.
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Re: Castellia- A Fantasy Setting (Fairy Dragon! Treant! Muk! The Tarrasque!)

Post by MacynSnow »

GREED-E almost had a TPK last weekend due to just 1 Invisible Stalker(for some reason,they can take out monsters/villian's 8 times their level easily,but get nearly destroyed by something that's 3 levels under them,i just can't figure it out.....),so these dudes are no joke....
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Victreebell

Post by Jabroniville »

ImageImageImageImage

Various subspecies of Victreebell, along with the harmless "Bellsprout" larval form.

VICTREEBELL
Role:
Carnivorous Plant
PL 6 (72)
STRENGTH
4 STAMINA 6 AGILITY -2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 2 PRESENCE -3

Skills:
Intimidation 6 (+4)
Perception 4 (+6)
Ranged Combat (Plant Stuff) 6 (+6)

Advantages:
Benefit (Ambidexterity), Close Attack 2, Fast Grab, Improved Hold, Improved Initiative 2, Startle

Powers:
"Vine Whip" Elongation 2 (Flaws: Limited to Vines) [1]
"Pitcher Plant" Movement 1 (Slithering) [2]
"Acid" Blast 4 (Extras: Secondary Effect) Linked to Weaken Toughness 6 (Extras: Ranged) (24) -- [27]
  • AE: "Internal Acids" Damage 5 (Extras: Secondary Effect) Linked to Weaken Toughness 7 (17)
  • AE: "Stun Spore" Affliction 6 (Fort; Dazed & Vulnerable/Stunned & Defenseless/Incapacitated) (Extras: Area- 15ft. Cloud, Extra Condition) (18)
  • AE: "Razor Leaf" Blast 4 (Extras: Multiattack) (12)
Offense:
Unarmed +6 (+4 Damage, DC 19)
Razor Leaf +6 (+4 Ranged Damage, DC 19)
Stun Sore +6 Area (+6 Affliction, DC 16)
Acid +6 (+4 Ranged Damage & +6 Ranged Weaken, DC 19 & 16)
Initiative +3

Defenses:
Dodge +4 (DC 14), Parry +6 (DC 16), Toughness +6, Fortitude +6, Will +4

Complications:
Vulnerable (Fire-Based Attacks)

Total: Abilities: 14 / Skills: 16--8 / Advantages: 8 / Powers: 30 / Defenses: 12 (72)

-The carnivorous plants known as Victreebells are mysterious to most. This is because the plants undergo a tremendous physical metamorphosis over their lifespans, starting out as tiny, moving plants with eyes called "Bellsprouts". These adorable plants are often kept in homes and fed insects- many retain this form for many years, before seeming to die. The families inevitably bury their pet in the backyard, at which point their bodies "seed" and sprout a new form- the head-like "Weepinbell" form. These hopping plants are after larger prey, but are considered a minor nuisance, attacking family pets and the like, but being no danger to a human being. It is the final form, the Victreebell, that is dangerous. Most people have no idea that all three plants are the same species (to be fair, there are hundreds of carnivorous monsters on Castellia, many of which look alike yet are not related).

-Victreebells are man-sized pitcher plants that can swallow a man whole, trapping him inside the "mouth" while the digestive acids in their bodies rapidly break their victims down into digestible "sludge". They frequently lash out with grappling vines (much like a Roper would), dragging victims into their mouths, usually after stunning them with their "Stun Spores". Others are attacked with razor-like leaves. Attackers are frequently spat on with acid, as well. These plants are usually only found in dense forest or jungle, preferring the anonymity of large amounts of plant life in their surroundings. Exotic Plant collectors are known to keep them as pets and defensive creatures, though they lack much personality, and are rather unpredictable- most wouldn't keep underfed Victreebells in areas where they can reach the home-owners.

Jab's Notes: The "Bellsprout" line is always rather distinct for me, in that I don't recall anyone ever wanting to play either it or the "Oddish" line- its counterpart in the Red/Blue era. They're just kind of... clear "Early Pokemon" that you'd replace later. They start out with really weak, cute-looking Pokemon, shift into a superfluous middle form, and then have a final form that looks pretty much like the second but slightly better.

-Bellsprout in particular is really just a small flower with dots for eyes- one of the simplest designs in the entire series. The anime used it to great effect, however, in a Tournament episode where Ash is stymied by a single Bellsprout- initially discounting the "Starter Pokemon"-like thing in its first Evolutionary stage, he's taken aback when it reveals tremendous power via experience- it thumps Pikachu and Bulbasaur before Ash's surprise entry- his rarely-seen Muk- saves the day. I just really like the whole "crappy Pokemon-turned-powerhouse through training" concept.

-Bellsprout turns into Weepinbell at Level 21- Weepinbell looks oddly like a clown head, with its wide-open mouth and leaves resembling the "Krusty the Clown" hair. Finally, a Leaf Stone turns it into Victreebell, which finally has the mouth on top, making it look like a "pitcher plant"- a carnivorous plant that traps insects within the "pitcher" filled with digestive acids.

-I always felt stuff like Venus Fly Traps and other carnivorous plants made great threats to superheroes & other characters, and Victreebell here represents that.
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Vileplume

Post by Jabroniville »

ImageImage

VILEPLUME
Role:
Defensive Living Plant
PL 6 (54)
STRENGTH
1 STAMINA 3 AGILITY 0
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 2 PRESENCE -2

Skills:
Perception 6 (+8)
Ranged Combat (Plant Stuff) 6 (+6)
Stealth 6 (+6)

Advantages:
Improved Initiative

Powers:
"Poison Pollen" Weaken Strength 6 (Extras: Area- 60ft. Cloud +3) (24) -- [26]
  • AE: "Stun Spore" Affliction 6 (Fort; Dazed & Vulnerable/Stunned & Defenseless/Incapacitated) (Extras: Area- 35ft. Cloud +2, Extra Condition) (24)
  • AE: "Sleep Powder" Affliction 6 (Fort; Dazed/Exhausted/Asleep) (Extras: Area- 60ft. Cloud +3) (24)
  • AE: "Mega-Drain" Weaken Strength 6 (Extras: Ranged) Linked to Healing 8 (Flaws: Limited to Amoung of Damage Done) (20)
Offense:
Unarmed +6 (+4 Damage, DC 19)
Stun Spore +6 Area (+6 Affliction, DC 16)
Poison Pollen +6 Area (+6 Weaken, DC 16)
Mega-Drain +6 (+6 Weaken, DC 16)
Initiative +4

Defenses:
Dodge +4 (DC 14), Parry +6 (DC 16), Toughness +3, Fortitude +4, Will +4

Complications:
Vulnerable (Fire-Based Attacks)

Total: Abilities: 10 / Skills: 18--9 / Advantages: 1 / Powers: 26 / Defenses: 8 (54)

BELLOSSOM
Role:
Defensive Living Plant
PL 6 (49)
STRENGTH
1 STAMINA 3 AGILITY 0
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 2 PRESENCE -2

Skills:
Perception 6 (+8)
Ranged Combat (Plant Stuff) 6 (+6)
Stealth 6 (+6)

Advantages:
Improved Initiative

Powers:
"Mega-Drain" Weaken Strength 6 (Extras: Ranged) Linked to Healing 8 (Flaws: Limited to Amoung of Damage Done) (20) -- [21]
  • AE: "Petal Barrage" Blast 6 (Extras: Multiattack) (18)
Offense:
Unarmed +6 (+4 Damage, DC 19)
Petal Barrage +6 (+6 Ranged Damage, DC 21)
Mega-Drain +6 (+6 Weaken, DC 16)
Initiative +4

Defenses:
Dodge +4 (DC 14), Parry +6 (DC 16), Toughness +3, Fortitude +4, Will +4

Complications:
Vulnerable (Fire-Based Attacks)

Total: Abilities: 10 / Skills: 18--9 / Advantages: 1 / Powers: 21 / Defenses: 8 (49)

-Unusual Moving Plants, the "Vileplume" line take multiple forms. They all begin life as "Oddishes"- blue, onion-like creatures with foot-like roots and tiny black eyes. Cute and harmless, they shriek madly if captured or caught- an attempt at distracting a meal-seeking herbivore or luring others to the area. Unlike most plants, they absorb moonlight rather than sunlight, which eventually causes them to metamorphose into the "Gloom"- a purple creature with multiple seeds atop its head. The final form- "Vileplume", resembles Oddish more closely, but sports a large mushroom-like "flower" atop its head.

-Many years after the discovery of Vileplume, a new form was found- the "Bellossom" form. This creature is light green, and possesses leaves on the bottom, resembling a skirt. Flowers on their heads complete a very "feminine" form, puncuated by the creatures dancing in the sun. The true nature of this transformation is mysterious- it appears that Glooms exposed to a great deal of sunlight will take Bellossom form, while those that remain nocturnal turn into Vileplumes.

-The creatures absorb light in order to survive, but will use their pollen defensively, casting it over a wide area. Vileplumes in particularly are notoriously smelly, though their pollen is used in expensive perfumes.

Jab's Notes: The "Oddish" line goes along with the "Bellsprout" line, being a low-level, cute Pokemon that takes slightly-larger form, then ends up as something quite ugly and capable. Oddish was cute, but did not feature much in the anime- its evolutions show up here and there (James's fiancee, Jessebelle, had one), but it was more of a "backdrop" Pokemon. Vileplume in particular is based off of the foul-smelling Rafflesia flower, which has the largest petals in the world. The second set of games in the series added Bellossom, which was created from a Sun Stone instead of a Leaf Stone.
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Kraken

Post by Jabroniville »

ImageImageImage

THE KRAKEN (Mesonychoteuthis krakenus)
Role:
Ship-Sinking Awesome Sight
PL 12 (186)- Minion Rank 13, Sidekick Rank 36
Normal Version:
PL 11
STRENGTH 12 STAMINA 12 AGILITY -2
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Close Combat (Unarmed) 6 (+8)
Expertise (Survival) 5 (+5)
Intimidation 10 (+7, +15 Size)
Perception 5 (+5)
Stealth 26 (+24, +7 Size)

Advantages:
Fast Grab, Improved Hold, Improved Grab, Startle, Power Attack, Takedown 2

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Direction Sense) [2]

"Squid Features"
"Eight Arms" Extra Limbs 4 [4]
Unarmed Reach 10 (Reach: 150 feet) [10]
Movement 1 (Slithering) [2]

"Ink Jet" Concealment (Visuals) 2 (Extras: Area- 240ft. Cloud +4, Attack) [14]

"Sea Creature"
Swimming 6 (120 mph) [6]
Immunity 3 (Pressure, Cold, Drowning) [3]

"Natural Size" Growth 17 (Str & Sta +17, +17 Mass, +8 Intimidation, -8 Dodge/Parry, +2 Speed, -17 Stealth) -- (150 feet) (Feats: Innate) (Extras: Permanent +0) [35]
"Body Ram" Damage 12 (Extras: Area- 120ft. Burst +3) (48) -- [50]
  • AE: "Tentacle Attack" (Extras: Multiattack 16 to Unarmed Damage) (16)
  • AE: "Single Tentacle" Damage 12 (Extras: Area- 120ft. Line +2) (36)
  • AE: "Whirlpool Wake" Move Object 12 (Extras: Area-120ft. Burst +3) (Flaws: Touch Range, Limited to Dragging Into Water) (36)
Strength-Damage +4 [4]
Protection 4 (Extras: Impervious 15) [19]

Offense:
Unarmed +8 (+16 Damage, DC 31)
Initiative -2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +16 (+8 Impervious), Fortitude +16, Will +8

Complications:
Disabled (Animal)- Squid cannot speak to humans.

Total: Abilities: -34 / Skills: 52--26 / Advantages: 7 / Powers: 149 / Defenses: 38 (186)

Era: Modern
Range: All Southern Oceans
Stereotypes: Sea Monsters.
Colouring: Red
Size: Up to 500 feet long (40 tons)
Encounter Groups: Solitary
Diet: Fish, other mollusks
Tactics: Slow surprise-attacking predator, using limbs to hook prey.

-The enormous Krakens are the most legendary Sea Monsters in the world; giant Squid-like creatures that have the raw strength to sink ships. They appear on the surface so rarely that their name is usually singular- "THE Kraken", but there are actually numerous specimens all over the globe. The creatures thankfully need to eat less than most things their size would- this is rather common on Castellia, as it's believed that their creators realized the destructive influence these beasts would have over the ecosystem if they required massive amounts of food. Typically they prey upon whales, leviathans or other Sea Monsters, but some have been known to attack creatures on the surface, tearing apart wooden ships and consuming the small "morsels" held within. Krakens are feared by many Sea Elves, Tritons, and others, and even Oceanic Dragons give them a wide berth. However, the most powerful beings under the sea may actually reach an "understanding" with the beasts, sending them after certain foes in exchange for quiet resting places or a regular food supply.

Jab's Notes: Yup, so many sea monsters, and now here's a truly mythical one- The Kraken. Believed to be imagined after witnessing real Giant or Colossal Squid (though really, humans inventing myths about larger versions of regular animals is as old as humanity), Krakens are a Norse mythological entity, and are usually drawn into the parts of maps that haven't been explored yet. Fabled for their ability to drag the heaviest ships to the bottom of the seas, and create massive whirlpools in their wake, Krakens are PERFECT Sea Monsters for a campaign. At PL 12, they're enough for a whole team of super-heroes, and so pushed towards Strength & Toughness that even the mightiest heroes will be hard-pressed to fight them. This build represents something that is actually capable of taking out an entire ship by itself, and would likely threaten even modern seafaring vessels. Imagine the naval reports coming in about THIS sucker!

-The Kraken is not only big and strong, but it has elite versions of the "Area Attack" Extras my own large creatures get. It's so big that it's wake causes a massive Move Object effect, dragging things behind it into the water (up to 100 tons worth). It's tentacles either Multiattack at +16 Damage, or strike out as Lines or Bursts, each 120 feet in scope. It's pricey, but it's a mindless monster, so who cares?

-D&D's Kraken is insanely powerful- hitting CR 18 or something like that, so they absolutely wanted to push it as top-tier. They're highly-intelligent, very evil beings, which makes them more similar to Lovecraftian Elder Gods as much as anything.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Krenshar

Post by Jabroniville »

ImageImage

KRENSHAR
Role:
Face-Revealing Hyena-Things
PL 5 (186)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 1 PRESENCE -3

Skills:
Expertise (Survival) 5 (+6)
Intimidation 11 (+8)
Perception 6 (+7)
Stealth 4 (+6)

Advantages:
Fast Grab, Improved Hold, Startle

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 4 (30 mph) [4]
Leaping 1 (15 feet) [1]
"Claws & Teeth" Strength-Damage +2 [2]

"Scare" Affliction 5 (Will; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition, Area- Visual Perception) (Flaws: Limited Degree, Limited to 1/day Per Target) [5]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Claws & Teeth +6 (+4 Damage, DC 19)
Scare +5 Area (+5 Affliction, DC 15)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +3, Fortitude +5, Will +4

Complications:
Disabled (Animal)- Krenshars cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: 18 / Skills: 26--13 / Advantages: 3 / Powers: 17 / Defenses: 8 (59)

-Krenshar are Cougar-sized cat-like beings known primarily for the extra "hooded" flesh on their faces- they can peel back this skin, revealing a muscular skull and jaws. This startling trait is known to freeze prey in its tracks, allowing the Krenshare to more quickly devour them. This trait is known to be magical in nature, meaning these are no mere animals. However, they are not as dangerous as other big cats.

Jab's Notes: Krenshar are a bit weird- they're like Big Cats with a Magical Power... but are noticeably weaker than even CHEETAHS in the Monster Manual. Basically like low-level First-Level Fighters.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Castellia- A Fantasy Setting (Treant! Muk! The Tarrasque! Victreebell!)

Post by Jabroniville »

Okay, so with a handful more Pokemon left, and more letters of the Monster Manual finished, here's what's left:

1) Magneton-Magnemite
2) Voltorb-Electrode
3) Electabuzz
4) Jynx
5) Mr. Mime
6) Grimer-Muk
7) Aerodactyl
8) Kabuto-Kabutops
9) Omanyte-Omastar
10) Slowpoke-Slowbro
11) Snorlax
12) Butterfree-Metapod-Caterpie
13) Pidgey-Pidgeotto-Pidgeot
14) Venomoth-Venonat
15) Diglett-Dugtrio
16) Poliwog-Poliwhirl-Poliwrath
17) Ekans-Arbok
18) Cloyster-Shellder
19) Meowth-Persian
20) Seaking-Goldeen
21) Tentacool-Tentacruel
22) Lapras
23) Seel-Dewgong
24) Krabby-Kingler
25) Porygon
26) Machop-Machoke-Machamp
27) Kangaskhan
28) Chansey
29) Jigglypuff-Wigglytuff
30) Pinsir
31) Hitmonlee
32) Hitmonchan

Monster Manual:
A: Achaierai, Allip, Aranea, Arrowhawk, Animated Object, Azer
C: Carrion Crawler, Celestials, Chaos Beast, Chimera, Choker, Chuul, Cloaker, Cockatrice, Couatl
D: Darkmantle, Delver, Destrachan, Devourer, Digester, Doppelganger, Dragon Turtle Dragonne, Drider, Dryad
F: Formian
G: Gargoyle, Genie, Gibbering Mouther, Girallon, Giant Eagle, Giant Owl, Golems, Gorgon, Grick, Gray Render, Grimlock
H: Hags, Harpy, Hell Hound, Hippogriff, Homunculus, Howler, Hydra
M: Magmin, Manticore, Medusda, Mephit, Mimic, Mohrg
N: Naga, Nightshades, Nymph
S: Salamander, Shadow Mastiff, Shield Guardian, Shocker Lizard, Skum, Slaads, Spectre, Sphinxes, Spider Eater, Sprites, Stirge
U: Unicorn
V: Vampire Spawn, Vargouille, Vampire
W: Will O'Wisp, Worg, Wraith, Wyvern
X: Xill, Xorn
Y: Yeth Hound, Yrthak, Yuan-Ti

Anything from these lists that strikes your fancy? I'm about to start on the "E"s, and have done "L" and "B" already, which is why you don't see them on the list either :).
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