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

Where in all of your character write ups will go.
Jabroniville
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Re: Driders

Post by Jabroniville »

L-Space wrote: Tue Jul 10, 2018 7:59 pm That's good because that would be weird. And to help you avoid pictures like this make sure you never "accidentally" google image search Monster Musume Arachne...
Yes... nobody should EVER Google that... nothing sexy to be found in THERE... nothing creepily, disturbingly, mind-breakingly sexy...
Jabroniville
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Delvers

Post by Jabroniville »

Image

DELVER
Role:
"WTF?" Giant Monster
PL 9 (114)
STRENGTH
8 STAMINA 10 AGILITY -1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE -1

Skills:
Insight 2 (+3)
Intimidation 8 (+7, +13 Size)
Perception 8 (+9)

Advantages:
Close Attack, Improved Initiative, Power Attack

Powers:
"Tremorsense" Senses 2 (Accurate Hearing) [2]
Burrowing 4 [4]
"Corrosive Slime" Damage 8 (Extras: Reaction +3) (Flaws: Limited to Ranks 1-4 on Non-Metallic/Stone Objects) [28]
"Stone Shape" Transform 6 (Stone to Softer Stone) [12]
"Huge Flippers" Strenght-Damage +1 (Feats: Split) [2]

"Huge Size" Growth 10 (Str & Sta +10, +10 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -10 Stealth) -- (36 feet) (Feats: Innate) (Extras: Permanent +0) [21]

Offense:
Unarmed +8 (+9 Damage, DC 24)
Corrosive Slime +8 (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +10, Fortitude +11, Will +6

Complications:
Disabled (Animal)- Devlers are intelligent, but cannot use their flippers to easily manipulate objects.

Total: Abilities: 10 / Skills: 18--9 / Advantages: 3 / Powers: 69 / Defenses: 23 (114)

-Bizarre creatures with unnatural anatomies, Delvers are Abominations native to the Elemental Plane of Earth. They feature a giant, thick-lipped mouth from which they speak, a slithering gait, enormous "slippers" with six thick, black fingernails at the tips, and a "mouth" atop their head that hides a sextet of round eyes. Their only true eating receptacle is the sluglike "foot-stomach" beneath the creature. The burrow through the earth using corrosive slime that coats their bodies, leaving vast swaths of tunnels behind them. They feed on stone (Earth Elementals are known to be wary around them), and are known to be intelligent, though they rarely speak to others. Some Delvers are bribed by communities in the Underdark to carve tunnel forms for them- typically with rare minerals that the creatures find delicious.

-Delvers are little understood by most- murderous specimens are known, but they talk little and are quite unknowable. They are a fact of life in the Underdark, though rarely common- they seem to prefer Castellia to the Plane of Earth, but don't have the means for Extraplanar travel on their own.

Jab's Notes: Delvers are one of the weirdest things in the Monster Manual, and that's SAYING something. Sporting a bizarre anatomy even by the standards of Abberations, they look completely nuts and are ENORMOUS, but not really given much character beyond "they like to eat minerals". Some are even said to be ADDICTED to rare stones and metals! Inexplicably given solid Intelligence, Wisdom & Charisma, they're CR 9 and elephant-like in size. I made mine a bit bigger to be more intimidating (their Strength is also REALLY high).

-Delvers debuted in 3rd Edition, so don't have the justification for "WTF?" like other Abberations do- they're just a bizarre mish-mash of traits with an appearance that makes no sense (what's with the giant lips in front, and the top-mouth thing?). They're distinctly odd enough that this becomes their most memorable trait- Paizo Publishing included them in their "Misfit Monsters Redeemed" book, owing to their notoriety.
Jabroniville
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Doppelgangers

Post by Jabroniville »

ImageImage

DOPPELGANGER
Role:
Shapeshifters
PL 6 (105)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 3 (+6)
Deception 4 (+6)
Expertise (Survival) 4 (+6)
Perception 2 (+4)
Persuasion 1 (+3)

Advantages:
Fast Grab

Powers:
"Shapechangers" Morph 3 (Any Humanoid) [15]
Shapeshifting (Forms Assumed) 3 [24]
"Detect Thoughts" Mind-Reading 3 [6]

Offense:
Unarmed +6 (+3 Damage, DC 18)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +5, Will +4

Complications:
Prejudice (Shapechangers)- Fey creatures almost always despise Doppelgangers, and have many rituals and stories about their evil.

Total: Abilities: 42 / Skills: 14--7 / Advantages: 1 / Powers: 45 / Defenses: 10 (105)

-One of a few Shapeshifting races on Castellia, the Fey Doppelgangers are considered to be quite evil, thoug most are simply selfish, inconsiderate beings, using their powers to stage ambushes or steal. Their true forms are of long-limbed, grey-skinned humanoids with almost imperceptible mouths and large, green, bisected eyes. They are highly-prized as assassins, and many Doppelgangers are forced into this line of work by powerful masters.

-The origins of Doppelgangers are highly-contested- they are neither common nor reputed to be one of many "only one exists" (a common sentiment for rare monsters). They do not resemble many other creatures naturally, though have traits similar to the Ditto (Copycat Ooze) or other shapechangers, and superficially resemble a Bodak, which is an Undead creature. What eventually became clear to some is that Doppelgangers are a kind of naturally-robust Fey with natural Shapeshifting and Mind-Reading properties.

-This wasn't well understood until it became obvious that Fey such as Fairies, Nymphs and Dryads all refused to have anything to do with Doppelgangers, whom they considered to be the "Least Fey" of Fey types- it's likely that some form of dramatic schism happened centuries ago, resulting in a diminished population of travelling Doppelgangers who never stick in one place for very long. They are rarely even known to congregate. The potential for genocide is something no Fey seems to want to speak of- the longest-lived are too young to have been there, and most races seem to have removed the mentions of it from their history- there is only a deep-seated "do not trust the shapechangers" sentiment among almost all other Fey, who share stories about past evils inflicted upon them. Those who study Fey often point out how private they are- it's likely that they find the idea of mind-reading shapeshifters to be inherently unseemly and terrifying.

Jab's Notes: So these things are common enough in D&D that they're expected to be Assassins, and are a big part of the world in Ebberon as well, but I had no real love for the idea. Plus, there's too many Shapechangers anyways, even though they're obviously the largest in number. I don't like "Shapechanger" being its own thing, so I tried to figure out where to place them- I didn't want to make them another kind of Extraplanar creature, so I went with Fey. They're odd enough to fit, though their unattractive appearance made them "outsiders", which gave me the idea for some kind of "Past Unspoken Genocide" kind of thing. Fey are definitely weird enough for this to have been a thing.
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Davies
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Re: Delvers

Post by Davies »

Jabroniville wrote: Wed Jul 11, 2018 9:42 pm-Delvers debuted in 3rd Edition, so don't have the justification for "WTF?" like other Abberations do- they're just a bizarre mish-mash of traits with an appearance that makes no sense (what's with the giant lips in front, and the top-mouth thing?). They're distinctly odd enough that this becomes their most memorable trait- Paizo Publishing included them in their "Misfit Monsters Redeemed" book, owing to their notoriety.[/i]
They were supposed to be an example of a monster who can justify the existence of a dungeon -- why is there a cave system, because a delver made one -- in previews of the Monster Manual.
"I'm sorry. I love you. I'm not sorry I love you."
Jabroniville
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Re: Delvers

Post by Jabroniville »

Davies wrote: Sun Jul 15, 2018 7:47 am
Jabroniville wrote: Wed Jul 11, 2018 9:42 pm-Delvers debuted in 3rd Edition, so don't have the justification for "WTF?" like other Abberations do- they're just a bizarre mish-mash of traits with an appearance that makes no sense (what's with the giant lips in front, and the top-mouth thing?). They're distinctly odd enough that this becomes their most memorable trait- Paizo Publishing included them in their "Misfit Monsters Redeemed" book, owing to their notoriety.[/i]
They were supposed to be an example of a monster who can justify the existence of a dungeon -- why is there a cave system, because a delver made one -- in previews of the Monster Manual.
Haha, that's funny. Like the world couldn't just have lots of tunnels and cave systems in it? I mean, they have enough races living down there to make it... well, SORT of plausible.
Jabroniville
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Re: Castellia- A Fantasy Setting (Dryads! Driders! Delvers! Doppelgangers!)

Post by Jabroniville »

SO.... CLOSE... to the end of the Monster Manual, here. There's three more "D" names, and then it's on to "C". After that, I might let this slide for a bit (since I'm gonna be running a game and all), but there's still some Pokemon I could build and post:

1) Magneton-Magnemite
2) Voltorb-Electrode
3) Electabuzz
4) Jynx
5) Mr. Mime
6) Pinsir
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) Hitmonlee
31) Hitmonchan
Jabroniville
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Destrachan

Post by Jabroniville »

Image
Image

DESTRACHAN
Role:
Weird Random Monster
PL 8 (119)
STRENGTH
6 STAMINA 8 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Athletics 2 (+8)
Close Combat (Claws) 1 (+9)
Expertise (Survival) 4 (+5)
Intimidation 8 (+5, +7 Size)
Perception 12 (+13)
Stealth 1 (+5, +1 Size)

Advantages:
Startle

Powers:
"Eyeless Creature" Senses 2 (Acute, Accurate & Analytical Hearing) [5]
"Claws" Strength-Damage +2 (Feats: Split) [3]
Speed 3 (16 mph) [3]
Leaping 1 (15 feet) [1]
"Protection From Sonics" Immunity 10 (Sonic Effects) (Flaws: Limited to Half-Effect) [5]

"Natural Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]

"Destructive Harmonics"
"Nerve-Rending Harmonics" Damage 5 (Feats: May Reflect Off Of Surfaces) (Extras: Area- 60ft. Cone, Penetrating) Linked to Weaken Strength 5 (Feats: May Reflect Off Of Surfaces) (Extras: Area- 60ft. Cone) (27) -- [29]
  • AE: "Flesh-Rending Harmonics" Damage 8 (Feats: May Reflect Off Of Surfaces) (Extras: Area- 60ft. Cone, Penetrating) (23)
  • AE: "Material-Rending Harmonics" Damage 8 (Feats: May Reflect Off Of Surfaces) (Extras: Area- 60ft. Cone) (Flaws: Affects Objects Only) Linked to Weaken Toughness 8 (Feats: May Reflect Off Of Surfaces) (Extras: Affects Objects Only +0, Area- 60ft. Cone) (26)
Offense:
Unarmed +8 (+6 Damage, DC 21)
Claws +8 (+8 Damage, DC 23)
Flesh-Rending Harmonics +8 Area (+8 Damage, DC 23)
Nerve-Rending Harmonics +5 Area (+5 Damage & Weaken, DC 20 & 15)
Material-Rending Harmonics +8 Area (+8 Damage & Weaken, DC 23 & 18)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +8, Fortitude +8, Will +5

Complications: 
Reputation (Evil)
Disabled (Blind)- Destrachans cannot see.

Total: Abilities: 36 / Skills: 28--14 / Advantages: 1 / Powers: 55 / Defenses: 13 (119)

-Destrachans are somewhat similar in body-shape to Digesters, and are in fact quite closely related to these smaller Abominations, though they are actually quite intelligent. Destrachans are very large and bulky, but deceptively quick, sporting huge claws and large, eyeless heads that show almost zero intelligence at all- their thick lips and throats lined with circles of sharp, shark-like teeth make them look positively primeval and ancient, which they are. The creatures are blind, but have a sense of hearing (from three-part ears that have great dexterity) far greater in accuracy than most creatures' sight. They also create a Sonic Blast with the power of their voices.

-Destrachans are found in the Underdark, and nobody exactly knows how many of them there are- they typically inhabit areas even Dark Elves & Shokan wouldn't enter, and are seen so rarely than most people assume that only one such creature exists. Certainly, even Dragons cannot remember a time before Destrachans, but even the most ancient of them doesn't recall them ever being in large numbers.

-What few Destrachans have been seen tend to be very evil-natured, and will kill any sentient being they like for food- a few have even been known to capture and torture their prey! They do not communicate with other beings, though will usually understand the language of the nearest population(s) of sentient beings.

Jab's Notes:
Big, ugly and weird, the Destrachans don't have a very scary image, but when you think of the size of them, they're basically giant, Sonic-Weapon-using Theropods. Another newbie creature from D&D 3rd Edition, they lack any sort of history to the game, and were largely forgotten, but I figure something could be done with them. They're distinctive enough- not a lot in that book is throwing out Reflecting Sonic Weapons and lacks eyes. I tied them in with Digesters and other Abominations/Abberations because versimilitude is important when you're stuffing your world with everything that Earth ever had, currently has, has ever imagined, and was ever in "Pokemon".
Jabroniville
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Dragonne

Post by Jabroniville »

ImageImage

DRAGONNE
Role:
The King of the Jungle... as a Dragon
PL 9 (128)
STRENGTH
7 STAMINA 8 AGILITY 3
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 2 PRESENCE -1

Skills:
Acrobatics 2 (+5)
Athletics 2 (+8)
Expertise (Survival) 5 (+6)
Intimidation 12 (+10 Size)
Perception 8 (+9)
Stealth 3 (+5)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Diehard, Extraordinary Effort, Fast Grab, Fearless, Improved Critical (Natural Weapons) 3, Improved Hold, Improved Initiative, Prone Fighting, Ultimate Intimidation Check

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 2 (8 mph) [2]
"Natural Weapons- Claws & Teeth" Strength-Damage +2 [2]

"Cat Agility" Leaping 1 (15 feet) [1]
"Lion's Mane" Features 2: +4 to Resist Choking Grapples or Neck-Bites [2]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Dragon's Wings" Flight 4 (30 mph) (Flaws: Winged) [4]
"Deafening Roar" Dazzle Hearing 6 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range) [18]
Immunity 2 (Other Dragonnes' Roars) [2]

Offense:
Unarmed +9 (+7 Damage, DC 22)
Claws & Teeth +9 (+9 Damage, DC 24)
Deafening Roar +6 Area (+6 Affliction, DC 16)
Initiative +7

Defenses:
Dodge +7 (DC 17), Parry +10 (DC 20), Toughness +8, Fortitude +10, Will +8

Complications:
Disabled (Animal)- Cats cannot speak to humans, nor use their paws to easily manipulate objects.
Enemy (Hyenas, Other Predators)- Lions & Hyenas have a dark relationship with each other, frequently killing each others' infants, and stealing kills. Lions will also attack and kill other predators like Leopards and Cheetahs on sight.
Rivalry (Other Males)- Being King is nice, but every single other dude in the proximity wants to nail you girlfriends, and will fight you to do it. It's a constant struggle to keep your own genes going, and most males only rule for 2-3 years.

Total: Abilities: 42 / Skills: 32--16 / Advantages: 13 / Powers: 41 / Defenses: 16 (128)

-The Dragonne appears as a creature on much heraldry, though is incredibly uncommon. It is apparently the result of a line descended from a Metallic Dragon and a Lion- Dragons are known to mate with many different creatures to create powerful hybrids, and perhaps one chose a Lion as a mate, in order to produce guardian beasts. Though some Dragons find the concept of mating with creatures of bestial intelligence absurd, many others are power-hungry enough to desire entire litters of Half-Breed Warriors, no matter the type.

-Dragonnes have been seen occasionally in the Human Kingdoms of Castellia, but rarely elsewhere- most that are spotted are either hunted down or captured, but the beasts are famously hard to tame, and tend to starve in captivity rather than accept the food from their jailers. Such rebelliousness is favored by many individuals, who came to respect the creatures, and consider them among the "Untameable" elite creatures in the world, and worthy of admiration.

-Dragonnes are physically a fair bit larger than Lions, but tend to live in the same way- small prides dominated by a single or sibling group of males. Despite this, they can fly as true Dragons do.

Jab's Notes: Dragonnes are one of those "shoved in there" creatures that don't seem to have much of a place, being winged lions in a book that has two or three of those already, and it's kind of stuck there at the end of all those huge, impressive Dragon Statlines, owing to its name. I actually skipped it entirely by accident, but Kirinke's builds reminded me of it, and his funny "A Dragon will try anything once" line made me think of a potential origin for a very rare creature. They look a bit like heraldy lions, being all pointy and flame-y, but their wings are distinct.
Jabroniville
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Dragon Turtle

Post by Jabroniville »

ImageImage

DRAGON TURTLE
Role:
Elite Monster, Sea Beast
PL 12 (244), PL 14 (227) Defenses
STRENGTH
14 STAMINA 16 AGILITY 0
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 5 PRESENCE 4

Skills:
Deception 7 (+12)
Expertise (Magic) 8 (+9)
Expertise (History) 12 (+13)
Expertise (Dragon) 10 (+11)
Insight 8 (+13)
Intimidation 2 (+6, +13 Size)
Investigation 3 (+8)
Perception 10 (+15)
Persuasion 4 (+9)
Stealth 12 (+0 Size)

Advantages:
All-Out Attack, Assessment, Benefit 4 (Status- Elder Dragon), Daze (Intimidation), Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Natural Weapons) 2, Improved Grab, Improved Hold, Languages 2 (Many), Last Stand, Power Attack, Ranged Attack 8, Startle, Takedown 2, Ultimate Toughness Save, Well-Informed, Withstand Damage

Powers:
"Draconic Senses" Senses 9 (Low-Light & Extended Vision, Acute, Extended & Accurate Scent, Magical Awareness- Ranged, Extended Hearing) [9]
"Detect Dragons" Senses 5 (Detect Dragons- Ranged, Acute & Analytical) [5]
"Draconic Healing" Regeneration 4 (Feats: Regrowth, Diehard) [6]
"Ageless" Immunity 3 (Aging, Poison, Disease) [3]

Swimming 6 [6]

"Draconic Size" Growth 14 (Str & Sta +14, +14 Mass, +7 Intimidation, -7 Dodge/Parry, +1 Speed, -14 Stealth) -- (72 feet) (Feats: Innate) (Extras: Permanent +0) [29]
Impervious Toughness 15 [15]

"Draconic Attacks"
"Cloud of Steam" Damage 10 (Extras: Area- 30ft. Cloud +2) (30) -- [32]
  • AE: "Body Slam" Strength-Damage +0 (Extras: Area- 60ft. Shapeable +2 for 12 ranks) (Flaws: Limited to Movement Path) (12)
  • AE: "Claws & Teeth" Strength-Damage +0 (Feats: Penetrating 6) (6)
Offense:
Unarmed +10 (+12 Damage, DC 27)
Area Attacks +10 (+10 Damage, DC 25)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +16 (+8 Impervious), Fortitude +16, Will +12

Complications:
None

Total: Abilities: 44 / Skills: 76--38 / Advantages: 33 / Powers: 72 + 32 / Defenses: 25 (244)

-Rarely seen and incredibly strong, Dragon Turtles feature heavily in the mythologies of maritime cultures, many of whom either worship the creatures, or hold them up in legend. Infants are so incredibly rare as to be thought of as non-existant by most, adding to the legend of these ageless creatures. Dragon Turtles are distantly related to actual Dragons, having developed terrapin-like carapaces and tremendous fins for swimming. They are in fact rather unintelligent by Dragon standards, not even being terribly crafty, but their age has brought tremendous wisdom.

-Some Dragon Turtles are rumored to have grown so large they resemble islands- these great beasts are fantastically-rare, with only one currently known to exist anywhere on Castellia. Almost impossibly wise and long-memoried, this creature is sought out by many adventurers (and even some Dragons!) in search of answers to life's great mysteries.

-Dragon Turtles are usually rather innoffensive, and powerful enough to resist aggressive maneuvers- though not as mighty as the strongest of Dragons, they are dangerous enough that few would especially seek out their destruction. Their only known enemies include the occasional Sea Dragon, usually as a form of turf war. Dragon Turtles are known to befriend nearby sea creatures, who will inform or communicate with the creature in exchange for some protection. Evil Dragon Turtles are largely unknown, though they will generally ally with any sentients that live near them, which might include Locatha or Kuo-Tua, or simply otherwise-hostile nations of Mer-People.

Jab's Notes: I really like the fluff and concept behind these things, but they appear to be another sadly "dumped" thing in the Monster Manuals, given little thought, despite being high-powered, highly-dangerous creatures with the "Dragon" descriptor. There's really not much to them. Compare them to ACTUAL Dragons, which feature such things as various life stages, Magic Spells, and complex stuff behind their attack patterns and various abilities. These guys have a TINY bio by contrast.
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Re: Castellia- A Fantasy Setting (Doppelgangers! Destrachan! Dragon Turtle!)

Post by Jabroniville »

And with the Dragon Turtle posted, I've finally finished the "D" section of the Monster Manual! All that's left now is the "C" names- including such iconic weirdos as the Cloakers (the most insane "Gotcha!" animal ever), forgettable nothings like the Chuul, Mythology stuff like the Cockatrice, and of course, the most boring section that should have been AWESOME, the Celestials!!
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Re: Castellia- A Fantasy Setting (Doppelgangers! Destrachan! Dragon Turtle!)

Post by L-Space »

Anytime I see Dragon Turtles I can't help, but think of the one featured in Avatar: The Last Airbender.
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Formerly luketheduke86
Jabroniville
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Cockatrice

Post by Jabroniville »

ImageImage

COCKATRICE
Role:
Legendary Petrifying Beast
PL 6 (32)
STRENGTH
-3 STAMINA 2 AGILITY 2
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Athletics 10 (+7)
Close Combat (Unarmed) 2 (+6)
Expertise (Survival) 4 (+4)
Perception 4 (+8)

Advantages:
Close Attack 2

Powers:
"Animal Senses" Senses 3 (Extended Scent, Low-Light & Extended Vision) [3]
Flight 3 (16 mph) (Flaws: Winged) [3]
"Sharp Claws" Strength-Damage +1 [1]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) -- (3 feet) [9]
(-1 Strength, +2 Defenses, +4 Stealth, -2 Intimidation)

"Flesh to Stone" Affliction 5 (Fort; Dazed & Impaired/Stunned, Defenseless & Disabled/Incapacitated, Transformed to Stone & Unaware) (Extras: Extra Condition +2, Cumulative) [15]

Offense:
Unarmed +6 (-2 Damage, DC 13)
Flesh to Stone +6 (+5 Affliction, DC 15)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +2, Fortitude +2, Will +3

Complications: 
Disabled (Animal)- Birds cannot speak to humans, nor use their wings & beaks to easily manipulate objects.

Total: Abilities: -14 / Skills: 20--10 / Advantages: 2 / Powers: 31 / Defenses: 3 (32)

-The Cockatrice is infamous, but fairly rare- they are born from chicken eggs that are incubated by lizards. This thankfully-uncommon occurence leads to a a large cock with a reptilian tail and bat-like wings, as well as the magical ability to turn flesh to stone. They are highly-prized as guardian creatures by Wizards, who both utilize their feathers as ink-quills and don Anti-Petrification artifacts to allow these beasts to use their powers on any interlopers- Cockatrices are much easier to feed than larger creatures like Displacer Beasts & Chimerae, and much easier to defend against should they turn. To this end, Evil Wizards frequently have entire room full of lizards being forced to incubate chicken eggs- this is extremely illegal, and quite risky, should the anti-petrification gear fail.

Jab's Notes: Another legendary creature of myth appearing in D&D, Cockatrices are one of the lowest-level creatures capable of Petrification, and aren't overly scary (DC 15 isn't that bad). Five hit-dice isn't bad for a Small-sized creature, though. It's basically a tiny, dumb animal with the durability of a fifth-level character. I was thinking they'd be super-rare, but the mention of their quills in the Monster Manual made me think that Wizards would LOVE to have flocks of these guys defending their stuff.
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Re: Cockatrice

Post by L-Space »

Jabroniville wrote: Tue Jul 24, 2018 1:19 am -The Cockatrice is infamous, but fairly rare- they are born from chicken eggs that are incubated by lizards. This thankfully-uncommon occurence leads to a a large cock with a reptilian tail and bat-like wings, as well as the magical ability to turn flesh to stone. They are highly-prized as guardian creatures by Wizards, who both utilize their feathers as ink-quills and don Anti-Petrification artifacts to allow these beasts to use their powers on any interlopers- Cockatrices are much easier to feed than larger creatures like Displacer Beasts & Chimerae, and much easier to defend against should they turn. To this end, Evil Wizards frequently have entire room full of lizards being forced to incubate chicken eggs- this is extremely illegal, and quite risky, should the anti-petrification gear fail.

Jab's Notes: Another legendary creature of myth appearing in D&D, Cockatrices are one of the lowest-level creatures capable of Petrification, and aren't overly scary (DC 15 isn't that bad). Five hit-dice isn't bad for a Small-sized creature, though. It's basically a tiny, dumb animal with the durability of a fifth-level character. I was thinking they'd be super-rare, but the mention of their quills in the Monster Manual made me think that Wizards would LOVE to have flocks of these guys defending their stuff.
I love the thought of (evil) Wizards having an entire henhouse full of Cockatrices, though if the party ever found it they'd be screwed.

DM: "You hear a lot of strange clucking behind a padlocked door that says 'Stay Out!'"
Party: "We break the door down!"
DM: "Ok... You see roomful of glowing green eyes turn your way. I'm going to need about 20 saves versus Petrification."
Party: ....
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Formerly luketheduke86
Shock
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Re: Castellia- A Fantasy Setting (Doppelgangers! Destrachan! Dragon Turtle!)

Post by Shock »

Cockatrices turn to stone by touch so it wouldn't be quite that bad.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Chaos Beast

Post by Jabroniville »

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CHAOS BEAST
Role:
Bogeyman-Creature, Warning to Wizards
PL 7 (86)
STRENGTH
2 STAMINA 6 AGILITY 1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -4

Skills:
Perception 4 (+4)
Stealth 4 (+5)

Advantages: 
Fast Grab

Powers:
"Amorphous Shape"
Movement 1 (Slithering) [2]
Senses 1 (Radius Sight) [1]
Extra Limbs 6 [6]
"Bite" Strength-Damage +2 [2]
Insubstantial 1 [5]
Immunity 2 (Shapeshifting) [2]

"Corporeal Instability" Affliction 6 (Fort; Dazed/Stunned/Transformed to Spongy, Amorphous Mass) (Extras: Cumulative, Progressive +2) [24]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Bite +8 (+2 Damage, DC 17)
Corporeal Instability +8 (+6 Affliction, DC 16)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6, Fortitude +8, Will +3

Complications: 
Disabled (Animal)- Chaos Beasts cannot speak to humans, nor use their "limbs" to easily manipulate objects.
Responsibility (Mad)- Chaos Beasts are no longer truly sentient beings, and are twisted by madness after losing their original lives.

Total: Abilities: 28 / Skills: 8--4 / Advantages: 1 / Powers: 42 / Defenses: 11 (86)

-Chaos Beasts, like the similar Gibbering Mouthers, are the results of sorcery gone wrong- male wizards who over-reach themselves are in great danger of turning into these creatures- a near-irreversible affliction. In fact, the elemental nature of the Plane of Chaos itself, so important to the casting of magical spells, has taken hold of the Wizard, transforming them permanently.

-Chaos Beasts are ever-changing, writhing masses of tentacles, pedipalps and teeth of various kinds. Eyes, sacs, veins and more may all sprout, multiply, wither, and disappear as these near-mindless creatures go about their terrorizing. Chaos Beasts may rest for years, then suddenly lash out at random, transforming other creatures into formless, amorphous masses like itself- if the condition progresses far enough, the victims become Chaos Beasts as well! Chaos Beast outbreaks are much-feared, but thankfully rare, typically only occuring around enclaves of amateur wizards (most experienced ones know well to take the threat of overreaching themselves seriously).

Jab's Notes: So similar to the Gibbering Mouther, I gave them the same origin story- Mouthers & Chaos Beasts are the result of male Wizards overdoing it, while Hags & Medusae come from females. I sorta figured I'd give them all similar origins and explain certain things away. Also, it creates a very frightening "No Insane Power Stunts" rule, preventing the abuse of magic.
Last edited by Jabroniville on Wed Aug 08, 2018 9:36 am, edited 1 time in total.
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