Castellia- A Fantasy Setting (Donphan! Celebi! Misdreavus!)
Re: Castellia- A Fantasy Setting (Dragon Turtle! Choker! Cloaker! Couatl!)
Ah, I misremembered, but was close..
Paizo's Misfit Monsters Redeemed has the Lurking Ray
Before: The executioner's hood, the trapper and the lurker above
Now: One underground, raylike ambush predator with several forms depending on age and gender.
Fun little book with some fun twists on some of the more oddball classic monster types.
Paizo's Misfit Monsters Redeemed has the Lurking Ray
Before: The executioner's hood, the trapper and the lurker above
Now: One underground, raylike ambush predator with several forms depending on age and gender.
Fun little book with some fun twists on some of the more oddball classic monster types.
We rise from the ashes so that new legends can be born.
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Chuul
CHUUL
Role: Mid-Tier Monster
PL 7 (80)
STRENGTH 5 STAMINA 6 AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -3
Skills:
Expertise (Survival) 4 (+4)
Perception 4 (+4)
Stealth 4 (+6)
Advantages:
Benefit (Ambidexterity), Fast Grab, Improved Hold
Powers:
"Animal Senses" Senses 1 (Low-Light Vision) [1]
"Natural Weapons- Claws" Strength-Damage +2 (Feats: Split) (Extras: Penetrating 5) [8]
"Chitinous Shell" Protection 1 (Extras: Impervious 3) [4]
Immunity 2 (Drowning, Pressure) [2]
Extra Limbs 2 [2]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Paralytic Tentacles" Affliction 6 (Fort; Dazed/Stunned/Paralyzed) (Extras: Cumulative) [12]
Offense:
Unarmed +7 (+5 Damage, DC 20)
Claws +7 (+7 Damage, DC 22)
Paralysis +7 (+6 Affliction, DC 16)
Initiative +2
Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +7 (+2 Impervious), Fortitude +6, Will +4
Complications:
Disabled (Clawed)- Chuul cannot easily use their claws to manipulate objects.
Total: Abilities: 26 / Skills: 12--6 / Advantages: 3 / Powers: 34 / Defenses: 11 (80)
-Another mish-mash of animal parts makes up these Abominations- the Chuul are uncharismatic, yet capable of intellect, and appear to be bipedal lobster-creatures with huge claws and insectoid limbs, and they sport writhing tentacles around their mouths. Despite being aquatic, they are poor swimmers, and typically lurk about on shore, where they engage in sneak attacks on unsuspecting creatures- they are said to especially crave the flesh of reptilian beings, especially sentients. They are known to capture trophies from their kills, and some wise hunters have tracked Chuuls to their underwater lairs in search of rare treasures. If no treasure is available, a Chuul often takes the skull of its victim.
-Chuul have little society to speak of, and are usually solitary, though some form small temporary bands- these typically produce eggs which are laid along the shoreline, producing young several months later. These "grubs" live in the ocean for a number of years, before forming the hard carapace of an adult. Most Chuul live above ground, but increasing numbers are being spotted in the Underdark.
Jab's Notes: Chuuls are another random bipedal creature in the Monster Manual, and are generic Ambush Predators who only have Paralysis as an extra power. Oddly, they're INT 10, same as an average human. There's very little on their habits, and more about how they fight- it's quite odd.
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Re: Castellia- A Fantasy Setting (Choker! Cloaker! Couatl! Chuul!)
I’m reasonably certain Chuul originated in the same random grab bag of dollar store Chinese monster toys that gave Gary Gygax the idea for the Rust Monster.
BARON wrote:I'm talking batgirl with batgirl. I love you internet.
Re: Castellia- A Fantasy Setting (Choker! Cloaker! Couatl! Chuul!)
That's possible.Batgirl III wrote: ↑Sat Aug 04, 2018 7:23 pm I’m reasonably certain Chuul originated in the same random grab bag of dollar store Chinese monster toys that gave Gary Gygax the idea for the Rust Monster.
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Celestials
CELESTIALS:
-Celestials are the divine counterparts to the evil Demons & Devils of the world. Largely hidden from mortals, there are many who doubt their existence- why would they be common, when Devils are so readily seen over much of the world, where they may be summoned by many Wizards? Celestials (often called "Angels") are not as common as Demons, and typically do not engage them in the mortal world directly- they instead inspire, empower and aid mortal warriors against Hellish creations. Celestials are known to be severe, direct and humorless, and radiate a fearsome power.
-There are various sub-types of Celestials- "Archons" are usually singular-minded and more likely to be foot soldiers. "Eladrin" are rather chaotic, solitary do-gooders who go on quests. "Angels" are extremely-powerful, unknowable elites.
Jab's Notes: One of the more forgettable "Large Sections" of Monster Manuals are the section on Celestials. There's really just a whole lot less thought put into these guys, espeically in comparison to Demons & Devils, who give us VAST amounts of creatures iconic to the setting- Horned Devils, Pit Fiends, Balors, etc.- plus the Tieflings, who are much more beloved than the angelic Aasimar! By contrast, the Celestials include... a glowing circle, a god-man, and a bald blue chick with wings.
-Celestials are the divine counterparts to the evil Demons & Devils of the world. Largely hidden from mortals, there are many who doubt their existence- why would they be common, when Devils are so readily seen over much of the world, where they may be summoned by many Wizards? Celestials (often called "Angels") are not as common as Demons, and typically do not engage them in the mortal world directly- they instead inspire, empower and aid mortal warriors against Hellish creations. Celestials are known to be severe, direct and humorless, and radiate a fearsome power.
-There are various sub-types of Celestials- "Archons" are usually singular-minded and more likely to be foot soldiers. "Eladrin" are rather chaotic, solitary do-gooders who go on quests. "Angels" are extremely-powerful, unknowable elites.
Jab's Notes: One of the more forgettable "Large Sections" of Monster Manuals are the section on Celestials. There's really just a whole lot less thought put into these guys, espeically in comparison to Demons & Devils, who give us VAST amounts of creatures iconic to the setting- Horned Devils, Pit Fiends, Balors, etc.- plus the Tieflings, who are much more beloved than the angelic Aasimar! By contrast, the Celestials include... a glowing circle, a god-man, and a bald blue chick with wings.
Re: Castellia- A Fantasy Setting (Choker! Cloaker! Couatl! Chuul!)
It wasn't a random grab bag of dollar store Chinese monster toys.Batgirl III wrote: ↑Sat Aug 04, 2018 7:23 pm I’m reasonably certain Chuul originated in the same random grab bag of dollar store Chinese monster toys that gave Gary Gygax the idea for the Rust Monster.
It was a random grab bag of five-and-dime Chinese monster toys. It was the 1970s. The five-and-dime hadn't evolved into the dollar store yet.
My Amazing Woman: a super-hero romantic comedy podcast.
When the most powerful super hero on Earth marries an ordinary man, hilarity ensues.
When the most powerful super hero on Earth marries an ordinary man, hilarity ensues.
- Batgirl III
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Re: Castellia- A Fantasy Setting (Choker! Cloaker! Couatl! Chuul!)
I was trying to use a contemporary reference, to connect with today’s youth. Dawg.
Word to yo’mother, jive-turkey.
Word to yo’mother, jive-turkey.
BARON wrote:I'm talking batgirl with batgirl. I love you internet.
Re: Castellia- A Fantasy Setting (Doppelgangers! Destrachan! Dragon Turtle!)
Maybe. But D&D has the Swanmay because Poul Anderson put one in his novel Three Hearts and Three Lions, which also gave us a rubber skinned regenerating troll, the D&D paladin, and arguably the D&D gnome.Batgirl III wrote: ↑Tue Jul 31, 2018 4:09 am Is that the origin of Swanmay? I had always assumed it was Celtic or Gaelic, since that’s the source of all manner of other shapeshifting animals far less famous that werewolves. Irish and Scottish myth has horse shapeshifters and seal shapeshifters after all. But any searching I did for woman-transforms-to-swan stories always turned up some variation of Swan Lake.
Re: Carrion Crawler
Carrion crawlers are ALL about dungeon ecology. In the early days of the game, Gygax or Arneson would create super-dungeons that successive waves of player characters would attempt to conquer, very often leaving mountains of corpses behind as they tried to make it through Gygaxian traps or hordes of humanoids. And in order to clean up the dungeon corridors before the next group of adventurers tried their luck, the carrion crawlers, the gelatinous cubes, the otyughs, and all the rest of the janitorial monsters were introduced. I would have assumed, Jab, with your interest in superhero economies and jobber villains, that stuff like carrion crawlers would be right up your alley.Jabroniville wrote: ↑Tue Jul 31, 2018 12:35 am Jab's Notes: More filler in the book, this "Abberation" is implied to be the result of genetic engineering, fitting the "Catch-All" nature of that Creature Type. Not really interesting or deadly on their own, they're a solid threat for First-Level Parties, and can be fit into an ecology if need be.
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Re: Castellia- A Fantasy Setting (Choker! Cloaker! Couatl! Chuul!)
It is- alas, I find it tricky to research the actual behind-the-scenes origins of these creatures, as even Wikipedia tends to lack that kind of detail. You almost have to be a longtime D&D player to know the true origins of these things, or have read the Ecology bits in old magazines, which shared FANTASTIC stuff about all these critters.
Obviously, this thread contains numerous little bits on monster ecology whenever I can come up with something:).
Obviously, this thread contains numerous little bits on monster ecology whenever I can come up with something:).
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Lantern Archon
LANTERN ARCHON
Role: Mooks
PL 4 (61)
STRENGTH -3 STAMINA 1 AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 0 PRESENCE 0
Skills:
Expertise (Angel) 3 (+1)
Intimidation 3 (+3)
Advantages:
None
Powers:
"Celestial Physiology"
Immunity 3 (Aging, Disease, Poison) [3]
Immunity 10 (Cold Effects) (Flaws: Limited to Half-Effect) [5]
"Telepathy" Communication (Mental) 1 [4]
Senses 2 (Low-Light & Extended Vision) [2]
Comprehend 3 (Understand, Speak & Read Languages) [6]
Features 1: All Attacks Have "Holy" Descriptor [1]
Teleport 6 (Extras: Accurate) (18) -- [20]
- AE: "Light Ray" Damage 4 (Extras: Area- 30ft. Line) (8)
- AE: Dimensional Travel 1 (Heaven) (2)
Offense:
Unarmed +4 (-3 Damage, DC 12)
Light Ray +4 Area (+4 Damage, DC 19)
Initiative +0
Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +1, Fortitude +4, Will +4
Complications:
Disabled (No Hands)
Total: Abilities: 0 / Skills: 6--3 / Advantages: 0 / Powers: 20 + 37 / Defenses: 11 (61)
-Lantern Archons are the lowest-level Angels in Heaven, and are occasionally sent out to aid mortals. They are friendly and caring, but simple-minded compared to other Celestial beings.
Jab's Notes: Just... tiny glowing spheres. There's really nothing at all to them. PL 4 in M&M, and only CR 2 (about the equivalent of a Lizardman) in D&D.
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Hound Archon
HOUND ARCHON
Role: Mooks
PL 6 (99)
STRENGTH 3 STAMINA 4 AGILITY 1
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1
Skills:
Insight 4 (+5)
Intimidation 4 (+5)
Perception 4 (+5)
Persuasion 4 (+5)
Stealth 2 (+3)
Advantages:
Equipment (Greatsword +3)
Powers:
"Celestial Physiology"
Immunity 3 (Aging, Disease, Poison) [3]
Immunity 10 (Cold Effects) (Flaws: Limited to Half-Effect) [5]
"Telepathy" Communication (Mental) 1 [4]
Senses 2 (Low-Light & Extended Vision) [2]
Comprehend 3 (Understand, Speak & Read Languages) [6]
Features 1: All Attacks Have "Holy" Descriptor [1]
Teleport 6 (Extras: Accurate) (18) -- [19]
- AE: Dimensional Travel 1 (Heaven) (2)
Offense:
Unarmed +5 (+3 Damage, DC 18)
Greatsword +5 (+6 Damage, DC 21)
Initiative +1
Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +4, Fortitude +5, Will +4
Complications:
None
Total: Abilities: 30 / Skills: 18--9 / Advantages: 1 / Powers: 21 + 29 / Defenses: 9 (99)
-Foot soldiers in the war against evil, Hound Archons cannot fly, but are strong fighters.
Jab's Notes: Another boring one, these guys are just... muscular dog-headed people. CR 4 is enough to be a good challenge for 1st-Level Adventurers, however. These are the highest-end Celestials that can still be challenged by early heroes, however- the next lowest creature is CR 9.
Last edited by Jabroniville on Wed Aug 08, 2018 9:33 am, edited 1 time in total.
Re: Castellia- A Fantasy Setting (Choker! Cloaker! Couatl! Chuul!)
The problem with celestials is that we, as players, rarely see the usefulness of the lower tiers because we rarely need to face them.
Imps, quasits and other low level demons/devils are still potential opponents, but their celestial counterparts are... just there, often being a little more than glorified window-dressing.
Imps, quasits and other low level demons/devils are still potential opponents, but their celestial counterparts are... just there, often being a little more than glorified window-dressing.
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Avoral
AVORAL
Role: Mooks
PL 7 (139)
STRENGTH 4 STAMINA 4 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3
Skills:
Insight 4 (+8)
Intimidation 4 (+7)
Perception 7 (+11)
Persuasion 3 (+6)
Stealth 4 (+7)
Advantages:
Improved Initiative, Move-By Action, Startle
Powers:
"Celestial Physiology"
Immunity 3 (Aging, Disease, Poison) [3]
Immunity 10 (Cold Effects) (Flaws: Limited to Half-Effect) [5]
"Telepathy" Communication (Mental) 1 [4]
Senses 2 (Low-Light & Extended Vision) [2]
Comprehend 3 (Understand, Speak & Read Languages) [6]
Features 1: All Attacks Have "Holy" Descriptor [1]
"Keen Eyesight" Senses 5 (Extended Vision 5, Microscopic Vision) [7]
Flight 5 (60 mph) (Flaws: Winged) [5]
"Lay On Hands" Healing 8 (Extras: Restorative) (24) -- [29]
- AE: Teleport 6 (Extras: Accurate) (18)
- AE: Dimensional Travel 1 (Heaven) (2)
- AE: "Fear Aura" Affliction 6 (Will; Entranced/Compelled/Controlled) (Extras: Area- 30ft. Burst, Selective) (Flaws: Limited to Fear) (18)
- AE: "Bird-Like Talons" Strength-Damage +2 (Feats: Improved Critical, Split) (4)
- AE: "Animal Telepathy" Communication (Mental) 2 (Flaws: Limited to Animals) (6)
Unarmed +8 (+4 Damage, DC 19)
Claws +8 (+6 Damage, DC 21)
Initiative +7
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +6, Will +6
Complications:
None
Total: Abilities: 54 / Skills: 22--11 / Advantages: 3 / Powers: 21 + 41 / Defenses: 9 (139)
-Avorals are humanoid in appearance, but have long wings for arms, and small hands at the mid-point. Stronger than the Hound Archons, they are the next level of elites, being flying warriors that descend upon their enemies en mass. Their specialty is keen eyesight- they can make out the tiniest of details from almost impossible distances.
Jab's Notes: They don't even get art in the 3rd Edition Monster Manual, and appear to be kinda dumb- Wing-Armed People, basically. CR 9 and good fighters, though.
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Eladrin
ELADRIN (aka Ghaele)
Role: Knights Errant, Evil-Seekers
PL 9 (167)
STRENGTH 6 STAMINA 6 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3
Skills:
Expertise (Magic) 6 (+9)
Insight 5 (+8)
Intimidation 7 (+10)
Perception 7 (+10)
Persuasion 5 (+8)
Stealth 2 (+5)
Advantages:
Equipment (Armor +2), Interpose, Power Attack, Precise Attack (Close/Concealment), Ranged Attack 6
Powers:
"Celestial Physiology"
Immunity 3 (Aging, Disease, Poison) [3]
Immunity 10 (Cold Effects) (Flaws: Limited to Half-Effect) [5]
"Telepathy" Communication (Mental) 1 [4]
Senses 2 (Low-Light & Extended Vision) [2]
Comprehend 3 (Understand, Speak & Read Languages) [6]
Features 1: All Attacks Have "Holy" Descriptor [1]
"Globe Form" Morph 1 (Feats: Metamorph) [6]
(Globe Form has Flight 4, but lacks Fighting or the Sword, and Cannot Cast Spells)
"Ray of Light" Damage 8 (Extras: Area- 120ft. Line +3) (24) -- [26]
- AE: Teleport 6 (Extras: Accurate) (18)
- AE: Dimensional Travel 1 (Heaven) (2)
"Sword Slash" Strength-Damage +3 (Feats: Improved Critical 2, Variable- Holy & Slashing/Piercing) (Extras: Penetrating 6) (12 points)
Offense:
Unarmed +8 (+6 Damage, DC 21)
Incandescent Sword +8 (+9 Damage, DC 24)
Ray of Light +8 Area (+8 Damage, DC 23)
Initiative +3
Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +6 (+8 Armor), Fortitude +8, Will +8
Complications:
None
Total: Abilities: 64 / Skills: 32--16 / Advantages: 9 / Powers: 21 + 41 / Defenses: 16 (167)
-Eladrin, sometimes called Ghaeles, are the Celestial equivalent of questing knights errant, searching out and destroying evil whenever they find it. Typically, when Aasimar or Celestial-Touched beings exist on Castellia, the father or mother is a travelling Ghaele, whose mission takes them from afar. Many Ghaeles actually stay in the Material Planes, where they feel they may do the most good. Somewhat resembling muscular Elves, they are sometimes mistaken for Dryads. The majority of Ghaeles have Clerical or Paladin-style powers.
Jab's Notes: Ghaeles seem somewhat interesting, based off of the fluff in the book. I kind of elaborated upon them as being the progenitors of many Aasimar, owing to their travelling nature. I went with the "Eladrin" name, which D&D used as an alternate in 3rd Edition, but in 4th, transformed them into a more Fey-like Elf variety, including them among the Starter Races in a game that was rather stuffed with a ludicrous amount of them (he says, having about twenty-five of them himself). CR 13, I turned them into PL 9-ish beings.
Last edited by Jabroniville on Tue Aug 14, 2018 10:42 am, edited 1 time in total.