Castellia- A Fantasy Setting (Tentacruel! Cloyster! Kingler! Slowpoke!)

Where in all of your character write ups will go.
Jabroniville
Posts: 9369
Joined: Fri Nov 04, 2016 8:05 pm

Salamanders

Post by Jabroniville » Wed Jun 27, 2018 8:50 am

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SALAMANDER- LOWER RANKS
Role:
Fire Beings
PL 5 (80)
STRENGTH
2 STAMINA 4 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 4 (+6)
Deception 3 (+4)
Expertise (Metalworking) 9 (+10)
Intimidation 4 (+5)
Perception 1 (+2)
Stealth 1 (+3)

Advantages:
Equipment (Sword or Spear +2), Fast Grab, Improved Hold

Powers:
Heat Aura 3 [12]
Immunity 6 (Fire Damage, Heat) [6]
Movement 1 (Slithering) [2]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Sword or Spear +6 (+4 Damage, DC 19)
Heat +6 (+3 Damage, DC 18)
Initiative +2

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

Complications:
Vulnerable (Water-Based Attacks)

Total: Abilities: 40 / Skills: 22--11 / Advantages: 3 / Powers: 20 / Defenses: 6 (80)

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SALAMANDER- MIDDLE RANKS
Role:
Fire Beings
PL 6 (98)
STRENGTH
3 STAMINA 5 AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+7)
Deception 3 (+5)
Expertise (Metalworking) 9 (+11)
Intimidation 4 (+6)
Perception 3 (+5)
Stealth 1 (+4)

Advantages:
Equipment (Sword or Spear +2), Fast Grab, Improved Hold

Powers:
Heat Aura 4 [16]
Immunity 6 (Fire Damage, Heat) [6]
Movement 1 (Slithering) [2]

Offense:
Unarmed +7 (+3 Damage, DC 18)
Sword or Spear +7 (+5 Damage, DC 20)
Heat +7 (+4 Damage, DC 19)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +5, Fortitude +6, Will +4

Complications:
Vulnerable (Water-Based Attacks)

Total: Abilities: 52 / Skills: 24--12 / Advantages: 3 / Powers: 24 / Defenses: 7 (98)

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SALAMANDER- NOBLE RANKS
Role:
Fire Beings
PL 8 (146)
STRENGTH
4 STAMINA 6 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+8)
Deception 4 (+7)
Expertise (Metalworking) 9 (+12)
Intimidation 5 (+8)
Perception 3 (+6)
Persuasion 2 (+5)
Stealth 1 (+5)

Advantages:
Benefit 2 (Rank- Nobility), Equipment (Sword or Spear +2), Fast Grab, Improved Hold, Ranged Attack 6

Powers:
Heat Aura 4 [16]
Immunity 6 (Fire Damage, Heat) [6]
Movement 1 (Slithering) [2]

"Flame Magic"
"Fire Burst" Blast 8 (Extras: Area- 30ft. Burst) (24) -- [25]
  • AE: "Fireball" Blast 8 (16)
Offense:
Unarmed +8 (+4 Damage, DC 19)
Sword or Spear +8 (+6 Damage, DC 21)
Heat +8 (+4 Damage, DC 19)
Initiative +2

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

Complications:
Vulnerable (Water-Based Attacks)

Total: Abilities: 66 / Skills: 28--14 / Advantages: 11 / Powers: 49 / Defenses: 6 (146)

-Along with the Efreeti and Fire Elementals, the Salamanders are the most-numerous species of the Elemental Plane of Fire. Possessing serpentine lower bodies, and burning hot flesh. They are typically very, very evil, and they live in molten-hot cities, same as Efreeti. Their immunity to flames makes them ideal blacksmiths, and "Salamander-Made" is a very common appelation given to special weapons (some of which are fakes, of course)- they are famed for their skill at the smith.

-Salamanders engage in asexual reproduction, with the male-looking creatures splitting off a single larva every ten years, incubating them in sacred Flame Pits for years until they reach maturity. Salamanders can differ greatly in size, and one's place in society is determined very much on this basis- Salamander Nobles are often much larger than the average man, while the front ranks of the armies are made up of creatures barely higher than a man's waist.

Jab's Notes: Another full-page bio in the Monster Manual, there are three kinds of Salamanders, each pretty much just being a better version of the last. The Nobles have "Spell-Like Abilities", but here I just figure them for Fire Wizards. They look pretty cool, and are based in old mythology- salamanders were often thought to have been bred in fire (because they often scattered from within rotting logs that had been placed on fires), making Europeans think they had an elemental bent to them. So monstrous versions appears a lot in folklore, along with more manlike variants. Many Asian traders convinced Europeans that they were buying flame-immune "Salamander Hair Tunics", when the material was actually woven from asbestos.

Jabroniville
Posts: 9369
Joined: Fri Nov 04, 2016 8:05 pm

Stirge

Post by Jabroniville » Fri Jun 29, 2018 7:57 am

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STIRGE
Role:
Bloodsucker
PL 3 (27)
STRENGTH
-5 STAMINA -2 AGILITY -2
FIGHTING -2 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Athletics 10 (+5)
Expertise (Survival) 4 (+5)
Perception 4 (+5)

Advantages:
Close Attack 2, Improved Initiative

Powers:
"Animal Senses" Senses 3 (Extended Scent, Low-Light & Extended Vision) [3]
Flight 3 (16 mph) (Flaws: Winged) [3]

"Fun Size" Shrinking 12 (Feats: Innate) (Extras: Permanent +0) -- (6 inches) [25]
(-3 Strength, +6 Defenses, +12 Stealth, -6 Intimidation, -1 Speed)

"Blood Drain" Weaken Stamina 4 [4]
"Eight Limbs" Extra Limbs 4 [4]

Offense:
Unarmed +2 (-5 Damage, DC 10)
Blood Drain +2 (+4 Weaken, DC 14)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +4 (DC 14), Toughness -2, Fortitude +2, Will +0

Complications:
Disabled (Animal)- Birds cannot speak to humans, nor use their wings & beaks to easily manipulate objects.
Weakness (Small Size)- At their natural size, Small Birds are vulnerable to large creatures- even without good accuracy. Anything of Size Rank -2 or more (human size and up) using a melee attack on a Bird of this scale effectively strike with Burst Area Damage at their strength rank naturally.

Total: Abilities: -30 / Skills: 18--9 / Advantages: 3 / Powers: 39 / Defenses: 6 (27)

-Stirges are strange combinations of mosquitos and bats, sporting two pairs of leathery wings, and a pronounced mouthpiece that drains victims of blood. One is rarely a threat, but large groups can decimate even experienced adventurers. Stirges are often preyed upon by Spearow, Giant Eagles and other large flying predators.

Jab's Notes: Another boring one, they're basically "pesky mosquito", being low-end threats, but potentially dangerous in groups of twenty or so.

Jabroniville
Posts: 9369
Joined: Fri Nov 04, 2016 8:05 pm

Darkmantle

Post by Jabroniville » Sun Jul 01, 2018 2:58 am

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DARKMANTLE
Role:
Flying Squid
PL 6 (81)
STRENGTH
3 STAMINA 3 AGILITY 3
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Athletics 4 (+7)
Close Combat (Unarmed) 6 (+8)
Expertise (Survival) 4 (+4)
Intimidation 5 (+2)
Perception 5 (+5)
Sleight of Tentacle 8 (+8)
Stealth 8 (+11)

Advantages:
Fast Grab, Improved Hold, Improved Grab

Powers:
"Animal Senses" Senses 3 (Low-Light Vision, Direction Sense, Radius Sight) [3]
"Auditory Blindsight" Senses 2 (Accurate Hearing) [2]

"Octopus Features"
"8-10 Arms" Extra Limbs 6 [6]
Unarmed Reach 3 [3]
"Boneless Body" Insubstantial 1 (Flaws: Limited to Enough Space For Beak -2) [3]
Movement 1 (Slithering) [2]
Features 3: May Taste Via Tentacles, Eject & Autonomously Move Limbs, Regrow Lost Limbs [3]

"Colour Change" Concealment (Visuals) 2 (Flaws: Blending) [2]

"Membraneous Flaps" Flight 2 (8 mph) [4]
"Darkness" Concealment 2 (Visuals) (Extras: Area- 30ft. Burst, Attack) (Flaws: Unreliable- 1/day -2) [4]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +3

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

Total: Abilities: 8 / Skills: 40--20 / Advantages: 3 / Powers: 32 / Defenses: 16 (81)

-Darkmantles are related to Octopi and Squids, but contain large amounts of magical energy, allowing them to fly and cast darkness wherever they go. They typically wait in caverns or the ceilings of large buildings, ambushing prey that lurks below. Though not extremely large, they are much stronger than they look (in addition to having a stonelike shell), and can certainly kill the average person. Darkmantles are known to be a public nuisance in certain parts of the world, where they've become an invasive species in settlements, human and otherwise, owing to the large amount of vermin and pets to eat.

-Darkmantle Exterminators sometimes charge a high price for getting rid of such beasts, as their shells make them hard to kill, and they are quite skilled at appearing to be stalactites or simple rocks, as their shells are quite malleable for their durability.

Jab's Notes: I love these little weirdos. Flying Land Octopi? Just nutty, and "Classic D&D"- taking a normal thing, and making it weird. They fly, and cast Magic Darkness, otherwise fighting like Octopi.

Jabroniville
Posts: 9369
Joined: Fri Nov 04, 2016 8:05 pm

Re: Castellia- A Fantasy Setting (Spider Eater! Salamanders! Darkmantle!)

Post by Jabroniville » Sun Jul 01, 2018 8:10 am

And yay- so happy to finally be working on the "D" names- Kirinke's great D&D conversion thread made me really want to try them out, and I'd been leaving that letter off, waiting because it was such a long list of important and semi-important names. In fact, the last three letters I had to do- "S", "D" & "C"- were all like that.

Jabroniville
Posts: 9369
Joined: Fri Nov 04, 2016 8:05 pm

Digester

Post by Jabroniville » Tue Jul 03, 2018 8:51 am

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DIGESTER
Role:
Weird Random Monster
PL 7 (81)
STRENGTH
2 STAMINA 2 AGILITY 4
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -3

Skills:
Athletics 4 (+6)
Close Combat (Kick) 1 (+5)
Expertise (Survival) 4 (+5)
Intimidation 4 (+1)
Perception 4 (+5)
Ranged Combat (Acid) 6 (+6)
Stealth 1 (+5)

Advantages:
Move-By Action

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]
"Powerful Kick" Strength-Damage +1 [1]
Speed 3 (16 mph) [3]
Leaping 1 (15 feet) [1]

"Concentrated Acid Stream" Blast 8 (Extras: Secondary Effect) Linked to Weaken Toughness 7 (Extras: Affects Objects, Ranged) (45) -- [46]
  • AE: "Acid Spray" Damage 6 (Extras: Secondary Effect, Area- 30ft. Cone +1/2) Linked to Weaken Toughness 6 (Extras: Affects Objects, Area- 30ft. Cone +1/2) (30)
Offense:
Unarmed +4 (+2 Damage, DC 17)
Kick +5 (+3 Damage, DC 18)
Acid Spray +6 Area (+6 Damage & Weaken, DC 21 & 16)
Acid Stream +6 (+8 Ranged Damage & +7 Weaken, DC 23 & 17)
Initiative +4

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

Complications:
None

Total: Abilities: 12 / Skills: 24--12 / Advantages: 1 / Powers: 53 / Defenses: 3 (81)

-These bizarre creatures greatly resemble the bipedal, smaller theropods such as Struthiomimus, but their incredible heads, which feature bug-eyes, catfish-like whiskers, and a large, acid-spouting nozzle, set them apart. They are true Abominations, and have perhaps been around since the time of the Aboleths, as even Dragons cannot remember a time before these creatures walked the land. Now reduced greatly in population owing to their fearsome reputation as acid-spitters, they are rare sights indeed. Their typical tactics are to lash out as speedy ambush predators, dissolving their prey into an edible goop after blasting them with acid from a spout on their forehead. They greedily lap up the disgusting semi-solid piles left behind, then move on to the next targets.

Jab's Notes: One of the more interesting "random" monsters in the book, the Digester is a pretty simple eating machine, spraying acid everywhere and lapping up what's left. It's quite disgusting in theory, and I can't imagine they fit into many ecosystems- who would allow something like THIS to run around, spraying that shit everywhere in a giant cone?

statue345
Posts: 19
Joined: Wed Nov 29, 2017 10:03 pm

Re: Digester

Post by statue345 » Wed Jul 04, 2018 11:20 am

Jabroniville wrote:
Tue Jul 03, 2018 8:51 am

It's quite disgusting in theory, and I can't imagine they fit into many ecosystems- who would allow something like THIS to run around, spraying that shit everywhere in a giant cone?
Probably because they don't want to get sprayed themselves.

Jabroniville
Posts: 9369
Joined: Fri Nov 04, 2016 8:05 pm

Dryads

Post by Jabroniville » Thu Jul 05, 2018 9:16 am

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DRYADS
Creature Type: Fey, Monstrous Humanoid
Typical Adult Height: 5'0"-6'8"
Birth Rate: 1 Sapling every 10-20 years
Lifespan: 0-100 (Child), 101-250 (Young Adult), 251-555 (Adult), 555-1000 (Elder)
Nicknames: Treefolks, Tree-Kin, Saplings, Wood Elves (incorrect; they are not Elves, but resemble them)
Sexual Dimorphism: None (exclusively female)
Skin Tones: Brown, green, blue, purple, yellow, red
Hair: Long, any possible color (frequently pink, blue or yellow)
Racial Mounts: None
Racial Weapons: Their own branches
Religion: The Mysterious Elven Gods

Allies: Dragons, Tree-Men, Fairies, Fey Creatures, Nymphs, Wood Elves, Wild Centaurs

Encounter Groups:
Solo (1)
Group (2-4, plus 0-1 Mounts)
Bands (4-15 plus 0-3 Elites, 0-10 Mounts, 0-3 Big Cats, 0-2 Giant Eagles)
Town (8-30, plus 1-10 Elites, 2-30 Mounts, 0-10 Big Cats, 0-10 Giant Eagles, 0-3 Monsters)

PL Variants:
PL 1-3: Noncombatants
PL 4-5: Weaker Specimens
PL 6: Adventurers
PL 7+: Elites

-Alongside Wood Elves, Wild Centaurs, and Treants, Dryads are defenders of the forests. Though they will allow bands of other beings to inhabit it, they will not tolerate aggressive armies or obviously evil individuals (unlike the Treants, who are more patient about such matters). Dryads take many forms, and are generally comely and elven in appearance, albeit with unnatural skin colors, even for Elves- greens, purples and blues are known. However, they may also take a more bark-like "War Form" that envelops their bodies and turns them into dangerous adversairies in melee, as wooden armor forms around their frames, creating frightening faces via "masks".

-Dryads are exclusively female in appearance, and grow asexually- via a mature Dryad releasing a "Life Seed" into the ground (similar to the mysterious Treants), and raising it into a sapling, which is raised communally by many of the Elders in the forests. Dryad education is known to last decades.

-Dryads are quite comely in their natural state, and they draw the attention of males from various species- such unions are rare, and unlikely to last, as Dryads are nearly immortal (even moreso than Elves), and typically bound to their forest homes, lacking the material thoughts of most other creatures, being more Fey than Mortal. They are also infamously frightening when provoked, provoke easily, and will usually run and disguise themselves as a tree rather than deal with an argument or lascivious pursuer.

-The advancement of civilization grows, drawing much interest from these creatures, many of whom are possessed of a great curiosity of what lies outside their realms of protection. Realizing that understanding the outside world is of great importance, many leaders in forest communities allow those among them with the greatest wanderlust to venture forward, often joining up with mortal Adventurers on their quests. These "Wandering Oaks", as they are called, are increasing in number, much to the consternation of their elders, who are infamous for their stubbornness and resolute nature.

-Stereotypes of these "Oaks" abound- they are known to be flighty, without purpose, curious, and mercurial- friendly and inquisitive one second, but responding to insults with brutality.

Jab's Notes: I was gonna make Dryads either the "Standard Sexy Fae" creature like in D&D, or the "Warrior Tree-Girl" one from Warhammer Fantasy, but I ultimately just kinda went with both, as I realized I wanted a "Unique PC Race", and these actually kind of fit the bill. Honestly, I'd probably use something like this over Elves if I were to create a "purely unique" Fantasy World, though my own manages to find a place for the various Elf species. These guys are more "Warcraft", I suppose, being multi-hued and strange.

-Their personality stereotypes into more of a "Manic Pixie Dream Girl" nature- they're more fun than Elves, but have a dangerous side. This could be dangerously close to how people play Kender, however.


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DRYAD
Role:
Plant Elementals, Forest Defenders
PL 6 (103)
STRENGTH
3 STAMINA 3/5 AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Athletics 4 (+7)
Expertise (Survival) 9 (+10)
Intimidation 1 (+3, +7 War Form)
Perception 5 (+6)
Stealth 1 (+4)

Advantages:
Fast Grab, Improved Critical (Branches), Improved Hold, Startle

Powers:
"Forest Sprites"
Remote Sensing 8 (Vision) (Flaws: Limited to Within Forests) [8]
Movement 1 (Environmental Adaptation- Forests) [2]
"Tree-Kin" Movement 1 (Permeate) (Flaws: Limited to Trees) [1]
Speed 2 (8 mph) [2]
Senses 1 (Low-Light Vision) [1]
Comprehend 4 (Talk to & Understand Plants, Talk to & Understand Animals) [8]
Morph 1 (Tree Form) [5]
Immunity 1 (Aging) [1]

"War Form"
"Savage Branches" Strength-Damage +2 (Feats: Reach 2, Split) [5]
"Bark Armor" Enhanced Stamina 2 [4]
"Frightening Visage" Enhanced Skills 4: Intimidation 4 (+7 Total) [2]

Offense:
Unarmed +7 (+3 Damage, DC 18)
Branches +7 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+5 Bark Armor), Fortitude +5, Will +5

Complications:
Responsibility (Defending The Forests)
Vulnerability (Fire)- They're made of trees and leaves and stuff.

Total: Abilities: 42 / Skills: 20--10 / Advantages: 4 / Powers: 39 / Defenses: 8 (103)

-Dryads resemble multi-hued Elves, but are innately much more powerful, making them highly-sought after in groups. However, their quick tempers, unnatural habits (being more blunt and honest that most find comfortable) and strange customs are points of contention with other creatures. Like most Fey, they can be violent, capricious creatures.
Last edited by Jabroniville on Sat Jul 07, 2018 8:06 am, edited 1 time in total.

Jabroniville
Posts: 9369
Joined: Fri Nov 04, 2016 8:05 pm

Driders

Post by Jabroniville » Sat Jul 07, 2018 8:02 am

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WHY DO I FIND THESE HOT?!?! WHAT IS WRONG WITH ME?!?!

I mean, um... haha! Tricked you! I'm not attracted to these things at all! I don't dream of them writhing up to me with their multiple legs and wrapping them around my body! That'd be WEIRD! Only a HUGE PERVERT would be attracted to THAT!!


DRIDER
Role:
Sacred Warriors
PL 8 (175)
STRENGTH
6 STAMINA 7 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 2 (+6)
Athletics 4 (+6)
Athletics 4 (+10) -- Flaws: Limited to Riding
Close Combat (Unarmed) 1 (+9)
Deception 4 (+6)
Expertise (Soldier) 6 (+7)
Expertise (Craft Webs) 7 (+8)
Insight 3 (+5)
Intimidation 6 (+8)
Perception 6 (+8)
Persuasion 2 (+4)
Sleight of Hand 3 (+5)
Stealth 2 (+6)

Advantages:
Accurate Attack, All-Out Attack, Daze (Intimidation), Equipment 4, Improved Disarm, Evasion, Improved Initiative 2, Jack-of-All-Trades, Minion 8 (Giant Spider), Move-By Action, Power Attack, Precise Attack (Ranged/Concealment), Ranged Attack 4, Startle, Takedown, Track

Powers:
"Ageless Elf" Immunity 2 (Aging, Disease) (Flaws: Limited to Half-Effect) [1]
"Dark Elf Senses" Senses 2 (Darkvision) [2]
Speed 3 (16 mph) [3]
"Living With Spiders" Immunity 1 (Poison) [1]

"Arachnid Physiology"
"Tremorsense" Senses 4 (Ranged Touch- Accurate 2 & Extended) [4]
Leaping 2 (30 feet) [2]
Movement 2 (Wall-Crawling 2) [4]
Extra Limbs 4 [4]
Burrowing 2 [2]

"Natural Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, +1 Speed) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]

"Spider-Bite" Strength-Damage +0 Linked to Weaken Stamina 4 (Extras: Progressive +2) & Affliction 4 (Fort; Impaired/Disabled/Paralyzed) (Extras: Progressive +2) (Quirk: Takes 3-4 Rounds to Start -2) (24) -- [25]
  • AE: "Webbing" Snare 6 (Flaws: Touch Range) (12)
Offense:
Unarmed +9 (+6 Damage, DC 16)
Spear or Sword +8 (+8 Damage, DC 23)
Bite +7 (+6 Damage, +6 Weaken & +4 Affliction, DC 22, 16 & 14)
Webbing +6 (+6 Affliction, DC 21)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +7, Fortitude +9, Will +5

Complications:
Responsibility (Lolth- The Spider-Goddess)

Total: Abilities: 48 / Skills: 48--24 / Advantages: 30 / Powers: 57 / Defenses: 15 (175)

-Driders are fearsome creatures that combine Dark Elf torsos with the lower bodies of Giant Spiders. Though powerful, they are horrid to look at and unable to breed, and so many Dark Elves are reluctant to go through the painful transformation required to alter their bodies. Only those most devoted to the Spider-Queen, Lolth, are willing to become these horrible Half-Spiders- it is seen as a religious rite of passage more intense than any other, and attracts very fervent believers.

-Other Driders exist because a once-favored minion has failed the Spider-Goddess badly, and has been altered against their will. These Driders tend to be more mad, violent and dangerous, lashing out with reckless abandon. They both resent and curry favor with Lolth, seeking a reprieve from their curse, or an end to their painful existence.

-All Driders are lethal fighters, while some also possess magical might- as the most devoted of Lolth's followers, they have a tendency towards Clerical-type Magic.

Jab's Notes: Driders (a combination of "Drow" & "Spider", and you do not want to know how long it took me to figure that out) are a big thing in D&D, with Lolth herself often taken this form. Curiously, I'd left it out when I statted up the Dark Elves, but here's a PL 8 version, combining Spider-Powers with a Dark Elf.

Jabroniville
Posts: 9369
Joined: Fri Nov 04, 2016 8:05 pm

Devourer

Post by Jabroniville » Mon Jul 09, 2018 8:48 pm

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DEVOURER
Role:
Super-Undead
PL 10 (159)
STRENGTH
5 STAMINA -- AGILITY 3
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Intimidation 8 (+11, +13 Size)
Perception 5 (+8)
Stealth 5 (+8, +4 Size)

Advantages:
Fast Grab, Improved Critical (Unarmed), Improved Hold, Ranged Attack 2, Startle

Powers:
"Undead"
Immunity 35 (Fortitude Effects, Cold Damage) [35]
"Spell Deflection" Immunity 20 (Magical Effects) (Flaws: Limited to Half-Effect) [10]
Protection 4 (Total 8) [4]
Senses 3 (Detect Life- Ranged 2) [3]
Comprehend 3 (All Languages) [6]
"Huge Undead" Growth 4 (Str & Toughness +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]

"Spell-Like Abilities"
"Confusion" Affliction 8 (Will; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Area- 30ft. Burst, Selective, Extra Condition) (Flaws: Limited Degree) (24) -- [27]
  • AE: "Charm" Mind Control 5 (20)
  • AE: "Energy Drain" Affliction 9 (Fort; Impaired/Disabled Powers) (Extras: Cumulative) (Flaws: Limited Degree) (9)
  • AE: "Plane Shift" Movement 3 (Dimensional Travel 3) (6)
"Trap Essence" Weaken Stamina 10 (Extras: Continuous +3) (Flaws: Grab-Based, Limited to One Victim At A Time -2, Limited to 1 Rank Per Round) [5]

Offense:
Unarmed +10 (+8 Damage, DC 23)
Dispel Magic +10 (+8 Nullify, DC 18)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +8, Fortitude --, Will +6

Complications:
Hatred (Living Things)- Devourers seek nothing more than the destruction of all life.
Power Loss (Spell Deflection)- A Devourer requires a victim in its "Trap Essence" Power in order to Deflect many spells properly- specifically, those attacking the mind or soul.

Total: Abilities: 34 / Skills: 18--9 / Advantages: 6 / Powers: 99 / Defenses: 11 (159)

-Devourers are among the most terrifying kinds of Undead, being twelve feet tall and carrying the agonized frame of a mortal being trapped in their ribcages. These unfortunates are actually victims of the Devourers, who slowly feed off of the essence of these beings until they are reduced to nothing. The Devourer then seeks another victim, which it eliminates with sadistic glee. Unlike most Undead, they are Extraplanar beings, easily traversing the dimensions, which makes them difficult to study- they are intelligent and dangerous enough that even experienced Necromancers rarely attempt to summon them, and their origins are believed to be on the Ethereal Plane.

Jab's Notes: Probably the most horrifying-looking Undead in the entire Monster Manual, these things have agonized humans STUCK INSIDE THEIR RIBCAGES, and feature this inhuman, sharp-toothed faces. A lot can be done with this kind of thing, but it isn't given any kind of a detail description- just a list of stuff it does.

statue345
Posts: 19
Joined: Wed Nov 29, 2017 10:03 pm

Re: Driders

Post by statue345 » Tue Jul 10, 2018 4:07 am

Jabroniville wrote:
Sat Jul 07, 2018 8:02 am
Jab's Notes: Driders (a combination of "Drow" & "Spider", and you do not want to know how long it took me to figure that out)
I can't believe that never occurred to me.

Also, I never understood why the Drider transformation is a curse in Drow society when half the time Lolth gets drawn she appears as a Drider herself(at least in D&D, I'm not sure what your Lolth looks like)

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Batgirl III
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Re: Castellia- A Fantasy Setting (Salamanders! Darkmantle! Dryads!)

Post by Batgirl III » Tue Jul 10, 2018 4:44 am

Way back in the earliest days of Lloth, her avatars were either a beautiful female drow, a giant spider, or a giant spider with a female drow’s head. Not a drider.
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Re: Castellia- A Fantasy Setting (Salamanders! Darkmantle! Dryads!)

Post by statue345 » Tue Jul 10, 2018 4:50 am

Batgirl III wrote:
Tue Jul 10, 2018 4:44 am
Way back in the earliest days of Lloth, her avatars were either a beautiful female drow, a giant spider, or a giant spider with a female drow’s head. Not a drider.
That makes sense, though probably should've changed the fluff if they were going to add Drider to her list of appearances. The fluff here makes so much more sense with that in mind.

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Re: Castellia- A Fantasy Setting (Salamanders! Darkmantle! Dryads!)

Post by Batgirl III » Tue Jul 10, 2018 5:08 am

"Fluff" in D&D is kinda tricky, since in addition to dozens of different official settings that all have different backgrounds you have to account for the fact that every Dungeon Master gets to come up with their own too. Mystara's take on Lloth differs from the one in Forgotten Realms which differs from the one in Greyhawk... and my Greyhawk when I'm the DM doesn't necessary match Statue345's Greyhawk or Jab's Greyhawk. Once you try to factor in homebrews, yeeesh.
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Re: Driders

Post by Jabroniville » Tue Jul 10, 2018 8:02 am

statue345 wrote:
Tue Jul 10, 2018 4:07 am
Jabroniville wrote:
Sat Jul 07, 2018 8:02 am
Jab's Notes: Driders (a combination of "Drow" & "Spider", and you do not want to know how long it took me to figure that out)
I can't believe that never occurred to me.

Also, I never understood why the Drider transformation is a curse in Drow society when half the time Lolth gets drawn she appears as a Drider herself(at least in D&D, I'm not sure what your Lolth looks like)
Yeah, it was kinda weird. I was writing up the bio for the creature before reading the full description, went "it's a CURSE?", and kind of added on a bit about how you can be punished into being made one, too. Only the REAL zealots actually enjoy the change.

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Re: Driders

Post by L-Space » Tue Jul 10, 2018 7:59 pm

Jabroniville wrote:
Sat Jul 07, 2018 8:02 am
ImageImageImage

WHY DO I FIND THESE HOT?!?! WHAT IS WRONG WITH ME?!?!

I mean, um... haha! Tricked you! I'm not attracted to these things at all! I don't dream of them writhing up to me with their multiple legs and wrapping them around my body! That'd be WEIRD! Only a HUGE PERVERT would be attracted to THAT!!
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...
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