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sanwah68 wrote:
Thanks sanwah68, the language should be Sylvan. I'm not going to post the Black Faerie another time though just to change that little part of the entry. I'll update it if there are any other improvements I can make. I really like how they turned out too, special thanks to Dragonmann for coming up with the cool special abilities and to Jeremy for the additional pointers. Dragonmann wrote:
Small javellins sound pretty good. They start off by launching their javelins and follow up with fly-by attacks. I'll give it some consideration and update them. If there are other suggestions for the LORE section, please don't hesitate. Black Faerie CR 1
Rattling Chatter The continuous noise and song of these creatures is maddening. DC 15 Will save or take random action. This is a minor confusion effect.
Anyone speaking Fey can listen deliberately to the chatter to learn a bit of their story (Listen check, handle as Knowledge [religion]). This automatically makes them fail their saving throw of the round. Flyby Attack When flying, the Black Faerie can take a move action (including a dive) and another standard action at any point during the move. The Black Faerie cannot take a second move action during a round when it makes a flyby attack. A Fly-by attack by the Black Faerie also triggers the Miasma of the Black Faerie. Miasma of the Black Faerie After a Fly-by attack from the Black Faerie the creature attacked is exposed to the cloud of blood it leaves in its wake. Where the blood touches the creature, it burns like acid. The creature must make a Reflex save DC 15 or be splashed with 1d4 Acid Damage and if splashed with the blood he must make a Fortitude save DC 14 or take 1 point of Constitution damage. Hover When flying, the Black Faerie can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed.
Multiattack The Black Faeries secondary attacks with claws take only a -2 penalty. About the room, hither and yon, fly small little creatures, almost like diminutive humans. Their small wings flap incessantly, like those of a mosquito. Looking closer you see the thick strands of black horse hair binding their wings to their near colourless flaking flesh. Slowly, the sound of their song reaches your ears, and first distant, it rises discordant, the clacking of hardened wings, the jovial voices of the damned.
Dark Faeries are Fey that were tricked or forced by their brethren to drink the blood of the Queen of Air and Darkness. Specially prepared by a high priest of the Queen, her blood causes a foul and painful transformation. Killing a Dark Faerie causes the consumed blood to gorge from the mouth and the transformation to be undone. Of course, the Fey will still be dead... Knowledge (Religion)
DC 18 The Black Faerie flies and can launch itself on a fly-by attack which also activates its miasma of blood trailing its flight. Besides the miasma which causes acid damage and affects the constitution of anyone hit, the bite and claws of the Black Faerie have a poison that pushes those affected a bit closer to madness. The Black Faerie can communicate, but it chooses to attack anything that lives. DC 23 The Black Faerie has a dangerous rattling chatter which is the continuous noise and song. The rattling chatter causes those affected to act as if maddened. The Black Faerie is also harder to turn then other undead. DC 28 Black Faeries are creatures of the Queen of Air and Darkness. The Fey who drank her blood have succumbed to this foul existence. Their service to her last until true death leads them to their final resting place. ----------------------------------------------------------------------- I've added the knowledge check results to it. I'm pretty satisfied by the result. A big thank you to ALL that have contributed to the Black Faerie. If I ever put out the Adventure Path I'm working on in PDF (freely available) I'll be sure to put each of you in the credits. So perhaps we should just combine the Miasma effect with the Fly-by attack. That would definately simplify things in a tracking sense. Besides the normal attack the Black Faerie gets on the Fly-by the PC attacked would also have to save against the Miasma. I would say a Reflex save DC 15 or be splashed with 1d4 Acid Damage and 1 point of Constitution damage (with a Fort save DC 14 to not take the Con damage?). How does that sound? Dragonmann wrote:
Dragonmann, can you explain the Miasma ability a bit further? It is probably the only part of the Black Faerie that I don't quite understand completely. I definately like the idea behind it, but execution and the result is still a bit vague for me. Wouldn't it be easier to have the Miasma effect be something of a area effect special ability with a Reflex save for half or no damage? This would take out the weeds growing thing and perhaps be a way for PCs to take acid damage and on failed save take the damage to either strength, dexterity or constitution (all three seems a bit odd to me). Cleaning it would be like neutralizing poison (to avoid secondary damage). Jeremy Mac Donald wrote:
Thanks for your comments Jeremy. I'll make them CR 1, better anyway since I wanted to use 5 of them against a 3rd level party. Also, this will be the only time the players will meet the critters as they are location specific monsters. Jeremy Mac Donald wrote: Hmm. There must be a Goul template in one of the books. Its not in the SRD. Can anyone point me to a Goul template? My gut feeling is that the template will say something to the effect that Fey can't be undead but I'd like to blatantly ignore that rule and see what I come up with if I make a Goul Brownie. Gravetouched Ghoul (Template) can be found in Libris Mortis: The Book of the Dead page Black Faery CR 2
Rattling Chatter The continuous noise and song of these creatures is maddening. DC 15 Will save or take random action. This is a minor confusion effect. Any character within 50 ft must make a Will save each round until successfull. Once successfull, the character is immune to the rattling chatter for 24 hours.
Anyone speaking Fey can listen deliberately to the chatter to learn a bit of their story (Listen check, handle as Knowledge [religion]). This automatically makes them fail their saving throw of the round. Miasma of the Black Faerie Occupying the same square as the creature or entering a square it occupied in the previous turn exposes you to the cloud of blood it leaves in its wake. Where the blood touches the skin, it burns like acid, and odd thorny weed like growths immediately take root. On exposure 1d4 damage, and weeds start to grow, inflicting 1 point of damage to strength, dexterity, and constitution (avoid on Fort 12)
Flyby Attack When flying, the Black Faery can take a move action (including a dive) and another standard action at any point during the move. The Black Faery cannot take a second move action during a round when it makes a flyby attack. Multiattack The Black Faeries secondary attacks with claws take only a -2 penalty. About the room, hither and yon, fly small creatures, almost like diminutive humans. Their small wings flap incessantly, like those of a mosquito. Looking closer you see the thick strands of black horse hair binding their wings to their near colourless flaking flesh. Slowly, the sound of their song reaches your ears, and first distant, it rises discordant, the clacking of hardened wings, the jovial voices of the damned.
Dark Faeries are Fey that were tricked or forced by their brethen to drink the blood of the Queen of Air and Darkness. Specially prepared by a high priest of the Queen, her blood causes a foul and painful transformation. Killing a Dark Faerie causes the consumed blood to gorge from the mouth and the transformation to be undone. Of course, the Fey will still be dead... Jeremy Mac Donald wrote:
Ah, now that is comments I can do something with. Like I said, this is the first time I'm trying to make a monster. Any pointers or errors you can give me are welcome. SRD wrote:
I'm guessing we may need the Hover feat anyway. Black Faery CR 2
Defence
Offense
Statistics
Special Abilities
Rattling Chatter The continuous noise and song of these creatures is maddening. DC 15 Will save or take random action. This is a minor confusion effect. Any character within 50 ft must make a Will save each round until successfull. Once successfull, the character is immune to the rattling chatter for 24 hours.
Anyone speaking Fey can listen deliberately to the chatter to learn a bit of their story (Listen check, handle as Knowledge [religion]). This automatically makes them fail their saving throw of the round. Miasma of the Black Faerie Occupying the same square as the creature or entering a square it occupied in the previous turn exposes you to the cloud of blood it leaves in its wake. Where the blood touches the skin, it burns like acid, and odd thorny weed like growths immediately take root. On exposure 1d4 damage, and weeds start to grow, inflicting 1 point of damage to strength, dexterity, and constitution (avoid on Fort 12)
Flyby Attack When flying, the Black Faery can take a move action (including a dive) and another standard action at any point during the move. The Black Faery cannot take a second move action during a round when it makes a flyby attack. Multiattack The Black Faeries secondary attacks with claws take only a -2 penalty. About the room, hither and yon, fly tiny little creatures, almost like diminutive humans. Their tiny wings flap incessantly, like those of a mosquito. Looking closer you see the thick strands of black horse hair binding their wings to their near colourless flaking flesh. Slowly, the sound of their song reaches your ears, and first distant, it rises discordant, the clacking of hardened wings, the jovial voices of the damned.
Dark Faeries are Fey that were tricked or forced by their brethen to drink the blood of the Queen of Air and Darkness. Specially prepared by a high priest of the Queen, her blood causes a foul and painful transformation. Killing a Dark Faerie causes the consumed blood to gorge from the mouth and the transformation to be undone. Of course, the Fey will still be dead... ------------------------------------- Can someone check if they are short a Feat now? Then I can adjust that also. Ungoded wrote:
With the history of the Fey, I'm thinking it might be Undead (Augmented Fey), but I'm very open to suggestions regarding this. The Fey were already dead when they were raised, is the story so far. Anyone have a better suggestion? Black Faery CR 2
Rattling Chatter The continuous noise and song of these creatures is maddening. DC 15 Will save or take random action. This is a minor confusion effect.
Miasma of the Black Faerie Occupying the same square as the creature or entering a square it occupied in the previous turn exposes you to the cloud of blood it leaves in its wake. Where the blood touches the skin, it burns like acid, and odd thorny weed like growths immediately take root. On exposure 1d4 damage, and weeds start to grow, inflicting 1 point of damage to strength, dexterity, and constitution (avoid on Fort 12)
Flyby Attack When flying, the Black Faery can take a move action (including a dive) and another standard action at any point during the move. The Black Faery cannot take a second move action during a round when it makes a flyby attack. Hover When flying, the Black Faery can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed.
Multiattack The Black Faeries secondary attacks with claws take only a -2 penalty. About the room, hither and yon, fly tiny little creatures, almost like diminutive humans. Their tiny wings flap incessantly, like those of a mosquito. Looking closer you see the thick strands of black horse hair binding their wings to their near colourless flaking flesh. Slowly, the sound of their song reaches your ears, and first distant, it rises discordant, the clacking of hardened wings, the jovial voices of the damned.
Good morning again everyone. I'm liking what I see. I'll try to come up with some stats today so we can work on the complete creature. If someone else wants to put them up before or after me, I'm more then happy to see those. All I want is the best creature to freak my players out with. They have no idea what they are walking into. All they are after is the Quickling with the Queen's Phylactery (though for other reasons then the phylactery). They need the Quicklings blood for a magical item. Dragonmann wrote:
This is of course much better then what I came up with. I look forward to seeing the rest of the stats for the Black Faerie. Special Attacks
Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious. Tainted Blood: Taint Dragonmann wrote:
That is one GREAT description Dragonmann! Very nice. Now for those stats :-) Flying and some kind of sonic attack it seems. Heathansson wrote: And, what was the devastation that happened to the forest? Not really sure about that. Suggestions would be welcome on it. I haven't gone into the background of the reason for their turning to the dark-side. Probably the Queen stirred up trouble and sent the trouble the way of the Fey. Then she offered them her powers to stop the trouble, if only they gave in to the dark-side. Thus forsaking Titania... Heathansson wrote: Why did they go evil? They felt betrayed by Titania (which of course was an evil plot by the Queen of Air and Darkness) and left her for the promise of power by the Queen. At the time, it was the only way to survive the onslaught of the forest outside their home. After that there was no turning back... Just to add the following. There are 4-5 PCs in the party that will go up against 4 or 5 of these things. I don't really care if they are based on Ghouls, all I really need is them to be recognizable as former fey (that went evil). /going out to dinner now, I'll be back to answer more questions after that. And my wife baked some GREAT brownies for her birthday today. They were really yummy! Moff Rimmer wrote: I guess that before I start, I would like to know what it is that you want this undead to be able to do. Creating a ghoul brownie is easy. How do you envision this creature? I'd like it to be an intelligent malignant creature, full of hate for the world. Since they are controlled by the wearer of the Philactery (a Quickling), they vent their anger at whomever enters their crypt. So I'd like the creature to be able to be versatile, concious of his history and former abilities and perhaps be able to use some corrupted forms of those former powers. I'm thinking spell-like abilities like protection from good, dimension door and darkness I hope that explains things a bit. If not, don't hesitate to ask more questions. Hi there and thank you for reading this thread. I've come back to DND after a long hiatus and started up playing again with my old PCs. I've begun to DM an adventure (path) and I am working on the next part of the adventure. For this next part I am in need of a specific monster that doesn't really exist yet. I need YOUR help in statting this monster. Now what do I want from the monster? I'm looking to make an undead small fey. You'll be needing some background on the story to understand that. Am I right? Okay then. Centuries ago these fey creatures turned their worship from Titania to the Queen of Air and Darkness. Underground they created a new temple and in the end they died. With their corruption came some wicked powers. The final fey left standing created the Queen's Phylactery. Spoiler:
THE QUEEN’S PHYLACTERY
Strong Necromancy; CL 13th; Feat: Craft Wonderous Item Components: worth 5.500 gc and 220 xp Spells: Control Undead Price: 11000 gp Weight: .1 lb. The Queen’s Phylactery was created by the last priest of the Queen left standing in the monastery. He used a Create Undead spell to Ghouls out of his former companions. Before casting the spell he created the phylactery to control the Ghouls at will (as per Control Undead spell). Since the Ghouls cannot leave the Crypt the small phylactery only works within the confines of the fallen monastery of Titania. The wearer of the phylactery must be evil or take 2d6 points of damage per turn wearing it. Continuous: spell level (7) x caster level (13) x 2000 gp = 182000 Modified by space limitation: reduce by 90%
Then he cast Create Undead which went awry and created the new monster from his former companions. These monsters are only active within the temple complex and can be controlled by the Queen's Phylactery Now I've been looking to combining a Brownie with a Ghoul, but I'm hitting a proverbial brick wall. I've never created a new monster before and it seems I'm going to need a bit of help. So please show me your version of what you would make of this. I'd like the monster to be no higher then CR 2 (maximum really really 3 if you have to go there). Dear Customer Service, I live in the Netherlands and thus shipping is expensive for me. I've just ordered:
I'd like to have my order (Order #742573) shipped together with the first Pathfinder. Could Paizo please tell me if that's possible? Thanks for the response! Kind Regards, Eltjo Veentjer Greetings, I've signed up for the Pathfinder Charter Subscription and I've just received my VISA receipt. Unfortunately I noticed that the above order was deducted twice from my cardnumber. The first time was done on April 21st and the second on April 25th. Could this please be looked into? If you need further information, please ask me. PS: this was my first order from Paizo :-(
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