Kolyarut

Clinton Boomer's page

Contributor, RPG Superstar 2008 Top 4. Goblin Squad Member. Organized Play Member. 602 posts (618 including aliases). 3 reviews. No lists. No wishlists. 2 Organized Play characters.


Dark Archive RPG Superstar 2008 Top 4, Contributor

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Glad to be a part of this. Wild magic, wild ride!

Dark Archive RPG Superstar 2008 Top 4, Contributor

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Ambrosia Slaad wrote:
Hooray, Wayfinder made it on the Blog!

Sorry, I accidentally flagged you while trying to flag the spam on this thread. Entirely my fault.

Dark Archive RPG Superstar 2008 Top 4, Contributor

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Orthos wrote:


1. Moment of Silence
2. Seconds to Spare
3. Minutes to Midnight
4. Zero Hour
5. Last Days
6. Year of our Lord
7. Turn of the Century
8. Strange Aeons

That's absolutely genius; it would be perfect for a game focusing on Time Thieves and travel between eras in the style of Chrono Cross.

Dark Archive Contributor, RPG Superstar 2008 Top 4

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Dude ... it turns hammer-blows to the face into force-lasers.

Of-freaking-COURSE I love it!

This is also one of those items that clever DMs are going to design a way around: a PC gets a big DR/bashing (for example), and suddenly all of the enemies are carrying clubs, mauls, flails and hammers. Slap on this torc, and watch the sword-wielding vampires come out to play.

Honestly, I hope that the "I punch myself in the face to charge my super-blast!" work-around was intentional - it's hardly less goofy than the obvious "I command all of my minions to whack me repeatedly with their quarterstaves, and then I fire a beam of pure force into the dragon!" system.

This is a cool item, and explosions are neat. Okay, YES, there are some design issues (already well-covered by the Judges) ... but at the end of the day, it's a throat-bracelet that will explode and kill everything in a twenty-foot radius if you get hit with 11 individual bricks, each dealing 5 or more points of damage (before DR).

And it was made by dwarven wizards to help them in a secret war against dwarven clerics.

THAT'S fun.

Congratulations, and I look forward to seeing more as Superstar! continues!

Dark Archive Contributor, RPG Superstar 2008 Top 4

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Yeah, I just discovered that problem as well. Still, I'll be digesting the previous 27 previous pages of cool, interesting rules until Monday, at least - I'll be back Monday, then, to read over those last four paragraphs before the "Good Luck" section.

Dark Archive Contributor, RPG Superstar 2008 Top 4

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Kakuen-Taka, The Hunger that Moves

At dawn, our hunters beheld on the southern horizon an unclean darkness – a roiling haze that blew towards us, against the wind, thick and shifting like rust-colored smoke.

Before mid-day, the bloody coils had resolved into a thousand-thousand carrion birds, swarming and screaming in widening clouds above three huge and shambling forms, black mountains hunching slowly towards our village.

High-sun passed, and the three colossi were now visible in all their monstrosity; festering mockeries of great and terrible beasts, walking slowly towards us on shattered legs, driven onward by the black magic of Unlife.

As the sky darkened, the mad, blood-red birds descended upon us; clawing at exposed flesh with hooked, venom-thick talons, their poisons stealing from us strength, sanity, and sight.

When night finally took us, the Ghosts-with-Many-Teeth boiled forth from the bellies of their rotting titans, mere shadows; their drooling servant-beasts, once men and dogs, stalked us with hollow eyes.

In unseen and chattering waves, the Kakuen-Taka hunted.

There was a feast; and our village was no more.

- from the Lost-Spirit Recollections

Legends speak of weird and hungry ghosts that slumber fitfully within walking mansions of pitted bone and rotting flesh, smearing a winding path of desolation and horror in their wake.

As these spirits writhe in their sleep, their vast corpse-castles shuffle along the edges of the world, infectious Feast-Guardians in tow, searching out lonely villages and temples with their ten-thousand glittering eyes – the strange and horrid swarms of crows that fill the skies above them.

And when living meat is found, the Ghosts with Many Teeth slide free of their necrotic homes to feast anew.

Thematic Link:
The Hunger that Moves is a nomadic, alien, symbiotic ecology of interlinked species that aid one another in predation, reproduction and survival.

Bhoga-Kantaka, Ghost with Many Teeth CR 5
Usually NE Tiny Outsider (Native)
Init +8; Senses Darkvision 60 ft.; Listen +18, Spot +1

Defense
AC 24, touch 16, flat-footed 20
(+4 Dex, +8 natural, +2 size)
(natural armor bonus is reduced to +4 if the bhoga-kantaka's pseudo-feathers are removed)
hp 33 (6d8+6)
Fort +6, Ref +9, Will +6

Defensive Abilities Evasion;
DR 5/magic (this benefit is lost of the bhoga-kantaka's pseudo-feathers are removed);
Immune Poison;
Resist acid 10, cold 10, electricity 10, fire 10 (these resistances are lost if the bhoga-kantaka's pseudo-feathers are removed);
SR 15 (this bonus is lost if the bhoga-kantaka's pseudo-feathers are removed)

Offense
Spd 30 ft., climb 30 ft.
Melee bite +10 (1d6+1)
Ranged mwk trident +11 (1d4+1), 10 ft. range increment
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Sneak Attack +2d6
Tactics
Before Combat Bhoga-kantaka prefer to ambush their prey, singling out soft foes, lone targets and those blinded by the poisons of the Meki-Kantaka.
During Combat Bhoga-kantaka use their telepathy to coordinate complex maneuvers to allow for flanking, spell use by their sorcerers and clerics and rapid retreat, if necessary.
Morale Because they are pack hunters, bhoga-kantaka will usually attempt to flee if outnumbered.
Statistics
Str 13, Dex 18, Con 13, Int 14, Wis 13, Cha 16
Base Atk +6; Grp -6
Feats Improved Initiative, Improved Natural Attack (bite), Weapon Finesse
Skills
Bluff +12, Climb +21, Disable Device +11, Escape Artist +13, Hide +29, Listen +18, Move Silently +18, Open Lock +13, Search +19, Sleight of Hand +13, Survival +1 (+3 following tracks), Use Rope +4 (+6 with bindings); Bhoga-Kantaka have a +8 racial bonus on Climb, Balance, Hide, Listen, Move Silently, and Search checks - these bonuses are lost if the bhoga-kantaka's pseudo-feathers are removed . Bhoga-kantaka can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Strength modifier instead of their Strength modifier for Climb checks.
Languages none; 100 ft. telepathy note: the specific, unique form of bhoga-kantaka telepathy allows it to communicate with meki-kantaka, patal-kantaka and other bhoga-kantaka even though none of the three species have any form of written, spoken or otherwise understood "language".
SQ Evasion, Sneak Attack, Walk With the Dead
Combat Gear 3 mwk tiny tridents, ; Other Gear 1d3 gems
Special Abilities

Evasion (Ex)
Bhoga-kantaka can avoid even magical and unusual attacks with great agility. A bhoga-kantaka that makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save instead takes no damage. Evasion can be used only if the bhoga-kantaka is wearing light armor or no armor. If helpless, they do not gain the benefit of evasion.

This ability is lost if the bhoga-kantaka's pseudo-feathers are removed.

Sneak Attack (Ex)
Bhoga-kantaka can make a sneak attacks like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the bhoga-kantaka is flanking.

Spell Resistance
Bhoga-kantaka possess a spell resistance equal to 9+ their HD.

This ability is lost if the bhoga-kantaka's pseudo-feathers are removed.

Walk With the Dead (Su)
A tribe of bhoga-kantaka can use an ability similar to animate dead to create vast shambling corpses that serve the bhoga-kantaka as walking mansions of rotting flesh. Use of this ability requires a number of bhoga-kantaka equal to the new Hit Dice of the creature to be animated as a zombie, to a max of 32 HD. This ability supersedes the normal 20 HD limit of the spell animate dead, and is most often used on creatures of Huge size or larger.

Using walk with the dead is an intense ritual of dance, howling and violence that requires ten minutes of trance-like activity per new HD of the creature to be animated, and all bhoga-kantaka involved are considered helpless while within the trance.

A zombie of Medium size can hold and house one bhoga-kantaka, a Large-size zombie can carry up to eight, a Huge zombie can contain 32, rare Gargantuan zombies can hold up to 128 bhoga-kantaka, and a zombie of Colossal size could theoretically contain a full 512.

Zombies animated by walk with the dead, often including megaraptors, elephants and Huge specimens of other exotic beings, are controlled via telepathic command by the highest-level member of the group of bhoga-kantaka that created it. A group of bhoga-kantaka can only have one zombie so animated at any one time, and may create a new mansion only when their previous home has been destroyed or abandoned. Freshly hatched bhoga-kantaka band together to kill large creatures and animate mansions of their own.

Bhoga-kantaka without pseudo-feathers cannot participate in a walk with the dead ritual.

Ecology
Environment Any
Organization Individual, Clutch (4-7), Pack (8-16) or Mansion (17-32)
Treasure Standard (represented by Gear, above)
Alignment Usually Neutral Evil
Advancement by class; Favored Class Wilderness Rogue. Levels in Battle Sorcerer are nearly as common and are treated as non-associated class levels, as are levels in Cleric. Mansions are led by Wind-Devourers, clerics of the Chichimec with access to the Domains of Madness, Travel, Trickery and Weather.

Bhoga-kantaka with class levels may wear up to light armor without losing the benefits of their pseudo-feathers.
Bhoga-kantaka possess a spell resistance equal to 9+ their HD. This ability is lost if the bhoga-kantaka's pseudo-feathers are removed.

Bhoga-Kantaka, Ghost with Many Teeth
Your eyes seem to water and glide from it, but you can perceive crouching before you a shifting and shadowy thing, a kind of hunched, unsymmetrical beast no bigger than a monkey; all chattering fangs and shimmering, scaled feathers and slithering whispers of unknown horrors.

It clutches a wickedly barbed spear in a many-fingered hand; cunning, thirsty intelligence glitters out its many red eyes . . . and suddenly more forms, identical, slink out of the darkness.

You’ve been surrounded.

Freakishly difficult to spot while hunting due to their extremely small size and the bizarre “cloaking” ability of their translucent, scale-like pseudo-feathers, the bhoga-kantaka are dangerously and surprisingly intelligent, making use of tools, servants, pack tactics and terrain-based advantages that laughingly frustrate those who would defend against their relentless assaults.

Without their thick, camouflaging coat of light-warping pseudo-feathers, the Bhoga-Kantaka most closely resembles nothing so much as a heavily fanged, miniature Ethereal Marauder with many eyes, four multi-jointed limbs and a prehensile tail; such bizarre anatomy has prompted the few scholars who have studied dead specimens to tentatively suggest some faint biological connection between the two beasts.

The shimmering pseudo-feathers themselves are thinly-woven layers of a semi-translucent, magical keratin alloy unique to the “Ghosts-With-Many-Teeth”; they provide the bhoga-kantaka with a host of advantages including exceptional balance, light-bending camouflage, and sensory input in a manner similar to those benefits provided to a cat by its whiskers. In addition, the pseudo-feathers mystically provide armor, resist extremes of heat and cold and deflect hostile spell energies in ways that baffle sages.

Ecology:

The ghosts-with-many-teeth are vile, carnivorous products of some alien evolution in a place far removed from the world of men, deadly predators at the apex of any food chain. Their wandering corpse-castles travel the length and breadth of many worlds, crossing tundra, forest, jungle, mountain and desert with slow, diabolical purpose. Using ice floes, land bridges and magical portals to cross into new territories, they are guided by the ever-hungry Meki-Kantaka and the divine sky-insight of their mad Wind-Devourer priests, worshippers of the legendary Chichimec, who facilitate communication between the wandering mansions via wide-cast webs of sending spells.

The ghosts-with-many-teeth dwell inside the reanimated bodies of great and fearsome beings slain by thousands of tiny bites and blades – it seems to be a point of pride for their strange tribes to obtain the largest and most horrid forms of zombies for their “walking mansions”, decorated with sweeping whorls of paint and blood. A corpse of Huge size can house and carry a full thirty-two bhoga-kantaka with little difficulty, but the slain bodies of Gargantuan or larger creatures are nearly always beyond the abilities of the ghosts-with-many-teeth to animate. Thus, large tribes often create secondary or even tertiary mansions that travel together in a group, separating to wander in different directions during leaner times.

Society:

Life among the bhoga-kantaka is not well understood, but some elements are clear to scholars: punishments for transgressions within the community, from stealing of food to homicide, are universally applied via a violent gang ritual of forced pseudo-feather removal and expulsion from the tribe.

Those ghosts exiled from the mansions must wander alone, without the benefit of their cloaking pseudo-feathers, their mansion or their tribe, until such time as the ethereal feathers have regrown, a process that can take weeks. Strangely, bhoga-kantaka that survive long enough to reacquire their coats and hunt down their mansions are often placed in positions of high power and authority within the tribe – rewarded for viciousness, cunning and instinct beyond the abilities of their kin.

The bhoga-kantaka spend most of their time fitfully hibernating, gripped fast to the slowly putrefying interiors of their great walking mansions, awaking in shifts of four to seven to scout newly discovered areas, tend their webbed clutches of eggs, craft their masterwork throwing-spears (treated as tiny tridents), consume stores of food (including the Patal-Kantaka, during times of extended famine) and make odd, violent struggles against one another.

Small hunting parties of the ghosts-with-many-teeth, composed mostly of fresh hatchlings, will occasionally leave the mansion for weeks at a time to pursue strange errands understood only by them. Such parties range wide and far, tracking down their mansion when heavily supplied with food, treasure and knowledge of the outside world or forming wholly new mansions. During these expeditions, a clutch of four to sixteen bhoga-kantaka, often led by a priest or sorcerer, will usually travel with two or more swarms of meki-kantaka and possibly a swift-moving patal-kantaka to provide watch.

The ghosts-with-many-teeth wake and move en masse only when their mansions are directly assaulted or when called to the Breeding Feast by the cries of the Meki-Kantaka; swarming in predatory packs upon whatever settlement or feast-place has been discovered.

Combat:

The ghosts-with-many-teeth are feared primarily for their near-invisibility and silence; traits of which they take great advantage in combat. They strike in packs that coordinate their approaches with lethal efficiency, usually led by high-level Wilderness Rogues, Battle Sorcerers and the Wind-Devourers, weird clerics of the Chichimec with access to the Domains of Madness, Travel, Trickery and Weather.

Meki-Kantaka, the Foul-Winged-Blindness CR 6
Always NE Diminutive Magical Beast (Extraplanar, Swarm)
Init +10; Senses darkvision 60 ft., low-light vision, Listen +4, Spot +16

Defense
AC 20, touch 20, flat-footed 14
(+6 Dex, +4 size)
hp 58 (9d10+9)
Fort +7, Ref +12, Will +5

Defensive Abilities
DR 10/magic; Immune Weapon Damage; Resist cold 10, fire 10

Offense
Spd 5 ft., fly 50 ft. (good)
Melee Swarm (2d6 plus poison)
Space 10 ft./10 ft., shapable; Reach 0 ft.
Special Attacks Distraction, Poison

Tactics
Before Combat The meki-kantaka are clever, and will attempt to observe the movements of their prey before they swarm, picking out the sickliest and least armored for the brunt of their attacks.
During Combat The meki-kantaka often use hit-and-run tactics, clawing at their prey and then briefly retreating to a safe distance until the blindness effect of their poison has time to take effect.
Morale If reduced to 9 hp or less, a swarm of meki-kantaka will collapse into a mindless flurry of panicked individual carrion birds. Other than that, the swarms will usually fight with extreme aggression, guided by the telepathic commands of the bhoga-kantaka.

Statistics
Str 1, Dex 22, Con 12, Int 6, Wis 14, Cha 9
Base Atk +13; Grp -
Feats Ability Focus (poison), Ability Focus (distraction), Alertness, Improved Initiative
Skills Spot +16
Languages none
SQ hive mind, Swarm traits
Special Abilities

Distraction (Ex)
Any living creature that begins its turn with a meki-kantaka swarm in its space must succeed on a DC 19 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex)
Injury, Fortitude DC 17, initial damage is 1d6 Wisdom and fatigue. Secondary damage is permanent blindness. The save DC is Constitution-based.

Hive Mind (Ex)
Any meki-kantaka swarm with at least 1 hit point per Hit Die (or 9 hit points) forms a hive mind, giving it an Intelligence of 6. When a meki-kantaka swarm is reduced below this hit point threshold, it becomes mindless and can no longer be directed via the bhoga-kantaka's telepathy.

Ecology
Environment Any
Organization Solitary, Pestilence (2-6 swarms), Plague (7-12 swarms)
Treasure none
Alignment Always Neutral Evil
Advancement None

Meki-Kantaka, Foul-Winged-Blindness
A coil of blood-red wings and hooked talons dripping with thick poison, this swarm of strange carrion birds possesses an obvious and unearthly intelligence – their echoing cries seem almost calculated.

With a sudden burst of rust-colored feathers and jagged screams of lust, a savage beast from another world bursts forward on a thousand wings that beat as one.

A twisting cloud of bloody-tinged carrion birds in the distant air is often the only warning that shambling corpse-giants thick with hungry bhoga-kantaka are on the approach.

Although they bear a more than casual resemblance to normal crows or ravens, the creatures called Meki-Kantaka are the result of a parallel evolution within a wildly divergent, alien ecology; they possess multi-pupiled eyes, exaggerated claws endowed with poison sacs, and tiny, hooked fingers that aid them when they sleep and feed upon the rotting mansions of the ghosts-with-many-teeth.

Bhoga-kantaka use swarms of the Foul-Winged-Blindness to scavenge for live prey, trusting in the predatory instincts of these carrion birds to guide the near-mindless walking corpse-castles inevitably toward under-protected settlements. While the majority of the ghosts sleep, the meki-kantaka ride the winds in spirals around the slowly striding, decayed form of the mansion, hunting down a Feast-Place for their masters.

For their part, the bhoga-kantaka treat the vast flocks of foul-winged blindness that crawl upon and peck at the necromancy-infused flesh of their walking mansions with a casual deference, although Wind Devourer priests occasionally climb across the backs of their zombie households to collect armfuls of meki-kantaka for use in ritualistic, divinatory sacrifice.

Among the most powerful mansions of the bhoga-kantaka, high-level Wind Devourers have somehow succeeded in breeding highly prized half-fiendish flocks of the meki-kantaka.

Combat:

Semi-autonomous swarms of the foul-winged-blindness are used to search out and pacify places for the ghosts-with-many-teeth to hunt and feast. Sweeping into hamlets, temples and other small settlements during daylight hours, they poison and disrupt the populace, blinding or laying low as many defenders as they are able before the bhoga-kantaka and patal-kantaka emerge with the onset of darkness.

Patal-Kantaka Hell Hound, Memory of the Breeding Feast CR 6
LE Large Magical Beast (Evil, Extraplanar, Fire, Lawful)
Init +5; Senses blind, blindsight, scent; Listen +12

Defense
AC 21, touch 10, flat-footed 20
(+1 Dex, +11 natural, -1 size)
hp 46 (4d10+24)
Fort +10, Ref +5, Will +5
Defensive Abilities Immune fire; Vulnerable cold

Offense
Spd 50 ft.
Melee bite +9 (2d6+6 plus 1d6 fire) and
2 claws +7 (1d6+3)
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon, Fiery Bite, Improved Grab, Rend
Tactics
Before Combat Patal-kantaka are not smart enough use clever tactics, but obey the commands of the bhoga-kantaka unfailingly.
During Combat A patal-kantaka is simply a powerful, disposable fast-attack shock-trooper, living shield-wall and siege engine.
Morale All patal-kantaka usually obey, even suicidally, the commands of its bhoga-kantaka masters - fighting until dead or retreating as commanded.
Statistics
Str 23, Dex 13, Con 23, Int 1, Wis 12, Cha 2
Base Atk +4; Grp +14
Feats Improved Initiative, Multiattack, Track(B)
Skills Hide +9, Jump +17, Listen +12, Move Silently +13, Spot +8, Survival +8 (+16 when tracking by scent)
(Hell hounds have a +5 racial bonus on Hide and Move Silently checks and receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell. All patal-kantaka have a +4 racial bonus to Listen checks.)
Languages none, but can be commanded via the bhoga-kantaka's telepathy
SQ blind, blindsight 30 ft., fire immunity, servant to ghosts, scent, vulnerability to cold
Special Abilities

A patal-kantaka hell hound’s natural weapons are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su)
10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 18 half. The save DC is Constitution-based.

Fiery Bite (Su)
A patal-kantaka hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.

Improved Grab (Ex)
To use this ability, a patal-kantaka hell hound must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Rend (Ex)
A patal-kantaka hell hound that wins a grapple check after a successful bite attack establishes a hold, latching onto the opponent’s body and tearing the flesh. This attack automatically deals 2d6+9 points of damage.

Servant to Ghosts (Su)
Creatures with this special quality are always considered to be under the effects of a charm monster spell cast by any bhoga-kantaka that makes contact with them using telepathy. Patal-kantaka hell hounds will even obey suicidal orders given to them by bhoga-kantaka, but the bhoga-kantaka must win an opposed Charisma check against the patal-kantaka hell hound.

Ecology
Environment Any
Organization Always in service to the bhoga-kantaka; solitary or mob (2-6)
Treasure none
Alignment Always lawful evil
Advancement 5-8 HD (Large), 9-12 HD (Huge)

Creating a Patal-Kantaka

Spoiler:

"Patal-Kantaka" is an acquired template that can be added to any living, corporeal creature that is not immune to poison (referred to hereafter as the base creature).
A patal-kantaka uses all of the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type changes to Magical Beast. Its size increases by one step: the creature gains a -1 (or more) size penalty to AC and attacks, a +4 bonus to grapple checks, a similar penalty on Hide checks, a die-size increase to damage on bites, claws and other natural attacks, and an increase in Space and Reach. Do not recalculate base attack bonus or saves.

Hit Dice: Increase base creature's base HD by one die size, to a maximum of d10. Do not increase class HD.

Speed: Base speed is increased by 10 ft., other movement modes remain unchanged.

Armor Class: Natural Armor improves by +6

Attack: A patal-kantaka has a bite attack and two claw attacks, and the bite is the primary natural weapon. Its extreme deformities are such that the patal-kantaka loses any ability it once had to use manufactured weapons.

Full Attack: A patal-kantaka uses its bite and both claw attacks, its secondary natural weapons, when making a full attack. The patal-kantaka loses any ability it once had to use manufactured weapons.

Damage: Patal-kantaka have bite and claw attacks. If the base creature does not have these attack forms, use the damage values as listed in the table found here. Otherwise, use the those values or the base creature's damage values, whichever are greater. Because the base creature increases in size by one category, be certain to increase the base creature's damage values on the table accordingly before you perform the comparison.

Special Attacks: A patal-kantaka retains all of the special attacks of the base creature and gains the extraordinary special abilities of Improved Grab and Rend.

To use these abilities, a patal-kantaka must hit with its bite attack. It can then attempt to start a grapple check as a free action without provoking attacks of opportunity. A patal-kantaka that wins a grapple check after a successful bite attack establishes a hold, latching onto an opponent's body and tearing the flesh. This rend attack automatically deals damage equal to a bite attack, although it deals one and one-half times strength modifier damage.

Special Qualities: A patal-kantaka has all the special qualities of the base creature, plus scent and blindsight to a range of 30 ft. It becomes blind and loses all other modes of vision, including darkvision and low-light vision. In addition, all patal-kantaka acquire the special quality servant to ghosts, losing their ability to fight against the will of the mansions of bhoga-kantaka that spawned and command them.

Servant to Ghosts (Su): Creatures with this special quality are always considered to be under the effects of a charm monster spell as cast by any bhoga-kantaka that makes contact with them using telepathy. Patal-kantaka will even obey suicidal orders given to them by bhoga-kantaka, but the bhoga-kantaka must win an opposed Charisma check against the patal-kantaka.

Abilities: Increase (and decrease) from the base creature as follows: Str: +10, Con: +10, Int: -8 (minimum 1), Wis: +2, Cha: -4 (minimum 1). Patal-kantaka with intelligence scores below 3 lose the ability to understand or speak languages, but may be commanded via the bhoga-kantaka's telepathy.

Skills: Although a patal-kantaka's intelligence score drops precipitously upon transformation, it retains whatever skill-ranks the base creature possessed - its total skill value should merely be adjusted for its new ability scores and larger size category. A patal-kantaka who advances by Hit Dice after its transformation gains skill points as a magical beast and has skill points equal to (2 + Int modifier, minimum 1) x (HD + 3). Do not include Hit Dice from class levels in this calculation - the patal-kantaka has magical beast skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels, as adjusted for its sharply lower intelligence.
Treat skills from the base creature’s list as class skills, and other skills as cross-class.
All patal-kantaka receive +4 racial bonus to Listen checks.

Feats: Because patal-kantaka with class levels lose their abilities to use manufactured weapons, replace upon transformation any of the base creature's weapon-related feats with more appropriate feats such as Improved Grapple, Improved Natural Attack (bite), Multiattack and Weapon Focus (bite).

Challenge Rating: Same as base creature + 3 (minimum 4)
Alignment: Always lawful evil

Patal-Kantaka, Memory of the Breeding Feast
It was once a man, or something very like one – orc, maybe, or lizard-folk, or perhaps even a wolf. That much can be guessed.

But it has swollen with infection, and thick, rubbery bone and ropy coils of slithering muscle and otherworldly corruption to the hunched shape of a drooling troll, mucus-caked and hollow-eyed, and it lives to serve new masters now; to walk beside rolling castles of festering meat, to protect with potent teeth and claws the monstrous works of horrors from another world.

It is the bodyguard of black magic, a memory of hot blood spilled on cold earth for the orgy of the ghosts-with-many-teeth.

The sad remnants called Patel-Kantaka are the twisted result of the bhoga-kantaka’s horrid mating rituals – “survivors” of the hunt given new life and purpose as guards, shock-troopers, living siege engines and mobile emergency rations.

The creation of patal-kantaka is volatile, messy and infrequent. Bhoga-Kantaka have little or no comprehension of gender, and make no lines of gender-distinction within their society – they divide the necessary chores of their continued existence among the various blood-lines of their mansion in whatever way is most expedient to the ruling elites, often by whim of the insane Wind Devourers.

The exception to that ignorance comes only when a tribe engages in a particularly successful hunt, providing more than adequate food to satiate every member of the mansion and simultaneously refill their putrescent larders. Given the voracious appetites and long fasting periods of the bhoga-kantaka, this usually requires three or more Medium-size creatures per member of the tribe – one hundred humans for a mansion of thirty-two ghosts.

During such a meal, hormonal changes occur over the course of hours, and the vile Breeding Feast commences as the ghosts-with-many-teeth develop secondary sexual characteristics of ghastly design and function. Females double in size as their bodies swell with throbbing eggs waiting to be fertilized, losing nearly all ability to move; males bicker for dominance as they manifest frilled, engorged poison-sacs in their lower jaws. All bhoga-kantaka then enter a “heat,” seeking to breed with as many members of their mansion as possible.

Because males outnumber females by a ratio of about three to one, the many males without partners rapidly become violently agitated. Males waiting to breed vent their frustrations on living prey with dozens of weird, almost gentle “love bites” – often falling upon blinded, terrified humanoids and animals not yet killed and eaten.

The strange poisons of the male bhoga-kantaka enact a horrid and painful transformation on the prey; helpless creatures infused with the toxins collapse into a sort of churning chrysalis, and the hungry, warped things that emerge in the daylight are fed a meal of raw meat, their first as servants to the satiated bhoga-kantaka.

Patal-Kantaka are the lowest of the low within the ecology of the Hunger-that-Moves, guided always by the telepathic command of the Ghosts that the Memories-of-the-Breeding-Feast follow blindly behind, their short lives marked by extremes of violence, deprivation and horror.

The bhoga-kantaka cannot be said to feel much of anything for their drooling servants, though a Huge patal-kantaka - such as a servant generated from a Large size creature like an ape, horse or brown bear or one that increases in Hit Dice – is well-suited for expedient transformation into a meal & a new walking mansion after its death; bhoga-kantaka usually watch such precious creatures closely, hoping to retrieve the fallen body once the servant dies in combat.

Dark Archive Contributor, RPG Superstar 2008 Top 4

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Pants of the Many Monkeys

This simple pair of khaki adventuring pants contains, hidden in its many goody-sized pockets, monkeys. Many, many monkeys.

Each day, upon command ("Monkeys!") the pants produce 3d12 monkeys (see page 267, MM). These monkeys are CRAZY monkeys, however, and no amount of training, yelling or stomping of feet will get these monkeys to stop it with their crazy monkey shenanigans. The monkeys are possessed both a limited magical 'hive-mind' and an overwhelming, capricious desire to perform acts of mischief and tomfoolery.

The monkeys will probably eat all the rations and poop in the bedrolls. They will pants the cleric and 'honk' the elf's boobs. Also, they like to trip people, drink ale, and steal hats. The monkeys speak French.

Moderate Conjuration; CL 5th; Craft Wondrous Item, Summon Nature's Ally III, Prestidigitation; Price 8,000 gp., 2 lbs.