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RPG Superstar 2008 Top 6 aka adanedhel9

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An inky thunderhead
does sound the clash of drums.
A harbinger of dread:
those born of lightning come.

Thematic Link: The three monsters below share a connection to the fury of storms: the thunderstruck form from the clash of lightning and necromancy; the cloud golem merges the natural force of weather with the artificiality of arcane construction; and the squallherds control the winds that shape storms.

Thunderstruck

The charred corpse rises from the ground. Its burnt skin crackles with electricity as the smell of ozone fills the air. Though lifeless, the corpse's eyes seethe with hatred.

Thunderstruck are the undead remains of those unlucky enough to die from a lightning strike, or other potent source of electricity, while near a source of necromantic energy. The force of the lightning, combined with the fury of the one struck, triggers the latent necromantic power of the area, transforming the corpse. The result is a malicious spirit imbued with the power of storms.

Jealous of the opportunities stolen from them, thunderstruck hate all living creatures. Most stay in the wilderness during fair weather, happy with destroying the local wildlife. When storms come, more intelligent thunderstruck descend on cities to wreak havoc among the civilized peoples.

Usually content with their random carnage, intelligent thunderstruck will often develop vendettas against creatures that show control over the weather. Simple jealousy gives way to anger at those who collude with the deadly natural forces. Thunderstruck will hunt such foes, actively seeking vengeance for their lost lives. They will fight to their own destruction, if necessary, to kill such an opponent.

Travelers can encounter thunderstruck anywhere thunderstorms naturally occur, but always outdoors. Combat is much more likely during stormy weather, when the thunderstruck are at full power and are looking to cause mayhem.

Sample Thunderstruck
This example uses a manticore as the base creature.

Thunderstruck Manticore CR 5
CE Large Undead (augmented magical beast)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Listen +5, Spot +9
Aura

Defense
AC 20, touch 12, flat-footed 17
(+3 Dex, +8 natural, –1 size)
hp 39 (6d12); fast healing 6 (outdoors during a thunderstorm)
Fort +2, Ref +5, Will +6
Defensive Abilities Immune electricity, sonic

Offense
Spd 30 ft. (6 squares), fly 50 ft. (clumsy)
Melee 2 claws +7 (2d4+5+1d6 electricity) and
slam +5 (1d8+2+1d6 electricity) and
bite +5 (1d8+2+1d6 electricity)
Ranged 6 spikes +6 (1d8+2/19–20)
Space 10 ft.; Reach 5 ft.
Special Attacks spikes, shock

Tactics
Before Combat A thunderstruck manticore stalks its prey, preferring to attack from above when its targets are distracted.
During Combat A thunderstruck manticore begins most attacks with a volley of spikes, then closes. In the outdoors, it often uses its powerful wings to stay aloft during battle.
Morale A thunderstruck manticore flees if outnumbered, or if evenly matched in clear weather. They never flee if an opponent shows the ability to influence the weather.

Statistics
Str 20, Dex 17, Con —, Int 3, Wis 12, Cha 9
Base Atk +3; Grp +12
Feats Flyby Attack, Multiattack, Track*, Weapon Focus (spikes)
Skills Hide –1, Listen +5, Spot +9, Survival +1; Manticores have a +4 racial bonus on Spot checks
Languages Common
SQ
Combat Gear —; Other Gear

Special Abilities

Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period.

Shock (Su): A thunderstruck deals an extra 1d6 electricity damage on any melee attack it makes.

Ecology
Environment Warm marshes
Organization Solitary, pair, or gang (3–8)
Treasure Standard
Alignment Always Chaotic Evil
Advancement 7–16 HD (Large); 17–18 HD (Huge)
Level Adjustment

Creating a Thunderstruck
"Thunderstruck" is an acquired template that can be added to any corporeal aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, outsider, plant, or vermin susceptible to a lightning strike (hereafter referred to as the base creature).

Size and Type: The creature's type changes to undead, and it gains the augmented subtype. It retains any subtypes except alignment subtypes (such as good) and subtypes that indicate kind (such as goblinoid). Size is unchanged.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), and raise the remaining Hit Dice to d12s.

Armor Class: The creature's natural armor bonus improves by +2.

Base Attack: A thunderstruck has a base attack bonus equal to 1/2 its Hit Dice.

Attack: A thunderstruck retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the thunderstruck's size. (Use the base creature's slam damage if it’s better.)

Size : Damage
Fine : 1
Diminutive : 1d2
Tiny : 1d3
Small : 1d4
Medium : 1d6
Large : 1d8
Huge : 2d6
Gargantuan : 2d8
Colossal : 4d6

In addition, any melee attack, whether natural or manufactured, deals extra electricity damage (as indicated in the shock ability description).

Special Attacks: A thunderstruck retains the base creature's special attacks and gains the special attack described below.

Shock (Su): A thunderstruck deals an extra 1d6 electricity damage on any melee attack it makes.

Special Qualities: A thunderstruck gains the special quality described below.

Fast Healing (Ex): A thunderstruck heals a number of hit points per round equal to its Hit Dice, provided it is outdoors during a thunderstorm.

Immunity to Electricity and Sonic: A thunderstruck cannot be further hurt by what ended its natural life.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD +2.

Abilities: Dex +2, Int –4 (minimum 1). As an undead, a thunderstruck has no Constitution score.

Climate/Terrain: As base creature.

Organization: Solitary, pair, or gang (3–8)

Challenge Rating: As base creature, ignoring class levels.

Treasure: As base creature.

Alignment: Always chaotic evil.

Advancement: As base creature (or — if base creature's advancement is by character class).

Level Adjustment:

Cloud Golem

Dense puffs of cloud fill out an iron skeleton to the form of a well-muscled giant. Occasional blasts of cold mist pour out between the metal ribs, only to be drawn in again, creating the illusion of breath. Its steady, golden eyes remain constant among the shifting hues of mist and fog.

The Cerulean Sisterhood first crafted the cloud golems as defenders of their floating ziggurat. The Sisters hid their new guardians, capable of self-sustained flight and concealment, amongst the jungle mists around Jhansi. Many an unsuspecting intruder fell under the sudden force of living cloud bound with iron. As Iskandria's influence grew, the secrets of the cloud golem spread across the Material Planes.

The final phase of construction of a cloud golem must take place during a thunderstorm. As the final spell is cast, a tower of cloud and lightning descends from the storm to the empty skeleton. This tower grants form and life to the golem, fusing cloud, elemental spirit, and iron into a cohesive whole.

Whenever possible, the elemental spirit that drives a cloud golem reforms the construct's body with vapor taken from the local environment. While this allows the golem to repair itself, it also makes it susceptible to changes in the atmosphere. The masters of these golems have found ways to use this to their advantage, while others have determined how to use this trait to disable them.

As is typical with all golems, the cloud golem loyally serves one master, and most encounters with a cloud golem involve that master. Beyond these situations, flying travelers may meet a cloud golem that is running an errand or defending an airborne site. Few masters would put a cloud golem in an enclosed structure, where other golems would serve better.

Cloud Golem CR 10
NN Large Construct
Init –1; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
Aura emit cloud

Defense
AC 20, touch 8, flat-footed 21
(Dex –1, natural +12, size –1)
hp 96 (12d10+30); fast healing 5 (in fog or cloud)
Fort +4, Ref +3, Will +4
Defensive Abilities emit cloud DR 10/adamantine; Immune ability damage, ability drain, critical hits, death effects, disease, energy drain, exhaustion, fatigue, magic, mind-affecting effects, necromancy effects, non-lethal damage, paralysis, poison, sleep effects, stunning
Offense
Spd 40 ft. (8 squares), fly 40 ft. (perfect)
Melee 2 slams +13 (2d6+5)
Ranged
Space 10 ft.; Reach 10 ft.
Special Attacks

Tactics
Before Combat A cloud golem's master typically directs it to use its Emit Cloud ability as combat approaches, giving it the advantage of surprise and concealment.
During Combat Unless directed otherwise, a cloud golem attacks the opponent closest to its master. Whenever possible, it stays above its target, using its reach and Emit Cloud ability to maintain concealment.
Morale A cloud golem only leaves combat if ordered to by its master. If the master dies, it stops fighting.

Statistics
Str 21, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +9; Grp +19
Feats
Skills
Languages
SQ beserk, construct traits
Combat Gear —; Other Gear

Special Abilities

Berserk (Ex): When a cloud golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 20 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

Emit Cloud (Ex) Once per round, as a free action, a cloud golem can emit a thick cloud. This cloud functions exactly like the fog cloud spell, centered on the golem, with a duration of 1 round. Note that since the cloud dissipates before the start of the golem's next round, it cannot use this ability to fulfill the condition for its fast healing.

Fast Healing (Su): Whenever a cloud golem is in a cloud or other foggy environment, it gains fast healing 5.

Flight (Su): A cloud golem can cease or resume flight as a free action.

Immunity to Magic (Ex): A cloud golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A cloud golem within the area of an acid fog spell absorbs the fog. The normal effect of the spell ends, but for the remainder of the spell's duration, the golem's slam attacks deal an extra 2d6 acid damage.

A cloud golem within the area of a cloudkill spell absorbs the cloud. The normal effect of the spell ends, but for the remainder of the spell's duration, the golem is stunned, with no saving throw.

A cloud golem within the area of an incendiary cloud spell absorbs the cloud. The normal effect of the spell ends, but for the remainder of the spell's duration, the golem's slam attacks deal an extra 3d6 fire damage.

A cloud golem within the area of a mind fog spell instantly goes berserk (see Berserk entry above). So long as the golem remains within the mind fog, its creator cannot regain control over it.

A cloud golem within the area of a solid fog spell absorbs the cloud. The normal effect of the spell ends, but for the remainder of the spell's duration, the golem is slowed, as the slow spell, with no saving throw.

A cloud golem within the area of a stinking cloud spell absorbs the cloud. The normal effect of the spell ends, but for the remainder of the spell's duration, any creature hit by the golem's slam attack must make a Fortitude save (with the same DC as the original spell) or become nauseated for 1d4+1 rounds.

Ecology
Environment Any
Organization Solitary or gang (2–4)
Treasure None
Alignment Always Neutral
Advancement 13-20 HD (Large); 21-42 (Huge)
Level Adjustment

Construction

A cloud golem's body forms around a skeleton of iron and precious metals worth 1,500 gp; building this framework requires a DC 15 Craft (armorsmithing) or DC 15 Craft (weaponsmithing) check.

CL 11th; Craft Construct, animate objects, control winds, fog cloud, caster must be at least 11th level; Price 44,000 gp; Cost 23,500 + 1,700 xp.

Squallherd

Elven figures with mottled grey skin and tangled white hair glide around the clouds on transparent wings. Occasional flashes of lightning accompany their passes, and the clouds seem to reshape themselves before their paths.

Squallherds are the shepherds of the sky and the guiders of weather. Using powerful blasts of wind, they push fronts across the vast expanse of heavens, often creating massive, destructive storms. The squallherds follow some unknown sign in their drives; they have little care for the effects of the storms on the world below.

Unlike many of their fey kin, squallherds are very structured and organized. Moving a storm requires significant coordination and dedication: scouts monitor conditions, drivers push the front, and others support and defend the drivers. This organization drives not only storm fronts, but also squallherd society. Adolescent squallherds look forward to their first drive and the mark of adulthood earned by it. Those drivers talented enough to enter into the ranks of the scouts gain much respect and a position of leadership in the clan.

When not herding storm fronts, squallherd clans relax in mountain-top settlements called aeries. These settlements feature few buildings and structures, but a clan will return to the same aerie year after year. Other clans rarely even approach another clan's aerie: squallherds closely defend their homes and are quick to assume ill intent of intruders.

Most encounters with squallherds will occur in mountainous regions near their settlements. However, their drives take them all over the Material Plane, so adventurers could meet them anywhere. When encountering strangers, a lone squallherd (a scout if available) will challenge the intruders while the remainder ready to fight or flee.

Squallherd CR 3
LN Medium Fey
Init +2; Senses low-light vision; Listen +7, Spot +7
Aura

Defense
AC 17, touch 12, flat-footed 15
(+2 armor, +2 Dex, +2 natural, +1 shield)
hp 13 (3d6+3)
Fort +2, Ref +5, Will +4
Defensive Abilities DR 5/cold iron Resist cold 5, electricity 5, sonic 5

Offense
Spd 30 ft. (6 squares), fly 40 ft. (good)
Melee short spear +2 (1d6+1/x3)
Ranged short spear +2 (1d6+1/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks become bolt
Spell-Like Abilities (CL 3rd):
At will—gust of wind (DC 13)

Tactics
Before Combat Whenever possible, squallherds ambush from foggy or cloudy areas.
During Combat Squallherds try to enter combat with Become Bolt, striking multiple opponents if possible. When fighting in groups, some squallherds use gust of wind to maintain distance while others use ranged attacks.
Morale A sqaullherd does not leave combat if he feels that his clan or the drive is in danger. Otherwise, they flee any time they are outnumbered, using Become Bolt to put distance between themselves and their foes.

Statistics
Str 13, Dex 15, Con 12, Int 10, Wis 13, Cha 13
Base Atk +1; Grp +0
Feats Ability Focus (become bolt), Blind-fight
Skills Balance +1, Climb +0, Escape Artist +1, Hide +11 (+15 in fog or cloud), Knowledge (nature) +8, Listen +7, Move Silently +7, Spot +7, Survival +7 (+9 in aboveground natural environments), Swim –1; Squallherds have a +4 racial bonus to Hide in foggy or cloudy environments
Languages Auran, Common
SQ endure heights
Combat Gear buckler, leather armor, 5 short spears Other Gear

Special Abilities

Become Bolt (Su): A Squallherd can charge with such natural fury that he actually becomes a miniature lightning bolt. Three times per day, he can take a full-round action to move ten times his normal fly speed (400 feet) in a straight line. During this move, he can move through any creature in his path; any such creature takes 1d8 electricity damage (Reflex save DC 14). A squallherd draws no attacks of opportunity when moving this way. The save DC is Constitution-based and includes a +2 bonus from Ability Focus.

Endure Heights (Ex): Squallherds are resistant to the effects of extreme height. They can survive comfortably in conditions as cold as –120 degrees Fahrenheit, and they can breathe the rarified air found at the height of storm clouds.

Ecology
Environment Any aboveground
Organization Solitary, pair, drive (10–20 plus 2–3 3rd-level scouts), or clan (30–40 plus 6–12 3rd-level scouts, 1–2 3rd-level shamans, and 5–10 noncombatants)
Treasure Standard
Alignment Usually Lawful Neutral
Advancement 4–6 HD (Medium), 7–9 HD (Large) or by class; Favored Class Ranger
Level Adjustment +2