Showing posts with label Lawful. Show all posts
Showing posts with label Lawful. Show all posts

Monday, January 3, 2011

General Rules: Monsters - Formian Worker

Formian Worker (from the Monster Manual)
Small Outsider [Lawful, Extraplanar]

Hit Dice: 1d8 + 1 (5 hit points)
Initiative: +2
Speed: 40 feet
Armor Class: 17 (+2 Dexterity, +1 size, +4 natural)
BAB/Grapple: +1/-2
Attack: Bite +3 melee (1d4+1, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +3 melee (1d4+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Darkvision 60 feet, cure serious wounds, hive mind, immunities, make whole, resistance to electricity 10, fire 10, and sonic 10
Saves: Fortitude +3, Reflex +4, Will +2
Abilities: Str 13, Int 6, Wis 10, Dex 14, Con 13, Cha 9
Skills: Climb +10, Craft: any one +5, Hide +6, Listen +4, Search +2, Spot +4
Feats: Skill Focus (Craft: selected skill)
Environment: Mechanus
Organization: Team (2 4 ) or crew (7 - 18)
Challenge Rating: ½
Treasure: None
Alignment: Always lawful neutral
Advancement: 2 - 3 Hit Dice (Medium)

Workers are the lowest ranking and most common formians. They exist only to serve, performing all the necessary, lowly tasks that the hive needs done.

While workers cannot speak, they can convey simple concepts (such as danger) by body movements. Through the hive mind, the can communicate just fine - although their intelligence still limits the concepts that they can grasp.

A formian resembles a cross between an ant and a centaur is are covered in a brownish-red carapace. A worker is about 3 feet long and about 2½ feet high at the front. It weighs about 60 pounds. Its hands are suitable only for manual labor.

Combat
Formian workers fight only to defend their hive cities, using their mandibled bite. A forman worker's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.

Cure Serious Wounds (Sp): Eight workers together can heal a creature's wounds as though using the cure serious wounds spell (caster level 7th). This is a full-round action for all eight workers.

Hive Mind (Ex): All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one formian in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.

Immunities (Ex): Formian workers are immune to poison, petrifaction, and cold.

Make Whole (Sp): Three workers together can repair an object as though using the make whole spell (caster level 7th). This is a full-round action for all three workers.

Formian Workers as Familiars
Formian workers can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be within one alignment step of lawful neutral, take the Improved Familiar feat, and be at least a 7th-level caster.

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General Rules: Monsters - Hell Hound

Hell Hound (from the Monster Manual)
Medium Outsider [Evil, Extraplanar, Fire, Lawful]

Hit Dice: 4d8 + 4 (22 hit points)
Initiative: +5
Speed: 40 feet
Armor Class: 16 (+1 Dexterity, +5 natural); touch 11, flat-footed 15
BAB/Grapple: +4/+5
Attack: Bite +5 melee (1d8+1 plus 1d6 fire, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +5 melee (1d8+1 plus 1d6 fire, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Breath weapon, fiery bite
Special Qualities: Darkvision 60 feet, immunity to fire, scent, vulnerability to cold
Saves: Fortitude +5, Reflex +5, Will +4
Abilities: Str 13, Int 6, Wis 10, Dex 13, Con 13, Cha 6
Skills: Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7 (+15 when tracking by scent)
Feats: Improved Initiative, Run, Track
Environment: Hells
Organization: Solitary, pair, or pack (5 - 12)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 5 - 8 Hit Dice (Medium); 9 - 12 Hit Dice (Large)
Level Adjustment: +3 (cohort)

Hell hounds are aggressive, fire-breathing canines from the Infernal Realms. Specimens are frequently brought to the Three Worlds to serve evil beings, and many have established indigenous breeding populations.

A typical hell hound stands 4½ feet high at the shoulder and weighs 120 pounds.

Hell hounds do not speak, but understand Infernal.

Combat
Hell hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their fiery breath. If the prey doesn't run, the pack closes in. Hell hounds track fleeing prey relentlessly.

A hell hound's natural weapons, as well as any weapons it wields, 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 save DC 13 for half damage. The save DC is Constitution-based.

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

Skills: Hell hounds gain a +5 racial bonus on Hide and Move Silently checks. Hell hounds gain a +8 racial bonus on Survival checks when tracking by scent due to their keen sense of smell.

Hell Hounds Workers as Familiars
Hell hounds can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be within one alignment step of lawful evil, take the Improved Familiar feat, have a Base Attack Bonus of at least +5, and be at least a 5th-level caster.

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General Rules: Monsters - Devil, Kocrachon

Devil, Kocrachon (from the Book of Vile Darkness)
Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 6d8+6 (33 hit points)
Initiative: +8
Speed: 30 feet; fly 60 feet (perfect)
Armor Class: 21 (+4 Dexterity, +1 dodge, +6 natural); touch 15, flat-footed 16
BAB/Grapple: +6/+9
Attack: Bite +9 melee (1d6+3, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +9 melee (1d6+3, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +4 melee (1d4+1, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Disease, spell-like abilities
Special Qualities: Devil traits, DR 15/+1, outsider traits, sadism, SR 17, summon devil
Saves: Fortitude +6, Reflex +9, Will +7
Abilities: Str 16, Int 17, Wis 14, Dex 19, Con 13, Cha 16
Skills: Bluff +12, Diplomacy +5, Heal +11, Hide +13, Intimidate +12, Jump +9, Listen +10, Move Silently +10, Search +9, Spot +8
Feats: Dodge, Improved Initiative
Environment: Any land and underground
Organization: Solitary or team (3 - 6)
Challenge Rating: 6
Treasure: Double standard
Alignment: Always lawful evil
Advancement: 7 - 8 Hit Dice (Medium); 10 - 12 Hit Dice (Large)

Kocrachons are diabolic torturers, When the damned are sent to hell to face torment, it is often the insectoid kocrachons that perform the sick and terrible duties - and they relish the task. These devils are likely to be found in terrible hellish citadels, working for some greater devils.

They have a dark bluish-purple carapace like and insect's with long, serrated proboscises. Their heads are small; their legs are long and thin, ending in claws that are quite adept at wielding scalpels and other terrible instruments of torture.

Kocrachons speak Celestial, Infernal, Sülic, and one mortal language.

Combat
Kocrachons hate straightforward combat, but they like to inflict pain on helpless victims, slowly and precisely. If they must fight, kocrachons use their spell-like abilities as long as they can.

Disease (Ex): Any creature hit by the kocrachon's bite attack must succeed at a Fortitude save (DC 14) or contract devil chills. The incubation period is 1d4 days, and the disease deals 1d6 points of Strength damage. The victim must make three successful Fortitude saving throws in row to recover (see Disease in Chapter 8 of the Dungeon Master's Guide).

Spell-Like Abilities (Sp): At will - animate dead, cure moderate wounds, desecrate, dispel magic, detect good, detect magic, magic circle against good, liquid pain, major image, sorrow, suggestion, teleport without error (self plus 50 pounds of gear only), wave of grief, wither limb, wrack; Once per day - blasphemy. Caster level 12th; Save DC 13 + spell level.

Sadism: For every 10 points of damage a kocrachon deals in a round, it gains a +1 luck bonus on attack rolls, saving throws, and skill checks during the next round.

Summon Devil (Sp): Twice per day, a kocrachon can attempt to summon one kocrachon with a 40% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no devils answer the summons. Summoned devils automatically return whence they came after an hour. A devil that has been summoned cannot use its own summon devil ability. Most devils do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to gain victory or save their own lives.

Devil Traits: Devils can communicate telepathically with any creature within 100 feet that has a language. Devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell. A devil is immune to fire and poison, and it has acid resistance 20 and cold resistance 20.

Outsider Traits: A kocrachon has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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General Rules: Monsters - Celestial, Thaerestian Angel

Celestial, Thaerestian Angel (adapted from the Book of Eldritch Might III)
Medium Outsider (Extraplanar, Lawful)

Hit Dice: 10d8+40 (95 hit points)
Initiative: +9
Speed: 30 feet, fly 60 feet (average)
Armor Class: 27 (+5 Dexterity, +12 natural); touch 15, flat-footed 22
BAB/Grapple: +10/+14
Attack: Touch +14 melee (1d8+10, acid, cold, electricity, fire, or sonic, 20 x2)
Full Attack: Touch +14 melee (1d8+10, acid, cold, electricity, fire, or sonic, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Aura of menace, elemental touch, power word, spell-like abilities, spells, summon celestial monster
Special Qualities: Darkvision 60 feet, low-light vision, DR 25/+2, detect magic, fast heaing 2, immunities, keen vision, outsider traits, protective aura, resistances, spell resistance 32, teleport, tongues
Saves: Fortitude +11, Reflex +12, Will +9
Abilities: Str 19, Int 22, Wis 11, Dex 20, Con 18, Cha 20
Skills: Concentration +17, Craft: Alchemy +19, Hide +18, Knowledge: Arcana +19, Knowledge: Religion +16, Knowledge: the Planes +19, Listen +13, Move Silently +18, Search +19, Spellcraft +19, Spot +13
Feats: Improved Initiative, Iron Will, Spell Penetration
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 15
Treasure: No coins, standard goods, double items
Alignment: Usually lawful neutral
Advancement: 11 - 15 Hit Dice (Medium); 16 - 20 Hit Dice (Large)

The activities of the denizens of the heavens are very complex and poorly understood by mortals. The thaerestian angels were once more typical celestials, but devoted themselves to the arcane arts so completely that they soon began to neglect all other duties. Now mysterious patrons of arcanists, they still serve Woda, but often seem more devoted to magic itself than to their celestial patron. They primarily dwell in the Dreamlands, in hidden fortresses delved deep into the dreamlike nothingness.

These arcane angels have gone so far as to eschew the bonds of morality. They no longer concern themselves with good and evil - merely with arcane magic. Each thaerestian works alone studying or defending some mysterious arcane power source, unique spell, or the like. They respect thaerestian and even defer to the judgments of the Yeven occasionally, although almost as often they ignore these other angels for their own individually determined agendas. They seem particularly interested in thing near to the heart of the ultimate expression of magic - wish spells, power words, and particularly soul magic. A few work as allies to those who serve Woda, but these instances are rare.

Thaerestians stand about 6 feet tall. Their wings hang upon them like a littering, tattered cloak of dark energy 15 feet across. They have dark, smoldering eyes.

Thaerestian angels speak with all creatures magically and have the ability to read any being's spellbook and understand it, no matter how it is coded or written.

Combat
Thaerestian angels have a wide variety of powers at their command. First and foremost, they are powerful spellcasters. They prove difficult to affect with magic of any kind and almost never use weapons. Thaerestians are aloof and cold, but quick to anger. They use all means necessary to destroy any that oppose them.

Aura of Menace (Su): A righteous aura surrounds theaerestian angels that fight or get angry. Any hostile creature within a 20-foot radius of a thaerestian angel must succeed at a DC 19 Will saving throw to resist its effects. Those who fail suffer a -2 morale penalty to attacks, Armor Class, and saving throws for one day or until they successfully hit the thaerestian angel that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that thaerestian angel's aura for one day.

Detect Magic (Sp): This spell remains always active for a thaerestian angel.

Elemental Touch (Su): The damage inflicted by a thaerestian's touch can be acid, cold, electricity, fire, or sonic damage, as chosen by the thaerestian. Each round it may choose a different type of energy damage.

Immunities (Ex): Thaerestian angels are immune to acid, cold, electricity, and petrification attacks.

Keen Vision (Ex): Thaerestian angels have low-light vision and 60-foot darkvision.

Protective Aura (Su): As a free action, a thaerestian angel can surround itself with a nimbus of light with a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer with a level equal to the angel's Hit Dice. The aura can be dispelled, but the thaerestian angel can create it again as a free action on its next turn.

Power Word (Sp): Once per week, an thaerestian can utter any one of the various power word spells as a 20th-level sorcerer.

Resistances (Ex): Thaerestian angels have fire resistance 20. They receive a +4 racial bonus on Fortitude saves against poison.

Spells: All thaerestian angels cast spells a wizard of a level equal to their Hit Dice. Their spellbooks - vast collections of scrolls and books - they hide magically in the recesses of their shadowy wings. These books are destoryed when the thaerestian dies.

Spell-Like Abilities (Sp): At will - continual flame, discern lies, greater dispel magic, invisibility, polymorph, read magic, scry, and see invisibility; Once per day - antimagic field, permanency, and spellmaster. These abilities are as the spells cast by a 17th-level sorcerer (DC 15 + spell level).

Summon Celestial Monster (Sp): All thaerestian angels can summon a celestial creature (as a summon monster spell) with the same number of Hit Dice as themselves with a 100 percent chance of success. They can summon a celestial creature with up to double their own Hit Dice with a 30 percent chance of success. Summoned creatures automatically return whence they came after one hour. A summoned creature that can summon others cannot use this ability for one hour after its own summoning. thaerestian angels can use this ability once per day.

Teleport (Su): Thaerestian angels can teleport without error at will, as the spell cast by a 14th-level sorcerer, except it can transport only itself and up to 50 pounds of objects.

Tongues (Su): Thaerestian angels can speak with any creature that has a language as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.

Outsider Traits: Unlike most other living creatures, a thaerestian angel does not have a dual nature - its soul and body form one unit. When a thaerestian angel is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on a thaerestian angel. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. A thaerestian angel breathes, but does not need to eat or sleep (although they can do so if they wish).

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General Rules: Monsters - Devil, Death

Devil, Death (from Dragon Magazine #353)
Large Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 10d8+20 (65 hit points)
Initiative: +6
Speed: 40 feet; fly 60 feet (average)
Armor Class: 25 (-1 size, +6 Dexterity, +10 natural); touch 15, flat-footed 19
BAB/Grapple: +10/+19
Attack: Scythe +14/+9 melee (2d6+7 plus exhausting, piercing, 20 x4) or whip +14/+9 ranged (1d4+3 nonlethal plus exhausting, slashing, 20 x2, 25 feet x1)
Full Attack: Scythe +14/+9 melee (2d6+7 plus exhausting, piercing, 20 x4) and claw +12 melee (1d6+5 plus exhausting, piercing and slashing, 20 x2) or whip +14/+9 ranged (1d4+3 nonlethal plus exhausting, slashing, 20 x2, 25 feet x1)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Exhausting, ghost strike, rebuke undead, spell-like abilities
Special Qualities: Detect as undead, devil traits, DR 10/bludgeoning and silver, fortification (50%), immunity to ability damage, ability drain, cold, death effects, disease, energy drain, fire, mind-affecting effects, paralysis, and poison, necrotic life, outsider traits, resistance to acid 10, sadism, spell resistance 22, summon devil
Saves: Fortitude +9, Reflex +13, Will +10
Abilities: Str 20, Int 14, Wis 17, Dex 22, Con 15, Cha 17
Skills: Bluff +16, Climb +5 (+7 involving climbing ropes), Concwentration +15, Diplomacy +7, Disguise +3 (+5 to act in character), Escape Artist +6 (+8 involving ropes), Heal +16, Intimidate +18, Knowledge: Religion +15, Knowledge: the planes +15, Listen +16, Sense Motive +16, Spot +16, Survival +3 (+5 on other planes)
Feats: Combat Expertise, Combat Reflexes, Diehard, Endurance
Environment: Any
Organization: Solitary or team (3 - 6)
Challenge Rating: 11
Treasure: Standard (huge masterwork scythe, +1 stinging whip, and usually ornate and ghoulish jewelry)
Alignment: Always lawful evil
Advancement: 11 - 20 Hit Dice (Large); 21 - 30 Hit Dice (Huge)

Also known as jerul devils, these enormous skeletal creatures are clad in billowing, black-cowled robes and have alien heads like that of an emaciated vulture. They have four sunken eyes that gleam with a cold and evil yellow light. Four withered and sinuous arms ending in elongated clawed hands sprout from their torsos and four skeletal wings covered in wasted flesh extend from their backs. They carry enormous scythes and wicked-looking whips. They stand about 10 feet tall and weigh about 550 pounds.

Death devils speak Celestial, Infernal, and one mortal language.

Combat
Death devils excel as torturers and prefer to attack physically, teleporting up close to their foes and using full-attack actions whenever possible. A death devil's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Detect as Undead (Ex): Death devils register as undead creatures for the purposes of detect undead and similar effects. A death devil counts as half its Hit Dice for the purposes of aura strength.

Exhausting (Su): Those struck by a death devil's natural weapons or any weapons it wields become exhausted unless they make a DC 17 Fortitude save each time they are hit. Exhausted characters move at half speed and suffer a -6 penalty to Strength and Dexterity. The save DC is Constitution-based.

Ghost Strike (Su): A death devil's natural weapons, as well as any weapons it wields, deal damage normally against incorporeal creatures. In addition, it can deliver sneak attacks or critical hits to an undead creature.

Necrotic Life (Ex): Even on a failed save, a death devil suffers only half damage from spells and effects that deal hit point damage due to negative energy, such as inflict spells, and with a successful save a death devil suffers no damage.

Rebuke Undead (Su): Death devils may rebuke undead as a 12th-level cleric, at will. A death devil's ranks in Knowledge: Religion grant the devil a +2 synergy bonus on turning checks.

Sadism (Ex): For every 10 points of damage a death devil deals in a round, it gains a +1 luck bonus on attack rolls, saving throws, and skill checks during the next round.

Spell-Like Abilities (Sp): At will - animate dead, dimensional anchor, greater teleport (self plus 50 pounds of gear only). Three times per day - deeper darkness, desecrate. Once per day - enervation, unholy blight. Caster level 10th; Save DC 13 + spell level and are Charisma-based.


Summon Devil (Sp): Once per day, a death devil can attempt to summon one death devil with a 35% chance of success or 1d4 bearded devils with a 50% chance of success or 2d10 lemures with a 50% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no devils answer the summons. Summoned devils automatically return whence they came after an hour. A devil that has been summoned cannot use its own summon devil ability. Most devils do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to gain victory or save their own lives.

Devil Traits: Devils can communicate telepathically with any creature within 100 feet that has a language. Devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Outsider Traits: A death devil has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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Sunday, January 2, 2011

Campaign Design - Spells: Tiwas' Balance

Tiwas' Balance (adapted from Relics & Rituals; originally Hedrada's Balance)
Enchantment (Compulsion) [Lawful, Mind-Affecting]

Level: Cleric/Favored Soul 2, Judgment 2Law 2
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target, Effect, or Area: One willing creature
Duration: 1 hour per caster level (D)
Saving Throw: None
Spell Resistance: No

Tiwas' balance temporarily alters a willing subject's alignment to lawful neutral and removes all emotional attachments or biases the subject may have. The subject also receives a +4 competence bonus to saving throws against mind-affecting effects for the duration of the spell. All decisions the subject makes while under the spell's influence will be under the spirit and letter of the law, and the subject is incapable of showing favoritism. With this spell active, its subject can fairly judge the actions of even his most hated enemy.

Material component: A blindfold and a small set of scales.

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