Posts

Showing posts from March, 2019

Tentamort

Image
Tentamorts are abberations. An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. Aberrations have darkvision. Aberrations breathe, eat, and sleep. Tentamorts are eerie ambush predators, preferring to let their prey come to them rather than seeking food out, and rely on their excellent senses to warn them of approaching meals. A tentamort possesses several tentacles, most of which are used for locomotion but two of which have evolved for singular purposes in securing food. One of these longer tentacles is covered with tiny, sticky nodules and is capable of constricting prey, while the other ends in a long, thin stinger. The tentamort’s method of attack is to grab its prey with its constricting tentacle and sting the grappled target with the other. Tentamort poison is particularly horrific, as it swiftly liquefies the creature’s internal organs into a rancid slurry the monster can then drink with the same stinger,

Bunyip

Image
Bunyips are aquatic magical beasts. Magical beasts are similar to animals but can be more intelligent (in which case the magical beast knows at least one language, but can’t necessarily speak). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. Magical beasts have darkvision. Magical beasts have low-light vision. Magical beasts breathe, eat, and sleep. Aquatic creatures are always good swimmers. An aquatic creature can breathe water. It cannot breathe air unless it is amphibious. The bunyip is a fierce and avid hunter, possessing a primal ruthlessness that seems almost evil in its rapacity. A bunyip typically inhabits large freshwater inlets or sheltered coastal sea caves where food is plentiful – the bunyip is equally at home in fresh or salt water. It prefers feeding on animals of Small size or larger, though it isn’t averse to eating humanoids when presented the opportunity. Buny

Thistletop, part 12 (Monday-Monday, Lamashan (X) 22-29, 4707 AR)

The greater barghest did not physically leave this room. He used crushing despair  against foes who attacked him with ranged attacks beyond the limits of this room, and he charmed Corvus. The greater barghest fought to the death. Each of the racks in the northern corners contained 30  eternal candles  (60 candles in all), minor magic candles that burned eternally without heat, similar to a  continual flame  spell but shedding only shadowy light in a 5-foot radius. Each  eternal candle  was worth 5 gp. Two alcoves to the south were hidden by secret doors. Shalelu revealed the doors. Each alcove contained little more than dusty shelves today, although a bit of treasure still remained in the western one. A single silver coffer sat on its side on one of the shelves in the western alcove. The coffer itself was worth 100 gp, but the real treasure sat inside, buried in a bed of fine white sand - a ring of force shield . When activated, the shieldlike pane of force generated manif

Barghest

Image
Barghests are lawful evil extraplanar shapechanger outsiders. An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. Outsiders have darkvision. Unlike most living creatures, an outsider does not have a dual nature – its soul and body form one unit. When an outsider 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 an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider native to the Material Plane can be raised, reincarnated, or resurrected just as other living creatures can be. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Outsiders native t

Crab, Giant

Image
Giant crabs are vermin. Vermin include insects, arachnids, other arthropods, worms, and similar invertebrates. They are mindless and thus immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Vermin have darkvision. They breathe, eat, and sleep. Giant crabs behave much like their smaller cousins, feeding on both plant material like algae and fungus and animal matter such as fish, seabirds, and even unwary humanoids. The coloration of a giant crab’s hard exoskeleton varies greatly depending on species, and over time even shifts in response to its diet. A giant crab can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). Other species of giant crab exist as well, quite a bit larger. Giant crabs can survive out of the water for many hours. Beyond this limit, a giant crab runs

Thistletop, part 11 (Monday, Lamashan (X) 22, 4707 AR)

Image
The heroes made their way back to Thistletop, where they realized they had a stowaway in Corvus' wagon. That was Fen Jerrin, a halfling who thought he took permission from a rather intoxicated Ameiko to accompany the heroes in their quest to slay Malfeshnekor. Nevertheless, the heroes accepted Fen's help and continued their exploration of Thistletop. Collapsed Treasury. The sound of sloshing water filled this room, which had almost entirely collapsed into a large tide pool. What few walls did remain intact here bore detailed and impressive carvings of incredible treasuries filled to overflowing with coins, gems, jewelry, and other items of value. To the east, the walls depicted a carving of a towering mountain, its peak carved in the shape of a stern face just above a great palace. Below, the side of the mountain's valley cradled an immense city of spires. In the pool, the remains of what must have once been an incredible treasury lay in the sloshing waters. Shatte

Shadow

Image
Shadows are incorporeal undead. Undead are once-living creatures animated by spiritual or supernatural forces. They have darkvision. Undead have immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). They have immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning. Undead are not subject to nonlethal damage, ability drain, or energy drain. They are immune to damage to their physical ability scores, as well as to exhaustion and fatigue effects. Unintelligent undead cannot heal damage on their own, although they can be healed. Negative energy (such as an inflict spell) can heal undead creatures. Unintelligent undead can still have the fast healing special quality. They have immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not at risk of death from massive damage, but are immediately destroyed wh

Thistletop, part 10 (Tuesday-Sunday, Lamashan (X) 16-21, 4707 AR)

After Urtrigor's funeral, the heroes met a half-elf who had heard of their heroic deeds around town, and wanted to join them hunting monsters. His name was Corvus Windsorrow, and the heroes accepted his offer to join them while exploring the rest of Thistletop looking for Malfeshnekor. Pillar of Greed:  The southern wing of this L-shaped hallway ended at a pair of stone doors carved with the depiction of two skeletons reaching out to clutch a skull between them, while to the east the hallway narrowed down to frame a circular carving of what seemed to be an immense stack of tens of thousands of gold coins that rose from floor to ceiling. The edges of these coins were carved with tiny, spiky runes. The pillar itself bore magic to make it look as if it were made of gold - it was in fact made of stone. Crypt: Dust and rubble cluttered this area. Four pillars supported the domed ceiling of this room. Several dark alcoves containing standing sarcophagi graced the walls, and a st