Author Topic: Remnant Monsters  (Read 1417 times)

Offline TheGeometer

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Remnant Monsters
« on: July 05, 2014, 04:19:23 PM »
REMNANT MONSTERS

Blade Swarm
Very few things are as terrifying as realizing that the grayish cloud approaching you is composed of thousand of miniscule, whirling axes, swords, and daggers. Its origin is disputed, with theories ranging from Blade Barrier being cast in a wild magic plane to intentional tampering by evil Remnant Mages that know Weapon. What is undisputed is this monstrosity's capacity for destruction.

Blade Swarm
Size/Type:
Fine Construct (Swarm)
Hit Dice:
22d10 (121 hp)
Initiative:
+5
Speed:
Fly 40 ft. (good)
Armor Class:
28 (+8 size, +5 Dex, +5 natural), touch 23, flat-footed 23
Base Attack/Grapple:
+21/+5
Attack:
12 Remnant Attacks (1d4 slashing)
Full Attack:
18 Remnant Attacks (1d4 slashing)
Space/Reach:
10 ft./0 ft.
Special Attacks:
Ranged pin
Special Qualities:
Construct traits, swarm traits, half damage from bludgeoning, immunity to slashing and piercing
Saves:
Fort +7, Ref +12, Will +2
Abilities:
Str 5, Dex 20, Con --, Int --, Wis 1, Cha 1
Skills:
--
Feats:
--
Environment:
Any
Organization:
Solitary or group (2-4 swarms)
Challenge Rating:
12
Treasure:
None
Alignment:
Often neutral, sometimes chaotic, sometimes evil
Advancement:
--
Level Adjustment:
--

Combat

Remnant Attacks (Ex): A blade swarm deals damage much like a group of remnants. For every point by which its attack roll exceeds (or falls short of) a creature's AC, the creature is affected by one more (or less, respectively) attack than half of the total number of attacks, to a maximum of the total number of attacks and a minimum of zero. When a blade swarm attacks, it affects every creature within the swarm's space with the same attack roll. Though this damage is calculated in terms of discrete attacks, it counts as continuous damage for the purpose of determining the difficulty of a caster's Concentration check, and any relevant DR is subtracted from the total damage for each turn, not from individual attacks.

Ranged Pin (Ex): In addition to its usual, random slashing, a blade swarm can make more coordinated attacks. In one such attack, it fires off multiple blades from the main cloud to pin a creature to a wall or the ground by its clothing or skin like thumbtacks. Since this requires the swarm to sacrifice some of its component blades, the swarm takes 10 damage whenever it uses this attack. It makes a ranged touch attack against a creature within 30 feet as a standard action, and, if successful, leaves the opponent immobile, pinned to a wall, if there is one adjacent to the target creature, or pinned and prone on the ground otherwise. Unlike a normal pin, this can only be undone if the pinned creature or an adjacent creature spends a standard action to make a DC 20 Strength check or a DC 25 Escape Artist check and succeeds. Blade swarms that have pinned creatures with this special attack will tend to move into their space and slash at them.

Erudar
Deep in the eastern forests of Valdor reside an elusive and arcane race, the Erudari. Profoundly in tune with magic, they carve their dwellings out of large, living trees with careful evocations and protect their tribal communities with illusions and abjurations.

Erudar, 1st-Level Remnant Mage
Size/Type:
Small Humanoid (Goblinoid)
Hit Dice:
1d4+1 (3 hp)
Initiative:
+0
Speed:
20 ft.
Armor Class:
10, touch 10, flat-footed 10
Base Attack/Grapple:
+0/-4
Attack:
--
Full Attack:
--
Space/Reach:
5 ft./5 ft.
Special Attacks:
Remnant Magic
Special Qualities:
Darkvision 60 ft., light sensitivity
Saves:
Fort +0, Ref +0, Will +2
Abilities:
Str 11, Dex 11, Con 12, Int 12, Wis 11, Cha 6
Skills:
Listen +4, Spot +4, Spellcraft +5
Feats:
Alertness, Mental Acuity (B), Slow Remnant (B)
Environment:
Temperate Forest
Organization:
Circle (4-7), order (10-15 apprentices plus 4 3rd-level mages and 1 high mage of 4th-6th level), or tribe (30-100 plus 150% noncombatants plus 1 3rd-level mage per 10 adults, 5 6th-level high mages, and a 10th-level elder)
Challenge Rating:
1/2
Treasure:
Standard
Alignment:
Often chaotic good
Advancement:
By character class
Level Adjustment:
+0

Erudari are short but lean, with proportionally longer arms and shorter legs than a human. They have gray-green skin and share facial features with both humans and goblins, though their distinguishing trait is their bright, crystal eyes, full of magic and faint streaks of every hue.

 Combat

Erudari are so physically weak that they prefer to use magic only rather than engage in melee combat. Most of them cast as Remnant Mages, though some become Wizards, Clerics, or other powerful magic-using classes. Practically the only members of their race that fight physically are the minority that become Valdoran Spellmonks.

Erudari as Characters

Erudar Traits (Ex): Erudari possess the following racial traits.
  • -2 Strength, +2 Intelligence, +2 Wisdom, -2 Charisma.
  • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
  • Darkvision out to 60 feet.
  • Light Sensitivity: Erudari are dazzled in bright sunlight or within the radius of a daylight spell.
  • Bonus Feat: Erudari gain Mental Acuity as a bonus feat, even if they lack the prerequisites. It has no effect until the erudar takes a level in a remnant casting class.
  • An erudar's base land speed is 30 feet.
  • Automatic Languages: Common, Erudar. Bonus Language: Ornak.
  • Favored Class: Remnant Mage.
The erudar Remnant Mage presented here had  the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Nakhashan

Nakhashan
Size/Type:
Large Magical Beast
Hit Dice:
9d10+48 (97 hp)
Initiative:
+1
Speed:
0 ft.
Armor Class:
21 (-1 size, +1 Dex, +10 natural, +1 dodge), touch 11, flat-footed 19
Base Attack/Grapple:
+22/+13
Attack:
Bite +15 melee (2d4+12)
Full Attack:
Bite +15 melee (2d4+12)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Smoke Body, Shift
Special Qualities:
Can't be tripped, darkvision 60 ft.
Saves:
Fort +11, Ref +7, Will +5
Abilities:
Str 26, Dex 13, Con 20, Int 7, Wis 14, Cha 12
Skills:
--
Feats:
Alertness, Toughness, Dodge, Mobility
Environment:
Any
Organization:
Solitary
Challenge Rating:
8
Treasure:
None
Alignment:
Often neutral
Advancement:
10-19 HD (Large)
Level Adjustment:
--

A nakhashan looks like an enormous serpent with a dark, scaly head and a body obscured by dense, black smoke, but in reality, only the head comprises the creature's body. The smoke that it leaves in its wake is magically contained into a ropelike form.

Nakhashans speak Common.

Combat

Smoke Body (Ex): A nakhashan is composed of a 10 x 10 foot solid, snakelike head and 8 10 x 10 foot areas of dark smoke. These smoky regions always form a branchless, laterally contiguous path that ends at the nakhashan's head; when the nakhashan moves, it shifts the smoke such that the furthest 10 x 10 square of smoke disappears and a new square appears where its head used to be. Nakhashans often coil up into a defensive 30 x 30 foot square.

The smoke that composes the nakhashan's "body" has some magical properties. It is darkened by magical darkness, reducing the visibility of anything within or behind it to zero. It is also constrained magically by force similar to the Wall remnant, but in a snaking, continuous cylinder shape. The fog itself is an Acid Fog effect, dealing 2d6 acid damage per turn and slowing any creature that attempts to move inside it.

Finally, the walls of force surrounding the smoke have osmotic properties, sucking any creature that attempts a melee attack against them into the target square of smoke (no save). Such attacks are nearly guaranteed to occur, since the darkness of the smoke makes it impossible to see that there is no body within.

A creature trapped within the smoke can attempt to exit either through the mouth or through the tail, though the mouth will often make a bite attack of opportunity in such cases. When the nakhashan moves, the smoke follows it, but any creatures in the smoke do not move. Any creature that dies from acid damage while within the nakhashan's smoke is dissolved and digested.

Shift (Sp): Nakhashans have no physical form of movement, as they are just snakelike heads. However, they can cast Shift on themselves up to 8 times per turn, spread throughout their turn as they choose in groups of 2 (so that they leave exactly enough room for their 10 x 10 squares of smoke). They often "swallow" prey of size large or smaller by shifting through their squares (provoking an attack of opportunity) and leaving them in its smoke "body."

Ornak
One of the races that inhabit the land of Valdor, the ornaks are a warlike people that lives in stone villages in the lakeside plains. They are not quite as advanced as human cultures, though they have simple governmental structures and a formal education system. They dress in coarsely-woven clothing and adorn themselves with smooth stones.

Ornak, 1st-Level Spellknight
Size/Type:
Medium Humanoid
Hit Dice:
1d8+1 (5 hp)
Initiative:
+0
Speed:
30 ft.
Armor Class:
11 (+1 Wooden Shield), touch 10, flat-footed 11
Base Attack/Grapple:
+0/+2
Attack:
Longsword +3 melee (1d8+3)
Full Attack:
Longsword +3 melee (1d8+3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Remnant Magic
Special Qualities:
--
Saves:
Fort +3, Ref +0, Will +0
Abilities:
Str 15, Dex 11, Con 12, Int 8, Wis 7, Cha 10
Skills:
Listen +4, Spot +4, Swim +4, Climb +4
Feats:
Alertness, Weapon Focus (Longsword)
Environment:
Temperate Plains
Organization:
Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating:
1/2
Treasure:
Standard
Alignment:
Often lawful evil
Advancement:
By character class
Level Adjustment:
+0

Ornaks are tall, muscular humanoids with slightly longer legs and shorter arms than humans. The high concentration of magic that surrounds them has manifested itself in their physical appearance, over generations making their hair and eyes increasingly iridescent, sparkling despite their usually dark colors. This, in combination with their height, physique, and tan skin, makes other races find them attractive, though ornak tend not to associate with outsiders.

 Combat

Ornaks have a fighting style that seamlessly merges their innate magic and raw strength.

Remnant Magic (Sp): Each ornak is born with a small, unique magical ability, which can be any remnant that a Remnant Mage can cast for no more than 3 RP that does not require sustaining (once this trait manifests at a young age, the remnant that the ornak can cast from this ability cannot be changed by any means). The ornak may cast this remnant once per round at will as a free action. The effective CL of this remnant is equal to her character level, and the DC, if applicable, is based on the highest of the ornak's mental ability scores. She may not cast this remnant as part of a group that contains other remnants.

Ornaks as Characters

Ornak Traits (Ex): Ornaks possess the following racial traits.
  • +2 Strength, -2 Intelligence, -2 Wisdom, +2 Charisma.
  • An ornak's base land speed is 30 feet.
  • Remnant Magic (Sp): See above.
  • Automatic Languages: Common, Ornak. Bonus Language: Erudar.
  • Favored Class: Spellknight.
The ornak Spellknight presented here had  the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Rafflesia Magii
This strange plant is the result of extensive dabbling by paranoid mages and druids who sought a means of protecting their most valued treasures. To that end, they gifted a large flower with a suite of dangerous magical abilities and placed their valuables between its petals for it to protect. Enticed by the lure of seemingly unguarded treasure, many adventurers have lost their lives to this deceptively powerful creature.

Rafflesia Magii
Size/Type:
Medium Plant
Hit Dice:
30d8+300 (435 hp)
Initiative:
+0
Speed:
0 ft.
Armor Class:
5 (-5 Dex), touch 5, flat-footed 5
Base Attack/Grapple:
+22/+17
Attack:
--
Full Attack:
--
Space/Reach:
5 ft./0 ft.
Special Attacks:
Remnant Magic
Special Qualities:
Blindsight 90 ft., plant traits, regeneration 20
Saves:
Fort +27, Ref --, Will +16
Abilities:
Str --, Dex --, Con 31, Int --, Wis 22, Cha 28
Skills:
--
Feats:
Empower Remnant (B), Sudden Remnant (B), Widen Remnant (B)
Environment:
Any
Organization:
Solitary
Challenge Rating:
18
Treasure:
Quadruple Standard or Special
Alignment:
Always neutral
Advancement:
31-40 HD (Medium)
Level Adjustment:
--

A Rafflesia Magii looks like a massive, 5-petaled red flower with blue spots that rests on a bed of vines. In its center is generally an ornate treasure chest wrapped in additional vines that connect to the vines beneath it. Rafflesia Magii do not attack in any way unless a creature attempts to harm it or remove the chest. Cutting the vines is not sufficient to remove the chest, since the vines grow back faster than any means can dispose of them, so the entire plant must be destroyed before the vines wither away and the treasure can be obtained. A Rafflesia Magii will only willingly give up its treasure to the person who planted it, and its ability to recognize who is or isn't that person is flawless, disregarding all magical effects and mundane tricks.

Combat

A Rafflesia Magii that is the target of an attack or the attempted theft of its treasure will swiftly retaliate, and will continue its magical onslaught until its attackers are dead or out of range. Though it seldom wins initiative, it often attacks immediately by making use of its Sudden Remnant feat.

Remnant Magic (Sp): Rafflesia Magii has access to 3 distinct pools of 50 RP each, and it can use them all every turn. Though it is mindless, it is a master tactician, and will strategically employ metaremnant feats or sustained remnants if it has motive and enough RP to do so. The first pool is used for Abjuration, and it can cast the following remnants from it: Dispel for 3 RP, Protect for 7 RP, Resist for 7 RP, and Shield for 7 RP. The second pool is used for Conjuration, and it can cast the following remnants from it: Animal for 3 RP, Fumes for 3 RP, Health for 3 RP, and Wall for 2 RP. The third pool is used for Necromancy, and it can cast the following remnants from it: Blind for 3 RP, Deafen for 3 RP, Undeath for 8 RP, and Weaken for 3 RP. The DC for all remnants it casts is 19, and it is based on Charisma. The Rafflesia Magii's remnants do not require verbal or somatic components, though the flower's blue spots glow strongly as it casts them.

Regeneration (Ex): A Rafflesia Magii's vines and petals regrow instantly. In addition, it heals 20 nonlethal damage every turn. Only fire and cold damage deal normal damage to a Rafflesia Magii.

Tactics

If a Rafflesia Magii sees someone reaching toward the chest or about to attack it with a weapon, it will usually use its Sudden Remnant feat to protect itself with a group of Wall remnants as an immediate action. It will then begin defending itself, both by summoning monsters to help it and by covering itself with abjurations. Rafflesia Magii are generally surrounded by the skeletons of thieves who were killed in the act of trying to reach its treasure, so a common tactic is for it to defend itself by turning those skeletons into undead under its control. If there are few enough opponents attacking it, Weaken is also a common opening move.

Thunderbeast

ThunderbeastThunderbeast, Elder
Size/Type:
Large Outsider (Native)Huge Outsider (Native)
Hit Dice:
5d8+8 (30 hp)16d8+115 (187 hp)
Initiative:
+3+7
Speed:
40 ft. (8 squares)60 ft. (12 squares)
Armor Class:
15 (+3 Dex, -1 size, +3 natural), touch 12, flat-footed 1221 (+7 Dex, -2 size, +6 natural), touch 15, flat-footed 14
Base Attack/Grapple:
+3/+12+12/+31
Attack:
Claw +7 melee (1d4+5)Claw +22 melee (2d8+11)
Full Attack:
2 claws +7 melee (1d4+5) and bite +2 melee (1d8+2)2 claws +22 melee (2d8+11) and bite +17 melee (3d6+5)
Space/Reach:
10 ft./5 ft.15 ft./10 ft.
Special Attacks:
Pounce, improved grab, rake (1d4+2)Pounce, improved grab, rake (2d8+5)
Special Qualities:
Darkvision 60 ft., scent, storm auraDarkvision 60 ft., scent, DR 5/-, storm aura, Air Walk
Saves:
Fort +6, Ref +7, Will +6Fort +17, Ref +17, Will +17
Abilities:
Str 21, Dex 17, Con 15, Int 2, Wis 15, Cha 11Str 32, Dex 25, Con 24, Int 2, Wis 24, Cha 19
Skills:
Balance +3, Jump +3, Listen +2, Spot +5Balance +6, Jump +6, Listen +2, Spot +9
Feats:
Alertness, RunAlertness, Great Fortitude, Iron Will, Run, Toughness, Track
Environment:
AnyAny
Organization:
Solitary or Pack (4-8)Solitary or Pack (2-3 elders and 4-6 standard thunderbeasts)
Challenge Rating:
510
Treasure:
NoneNone
Alignment:
Usually neutralUsually neutral
Advancement:
6-15 HD (large)17-24 HD (huge)
Level Adjustment:
----

Thunderbeasts look like lions with dark thunderclouds instead of manes and a coat of dancing, golden sparks instead of fur. Their eyes, claws, and lightening-shaped teeth are bright white. Elder thunderbeasts are larger and fiercer; when enraged, the sparks that compose their fur become white and blue, and echoing thunder rolls across their bodies.

Combat

Storm Aura (Su): At the end of each of its turns, the thunderbeast's electric body damages everything surrounding it. Treat this as a group of 12 Spark remnants that affects every square adjacent to the thunderbeast (DC 10). The elder thunderbeast has the same ability, but with a group of 25 Spark remnants and another group of 20 Sonic remnants, both of which affect every square within 10 feet of the thunderbeast (DC 14). The DC's are Charisma-based.

Air Walk (Sp): An elder thunderbeast can walk on air, as though continuously affected by the Air Walk spell.

Pounce (Ex): If a thunderbeast charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a thunderbeast must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Thunderbeasts generally attempt to grapple a foe in this manner as their main combat tactic, since holding it close both allows them to rake and deals extra electricity damage from the thunderbeast's body (see Storm Aura, above).

Rake (Ex): Attack bonus +7 melee, damage 1d4+2 for the thunderbeast; attack bonus +22 melee, damage 2d8+5 for the elder thunderbeast.
« Last Edit: September 07, 2021, 03:43:31 PM by TheGeometer »