Author Topic: Marleath Monsters  (Read 1336 times)

Offline Stratovarius

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Marleath Monsters
« on: July 26, 2019, 06:55:05 AM »
Marletan Skeleton Warrior

Medium Undead
Hit Dice: 3d12 (19 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 hide armor, +2 shield, +1 Dex), touch 11, flat-footed 15
Base Attack/Grapple: +1/+2
Attack: Short sword +2 melee (1d6+1) or longspear +2 melee (1d8+1)
Full Attack: Short sword +2 melee (1d6+1) or longspear +2 melee (1d8+1)
Space/Reach: 5 ft./5 ft. (10 ft. with longspear)
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1
Skills: -
Feats: Phalanx Fighting
Environment: Marleath
Organization: TBD
Challenge Rating: 1
Treasure: None
Alignment: Neutral evil
Advancement: -

Marletan Skeleton Warriors are the animated bones of the dead, built from the living slaves of Marleath to serve as footsoldiers in their army. 

Combat
Marletan Skeleton Warriors generally fight in ordered ranks, much like soldiers of the living might, and move with a cold certainty of purpose that belies their mindless nature.

Phalanx Fighting (feat): The mass ranks of the infantry are home to you
Shield Wall: If you are using a heavy, tower, or exotic shield and a one-handed weapon, you gain a +2 bonus to your Armor Class. If you are within 5 feet of an ally who is also using a heavy, tower, or exotic shield and one-handed weapon and who also has this feat, you may form a shield wall. A shield wall provides an extra +4 bonus to AC and a +1 bonus on Reflex saves to all eligible characters participating in the shield wall. In addition, any creature threatened by two or more allies in a shield wall is treated as flanked.
Formation Expert: To use this maneuver, you must be within a single move of an ally who is rendered helpless or dying, and every square between you and the fallen comrade must be empty or occupied by an ally. You can immediately take a single move action (as if you had readied an action to do so) to move into the square the fallen ally occupies.
Pile On: If your ally attacks and hits an enemy you and he are flanking, you can make an immediate attack of opportunity against that target. You gain the attack of opportunity only on the first successful attack.

« Last Edit: July 26, 2019, 07:11:53 AM by Stratovarius »

Offline Stratovarius

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Re: Marleath Monsters
« Reply #1 on: July 26, 2019, 07:12:26 AM »
Gollwyd Magician

Medium Gollwyd
Hit Dice: 4d4+4 (14 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +2/+3
Attack: +3 melee club (1d6+1) or light crossbow +3 ranged (1d8)
Full Attack: +3 melee club (1d6+1) or light crossbow +3 ranged (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Seedcasting
Special Qualities: Gollwyd traits
Saves: Fort +2, Ref +3, Will +4
Abilities: Str 12, Dex 13, Con 12, Int 15, Wis 10, Cha 10
Skills: TBD
Feats: Defensive Casting, Efficient Seed (Blackening Whip), Shaping Touch
Environment: Marleath
Organization: TBD
Challenge Rating: 2
Treasure: None
Alignment: Neutral evil
Advancement: -

A moderately skilled magician in the servive of Marleath. 

Combat
Gollwyd Magicians fight from behind the ranks of skeletons who act as their bodyguards.

Seedcasting: 3 seeds known, 3 points per spell max, 15 spell points total. Seeds are Blackening Whip, Terror's Face, Flesh Fails.
Unnatural Presence (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a Gollwyd at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. The animal can make a Will save (DC of 10 + ½ your HD + your Charisma modifier) to resist the effect. Gollwyd cannot gain the service of an Animal Companion (such as that granted by the Totem Companion feat) unless the creature has a Type other than Animal, such as through an alternate class feature or feat.
Perverted Life: Due to their link to the negative energy that powers Necromantic magic, Gollwyd take a -1 penalty per die of hit points healed by positive energy effects (to a minimum of 1 hit point restored), such as most effects that heal hit point damage. However, they are healed by negative energy at a rate of 1 hit point for every 3 points of damage they would otherwise take. This does not grant immunity to Energy Drain effects or Death effects.
Leader's Charm (Su): Given their natural (and unnatural) charisma, Gollwyd make excellent leaders and can bolster their allies with their very presence. Allies within 30 feet of the Gollwyd receive a +1 bonus on Fortitude, Reflex, or Will saves. The Gollwyd can change which save receives the bonus as a move action. (Currently Reflex)
Wary: Gollwyd are naturally suspicious of creatures they come across. You gain a +2 racial bonus on Sense Motive checks, and take a -2 penalty on Diplomacy checks.

Offline Stratovarius

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Re: Marleath Monsters
« Reply #2 on: July 26, 2019, 07:31:00 AM »
Gollwyd Necromancer

Medium Gollwyd
Hit Dice: 5d4+5 (17 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+4 chain shirt, +2 shield, +1 Dex), touch 11, flat-footed 16
Base Attack/Grapple: +2/+3
Attack: +3 melee club (1d6+1) or light crossbow +3 ranged (1d8)
Full Attack: +3 melee club (1d6+1) or light crossbow +3 ranged (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Necromantic Magic
Special Qualities: Gollwyd traits, Necromancer class abilities
Saves: Fort +5, Ref +2, Will +5
Abilities: Str 12, Dex 13, Con 12, Int 15, Wis 10, Cha 10
Skills: TBD
Feats: Necropotent, Calcification, Hasty Creation
Environment: Marleath
Organization: TBD
Challenge Rating: 5
Treasure: None
Alignment: Neutral evil
Advancement: -

A skilled necromancer, fighting for position in Marleath's turbulent politics. 

Combat

Necromantic Magic: 11 necros known, 32 grave tokens total, 14 still available. Bone is primary vein. Known: Shard Spray, Shatterdisks, Carpet of Bones, Discorporate Flesh, Hardened Skin, Mastery of the Dead, Warriors Without, Skin Rot, Flesh Mutation, Wizards Within, Deathly Blade
Unnatural Presence (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a Gollwyd at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. The animal can make a Will save (DC of 10 + ½ your HD + your Charisma modifier) to resist the effect. Gollwyd cannot gain the service of an Animal Companion (such as that granted by the Totem Companion feat) unless the creature has a Type other than Animal, such as through an alternate class feature or feat.
Perverted Life: Due to their link to the negative energy that powers Necromantic magic, Gollwyd take a -1 penalty per die of hit points healed by positive energy effects (to a minimum of 1 hit point restored), such as most effects that heal hit point damage. However, they are healed by negative energy at a rate of 1 hit point for every 3 points of damage they would otherwise take. This does not grant immunity to Energy Drain effects or Death effects.
Leader's Charm (Su): Given their natural (and unnatural) charisma, Gollwyd make excellent leaders and can bolster their allies with their very presence. Allies within 30 feet of the Gollwyd receive a +1 bonus on Fortitude, Reflex, or Will saves. The Gollwyd can change which save receives the bonus as a move action. (Currently Will)
Wary: Gollwyd are naturally suspicious of creatures they come across. You gain a +2 racial bonus on Sense Motive checks, and take a -2 penalty on Diplomacy checks.
« Last Edit: July 26, 2019, 07:39:50 AM by Stratovarius »

Offline Stratovarius

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Re: Marleath Monsters
« Reply #3 on: October 29, 2019, 09:12:27 AM »
Hegni Overlord

Medium Gollwyd
Hit Dice: 4d4+8 (18 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +2/+1
Attack: +1 melee club (1d6-1) or light crossbow +3 ranged (1d8)
Full Attack: +1 melee club (1d6-1) or light crossbow +3 ranged (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Necromantic Magic
Special Qualities: Hegni traits
Saves: Fort +6, Ref +2, Will +4
Abilities: Str 8, Dex 13, Con 14, Int 10, Wis 10, Cha 16
Skills: TBD
Feats:
Environment: Marleath
Organization: TBD
Challenge Rating: 2
Treasure: None
Alignment: Neutral evil
Advancement: -

A moderately skilled magician in the servive of Marleath. 

Combat
Hegni Overlord fight from behind the ranks of skeletons who act as their bodyguards.

Necromantic Magic: 14 Grave Tokens, Discorporate Flesh, Putrefaction, Skin Rot, Shard Spray, Howling Pain, Flesh Mutation.
Scorn Earth (Su): The ancestors of the Hegni sacrificed part of their mortal connection to the realm of the living for a greater connection to the spirits of the afterlife. The Hegni floats up to 1 foot above the ground at all times, though they are incapable of exceeding that distance normally. Instead of walking, they glide along, unconcerned with the hard earth or difficult terrain. While they remain within 1 foot of a flat surface of any solid or liquid, the Hegni can take normal actions and make normal attacks, and can move at their normal speed (they can even “run” at four times her normal speed). For all purposes, Hegni are treated as walking rather than flying. Hegni are still subject to the rules for overland movement, including those for a forced march, and can still fall from a great height if they are not within a foot of a suitable surface (they do not stop a foot from the ground; after falling, the Hegni may stand up and resume floating as normal).
Phantom Touch (Su): While Hegni are only partially incorporeal and thus interact normally with material objects, they are able to reach through a living creature and drain the warmth and vitality from them. Hegni gain an incorporeal touch attack which deals 1d4 + their Charisma modifier damage to living creatures, and the target also becomes fatigued for 1 minute on a failed Fortitude save of DC 10 + 1/2 character level + charisma modifier.  Hegni use Dexterity in place of Strength for attack rolls with their Phantom Touch. Undead are immune to the damage and fatigue, and instead gain temporary hit points equal to the damage they would have taken. These temporary hit points do not stack. Hegni are immune to the effects of Phantom Touch.
Partial Incorporeality (Su): Hegni are often known as 'Living Ghosts' due to their limited opacity. This quality also lends them some limited benefit in combat. Hegni impose a 5% miss chance on all weapon attacks against them, similar to concealment, although this miss chance does not stack with any others.
Legion Mind: One aura active
Seal the Breach (Su): A number of times per week equal to 3 + his charisma modifier, an Overlord can reposition an undead minion in order to plug an opening on the battlefield. An undead creature under his command is teleported from its current position to a square of his choosing, no more than 30 ft from the Overlord. The square must be unoccupied, and it must not present any danger to the teleported creature from environmental hazards such as lava, falling, or otherwise. The presence of an adjacent enemy creature is not considered a hazard.
Devoted Bodyguards (Ex): Beginning at 4th level, once per round, whenever an Overlord is hit by an attack, the Overlord may make a DC 15 Reflex save to have that attack affect an adjacent allied undead creature instead. The attack is treated as though it had hit the chosen bodyguard instead of the Overlord, regardless of the bodyguard's Armor Class or any other defensive effects, including incorporeality. An undead ally may not serve as a bodyguard if it is dazed, stunned, paralyzed, or otherwise unable to act. At 8th level, the Overlord, by making a DC 20 Will save, may have a spell that targets him and only him instead strike a bodyguard. The bodyguard need not be a legal target.

Offline Stratovarius

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Re: Marleath Monsters
« Reply #4 on: November 06, 2019, 12:21:11 PM »
Hegni Lich Overlord

Medium Undead
Hit Dice: 4d12 (48 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 Natural Armor), touch 12, flat-footed 15
Base Attack/Grapple: +2/+1
Attack: +1 melee club (1d6-1) or light crossbow +3 ranged (1d8)
Full Attack: +1 melee club (1d6-1) or light crossbow +3 ranged (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Necromantic Magic
Special Qualities: Hegni traits, damage reduction 15/bludgeoning and magic, immunity to cold, electricity, polymorph, mind-affecting attacks
Abilities
Saves: Fort +4, Ref +3, Will +7
Abilities: Str 8, Dex 14, Con 10, Int 12, Wis 16, Cha 18
Skills: TBD
Feats:
Environment: Marleath
Organization: TBD
Challenge Rating: 6
Treasure: None
Alignment: Neutral evil
Advancement: -

A moderately skilled magician in the servive of Marleath. 

Combat
Hegni Overlord fight from behind the ranks of skeletons who act as their bodyguards.

Necromantic Magic: 15 Grave Tokens, Discorporate Flesh, Putrefaction, Skin Rot, Shard Spray, Howling Pain, Flesh Mutation.
Scorn Earth (Su): The ancestors of the Hegni sacrificed part of their mortal connection to the realm of the living for a greater connection to the spirits of the afterlife. The Hegni floats up to 1 foot above the ground at all times, though they are incapable of exceeding that distance normally. Instead of walking, they glide along, unconcerned with the hard earth or difficult terrain. While they remain within 1 foot of a flat surface of any solid or liquid, the Hegni can take normal actions and make normal attacks, and can move at their normal speed (they can even “run” at four times her normal speed). For all purposes, Hegni are treated as walking rather than flying. Hegni are still subject to the rules for overland movement, including those for a forced march, and can still fall from a great height if they are not within a foot of a suitable surface (they do not stop a foot from the ground; after falling, the Hegni may stand up and resume floating as normal).
Phantom Touch (Su): While Hegni are only partially incorporeal and thus interact normally with material objects, they are able to reach through a living creature and drain the warmth and vitality from them. Hegni gain an incorporeal touch attack which deals 1d4 + their Charisma modifier damage to living creatures, and the target also becomes fatigued for 1 minute on a failed Fortitude save of DC 10 + 1/2 character level + charisma modifier.  Hegni use Dexterity in place of Strength for attack rolls with their Phantom Touch. Undead are immune to the damage and fatigue, and instead gain temporary hit points equal to the damage they would have taken. These temporary hit points do not stack. Hegni are immune to the effects of Phantom Touch.
Partial Incorporeality (Su): Hegni are often known as 'Living Ghosts' due to their limited opacity. This quality also lends them some limited benefit in combat. Hegni impose a 5% miss chance on all weapon attacks against them, similar to concealment, although this miss chance does not stack with any others.
Legion Mind: One aura active
Seal the Breach (Su): A number of times per week equal to 3 + his charisma modifier, an Overlord can reposition an undead minion in order to plug an opening on the battlefield. An undead creature under his command is teleported from its current position to a square of his choosing, no more than 30 ft from the Overlord. The square must be unoccupied, and it must not present any danger to the teleported creature from environmental hazards such as lava, falling, or otherwise. The presence of an adjacent enemy creature is not considered a hazard.
Devoted Bodyguards (Ex): Beginning at 4th level, once per round, whenever an Overlord is hit by an attack, the Overlord may make a DC 15 Reflex save to have that attack affect an adjacent allied undead creature instead. The attack is treated as though it had hit the chosen bodyguard instead of the Overlord, regardless of the bodyguard's Armor Class or any other defensive effects, including incorporeality. An undead ally may not serve as a bodyguard if it is dazed, stunned, paralyzed, or otherwise unable to act. At 8th level, the Overlord, by making a DC 20 Will save, may have a spell that targets him and only him instead strike a bodyguard. The bodyguard need not be a legal target.

Offline Stratovarius

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Re: Marleath Monsters
« Reply #5 on: June 14, 2021, 05:43:23 PM »
Boncyff Fury

Medium Undead (Wilding 3/Boncyff Elite 1)
Hit Dice: 4d12 + 12 (38 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 Dex, +8 armor), touch 11, flat-footed 18
Base Attack/Grapple: +4/+6
Attack: Masterwork Crushing Maul +7 melee (2d6+3/x3)
Full Attack: Masterwork Crushing Maul +7 melee (2d6+3/x3)
Space/Reach: 5 ft./10 ft. (Crushing Maul)
Special Attacks:
Special Qualities: DR 2/bludgeoning, Boncyff traits
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 15, Dex 13, Con 16, Int 10, Wis 10, Cha 6
Feats: Heavy Bone Armor, Inured to Death, Death's Embrace, Primeval Flurry
Skills: Intimidate 4, Perception 6

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« Last Edit: June 15, 2021, 08:46:44 AM by Stratovarius »

Offline Stratovarius

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Re: Marleath Monsters
« Reply #6 on: June 15, 2021, 09:37:35 AM »
Casglwyr Vivisector

Medium Humanoid (Viv 3/Abom 1)
Hit Dice: 4d12 + 8 + 6 THP (40 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 Dex, +8 armor), touch 11, flat-footed 18
Base Attack/Grapple: +4/+18
Attack: Masterwork Large Crushing Maul +7 melee (2d8+3/x3)
Full Attack: Masterwork Large Crushing Maul +7 melee (2d8+3/x3)
Space/Reach: 5 ft./10 ft. (Crushing Maul)
Special Attacks:
Special Qualities: Powerful Build
Saves: Fort +7, Ref +2, Will +5
Abilities: Str 15, Dex 12, Con 14, Int 12, Wis 10, Cha 6
Feats: Grasp of the Dead, Extra Arm (b), Ancestral Advice, Extra Arm (b)
Skills: K (R) 7, Heal 8, Acro 9, Athletics 10, Perception 8, Stealth 3

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« Last Edit: June 19, 2021, 02:22:55 PM by Stratovarius »