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Sunday, May 22, 2022

Bestiary Daelkyr Minions

 Sorry it been awhile, life and all that usual jazz. Do you someone looking for these I realized I had finish some content but hadn't posted it like I thought so here it is! Below you find some Daelkyr minons; the Dolgaunt and the Dolgrim; below that you find a new special material to fight against the daelkyr forces that were left behind or sneak through the planar cracks. World Anvil entries coming soon.

DOLGAUNT

The creature looks like it use to be a starved hobgoblin with their eyes scooped out. Random tendrils cover the body along with prominent tentacle emerging from each shoulder that are as long as the creature is tall.

Dolgaunt

DOLGAUNT CREATURE 2

| LE | Medium | Aberration |

Perception +9; motion sense (precise) 120 feet, no Vision

Languages Common, Undercommon, Tendril Communication 

Skills Athletics +8, Acrobatics +7, Stealth +6

Str +3, Dex +4, Con +2, Int +2, Wis +3, Cha +1

Tendril Communication Dolgaunts can communicate silently with other Dolgaunts within 30 feet.

Motion Sense A Dolgaunt can sense motion through vibration and air movement.

AC 18; Fort +8, Dex +10, Will +9

HP 30 ; Immunity Visual; Resistances All physical 3 except for magical or byeshk

Speed 25 feet

Melee unarmed +9 (Agile, finesse, nonlethal, unarmed), Damage 1d6+3 Bludgeoning 

Melee tentacle +9 (agile, 10 ft reach) Damage 1d10+3 plus Grab

(Dolgaunt only has 2 tentacles)

Vitality Drain <Single Action> Requirement a creature restrained with the Dolgaunt’s tentacle

The restraining tentacle burrows into the flesh and sucks out body fluids. The restrained target makes a Fort save vs DC 16. On a fail they gain drain 1 while the Dolgaunt heals 3 HP. Further failures from Vitality Drain increase the drain value.


Dolgaunt Monk Creature 6

| LE | Medium | Aberration |

Perception +15; motion sense (precise) 120 feet, no Vision

Languages Common, Undercommon, Tendril Communication 

Skills Athletics +15, Acrobatics+13, Stealth +11

Str +4, Dex +5, Con +3, Int +2, Wis +4, Cha +1

Items +1 Handwraps

Tendril Communication Dolgaunts can communicate silently with other Dolgaunts within 30 feet.

Motion Sense A Dolgaunt can sense motion through vibration and air movement.

AC 24; Fort +14, Dex +16, Will +15

HP 90; Immunity Visual; Resistances All physical 5 except for magical or byeshk

Deflect Arrow <Reaction> 

Speed 35 feet

Melee unarmed +15 (agile, finesse, magical, unarmed), Damage 2d8+6 Bludgeoning 

Melee tentacle +15 (agile, magical, 10 ft reach), Damage 2d12+6 plus Grab

(Dolgaunt only has 2 tentacles)

Vitality Drain <Action> Requirement a creature restrained with by the Dolgaunt’s tentacle

The Tentacle burrows into the flesh of the restrained creature and sucks out body fluids. The restrained target makes a Fort save vs DC 22. On a fail they gain drain 1 while the Dolgaunt heals 6 HP. Further fails from Vitality drain increase the drain value.

Flurry of Blows <Action> 

Crushing Grab When the Dolgaunt successfully Grapple a creature they deal 4 Bludgeoning Damage.

Monk Spell 1st (1 Focus Point; occult) ki rush


DOLGRIM  


This creature sort of reminds you of a goblin except it head been sucked down into it chest with a second mouth below yet attached to each other. Additonally it has four arms, two on each side, with the shoulders looking to be in the wrong places.


DOLGRIM SCOUT CREATURE 1

| CE | Small | Aberration |

Perception +5, darkvision

Languages Common, Undercommon

Skills +4 Athletics, +7 Stealth, +7 Acrobatics

Str +1, Dex +3, Con +1, Int -1, Wis -1, Cha -1

Items 10 daggers, leather armor

Many Hands A Dolgrim Scout has 4 hands it can use to hold items or perform actions with.

Dual Minds Multi Task The Dolgrim Scout is permanently quickened but can only perform the following actions with this extra action: drawing an item, reloading, Raise Shield or Twin Parry.

AC 15 (16 with Twin Parry); Fort +5, Ref +8, Wil +6 (+1 to saves against mental effects and treats all failures against such effects as Critical Failures)

HP 20; Resistances 3 All physical except magic or byeshk 

Speed 25 feet

Melee dagger +8 (agile, finesse, thrown 10 ft., versatile S), Damage 1d4+1 piercing

Range dagger +8 (Agile, finesse, thrown 10 ft., versatile S), Damage 1d4+1 piercing

Twin Parry <Action>

Sneak Attack The Dolgrim Scout deals 1d6 extra precision damage to flat-footed creatures.


DOLGRIM WARRIOR CREATURE 1

| CE | Small | Aberration |

Perception +3; darkvision

Languages Common, Undercommon

Skills +7 Athletics, +5 Stealth

Str +2, Dex +2, Con +2, Int -1, Wis -1, Cha -1

Items crossbow, leather armor, morningstar, 20 bolts, wooden shield

AC 14 (16 with Raise Shield); Fort +8, Ref +5, Wil +6 (+1 to saves against mental effects and treats all failures against such effects as Critical Failures)

HP 22; Resistances 3 All physical except magic or byeshk 

Speed 20 feet

Melee morningstar +8 (versatile p), Damage 1d6+3 bludgeoning 

Range crossbow +8 (120 ft range), Damage 1d8 piercing

Many Hands A Dolgrim Warrior has 4 hands it can use to hold items or perform actions with.

Dual Minds Multi Task The Dolgrim warrior is permanently quickened but can only perform the following actions with this extra action: drawing an item, reloading or Raise Shield.


PRECIOUS MATERIAL


BYESHK MATERIAL 2+

| Uncommon | Precious |


    Weapons made from purple tinted metal from a unique mountain range tend to easily damage those from the nightmare plane and their creations. Byeshk tends to be more dense then iron and it has a unique purple finish when polished.

Type byeshk chunk; Price 10 gp; Bulk L

Type byeshk ingot; Price 100 gp; Bulk 1

Type low-grade byeshk object; Level 2; Price 20 gp per Bulk

Type standard-grade byeshk object; Level 7; Price 250 gp

per Bulk

Type high-grade cold iron object; Level 15; Price 4,500 gp

per Bulk


BYESHK SHIELD ITEM 2+
| Uncommon |
Usage depends on shield
Byeshk shields don't gift any new benefits as a shield but when used in a shield bash are byeshk weapons.
-------------------------------------------------------------------------
Type low-grade byeshk buckler; Level 2; Price 30 gp; Bulk L; Craft Requirements byeshk worth at least 15 sp
The shield has Hardness 3, HP 12, and BT 6. Type low-grade byeshk shield; Level 2; Price 34 gp; Bulk 1; Craft Requirements byeshk worth at least 17 sp
The shield has Hardness 5, HP 20, and BT 10. Type standard-grade byeshk buckler; Level 7; Price 300 gp; Bulk L; Craft Requirements byeshk worth at least 375 sp The shield has Hardness 5, HP 20, and BT 10. Type standard-grade byeshk shield; Level 7; Price 340 gp; Bulk 1; Craft Requirements byeshk worth at least 425 sp The shield has Hardness 7, HP 28, and BT 14. Type high-grade byeshk buckler; Level 15; Price 5,000 gp; Bulk L; Craft Requirements byeshk worth at least 2,500 gp The shield has Hardness 8, HP 32, and BT 16. Type high-grade byeshk shield; Level 15; Price 5,500 gp; Bulk 1; Craft Requirements cold iron worth at least 2,750 gp The shield has Hardness 10, HP 40, and BT 20.

BYESHK WEAPON ITEM 2+
| Uncommon |
Usage depends on weapon; Bulk depends by weapon
Byeshk seem sto be able to penetrate eyes of those from the plane of nightmares or those associated with the plane.
-------------------------------------------------------------------------
Type low-grade byeshk weapon; Level 2; Price 40 gp + 4 gp
per Bulk; Craft Requirements at least 20 sp of byeshk +
2 sp per Bulk
Type standard-grade byeshk weapon; Level 10; Price 880 gp
+ 88 gp per Bulk; Craft Requirements at least 110 gp of byeshk + 11 gp per Bulk
Type high-grade byeshk weapon; Level 16; Price 9,000 gp +
900 gp per Bulk; Craft Requirements at least 4,500 gp of
byeshk + 450 gp per Bulk

Wednesday, July 21, 2021

Bestiary Horrid Animals

Today's focus Horrid animals; below you find an adjustment to make your own horrid animals for your players to face, two example horrid animals along with an advanced animal companion option.

Horrid Animals were originally created by the Gatekeepers to be living war machines against Xoriat planar invaders. They now can be found in the wilds of Droam, the Shadow Marches, the Demon Wastes, and the Eldeen Reaches.


Horrid animals tend to be partially scaled versions of their counterparts or plated while having spike-like growths on either varieties. They are overly aggressive and stubborn.


This adjustment is applied to creatures with the animal trait, usually the giant, dire or megafauna versions but almost never a bug. These are guidelines and might need to be fine tuned for your new creature.

  • Increase the creature’s level by 1.

  • Increase creature’s AC by 2, Fort Save by 2, and Athletics modifier by 2

  • Add to Saves, +1 against Make an Impression, Request, Coerce, Command an Animal or similar checks.

  • The creature gains Immunity acid.

  • The creature’s Melee Strike gains extra acid damage based on its Starting level using the chart below. If the creature has more than one Melee Strike, choose one that seems like a primary attack (usually a jaws or claws based Strike).


Starting Level

Acid Damage

1 or less

1d6

2-4

1d8

5-15

2d8

16-19

2d8 and 1d6 persistent

20+

3d6 and 2d6 persistent



HORRID RAT       CREATURE 0

| N | SMALL | ANIMAL |

Perception +5; low-light vision, scent (imprecise) 30 feet

Skills Acrobatics +5, Athletics +4 (+6  to Climb or Swim), Stealth +5

Str +1, Dex +3, Con +2, Int –4, Wis +1, Cha –3

———————————————————-

AC 17; Fort +8, Ref +7, Will +3; +1 against Make an Impression, Request, Coerce, Command an Animal or similar checks.

HP 10; Immunity acid

———————————————————-

Speed 30 feet, climb 10 feet

Melee [one-action] jaws +7 (agile, finesse), Damage 1d6+1 piercing plus 1d6 acid plus filth fever

Filth Fever (disease) The sickened and unconscious conditions from filth fever doesn't improve on their own until the disease is cured. Saving Throw DC 14 Fortitude; Stage 1 carrier with no ill effect (1d4 hours), Stage 2 sickened 1 (1 day), Stage 3 sickened 1 and slowed 1 (1 day), Stage 4 unconscious (1 day), Stage 5 dead

Horrid Rat

HORRID GORILLA CREATURE 4

| N | LARGE | ANIMAL |

Perception +8; low-light vision, scent (imprecise) 30 feet

Skills Acrobatics +9, Athletics +13, Stealth +7

Str +4, Dex +2, Con +3, Int –4, Wis +1, Cha –2

—————————————————————-

AC 21; Fort +14, Ref +9, Will +6; +1 against Make an Impression, Request, Coerce, Command an Animal or similar checks.

HP 45; Immunity acid

—————————————————————

Speed 30 feet, climb 30 feet

Melee [one-action] fist +11 (agile, reach 10 feet), Damage 2d6+4 bludgeoning

Melee [one-action] jaws +11 (reach 5 feet), Damage 1d8+4 piercing plus 1d8 acid Frightening Display [two-actions] (auditory, emotion, fear, mental) The horrid gorilla beats its chest in a terrifying display. Creatures within 30 feet must attempt a DC 22 Will save. While a creature is frightened by this ability, it is flat-footed to the horrid gorilla.

Critical Success No effect and temporarily immune for 1 minute. 

Success The creature is unaffected.

Failure The creature is frightened 1.

Critical Failure The creature is frightened 2.


Horrid Gorilla

ADVANCED ANIMAL COMPANION OPTION


Horrid

| Rare |

This option meant for those who are part of or have association with the militant druid order of The Gatekeepers or at least are from the regions (Droam, the Shadow Marches, the Demon Wastes, and the Eldeen Reaches) that you can usually find this dangerous creatures.


If you select a feat that allows you to pick nimble or savage animal companion you instead can pick Horrid representing your Horrid animal growing fully into their dangerous state.


A horrid companion increases their Constitution modifier to 2, and their Strength, Wisdom, Dexterity modifiers by 1. Their unarmed strikes do 3 addition damage of acid. The horrid companion gains Resistance 5 acid. Increase their proficiency in Athletics and unarmed defense to expert. They also learn the advance maneuver for their type and their attacks count as being magical for the purpose of ignoring resistances.


Once again a special thanks to the Discords that I share these in and serve as a spring board for my ideas but an extra special thanks to Quinn Murphy on this one.