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Showing posts with label bestiary. Show all posts
Showing posts with label bestiary. Show all posts

Sunday, May 12, 2024

Bestiary Living Spells

 I have taken a break from ancestries and decided to work on Living Spells! Sorry it been awhile but life got busy. Also no art, LEGO or otherwise as I am not sure how to make LEGO version of these or Hero Forge for that matter!

As becoming the normal there will be a Google Link below to the actual stat blocks, their is five of them, along with a list of already existing creatures in Eberron that have similar vibes to Living Spells that you could chose to use instead of or in addiction what I have here. 

LIVING SPELLS

Wednesday, February 14, 2024

Remastered Shifter Ancestry and NPC Gallery

More Shardfinder Remaster! Hopefully I start getting these out faster. Re-presenting the Shifter Ancestry! So up front this is created with the assumption you ban Beastkin Heritage as I have absorb a big chunk of those ideas/feats into this 'brew of Shifter. All together I feel this is a much fuller version then my last one; though still might be some growing pains and I always welcome feedback. A lot of the inspiration of this is coming from the 3(.5)e Eberron material. 

Additionally beside the ancestry I have provided a small Shifter NPC gallery you can use in your games; be it Shardfinder or Pathfinder 2e in general. I apologize for making a blog to just present links toGoogle  doc files but right now this is the best way to present my creations to you but I am open to future alternatives if anyone has suggestions.

To learn more about Eberron check out the Wiki, ECS, Eberreronicon or other Eberron resources.

A Shifting Shifter

Shifter Ancestry

Shifter NPC Gallery

Wednesday, December 13, 2023

Remastered Changelings Ancestry and NPC Gallery

 Hey everyone! So PF2 Remastered is out and I am remastered what I have put out myself. Hopefully after that will be more Shardfinder content to come. Today I am presenting my remastered Eberron changeling (in Shardfinder Pathfinder's changelings will use the name hagfolk and/or hexkin. As usual this is presented in mind that you have/familiar with ECS or the Eberronicon.

So Blogger and me are having a disagreement about formatting so we trying something new; below will be links to google docs. The first with be remastered Changeling Ancestry which feels more balance and more complete. The second link with be to my Changeling NPC Gallery to give you some Changelings you can sprinkle into your campaigns; be it Eberron or otherwise. As always I welcome feed back and adore stories of using my 'brew.

Changeling

Changeling (Eberron) Ancestry

Changeling (Eberron) NPC Gallery

Wednesday, May 3, 2023

Bestiary Daelkyr Symboint

 Symbionts

Conversion from ECS 3.5

New Creature Trait

Symbiont 

Symbionts are living creatures that can also serve as equipment ranging from weapons, armor and possibly tools that are created and used by planar invaders called the Daelkyr. They are unwaveringly loyal to their creators and do everything to serve them including manipulating, intimidating or outright abusing those they are attached to into serving or completing Daelkyr goals. They always have Attach, Independent, Suppress, and Hinder features. Those with more potent abilities will have a weakness to the special material byeshk and tend to grant a version of that weakness to their hosts. Some rare and powerful symbionts might be able to outright take over their host if they do not comply in serving the Daelkyr.


(Symbionts are akin to Intelligent items but are actual creatures and usually have drawbacks in their use which is why no Investment cost on them. Given the nature of symbionts and how they can potentially act toward a PC it is highly encouraged to check in with your players about including such behavior in your campaign before allowing/using symbiont on a character.)


 


The Living Breastplate sort of looks like a giant beetle made to roughly resemble a tailess scorpion that gives the impression of upper body armor.


LIVING BREASTPLATE CREATURE 1

| Uncommon | LE | Tiny | Aberration | Symbiont |

Perception +5, Blindsight 30 feet (precise)

Languages Undercommon (does not speak), Host Telepathy

Skills Athletics +4, Acrobatics +3, Stealth +3, Daelkyr Lore +6, Diplomacy +7, Intimidate +9

Str -3, Dex -4, Con +1, Int 0, Wis +2, Cha +2

————————————————————

AC 17; Fort +10 (Treat Critical Failures as Failures), Ref +4, Will +7

HP 25

Weakness Byeshk 3

Immunity Visual

Stabilize Host <Reaction> (healing) Trigger Host Gains the dying condition or the dying condition value would increase. Effect The Living Breastplate’s host stabilizes and does not gain the Wounded Condition or the Wounded Condition value does not increase. The Host’s Enfeebled value goes up by 1.

Host Telepathy As long as the host has a language Living Breastplate can telepathically communicate with them.

————————————————————

Speed 5 feet

Melee <Action> +6 Pincher (unarmed) Damage 1d6 piercing

Attach <<<3 Actions>>> Requirement Target must be Willing or Helpless and not already wearing Armor (A Living Breastplate could remove the armor of a Helpless Target adding the needed number of actions and turning this into an Activity) Effect The Living Breastplate attaches itself to the Target which is now referred to as the host; digging tendrils into the host’s body forming the bond. The Host becomes Enfeebled 1 and recovers this condition as per standard Drain recovery rules but cannot go below 1 while the Living Breastplate is attached; The Living Breastplate loses its Pincers Strike while attached. While attached the Living Breastplate counts as worn armor with the following stat: Medium Armor, AC Bonus +4, Dex Cap +1, Check Penalty -2, Speed Penalty -5, Strength 14, Bulk 2, Armor Traits Comfort, Flexible. Can be etched with Fundamental Armor runes as normal, even if worn. Additionally the Host gains Resistance 3 + half their level to All Physical except byeshk, and Temporary Hit Points equal to your level plus Con modifier that resets during Daily Preparations and Treat Fortitude Critical Failures as Failures.

The Living Breastplate can repeat this action to remove itself from the Host otherwise it cannot be removed except by a Trained Medicine Activity that takes an hour and requires Healer’s Tools vs The Living Breastplate’s Fortitude DC+5.

Critical Success The Living Breastplate is successfully removed.

Success The Living Breastplate is removed but the former Host’s Enfeebled value goes up 1d4.

Failure The Living Breastplate is not removed and the Host’s Enfeebled value goes up 1d4.

Critical Failure The Living Breastplate is not removed, the Host’s Enfeebled value goes up 1d4 and the one making the check takes 1d6 damage.

Independent The Living Breastplate is it own creature gaining 3 Actions and 1 Reaction per turn even when attached by shares Initiative with their Host. While sharing Initiative the Living Breastplate can always take their actions before the host’s actions.

Suppress <Action> The Living Breastplate removes it benefits from being Attached from their Host but not the penalties for 1 turn or their Armor traits

Hinder <Action> The Host is Sickened 1 for 1 round; The Living Breastplate can repeat this action to increase the Sickened Value and the Host cannot retch.


TENTACLE WHIP CREATURE 1

| Uncommon | LE | Tiny | Aberration | Symbiont |

Perception +6; Blindsight 60 ft (precise)

Languages Undercommon (does not speak), Host Telepathy

Skills Athletics +3, Acrobatics +6, Stealth +7 (+9 if being concealed), Daelkyr Lore +3, Diplomacy +5, Intimidation +7

Str -1 Dex +4 Con +2 Int -1 Wis 0 Cha 0

—————————————————

AC 15; Fort +5, Ref +10, Will +7

HP 30

Immunity Visual

Conceal <Action> Requirement The Host is wearing something that covers their arm with the attached Tentacle Whip. Effect The Tentacle Whip wraps around their host’s arm and compresses themselves. Treat them as a Concealed object using their Stealth or their Host’s stealth, whichever is higher. While concealed The Tentacle Whip cannot strike or grant reach until it uses this action again to reveal itself.

Host Telepathy As long as the host has a language Tentacle Whip  can telepathically communicate with them.

——————————————————

Speed 10 feet

Melee Stinger +7 (reach 15 feet, agile, disarm, magical, trip) Damage 1d4 piercing damage plus Tentacle Whip Venom

Tentacle Whip Venom (poison); Saving Throw Fortitude DC 16; Maximum Duration 6 rounds; Stage 1 1d10 poison and flat‐footed (1 round); Stage 2 1d12 poison, clumsy 1, and flat‐footed (1 round); Stage 3 2d6 poison, clumsy 2, and flat‐footed (1 round).

Attach <<<3 Actions>>> Requirement Target must be Willing or Helpless and have at least one worn bracers slot free (A Tentacle Whip could remove something in that slot of a Helpless Target adding 2 more actions and turning this into Activity) Effect The Tentacle Whip attaches itself to the Target which is now referred to as the host; digging tendrils into the host’s forearm forming the bond. The Host becomes Clumsy 1 and recovers this condition as per standard Drain recovery rules but cannot go below 1 while the Tentacle Whip is attached. The Tentacle Whip gains the benefits of handwraps of mighty blows or similar objects their host is wearing but only from Fundamental Runes on it. The host gains unarmed sting strike with reach 15 feet, agile, disarm, magical, trip that in the brawl group that does 1d4 piercing damage plus the Tentacle Whip Venom as long as the Tentacle Whip isn’t concealed. Additionally any of the Host’s spells or abilities with a range of touch now have a range of 15 feet but are still melee attacks. 

The Tentacle Whip can repeat this action to remove itself from the Host otherwise it cannot be removed except by a Trained Medicine Activity that takes an hour and requires Healer’s Tools vs The Tentacle Whip’s Fortitude DC+5.

Critical Success The Tentacle Whip is successfully removed.

Success The Tentacle Whip is removed but the former Host’s Clumsy value goes up 1d4.

Failure The Tentacle Whip is not removed and the Host’s Clumsy value goes up 1d4.

Critical Failure The Tentacle Whip is not removed, the Host’s Clumsy value goes up 1d4 and the one making the check takes 1d4 damage and makes a save against the Tentacle Whip’s poison.

Improved Attack <Reaction> Requirement The Tenticle Whip is Attached to a Host Trigger The Host has targeted someone with the grantee unarmed Strike or the Tenticle Whil has targeted someone with their unarmed strike. Effect The unarmed strike gains a +1 to attack and an extra weapon die until the end of the turn; at the end of the turn the Host’s Clumsy value goes up by 1.

Independent The Tentacle Whip is its own creature gaining 3 Actions and 1 Reaction per turn even when attached but shares Initiative with their Host. While attached The Tentacle Whip can only Strike once per turn and does not share their Host’s MAP but does get a bonus to attack equal to half the Host’s level. While sharing Initiative the Tentacle Whip can always take their actions before the host’s actions.

Suppress <Action> The Tentacle Whip suppresses it granted unarmed strike and special reach for 1 turn.

Hinder <Action> The Host is Sickened 1 for 1 round; The Tentacle Whip can repeat this action to increase the Sickened Value and the Host cannot retch.


TONGUEWORM CREATURE 1

| Uncommon | LE | Tiny | Aberration | Symbiont |

Perception +5, Blindsight 60 ft (precise)

Language Undercommon (Does not speak), Host Telepathy

Skills Athletics +3, Acrobatics +6, Stealth +7 (+12 when attached), Daelkyr Lore +3, +5 Diplomacy, Intimidation +7

Str -2 Dex +4 Con +1 Int -2  Wis -1 Cha 0

————————————————-

AC 15; Fort +5, Reflex +10, Will +7

HP 19

Immunity Visual, Poison

Concealed Tongueworm is considered a concealed object when attached to its host; using its own Stealth or that of their host, which one is ever better.

Host Telepathy As long as the host has a language the Tongueworm can telepathically communicate with them.

————————————————-

Speed 15 feet

Melee +8 Sting (reach 5 ft, magical, evil) Damage 1d4+1 plus Tongueworm Venom

Tongueworm Venom (poison); Saving Throw Fortitude DC 16; Maximum Duration 6 rounds; Stage 1 Slowed 1 (1 round); Stage 2 Slowed 2 (1 round); Stage 3 Paralyzed (1 round).

Attach <<<3 Actions>>> Requirement Target must be Willing or Helpless and doesn’t have anything attached to their tongue Effect The Tongueworm attaches itself to the Target which is now referred to as the host; sliding down the host’s throat and attaching over their tongue to create the bond. The Host becomes Drained 1 but does not lose any Hit Points and recovers this condition as per standard Drain recovery rules but cannot go below 1 while the Tongueworm is attached. The Tongueworm gains the benefits of handwraps of mighty blows or similar object their host is wearing but only from Fundamental Runes on it. The host gains unarmed sting strike with agile, disarm, grapple, magical and evil traits that in the brawl group that does 1d4 piercing damage plus the Tongueworm Venom; this unarmed strike replaces any unarmed strikes associated with the mouth such as jaws unless the Host has more then one mouth. If this unarmed strike is used to grapple someone then the host cannot use Verbal actions while the grapple is going on. Additionally the Host Gains Immunity Poison. The Tongueworm can repeat this action to remove itself from the Host otherwise it cannot be removed except by a Trained Medicine Activity that takes an hour and requires Healer’s Tools vs The Tongueworm’s Fortitude DC+5.

Critical Success The Tongueworm is successfully removed.

Success The Tongueworm is removed but the former Host’s Drained value goes up 1.

Failure The Tongueworm is not removed and the Host’s Drained value goes up 1.

Critical Failure The Tongueworm is not removed, the Host’s Drained value goes up 1 and the one making the check takes 1d4 damage and makes a save against the Tongueworm’s poison.

Independent The Tongueworm is its own creature gaining 3 Actions and 1 Reaction per turn even when attached but shares Initiative with their Host. While attached The Tongueworm can only Strike once per turn and does not share their Host’s MAP but does get a bonus to attack equal to half the Host’s level. While sharing Initiative the Tongueworm can always take their actions before the host’s actions.

Suppress <Action> The Tongueworm suppresses it granted unarmed strike and Immunity Poison.

Hinder <Action> The Host is Sickened 1 for 1 round; The Tongueworm can repeat this action to increase the Sickened Value and the Host cannot retch.

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

| Uncommon | 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

| Uncommon | 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

| Uncommon | 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

| Uncommon | 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