Tuesday, May 21, 2019

My "New World" Campaign (Arrowhawk)

Image result for Arrowhawk
Arrowhawk

Juvenile Arrowhawk
Size/TypeSmall Outsider (Air, Extraplanar)
Hit Dice3d8+3 (16 hp)
Initiative+5
SpeedFly 60 ft. (perfect) (12 squares)
Armor Class20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 15
Base Attack/Grapple+3/+0
AttackElectricity ray +9 ranged touch (2d6) or bite +9 melee (1d6+1)
Full AttackElectricity ray +9 ranged touch (2d6) or bite +9 melee (1d6+1)
Space/Reach5 ft./5 ft.
Special Attacks: Electricity ray
Special Qualities: Darkvision 60 ft., immunity to acid, electricity, and poison, resistance to cold 10 and fire 10
Saves: Fort +4, Ref +8, Will +4
Abilities: Str 12, Dex 21, Con 12, Int 10, Wis 13, Cha 13
Skills: Diplomacy +3, Escape Artist +11, Knowledge (the planes) +6, Listen +7, Move Silently +11, Search +6, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks, +9 Plane of Air), Use Rope +5 (+7 with bindings)
Feats: Dodge, Weapon Finesse
Environment: Elemental Plane of Air
Organization: Solitary or clutch (2-4)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Small)
Level Adjustment:  
Adult Arrowhawk
Size/TypeMedium Outsider (Air, Extraplanar)
Hit Dice7d8+7 (38 hp)
Initiative+5
SpeedFly 60 ft. (perfect) (12 squares)
Armor Class21 (+5 Dex, +6 natural), touch 15, flat-footed 16
Base Attack/Grapple+7/+9
AttackElectricity ray +12 ranged touch (2d8) or bite +12 melee (1d8+3)
Full AttackElectricity ray +12 ranged touch (2d8) or bite +12 melee (1d8+3)
Space/Reach5 ft./5 ft.
Special Attacks: Electricity ray
Special Qualities: Darkvision 60 ft., immunity to acid, electricity, and poison, resistance to cold 10 and fire 10
Saves: Fort +6, Ref +10, Will +6
Abilities: Str 14, Dex 21, Con 12, Int 10, Wis 13, Cha 13
Skills: Diplomacy +3, Escape Artist +15, Knowledge (the planes) +10, Listen +11, Move Silently +15, Search +10, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks, +13 Plane of Air), Use Rope +5 (+7 with bindings)
Feats: Dodge, Flyby Attack, Weapon Finesse
Environment: Elemental Plane of Air
Organization: Solitary or clutch (2-4)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Medium)
Level Adjustment:  
Elder Arrowhawk
Size/TypeLarge Outsider (Air, Extraplanar)
Hit Dice15d8+45 (112 hp)
Initiative+5
SpeedFly 60 ft. (perfect) (12 squares)
Armor Class22 (-1 size, +5 Dex, +8 natural), touch 14, flat-footed 17
Base Attack/Grapple+15/+25
AttackElectricity ray +19 ranged touch (2d8) or bite +21 melee (2d6+9)
Full AttackElectricity ray +19 ranged touch (2d8) or bite +20 melee (2d6+9)
Space/Reach10 ft./5 ft.
Special Attacks: Electricity ray
Special Qualities: Darkvision 60 ft., immunity to acid, electricity, and poison, resistance to cold 10 and fire 10
Saves: Fort +12, Ref +14, Will +10
Abilities: Str 22, Dex 21, Con 16, Int 10, Wis 13, Cha 13
Skills: Diplomacy +3, Escape Artist +23, Knowledge (the planes) +18, Listen +21, Move Silently +23, Search +18, Sense Motive +19, Spot +21, Survival +19 (+21 following tracks, +21 Plane of Air), Use Rope +5 (+7 with bindings)
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Weapon Finesse, Weapon Focus (bite)B
Environment: Elemental Plane of Air
Organization: Solitary or clutch (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 16-24 HD (Large); 25-32 HD (Gargantuan)
Level Adjustment: 
Arrowhawks are considered offshoots of thunderbirds who have abandoned their mission of law in favor of neutrality. An arrowhawk is a predator and scavenger from the Elemental Plane of Air. By twisting its body and varying the cadence of its wingbeats, an arrowhawk can fly at top speed in any direction. A juvenile arrowhawk (1 to 10 years old) is about 5 feet long from beak to tail, with the body accounting for about one-third of that length. Its wingspan is about 7 feet, and it weighs about 20 pounds. An adult (11 to 40 years old) is about 10 feet long from beak to tail, with a wingspan of about 15 feet and a weight of about 100 pounds. An elder arrowhawk (41 to 75 years old) is about 20 feet long with a wingspan of 30 feet and a weight of about 800 pounds.
Arrowhawks speak Auran, but they are not usually talkative creatures.
Combat
Arrowhawks are extremely territorial and always hungry. They attack almost any other creature they meet, seeking a meal or trying to drive away a rival. The primary mode of attack is an electricity ray, fired from the tail. The creature also bites, but it prefers to stay out of reach.
Electricity Ray (Su): An arrowhawk can fire this ray once per round, with a range of 50 feet.

My "New World" Campaign (Apparition)

Image result for Apparition D&D
Apparition

Medium Undead (Incorporeal)
Hit Dice: 8d12 (52 hp)
Initiative: +6
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class: 15 (+2 Dex, +3 deflection), touch 15, flatfooted 13
Base Attack/Grapple: +4/—
Attack: Spectral strangulation (see text)
Full Attack: Spectral strangulation (see text)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, spectral strangulation
Special Qualities: Detect living, incorporeal traits, plane shift, +2 turn resistance, sunlight powerlessness, unnatural aura, undead traits
Saves: Fort +2, Ref +3, Will +7
Abilities: Str –, Dex 14, Con –, Int 10, Wis 13, Cha 16
Skills: Hide +9, Intimidate +10, Knowledge (any one) +6, Listen +9, Search +6, Spot +9, Survival +7 (+9 following tracks)
Feats: Alertness, Blind-Fight, Improved Initiative
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 9-24 HD (Medium)
Level Adjustment: 
This translucent and skeletal creature is donned in tattered rags. Its eyes burn with a crimson light.
Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil. An apparition is often mistaken for a ghost or spectre. Apparitions hate all living creatures and attack them on sight. Apparitions are ethereal creatures and they exist mainly on the Ethereal Plane.
An apparition looks much like it did in life.
Combat
An apparition has no physical attacks and attacks by fear alone. By implanting a suggestion in a victim’s mind, it attempts to actually scare the life out of its opponent. Once the apparition selects a target, it uses its plane shift ability to transfer itself from the Ethereal to the Material Plane. Then it uses its spectral strangulation ability. If overpowered or if it fails in its attempt to slay a living creature, the apparition flees by plane shifting back to the Ethereal Plane.
Create Spawn (Su): Any humanoid slain by an apparition becomes an apparition in 1d4 hours. Spawn are not commanded by or under control of the apparition that created them. They possess none of the abilities they had in life.
Spectral Strangulation (Su): An apparition attacks an opponent by implanting a suggestion in the victim’s mind, convincing it that it is being strangled by the apparition’s bony claws. The apparition must be on the same plane as the target creature to use this ability.The target of the spectral strangulation feels the bony, claw-like fingers of the apparition at its throat—even through armor. 
The target must succeed on a DC 17 Will save to disbelieve the suggestion. A creature that successfully saves cannot be affected again by the same apparition’s suggestion for one day.
On a failed save, the victim must immediately succeed on a DC 17 Fortitude save or die from fright due to heart failure. If the Fortitude save succeeds, the victim acts as if affected by a fear spell for 1d4 rounds. A creature protected by magic circle against evil or protection from evil cannot be affected by an apparition’s spectral strangulation. The save DCs are Charisma-based.
Sense Living (Su): An apparition notices and locates living creatures within 100 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
Plane Shift (Ex): An apparition is an ethereal creature. As a standard action, it can plane shift as the spell (caster level 12th) from the Ethereal Plane to the Material Plane or vice versa. An apparition on the Material Plane is incorporeal.
Sunlight Powerlessness (Ex): Apparitions on the Material Plane are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. An apparition caught in sunlight cannot attack and can take only a single move or attack action in a round.
Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of an apparition at a distance of 30 feet. They will not willingly approach nearer than that and will panic if forced to do so; they remain panicked as long as they are within that range.

My "New World" Campaign (Spider-woman)

Image result for Aranea D&D native american
Spider-woman
Size/Type: Medium Magical Beast (Shapechanger)
Hit Dice: 3d10+6 (22 hp)
Initiative: +6
Speed: 50 ft. (10 squares), climb 25 ft.
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +3/+3
Attack: Bite +5 melee (1d6 plus poison) or web +5 ranged
Full Attack: Bite +5 melee (1d6 plus poison) or web +5 ranged
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spells, web
Special Qualities: Change shape, darkvision 60 ft., low-light vision
Saves: Fort +5, Ref +5, Will +4
Abilities: Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 14
Skills: Climb +14, Concentration +8, Escape Artist +5, Jump +13, Listen +6, Spot +6
Feats: Improved Initiative, Iron WillB, Weapon Finesse
Environment: Temperate forests
Organization: Solitary or colony (3-6)
Challenge Rating: 4
Treasure: Standard coins; double goods; standard items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +4
An spider-woman is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an spider-woman resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb.
An spider-woman weighs about 150 pounds. The hump on its back houses its brain.
Spider-women speak Common and Sylvan.
CombatAn spider-woman avoids physical combat and uses its webs and spells when it can. In a battle, it tries to immobilize or distract the most aggressive opponents first. Spider-women often subdue opponents for ransom.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Spells: An spider-woman casts spells as a 3rd-level sorcerer. It prefers illusions and enchantments and avoids fire spells.
Typical Sorcerer Spells Known (6/6; save DC 12 + spell level)0— daze, detect magic, ghost sound, light, resistance; 1st—mage armor, silent image, sleep.
Web (Ex): In spider or hybrid form (see below), an spider-woman can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
Change Shape (Su): An spider-woman’s natural form is that of a Medium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid; an spider-woman in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an spider-woman cannot use its bite attack, webs, or poison.
The second form is a Medium spider-humanoid hybrid. In hybrid form, an spider-woman looks like a Medium humanoid at first glance, but a DC 18 Spot check reveals the creature’s fangs and spinnerets. The spider-woman retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an spider-woman’s speed is 30 feet (6 squares).
An spider-woman remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an spider-woman revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.
Skills: Spider-women have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened .cks even if rushed or threatened.

My "New World" Campaign (Lost Soul)

Allip by MatesLaurentiu
Lost Soul

Size/Type: Medium Undead (Incorporeal)
Hit Dice: 4d12 (26 hp)
Initiative: +5
Speed: Fly 30 ft. (perfect) (6 squares)
Armor Class: 15 (+1 Dex, +4 deflection), touch 15, flat-footed 14
Base Attack/Grapple: +2/—
Attack: Incorporeal touch +3 melee (1d4 Wisdom drain)
Full Attack: Incorporeal touch +3 melee (1d4 Wisdom drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Babble, madness, Wisdom drain
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 0, Dex 12, Con 0, Int 11, Wis 11, Cha 18
Skills: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0 (+2 following tracks)
Feats: Improved Initiative, Lightning Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 5-12 HD (Medium)
Level Adjustment: A lost soul is the spectral remains of someone driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life and pushed it over the brink.A lost soul cannot speak intelligibly.
CombatA lost soul is unable to cause physical harm, although it doesn’t appear to know that. It keeps flailing away at enemies, yet it inflicts no wounds.
Babble (Su): A lost soul constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the lost soul must succeed on a DC 16 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect.Creatures that successfully save cannot be affected by the same lost soul’s babble for 24 hours. The save DC is Charisma-based.
Madness (Su): Anyone targeting a lost soul with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.
Wisdom Drain (Su): A lost soul causes 1d4 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points.

My "New World" Campaign (Devil Bat)

Devil Bat (From Deadlands D20)
Large Magical Beast
Hit Dice: 5d10+15
Speed: 10ft., fly 45 ft. (poor)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +5/+13
Attack: Claw +8 melee (1d6+4)
Full Attack: 2 claw +8 melee (1d6+4) and bite +3 melee (1d8+2)
Space/Reach: 10ft./10ft.
Special Attacks: Improved grab
Special Qualities: -
Saves: Fort +7, Ref +5, Will +1
Abilities: Str 18, Dex 13, Con 16, Int 4, Wis 10, Cha 6
Skills: Hide +10, Listen +10, Move Silently +10
Feats: Alertness, Stealthy
Environment: Temperate hills
Organization: Pack (1-6)
Challenge Rating: 5
Treasure: None
Alignment: Neutral evil
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: -
The Sioux call the winged terrors “kinyan tiwicakte” or “flying murderer.” Devil bats are nocturnal predators who hunt in packs of one to six. They attack by racing from the night and grabbing prey with their taloned feet, then dropping them to the ground and eating the gooey remains.
These flying horrors are batlike humanoids with leathery skin and tremendous wings. They eat lesser prey alive by rending it with their claws and savage teeth. Larger prey is dashed to the ground as described above and shared by the pack.
Combat
Death From Above (Ex): When a devil bat scores a hit, it makes an immediate grapple check using its improved grab. If this is also successful, the creature rises its normal flying speed (45 feet) into the air and drops its prey for additional falling damage (typically 4d6).
The best thing for a traveler to do once she’s in the grasp of a devil bat is to grab hold of its ankles and hang on for dear life. Should this occur, make a second grapple check between the two. If the character wins, he holds on. If not, the thing shakes him off and he falls to the ground as above.
Echo Location (Ex): Like real bats, devil bats use echo location to “see.” Prey which remains stock still (no movement whatsoever) among solid obstacles gains +5 to Hide checks, and may hide even in the middle of a fight (unless actually in melee or adjacent to the thing).
Skills: Devil bats receive a +8 racial bonus to Hide and Move Silently when flying (which they use to descend upon their prey from above).

My "New World" Campaign (Desert Thing)

Desert Thing by lurch-jr
Desert Thing (From Deadlands D20)
Large Aberration
Hit Dice: 8d8+24 (56)
Initiative: +3
Speed: Immobile (10ft. per hour)
Armor Class: 12 (-1 size, +0 Dex (immobile), +3 natrual), touch 9, flat-footed 12
Base Attack/Grapple: +6/+12
Attack: Tentacle rake +8 melee (1d6+2)
Full Attack: 8 tentacle rakes +8 melee (1d6+2) and 1 bite +6 melee (2d6+1)
Space/Reach: 10ft./20ft.
Special Attacks: Improved grab
Special Qualities: Concealment, damage resistance, tremorsense
Saves: Fort +5, Ref +5, Will +8
Abilities: Str 15, Dex 16, Con 17, Int 6, Wis 14, Cha 9
Skills: Hide +13, Listen +13
Feats: Improved Grapple, Multiattack, Weapon Finesse (tentacles)
Environment: Any desert
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Neutral evil
Advancement: 9-12 HD (Large), 13-15 (Huge)
Level Adjustment:-
What desert would be complete without a tentacle beastie lurking beneath the sands? Desert things move very slowly beneath the dunes, setting up shop along popular trails or in or near a water hole. When a hapless traveler passes by, the thing grabs it legs or hooves with its long tentacles and drags it into its circular maw.
Combat
Tremorsense (Ex): Desert things can sense approaching prey up to 150 feet distant on an opposed Move Silently verse its Listen roll. The creature attacks when its prey gets within reach of its tentacles.
Tentacles (Ex): Each of the desert thing’s eight tentacles can attempt to pull prey closer to its gaping maw. First a tentacle has to hit the characters. If it does, it entangles the victim as well as causing damage, then start to reel in its prey. This is an opposed Strength roll. For every point by which the creature wins, it drags its prey 5 ft. closer to its gnashing teeth. A character who beats the desert thing in an opposed Strength roll on subsequent turns breaks free, requiring it to hit again.
The only other way to escape the creature is to kill the mouth or mangles its tentacles. Each tentacle has 10 hit points (in addition to the body’s hit points) and is AC 17 (+2 size, +3 Dex, +2 natural)
Damage Resistance (Ex): The beast lies protected under several inches of sand, giving the body 100% concealment. Against firearms and slashing attacks, the sand also provides it with 4 points of damage reduction. Piercing weapons do a single point of damage to the thing’s blubbery body or tentacles.
Skills: Desert things receive a +7 racial bonus to Hide and Listen rolls.

Wednesday, June 24, 2015

Some random OC heroes

Cowboy (World War I)
Maxwell the Magician
Lady Wrangler (World War II)
Mr. Xslozh (near-omnipotent imp)