Castellia- A Fantasy Setting (Sudowoodo! Sunflora! Donphan!)

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Jabroniville
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Formians

Post by Jabroniville »

Image

FORMIAN
Creature Type: Humanoid, Insectoid
Typical Adult Height: 4'10-5'6"
Birth Rate: 1-2 infants once a year
Lifespan: 0-6 months (Child), 6 months-2 years (Young Adult), 2-20 (Adult), 21-35 (Elder)
Nicknames: Ant People
Sexual Dimorphism: Size, length of thorax (females are larger)
Skin Tones: Pink, grey, brown, red
Hair: None
Racial Mounts & Animals: Parasects, Giant Beetles
Racial Weapons: Spears
Religion: None

Allies: None

Encounter Groups:
Solo (1)
Gang (2-10 plus 0-1 Elite, 0-2 Parasects)
Band (11-20 plus 2-6 Elites, 0-1 Myrmarch, 0-6 Parasects, 0-6 Venonats)
City (20-500 plus 5-30 Elites, 1-25 Myrmarchs, 1 Queen, 5-50 Parasects, 2-50 Venonats)

PL Variants:
PL 1: Common Worker
PL 4: Soldier
PL 5: Elite Soldier

-Formians are unrelated to Beastkin and other animal-like people, and are a subterranean race of ant-like people, sporting two pairs of legs beneath their abdomen. They have an incredible hive mind that can spread for miles, and they are devoted to the constant upkeep and building of their enormous tunnel-based cities. As they frequently take slaves to help build these cities, they are a notorious enemy for many races- Dark Elves will have nothing to do with them, and they have gone to war with both Shokan & Dwarves.

-Formians have little personality of their own, and do not keep secrets- such things are pointless to the hive mind. Every member of the race has their position set in stone from birth- Workers, Soldiers, Taskmasters, and more. Only the administrative Myrmarchs and the ruling Queens have any character to them at all, though they are generally hive-obsessed creatures as well. Venomous Parasects, Venonats and other creatures of the Underdark are kept as tamed animals and defensive measures, though they have a special hatred for Zubats, which they hunt down mercilessly, believing them to be needlessly chaotic.

Jab's Notes: Formians are ant-people who take up two whole pages of the 3e Monster Manual, despite being such a minor part of D&D that their own role- Ant-People- is better taken up by the psionic Thri-Kreen from later books! Formians are Outsiders in D&D, but I felt this was boring, and they fit in as "Another Subterranean Race". I used the four warrior classes for stats- Soldiers (CR 3), Taskmasters (CR 5), Myrmarchs (CR 10) and Queens (CR 18!!!!), gearing them around a bit so they are varied threats- your average party could take out a Myrmarch, and Queens are more or less powerful depending on spells- the Monster Manual, typically, gives pre-set spells, but I'd rather be more variable than that (also, it's boring typing all that crap out).

Image

FORMIAN SOLDIER
Role:
Literal Soldier Ant
PL 4 (60)
STRENGTH
3 STAMINA 3 AGILITY 1
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE -2

Skills:
Athletics 5 (+8)
Expertise (Survival) 5 (+5)
Intimidation 4 (+2)
Perception 5 (+5)
Stealth 3 (+4)

Advantages:
Equipment (Spear +2), Fast Grab, Improved Hold, Ranged Attack 4, Set-Up, Teamwork

Powers:
"Insectoid Physiology"
"Insect Senses" Senses 3 (Acute Scent, Radius Sight, Direction Sense) [3]
Movement 1 (Wall-Crawling 1) [2]
"Ant Strength" Power-Lifting 1 (400 lbs.) [1]
Extra Limbs 2 [2]
"Hive Mind" Communication (Mental) 3 (Extras: Area) (Flaws: Limited to Formians) [12]

Offense:
Unarmed +3 (+3 Damage, DC 18)
Spear +3 (+5 Damage, DC 20)
Initiative +1

Defenses:
Dodge +4 (DC 14), Parry +5 (DC 15), Toughness +3, Fortitude +4, Will +0

Complications:
Responsibility (The Colony)- The Colony means everything; the individual nothing.

Total: Abilities: 14 / Skills: 22--11 / Advantages: 9 / Powers: 20 / Defenses: 6 (60)

-Formians are typically small but very strong.

Image

FORMIAN TASKMASTER
Role:
Slaver
PL 6 (112)
STRENGTH
4 STAMINA 5 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 0

Skills:
Athletics 6 (+10)
Expertise (Survival) 5 (+7)
Intimidation 5 (+5)
Perception 5 (+7)
Stealth 3 (+5)

Advantages:
Equipment (Spear +2, Whip +1), Fast Grab, Improved Hold, Ranged Attack 4, Set-Up, Teamwork

Powers:
"Insectoid Physiology"
"Insect Senses" Senses 3 (Acute Scent, Radius Sight, Direction Sense) [3]
Movement 1 (Wall-Crawling 1) [2]
"Ant Strength" Power-Lifting 1 (400 lbs.) [1]
Extra Limbs 2 [2]
"Hive Mind" Communication (Mental) 3 (Extras: Area) (Flaws: Limited to Formians) [12]

"Dominate Person" Mind Control 6 [24]

Offense:
Unarmed +5 (+4 Damage, DC 19)
Spear +5 (+6 Damage, DC 21)
Dominate Person -- (+6 Perception-Ranged Affliction, DC 16)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +5, Fortitude +6, Will +4

Complications:
Responsibility (The Colony)- The Colony means everything; the individual nothing.

Total: Abilities: 38 / Skills: 24--12 / Advantages: 9 / Powers: 44 / Defenses: 9 (112)

-Formian Taskmasters are slavers- responsible for gathering non-Formians and peacefully taking them captive. They will then take them to Formian Cities, where they are given controlling herbs that sap their free will.

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FORMIAN MYRMARCH
Role:
Elite
PL 8 (112)
STRENGTH
6 STAMINA 7 AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 4 (+10)
Expertise (Survival) 5 (+8)
Insight 2 (+5)
Intimidation 5 (+8)
Perception 5 (+8)
Stealth 3 (+3)

Advantages:
Fast Grab, Improved Critical (Claws), Improved Hold, Ranged Attack 4, Set-Up, Teamwork

Powers:
"Insectoid Physiology"
"Insect Senses" Senses 3 (Acute Scent, Radius Sight, Direction Sense) [3]
Movement 1 (Wall-Crawling 1) [2]
"Ant Strength" Power-Lifting 1 (400 lbs.) [1]
Extra Limbs 2 [2]
"Hive Mind" Communication (Mental) 3 (Extras: Area) (Flaws: Limited to Formians) [12]

Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Sting" Weaken Strength 8 (8) -- [9]
  • AE: "Claws" Strength-Damage +2 (Feats: Split) (3)
Offense:
Unarmed +7 (+6 Damage, DC 21)
Claws +7 (+8 Damage, DC 23)
Sting +7 (+8 Weaken, DC 18)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +7, Fortitude +8, Will +4

Complications:
Responsibility (The Colony)- The Colony means everything; the individual nothing.

Total: Abilities: 50 / Skills: 24--12 / Advantages: 9 / Powers: 34 / Defenses: 10 (112)

-Myrmarchs are the administrators and powerhouses of Formian society. Unlike the others, they experience free will, emotions and more. Elite Myrmarchs will possess magical powers, making them very versatile opponents with a lot of hitting power.

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FORMIAN QUEEN
Role:
Ruler
PL 9 (133)
STRENGTH
8 STAMINA 9 AGILITY -2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 5 PRESENCE 4

Skills:
Expertise (Survival) 5 (+10)
Insight 3 (+8)
Intimidation 5 (+11)
Perception 5 (+9)
Persuasion 4 (+8)

Advantages:
Fast Grab, Improved Critical (Claws), Improved Hold, Ranged Attack 4, Set-Up, Teamwork

Powers:
"Insectoid Physiology"
"Insect Senses" Senses 3 (Acute Scent, Radius Sight, Direction Sense) [3]
Movement 1 (Wall-Crawling 1) [2]
"Ant Strength" Power-Lifting 1 (400 lbs.) [1]
Extra Limbs 2 [2]
"Hive Mind" Communication (Mental) 3 (Extras: Area) (Flaws: Limited to Formians) [12]

Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]
"Telepathy" Mind-Reading 8 Linked to Communication 1 (Mental) (20) -- [22]
  • AE: "Sting" Weaken Strength 8 (8)
  • AE: "Claws" Strength-Damage +2 (Feats: Split) (3)
Offense:
Unarmed +7 (+8 Damage, DC 23)
Claws +7 (+10 Damage, DC 25)
Sting +7 (+8 Weaken, DC 18)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +9, Fortitude +10, Will +6

Complications:
Responsibility (The Colony)- The Colony means everything; the individual nothing.

Total: Abilities: 52 / Skills: 22--11 / Advantages: 9 / Powers: 51 / Defenses: 10 (133)

-Extremely large, Formian Queens are intelligent, powerful creatures that rule Formian society with an absolute grip on power. They they are greatly slowed by their massive size, they are mighty fighters and nearly always well-protected. In addition, most of them possess great magical might, typically focusing on Druidism or Mentalism.
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Woodclaw
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Re: Castellia- A Fantasy Setting (Tarrasque! Vileplume! Krenshar! Formians!)

Post by Woodclaw »

I think that the idea of the Formians as an incarnation of Order was actually pretty ingenious, but that was all. Most of the old players coming from AD&D still remembered the Modrones, whereas the rather plain art didn't win over the new players.
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Jabroniville
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Re: Castellia- A Fantasy Setting (Tarrasque! Vileplume! Krenshar! Formians!)

Post by Jabroniville »

Woodclaw wrote: Sat Mar 17, 2018 9:24 am I think that the idea of the Formians as an incarnation of Order was actually pretty ingenious, but that was all. Most of the old players coming from AD&D still remembered the Modrones, whereas the rather plain art didn't win over the new players.
Yeah, that part was somewhat interesting (showing the dark side of "Order", being a universal hive-mind with no free will), but I didn't want to mess around with the various Planes so much. Though I have an idea for the "Elemental Plane of Fighting" that might be fun :).
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Re: Castellia- A Fantasy Setting (Tarrasque! Vileplume! Krenshar! Formians!)

Post by Woodclaw »

Jabroniville wrote: Sat Mar 17, 2018 9:59 am
Woodclaw wrote: Sat Mar 17, 2018 9:24 am I think that the idea of the Formians as an incarnation of Order was actually pretty ingenious, but that was all. Most of the old players coming from AD&D still remembered the Modrones, whereas the rather plain art didn't win over the new players.
Yeah, that part was somewhat interesting (showing the dark side of "Order", being a universal hive-mind with no free will), but I didn't want to mess around with the various Planes so much. Though I have an idea for the "Elemental Plane of Fighting" that might be fun :).
There is something like that in buddhism.
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Jabroniville
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Ghosts

Post by Jabroniville »

GHOSTLY UNDEAD TEMPLATE
Role:
Mooks
PL 0 (27)
STRENGTH
0 STAMINA -- AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Perception 2 (+2)

Advantages:
None

Powers:
"Undead" Immunity 30 (Fortitude Effects) [30]

Offense:
Unarmed +0 (+0 Damage, DC 15)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +0, Fortitude --, Will +0

Complications:
Vulnerable (Holy Attacks, Light Magic)

Total: Abilities: -10 / Skills: 2--1 / Advantages: 0 / Powers: 30 / Defenses: 6 (27)

Jab's Notes: These four creatures are hilariously similar to each other, appearing in D&D as separate creatures with identical concepts- evil, Insubstantial ghosts that do different types of damage.

Image

ALLIP- PL 5 (108):
ST -- STA -- AGI 1 FIGHT 5 DEX 0 INT 0 AWA 0 PRE 4 [20]
"Incorporeal" Insubstantial 4 (Flaws: Limited to Non-Magical Attacks- Half-Effect) [18]
"Wisdom Drain" Damage 5 (Extras: Alternate Save- Will, Affects Corporeal) [15]
"Babble" Affliction 4 (Will; Dazed/Stunned) (Extras: Area- 60ft. Burst +2, Reaction +3) (Flaws: Limited Degree, Limited to One Per Day Per Victim) [12]
Skills: Stealth 4 (+5), Perception 4 (+4), Intimidation 4 (+9) [6]
Flight 1 (4 mph) [2]
Protection 4 [4]
Dodge 4 [4]

-Allips are the spectral remains of those who have committed suicide due to madness. They crave only revenge, and appear to be large, tattered cloaks with skeletons visible beneath the tight fabric.

Jab's Notes: Created due to suicide? ABLEISTS. Allips are the only one of these guys who can't Summon equal numbers of their own.

Image

SHADOW- PL 5 (122):
ST -- STA -- AGI 2 FIGHT 5 DEX 0 INT -2 AWA 1 PRE 1 [4]
"Incorporeal" Insubstantial 4 (Flaws: Limited to Non-Magical Attacks- Half-Effect) [18]
"Strength Damage" Damage 5 (Extras: Alternate Save- Strength, Affects Corporeal) [15]
Skills: Stealth 4 (+6), Perception 4 (+5), Intimidation 4 (+5) [6]
Flight 1 (4 mph) [2]
Protection 4 [4]
Dodge 4 [4]
"Create Shadow" Summon 6 (Extras: 8 Minions +6, Active) (Flaws: Source- Dead Bodies, Limited to Those Slain By Shadow) [42]

-Shadows are vile creatures who hate all life, and seek to snuff it out wherever possible. They resemble vaguely-humanoid shapes, but immaterial and dark. Their very touch saps the strength of their victims.

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SPECTRE- PL 7 (186):
ST -- STA -- AGI 3 FIGHT 6 DEX 0 INT 2 AWA 2 PRE 2 [20]
"Incorporeal" Insubstantial 4 (Flaws: Limited to Non-Magical Attacks- Half-Effect) [18]
"Energy Drain" Affliction 8 (Fort; Impaired/Disabled/Transformed to Lower Level) (Extras: Affects Corporeal, Cumulative) [24]
"Fear From Animals" Affliction 4 (Will; Dazed/Compelled/Controlled) (Extras: Area- 30ft. Burst, Reaction +3) (Flaws: Limited to Animals, Limited to Fear) [12]
Skills: Stealth 6 (+8), Perception 6 (+7), Intimidation 6 (+8) [9]
Flight 1 (4 mph) [2]
Protection 6 [6]
Dodge 5 [5]
"Create Spectre" Summon 7 (Extras: 8 Minions +6, Active) (Flaws: Source- Dead Bodies, Limited to Those Slain By Spectre) [63]

-Spectres haunt the places where they died, hating all living thing and attacking them. They greatly resemble the people they were in life. Their presence inspires fear in nearby animals, but sunlight is hostile to them- they lose their powers, cannot attack, and may only make partial actions.

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WRAITH- PL 6 (167):
ST -- STA -- AGI 3 FIGHT 6 DEX 0 INT 2 AWA 2 PRE 2 [20]
"Incorporeal" Insubstantial 4 (Flaws: Limited to Non-Magical Attacks- Half-Effect) [18]
Weaken Stamina 6 (Extras: Affects Corporeal) [12]
"Fear From Animals" Affliction 4 (Will; Dazed/Compelled/Controlled) (Extras: Area- 30ft. Burst, Reaction +3) (Flaws: Limited to Animals, Limited to Fear) [12]
Skills: Stealth 6 (+8), Perception 6 (+7), Intimidation 6 (+8) [9]
Flight 1 (4 mph) [2]
Protection 6 [6]
Dodge 5 [5]
"Create Wraith" Summon 6 (Extras: 8 Minions +6, Active) (Flaws: Source- Dead Bodies, Limited to Those Slain By Wraith) [56]

-Wraiths are incredibly similar to Shadows, but appear to be floating, black cloaks. Their eyes glow with an evil red. Their presence inspires fear in nearby animals, but sunlight is hostile to them- they lose their powers, cannot attack, and may only make partial actions.
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Re: Castellia- A Fantasy Setting (Tarrasque! Vileplume! Krenshar! Formians!)

Post by Woodclaw »

This is one of those things that makes me go ballistic: is there really any need for such a great number of incorporeal undead?
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MacynSnow
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Re: Castellia- A Fantasy Setting (Tarrasque! Vileplume! Krenshar! Formians!)

Post by MacynSnow »

Woodclaw wrote: Mon Mar 19, 2018 1:42 pm This is one of those things that makes me go ballistic: is there really any need for such a great number of incorporeal undead?
Depending on the type of game you want to run,yes there is.(*pulls up GM chair and pulls wood over to a nearby gaming table*)Allow me to introduce you,young padawan,to the intresting side of being a D&D Gm......

Starting out,there are several genre's(or styles,if you want to look at it from that perspective) of play:The basic "hack-N-slash"(which only requires the first 2 ghost's really)which involves a little roleplaying and a lot of action.
Next we have "The Thriller" game(which,depending on how you like your Thriller's,could involve all but the Wraith) which requires more roleplaying and a little less action.

These are just 2 of the ones i've mentioned,as there are multiple other genre's you can use them for(Gothic Horror being the most obvious),it all just depends on the type of game you want to run.....
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Re: Castellia- A Fantasy Setting (Tarrasque! Vileplume! Krenshar! Formians!)

Post by Jabroniville »

Woodclaw wrote: Mon Mar 19, 2018 1:42 pm This is one of those things that makes me go ballistic: is there really any need for such a great number of incorporeal undead?
Yeah, I was sorta planning on just doing a single Template for all the "Undead", and then posting them all at once, but as I flipped through the book, I kept going "wait, isn't that the same thing as...?". They have FOUR of these things for absolutely no reason other than "you need a slightly different save against this one". Hell, they all even create more beings like them! They're almost the exact same thing!!!
Jabroniville
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Ettercap

Post by Jabroniville »

ImageImage

ETTERCAP
Creature Type: Humanoid, Insectoid (well, Arachnoid)
Typical Adult Height: 6'-8'6"
Birth Rate: 50-300 offspring every few years
Lifespan: 0-6 months (Baby), 6 months-2 years (Child), 2-40 (Adult), 41-60 (Elder)
Nicknames: Spider People
Sexual Dimorphism: Size, length of thorax (males are larger)
Skin Tones: Purple, brown, yellow, red, orange
Hair: None
Racial Mounts & Animals: None
Racial Weapons: Webbing
Religion: Spider Gods

Allies: None

Encounter Groups:
Solo (1, 0-10 Monstrous Spiders)
Pair (2, 0-20 Monstrous Spiders)

PL Variants:
PL 6: Common
PL 7: Elite

-Ettercap are highly-misunderstood creatures. Rather unintelligent (but sentient and speaking) humanoid spiders, they are driven by a desire only to consume and breed- little else interests them. They are not a naturally occuring species, so many rumors have sprouted up around their origins- most suspect the Dark Elves, but they steadfastly refuse this to be true, despite their worship of Spider-like Gods. In fact, the Ettercaps are the remnants of a close-knit band of Druids who grew increasingly-obsessed with the beauty, grace and power of spiders. Over the decades (and centuries), these Druids had formed an enclave, perhaps around a powerful Spider-God or even a very powerful Monstrous Spider, and imbibed venoms and creatures, and cast spells, that allowed them to slowly transform themselves. Eventually, what was left were the Ettercaps- bloated humanoids with thin, spider-like limbs.

-Ettercaps are notorious trap-layers, spinning webs that extend for miles over a very large territory. They can feel anything that touches their webs, and place traps in certain thoroughfares, which allows them to incapacitate victims, then bite them with venomous fangs. Not very brave as a rule, Ettercaps typically ensure that their prey is helpless or outnumbered before wading into melee- Monstrous Spiders and other arachnids swarming their foes is a benefit.

Jab's Notes: Ettercaps are a weird race in the Monster Manual, appearing for the first time in the 1983 Fiend Folio. They're old-school D&D monsters, but not overly-powerful, scary-looking, or even that interesting. However, the "Ecology of the Ettercap" section of a "Dragon" magazine contains the above backstory, which I felt helped explain the beasts.

ETTERCAP
Role:
Ambush Predator
PL 6 (76)
STRENGTH
4 STAMINA 4 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 1 PRESENCE -2

Skills:
Athletics 4 (+8)
Close Combat (Unarmed) 2 (+7)
Expertise (Survival) 5 (+6)
Perception 5 (+8)
Stealth 4 (+7)

Advantages:
Fast Grab, Startle

Powers:
"Arachnid Physiology"
Senses 3 (Acute Scent, Radius Sight, Direction Sense) [3]
Movement 2 (Wall-Crawling 2) [4]

"Webbing" Snare 6 (Feats: Accurate 3) (21) -- [22]
  • AE: "Venomous Bite" Weaken Strength 6 (Extras: Progressive +2) (18)
Remote Sensing (Touch) 8 (Flaws: Limited to Things Along Web Paths) [4]

Offense:
Unarmed +7 (+4 Damage, DC 19)
Bite +5 (+6 Weaken, DC 16)
Webbing +6 (+6 Ranged Affliction, DC 16)
Initiative +3

Defenses:
Dodge +4 (DC 14), Parry +6 (DC 16), Toughness +4, Fortitude +5, Will +3

Complications:
Motivation (Eating & Breeding)

Total: Abilities: 26 / Skills: 20--10 / Advantages: 2 / Powers: 33 / Defenses: 5 (76)

-Ettercap are typically stronger than most people, but not overwhelmingly so.
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Elementals

Post by Jabroniville »

ELEMENTALS
Role:
Elemental Tempests
PL 3 (50)
STRENGTH
0 STAMINA -- AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE 0

Skills:
Intimidation 4 (+4)
Perception 4 (+4)

Advantages:
Fast Grab, Improved Initiative

Powers:
"Elemental Being"
Immunity 30 (Fortitude Effects) [30]
Immunity 10 (Effects of Chosen Element) [10]

Offense:
Unarmed +6 (+0 Damage, DC 15)
Initiative +4

Defenses:
Dodge +4 (DC 14), Parry +6 (DC 16), Toughness +0, Fortitude --, Will +4

Complications:
Disabled (Elemental)- Elementals cannot speak to humans, nor use their "limbs" to easily manipulate objects.
Weakness (Anti-Elemental Attack)- Elementals are usually weak against at least one Elemental type- Fire against Water, Earth & Air; Water against Air & Earth; Air against Earth; and Earth against Water.

Total: Abilities: -4 / Skills: 8--4 / Advantages: 2 / Powers: 40 / Defenses: 8 (50)

-Elementals are the signature beings that inhabit the various Elemental Planes- bizarre realms possessed of limitless energy. The vast majority of these worlds' populations consist of Elementals. Relatively unintelligent, they are frequently summoned and captured by evil beings on Castellia, and used as "living traps" within dungeons or fortresses- they do not require food or drink, and thus are ideal captive animals. This captivity leads them to become rather furious, and so they enact a terrible vengeance upon any beings they encounter.

Jab's Notes: Elementals seem to be a pretty common "Mook" concept in D&D, though they are fairly flavorless threats in terms of personality. It's more of a test of a player's intelligence and broad capabilities. I've statted up five "sizes" of each Elemental, increasing in PL from 5 to 11. Air & Fire Elementals are the quickest, while the Earth Elementals are the toughest. Air Elementals have Whirlwinds, Water Elementals have Water Control & Blasts (skipping the "Vortex" in D&D, which is the same as a Whirlwind), Fire Elementals have Auras & Blasts (making them by far the most expensive) and Earth Elementals are just big, strong Powerhouses, sporting strength scores way above the norm for a Fantasy realm.

Elemental Types:
ImageImage

AIR ELEMENTALS- PL 4 (83):
ST 2, AGI 2 [8]
Protection 2 [2]
Insubstantial 3 [15]
Flight 4 (30 mph) [8]

-Air Elementals appear as roiling clouds of air with glowing eyes. Fast-moving and skilled, they can create massive whirlwinds. They inhabit the Elemental Plane of Air, a land of clouds. Many Cloud & Storm Giants hold residences there, but most creatures are hard to see and quite dangerous to outsiders, such as these Elementals, or the Invisible Stalkers.

SMALL AIR ELEMENTAL- PL 5 (94): "Whirlwind" Burst Damage 5, Evasion [11]
MEDIUM AIR ELEMENTAL- PL 6 (105): FIGHTING +2, "Whirlwind" Burst Damage 6, Evasion, Growth 2 (ST 4, Protection 4- 8 feet) [22]
LARGE AIR ELEMENTAL- PL 8 (114): FIGHTING +2, "Whirlwind" Burst Damage 8, Evasion, Growth 5 (ST 7, Protection 7- 15 feet) [31]
HUGE AIR ELEMENTAL- PL 10 (126): FIGHTING +2, "Whirlwind" Burst Damage 10, Growth 9 (ST 11, Protection 11- 30 feet) [43]
ELDER AIR ELEMENTAL- PL 11 (133): ST -2, Protection -2, FIGHTING +2, Dodge +2, Improved Critical (Unarmed), "Whirlwind" Burst Damage 11, Growth 13 (ST 13, Protection 13- 60 feet) [50]

Image

FIRE ELEMENTALS- PL 4 (88):
ST 2, AGI 2 [8]
Protection 2 [2]
Insubstantial 3 [15]
Flight 4 (30 mph) [8]
Ranged Attack 5 [5]

-The Elemental Plane of Fire is easily the most dangerous for mortals to enter- nearly everything in it is aflame. The creatures within are quick, and burn to the touch.

SMALL FIRE ELEMENTAL- PL 5 (118): Fire Blast 5, Fire Aura 5 [30]
MEDIUM FIRE ELEMENTAL- PL 6 (135): FIGHTING +2, Fire Blast 7, Fire Aura 6, Growth 2 (ST 4, Protection 4- 8 feet) [47]
LARGE FIRE ELEMENTAL- PL 8 (148): FIGHTING +2, Fire Blast 8 (Accurate), Fire Aura 7, Growth 5 (ST 7, Protection 7- 15 feet) [60]
HUGE FIRE ELEMENTAL- PL 10 (166): FIGHTING +2, Fire Blast 10 (Accurate 2, Improved Critical), Fire Aura 8, Growth 9 (ST 11, Protection 11- 30 feet) [78]
ELDER FIRE ELEMENTAL- PL 11 (190): ST -2, Protection -2, FIGHTING +2, Dodge +2, Fire Blast 12 (Accurate 2, Improved Critical, Penetrating 8), Fire Aura 10, Growth 13 (ST 13, Protection 13- 60 feet) [102]

Image

WATER ELEMENTALS- PL 5 (94):
ST 3, AGI 1 [8]
Protection 3 [3]
Insubstantial 2 [10]
Swimming 4 [4]
Ranged Attack 5 [5]
Favored Environment (Water), Chokehold [2]
Concealment (Visuals) 2 (Flaws: Passive, Limited to Within Water) [1]
"Water Control" Move Object 5 (Extras: Perception-Ranged) (Flaws: Limited to Water) (10) -- [11]
  • AE: Wave Blast 4 (8)
-Water Elementals are nearly invisible on the Elemental Plane of Water, which contains creatures such as this, as well as Oceanic Dragons & Giants, along with almost any kind of aquatic life from Castellia, many of which enter via portals beneath the surface. They specialize in drowning their victims, or blasting with gouts of water.

SMALL WATER ELEMENTAL- PL 5 (94): [0]
MEDIUM WATER ELEMENTAL- PL 6 (108): FIGHTING +2, Fast Grab, Water Control 7, Blast 6, Growth 2 (ST 5, Protection 5- 8 feet) [14]
LARGE WATER ELEMENTAL- PL 8 (129): FIGHTING +2, Water Control 9, Blast 7, Fast Grab, Power Attack, Growth 5 (ST 8, Protection 8- 15 feet) [35]
HUGE WATER ELEMENTAL- PL 10 (139): FIGHTING +2, Water Control 10, Blast 8, Fast Grab, Improved Critical (Unarmed), Power Attack, Growth 9 (ST 12, Protection 12- 30 feet) [46]
ELDER WATER ELEMENTAL- PL 11 (145): ST -2, Protection -2, FIGHTING +2, Dodge +2, Fast Grab, Water Control 11, Blast 10, Improved Critical (Unarmed), Power Attack, Growth 13 (ST 14, Protection 14- 60 feet) [52]

Image

EARTH ELEMENTALS- PL 5 (66):
ST 4 [8]
Protection 4 [4]
Burrowing 4 [4]
Movement 1 (Permeate) (Flaws: Limited to Earth) [1]

-The strongest and toughest of the Elementals, Earth Elementals are hard to damage, but not very versatile.

SMALL EARTH ELEMENTAL- PL 5 (66): [0]
MEDIUM EARTH ELEMENTAL- PL 6 (71): Growth 2 (ST 6, Protection 6- 8 feet) [5]
LARGE EARTH ELEMENTAL- PL 8 (81): FIGHTING +1, Fast Grab, Power Attack, Growth 5 (ST 9, Protection 9- 15 feet) [15]
HUGE EARTH ELEMENTAL- PL 10 (92): FIGHTING +2, Fast Grab, Improved Critical (Unarmed), Power Attack, Growth 9 (ST 13, Protection 13- 30 feet) [26]
ELDER EARTH ELEMENTAL- PL 11 (91): ST -3, Protection -3, FIGHTING +1, Dodge +2, Fast Grab, Improved Critical (Unarmed), Power Attack, Growth 13 (ST 15, Protection 15- 60 feet) [25]
Jabroniville
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Ethereal Filcher

Post by Jabroniville »

Image

ETHEREAL FILCHER
Role:
Teleporting Thief
PL 6 (84)
STRENGTH
0 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 1 PRESENCE -1

Skills:
Perception 7 (+8)
Stealth 5 (+9)

Advantages:
Evasion, Fast Grab, Improved Disarm, Improved Initiative, Move-By Action

Powers:
"Four Arms & Prehensile Foot" Extra Limbs 3 [3]
Leaping 1 (15 feet) [1]
Senses 4 (Detect Magic- Ranged 2, Acute) [4]
"Bite" Strength-Damage +2 [2]

"Ethereal Jaunt"
"Invisibility" Concealment 4 (Visuals) (Flaws: Limited to While Insubstantial) [4]
Insubstantial 4 [20]
Movement 1 (Dimensional Travel- Ethereal Plane) [2]
Remote Sensing 1 (Feats: Dimensional) [3]

Offense:
Unarmed +8 (+0 Damage)
Bite +8 (+2 Damage, DC 17)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +5, Will +2

Complications:
Motivation (Stealing Things)- All Filchers seem designed to steal things- it's all they care about.

Total: Abilities: 28 / Skills: 12--6 / Advantages: 5 / Powers: 39 / Defenses: 6 (84)

-The bizarre Ethereal Filchers are completely unnatural-looking creatures that hop about on one foot, while their four long-fingered arms wave about. They have a mouth and several tiny eyes in what appears to be a stomach, while a "head" just has a large nose and some sort of sensory organ at the front. Not truly evil, these unintelligent beings are thieves that teleport from their natural Ethereal Plane into Castellia, stealing things from passerby. They keep lairs in the material world, typically in areas that can't be breached by others, such as caves, ruins, or the bottoms of wells. These lairs are stuffed with trinkets and jewelry, along with useless objects- Filchers do not steal for wealth- they simply grab anything that looks interesting. Some Filchers steal mostly metallic objects, some gold, and some foodstuffs. Almost all of them, however, are attracted to magical objects.

-Filchers are known to be a nuisance to anyone who encounters them, but they are both rare and difficult to spot for any length of time. Though Abominations, they are less intelligent than most humans, and do not speak.

Jab's Notes: One of the more curious things in the Monster Manual, the Filchers were given an INSANE appearance that makes them one of the most stand-out things in that book. So it's kinda weird that they're these odd, minor thieves. But that in and of itself makes them unique- they're not some grand monster or dangerous threat.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Ethereal Marauder

Post by Jabroniville »

Image

ETHEREAL MARAUDER
Role:
Teleporting Predator
PL 6 (78)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -3

Skills:
Perception 7 (+8)
Stealth 5 (+9)

Advantages:
Evasion, Fast Grab, Improved Critical (Bite), Improved Initiative, Move-By Action

Powers:
Leaping 1 (15 feet) [1]
Speed 3 (16 mph) [3]
"Bite" Strength-Damage +3 [3]

"Ethereal Jaunt"
"Invisibility" Concealment 4 (Visuals) (Flaws: Limited to While Insubstantial) [4]
Insubstantial 4 [20]
Movement 1 (Dimensional Travel- Ethereal Plane) [2]
Remote Sensing 1 (Feats: Dimensional) [3]

Offense:
Unarmed +7 (+2 Damage)
Bite +7 (+5 Damage, DC 20)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +5, Will +4

Complications:
None

Total: Abilities: 22 / Skills: 12--6 / Advantages: 5 / Powers: 36 / Defenses: 9 (78)

-Resembling a theropod dinosaur with a triangular head with three jaws centered around an axis, an Ethereal Marauder is am ambush predator, striking from the Ethereal Plane much like the Ethereal Filcher does. Filchers & Marauders are unrelated- Marauders are entirely unintelligent animals. It strikes out at foes from the Plane, becoming corporeal just long enough to attack, then returns to the Plane and awaits a second attack. They are as vulnerable as any other creature when on the Material Plane, so their attacks are not without risk, however.

Jab's Notes: Sharing a page with the Ethereal Filcher, the Marauder has an interesting look, but is a minor threat. It's a new creature, too- appearing for the first time in 2000. Both this and the Filcher are only CR 3.
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Davies
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Re: Castellia- A Fantasy Setting (Vileplume! Krenshar! Formians! Ettercap!)

Post by Davies »

I suspect (no proof) that both these critters come from the very strange mind of Bruce Cordell, mostly because the only time Ethereal Filchers have ever been expanded upon was the introduction of the Temporal Filcher in the Psionics Handbook.
"I'm sorry. I love you. I'm not sorry I love you."
Jabroniville
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Re: Castellia- A Fantasy Setting (Vileplume! Krenshar! Formians! Ettercap!)

Post by Jabroniville »

Davies wrote: Fri Mar 23, 2018 6:46 am I suspect (no proof) that both these critters come from the very strange mind of Bruce Cordell, mostly because the only time Ethereal Filchers have ever been expanded upon was the introduction of the Temporal Filcher in the Psionics Handbook.
Cool! Was he mainly about that book and concept? I don't really know any of the personalities behind D&D, save Gary Gygax himself.

Looking through the Monster Manuals is a fascinating thing, because you often find strange things like this- random, odd-looking throwaways that mean nothing to the setting (the Filcher & Marauder). Huge, two-page bios for a thing that never mattered (Tojanida & Formian). Miniature bios for things that are super-famous and legendary (Owlbears, The Tarrasque). Small bits on things that get expanded upon elsewhere (Mind Flayers, Aboleths). It's actually hard to get a handle on "What's important to the game" just from reading these. The only stuff you REALLY get a sense for are the importance of Dragons, Demons & Devils, all of whom get a huge amount of space.
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Davies
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Re: Castellia- A Fantasy Setting (Vileplume! Krenshar! Formians! Ettercap!)

Post by Davies »

Jabroniville wrote: Fri Mar 23, 2018 7:29 am
Davies wrote: Fri Mar 23, 2018 6:46 am I suspect (no proof) that both these critters come from the very strange mind of Bruce Cordell, mostly because the only time Ethereal Filchers have ever been expanded upon was the introduction of the Temporal Filcher in the Psionics Handbook.
Cool! Was he mainly about that book and concept? I don't really know any of the personalities behind D&D, save Gary Gygax himself.
]

He was the main author of both the Psionics Handbook and later the Expanded Psionics Handbook in 3e, and introduced the idea of the Far Realm in 2e, which would eventually become the go to explanation for all sorts of weirdness later.
"I'm sorry. I love you. I'm not sorry I love you."
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