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

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Scots Dragon
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Re: Castellia- A Fantasy Setting (Vampires! Girallon! Gargoyles!)

Post by Scots Dragon »

Jabroniville wrote: Fri Apr 06, 2018 11:54 am Oh yeah, the origins of the creatures are clear in some cases (though I was surprised at the Barghests, since I thought the Shadow Mastiffs were the most clear "Black Dog" analogy)- I'm just shocked they included ALL of them in the Monster Manual. It's like the four "Ethereal Ghosts" they use- the redundancy is weird.
I think it's because these things tend to proliferate in folklore and fantasy to produce a whole bunch of different variations. There are dozens if not hundreds of variations on everything from vampires to ghosts to demons to zombies to dragons, and indeed there are a whole bunch of each of those found in the Monster Manual.

There's not much actual concrete difference between ghouls, wights, and zombies, aside from intelligence level or attack mode given that all three are visibly dead walking corpses that feed upon the living.
Formerly known as Narsil on the ATT and Ronin Army forums.
Jabroniville
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Gorgonite

Post by Jabroniville »

Image

Edward Topsell gave this mythological name (after the three Gorgons of Greek myth) to the catoblepas, giving them scales and killing breath in place of a deadly gaze. It was further copied and appeared in many medieval bestiaries.
The scale-mailed bull model of a gorgon came directly from a copy of a medieval bestiary, the title of which I do not recall, but it was and probably still is in the local (Lake Geneva) public library. I was happy to use that model, for it added another fearsome monster to the roster for DM use
Gary Gygax, May 13, 2006, EN World Q&A X


GORGONITE
Role:
Iron Bull
PL 8 (92)
Normal Version:
PL 6-7
STRENGTH 7 STAMINA 9 AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Close Combat (Horns) 1 (+7)
Expertise (Survival) 5 (+5)
Intimidation 9 (+7 Size)
Perception 3 (+3)

Advantages: 
All-Out Attack, Diehard, Fearless, Improved Critical (Horns), Improved Initiative, Last Stand (Ignore All Damage For 1 Round With HP Spent)

Powers:
"Animal Senses" Senses 3 (Acute Scent, Low-Light Vision) [3]
"Large Horns" Strength-Damage +2 [2]
Speed 2 (8 mph) [2]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Turn to Stone" Affliction 6 (Fort; Dazed & Impaired/Defenseless, Stunned & Disabled/Transformed to Stone & Unaware) (Extras: Area- 60ft. Cone, Extra Condition +2, Continuous +3) (Flaws: Unaware Limited to Vision, Distracting, Unreliable- 5/day) [30]

Offense:
Unarmed +6 (+8 Damage, DC 22)
Horns +7 (+9 Damage, DC 24)
Turn to Stone +6 Area (+6 Affliction, DC 16)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +7 (DC 17), Toughness +9, Fortitude +9, Will +4

Complications: 
Disabled (Animal)- Bulls cannot speak to humans, nor use their hooves to easily manipulate objects.
Temper- Bulls often fly into an uncontrollable rage when provoked, acting foolishly and recklessly.
Responsibility (Mating)- Males of the Bovidae family will engage rival males for mating rights, ramming each other at full speed with their powerful skulls, often doing great amounts of damage.

Total: Abilities: 22 / Skills: 18--9 / Advantages: 6 / Powers: 42 / Defenses: 13 (92)

-Gorgonites are mighty wild Aurochs cattle that have been mutated by magical energies. Sometimes called "Gorgons" because their Breath Weapon carries the same "Flesh to Stone" curse of the Gorgons' "Medusa's Gaze", most intelligent sorts call them Gorgonites to keep the two distinct. The creatures refuse domestication, and are far too dangerous for most beings to keep anyways- among the few who dare are the Stone Giants and Earth Dragons, themselves immune to "Flesh to Stone"- they keep Gorgonite herds well-fed and around their territories- just the thing to prevent interlopers from getting too curious.

Jab's Notes: The "Gorgons" are a weird thing in the Monster Manual, owing to the fact that most Greek Myth fans know that the infamous Medusa is a Gorgon in many tellings of the tale (Hell, even "Monster High" knows that)... but D&D ALSO has "Medusas", but as a Monster Race! Apparently they equated a Gorgon with the Catoblepas, but made it a bull, for some reason. So I changed up the name a bit- just enough to make it clear that one race named the other. And this is just my build for the Aurochs, amplified physically and with a Breath Weapon.
Thorpocalypse
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Re: Castellia- A Fantasy Setting (Exeggcutor! Vampires! Girallon!)

Post by Thorpocalypse »

Woodclaw wrote: Fri Apr 06, 2018 8:11 am
Jabroniville wrote: Fri Apr 06, 2018 1:17 am is there a website out there for behind the scenes D&D stuff? It's really hard to find good information about these creatures.
Ask and you shall receive.
In the words of the great C. Montgomery Burns, "Excellent..."
Me fail English? That's unpossible. - Ralph Wiggum
Jabroniville
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Golems

Post by Jabroniville »

GOLEM TEMPLATE
Role:
Unyielding Guardian
PL 0 (24)
STRENGTH
0 STAMINA -- AGILITY -1
FIGHTING 0 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 0 PRESENCE --

Skills:
Perception 6 (+6)

Advantages:
None

Powers:
"Construct" Immunity 30 (Fortitude Effects) [30]
Senses 1 (Low-Light Vision) [1]

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

Defenses:
Dodge +6 (DC 16), Parry +0 (DC 10), Toughness +0, Fortitude --, Will --

Complications:
Disabled (Construct)- Golems do not speak.

Total: Abilities: -16 / Skills: 6--3 / Advantages: 0 / Powers: 31 / Defenses: 6 (24)

-Among the most respected, but arduous, uses of Magic is the creation of Golems- man-shaped constructs that can carry out simple orders, and are utterly implacable. Able to fight to the death, Golems are nigh-unstoppable, and are immune to most forms of Magic. The creation of a Golem is a months-long process that involves complicated spells cast for hours each day (missing a single day ruins the spell), and requires a construct through which an animating force must enter- typically, Elemental beings of extraplanar origin are used. The constructs themselves are often very complex and expensive to produce- making a Golem is no simple task.

-Mages famously use Golems as guardians for their inner sanctums, and many a "Dark Lord" does as well. They are easy to disguise as statuary, making them great stealth threats for adventurous parties.

Jab's Notes: Among the most boring things seen in any Monster Manual or Fiend Folio or whatever are the Golems- unthinking brutes that lack any kind of character, and just kind of look cool. Their concepts are so similar it's rather funny they take up so much room in each book, but that's D&D for you. The book cleverly makes sure that Golem creation is super-difficult, so Wizards can't just create them willy-nilly as ultra-powerful defenders.

Common Golem Types:
Image

FLESH GOLEM- PL 6 (71):
ST 5 STA -- AGI -1 FIGHT 7 DEX 0 INT -2 AWA 0 PRE -- [24]
Powers:
Immunity 20 (Magical Effects) (Quirks: Not Cold or Heat-Based Magic -2) [18]
Protection 5 [5]

-Flesh Golems are created from the ghoulish practice of stitching corpses together, creating man-shaped beings of flesh. Some Flesh Golems may actually resemble living beings a fair bit, though most are monstrous in appearance.

Jab's Notes: Basically, these things are Frankenstein's Monster copycats.

Image

CLAY GOLEM- PL 7 (75):
ST 7 STA -- AGI -1 FIGHT 7 DEX 0 INT -2 AWA 0 PRE -- [28]
Powers:
Immunity 20 (Magical Effects) (Quirks: Not Earth-Based Magic) [19]
Immunity 20 (Slashing & Piercing Damage) [20]
Protection 7 [7]

-Clay Golem are semi-amorphous and very powerful, but still cheaper than the upper tier.

Image

STONE GOLEM- PL 8 (87):
ST 8 STA -- AGI -1 FIGHT 7 DEX 0 INT -2 AWA 0 PRE -- [26]
Powers:
Immunity 20 (Magical Effects) (Quirks: Not Earth-Based Magic) [19]
Growth 2 (Str & Toughness +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Strength-Damage +1 [1]
-Power Attack, Takedown 2 [3]
Defenses +1 [2]
Protection 7 (9 total) [7]

-Stone Golems are likely the most common, as they are inconspicuous and powerful.

Image

IRON GOLEM- PL 9 (103):
ST 8 STA -- AGI -1 FIGHT 7 DEX 0 INT -2 AWA 0 PRE -- [22]
Powers:
Immunity 20 (Magical Effects) (Quirks: Not Electricity-Based Magic) [19]
Growth 4 (Str & Toughness +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]
Strength-Damage +2 [2]
-Power Attack, Takedown 2 [3]
"Poisonous Breath" Weaken Stamina 7 (Extras: Area- 15ft. Cloud) [14]
Defenses +2 [4]
Protection 6 (10 Total) [6]

-The master-class, and most-difficult, of Golems to build are the armored Iron Golems, which are enormous and may fire out a poisonous gas.

Rare Golem Types:
Jab's Notes: These hail from the Fiend Folio, and are mostly pretty weird.

IRON COBRA- PL 6 (82):
ST 3 STA -- AGI -1 FIGHT 7 DEX 0 INT -2 AWA 0 PRE -- [20]
Powers:
Immunity 20 (Magical Effects) (Quirks: Not Electricty-Based Magic -2) [18]
Movement 1 (Slithering) [2]
"Venomous Bite" Weaken Stamina 5 (Extras: Progressive +2) [15]
Protection 5 [5]

-Iron Cobras are creatures in the shape of metallic serpents, typically used to carry out assassinations.

NECROPHIDIUS- PL 6 (81):
ST 2 STA -- AGI -1 FIGHT 7 DEX 0 INT -2 AWA 0 PRE -- [18]
Powers:
Immunity 20 (Magical Effects) (Quirks: Not Electricty-Based Magic -2) [18]
Movement 1 (Slithering) [2]
"Paralyzing Bite" Affliction 5 (Fort; Dazed/Stunned/Paralyzed) (Extras: Progressive +2) (15) -- [16]
  • AE: "Dance of Death" Affliction 6 (Will; Dazed/Stunned/Paralyzed) (Extras: Area- Visual Perception) (12)
Protection 3 [3]

-Constructed from a snake and a humanoid skull, a Necrophidius has some powerful Mind & Body-affecting attacks.

BRAIN GOLEM- PL 7 (101):
ST 5 STA -- AGI -1 FIGHT 7 DEX 0 INT -2 AWA 0 PRE -- [24]
Powers:
Immunity 20 (Magical Effects) (Quirks: Not Cold or Heat-Based Magic -2) [18]
"Mind Blast" Blast 7 (Extras: Perception-Ranged, Will Save) [28]
Protection 7 [7]

-Brain Golems are fashioned from hundreds of brains, and possess a degree of Mental Power. These, naturally, are pretty much always created by evil people.

Jab's Notes: Brain Golems are pretty dumb-looking (the closest equivalent are the dancing turkeys from Peter Gabriel's Sledgehammer video).

BLOOD GOLEM- PL 9 (109):
ST 8 STA -- AGI -1 FIGHT 7 DEX 0 INT -2 AWA 0 PRE -- [22]
Powers:
Immunity 20 (Magical Effects) (Quirks: Not Stamina-Based Magic) [19]
Growth 4 (Str & Toughness +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]
"Flails" Strength-Damage +2 (Feats: Split, Reach 2) [5]
"Poisonous Breath" Weaken Stamina 7 (Extras: Area- 15ft. Cloud) [14]
-Power Attack, Takedown 2 [3]
Defenses +2 [4]
Protection 6 (10 Total) [6]
"Drinking Blood" Regeneration 6 (Flaws: Source- Blood) [3]

-Blood Golems are armored creatures in service to Hell Lords, and may heal themselves using spilt blood.

HELLFIRE GOLEM- PL 8 (118):
ST 8 STA -- AGI -1 FIGHT 7 DEX 0 INT -2 AWA 0 PRE -- [26]
Powers:
Immunity 20 (Magical Effects) (Quirks: Not Water or Holy-Based Magic -2) [18]
Growth 2 (Str & Toughness +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Strength-Damage +1 [1]
-Power Attack, Takedown 2 [3]
Defenses +1 [2]
Protection 7 (9 total) [7]
Hellfire Aura 8 [32]

-Hellfire Golems are creatures of pure hellish might.

BLACKSTONE GIGANT- PL 11 (130):
ST 13 STA -- AGI -1 FIGHT 8 DEX 0 INT -2 AWA 0 PRE -- [22]
Powers:
Immunity 20 (Magical Effects) (Quirks: Not Electricity-Based Magic) [19]
Growth 10 (Str & Sta +10, +10 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -10 Stealth) -- (36 feet) (Feats: Innate) (Extras: Permanent +0) [21]
Strength-Damage +2 [2]
Movement 1 (Slithering) [2]
-Power Attack, Takedown 2 [3]
Extra Limbs 2 [2]
Defenses +5 [10]
"Petrification" Affliction 12 (Fort; Dazed & Hindered/Stunned & Defenseless/Transformed to Stone) (Extras: Extra Condition) [24]
Protection 4 (14 Total) [4]

-Blackstone Gigants are ancient constructs that have no modern-day creators- they are only found in extremely old ruins, and protect vast treasures that are magical in nature. A Gigant typically appears to be a four-armed, ebony female with a serpent's tail.

Image

CARYATID COLUMN- PL 8 (93):
ST 6 STA -- AGI 1 FIGHT 8 DEX 0 INT -2 AWA 0 PRE -- [32]
Powers:
Immunity 20 (Magical Effects) (Quirks: Not Earth-Based Magic) [19]
Strength-Damage +1 [1]
-Equipment (Sword +2), Improved Critical (Sword), Power Attack, Takedown 2 [5]
"Column Form" Morph 1 [5]
Protection 7 [7]

-Caryatid Columns typically appear to be simple columns, but animate into humanoid form when invaders threaten their sanctums- they wield magical swords and are much better fighters than most Golems.
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Woodclaw
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Re: Castellia- A Fantasy Setting (Vampires! Girallon! Gargoyles! Golems!)

Post by Woodclaw »

I never understood why the Iron Golem has a poisonus breath.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Jabroniville
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Re: Castellia- A Fantasy Setting (Vampires! Girallon! Gargoyles! Golems!)

Post by Jabroniville »

Woodclaw wrote: Mon Apr 09, 2018 8:00 am I never understood why the Iron Golem has a poisonus breath.
I'm pretty sure it just came down to "we need to justify its Challenge Rating" and they thought nothing more of it.
Jabroniville
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Gray Render

Post by Jabroniville »

ImageImage

GRAY RENDER
Role:
Lethal Protector
PL 9 (69)
STRENGTH
8 STAMINA 8 AGILITY 5
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -3

Skills:
Close Combat (Unarmed) 2 (+10)
Expertise (Survival) 5 (+6)
Intimidation 10 (+8 Size)
Perception 5 (+6)

Advantages:
Fast Grab, Improved Hold, Startle, Takedown 2

Powers:
Senses 2 (Low-Light Vision, Acute Scent) [2]
Speed 1 (4 mph) [1]
Protection 1 [1]
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]

Offense:
Unarmed +10 (+8 Damage, DC 23)
Initiative +5

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +9, Fortitude +8, Will +4

Complications:
Disabled (Animal)- Grey Renders cannot speak, nor use their limbs to easily manipulate objects.

Total: Abilities: 38 / Skills: 22--11 / Advantages: 5 / Powers: 9 / Defenses: 6 (69)

-Gray Renders are mysterious, large monsters famous for a curious tendency to "adopt" random creatures, whether they want to be protected or not. The Renders bond with something in its territory- sometimes a small town, sometimes a herd of sheep- any kind of creature. It will defend these beings to the death if necessary, and frequently leaves "offerings" of meat, regardless of the creatures' dietary requirements. If attacked by those they've adopted, the confused creatures flee, and simply adopt something else in short order. Most creatures, however, begin to appreciate the defensive power of such a large creature.

-Gray Renders are strong enough to uproot trees, and sports six tiny, yellow eyes and a mouthful of hooked, black teeth. They reproduce asexually, carrying a single offspring in a pouch until it is old enough to fend for itself.

Jab's Notes: Gray Renders would be generic "Big Strong Things" if not for their distinctive "Adopting Creatures" trait, which would provide for some interesting adventures, should the heroes be out to capture, say, Pegasus Eggs or something.
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Grimlocks

Post by Jabroniville »

ImageImageImage

GRIMLOCK
Creature Type: Monstrous Humanoid
Typical Adult Height: 6'0"-8'0"
Birth Rate: 1 infant once a year
Lifespan: 0-10 (Child), 11-59 (Adult), 60-80 (Elder)
Nicknames: Blindfolk
Sexual Dimorphism: As humans- lighter builds, mammaries, less body hair
Skin Tones: Pink, purple, brown
Hair: Usually black
Racial Mounts: None
Racial Weapons: Axes, Hammers
Religion: None

Allies: None

Encounter Groups:
Solo (1)
Group (2-4 plus 0-1 Elite)
Bands (4-15 plus 0-4 Elites, 0-20 Slaves)
Town (8-30, plus 1-10 Elites, 0-40 Slaves)

PL Variants:
PL 0: Noncombatants
PL 1-4: Weaker Specimens
PL 5: Common Centaur (Wild or Lancer)
PL 6: Elites, Pegasus Centaur
PL 7+: Elite Pegasus Centaurs, Important Characters

-Grimlocks are hideous, eyeless creatures from the Underdark, typically encountered by sentient beings solely as slaves. Though strong, they are no match for the might of the Shokan, nor the intelligence of the Dark Elves- they are thus kept captive and used as slave labor. Simple-minded, they ritually-scar themselves and appear to have accepted their lot in life, though hidden enclaves of free Grimlocks are scattered about the world below. Few pity the Grimlocks overly much- those familiar with them know that they are themselves slavers, and will consume raw flesh from sentient beings if they capture it.

Jab's Notes: Grimlocks... just feel like a pointless "Extra". Their lack of eyes makes them stand out a bit, but they're just another Predatory Monstrous Humanoid Race in a game stacked with them. I read something about their ritualistic scarring, and their nature as Drow slaves, in some book or another, but the Monster Manual puts them as minions of Mind Flayers & Medusas. They were named for the underground "Morlocks" of the "Time Machine" novel (same place Claremont got the name for Marvel's underground Mutant society).

GRIMLOCK
Role:
Weird Humanoids
PL 5 (43)
STRENGTH
4 STAMINA 5 AGILITY 1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Athletics 2 (+6)
Close Attack (Unarmed) 1 (+5)
Expertise (Survival) 4 (+3)
Intimidation 4 (+3)
Perception 5 (+4)

Advantages:
Equipment (Axe +2), Startle

Powers:
"Blindsight" Senses 4 (Accurate Hearing, Acute & Extended Scent) [4]

Offense:
Unarmed +5 (+4 Damage, DC 19)
Axe +4 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +4 (DC 14), Parry +5 (DC 15), Toughness +5, Fortitude +6, Will +2

Complications:
Disabled (Blind)- Grimlocks possess no eyes.
Vulnerable (Sonic Attacks)- Grimlocks have very sensitive ears, which render them more susceptible to loud noises or sonic-based attacks.

Total: Abilities: 22 / Skills: 16--8 / Advantages: 2 / Powers: 4 / Defenses: 7 (43)
Jabroniville
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Genies

Post by Jabroniville »

Image

GENIE TEMPLATE
Role:
Wish Granters, Otherworldly Beings, Wild Cards
PL 8 (97)
STRENGTH
3 STAMINA 5 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (History) 4 (+5)
Expertise (Magic) 6 (+7)
Intimidation 2 (+4)
Perception 4 (+6)
Persuasion 3 (+5)
Stealth 3 (+6)

Advantages:
Languages 2 (Several)

Powers:
"Planar Shift" Movement 1 (Dimensional Travel 1- Elemental Plane) [2]
"Telepathy" Communication (Mental) 1 [4]
Flight 3 (16 mph) [6]

Offense:
Unarmed +10 (+3 Damage, DC 18)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +5, Fortitude +7, Will +4

Complications:
Responsibility (Bound)- Genies are often bound to objects by mystical means- typically, these are lamps.

Total: Abilities: 60 / Skills: 26--13 / Advantages: 2 / Powers: 12 / Defenses: 9 (97)

Image

Types of Genie:
JANN- PL 8 (104): Concealment 2 (Visuals) (Extras: Area- 30ft. Burst, Selective, 5/day), Scimitar +3 [7]
-Jann are the weakest kind of Genies, and are comprised of all four elements, and thus must spend most of their time on the Material Plane. Often sporting brightly-hued skin of inhuman color, they gather in small societies in hidden oases (typically in deserts), ruled by a shiek and a few viziers. These nomadic beings often use camels and other Arabesque means of conveyance. Jann may breed with most sentient beings, producing inhuman-looking "Genasi" half-breeds that possess limited Invisibility, or power over one particular Element (typically Hydrokinesis, Geokinesis, Fire Blasts and Air Control).

ImageImage

DJINNI- PL 8 (202): AWA +1, PRE +1, Variable (Any Effect) 8 (Flaws: Limited to the Wish of Another, 1-3 Wishes Per Person), Morph 4 (Any Form), Illusion (All Senses) 8, AE: "Whirlwind" Burst Damage & Move Object (Limited to Away) 6, AE: Concealment 2 (Visuals) (Extras: Area- 30ft. Burst, Selective, 5/day) [105]
-Djinni are the famous "Wish-Granting" type of Genie. Gathering in groups like Jann, they are usually on planes separate from the Material one, and most encountered by people are captives. Djinni hail from the Elemental Plane of Air. Some may be mischievous, others noble, and still others highly evil- travellers and wish-seekers be warned, because some can take a particularly nasty view of the exact wording of a wish.

Image

EFREETI- PL 8 (169): AWA +1, PRE +1, Growth 2, Heat Aura 3, Immune to Fire Effects, Detect Magic- Ranged 3, Deception +4, Illusion (All Senses) 8, AE: Concealment 2 (Visuals) (Extras: Area- 30ft. Burst, Selective, 5/day), AE: Fire Blast 8 (Accurate 4) [71]
-The Efreet hail from the Elemental Plane of Fire, and have burning red skin and demonic appearances. Typically very, very evil, Efreeti despise the beings who've imprisoned them, and will often scheme for their freedom- most of their captors would do well to make sure the Efreeti's captivity is brief. Efreet and Djinn are natural enemies, and frequently go to war with each other. The Efreet's home city is the City of Brass in the Plane of Fire, and works around a Caliphate ruled by six powerful Efreet. A vast city legendary for its wealth, it is too hot for most adventurers, but many who have the right magical equipment have made the dangerous journey. Few return home, but the promises of vast fortunes make nearly any Quester drool.

Image
Image

Genasi:
FIRE GENASI: Fire Blast 6 (Unreliable- 5/day), Immunity 10 (Fire Effects, Half-Effect) [11]
AIR GENASI: AGI +1, Leaping 1, Move Object 3, Immunity 2 (Drowning & Suffocation, Half-Effect) [10]
EARTH GENASI: Move Object 6 (Limited to Earth), Burrowing 1, Protection 2 [9]
WATER GENASI: Move Object 6 (Limited to Water), Swimming 2, Immunity 1 (Drowning) [9]

Jab's Notes: Genies are a bit of an odd fit in D&D unless you go for the "Arabian Nights" kind of campaign, but that's actually a recurring campaign world in the "Al-Qadim" settings. Typically limited to just that one kind of thing, it theoretically makes Genies available to anyone, even if they don't fit the theme of "European-Style Adventure". Unless, of course, you consider that the very style D&D kind of emulates is HEAVILY based on a time period in which the Arab & Persian Worlds were mysterious, exotic places of wonder and mysticism, leading many adventurous souls that way. Hell, places like Bahgdad, Persepolis and others contained some of the greatest schools of that time period!

-Despite that, I seem to have kind of a "mental block" keeping the two settings apart. And it really doesn't make any sense- Europe and the Middle East are REALLY close together by global standards, and both worlds can intertwine very easily. There's just something about combining "Aladdin" with "D&D" that's odd to me.

-The three distinct kinds of Genies make for some interesting stories- the Djinni are the "Wish-Granting" ones that you typically think of when you hear the word (though "Jinn" are really just magically-powerful spirits, part of Arabic folklore, and aren't even seen granting wishes in the original stories, so much as wielding magic). Efreeti are more classically-evil "Fire Demon" lookalikes and are "Evil Spirits" in the mythos. Jann are... I have no idea where they come from, but they look more like quasi-magical Regular Guys. I've seen a few settings make use of "Half-Genies" as an "Exotic Extra Player Character Race", so that could be fun.
Jabroniville
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Grick

Post by Jabroniville »

ImageImage

GRICK
Role:
Tentacled Snaketopus
PL 5 (56)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -3

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

Advantages:
Fast Grab, Improved Grab, Improved Hold, Startle

Powers:
"Blindsight" Senses 5 (Accurate Scent, Accurate Ranged Touch) [5]
"Four Tentacles" Extra Limbs 2 [2]
Features 1: May Regrow Severed Tentacles After One Day [1]
Immunity 10 (Psionic Magic) (Flaws: Limited to Half-Effect) [5]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Initiative +3

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

Complications:
Disabled (Blind)- Though they have other accurate senses, Gricks are blind, and cannot tell colours or the like apart.

Total: Abilities: 18 / Skills: 30--15 / Advantages: 4 / Powers: 13 / Defenses: 6 (56)

-Gricks are very closely related to the Grells, fellow Abominations, though they have serpentive bodies and octopus-like mouths and tentacles. Stealthy underground predators, they tend to surface only to hunt for prey, which they drag into their lairs for consumption. They tend to be solitary, and are unintelligent animals, unlike the relatively-clever, sentient Grell.

Jab's Notes: Gricks are interesting- low-level Abberations in D&D, who resemble the Grell, who actually weren't in the 3e Monster Manual at all. They lack special powers in the slightest, and aren't even that strong- they just have solid Damage Reduction and numerous low-end attacks (five in total!), making them good threats for a 1st Level Party. They're no more powerful than a Barghest or a Krenshar, but their utterly alien appearance makes them much more memorable, to me.
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Woodclaw
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Re: Grick

Post by Woodclaw »

Jabroniville wrote: Sat Apr 14, 2018 8:14 am Jab's Notes: Gricks are interesting- low-level Abberations in D&D, who resemble the Grell, who actually weren't in the 3e Monster Manual at all. They lack special powers in the slightest, and aren't even that strong- they just have solid Damage Reduction and numerous low-end attacks (five in total!), making them good threats for a 1st Level Party. They're no more powerful than a Barghest or a Krenshar, but their utterly alien appearance makes them much more memorable, to me.
The grells were in the Monster Manual 2 and they appeared sooner in the "Return to the Temple of Elemental Evil" module.

I don't think I've ever used a grick in my games because I like to reserve such alien monstrosities from higher tier games, introducing the weird bit by bit, but I like what they were going for here.
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Jabroniville
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Re: Grick

Post by Jabroniville »

Woodclaw wrote: Sat Apr 14, 2018 8:27 am
Jabroniville wrote: Sat Apr 14, 2018 8:14 am Jab's Notes: Gricks are interesting- low-level Abberations in D&D, who resemble the Grell, who actually weren't in the 3e Monster Manual at all. They lack special powers in the slightest, and aren't even that strong- they just have solid Damage Reduction and numerous low-end attacks (five in total!), making them good threats for a 1st Level Party. They're no more powerful than a Barghest or a Krenshar, but their utterly alien appearance makes them much more memorable, to me.
The grells were in the Monster Manual 2 and they appeared sooner in the "Return to the Temple of Elemental Evil" module.

I don't think I've ever used a grick in my games because I like to reserve such alien monstrosities from higher tier games, introducing the weird bit by bit, but I like what they were going for here.
Yeah, the Grell were also featured a lot in the Lords of Madness 3e book. I can't find my MM2 copy for some reason (probably buried under a pile of old video game magazines or something), but it makes sense they made that one.
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Re: Castellia- A Fantasy Setting (Vampires! Girallon! Gargoyles! Golems!)

Post by kreuzritter »

Woodclaw wrote: Mon Apr 09, 2018 8:00 am I never understood why the Iron Golem has a poisonus breath.
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Re: Castellia- A Fantasy Setting (Girallon! Gargoyles! Golems! Genies!)

Post by Yojimbo »

Jann, like Genasi, were made up for D&D. The Jann were either the Earth-based genies or the offspring of mortals and genies, I can't remember. But folklore only includes Djinn, Ifrit (Efreet), and Marid, although any actual differences between them were probably academic. The Ifrit were creatures of "smokeless fire," and I think the Djinn were air creatures and the Marid water creatures, but those again may be D&D classifications. I made a mess of genies for an urban fantasy game years ago, and that's how I broke them up. I was surprised that there was no official "earth" genie in the folklore.

Pathfinder uses Shaitan in that spot, D&D uses the Jann (if memory serves).
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Re: Castellia- A Fantasy Setting (Vampires! Girallon! Gargoyles! Golems!)

Post by Woodclaw »

kreuzritter wrote: Sat Apr 14, 2018 5:07 pm
Woodclaw wrote: Mon Apr 09, 2018 8:00 am I never understood why the Iron Golem has a poisonus breath.
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This is actually the best explanation I've ever heard about it.
Yojimbo wrote: Sat Apr 14, 2018 6:03 pm Jann, like Genasi, were made up for D&D. The Jann were either the Earth-based genies or the offspring of mortals and genies, I can't remember. But folklore only includes Djinn, Ifrit (Efreet), and Marid, although any actual differences between them were probably academic. The Ifrit were creatures of "smokeless fire," and I think the Djinn were air creatures and the Marid water creatures, but those again may be D&D classifications. I made a mess of genies for an urban fantasy game years ago, and that's how I broke them up. I was surprised that there was no official "earth" genie in the folklore.

Pathfinder uses Shaitan in that spot, D&D uses the Jann (if memory serves).
There's an earth genie, in D&D they're called Dao. In general the mythology about genies is way more complicated than it should be because what is described by many different names in the original Arabic tales gets a single word in many western languages.
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