Showing posts with label FotVH. Show all posts
Showing posts with label FotVH. Show all posts

Wednesday, 24 February 2016

Fire on the Velvet Horizon, 'Ice Age Eye to Imperator Ape' IMPERATOR APE OR EAGLE APE

IMPERATOR APE or EAGLE APE

OLD SCHOOL

Armour as chain, Move 45' land, 30' brachiating , 15(+3) Hit Dice, 108 hp,  fists 1d10+6, beak rend 1d8+6, Morale 12 (Fearless).

Treasure- The hide of an Imperator Ape is worth anywhere from 20,000 gp to a 100,000 gp. Roll a d10. 1-5 hide is mangled and unrecognisable. 6-7 20,000 gp. 8 40,000 gp, 9, 70,000gp 10 100,000 gp

3 attacks- fist, fist, beak

Immune to charm, sleep, confusion and fear effects.

Relentless- When reduced to half HP, the Imperator enters a ferocious battle fury. If the Imperator hits with either fists or beak, it may make another attack immediately with the appendage that scored the initial hit. It may do this repeatedly until it misses. This ability lasts until death.

Unstoppable- When reduced to 0 hp, the Imperator remains in the battle if it is able to make a save vs death. It rolls as a 15th level fighter.It must make this save everytime it receives damage from this point. At -50 hp, it dies regardless.

Perfect Vision- The Imperator can see with perfect clarity over any distance.



5E

Imperator Ape - AC 16, HP 195, Spd. 45ft land, 30ft brachiating, +12, 2d8+6 fist, beak rend 1d12+6,   CR 18, 20,000 xp

S+6/D+3/C+3/I 0/W 0/C-4


Multi Attack: Two fists and a beak

Relentless-same as above.

Unstoppable-at 0hp, the Imperator may stay in the battle if it succeeds with a DC-12 Constitution save. Everytime it receives damage from this point, it must make a further Constitution save. It dies regardless, upon reaching negative 100 hp.

Immune to affects that cause charm, sleep, confusion or fear effects.


Legendary Actions

Pummel-Imperator Ape makes an attack against the nearest foe with a fist. Cost- 1 action

Swipe-Imperator Ape swats a foe off the ground with a bunched fist. Make an attack against an opponent engaged in melee. On a successful hit, damage is dealt and the target must make a successful Strength save, DC 18, to avoid being knockd prone and backwards 10 feet. Cost- 2 actions

Supreme Rush-Imperator Ape charges at a foe, up to twice its movement rate away in feet. Against that foe, tt makes a beak or fist attack at advantage. Also, until its next turn, it gains damage resistance to piercing, slashing and bludgeoning attacks. Cost- 3 actions





Fire on the Velvet Horizon, 'Ice Age Eye to Imperator Ape' ICE AGE EYE

Ice Age Eye

OLD SCHOOL

Armour as plate, Move 40', 18 Hit Dice, HP 135 , 4d10 dam (1 Trample), Morale 11.

Treasure: . The fur of an Ice Age Eye is worth 100 GP a sack. Theoretically one Ice Age Eye has about 30 sacks worth of fur to donate. Any cloak made from such fur, will provide immunity to the worst ravages of Winter.

Immune to cold damage.

White Gaze: Save vs Magic -3 else fall asleep for d6 turns. Anyone meeting the gaze of the Ice Age Eye is subject to this effect, making the save at the beginning of their turn.

The gaze also stills heat in general. Fires reduce in intensity by one category per round. From forest fire, to housefire, to bonfire, to camp fire, to torch, to candle flame, to ember, to exstinguishment.

Could a volcano resist the Ice Age Eye? That's up to the GM.

  

Epochal Chains: The Ice Age Eye produces chains capable of freezing just about anything. Any object the Ice Age Eye chooses to bind, begins to freeze rapidly. This can be as small as a leaf or as large as an ocean. Six, 5 mile hexes per day may be frozen. They must be connected to the Ice Age Eye. Freezing a city might take an hour or so. The target climate shifts to arctic.
Chains can be melted with fire or will melt on their own. A large, hex scaling chain, might take up to 2 weeks to melt if subjected to fire (eg. bonfires built along its length). If struck by lightning, the chains greatly weaken. A group of four wizards or clerics, wielding magic lightning, can destroy up to a hex worth of chains per day. Upon breaking the chain between the Ice Age Eye and the bound target/hex, the climate returns to normal by the next morning.
 If a chain is directed at a living being (which is rare, it freezes mainly what it loves), a save vs paralysis must be made to avoid binding. If bound, a save vs death at -4 must be made to avoid instant flash freezing and sudden death. This counts as the Ice Age Eye's attack.  


5E

Ice Age Eye- AC 17, HP 270, Spd. 40ft  +12, 5d10 dam (trample),    XP CR 14 XP 11,500

S+6/D-2/C+4/I+1/W+2/C 0


Legendary Resistance: Ice Age Eye may choose to pass a failed save; 3/day

Immunities- Immune to cold damage. 

 White Gaze- DC-18 Wisdom save, else fall asleep for d6 turns. Anyone meeting the gaze of the Ice Age Eye is subject to this effect, making the save at the beginning of their turn.

Epochal Chains- As above. If a chain is directed at a living being (which is rare, it freezes mainly what it loves), a DC-15 Dexterity save, must be made to avoid binding. If bound, a DC-18 Constitution save must be made to avoid instant flash freezing and sudden death. This counts as the Ice Age Eye's attack.




Monday, 25 January 2016

Fire on the Velvet Horizon, 'Geisha Spore-Glyphapillar', GLYPHAPILLAR

Glyphapillar

OLD SCHOOL

Unarmoured, Move 5' 1 HD, HP1 , 0 damage, Morale 7.

Warding Gaze: Anything the Glyphapillar stares at, if it has a mind, cannot approach closer than 5'. This is theoretically close enough to be struck with a longsword or larger. However, with each Glyphapillar present, this range increases by 5'. 

They appear in colonies of d100. (I came to this conclusion after noting that
Eriogaster lanestris, appeared in colonies of several hundred. Glyphapillars are maybe bigger and certainly magical, so I scaled it down a bit)

A certain combination of scents, grants an individual the ability to move freely amidst the Glyphapillar's collective gaze. This may be derived from the 'Black Bark', that is, a genus of tree enjoyed by the Glyphapiullar. This is however...uncertain.

Ashkott Glyphapillar: Burning a Glyphapillar, transforms it into a Vitellary. 





5E

Glyphapillar- AC 6, HP 2, Spd. 5ft +0, 0 Damage    XP 10  CR 0

S-6/D-4/C 0/I-3/W 0/C-4

Warding Gaze: As above, only note that a sngle Glyphapillar may look upon a target as part of their move but, must then take an action to change targets. A single Glyphapillar has a Passive Perception of 12. This increases by 1 for each Glyphapillar present, to a maximum DC of 30.

All else as above. 


Fire on the Velvet Horizon, 'Geisha Spore-Glyphapillar', GEYSER LORD, ORACLE OF THE VENT, FUMEROLE LICH

Geyser Lord

OLD SCHOOL

Armour as plate and shield, Move 0' (though may disengage to vent lair), 30' when surrounded by water of home vent, 14 Hit Dice, HP 94 , 1d12 dam (Scalding Spray), Morale 10.

Immune to fire damage. Half damage from magical fire. 

Spell Use: Geyser Lord knows spells deemed appropriate for a 14th level magic user. Some are more powerful, knowing and casting spells as an 18th level magic user.

Boiling Column :  The Geyser Lord is enveloped within a poisonous, scalding, torrent of water.  Anyone attacking must save vs poison or become Ill for d6+1 days. Furthermore, d12 damage is taken automatically, due to the searing heat.

Unavoidable Fate: Given the correct offerings,  the Geyser Lord will set you forth upon a heroic path that may be tragic, glorious or both. Roll on the following tables. Replace with your own entries as they are used up.

When you...

1. See the unfurling of the carnellion sail
2. Taste the 'Seeing Bark' 
3. Smell the crushed black poppies
4. Hear three eagles at midnight
5. Receive the gift of the spider 
6. Cause the saddest one to laugh
7. Die the little death
8. Are accused of the Lord's crime. 

You will...

1. Travel to the source of the great river.
2.  Journey to the Temple of Three Errors.
3. Journey to the Tree of the Lonely God.
4. Find the pool where the women go to drown.
5. Seek the counsel of the reptile oracle.
6. Travel to frozen Joten Lodge.
7. Go before the cracked temple.
8. Find the crimson pastures.

Once there,  you will be tasked to:

1. Marry the hideous Goblin Princess 
2. Poison the paladin Regent. 
3. Destroy the sad Golem called Tashok the Grinder
4. Murder the saintly children of the Duke.
5. Find the crown of delight.
6. Sack the temple of love.
7. Ruin the great artist's masterpiece.
8. Apprentice oneself to the Lonely archangel and steal his grimoire.

Upon accomplishing this, the character will achieve a dream appropriate to his/her character. This ought to be determined at the point of asking. There exists an 80% chance that the prophecy will end in the violent death of the character.  This will be expressed in pelucid fashion thusly:

1. Nothing that breathes will ever halt your assent. 
2. Beware the friend without blame.
3. As the Sun shines, so shall the glory be yours. 
4. The bride shamed, will be your damnation.
5. There shall be no curse more terrible than love.
6. Beneath the idol with your mother's face, sorrow will find you. 
7.  One final ascent beyond the clouds and you are gone. 
8.  In your dreams,  they will find you. 

The prophecies always come true unless the Geyser Lord is destroyed. If any result should see the character die before his/her destiny is  fulfilled, pass that death onto the most important NPC in that character's life. If there are none,  it's PC time. Everybody knows that the Geyser Lord's prophecies are inevitable.  It'll serve them right. 

Funerole Lich

Becomes undead.  Can only be hurt by +2 weapons or greater.  Casts as a 20th level caster. Gains a 20' land speed.  
  


5E

Geyser Lord- AC 19, HP 125, Spd. 0ft (though may disengae to vent lair)/30 ft in water +9, 3d6 dam (scalding spray),    XP 13,000 CR15 (Geyser Lord) XP 24,000 CR 20 (Fumerole Lich)

S+1/D+1/C+3/I+5/W+5/C+1


Legendary Resistance: Geyser Lord may choose to pass a failed save; 3/day
Immunities: Immune to fire and posion damage. Half damage from magical fire.


Spell Use: Geyser Lord knows spells deemed appropriate for a 14th level sorcerer. Some are more powerful, knowing and casting spells as an 18th level sorcerer .

Boiling Column :  The Geyser Lord is enveloped within a poisonous, scalding, torrent of water.  Anyone attacking must pass a DC-18 Constitution save or become nauseous  for d6+1 days. Furthermore, 3d6 damage is taken automatically, due to the searing heat.

Unavoidable Fate: see above. 

Fumerole Lich: An undead Geyser Lord casts spells as a 20th level sorcerer. It becomes undead and gains immunity to charm, non-magical weapons, sleep, paralysis and blindness. It gains a 20ft land speed.



Legendary Actions:

Cast a cantrip: Costs 1 action. 

Vent gasses:  vents poisonous steam into the chamber. Everyone within 50 feet must make a DC-15 Constitution save to avoid nausea.  Victim can repeat save each turn to shake it off. 2 actions.

Searing Torrent: 6d6 30' cone heat/bludgeoning damage.  DC-15 Dexterity save for half damage. 2 actions

Master Sorcerer: Cast a 2nd level spell. 3 actions







Lair Actions

The actual lair of the Geyser Lord, is the boiling, underground vent. To challenge it here, one must be able to breathe water,  resist heat, resist poison  and resist extreme pressure. Needless to say,  it dwells within a hostile and alien environment. Without these precautions, expect to take 3d10 damage/round due to boiling water, make a DC-20 Constitution save to avoid gaining a level of fatigue each round due to the pressure and a further DC-15 Consitution  save/round to prevent nausea and 4d6 poison damage

Obfuscating Cloud: Geyser Lord provokes a an underwater fog of sediment.  Acts as darkness in a 100' radius sphere.  The Geyser Lord can see through this cloud normally.

Vent Thing: Geyser Lord manifests a Vent Thing, essentially a small water elemental, entirely under the Geyser Lord's control. Vent Things are toxic. Upon a successful hit,  make a DC-10 Constitution save to avoid nausea. This save may be repeated each round.

Voice of Fate: Geyser Lord marks an opponent. Target must use their best attribute save (representing their heroic potential) to beat DC-18. Failure indicates that the character suffers disadvantage on all subsequent rolls until the Geyser Lord is slain or chooses to mark another character.



Fire on the Velvet Horizon, 'Geisha Spore to Glyphapillar', GLYPHAPILLAR

Geisha Spore

OLD SCHOOL

Unarmoured, Move 30' land/15'air (when caught on breeze), 1 Hit Dice, HP 3 , 1d3-1 damage, or by weapon -1 Morale 12.

Kiss: The Geisha Spore rarely attacks to cause damage (it only does so if ordered). It generally attempts to kiss, at first with the illusion of consent, but thereafter whenever the target is not paying attention. If the target is not paying attention to the Geisha Spore, it will surprise on a 2 in 6. It only ever attempts to kiss humans.

Fungal Infestation: Save vs Poison -2. Failure results in contamination. Geisha Spore dies either way.
  • Initial effects are minor iirritation. -1 to combat rolls for d3 hours. Phase 1 initiates in d12+2 days. Cure Disease will remove the spore at this point.

  • Phase 1- replacement of muscles and joints with fungal mass. +3 Strength. +3 Constitution. A Remove Curse spell at this point, can still save the victim. Phase 2 initiates in d12+2 days.


  • Phase 2- Replacement of brain. Character dies, but is not cognisant. Resurrect would restore the victim at this point.


  • Upon the arrival of the next storm, facsimile character dies, more spores are released, as described in FotVH.
  •  
     
5E

Geisha Spore- AC 11, HP 6, Spd. 30ft/15 ft in air when caught on initial breeze +4, 1d3-1 damage or by weapon -1,    XP 400 CR 2

S-1/D+1/C 0/I-2/W-3/C+1

 Kiss: The Geisha Spore rarely attacks to cause damage (it only does so if ordered). It generally attempts to kiss, at first with the illusion of consent, but thereafter whenever the target is not paying attention. If the target is not paying attention to the Geisha Spore,it makes a stealth check+3 in an effort to beat the targets passive perception. It surprises its victim if successful.

Fungal Infestation: DC-15 Constitution save. Failure results in contamination. Geisha Spore dies either way.
  • Initial effects are minor iirritation. disadvantage to combat rolls for d3 hours. Phase 1 initiates in d12+2 days. Cure Disease will remove the spore at this point.

  • Phase 1- replacement of muscles and joints with fungal mass. +3 Strength. +3 Constitution. A Remove Curse spell at this point, can still save the victim. Phase 2 initiates in d12+2 days.


  • Phase 2- Replacement of brain. Character dies, but is not cognisant. Resurrect would restore the victim at this point.


  • Upon the arrival of the next storm, facsimile character dies, more spores are released, as described in FotVH.







Tuesday, 5 January 2016

Fire on the Velvet Horizon, 'Eclipse Lich to EoNian Wyrm' EONIAN WYRM

EONIAN WYRM
OLD SCHOOL
Armour as plate and shield, Move 100' Flying/Ground/Swim/Tunnel, 30 Hit Dice, 270 HP,  4d12 Dam (Dark Coils) 4d8 Dam (Devouring 'Maw') Morale 12

4 Attacks (3 Dark Coil, 1 Maw/1 Constrict)

Constrict. The Wyrm  can make one constriction attempt instead of a Devouring 'Maw' effort. 4d12 damage and target must save vs paralysis to avoid being grappled. Grappled target takes 4d12 damage each round and the Wyrm may continue to make attacks on others around it (it's a mile or so long). Grappled victim may attempt to free itself with a Strength check at -8 at the beginning of its turn.

War of the Monsters. The Wyrm can effectively force conflict between itself and any Titan, Demon or Old One. They must Save vs Magic at -8 to resist.

Frightful Presence. Save vs Paralysis or be stunned for d3 rounds.

Swallow. Makes one Devouring 'Maw'  attack upon a target of huge or smaller. Target must make a save vs Death at -2 to avoid being swallowed.  They take 9d6 damage at the start of each Wyrm turn.

Seize the Darkness. If underground, in space, in the night or otherwise surrounded by darkness, the EoNian Wyrm may repair itself of 8d6 HP. Leaves a space absent of anything for 24 hours.


5E
EONIAN WYRM - AC 24, HP 820, Spd. 100ft Flight/Ground/Swim/Tunnel, +19, 6d12+10 dam (Dark Coils), 5d12+10 (Devouring 'Maw')    XP 155,000 CR 30
S+10/D 0/C +10/I 0/W+8/C 0


Immune to fire, poison, bludgeoning, piercing and slashing from non-magical weapons. Cannot be blinded, charmed, frightened, paralysed or poisoned.

Legendary Resistance (3/Day). If the Wyrm fails a saving throw, it can choose to succeed instead.

Destroyer. The Wyrm deals double damage against structures.

Multi Attack.The EoNian Wyrm can use its Frightful Presence. Then The Wyrm attacks 5 times with its endlessly rotating, grinding coils before making a Devouring Maw attack or a Swallow attack.

Constrict. The Wyrm  can make one constriction attempt as a bonus action.  +19 to hit, deals 6d12+10 damage and target is grappled. DC-22 to escape.

War of the Monsters. The Wyrm can effectively force conflict between itself and any Titan, Demon or Old One that is of at least CR 25. Target must succeed in an opposed Wisdom check to resist. If the target fails, it must abandon whatever it is currently doing to face the Wyrm in battle.

Frightful Presence. Any creature within a mile of the EoNian Wyrm must succeed at a DC-24 Wisdom save else become frightened for 1 minute. Those affected can repeat the saving throw at the end of each turn. Passing the save grants immunity to Frightful Presence for 24 hours.

Swallow. Makes one Devouring 'Maw'  attack upon a target of huge or smaller. Target must make a DC-18 Dexterity save to avoid being swallowed. Swallowed creatures are blinded and restrained. They take 18d6 damage at the start of each Wyrm turn.

Legendary Actions:

Tail Lash. The Wyrm makes one Dark Coil attack.

Surge. The Wyrm moves up to half its speed in any direction. If it chooses to tunnel, it vanishes from sight, drawing all of its mile long body behind it in a maddening instant.
Seize the Darkness (Costs 2 actions). If underground, in space, in the night or otherwise surrounded by darkness, the EoNian Wyrm may repair itself of 16d6 HP. Leaves a space absent of anything for 24 hours.