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paperanddice · 1 day
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How to get really good at TTRPG's: Every time the dice give you a bad number, get really really pissy and angry. It's morally reprehensible to roll badly and it means you are a bad player and ruining everything
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paperanddice · 1 day
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Gilded devils are the personal servants of the archdevil Mammon, lord of greed. Seemingly crafted out of gold and other precious materials, though after destruction it's revealed that they're just tin and other low value material disguised as valuables. They tempt and corrupt with promises of wealth and the power it can bring, providing coin and treasure straight from Mammon's vault in exchange for deals. They will disguise themselves as advisors, merchants, and wealthy nobles to best appeal to their next victim, though no matter the guise they take they will always wear some kind of ornate and valuable piece of jewelry. This is at least partially for defense, as they can shape their ornament into a magical flail, but it's also just out of vanity and a love of treasure. Wearing any kind of jewelry or valuable around a gilded devil is dangerous, as they can warp such things into vicious spikes that drive into the wearer's body, puncturing ears, mangling fingers, or crushing throats.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Gilded Devil Creature 7 Medium, Devil, Fiend, Unholy Perception +15; greater darkvision Languages Celestial, Common, Draconic, Infernal, telapathy 100 feet Skills Acrobatics +15, Athletics +16, Crafting +17, Deception +16, Diplomacy +16, Religion +15, Society +15, Thievery +15 Str +3, Dex +2, Con +3, Int +2, Wis +4, Cha +3 Items coin mail, jewelry worth 1,000 gp AC 24; Fort +14, Ref +13, Will +17; +1 status to all saves vs. magic HP 125; Immunities fire; Resistances physical 10 (except silver), poison 10; Weaknesses holy 10 Speed 25 feet Melee war flail +14 (disarm, magical, sanctified, sweep, trip), Damage 2d10+4 bludgeoning plus 1d6 spirit plus Scourge of Avarice. Melee claw +13 (agile, magical, sanctified), Damage 1d6+4 slashing plus 1d6 spirit Divine Innate Spells DC 23 ; 6th scrying; 5th illusory object (at will), translocate; 4th suggestion, translocate (at will); 3rd illusory disguise (at will); Divine Rituals DC 23; infernal pact Betrayal of Riches [2 actions] (divine, polymorph) The devil attempts to transform up to two pieces of nonmagical precious material worth at least 50 gp into twisted barbs and spikes. A creature wearing or carrying an item transformed this way must attempt a DC 23 Will save. The devil can't use Betrayal of Riches again for 1d4 rounds. Critical Success The item is unaffected and is temporarily immune for 24 hours. Success The creature takes 1d8 piercing damage. Failure The creature takes 2d8 piercing damage and Twisted Jewelry for 1 minute if appropriate. Critical Failure The creature takes 4d8 piercing damage and and Twisted Jewelry for 6 hours if appropriate. Scorn Base Metals (divine) The devil's Strikes ignore the item bonus to AC granted by nonmagical armor made of bronze, iron, steel, or other non-precious metals. Scourge of Avarice [1 action] (divine, polymorph) The devil forms 1,000 gp worth of jewelry or coins into a +2 striking war flail. A creature hit by a Strike by this weapon must attempt a DC 23 Will save, becoming stupified 1 for 1 minute on a failure (stupified 2 on a critical success). The flail reverts to its base components 1 minute after leaving the devil's grasp, or upon the devil's death. Twisted Jewelry A creature that fails or critically fails its save against Betrayal of Riches while wearing the targeted item takes an additional effect based on where the item was worn. Arms The creature is enfeebled 1. Hands The creature drops anything it was holding and is clumsy 1. Ears The creature is deafened. Eyes The creature is blinded. Head The creature is stupified 1. Feet The creature takes a -10 foot status penalty to its speed. Neck The creature is stunned 1 and unable to breath for 1 round. Voracious Greed [1 action] (divine, healing) The devil consumes non-magical jewelry or coinage worth up to 1,000 gp. For each 200 gp consumed, it heals 1d8 hit points. The devil can attempt to consume items worn by a creature it is grappling by making an Athletics check against the creature's Fortitude DC. On a success it can consume a single worn item (two items on a critical success).
13th Age
Gilded Devil 5th level spoiler [devil] Initiative: +8 Scourge of Avarice 8 vs. AC – 15 damage. Natural Even Hit or Miss: The target takes a -2 penalty to MD (save ends). R: Betrayal of Riches +8 vs. MD (1 or 2 nearby enemies) – 8 damage and the target is hampered (save ends). Natural 16+: The target is weakened and hampered (save ends both). Limited Use: 1/battle. Must target an enemy wearing some amount of jewelry. Devil’s Due (Voracious Greed): When you choose to add the escalation die to an attack against a gilded devil, you lose 2d6 gp and the devil regains that many hit points before taking any damage. Scorn Base Metals: An enemy wearing metal armor uses its unarmored AC against the gilded devil. Resist Fire 13+. AC 21 PD 19 MD 19 HP 66
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paperanddice · 4 days
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Crystalline devils are covered in shards of gemstone, each one uniquely studded with different sizes, shapes, and colors. Their heads tend to be particularly heavily covered, jagged shards of crystal for teeth (though their mouths aren't large enough to be effective weapons), as well as their hands to provide jagged claws. They can be surprisingly stealthy despite this, and are skilled infiltrators by a simple means; they disguise themselves as a valuable gemstone, and allow themselves to be picked up and brought into high security locations to observe. Few even attempt to resist the allure of a found treasure, and crystalline devils are good at positioning themselves to naturally be found in their environment. Whether within a cache of treasure, or slipping into the treasury of a noble, they will pick out a useful and easily manipulated target and use their telepathy to encourage actions that benefit its goals. Whether short term (murder and betrayal) or long term (information gathering and sabotage of opposed organizations), the devil can maintain its position for years if careful.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Crystalline Devil Creature 6 Medium, Devil, Fiend, Unholy Perception +13; greater darkvision Languages Celestial, Common, Infernal, telepathy 100 feet Skills Athletics +14, Deception +14, Religion +12, Stealth +11 Str +4, Dex +1, Con +4, Int +2, Wis +1, Cha +2 AC 24; Fort +16, Ref +13, Will +15; +1 status to all saves vs. magic HP 96; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5 Speed 25 feet Melee claw +16 (agile, magical, sanctified), Damage 1d4+6 slashing plus 1d6 spirit Divine Innate Spells DC 22 ; 5th translocate; 4th suggestion, translocate (at will); 1st command (at will); Divine Rituals DC 22; infernal pact Change Shape [1 action] (concentrate, divine, polymorph) The devil takes the form of a Tiny gemstone that appears to have a value of 500 gp. If, while transformed, the devil takes any action other than the purely mental (such as Recall Knowledge), it immediately reverts to its original form. Until then, it can use Deception to Impersonate the gemstone. Crystalline Spray [2 actions] (divine) The devil sprays shards of crystal in a 15-foot cone that deals 10d4 piercing damage to all creatures in the area (DC 24 basic Reflex save). It can't use Crystalline Spray again for 1d4 rounds. Sneak Attack The devil deals 1d6 extra precision damage to flat-footed creatures.
13th Age
Crystalline Devil 5th level wrecker [devil] Initiative: +7 Jagged Gemstone Claws +10 vs. AC (2 attacks) – 11 damage. C: Crystalline Spray +10 vs. PD (1d3 nearby enemies in a group) – 13 damage. Limited Use: 1/battle, recharges when an enemy critically hits the devil with an attack. Devil’s Due (Command): When you choose to add the escalation die to an attack against a crystalline devil, after the attack it forces you to move as a free action to a nearby spot of its choice. Free-Form Ability – Betraying Carbuncle: A crystalline devil can disguise itself as a valuable looking gemstone. It detects as magical, but can’t be damaged or destroyed in this form. It is fully aware of its surroundings, and can transform back at a moment’s notice. It’s a DC 30 check to recognize the gemstone as a disguised devil, and failure to do so means the devil can suddenly join any battle while it’s being carried around, or launch a surprise attack, getting a +2 bonus to attacks on the first round after it transforms. Resist Fire 13+. AC 22 PD 18 MD 16 HP 66
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paperanddice · 6 days
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Marsh giants dwell in desolate swamps, shunning the Icons and other giants for their chosen gods. Most marsh giants worship brutal, violent gods, ones avoided by the Priestess and even the Crusader. They are not organized or militant enough to appeal to the Crusader, instead being insular and petty, sacrificing captured travellers in the hopes of getting enough power to rise up against the Icons. So far, this hasn't panned out greatly, though some marsh giants are being born with powerful mutations such as scales, tentacles, and occasionally even powerful innate magics, so perhaps someday the marsh giants may rise up to greater influence.
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Marsh Giant Large 6th level troop [giant] Initiative: +8 Vulnerability: Lightning Hooked Gaff +11 vs. AC – 35 damage. Natural Even Hit: The target also takes 10 ongoing damage. Natural Even Miss: 15 damage. R: Thrown Rock +9 vs. PD (one nearby enemy or far away enemy at -2 atk) – 30 damage. C: Watery Curse +11 vs. MD (one nearby enemy) – The target is weakened any time its in contact with water (save ends). Limited Use: 1/battle. Swimmer. AC 20 PD 20 MD 16 HP 210
Rune giants are the creation of a previous Archmage, fusing together several powerful types of giants and forging powerful magical runes into their flesh. These runes grant protection from elements and can unleash great showers of elemental energy, but most importantly they allow rune giants to take control of other giants. Frost, fire, stone, cloud, and even storm giants fall under the sway of a rune giant's magic. This Archmage used his armies of enslaved giants to create a powerful empire for himself, but fell when his rune giant followers rebelled. The rune giants then splintered, as they may be nearly immortal but have no way of creating new members of their species, and in the Ages since their numbers have dwindled. Now just a few exist hidden in the edges of the world, each with a small empire of giants under their control, with failing hopes to become true kings.
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Rune Giant Huge 12th level leader [giant] Initiative: +18 Giant Runic Blade +17 vs. AC (up to 3 nearby enemies) – 90 damage. Natural Even Hit: The target is vulnerable to attacks from giants (save ends). Miss: 45 damage. R: Thrown Spear +17 vs. AC (2 attacks against nearby enemies, or far away enemies at -2 atk) – 80 damage. Miss: 40 damage. C: Rune Shower +17 vs. PD (1d4 nearby enemies) – 120 cold, fire, or lightning damage (same type for all targets). Natural Even Hit: The target is also hampered (save ends). Miss: 60 damage of the chosen type. Limited Use: 1d3 times per battle, never two turns in a row. Command Giants: As a standard action, the rune giant can command two nearby lower level giant allies to make melee basic attacks as a free action. Resist Cold, Fire, and Lightning 14+. AC 28 PD 26 MD 25 HP 950
Inspired by the Pathfinder 1e Bestiary 2. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
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paperanddice · 8 days
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Chort devils enforce bargains that mortals try to escape, and destroy reputations of zealous foes. They make bargains themselves as well, offering power and rewards to the desperate, but other devils who have been foiled in their pacts will approach a chort to ensure that those who try to escape the consequences of their deal are dealt with. Often, a chort will do so simply by teleporting into the bargainer's home and make public proclamations of their bargain, reading the full deal and focusing on embarrassing details. Rivals ruined, love ensnared, political power gained, costs paid. Even if they escaped their payment, their reputation and image will be destroyed, as everyone knows what they've done.
Alternatively, those resistant to being manipulated into a pact may find their reputation shredded by a chort's investigations. Damaging stories from their past come to light, real or false, rivals find sudden fortune to rise up, or most damning, crimes are pinned on them. A favorite of chort is to steal a paladin's weapon and use it to murder an innocent or pious person, leaving the weapon to be found. Even if the paladin is not officially accused, the act sours the paladin's reputation, taints a virtuous weapon, and creates discord among the chort's foes.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Chort Devil Creature 12 Medium, Devil, Fiend, Unholy Perception +23; greater darkvision Languages Celestial, Common, Draconic, Infernal; telepathy 100 feet Skills Athletics +25, Deception +23, Diplomacy +23, Intimidation +25, Religion +22, Society +22, Stealth +23, Legal Lore +24 Str +7, Dex +5, Con +8, Int +4, Wis +5, Cha +5 Items +1 striking ranseur AC 31; Fort +26, Ref +21, Will +21; +1 status to all saves vs. magic HP 255; Immunities fire; Resistances physical 15 (except silver), poison 15; Weaknesses holy 15 Speed 25 feet Melee flaming ranseur +25 (disarm, magical, reach 10 feet, sanctified), Damage 2d10+12 piercing plus 1d6 fire and 1d6 spirit Melee claw +24 (agile, magical, sanctified), Damage 2d6+10 slashing plus 1d6 spirit Divine Innate Spells DC 31, attack +23 ; 6th dispel magic, dominate, teleport; 5th divine immolation, translocate; 4th blazing bolt (at will), translocate (at will); 3rd haste; 2nd blur (at will); Divine Rituals DC 31; infernal pact Devilish Weapons A weapon used by a chort devil gains the effects of a flaming rune while the chort holds it.
13th Age
Chort Devil Double-Strength 8th level wrecker [devil] Initiative: +11 Flaming Polearm +13 vs. AC (2 attacks, can target nearby enemies) – 35 damage plus 10 fire damage. R: Scorching Rays +13 vs. PD (4 attacks, nearby targets) – 15 fire damage. Natural Even Hit: The target also takes 10 ongoing fire damage. C: Burning Pillar +13 vs. PD (1d3 nearby enemies in a group) – 50 fire damage. Limited Use: 1/battle, when the escalation die is 2+. Blurred Outline: 1/round, as an interrupt action when the chort devil is targeted by a melee or ranged attack, it can cause the attack to have a 20% chance of missing. Teleport: As a move action when the escalation die is even, the chort devil can teleport to a nearby or far away spot that it can see. Resist Fire 13+. AC 23 PD 22 MD 18 HP 242
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paperanddice · 11 days
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Living flesh wrapped in a nightmare of chains, gears, spikes, and wire, automata devil are overseers and guards. They watch prisoners and "workers" in infernal factories with eyes on the front and back of their head that have been sewn open so that they can never miss a single thing. They carry two whips that coil and squirm likes snakes and can scent treachery (or so it is said), which they lash out with to catch attempted escapees. Those who draw the ire of an automata are fed to its second mouth, a great jaw filled with spines and whirling gears in its stomach that shreds its victim to a fine mist.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Automata Devil Creature 10 Large, Devil, Fiend, Unholy Perception +18; greater darkvision Languages Abyssal, Celestial, Common, Infernal, telepathy 100 feet Skills Athletics +22, Intimidation +19, Religion +17 Str +7, Dex +3, Con +5, Int +0, Wis +2, Cha +4 Items +1 striking whip (2) AC 31; Fort +20, Ref +18, Will +20; +1 status to all saves vs. magic HP 140; Immunities fire; Resistances physical 10 (except silver), poison 10; Weaknesses holy 10 All Around Vision Attack of Opportunity [reaction] Frightful Presence (aura, divine, emotion, fear, mental) 10 feet, DC 27 Speed 35 feet Melee claw +22 (agile, magical, sanctified), Damage 2d6+7 slashing plus 1d6 spirit Melee jaws +22 (magical, sanctified), Damage 2d10+10 slashing plus 1d6 spirit Melee whip +23 (disarm, finesse, magical, nonlethal, reach 15 feet, sanctified, trip), Damage 2d4+13 slashing plus 1d6 spirit and Grab Divine Innate Spells DC 29 ; 5th command, toxic cloud, translocate; 4th suggestion, translocate (at will); 1st command (at will); Constrict [1 action] (sanctified) 1d12+13 slashing plus 1d6 spirit, DC 33 (grabbed by maw only) Maw Transfer [1 action] Requirement The devil has a creature grabbed. Effect The devil transfers the grabbed creature from its whip to its stomach maw or to its claws, or vice versa.
13th Age
Automata Devil Large 5th level blocker [devil] Initiative: +7 Whip +10 vs. PD (2 attacks) – 14 damage. Natural Even Hit: The devil can grab the target. The target takes 10 ongoing damage while grabbed. Punishing Maw +14 vs. PD (one grabbed enemy; includes +4 grab bonus) – 40 damage, and the ongoing damage while being grabbed by the devil increases to 20. Natural Even Miss: 20 damage. Natural Odd Miss: The grab ends. C: Pacifying Cloud +10 vs. PD (2d3 nearby enemies) – 5 ongoing poison damage, and the target takes a -5 penalty to disengage checks (save ends both). Natural 14+: The target is instead stuck (save ends). Natural 18+: The target is instead stunned (save ends). Limited Use: 1/battle. Devil’s Due (Fear): When you choose to add the escalation die to an attack against an automaton devil, you are dazed and don’t add the escalation die to any of your attacks until the end of your next turn. Whip Snag: Once per round, the devil can make a whip attack as a free action against a moving creature nearby it is not engaged with; on a natural even hit, the target is grabbed and the movement stops. AC 21 PD 18 MD 16 HP 136
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paperanddice · 11 days
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You don't have to call me out for my terrible networking.
anyone else seeing weird mysterious failures on Tumblr
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paperanddice · 13 days
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Faceless stalkers, also known as ugothols in their own language, are an artificially created shapeshifter. In their natural form they have leathery skin that ranges from grey to orange tones, and instead of a face they simply have a series of whorls and slits covering their head. Originally intended as spies that could infiltrate humanoid society, they were abandoned long ago by their creators and have been forced to figure out their own future. Their shapeshifting is a long, painful process, taking 10 minutes to copy a creature's form, and few ugothols enjoy being in such a form for long. Returning to their natural form brings a surge of relief and energy, one that can help them in combat for a few seconds. They are incapable of digesting solid foods, even when transformed, and subsist almost entirely on blood. In their natural forms they have three hollow tongues that coil out of the grooves on their face, which they use to draw out blood to feed upon. They can feed upon a creature in combat, but more often they prefer to target a sleeping creature for ease. Wrestling down live prey every time is an exhausting and dangerous process, after all.
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Faceless Stalker 2nd level spoiler [aberration] Initiative: +8 Brawl +6 vs. AC – 6 damage. Natural Even Hit: The faceless stalker can grab the target if it doesn’t already have anyone grabbed. Blood Drink +6 vs. PD (one grabbed, stunned, or unconscious enemy, does NOT include grab bonus) – 2 damage and the target is weakened (save ends). Disguise: The faceless stalker can take the form of any medium or small humanoid, but it takes 10 minutes to transform. Seeing through the faceless stalker’s disguise is a hard heroic tier skill check (DC 20). As a quick action it can return to its normal form; when it does so, until the start of its next turn it gains a +2 bonus to attack rolls, damage, and saving throws. AC 18 PD 14 MD 16 HP 32
Giant flies and maggots are just that. The maggots are born out of eggs planted into larger corpses, and grow quickly as they feed on as much carrion as possible. They will attack living creatures that get close enough, eternally hungry for any food that will sustain them. Once they reach about the size of a human adult, usually after about two weeks of steady eating, they enter a pupal stage and emerge forth as a giant fly. In adult form these creatures still primarily eat carrion, though as with their maggot form they are voracious enough to attack living creatures. Many often carry disease and harmful bacteria, in such heavy doses that it can sometimes shock the system of a person and even kill them instantly.
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Giant Fly 1st level mook [beast] Initiative: +6 Bite +6 vs. AC – 3 damage. Natural Attack Roll Above Target’s Constitution: The target is weakened until the end of its next turn. Flit: When a weapon attack misses the giant fly, it can pop free from any enemy it’s engaged with and move as a free action. Flyer. AC 16 PD 15 MD 10 HP 9 (mook) Mook: Kill one giant fly mook for every 9 damage you deal to the mob.
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Giant Maggot 0th level mook [beast] Initiative: +1 Bite +4 vs. AC – 2 damage. Natural Even Hit: The giant maggot grabs the target. Gnaw +9 vs. PD (one grabbed enemy; includes +4 grab bonus) – 5 damage. Group Ability: For every 4 giant maggots in the battle (round up), one of them can use regurgitate once during the battle. [Special Trigger] Regurgitate +5 vs. PD (one engaged enemy) – The target is dazed (save ends). Limited Use: 1/round, when the giant maggot takes damage. AC 15 PD 14 MD 9 HP 8 (mook) Mook: Kill one giant maggot mook for every 8 damage you deal to the mob.
Inspired by the Pathfinder 1e Bestiary 2. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
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paperanddice · 15 days
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Back in the 90s when the Dungeon Master's Guide would talk about changing race/class restrictions, it gave DMs a warning: be judicious about allowing new combinations and always do so as singular exceptions first, because if you allow gnome paladins, suddenly everyone will play nothing but gnome paladins.
I think they might have overestimated the allure of the gnome paladin a tad.
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paperanddice · 15 days
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Ia'Affrat is a towering smoky silhouette of a humanoid containing thousands of thumb sized wasps, all of which glow with the low light and heat of a smouldering coal. Created by Arbeyach to act as herald, Ia'Affrat has begun making plans to be his creator's successor as well. As Arbeyach's star falls, Ia'Affrat performs his duties as diplomat, spy, and assassin with increasing attentiveness, using these actions to increase his connection with other devilish powers. He has betrayed his master in a thousand small ways, not the least of which is his delight in decadence and gluttony. Unlike his strict, repressed master, Ia'Affrat indulges in comedy, drink, food, dance, torture and public humiliations. He devours, greedily and endlessly upon transient pleasures, seeking out new ones constantly, unlike the traditional and rigid Arbeyach. The lure of these pleasures, not found within Arbeyach's hive, may be what finally drives Ia'Affrat to make his ultimate betrayal, attempting to overthrow the Prince of Swarms to create a new, hedonistic hive to dwell at the center of.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Ia'Affrat Creature 15 Unique, Large, Devil, Fiend, Swarm, Unholy Perception +25; greater darkvision Languages Abyssal, Common, Draconic, Infernal Skills Acrobatics +26, Arcana +26, Deception +27, Diplomacy +27, Intimidation +27, Religion +25, Stealth +28 Str -4, Dex +5, Con +3, Int +5, Wis +4, Cha +6 AC 36; Fort +24, Ref +28, Will +27; +1 status to all saves vs. magic HP 215; Immunities fire, poison, precision, swarm mind; Resistances bludgeoning 10, piercing 15, slashing 15; Weaknesses area damage 15, cold 15, 15 holy, splash damage 15 Smoke Shroud (aura) 5 feet. Ia'Affrat is shrouded in a cloud of dark smoke that creates concealment in the aura around him. He can see through this smoke. A creature that begins its turn in the aura becomes sickened 2 (DC 34 Fortitude negates). A creature holding its breath (or that doesn't need to breathe), and any creature immune to poison is immune to the aura's sickened effect, but not the concealment. Speed 20 feet, fly 40 feet Divine Innate Spells DC 37, attack +29 ; 8th fireball, toxic cloud; 5th translocate; 4th breathe fire (at will), translocate (at will); 2nd invisibility (self only, at will); 1st enfeeble (at will); Abandon Body [1 action] Requirement Ia'Affrat is controlling a body with Infest; Effect Ia'Affrat leaves his host body, which dies instantly if it was a corpse, or is freed if it was alive. Ia'Affrat expands out from that space to his normal size. Ia'Affrat's Venom (fire, poison); Saving Throw DC 34 Fortitude; Maximum Duration 6 rounds; Stage 1 1d8 poison and 1d8 fire and clumsy 2 (1 round); Stage 2 2d8 poison and 2d8 fire and clumsy 4 (1 round) Infest [2 actions] (manipulate) Ia'Affrat animates the corpse of a Small, Medium, or Large humanoid that's not protected by gentle repose or similar magic, crawling into its mouth and other orifices. His size changes to that of the corpse and he loses his piercing and slashing resistances, fly Speed, Smoke Shroud, and Wasp Stings. He gains a fist melee Strike with a +28 attack modifier that deals 3d8 bludgeoning damage plus 3d8 piercing damage plus 2d8 fire damage and Ia'Affrat's venom. Ia'Affrat gains 80 temporary Hit Points when he Infests a corpse; when these temporary HP are depleted, the corpse falls apart and he Abandons the Body automatically. Alternately, Ia'Affrat can attempt to infest the body of an unconscious Small, Medium, or Large humanoid. The creature is affected as if by a possession spell, except it must attempt a DC 36 Fortitude save instead of a Will save. Since Ia'Affrat's body enters the targets, he is unaffected by the restrictions. When the possessed creature takes damage (except mental damage), Ia'Affrat takes damage equal to half that amount, but his immunities, resistances, and weaknesses still apply to the damage. Wasp Stings [1 action] Each creature in Ia'Affrat's space takes 6d8 piercing damage and 2d8 fire damage (DC 36 basic Reflex save). Any creature that fails its save is exposed to Ia'Affrat's Venom.
13th Age
Ia’Affrat Large 8th level spoiler [devil] Initiative: +14 Burning Stings +13 vs. PD (all engaged enemies) – 20 fire damage. Natural Even Hit: The target is also dazed and takes 15 ongoing poison damage (save ends both). First Failed Save: The target is weakened and takes 15 ongoing poison damage (save ends both). C: Whirlwind +13 vs. PD (1d4 nearby enemies) – 20 damage plus 20 fire damage. Natural Even Hit: The target is hampered until the end of Ia’Affrat’s next turn and loses its next move action. Limited Use: 1/battle, recharges when the escalation die first reaches 5. Flying. Inhabit Corpse: As a standard action, Ia’Affrat crawls into the body of a dead creature adjacent to him. He gains 70 temporary hit points, loses flying and weapon resistance, and can’t make burning stings or whirlwind attacks. He can make fists attacks as a standard action. When he loses all his temporary hit points, the body falls apart and he regains his normal stats. [Special Trigger] Fists +13 vs. AC (2 attacks) – 20 damage plus 15 fire damage. Natural Even Hit: The target is also dazed and takes 15 ongoing poison damage (save ends both). First Failed Save: The target is weakened and takes 15 ongoing poison damage (save ends both). Fire Resistance 13+. Weapon Resistance 16+: When a weapon attack targets Ia’Affrat, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. AC 22 PD 22 MD 20 HP 220
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paperanddice · 16 days
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does pathfinder2e let you be a weird lizard who bites chunks out of people? because dnd5e lets you do that and i like that about it
Pathfinder 2e actually lets you continue getting racial abilities as you level, and lets you select those abilities from a small list based on your Ancestry (because they stopped calling them Races)!
Not only can you be a lizard who bites people, you can invest a third of your abilities into being a weird lizard who bites chunks out of people
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paperanddice · 18 days
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Archdevil: Arbeyach
The archdevils in the Tome of Beasts have a similar issue as the demon lords did. Translating these powerful beings across systems reaches the breaking points of the different rule sets, as the power scales are strange. In Pathfinder, typical archdevils should be on the deity scale and thus beyond anything the system can support, so most of them won't get any creature stat blocks, instead just being statted out as gods. For 13th Age though, the scene is much stranger than the demon lords. All the arch-devils should be above the power of the regular devils, but the 13th Age pit fiend is a huge level 14 foe, the top of the standard power scale for the system. Even a weakening arch-devil like Arbeyach should be stronger than the greatest standard devil, so to stat them out requires going beyond the system's usual cap, which is a huge deal and a lot of effort. And stronger arch-devils would go further beyond it, so I think that even in 13th Age many of the archdevils are too powerful for proper stat blocks. Overall, the arch-devils may get much smaller treatment than the demon lords did.
But Arbeyach, as a weakened archdevil, will get a full creature stat block in both. He's the weakest of the archdevils, but still an exceptionally dangerous threat, and so only pretty high level parties can be expected to face off against the Swarm Prince and survive.
Pathfinder 2e
Arbeyach is the lord of decay, taking the form of insect hives. Locusts and worms are his imagery, but he has a deeply rigid and ordered mind and imposes that onto his followers and the world around him. He is exceptionally inflexible, even among arch-devils, and builds his realm in the model of a great hive, every single creature within it obeying a specific function and built to best follow it.
He is truly ancient, having come into being from a great swarm of vermin created by Baalzebub to devour some of the first mortal souls to reach Hell. These vermin fused to the soul energy, becoming something greater. Arbeyach was a vassal of Baalzebub for eons, before rising up and becoming a proper Duke of Hell through his victories and power. Over the eons however, his ambitions shifted and his views became more rigid and unyielding, unable to respond to changes in the universe around him, and eventually he weakened and was stripped of his title. Now barely stronger than a pit fiend, he must either grow or surely face destruction at the hands of a rival.
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Arbeyach Creature 21 Unique, Large, Devil, Fiend, Unholy Perception +38; greater darkvision, true seeing Languages Celestial, Common, Draconic, Infernal, scent communication 120 feet, telepathy 100 feet Skills Athletics +37, Deception +40, Diplomacy +38, Intimidation +38, Nature +38, Religion +36, Society +35, Stealth +36 Str +6, Dex +5, Con +7, Int +4, Wis +5, Cha +7 Scent Communication (olfactory) Arbeyach can communicate through pheromones with spawns of Arbeyach and arthropods (insects, spiders, scorpions, and similar invertebrates) within 120 feet. Mindless arthropods and spawn of Arbeyach cannot attack Arbeyach while within this range unless magically controlled. He can attempt to counteract any effect controlling an arthropod or spawn within this range as an action with the concentration and olfactory traits (counteract rank 10, counteract modifier +36). AC 46; Fort +38, Ref +34, Will +36; +1 status to all saves vs. magic HP 465; Immunities fire, poison; Resistances physical 20 (except silver); Weaknesses holy 20 Aura of Virulence (aura, divine) 120 feet. Creatures in this aura lose all resistance and immunity to poison. Any creature not resistant or immune to poison inside the aura instead gains vulnerable 20 poison and has a -2 status penalty to all saves against poison. Frightful Presence (aura, divine, emotion, fear, mental) 20 feet, DC 44 Speed 35 feet, burrow 20 feet, climb 35 feet, fly 80 feet Melee jaws +37 (magical, poison, sanctified), Damage 4d8+16 piercing plus 2d6 poison and 2d6 spirit and Arbeyach Rot Melee claw +37 (agile, magical, poison sanctified), Damage 4d6+16 slashing plus 2d6 poison and 2d6 spirit Divine Innate Spells DC 44, attack +36 ; 10th gate, massacre; 9th dispel magic (at will), divine decree (at will), toxic cloud (at will); 5th translocate (at will); Constant true seeing Divine Ritual Spells DC 44 , 10th infernal pact, wish (1/year); Arbeyach Rot (curse, poison, virulent) Mindless arthropods (insects, spiders, scorpions, and similar invertebrate) are hostile to a creature, and it can't recover from drained until Arbeyach Rot is cured. Saving Throw DC 44 Fortitude, Stage 1 Drained 1 and can't regain hit points except by magic (1 day); Stage 2 Drained 2 and can't regain hit points except by magic (1 day); Stage 3 Drained 3 and can't regain hit points except by magic (1 day); Stage 4 Drained 4 and can't regain hit points except by magic; Stage 5 Dead, and the creature's body transforms into a hellwasp swarm. Vermin Breath [2 actions] (divine, poison) Arbeyach exhales vermin that deals 17d8 poison damage in a 120-foot line (DC 44 basic Fortitude save). A creature that fails this save is also exposed to Arbeyach Rot. Arbeyach can't use Vermin Breath again for 1d4 rounds.
He still has some power from his time as a proper archdevil however, and is something of a god. While his followers are few and far between, as the Prince of Swarms cares little for mortals and their individual minds, some few can still find the power this former archdevil granted.
Areas of Concern decay, vermin Edicts bring order and structure to existence in every way, eliminate disorder Anathema undermine the hive, promote individuality Divine Attribute Constitution (Arbeyach is inflexible, you do not have a choice)
Devotee Benefits Cleric Spells 1st: ant haul, 3rd: insect form, 5th: subconscious suggestion Divine Font heal Divine Sanctification must choose unholy Divine Skill Society Domains cities, family, toil, tyranny Favored Weapon spiked gauntlet
13th Age
Arbeyach is an exile from wherever the devils originated from. Apparently formerly some great power within the devil's structure, he now builds a great hive on the outer edge of the Dragon Empire, creating himself a new basin of power. He hates the disorder and chaos of the world, rigid and unyielding in his vision, and all he sees must conform to the structure and order of his ideal world. Few devils support him, lending more evidence to his lack of authority within their system, but some number seem to have been exiled with him and find a spot within his hive. His true goal is to turn the whole world into a single hive under his control, removing all individuality and conflict, but without the full structure of the devil hierarchy aiding him he must do it himself. Of course, with how powerful he is still, few could hope to stop him anyway.
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Arbeyach Large 15th level spoiler [devil] Initiative: +21 Creature of Legend Arbeyach can take two standard actions on each of his turns. He can’t use the same action twice on the same turn. Curse Bite +20 vs. AC – 75 damage plus 50 ongoing poison damage. Natural Even Hit: The target is also weakened as long as it’s taking the ongoing damage. A creature that dies while weakened this way bursts into an apocalypse swarm (see below). Miss: 50 poison damage. Diseased Claws +20 vs. AC (2 attacks) – 50 damage plus 20 poison damage. Natural 14+: The target also takes 20 ongoing poison damage. Contagion +20 vs. PD – Ongoing 75 poison damage and one of the following effects (determined at random): confused, stunned, vulnerable to all damage, weakened (save ends both). C: Vermin Breath +20 vs. PD (1d4 nearby or far away enemies) – 85 poison damage and the target is hampered (save ends). Natural Even Hit or Miss: An apocalypse swarm forms next to the target (see below). Miss: 40 poison damage. Limited Use: 3/battle, never two turns in a row. C: Cloudkill +20 vs. PD (1d4+1 nearby enemies) – 50 poison damage. Cloud: The cloud persists until the end of Arbeyach’s next turn. Any creature targeted by this attack takes 50 damage if it ends its turn without moving out of the cloud. At the start of each of Arbeyach’s turns, he can roll a normal save; on a success the cloud remains until the end of his next turn. If Arbeyach uses this attack while he has a cloud remaining from a previous casting, the previous cloud disappears. Apocalypse Swarm: An apocalypse swarm spawns where indicated by the power that creates it, obeys Arbeyach’s orders, and enters initiative 10 points after Arbeyach. See apocalypse swarm stat blocks at the end of this entry. Aura of Virulence: All attacks that deal poison damage made against nearby enemies are treated as if their natural attack roll was 5 points higher for the purpose of overcoming poison resistance. If the target doesn’t have poison resistance, the attack instead gains a +2 bonus to hit. Burrower, Flyer, and Wall Crawler. Devil’s Due (Grow Within): When you choose to add the escalation die to an attack against Arbeyach, he makes the following attack against you at the end of your turn as a free action. If you use the escalation die against him multiple times on the same turn, he does get to use this attack that many times. [Special Trigger] They Grow Within +20 vs. PD – 80 damage and an apocalypse swarm bursts out of the target. Miss: 20 damage. Fear Aura: While engaged with Arbeyach, enemies that have 216 hp or fewer are dazed and do not add the escalation die to their attacks. Resist Fire and Poison 18+. AC 30 PD 30 MD 27 HP 1330 Level 14 Apocalypse Swarm Swarm +19 vs. PD (1d3 nearby enemies) – 40 poison damage, and after the attack the swarm engages one of the targets. Natural Even Hit: The target also takes 20 ongoing poison damage. If the target dies while taking this damage, another apocalypse swarm bursts from its corpse. Flyer. AC 30 PD 30 MD 23 HP 130
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
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paperanddice · 19 days
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By LabradoriteKing on Pinterest
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paperanddice · 20 days
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Dust diggers resemble massive starfish, with exceptionally long and thin arms and a rough, spine covered exoskeleton. They have barbed, tubular cilia that help it burrow and grab prey to be transferred to their jagged, beaked maw. Ambush predators, they spend the majority of their lives buried below the sand, waiting for prey to pass within reach so they can collapse the sand, dragging their victim in and devouring it.
Dust diggers are asexual creatures, reproducing by budding off 3 to 4 young over the course of their lives. These young are around four feet across, and quickly burrow away from their parent to avoid being eaten, travelling at least a mile away before settling in and digging out a lair. Typically it will remain there for the rest of its life, rarely moving more than a few hundred feet away, and the natural food density of the region decides whether or not the young dust digger survives or starves.
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Dust Digger Creature 4 Large, Aberration Perception +10; darkvision, tremorsense (imprecise) 60 feet Skills Athletics +11, Stealth +6 (+12 while in its sinkhole) Str +3, Dex +0, Con +4, Int -4, Wis +0, Cha +0 AC 18; Fort +14, Ref +6, Will +8 HP 75 Speed 10 feet, burrow 20 feet Melee beak +13, Damage 2d8+5 piercing Melee tendril +13 (agile, reach 10 feet), Damage 2d4+3 bludgeoning plus Grab Beak Transfer [1 action] Requirement The dust digger has a creature grabbed. Effect The dust digger transfers the grabbed creature from its tendril to its beak, or vice versa. Create Sinkhole [1 action] Requirement The dust digger is hiding under sand and a creature that hasn't detected it is within 10 feet of it. Effect The dust digger deflates its body and causes sand and loose soil to shift and slide. All creatures within 10 feet of the dust digger must attempt a DC 19 Reflex save. All ground within 10 feet of the dust digger becomes difficult terrain. Critical Success The creature is unaffected. Success The creature is clumsy 1 until it moves. Failure The creature moves to the nearest space adjacent to the dust digger and falls prone. Critical Failure The creature moves to the nearest space adjacent to the dust digger, falls prone, and is restrained. Swallow Whole [1 action] (attack) Medium, 2d8+4 bludgeoning, Rupture 12
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Dust Digger Huge 4th level blocker [beast] Initiative: +6 Thrashing Tendrils +9 vs. AC (3 attacks; can target nearby enemies) – 10 damage. Natural Even Hit: The target pops free from each enemy and moves next to the dust digger, which engages and grabs it (the digger can grab up to 4 enemies simultaneously). Beak +13 vs. AC (one grabbed enemy; includes +4 grab bonus) – 15 damage. Quick Use: 1/turn, as a quick action. Burrower. Sinkhole: The dust digger can burrow itself into loose sand and set up a hidden sinkhole. If it has the time to do this before a battle starts, it has a good chance of springing an ambush on inattentive PCs travelling through the area. When it has an ambush like this set up, PCs can attempt a champion tier skill check (usually DC 20) to notice the signs of the trap. Those who fail to spot it are targeted by the following attack when the dust digger rolls initiative: [Special Trigger]C: Sinkhole Collapse +9 vs. PD – The target is stuck and hampered (save ends). Natural Even Hit: The target starts the battle engaged with the dust digger. AC 18 PD 18 MD 14 HP 194
D'ziriaks are mysterious visitors from the Overworld, strange human-sized insectoids. They live in deeply shadowed areas of the Overworld, in great hives lit by alchemical fire and their own natural glowing bodies. They remain neutral in most of the conflicts of the Overworld, making them generally safe ports for those travelling into that mysterious world but their unknown and obscure goals are a point of caution. Occasionally a team of d'ziriak make their way down into the world on strange missions, hunting creatures or objects, or even attempting to establish a new hive on the surface.
They average taller than many humanoids, around seven feet, with four arms and a termite-like abdomen. Their bodies are covered in strange runes that glow with a faint light. These runes also note the d'ziriak's role and ranking within its home hive and can be changed by special rituals as they ascend to new positions. They've also mastered rituals that let them bind this light into solid form, infusing it into artwork that decorates their cities and is a major source of their trade.
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D’ziriak 2nd level spoiler [humanoid] Initiative: +4 Claws +7 vs. AC – 6 damage. Natural Even Hit: The d’ziriak grabs the target. C: Dazzling Burst +7 vs. PD (1d3+1 nearby enemies) – The target is hampered (save ends). Natural 14+: The target is hampered and dazed (save ends both). Natural 18+: The save becomes a hard save (16+). Limited Use: 1/battle. AC 18 PD 16 MD 13 HP 34
Inspired by the Pathfinder 1e Bestiary 2. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
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paperanddice · 22 days
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Arbeyach is one of the lesser lords of Hell, a leader among devils but not on par with the 9 true Lords. His power is waning further, disinterest and an unyielding mind causing him to lose favor with the Archdevils, and it's only a matter of time before his star fades completely. Until that time however, his spawn still support him by the thousand, crafting massive hives in his realm and preparing for whatever cause he decides to follow.
They look roughly humanoid, even having a mostly decorative human skin that covers their body, but it tears and stretches as the spawn moves, revealing the insectile exoskeleton and other traits below it. Dripping mandibles, eyes with compound irises, barbed stingers protruding from between its fingers, and unusually jointed limbs all show its true nature, and they make no effort to actually disguise themselves. Upon encountering humanoid foes of Arbeyach, the spawn strike without hesitation or mercy, seeking to destroy as their father (?) commands.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Spawn of Arbeyach Creature 5 Uncommon, Medium, Devil, Fiend, Unholy Perception +10; greater darkvision Languages Common, Infernal, scent communication 60 feet, telepathy 100 feet Skills Athletics +13, Crafting +9, Diplomacy +10 (+14 vs, arthropods), Stealth +11 Str +4, Dex +2, Con +2, Int +0, Wis +1, Cha +1 Hive Mind As long as a spawn of Arbeyach is able to telepathically communicate with another spawn, each shares a hive mind connection. Each spawn gains a +2 circumstance bonus to Perception checks and to Will saves that don't affect all members of the hive mind. No member of the hive mind is off-guard unless all members are. Scent Communication (olfactory) The spawn of Arbeyach can communicate through pheromones with other spawn and arthropod swarms (insects, spider, scorpions, and similar invertebrate animals) within range. Arthropod swarms have a starting attitude of friendly to the spawn, and it can use Diplomacy to Make an Impression and Request things from the swarms. These actions lose the auditory trait and gain the olfactory trait when used this way. AC 21; Fort +11, Ref +11, Will +10; +1 status to all saves vs. magic HP 75; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5 Speed 35 feet, climb 20 feet Melee mandibles +13 (magical, sanctified), Damage 1d8+8 piercing plus 1d6 spirit and Arbeyach Venom Melee claw +13 (agile, magical, sanctified), Damage 1d6+6 slashing plus 1d6 spirit Divine Innate Spells DC 19 ; 5th translocate; 4th translocate (at will); 3rd vomit swarm; Arbeyach Venom (poison) The sickened condition from Arbeyach Venom can't be reduced while the affliction remains. Saving Throw DC 19 Fortitude; Maximum Duration 6 rounds; Stage 1 sickened 1 (1 round); Stage 2 1d6 poison damage and sickened 2 (1 round); Stage 3 1d6 poison damage and sickened 3 (1 round)
13th Age
Spawn of Arbeyach 3rd level leader [devil] Initiative: +6 Claws and Mandibles +8 vs. AC (2 attacks) – 5 damage. Natural Even Hit: The target is also dazed (easy save ends, 6+). Devil’s Due (Swarm): When you choose to add the escalation die to an attack against the spawn of Arbeyach, one nearby arthropod can move as a free action. Hive Mind: As long as there’s at least one other spawn of Arbeyach nearby, the spawn gains a +2 bonus to MD and all saves. Scent Command: As a quick action, the spawn of Arbeyach can give an order to a nearby arthropod. The target either can move as a free action, or gains a +1 bonus to attack rolls during its next turn. Wall Climber. AC 19 PD 15 MD 15 HP 40
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paperanddice · 23 days
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Warehouse. Serious risk for castle owners.
Lycanthropes in ascending order of unmanagability and CR:
Weredog (as werewolf but herds sheep instead of mauling them)
Werespider (huge and horrific but basically an ettercap at the end of the day)
Weregaroo (jacked. pugilistic. better pack your silvered brass knuckles or you don't stand a chance.)
Wereapotamous (run.)
Werewhale (you don't need adventurers, you need a convention of ordained clergy to discuss why a caring pantheon would allow this thing's existence)
Werebeholder.
­Here me out:
Werewerewolf
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paperanddice · 25 days
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Derro antipaladins are beings that have dedicated themselves to the strange and terrifying thing responsible for their state of being. Channeling power from the mysterious cytillesh (Pathfinder) or the mysterious mind deep in the depths of the ground (13th Age), they bring violence and horror to other beings for the purpose of spreading the "word" of their patron. New non-derro have minds capable of withstanding this information.
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This stat block is one that you should only bring into your game if you're very certain your players will be comfortable with it. Throwing a literal infant into a fight as an enemy is something a lot of people won't be comfortable with, for good reason, so consider your players and their limits. While this stat block is meant to show how far derro are willing to go, it could represent a chance for players to do something better. Rescuing the child is likely to be difficult; controlling a child raised in violence who can swap bodies with other people is a very harrowing prospect, and could derail many a game, but some groups may appreciate the difficulty, and for those groups give them the opportunity to resolve this in some kind of peace.
Derro are cruel and callous enough to bring any potentially useful weapon to bear; even their own infants. While most derro have some kind of innate magic, a rare few are born with the ability to swap their souls with other creatures. At first they'll change bodies with their parents and other derro they see nearby, but after a few months they'll learn to avoid attempting to possess derro, for fear of the punishment that follows. At that point, derro warriors place the child in a magically warded cage and carry it with them on raids and into battle, letting the child experience freedom by possessing the body of the derro's enemies. While in another creature's body the child lashes out gleefully and viciously, trying to cause as much harm as possible before it's eventually forced back into its helpless and bound true form.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Derro Antipaladin Creature 5 Small, Derro, Humanoid, Unholy Perception +8; darkvision Skills Acrobatics +13, Athletics +9, Intimidation +11, Stealth +13 Str +0, Dex +4, Con +4, Int +0, Wis -3, Cha +2 Items heavy crossbow (10 bolts), kukri, leather armor, steel shield (Hardness 5, 20 HP, BT 10) AC 22 (24 with shield); Fort +15, Ref +13, Will +6 HP 75; Immunities confusion; Weaknesses vulnerable to sunlight Evasion When the derro rolls a success on a Reflex save, it gets a critical success instead. Shield Block [reaction] Vulnerable to Sunlight The derro takes 10 damage for every hour it's exposed to sunlight. Speed 20 feet Melee kukri +15 (agile, finesse, trip, sanctified), Damage 1d6+6 slashing plus 1d6 spirit Ranged heavy crossbow +15 (range increment 120 feet, reload 2), Damage 1d10+6 piercing Occult Innate Spells DC 19 ; 4th confusion (recharges in 1d4 rounds); 2nd darkness (at will); cantrips (3rd) daze, ghost sound Champion Devotion Spells 1 Focus Point, DC 19 , 3rd touch of corruption;
Derro Fetal Savant Creature 4 Rare, Tiny, Derro, Humanoid Perception +11; darkvision Str -5, Dex -5, Con -2, Int -2, Wis +1, Cha +5 Items enchanted cage (contained within) AC 12; Fort +6, Ref +3, Will +13 HP 20; Immunities confusion; Resistances mental 5; Weaknesses vulnerable to sunlight Babble (auditory, aura, mental, occult) 60 feet. All creatures except derro that begin their turn in the aura must attempt a DC 19 Will save. Critical Success The creature is unaffected and temporarily immune for 24 hours. Success The creature is unaffected. Failure The target is confused for 1 round. Critical Failure The target is confused and stupefied 1 for 1 minute. Enchanted Cage The derro his held inside of a magically enchanted cage (AC 20, Hardness 4, HP 60). While inside the cage, the fetal savant gains a +10 circumstance bonus to AC, Fortitude saves and Reflex saves, and can't be affected by rank 4 or lower spells. The cage can be carried (Bulk 4), and can't be targeted by attacks or spells while being carried except by the creature carrying it. If the cage is exposed to sunlight for 1 hour of cumulative time, it is destroyed. Vulnerable to Sunlight The derro takes 5 damage for every hour it's exposed to sunlight. Speed 5 feet (0 feet in cage) Soul Exchange [3 actions] (concentrate, incapacitation, mental, occult, possession) The derro attempts to take control of a creature within 90 feet of it. The target must attempt a DC 19 Will save. Critical Success The target is unaffected and temporarily immune for 24 hours. Success The target is stupefied 1 for 1 round as it fights off the derro's control. Failure The derro and the target swap bodies. They can control each other's bodies normally. At the start of each of the target's turns, it attempts another Will save. On a success, it forces the minds to swap back to their original bodies. Critical Failure The derro and the target swap bodies. The target is paralyzed and helpless while within the derro's body. The effect lasts for 1 minute, until the bodies are more than 90 feet apart from each other, or one of the bodies dies.
13th Age
Derro Antipaladin  Double-strength 4th level troop [humanoid]  Initiative: +10 Shadow Scimitar +9 vs. AC (2 attacks) - 10 damage plus 5 negative energy damage. Natural 16+: The derro can cast one of the following close-quarters spells as a quick action this turn. Cloaking Dark: All nearby derro gain a +1 bonus to attacks and defenses until the end of the antipaladin’s next turn (cumulative). Sonic Squeal: Two random nearby non-derro creatures take 2d8 thunder damage. R: Heavy Crossbow +9 vs. AC (one nearby or far away enemy) - 18 damage plus 5 negative energy damage. C: Infectious Chaos +9 vs. MD (one nearby enemy) - The target makes a basic attack against a target of the derro’s choice. Natural 16+: The target is also confused (easy save ends, 6+). Limited Use: 1/battle, recharges the first time the escalation die reaches 6. Smite Good: 1/battle, when the derro makes a shadow scimitar attack, it can give itself a +4 bonus to the attack roll and deal an extra 1d12 damage on a hit. On a miss, the derro deals half damage. AC 21 PD 13 MD 18 HP 106
Derro Fetal Savant  Weakling 3rd level spoiler [humanoid]  Initiative: +2 C: Babble +8 vs. MD (1d3 random nearby non-derro creatures) - The target takes a -1 penalty to attack rolls and defenses until the end of the fetal savant’s next turn. R: Soul Exchange +6 vs. MD (one nearby enemy) - The target is confused and weakened (save ends). While confused in this way, the target’s mind is trapped in the fetal savant’s body, which is incapacitated. If the target or the fetal savant are reduced to 0 hit points or get far away from each other, the effect immediately ends. Enchanted Cage: The fetal savant is locked into a magically warded cage that can be carried by another creature. While the cage is carried, it can’t be targeted by any attack. AC 19 PD 11 MD 17 HP 20
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