Showing posts with label Monster Monday. Show all posts
Showing posts with label Monster Monday. Show all posts

Monday, February 3, 2014

Mythic Monster Monday: Leviathan (a ship, a living ship...)




Leviathan
This massive bio-mechanical ship floats through space with a serene grace and singularly unique features.

LEVIATHAN        CR 10/MR 4
XP 9,600
NG Colossal aberration (mythic)
Init -2; Senses blindsight 100 ft., see in darkness; Perception +19
DEFENSE
AC20, touch 0, flat-footed 20 (-2 Dex,+20 natural, -8 size)
hp 182 (12d8+128)
Fort +12, Ref +2, Will +10
Defensive Abilities all-around vision, fortification; DR 10/adamantine and epic; Immune cold; Resist electricity 10
OFFENSE
Speed 60 ft., fly 200 ft. (clumsy), swim 60 ft.
Melee slam +17 (2d8+24)
Space 30 ft.; Reach 20 ft.
Special Attacks mythic power (4/day, surge +1d8), trample (2d8+24, DC 32)
STATISTICS
Str 42, Dex 6, Con 26, Int 13, Wis 15, Cha 7
Base Atk +9; CMB +33; CMD 31 (cannot be tripped)
Feats Alertness, Combat Expertise, Diehard, EnduranceM, RunM, Skill Focus (Fly)
Skills Fly +11, Knowledge (space) +16, Perception +19, Stealth +5, Survival +17
Languages Common (cannot speak), comprehend languages, telepathy 50 ft. (pilot only)
SQ adjustable anatomy, no breath, pilot dependency, starburst
ECOLOGY
Environment space
Organization solitary
Treasure none
SPECIAL ABILITIES
Adjustable Anatomy (Ex)A leviathan may alter the composition and organization of its interior to suit the needs of its crew. It may change up to a single 10 ft. cube per day.
Pilot Dependency (Ex) Leviathans depend on a pilot to operate them. Though the bond between the pilot and the leviathan takes a cycle to form, it lasts for the rest of their lives. Without a pilot to control the leviathan, the leviathan gains the nauseated condition.
Starburst (Su)Once per day, a leviathan may teleport themselves and their passengers and cargo as if using the interplanetary teleport spell. Activating this ability takes 3 consecutive full-round actions and moves the leviathan in a straight line as if using the run action while flying. The movement provokes attacks of opportunity as normal. Creatures and cargo onboard cannot make a save to resist this affect. While using this effect, the leviathan glows brightly.

Leviathans are massive bio-mechanical ships that fly through the galaxy. Each leviathan is unique with its own personality, desires, and even a sense of humor. They form a special bond with their crew, especially their pilot. Pilots are a specific species with the ability to mentally bond with a leviathan; when bonded, the two share senses and feelings.

The leviathan is able to create DRDs, tiny size robots that service the leviathan and its crew. These machines operate independently, but often share sensory information with the Pilot and the ship. The DRDs main function seems to be the health and wellbeing of the leviathan itself, however they can sometimes be utilized by the crew with the leviathan’s consent.

Rather than “build” these organic ships, the ships themselves have a mammalian life-cycle where they gestate their young and give birth. During gestation, they can involuntarily starburst and often become protective, even against their own crew. During these times, DRDs are known to attack crew-mates who get too close to the gestating fetus.

As the leviathan learns and grows, it usually takes levels in the expert class, which helps it navigate and service its crew. Being naturally peaceful, leviathans will generally reject integrating weapons and try to avoid combat whenever possible.

Monday, January 13, 2014

Mythic Monsyer Mondays: Tracker Jacker Swarm





                                                                      Image by CandyMachine85 and taken from www.DeviantArt.com


By Andrew Hoskins

Tracker Jacker Swarm
A high-pitched whistle of a buzz announces the arrival of a mass of many thousands of angry, glittering golden wasps.

Mythic Wasp Swarm   CR 4/MR 2
XP 1,200
N diminutive vermin (mythic, swarm)
Init +1/-19; Senses darkvision 60 ft., scent; Perception +9
DEFENSE
AC17, touch 17, flat-footed 14 (+1 Dex, +2dodge, +4 size)
hp54 (7d8+23)
Fort +6, Ref +3, Will +3
Defensive Abilities swarm traits;DR5/epic; Immune weapon damage
Weakness swarm traits
OFFENSE
Speed5 ft., fly 40 ft. (good)
Melee swarm (2d6 plus poison and tracking)
Space10 ft.; Reach0 ft.
Special Attacks distraction (DC 14), mythic power (2/day, surge +1d6), poison (DC 14)
STATISTICS
Str1, Dex13, Con12, Int–, Wis12, Cha9
Base Atk +5; CMB–; CMD
Skills Fly +11, Perception +9; Racial Modifiers +8 Perception
SQ dual initiative, swarm traits, vermin traits
ECOLOGY
Environment temperate forests
Organization solitary, pair, fury (3-6 swarms), maelstrom (7-12 swarms)
Treasure none
SPECIAL ABILITIES
Dual Initiative (Ex)Tracker Jacker swarms get two turns each round, one on its initiative count and another on its initiative count – 20.
Tracker Jacker Venom (Ex)Swarm-injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Constitution damage plus 1 Wisdom drain, confusion, and shaken; cure 2 consecutive saves. The save DC is Constitution-based.
Even if the target saves against the poison, they remain confused and shaken for the entire duration but take no further ability score damage. This includes poison durations extended because of multiple exposures. When the confusion wears off, the victim is left exhausted.
Tracking (Ex)Tracker jackers can use the scent special rule against any creature it has dealt damage to within the last minute. Furthermore, they can automatically sense the direction of these creatures if they are within 80 feet and they may use their Perception skill to track targets. A tracker jacker swarm will pursue fleeing prey for as long as possible, prioritizing the closest prey. If a tracker jacker swarm cannot attack a target within 1 minute, they will give up pursuit and go back to their hive.

Although they seem to look and act like normal wasps, their bulky bodies and shiny gold carapace gives them away as genetically engineered mutations created by The Capitol. They are well known for their venom, which causes sharp pain and hallucinations. The effect of the venom can become permanent, and is often used as an aid in brainwashing or mental re-programing.

These bio-weapons were deployed around the districts and The Capitol’s outer regions during the Dark Days. Once the war was over, The Capitol removed the tracker jacker nests from around their own territory, but left them in place to keep the districts under control. They are frequently used in defensive pods and in the annual Hunger Games.

Tuesday, December 31, 2013

Mythic Monster Tuesday: Candarian Demon

This week we are tackling The Evil Dead movies as a theme. Kicking it all off on a Tuesday (because we were still hung over from X-mas) Andrew delivers the awesome-sauce with a mythic demon!


                                                Image by spasmaticgonads  and taken from www.DeviantArt.com

Candarian Demon

With massive horns and claws, this creature seems to display a constant cocky grin. Its wild eyes shine with malice. 
CANDARIAN DEMON     CR 5/MR 2
XP 1,600
CE Medium outsider (chaotic, demon, evil, extraplanar, incorporeal, mythic)
Init +7; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 18, touch 18, flat-footed 15 (+5 deflection, +3 Dex)
hp 57 (5d10+30)
Fort +3, Ref +7, Will +9
Defensive Abilities incorporeal, natural invisibility; DR 5/epic; Immune electricity, poison; Resist acid 10, cold 10,fire 10; SR 17
OFFENSE
Speed fly 40 ft. (good)
Melee incorporeal touch +8 (1d2 Wisdom damage)
Special Attacks mythic power (2/day, hollow soul (DC 19), surge +1d6), plant possession
STATISTICS
Str --, Dex 17, Con 14, Int 15, Wis 17, Cha 20
Base Atk +5; CMB +8; CMD 18 (can’t be tripped)
Feats Improved Initiative, Iron Will, Ability Focus (curse)
Skills Bluff +13, Fly +11, Intimidate +13, Knowledge (nature) +10, Knowledge (planes) +10, Perception +11, Sense Motive +11, Stealth +11,
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.
ECOLOGY
Environment any forest
Organization solitary, pair, band (3-6)
Treasure none
SPECIAL ABILITIES
Hollow Soul (Su) Damage-contact (curse); save Will DC 19; effect shaken plus 1 Wisdom drain per round (see below); cure 3 consecutive saves. This is a fear effect. The save DC is Cha-based.
A creature who dies from Wisdom damage while under the effects of this curse is immediately transformed into a dread ghoul1 with DR 5/slashing. Furthermore, a new candarian demon is summoned as if by a gate spell and immediately gains the benefits of a magic jar spell possessing the ghoul.
Candarian demons can only bestow this curse by dealing hit point damage with a physical attack with their plant possession ability or while possessing a ghoul as a result of this curse. It costs the candarian demon 1 mythic power to apply the curse.
Plant Possession (Sp) A candarian demon can possess plants as if using animate plants at CL 13. While using this ability, their essence is imbued into the plants as if under the effects of magic jar.

These invisible terrors enjoy toying with their prey before striking. First they try and lure an easy victim into an area thick with vegetation and attack them with plant possession. They’ll let the prey live and follow it as it returns to other areas with more prey. Only when it thinks it has the advantage will it continue to drain the victim until it becomes a ghoul with a new candarian demon ally.

Once unleashed on the world, these demons are difficult to destroy or return to the Abyss. They make cleaver use of their abilities to attack only small groups until they can build up their forces.

1 – Advanced Bestiary. Copyright 2004, Green Ronin Publishing, LLC

Sunday, December 8, 2013

Mythic Monster Monday: Two by Two, Hands Blue



Hands of Blue
Dressed in matching suits, these two people appear to be wearing blue gloves. They move with an almost mechanical precision.
HANDS OF BLUE               CR 5/MR 2
XP 1,600
NE Medium augmented humanoid (cybernetic, mythic)
Init +8; Senseslow-light vision; Perception +10
DEFENSE
AC 18, touch 16, flat-footed 14 (+2 armor, +4 Dex, +2 natural)
Hp 48 (5d8+26)
Fort +3, Ref +8, Will +3
DR 5/epic; Immune sonic
OFFENSE
Speed30 ft.
Melee unarmed strike +7 (1d6+1)
Ranged concussive pistol +7 (2d4 force) or concussive pistol +7 touch (1d4 non-lethal)
Special Attacks mythic power (2/day, surge +1d6), sonic neutralizer (DC 15, 30 ft. burst, 1d4 sonic plus 1d4 Con and stun)
STATISTICS
Str12, Dex19, Con15, Int17, Wis14, Cha12
Base Atk +3; CMB +4; CMD18
Feats Improved InitiativeM, Improved Unarmed StrikeB, Skill Focus (Perception), Weapon Finesse
Skills Climb +9, Heal +10, Intimidate +6, Knowledge (any) +5, Perception +10 (+14 for auditory), Survival +10
Languages Binary, Chinese, Common, Latin
SQ cybernetic enhancements (augmented anatomy (arms), audio filters), internal database, paired reliance
ECOLOGY
Environment any
Organization pair
Treasure standard (concussive pistol, light armored vest, sonic neutralizer)
SPECIAL ABILITIES
Cybernetic Enhancements (Ex) Cyborgs poses a number of special enhancements equal to their mythic rank. These cyborgs have installed the augmented anatomy (arms) and audio filters enhancements.
Internal Database (Ex)Cyborgs contain a small database that contains basic information about most subjects. They get a +2 racial bonus to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Paired Reliance (Ex) Cyborgs must designate another cybernetic entity as their reliance twin. The two entities gain the benefit of a telepathic bond that allows them to share thoughts and senses with each other. This other cybernetic entity must stay within 100 ft. at all times; if they do not, there is a cumulative 1% chance each round that its processor overloads and the cyborg goes berserk. An uncontrolled cyborg goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. An un-paired Cyborg can spend a full-round action to pair itself with a new cyborg within 100 ft. If there is a suitable cyborg in range, it must make this action on its turn.

Experiments with cybernetics have led to huge advancements in prosthetic medical technology, but military scientists are working on innovative enhancements that can create powerful soldiers. While these projects are still in prototype, a plan to build a large squadron of these units is in motion.

One of the major drawbacks is the need to slave two cybernetic beings processors linked to each other in order to balance certain mathematical problems. Without this link, the neural processors required to run the advanced implants make the cyborg go insane in less than a minute. By linking two beings together, they can act as a balance for each other, keeping mission objectives firmly prioritized.

While some Alliance officials see the cyborg’s complete lack of human empathy and compassion a drawback, most project leaders see that as an added bonus of the neural processors. Soldiers and agents will sometimes disobey orders on humanistic grounds, but the cyborgs never disobey a direct order.

Cyborgs Characters
Cyborgs generally advance in racial hit dice and a mythic rank for every 2 HD, advancing as a mythic monster. Players may choose to start a cyborg with the following attributes and no racial hit dice; these cyborgs advance by level and mythic tiers. They may choose a new Cybernetic Enhancementinstead ofa mythic path ability.
+2 Dexterity, +2 Intelligence, -2 Charisma: Cyborgs are precise and logical, but lack basic human warmth.
Medium: Cyborgs are typically built from fully developed humans, so they are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Without special Cybernetic Enhancements, Cyborgs have a base speed of 30 feet.
Low-Light Vision: All Cyborgs are outfitted with ocular enhancers that give them low-light vision.
Cybernetic Enhancements: Cyborgs poses a number of special enhancements equal to their mythic rank.
Audio Filters: The inner ear is replaced with an array that gives them a +4 bonus to hearing based Perception checks and makes them immune to sonic damage. Though they have superior hearing, Cyborgs often have trouble determining the distance of a perceived sound.
Augmented Anatomy (arms):The cyborgs arms are completely replaced with a malleable blue substance. This substance can be shaped into almost any form by the cyborg’s thoughts. By using these limbs, they can transform the arms into any tool of roughly the same size (such as a hammer, crowbar, shovel, etc), gain the Improved Unarmed Strike feat as a bonus feat, and deal 1d6 points of damage with an unarmed strike.
Augmented Anatomy (legs):Several internal enhancements are installed that give the cyborg a +10 racial bonus to their base speed, and they are always treated as having a running jump. Furthermore, they gain a +4 bonus to CMD against trip attempts.
Determination Drive: When the cyborg is reduced to less than zero hit points, but is not dead, it may stay conscious and continue to act. During this time, it acts as if under the effects of the rage ability of a 1st level barbarian for 1 minute. The cyborg can benefit from this ability once per day per mythic rank.
Environmental Seals: This enhancement consists of several small adjustments that protect the cyborg from hostile environments. They gain the Endurance feat as a bonus feat, and they can hold their breath up to 1 minute per point of Constitution.
Flexible Bone Structure: With strategic changes to bone joints, a cyborg can make virtually every bone connection move and double jointed. This enhancement gives them a +4 racial bonus on Escape Artist checks and a +4 bonus to CMD against grapple attempts.
Olfactory Sensors: A complicated implant can replace the sinuses; this gives the cyborg the scent ability and a +4 bonus to Survival checks when tracking by scent. Scientists report deep nose breathing and flared nostrils from cyborgs with this implant.
Optical Enhancers: By replacing the eyes with sophisticated camera and sensor technology, a cyborg can see in complete darkness, gaining darkvision 120 feet. Additionally, the cyborg becomes immune to gaze attacks. These replacement eyes are completely false looking; the best replicas look like glass eyes.
Skin Hardening:The cyborg gains a +1 natural armor bonus from synthetic fibers that are woven through the lower layers of skin. This enhancement often gives the cyborg a “plastic” look. A cyborg may take this enhancement multiple times, the bonus stacks with all other natural armor bonuses.
Synthetic Musculature:By completely replacing the muscle tissue, a cyborg can gain a +2 racial bonus to strength and double their carrying capacity. These bio-synthetic muscles always feel like they’re being flexed.
Technology Protecting Explosive: A cyborg with this enhancement protects its valuable technology from falling into enemy hands by self-destructing if violently deactivated. When the cyborg is reduced to negative hit points and cannot act, a small explosive device detonates dealing damage to all creatures in 10 ft. The damage is equal to 1d6 points per hit die of the cyborg. Affected creatures can make a Reflex save (10 + 1/2 the cyborg’s hit dice + Constitution modifier) for half damage.
Weapon Graph:By replacing an arm with a weapon, the cyborg can never by disarmed. Ranged weapons graphed to the cyborg regenerate ammunition at a rate of 1 per round; the cyborg can retain a number of rounds equal to their hit dice. Because the cyborg lacks a hand, they take a -2 penalty to checks requiring a free hand (such as grapple and Climb skill checks).
Internal Database: Cyborgs contain a small database that contains basic information about most        subjects. They get a +2 racial bonus to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Paired Reliance:  Cyborgs must designate another cybernetic entity as their reliance twin. The two entities gain the benefit of a telepathic bond that allows them to share thoughts and senses with each other. This other cybernetic entity must stay within 100 ft. at all times; if they do not, there is a cumulative 1% chance each round that its processor overloads and the cyborg goes berserk. The uncontrolled cyborg goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. An un-paired Cyborg can spend a full-round action to pair itself with a new cyborg within 100 ft. If there is a suitable cyborg in range, it must make this action on its turn.
Languages: Cyborgs begin play speaking Common and Chinese. Cyborgs with a high Intelligence score can choose any language as a bonus language, as long as it is not restricted.

Cyborg Equipment
Concussive Pistol
Weight 2 lbs.; Price 200 Alliance Credits or 750gp
DESCRIPTION
Small and concealable, this energy pistol fires bolts of pure force. The pistol has two settings: standard and stun. In standard mode, the pistol deals 2d4 points of force damage, whereas in stun mode the pistol deals 1d4 points of non-lethal damage but only requires a ranged touch attack. In either mode, the pistol has a range of 30 ft., misfires on a 1, deals x2 damage on a critical, and has a power cell magazine that can hold up to 10 charges. Each magazine typically costs 10 Alliance Credits or 10 gp. Reloading the Concussive Pistol is a standard action.

Light Armored Vest
Weight 4 lbs.; Price 100 Alliance Credits or 50gp
DESCRIPTION
This tight fitting vest is made of advanced material that can stop smaller gauge firearms and concussive weaponry. Though it does not have tremendous stopping power, it is highly concealable. It gives a +2 bonus to armor class, has a maximum Dexterity bonus of +6, no armor check penalty, and a +4 circumstance bonus to Disguise skill checks made to conceal its presence. It is considered light armor.

Sonic Neutralizer
Weight 1 lb.; Price 15,000 Alliance Credits or 23,000gp
DESCRIPTION
This small device contains two spring-loaded emitters that pop out when activated as a standard action; they pulse out a sonic frequency deadly to most living creatures. Each living creature within 30 ft. takes 1d8 points of sonic damage, no save. Creatures who suffer the sonic damage must make a Fortitude save (DC 15) or take 1d4 points of Constitution damage and be stunned for 1 round. A sonic neutralizer has enough power to run for 10 rounds; these rounds do not need to be consecutive. While sonic neutralizers are typically used in traps and other remote applications, suicide assassins will sometimes employ these inescapable devices.