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

Monday, March 17, 2014

Monster Monday's: Symbiotic Mimic



By Frank Gori
                           

(pictured: a regular mimic)



"Creating makes me die a thousand deaths, because it means making order, and my entire being rebels against order. But without it I would die, scattered to the winds." -Albert Camus

In the ecology section of the mimic we find an echo of a tale about an alchemist trying to create life from inanimate objects through a lost eldritch formula. This formula resulted in the first mimics, which have adapted and evolved into an ambush predator. Mimics also have a number of variants, and the ecology section further suggests the rumors of mimics the size of dungeons.
This is a natural extension of that story.


The alchemist/wizard* in question was an elvish woman named Davina Aquila.** When she lost her husband before they could have children, she saved and preserved many of his fluids to use in experiments to bring forth new life.


Mimics in all their variations and cloakers represent her early work. Unfortunately they lacked any attributes she admired from her husband and she abandoned these creations to the wilds, not expecting them to adapt and reproduce.


Eventually she turned to animating her arcane bonded item, creating something more akin to a symbiant mimic. In a way, the missing component in her quest to create true life from her husband’s remains was a loving bond.


The formulas Divina created have been responsible for mimics, cloakers, and many other aberrations. Her lab and that formula been lost and rediscovered many times throughout the ages. The symbiont mimic is one of the few adventurers do not lament.


*In the upcoming Into the Breach: The Alchemist we will do a PRC based on mixing elements of alchemy and wizardry to create life.
**Look for Davina Aquila in a future installment of our new line of villains $1 Generals
Symbiont Mimic
What appears to be an ordinary bracer shifts suddenly into a bat-like like reptile that flies forward with claws extended.
Mimic, Symbiont
CR 3
XP 800
N Tiny aberration (shapechanger)
Init +6; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 21, touch 16, flat-footed 15 (+4 Dex, +5 natural, +2 size)
hp 52 (4d8+21)
Fort +5, Ref +5, Will +7
Immune acid
Weakness hibernation state
OFFENSE
Speed 20 ft.
Melee slam +9 (1d4)
STATISTICS
Str 3 Dex 18, Con 13, Int 14, Wis 16, Cha 12
Base Atk +3; CMB +0; CMD 13 (can't be tripped)
Feats Multiattack, Precise Strike, Weapon Finesse
Skills Acrobatics +10 ,Climb +8, Disguise +8 (+18/+28 when mimicking creatures/objects), Escape Artist +11, Intimidation +8, Knowledge (Dungeoneering) +10, Perception +10; Racial Modifiers +20 Disguise when mimicking objects
Languages Common
SQ mimic object
SPECIAL ABILITIES
Companion Bond (Ex) The symbiont mimic can form a bond with any character that doesn’t already have a familiar or animal companion. Once this bond is formed the symbiant mimic gains link, and share spells abilities. When mimicking a piece of equipment it takes and confers the better of the two save bonuses. With skill checks it automatically aids another with skills it possesses. When bonded to another creature the symbiont mimic advances its HD and statistics like a druid animal companion except that it starts at 4 HD and with a 3 BAB. Every other feat gained must be a teamwork feat though.


The downside of this bond is that is causes 2 permanent Constitution damage that cannot be restored by anything short of a wish.


Hibernation State (Su) When it is not bonded to a host the symbiont mimic loses its ability to mimic creatures and takes the form of a random object. It can shift the type of object it is when a humanoid creature with an Intelligence of 3 or greater is within its 100 ft telepathy range.


Mimic Creature (Ex) A symbiont mimic can assume the general shape of any Tiny creature, such as a cat, crow, or viper. When assuming a creature’s form, the symbiant mimic gains any natural forms of movement and attacks inherent to the form taken but no special abilities. When using a form that has a bite attack the symbiant mimic adds 1d4 acid damage at size Tiny + an additional 1d4 per size category it can assume. The creature cannot substantially alter its size, though. A symbiant mimic gains a +10 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.


When the symbiont mimic and its companion reach 8 HD it can change its size and take the form of any small creature, gaining the small creature’s physical statistics. When it reaches 12 HD it can change its size up to that of a medium creature and utilize a medium creature’s statistics. At 16th level the symbiont mimic can change form and assume the size and statistics of a large creature. If it takes the form of a humanoid the symbiont mimic is proficient with simple weapons and up to light armor.


Mimic Item (Ex) A symbiont mimic can assume the general shape of any Tiny object such as a short sword, a buckler, or a gauntlet sized for a medium creature. At 8 HD it can assume the form of any Tiny object such as a small shield, longsword, or breastplate sized for a Medium creature. At 12 HD it can be any Medium-sized item such as full plate armor or a tower shield. At 16th level it can be Large-sized objects like a small wagon. When used as a weapon, treat damage as a normal item of the type mimicked + 1d4 acid damage per size category, when used as a shield or armor it confers the normal bonus +2 because of its high natural AC, and when used as any tool or other more mundane item it is the same as that item  except it has a hardness of 20 and its own hit points. A symbiont mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.


Mimic Tactics (Ex) As a standard action, the symbiont mimic can grant any teamwork feats it knows to the recipient of its bond. The companion of this bonus feat gains it for 3 rounds plus 1 round for every two levels they possess. The companion does not need to meet the prerequisites of these bonus feats. The symbiant mimic can use this ability once per day, plus one additional time per day at 5th level and for every 5 levels thereafter.

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.