Showing posts with label Mythic Monster Monday. Show all posts
Showing posts with label Mythic 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 20, 2014

Mythic Monster Monday: Weeping Angel




By Andrew Hoskins
MYTHIC GARGOYLE        CR 5/MR 2
XP 1,600
CE Medium monstrous humanoid (earth, mythic)
Init +6; Senses darkvision 60 ft.; Perception +5
Aura light interference (100 ft., DC 16)
Weakness quantum-locked
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 67 (5d10+40)
Fort +5, Ref +6, Will +4
DR 10/epic
OFFENSE
Speed 60 ft.
Melee touch +7 (1d6 charisma damage plus temporal syphon)
Special Attacks temporal syphon, mythic power (2/day, surge +1d6)
STATISTICS
Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7
Base Atk +5; CMB +7; CMD 19
Feats Ability Focus (quantum-lock), Improved Initiative, Stealthy, Sow Terror
Skills Perception +8, Stealth +12, (+18 in stony areas); Racial Modifiers +2 Stealth (+6 in stony environs)
Languages Common, Terran, telepathy 1000 ft. (weeping angels only)
SQ freeze, quantum-locked
ECOLOGY
Environment urban
Organization solitary, pair, band (3-6), squad (7-20)
Treasure none
SPECIAL ABILITIES
Freeze (Ex) A weeping angel can hold itself so still it appears to be a statue. A weeping angel that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.
Light Interference (Su) The presence of a weeping angel can interfere with light sources; torches and lanterns tend to flicker, while even magical light sources can sputter out for moments at a time. Non-magical light sources within 100 ft. of a weeping angel shed light in half the normal radius. Magical light sources get a saving throw to ignore this effect (Fortitude DC 16). If a magical light source saves against a weeping angels light interference, that source is immune for 24 hours. Magical light sources need to save against the aura of each weeping angel, but the effects of multiple angels do not stack.
Quantum-locked (Ex)A weeping angel must use itsfreeze ability if a creature is looking at it. At the beginning of its turn, each creature that has line of sight on the weeping angel makes a Reflex save DC 20. If all creatures fail, the creature who failed the save by the least number of points determines how far a weeping angel moves. For each point the save fails by, the weeping angel can move 5 ft. Taking an attack counts as 5 ft. of movement, but a weeping angel can only ever make one attack each round. If any creature succeeds at the Reflex save, the weeping angel is dazed for that round, but concealment can negate a successful save the way it can negate a successful attack.Sighted creatures gain a +1 to this save for each eye they have above two eyes; blind creatures do not prevent a weeping angel from moving. Creatures may take a standard action to designate a specific cone of vision in which to stare; they gain a +4 to this save but cannot see anything outside of the cone (unless they have All-Around Vision or a similar ability). If two weeping angels see each other on the same round, they will both be permanently frozen in place and considered paralyzed until something obstructs their vision.
Temporal Syphon (Su)Whena weeping angel succeeds at a touch attack against a creature the creature takes 1d6 Charisma damage. If reduced to 1Charisma by this attack, they are sent back in time a number of years equal to the weeping angel's current hit points and the weeping angel heals 1d8+5 hit points.

They have existed since the beginning of time, or very nearly according to an authoritative source. These creatures survive by absorbing the temporal potential of other living beings. From all corners of the universe, time and space, reports of these creatures exist, but no one yet know where they came from or how they have traveled so widely.

Since they turn to stone the moment another creature looks at them, they are often called the Lonely Assassins because of their inability to see one another. Even the look of another weeping angel will cause them to become frozen in place. Sometimes called the “loneliest creatures in the universe,” these beings are often pitied, but not by their victims.

Surviving this phenomenon is the best thing a person can do; avoid them and hope they don’t call for reinforcements. An expert on the subject suggests, “Don’t blink. Don’t even blink. Blink and you’re dead. They are fast, faster than you could believe. Don’t turn your back, don’t look away, and don’t blink. Good luck.”

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.