Showing posts with label monday. Show all posts
Showing posts with label monday. Show all posts

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.

Monday, December 2, 2013

Mythic Monster Monday: The First Humbaba





The First Humbaba
by Andrew Hoskins
Standing over 100 feet tall, this roughly human shaped creature moves with a purposeful power and grace. His lion-like face is covered in images of intestines that tend to wriggle and squirm; his body is covered with sharp spines that penetrate even his colossal plate mail. A long tail tipped with the head of a snake moves around, catlike, the snake’s tongue flicking about.
THE FIRST HUMBABA     CR 24/MR 10
XP 1,228,000
N Colossal outsider (native, mythic)
Init +7; Senses darkvision 120 ft., detect disturbance, true seeing; Perception +32
Aura aura of nightmares (1 mile, DC 26), horrific appearance (10 ft., DC 26), prismatic aura (30 ft., DC 26)
DEFENSE
AC 44, touch 2, flat-footed 44 (+8 armor, +34 natural, -8 size)
hp 485 (22d10+364); fast healing 10
Fort +19, Ref +16, Will +22
Defensive Abilities spiny growth; DR 10/epic; Immune blindness, death effects, fire, sonic; SR 40
Weaknesses weak neck
OFFENSE
Speed 40 ft. (60 ft. base)
Melee mwk longsword +33/+28/+23/+18 (6d6+18/17-20, x3) or 2 slams +32 (2d8+18 plus spiny growth) or stomp +32 (4d8+27 plus pinning stomp and spiny growth), and snake headed tail +32 (2d8+27 plus grab)
Ranged rock +18 (2d8+27)
Space 30 ft.; Reach 30 ft. (40 ft. with snake headed tail)
Special Attacks breath weapon (60 ft. cone, 20d6 fire, DC 33, usable every 1d4 rounds), death gaze (30 ft., DC 26), mythic power (10/day, surge +1d12), rock throwing (180 ft.), snake headed tail, vomit flood (120 ft. cone, DC 33)
Spell-Like Abilities (CL 20th; concentration +25)
        Constant-true seeing
        3/day-greater shout (DC 23)
        1/day-destruction (DC 22), earthquake (DC 23), power word stun (DC 23)
STATISTICS
Str 47, Dex 16, Con 34, Int 11, Wis 24, Cha 21
Base Atk +22; CMB +48 (+50 bull rush); CMD 61 (63 vs. bull rush)
Feats Awesome Blow, CleaveM, Combat Reflexes, Critical Focus, Improved Bull Rush, Improved Critical (longsword)M, Improved Initiative, Intimidating Prowess, Iron Will, Power AttackM, Staggering Critical, Vital StrikeM
Skills Climb +37, Intimidate +48, Knowledge (nature) +25, Knowledge (planes) +25, Perception +32, Survival +32
Languages Abyssal, Common, Giant
ECOLOGY
Environment any forests
Organization solitary
Treasure standard (masterwork half-plate, masterwork longsword, other treasure)
SPECIAL ABILITIES
Aura of Nightmares (Su) Living creatures who fall asleep within 1 mile of The First Humbaba must succeed on a Will Save (DC 26), or have tormenting dreams of failure as the nightmare spell.
Death Gaze (Su) By spending 2 points of mythic power as a swift action, The First Humbaba’s eyes grow dark and he gains a gaze attack for 1 minute. Affect: 1d4 negative levels, 30 feet; Fortitude DC 26 negates (non-mythic creatures must roll twice and take the lower result). The save DC is Charisma-based. A humanoid slain by The First Humbaba’s death gaze is instantly transformed into a cedar tree. This is a death effect.
Detect Disturbance (Su) In The First Humbaba’s native domain, or the domain he is sworn to guard, he is aware of any disturbance in the natural terrain, creatures, buildings, or foliage. He immediately knows the intruder, their exact location, and their offense. This does not allow him pinpoint accuracy, only the presence of foreign creatures; this is a divination effect.
Horrific Appearance (Ex) The First Humbaba’s face is covered with images of intestines. When close enough to see the details, the images come alive and wriggle.  All mortal creatures within a 10-foot radius that see The Mythic Humbaba must make a DC 26 Fortitude save or be nauseated for 2d4 rounds; non-mythic creatures must make two saves and take the worse result. Whether or not the save is successful, that creature cannot be affected again by The First Humbaba’s horrific appearance ability for 24 hours. This ability is mind-affecting. The save DC is Charisma-based.
Pinning Stomp (Ex) The First Humbaba can make a single stomp attack at its highest base attack against a target three or more size categories smaller than itself. This attack deals an amount of damage equal to twice that of its slam attack plus 1-1/2 times The First Humbaba’s Strength bonus. If The First Humbaba hits with this attack, it can attempt a grapple check as a free action. This grapple doesn't provoke attacks of opportunity. If the grapple is successful, the target is pinned and takes an amount of damage equal to that of The First Humbaba’s slam attack each round at the start of The First Humbaba’s turn until either the pinned creature frees itself or The First Humbaba moves out of the pinned creature's space. The First Humbaba doesn't need to attempt grapple checks to continue the pin, nor can it attempt a check to move, further damage, or tie up the grappled creature. The First Humbaba can have at most two creatures pinned with this attack at one time.
Prismatic Aura (Su) As a swift action once per day, The First Humbaba can activate its prismatic aura. Doing so causes brilliant light to radiate from The First Humbaba to a radius of 30 feet. Each round at the start of The First Humbaba’s turn, roll 1d8 and consult the table of prismatic spray effects to determine the color and effect of the light (reroll results of 8). If a creature begins its turn in the prismatic aura’s area, it must make the appropriate saving throw (DC 26) against the effect. Once activated, The First Humbaba’s prismatic aura lasts for 7 rounds. The save DC is Charisma-based.
Snake Headed Tail (Ex) The First Humbaba has a long tail that ends in the head of a snake.  The snake headed tail acts independently of The First Humbaba and is not subject to the same effects that The First Humbaba is subjected to, unless he chooses to include his tail in the effects. It may make a single melee attack each round as a free action, or as an opportunity attack. The snake headed tail is considered a separate weapon with hardness 0, DR 10/epic and 48 hit points. To destroy the snake headed tail, an opponent must inflict enough damage to reduce its hit points to 0 or less. Destroying the snake headed tail deals 48 damage to The First Humbaba’s body. The First Humbaba can't attack with a destroyed snake headed tail, but takes no other penalties. A destroyed tail grows back in 24 hours.
Spiny Growth (Ex) The First Humbaba is covered in small razor sharp thorns that penetrate bone, metal, and flesh. Anytime The First Humbaba succeeds at a grapple or slam attack, or is successfully grappled, his opponent takes 1d4 bleed damage. This bleed damage stacks with itself.
Vomit Flood (Su) By spending 1 point of mythic power, The First Humbaba can release a mighty roar that transforms from a burst of sound into the torrential roar of a raging river. The First Humbaba vomits forth crystal clear spring water with such force that the deluge spreads across a 120 ft. cone.; flying creatures in the area must make a DC 33 fly check or be swept away and landed creatures must make a DC 33 swim check.  Those that succeed are able to maintain their position, but those that fail are swept away by the flow of water and pushed to the furthest edge of the cone and brought to the ground. After the first round, the affected area acts in all ways as a Flash Flood.  The skill DCs are Constitution based.
Weak Neck (Ex) While paralyzed, all slashing weapons are considered vorpal weapons against The First Humbaba.

He was born before time existed, brother to Pazuzu and Enki, and son of Hanbi; Humbaba is a great guardian of the gods. While most well-known for guarding the great cedar forest of the gods, he was a relatively kind creature who took his job seriously. Much of the time he did not seek to destroy those who invaded his sacred forest, he would not relent until he had vanquished threats to the trees.

It is said that Pazuzu tricked The First Humbaba, his own brother, into defeat at the hands of mighty heroes. Pazuzu supposedly chopped up his brother’s body and created the humbaba race, which he could control. Others whisper that The First Humbaba still lurks in the forgotten places of the eternal realms and bides his time, waiting to inflict his revenge on Pazuzu.

Sunday, November 17, 2013

Mythic Monster Monday: Rats of Unusual Size





By Andrew Hoskins


Mythic Dire Rat
Standing on its hind legs, this immense rodent is almost as tall as a man. Long yellow teeth protrude from its mouth, while its eyes twinkle with a cunning malevolence.
MYTHIC DIRE RAT            CR 2/MR 2
XP 600
N Medium animal (mythic)
Init +2; Senses low-light vision, scent; Perception +4
DEFENSE
AC14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp29 (2d8+20)
Fort +5, Ref +5, Will +1
OFFENSE
Speed50 ft., climb 30 ft., swim 30 ft.
Melee bite +4 (1d6+3 plus disease), 2 claws +4 (1d4+3)
Special Attacks disease, mythic power (2/day, surge+1d6), tackle
STATISTICS
Str16, Dex15, Con15, Int2, Wis13, Cha 4
Base Atk +1; CMB +4; CMD16 (20 vs. trip)
Feats Jumper, Skill Focus (Perception)
Skills Acrobatics +7 (+15 jumping), Climb +11, Perception +4, Stealth +6, Swim +11
ECOLOGY
Environment any
Organization solitary, pair, or pack (3-20)
Treasure none
SPECIAL ABILITIES
Disease (Ex)Mythic filth fever-injury; save Fort DC 13; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.
 If a creature exposed to mythic filth fever fails their save 3 times in a row, they become a carrier. They no longer suffer additional damage from the disease, nor do they make additional saving throws against the disease. However, they cannot recover from any ability damage until the disease is magically removed, and they take a -4 penalty on all Charisma based skill and ability checks. Additionally, each creature they interact with must succeed on a Fortitude save or become diseased. The save DC is Constitution-based.
Tackle (Ex)When a mythic dire rat makes a charge attack, it may attempt an acrobatics check to leap on its target; the DC is equal to the distance to its target. If successful, the mythic dire rat may ignore difficult terrain and creatures smaller than itself during the charge. As part of the charge, it may perform a trip maneuver, grapple maneuver and bite attack, in that order. The mythic dire rat does not provoke attacks of opportunity with a successful tackle. If it fails the acrobatics check, it moves as far as possible based on the result of the jump check.

Unusually larger than their cousins, mythic dire rats are known to be much more aggressive and direct about hunting sources of food. They rely on brute force more than scavenging, but they still attempt to sneak up on unsuspecting prey. Though smaller rats are often found in urban areas, this variety can be found in almost any climate, having learned to hunt for their food instead of infesting garbage dumps and sewers.

They live 10 to 20 years, and can grow up to 6 feet long. Their rarity prevents them from finding a mate, but when they do, they can quickly breed a pack of diseased rats in a few short months. These larger groups will often hunt larger game, similar to a pack of hyenas.

Because of the contagions they carry, many municipalities will raise a militia or hire adventurers to slay the beasts before their plague-ridden bites create an epidemic that healers cannot contain.