Talk:Bestiary

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Bestiary Notes

Monster Changes

  • Work out conversions for pathfinder - Done!
  • Work out conversions for 4e (ouch) - Done!
  • Refine Monster Blueprints for CR's 1-40 - Done!
    • Add 25% to all monster hit points - Done!
    • Update monster damage (claw/claw/bite damage is wrong) - Done!
  • Work up sample monster conversions for all CR's - in progress
  • Work up a basic set of low level EP monsters out of the playtest - Done!
  • Rebalance Gricks?
  • Work up a basic set of mid-level monsters


NOTES:

Zombie, Putrid, Corrupted, Void, Starlight, Starburned, Salt, Cavernous, Twitching, Darkened, Leaping, Frostburned, Wretched, Vile, Tenebrous, Drowned, Sodden, Zombie types

Troll, Cave Troll, Mountain Troll, Stone Troll, Star-Blinded Troll, Giant troll, Jagged Troll, Swamp Troll,

Ogre Mountain Ogre

Giant Beast Giant


Dragon Notes

All dragons have fear auras (Terrible Majesty, Will saves), see drakes for prototype (must playtest drakes!)

All dragons have a sonic PBAOE attack (Terrible Roar, Fort saves) with a large aoe.

All dragons have breath weapons (Reflex saves) that have an immediate effect and change terrain (except Blacks, which use illusion/conjuration).

All dragons can do claw/claw/bite/wing/wing/tail on full melee.

Claw/claw/bite = standard attack routine Wing/Wing/Tail = Standard attack routine against an area of effect (2x2 adjacent squares up to 4x4 AOE)


  • White Dragons - (betrayal) cold cone, creates (and ignores) rough terrain (ice), Melee attacks do forced movement only on rough terrain, chance to slow and even freeze-solid those in blast (torpid - entangled - petrified), rez effect is white out blizzard
  • Black Dragons - (deception) negative energy cone. Use illusions, conjuration (create pit, spiked pit, etc), confusion and compulsion, rez effect is Swarm of Darkness
  • Green Dragons - (corrosion) acid cone, provides lingering concealment as fog cloud, dragon ignores it, stealth and regen within cloud, sneak attack damage, realllly long tail (tail attack is ranged attack) rez effect is gas blowout
  • Blue Dragons - (storm) lightning line, creates a 'wall of static' which does damage if you walk through it, teleport (ride the lightning) with pbaoe thunderclaps (sonic) at destination, rez effect is tornado
  • Red Dragons - (destruction) fire cone, sets area on fire and lays down a wall of fire with each breath, PBAOE melee, regular melee deals extra fire damage, claws and bite do siege damage and free sunders. Rez effect is volcanic eruption


Mid level bad guys

Done!

  • Hill Giant Scrounger CR10 Weaker, younger, driven out to explore
  • Hill Giant CR11 Solid citizen
  • Hill Giant Warrior CR13 Tough fighter
  • Hill Giant Brute CR14 High damage tough fighter
  • Hill giant Beasttamer CR15 Has pets, good fighter
  • Hill Giant Shaman CR16 Ranged buff/debuff/damage
  • Hill Giant Chieftain CR17 Best fighter, also buffer


  • Stone Giant Mapper CR13 Weaker, younger, out looking for treasure
  • Stone Giant CR14 Solid citizen
  • Stone Giant Herder CR15 Animates stones and makes caves
  • Stone Giant Warrior CR17 TOUGH FIGHTER
  • Stone Giant Defender CR18 Very tough, defensive attacks and counterattacks
  • Stone Giant Sorceror CR19 Ranged debuff/damage
  • Stone Giant Ordinate CR20 Best fighter, also buffer


  • Forest Giant Gatherer CR14 Weaker, younger, out looking for food/money
  • Forest Giant CR15 Solid citizen
  • Forest Giant Raider CR16 Fast sneaky scout, ranged attacks
  • Forest Giant Savage CR18 Fast, strong fighter
  • Forest Giant Artisan CR19 Ranged attacks with debuffs, throws nets and stick-traps
  • Forest Giant Tree Tamer CR20 Animates trees as pets
  • Forest Giant Matriarch CR21 Strongest debuffer and buffer/healer


Issue challenges

  • Frost Giant Scout CR15 Sneaky, looking for victims/plunder
  • Frost Giant CR16 Solid citizen
  • Frost Giant Reaver CR17 Fast, high damage melee attacker
  • Frost Giant Berserker CR19 Fast, very tough, melee attacker/tank
  • Frost Giant Scald CR20 Ranged buffer/debuffer(bard)
  • Frost Giant Glacierborn CR21 Animates ice (as pets)
  • Frost Giant Despot CR22 Best fighter, best buffer.


Issue challenges

  • Fire Giant Picker CR17 Out looking for coal and metal
  • Fire Giant CR18 Solid citizen
  • Fire Giant Soldier CR19 Tough fighter, melee and ranged
  • Fire Giant Champion CR21 Really tough, high damage
  • Fire Giant Firebringer CR22 Animates fires as pets
  • Fire Giant Vulcanist CR23 Throws lava, fire aura, tough fighter
  • Fire Giant Thane CR24 Best fighter, best debuffer


Issue Smites

  • Cloud Giant Scudder CR19 Younger, weaker, random wanderer
  • Cloud Giant CR20 Misty citizen
  • Cloud Giant Tornado CR21 Very fast, high damage, aura
  • Cloud Giant Thunderhead CR23 Throws lightning, peals of thunder
  • Cloud Giant Lightstruck CR24 Aura of lightning, good melee
  • Cloud Giant Aerialist CR25 VERY fast, good damage, forced movement
  • Cloud Giant Parhelion CR26 Insubstantial, does light damage, best melee and buffer


Issue Smites

  • Storm Giant Squall CR21 Younger, weaker, random wanderer
  • Storm Giant CR22 Misty citizen
  • Storm Giant Hurricane CR23 proning aura, windwall, melee attacks have aoe wind, lots of pushes
  • Storm Giant Wracker CR25 Strong melee, creates floods(aura), causes avalanches
  • Storm Giant Destroyer CR26 Ranged AOE blasts of wind, very high damage, does siege damage
  • Storm Giant Stormcaller CR27 Has storms as pets
  • Storm Giant Kahn CR28 Most powerful, huge melee and ranged attacks


Issue Judgements

  • Death Giant Precursor CR24 Goes around trying to find dying people
  • Death Giant CR25 Solid citizen
  • Death Giant Measurer CR26 Cuts lives to 'proper length'. Very strong melee
  • Death Giant Quieter CR28 Drainer/debuffer, strong ranged attacks(needles of darkness)
  • Death Giant Peacegiver CR29 AOE drainer/debuffer, strong melee
  • Death Giant Gravedigger CR30 Attacks from underground, entombs, very strong melee
  • Death Giant Noble CR31 Strong ranged and melee


Issue Judgements

  • Fomaorian CR27 The worst of the worst
  • Fomaorian Slaver CR28 Ranged debuffs/captures, subdual damage
  • Fomaorian Skindancer CR29 Stealth, disguise, sneak attacks. Ridiculously sneaky for their size. Shapeshifter
  • Fomaorian Whisperer CR31 Invisible, ranged debuffs, backstabs, flanks, buffs allies
  • Fomaorian Jailer CR32 Very tough, forced movement (pulls), high damage, lots of subdual
  • Fomaorian Headman CR34 massive melee with beheading axe. massive
  • Fomaorian Sightless CR35 The Boss.


High level bad guys:

  • Helleskrieg Flockling 26
  • Helleskrieg Superior Flockling 27
  • Helleskrieg True Flockling 28
  • Helleskrieg Majestic Flockling 29
  • Helleskrieg Separator 27
  • Helleskrieg Superior Separator 28
  • Helleskrieg True Separator 29
  • Helleskrieg Majestic Separator 30
  • Helleskrieg Manipulator 28
  • Helleskrieg Superior Manipulator 29
  • Helleskrieg True Manipulator 30
  • Helleskrieg Majestic Manipulator 31
  • Helleskrieg Taiga 29
  • Helleskrieg Superior Taiga 30
  • Helleskrieg True Taiga 31
  • Helleskrieg Majestic Taiga 32
  • Helleskrieg Verdant 30
  • Helleskrieg Superior Verdant 31
  • Helleskrieg True Verdant 32
  • Helleskrieg Majestic Verdant 33
  • Helleskrieg Frostbound 31
  • Helleskrieg Superior Frostbound 32
  • Helleskrieg True Frostbound 33
  • Helleskrieg Majestic Frostbound 34
  • Helleskrieg Inferno 32
  • Helleskrieg Superior Inferno 33
  • Helleskrieg True Inferno 34
  • Helleskrieg Majestic Inferno 35
  • Helleskrieg Juggernaut 33
  • Helleskrieg Superior Juggernaut 34
  • Helleskrieg True Juggernaut 35
  • Helleskrieg Majestic Juggernaut 36
  • Helleskrieg Denizen 34
  • Helleskrieg Superior Denizen 35
  • Helleskrieg True Denizen 36
  • Helleskrieg Majestic Denizen 37
  • Helleskrieg Pinioned 35
  • Helleskrieg Superior Pinioned 36
  • Helleskrieg True Pinioned 37
  • Helleskrieg Majestic Pinioned 38
  • Helleskrieg Slumberer 36
  • Helleskrieg Superior Slumberer 37
  • Helleskrieg True Slumberer 38
  • Helleskrieg Majestic Slumberer 39
  • Helleskrieg Wormking 37
  • Helleskrieg Superior Wormking 38
  • Helleskrieg True Wormking 39
  • Helleskrieg Majestic Wormking 40
  • Helleskrieg Worldshadow 38
  • Helleskrieg Superior Worldshadow 39
  • Helleskrieg True Worldshadow 40
  • Helleskrieg Majestic Worldshadow 41
  • Helleskrieg Lord 39
  • Helleskrieg Superior Lord 40
  • Helleskrieg True Lord 41
  • Helleskrieg Majestic Lord 42

Demons

Special Defenses: DR 5/cold iron or good, ER 10/acid, ER 10/cold, ER 10/fire, ER 10/negative energy

Immunities: electricity, poison

Deal Fire + Negative energy damage

Summon other demons

attacks never harm other demons

Demonic Possession: Sp, make Will save. If fail, remove Demon from play and the character is Possessed. While Possessed, the player is Confused. IE, the player becomes a chaotic attacker, targeting friend and foe, and the Demon is off the field of play and cannot be harmed until the possession ends. There are various ways to remove Possesion, but one of the 'basic' ways to do it is the application of any Positive Energy healing to the victim. In such case, the healing effect of the positive energy is negated, and instead the Demon is forced out. The Demon's body will reappear on the battlefield within thirty feet of the space of the possessed character. If there is no safe space within thirty feet, it will appear in the closest open space that can safely contain it, which may be off the battlefield completely. The referee gets to choose where the demon will reappear, and it is almost always going to be in a remarkably inconvenient place.

Devils

Special Defenses: DR 5/silver or good, ER 10/acid, ER 10/cold, ER 10/electricity, ER 10/negative energy

Immunities: fire, poison, disease

deal Fire damage that does extra to Good aligned creatures

Teleport as move

aura that either improves devil offense/defense or reduces enemy offense/defense

attacks never harm other devils


Devilish Impulses: Sp, character makes a Will save. If failed, the Devil may make the player character take a full round of actions, up to and including expending an action point, and the referee gets to chose the targets of those actions. On its own initiative tick, the Devil may then take its own actions as normal. On the player character's initiative, they may then take their own full round of actions. Yes, this will use up a player characters spells, potions, etc, and if on their turn those resources are gone, they must choose a different action.

There are various ways to remove Devilish Impulses, but one of the 'basic' ways to do it is the application of any Positive Energy healing to the victim. In such case, the healing effect of the positive energy is negated, and instead the Devil's compulsion on the afflicted victim is ended. Note that often the effects of Devilish Impulses can be quite subtle, such as the player "forgetting" to use Selective Spell on a fireball, etc.

Devilish Impulses can be used out of combat, often to devastating results for an afflicted community.