An Account of the Strange Muu'tants Latterly in our Realms

Herein are gathered all the threads about those creatures that stalk our nightmares and against whom are characters must battle!
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KaiserKris
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An Account of the Strange Muu'tants Latterly in our Realms

Post by KaiserKris »

The Iron Emperor is the grand villain of the campaign I'm looking at beginning. He is a man, much like the Wizard of Oz, lost in time and space, but unlike the Wizard, his powers are all too real and terrifying. No-Prizes awarded to anyone who guesses who he is.

The Iron Emperor
Attired in grand crimson and royal purple robes, the Iron Emperor seems to be a reasonable, just man when he speaks and although he favors his small band of enforcers above all others, it is undeniable he has brought a certain order and prosperity to his land. However, any serious challenge and his rage is palpable. The entirely metallic room starts to vibrate at a weird pitch, and if his rage is truly provoked, he will immediately attack opponents with terrifying might.

Size: Medium (6')
HP: 80 hit points (16d10)
Move: 30” (walk), 90” (fly)
AC: 18
Attacks: Slam (d4 damage)
Special: Emperor's Helm, Force Shield, Levitation, Metal Manipulation, Non-Magical, Redeemable, Immunities
Saves: M
Int: Genius
Alignment: Lawful Evil (evil aura is marginal)
Treasure: 1d4 major magical items (actually technological), 1d8 minor magical items (technological)
XP: 200,000

Emperor's Helm: The Emperor's Helm is non-magical and yet possesses several remarkable properties. It seems to be virtually indestructible and makes 75% of all attacks directly to the wearer's head fail. It also makes the user immune to any mind-affecting magic when being worn.

Force Shield: The Iron Emperor is capable of creating force shields around either himself or others that are surpassingly difficult to penetrate. All metallic or electricity-based attacks are absorbed by the shield without it being sapped any. The Iron Emperor's force shield has 50% magical resistance, so half of all magical attacks fail without damaging the shield. Other attacks may damage the shield, which has 200 hit points total. If the shield is ever broken, the Iron Emperor suffers 2d10 subdual damage immediately. Reestablishing the shield can be attempted once, at the cost of 1d10 subdual damage, and will have only 10d10 hit points if established after being broken.

Any attempt by a hero to physically move through the Force Shield requires a Strength save made at base + 16 (The Iron Emperor's hit dice). This will not work if the hero possesses any metallic objects. If unsuccessful, they are thrown 2d10 feet and may incur falling damage. Otherwise, no harm is done by the Force Shield itself, though at any time, the Iron Emperor can use his ability to manipulate metal to create a blade barrier.

Immunities: The Iron Emperor is totally immune to any electricity-based attacks.

Levitation: The Iron Emperor is capable of levitating himself for an indefinite period of time, travelling at up to 90' per round while levitating. He can levitate up to 1600 pounds of metal with him and move at the same rate.

Metal Manipulation: The Iron Emperor appears to have an astonishing capacity to manipulate all metallic objects. Regarding metallic objects he has a constantly active telekinesis, with which he can manipulate astonishing weights of metal, effectively limited only by the GM's judgement. To use his powers to its fullest extent, however, he must use a full standard action. As a move action, however, he can manipulate up to 1600 pounds of metal (100/HD) with effects like a telekinesis or wall of iron spell. On territory familiar to him, such as his Citadel, he can manipulate metal even outside sight range, though no more than 100 pounds per hit dice.

Furthermore, he can manipulate any metallic objects on the person of adventurers, including using their own weapons to attack them (inflicting damage as that weapon would) or crushing them in any metallic armour they weight (1d8 damage per +1 to AC the armour gives). Magical weapons and armour gain a save to this effect, made at base + double the enchantment level of the weapon. Successful Strength saves can prevent being forcibly disarmed or halve the damage from being squeezed by armour. He can move people wearing metallic objects up to 16d10 feet in any direction, incurring falling damage on that individual equal to half of the actual falling damage from that height, and impact damage equal to 4d10 against anyone who fails a Dexterity save to avoid the oncoming individual.

He can also use his ability to manipulate metal to augment his Force Shield with a blade barrier effect, inflicting damage as per the spell. The complete absence of any metal in an area leaves him unable to use these powers.

Non-Magical: None of the Iron Emperor's powers read as magical in any way, and magical resistance will not protect anyone in the slightest against his powers, even though his Force Shield appears to protect him against much magic.

Redeemable: Though the Iron Emperor has an aura of Lawful Evil, the evil component of this is rather marginal and in truth, he often seems to restrain his more bloodthirsty minions. Particularly charismatic or persuasive heroes may be able to reason with the Iron Emperor and even convince him of the error of his ways. Indeed, given the Emperor's vast power, this may be the most practical means of "defeating" him.

The Iron Emperor has said little or nothing about his origins, but it can be presumed that he is a stranger to our world, coming from a land where humans can attain great power without recourse to the use of magic. While he appears to be masterful at creating all manner of sophisticated machinery (well beyond the learnings of the greatest Clockwork Magi), he chiefly relies on his incredible power to control metal. His personal power is so vast that when he first manifested, he singlehandedly destroyed two Illyrian legions, crushing them in their own armour. It took him mere days to carve out a sizeable territory, aided only by a band of a few dozen motley followers, many of whom appear to be gifted with similar astonishing powers. It appears to be the Emperor's belief that these powers mark him and his followers, known as "Muu'tants" as superior beings, fit to rule over the common masses. His opinions of other demihumans seem to be along similar lines.

Briefly halted by the powerful magics of the Archmagi of Solfest, it is believed he is simply consolidating his power in his lands, and is preparing to expand. Rumours of disloyal "Muu'tants" seeking to stop his iron regime are dismissed as foolish propaganda and those who spread such lies are punished severely.

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Dracyian
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Re: An Account of the Strange Muu'tants Latterly in our Real

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This is AMAZING

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KaiserKris
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Re: An Account of the Strange Muu'tants Latterly in our Real

Post by KaiserKris »

The Malodorous Man-Toad
Attired in jester's garb, the hunched, near-dwarf-sized individual looks as stupid as he is ugly and is treated with signal disrespect by the Iron Emperor and his more powerful and valued minions. However, as it happens, the terrible Man-Toad possesses relatively formidable abilities that make him a match for even seasoned warriors. It also appears that he has a certain knack with the mysterious weaponry brought by the Iron Emperor ...

In any case, you stop laughing at him when you feel your ribs crunch underneath his feet.


Size: Medium (5')
HP: 6d10+6 (36 hp)
Move: 20' (walking), 40' (hopping)
AC: 19
Attacks: Kick (2d6)
Special: Leaping, Slime, Stench, Tongue
Saves: P
Int: Above Average
Alignment: Neutral Evil
Treasure: 1d2 minor magical items (technological), 1d100 gp
XP: 10,000

Leaping: The Man-Toad is an extraordinarily accomplished leaper and is capable of leaping up to 2d10+10 feet vertically and 4d10+10 feet horizontally as a standard action. Due to the strength of his legs, he is capable of absorbing the shock from significant falls and only begins taking falling damage at 60 feet, rather than 10. He can make a leaping attack at opponents, which can only be dodged with a Dexterity save and inflicts 4d6 damage and knocks an enemy prone. However, if he misses, he is disadvantaged in the next round, suffering a -2 penalty to AC and attack rolls.

Slime: The Man-Toad appears capable of secreting an extremely noxious slime from his hands and in his mouth, which allows him to adhere to walls (as the spider crawl spell). He can also project it up to 20 feet as a projectile capable of entangling an opponent for 1d6 rounds. They must also make a Constitution save or suffer a -2 penalty to all Strength or Dexterity based checks. If a target fails 4 Constitution saves, they become totally paralyzed.

Stench: The Man-Toad is incredibly malodorous and suffers a -1 penalty to all Charisma checks involving negotiation or friendly interaction. Spending more than an hour or so with him, or coming into direct contact with him necessitates a good scrubbing (full immersion bath or very determined washing), or you too will stink as he does.

Tongue: The Man-Toad possesses a 15-foot long tongue which is capable of grasping objects, though it cannot wield weapons. It is capable of grappling or disarming an opponent. In all other respects, it is similar to a whip, though it inflicts 2d4 damage.

One of the Iron Emperor's lesser servants, the simpering Man-Toad is often regarded as a pathetic, pitiable creature, and yet, those that know his abilities well know that he is far from defenseless. Moderately talented in the creation and use of the strange machines of the Iron Emperor, he often possesses an interesting item or two on his person. Essentially cowardly, the Man-Toad is loath to engage powerful enemies, though he will unrelentingly bully those that are weaker than himself. He is often open to negotiation and making deals and is actually highly intelligent, but he will not directly oppose the Iron Emperor. Fundamentally, however, he feels that as a Muu'tant, he is a superior being, even if he has been browbeaten into believing he is one of the lesser of their kind.

Rumours that he has romantic feelings for the Scarlet Sorceress, the Iron Emperor's daughter, may or may not be true. In any case, it can be assumed they are unrequited.

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Lady Raven of the Thousand Faces

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Lady Raven of the Thousand Faces
Lady Raven is rarely seen in her natural form, with her skin said to be dark blue like an impending night and hair redder than blood, but is usually encountered in a variety of disguises. While not the most outright powerful of the Iron Emperor's followers, she is one of the most valued of their number and rumored to be the Emperor's consort. Most of those who are slain by her hand are never even aware that she is their slayer.

Size: Medium (variable, norm is 5'8)
HP: 10d8+8 (48 hp)
Move: 30'
AC: 18
Attacks: Crimson Destroyer (see special), weapon or hand to hand combat (1d8 damage, see special)
Special: Class Abilities, Combat Training, Crimson Destroyer, Fast Healing, Immunities, Shapeshifting, Slippery Mind
Saves: P
Int: Above Average
Alignment: Neutral Evil
Treasure: Crimson Destroyer, 1d4 other minor items (technological)
XP: 40,000

Class Abilities: Lady Raven possesses the class abilities of a rogue and assassin of her level.

Combat Training: Lady Raven is an extraordinarily skilled fighter and any time she makes a hand-to-hand attack, she may simultaneously make an effort to grapple, trip or disarm an opponent. She can additionally make a single hand to hand attack against any one who moves within 5 feet of her during their round, unless they make a successful opposed Dexterity check.

Crimson Destroyer: Lady Raven has been granted a powerful weapon by her lord (and possible lover), which possesses a number of unique abilities. It appears to use some sort of crystal to power it and in all respects appears to be magical, though it does not read as such. It can be fired once per round, has a range of 100 and inflicts either 2d6 damage or 3d6 subdual damage. It appears to function similarly to some of the experimental "fire-staves" manufactured by alchemists and smiths in Solfest and characters familiar with these can use it without penalty. Others must use it at a -4 penalty to hit.

Fast Healing: Lady Raven possesses fast healing of 1 hit point per round. A night's rest will cure her of any hit point damage she has sustained during the day. More serious injuries (broken bones, etc) can be healed within 1/10 of the normal time and she is believed capable of even regrowing lost limbs, though this takes 1d6 weeks to take place. This ability also drastically slows her aging and her potential lifespan is 10x that of an ordinary human.

Immunities: Lady Raven is immune to all mundane diseases and poisons, thanks to her fast healing.

Shapeshifting: Lady Raven is capable of changing her appearance, as the spell disguise self, at will.

Slippery Mind: Lady Raven has a +4 bonus against mind-affecting magics. Any magic used to detect alignment requires a Wisdom check to succeed.

The Lady Raven is known to be one of the Iron Emperor's most valued allies and is believed by Imperial spies to in fact be his consort, though there is no absolute proof that this is the case. In any case, she is known to be completely and fanatically loyal to him, though in most other dealings she is as duplicitous as they come. She prefers using subterfuge and stealth in order to deal with potential threats, rather than facing enemies directly and given the nature of her abilities, she is highly effective in that role.

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Re: An Account of the Strange Muu'tants Latterly in our Real

Post by KaiserKris »

Ever since the arrival of a veritable legion of mysterious 'Muu'Tants' in the realms of Illyria, there has been utter chaos, in which the Legions and Archmagi of the realm have been woefully underequipped to manage. However, there has been some recent amelioration in the desperate state of the Empire, thanks to the emergence of a new Chancellor, whom has proven most adept in bending political power in the realm to him. It is rumoured that he too, along with his minions are also 'Muu'Tants'. It is said that his band of followers makes up a hideous coterie of (no doubt) devil-worshippers known as a "Hellfire Club", in which he is its Black King.

Lord Chancellor Shaw, aka "The Black King"
The Lord Chancellor cuts an impressive figure, though before you attack him, there is little indication of his true power. However, he seems to actually enjoy being struck by your mace. Before you know it, you are being subjected to physical blows more devastating than any delivered by a warrior monk.

Size: Medium (6')
HP: 112 hit points (14d10+42)
Move: 30'
AC: 20
Attacks: Slam (1d8 damage)
Special: Absorption, Immunities, Overloaded, Weakness
Saves: P
Int: Genius
Alignment: Lawful Evil
Treasure: 1d4 major magical items (actually technological), 1d8 minor magical items (technological or magical)
XP: 150,000

Absorption: The Lord Paramount takes no damage from blunt weapons and only half damage from virtually any other source when attacked. As he absorbs the blows that opponents give him, his physical prowess does not decrease as it does with ordinary mortals, but merely becomes greater. The effects of this ability are illustrated below:

Strength: For each ten points of damage that he suffers, his attack does an additional 1d8+1 damage, to a maximum of 5d8+5 damage per attack. For every twenty-five hit points of damage suffered, he is able to deliver an exceptionally powerful blow which forces a Constitution save. If the Constitution save is failed, the opponent will lose all hit points and be unconscious (but stable) at 0 hit points. If the attack succeeds, he will expend the power he has absorbed and have to begin again.

Speed: For each twenty hit points damage that he suffers, he is capable of moving an additional 10', up to a maximum of 80'. When he has lost 50 hit points, his action speed increases such that he can effectively act twice in a round.

Invulnerability: When he has lost more than 60 hit points, he is entitled to roll a d6. If the result comes up as a 5 or a 6, he suffers no damage from a successful attack.


Immunities: Due to some unknown magical or technological device, the Chancellor appears to be immune to all mind-affecting magic.

Overloaded: If the Chancellor is ever reduced to 0 hit points, he is not dead but considered to be knocked out, stable at 0 hit points after having absorbed too much power.

Weakness: The Chancellor appears to be surprisingly vulnerable to cold and necromantic magics, suffering full damage from the attack. If he is successfully targeted with such a spell, roll a d6. A result of 6 means that he loses all benefits of Absorption and must begin absorbing energy again. If he fails a save, a Ray of Enfeeblement can cause him to lose all benefits of Absorption as well.

It is exceedingly unlikely that any adventurers will ever battle the Chancellor alone, as he usually favors the immediate presence of his allies in a combat situation, as well as large numbers of Imperial guards. He takes special delight in pummelling the mightiest warriors of a party to a pulp with his bare hands and usually engages them first. It is perhaps more likely, however, that adventurers will encounter him as a man willing to employ them, if they are willing to be used by an amoral man towards his ends. He pays extremely well and is not afraid to attempt bribery if he feels that it would suit his interests.

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