New Extraplaner Race - Daimonions
New Extraplaner Race - Daimonions
DAIMONIONS
Daimonions are beings of Nature and pure Neutrality, committed to maintaining the balance and harmony of the Multiverse. They are attuned to the Elements, and appear to have evolved from various former extraplaner partisans of the cosmic conflict between Good and Evil, Law and Chaos. Each type of Daimonion still retains some echo of its former nature, but all agree that they must now work in harmony with the others in order to preserve the Multiverse. Daimonions are of varied appearance, and even within the same type there can be great differences. Generally, their forms combine a human-like body with various animal-like features.
Daimonions work both openly and covertly to prevent the forces of any particular Alignment from achieving complete victory over any of the others. Wherever necessary they will either sabotage or aid opposing forces until they are equal. They are not above impersonating other extraplaner creatures in order to subvert the worship of the Gods of the extreme Alignments, and are particular enemies of Paladins and Anti-Paladins, as well as Lawful Good, Lawful Evil, Chaotic Evil, and Chaotic Good clerics. Naturally, Daimonions are powerful allies of the Druids, and the neutral-aligned Fey.
Daimonions are active in the material and elemental planes, seeking to keep them free of excessive influence from other extraplaner beings. They are allied with the Elementals, and can call on them for aid. Daimonions do not care what Alignment individual creatures are, only that no particular Alignment becomes strong enough to dominate.
Daimonions are pragmatists in their own affairs. They vary their methods to the task at hand, and alter their social structure according to the situation. Characters may possibly encounter Daimonions who exist in monarchies, Daimonion republics, or any other kind of government that fits the environmental circumstances. Daimonions do not discriminate between the four different varieties of their own race, so any type of Daimonion could be found fufilling any role. All Daimonions revere the legendary Green One, the first and most powerful Daimonion, but he does not generally exert any direct authority over them.
Daimonions do not attack without reason, but neither do they hesitate to kill when they feel it is necessary. In combat they are as pragmatic as they are with all other affairs. They will quickly parlay if a battle is obviously going against them, and will listen to offers to stop combat.
Each Daimonion has a unique name, that can used to bind it into service by means of arcane rituals. A Daimonion will judge attempts to call it into service on a case-by-case basis. If the caster is polite, and the task doesn't create an imbalance of power on the part of any particular religion or philosophy, the Daimonion will probably not bear any future ill-will towards the magician. If, however, a Daimonion is forced to fight as a partisan on behalf of another Alignment, or is insulted, the caster will have earned an immortal enemy. On the other hand, Daimonions will willingly perform services for any who honor and aid them.
Daimonions can only be hit by magical weapons or those crafted from pure wrought iron (but not unenchanted steel). They are naturally immune to such things as poison and disease. Each type is also resistant to a particular form of elemental damage. Due to their commitment to a balanced wold-view, all Daimonions are completely immune to magic that influences minds or alters emotions.
All Daimonions can assume either human or animal form at will. The animal form a Daimonion can assume varies according their type. Iunges can assume the form of any avian of up to the size of a giant eagle. Synoches can change shape into any mammal or reptile of up to the size of a elephant. Teletarchs can assume the form of aquatic animals or amphibians of the size of a great white shark or smaller. Kalodaimons can take the shape of any insect or anthropoid of up to the size of a horse. Daimonions can speak, understand, and write all languages. They are able to enter the Ethereal and Astral planes, and can Detect Neutrality and Teleport at will.
IUNX (plural: Iunges)
NO. ENCOUNTERED: 1-4
SIZE: Medium (7' Tall)
HD: 12 (d8)
MOVE: 30', 60' (Fly)
AC: 22
ATTACKS: 1 spear (d6+3), or 1 peck (1d8)
SPECIAL: Magic or Pure Wrought Iron Weapons To Hit, Polymorph Self (Human or Avian Form), Deepvision, Air Resistance (Half), Immune to Poison and Emotion-affecting Magic, Spell Resistance 15, Spell-like Abilities
SAVES: M+P
INT: Superior
ALIGNMENT: Neutral
TYPE: Extraplaner
TREASURE: 11
XP: 3975+12
The Iunges are former Celestial spirits who deserted the war against Evil as futile and ultimately as destructive as Evil itself. The Iunges now believe that the philosophy of Pure Neutrality offers the best hope for peace and the continued existence of all beings. They are enthusiastic evangelists for the cause of Neutrality, and will seek to convert those they encounter.
A typical Iunx has the body of a person with milky-white skin, but the head, wings, and talons of a long-necked bird. They seldom wear any clothing beyond a simple loincloth. They have a great sympathy with the creatures of the air, which are often found in their presence. They sometimes ride Giant Eagles of Neutral Alignment.
Iunges are skilled in the art of rhetoric, as well as astrology and astronomy. They are sometimes summoned by those who wish to learn those arts. Iunges are also willing to teach languages to those who bargain with them properly.
Combat: Iunges will seek to neutralize opponents, rather than kill them outright. They prefer to use their non-lethal spell-like powers, rather than attack with weapons. Often, a Iunx will give helpless opponents the opportunity to join the cause of true Neutrality. Truly dangerous or recalcitrant enemies will be attacked with the Iunges' spears and beaks, however, and subjected to the full range of the creatures' powers.
Once per day, a Iunx can Summon a 12 HD Air Elemental that will aid the creature voluntarily without the need to exert control. An Iunx can also attempt to Gate in another Daimonion of a random type once a day, with a 50% chance of success. In addition, Iunges can use the following spell-like abilities at will, once per round: Charm Person, Shocking Grasp (for 1d8+8 damage, and can be used to charge their spear head), See Invisibility, Fog Cloud, Gust of Wind, Invisibility, and Wall of Wind. Once per day they can either Control Winds or assume Gaseous Form. Their effective caster level is 13th.
SYNOCHE
NO. ENCOUNTERED: 2-6
SIZE: Large (8' Tall)
HD: 13 (d8)
MOVE: 30', 60' (Fly)
AC: 25
ATTACKS: 1 Weapon (d12+4) or 1 Gore (2d4)
SPECIAL: Magic or Pure Wrought Iron Weapons To Hit, Polymorph Self (Human. Mammal, or Reptile Form), Deepvision, Fire Resistance (Half), Immune to Poison and Emotion-affecting Magic, Spell Resistance 15, Spell-like Abilities
SAVES: M+P
INT: High
ALIGNMENT: Neutral
TYPE: Extraplaner
TREASURE: 11
XP: 5400+13
Synoches are former Infernal spirits who have deserted the powers of evil and embraced Neutrality. They tend to gather together in small bands. Of all the Daimonions, they are the most warlike, but they they have renounced malevolence for its own sake. It is nonetheless wise not to arouse the anger of a Synoche, as they they have no qualms about destroying anyone who who gives them reason. Synoches also tend to be very cynical in their attitudes. They are sometimes summoned by powerful wizards to acts as guardians or gaolers, but such practice is highly dangerous unless the Synoches are well compensated.
A typical Synoch may have the body of a man, the head of a predatory mammal or reptile with goat-like horns, cloven hooves for feet, the wings of a raven, and a rat-like tail. Other combinations of mammalian and reptilian features are possible. Synoches thus superficially resemble the fiends they once were, but they now lack any overt malevolence to their appearance. Synoches often wear armor seemingly crafted from plates of brass. They associate with creatures of fiery nature, and prefer conditions of heat. They often ride Giant Lizards.
Combat: Synoches enjoy melee combat, and typically attack with two-handed swords or battle axes. These weapons are often magical, typically with a flaming enchantment. They can also bite, or gore with their horns. In accordance with their Neutral alignment, however, a Synoche will not usually attack anyone who does not threaten them first. Once combat is initiated, however, they are merciless opponents.
Once per day, a Synoche can Summon a 12 HD Fire Elemental that will aid the creature voluntarily without the need to exert control. Additionally, a Synoche can also attempt to Gate in another Daimonion of a random type once a day, with a 50% chance of success. Synoches can also use the following spell-like abilities at will, once per round: Produce Flame, See Invisibility, Pyrotechnics. Once per day they can either create a Wall of Fire, or an 8 HD Fireball (but not both). Their effective caster level is 10th.
TELETARCH
NO. ENCOUNTERED: 1-4
SIZE: Medium (7' Tall)
HD: 10 (d8)
MOVE: 30', 30' (Swim), 60' (Fly)
AC: 21
ATTACKS: 2 Falchions (2d4+3)
SPECIAL: Magic or Pure Wrought Iron Weapons To Hit, Polymorph Self (Human or Marine Form), Deepvision, Water & Acid Resistance (Half), Immune to Poison and Emotion-affecting Magic, Spell Resistance 15, Spell-like Abilities
SAVES: M+P
INT: Superior
ALIGNMENT: Neutral
TYPE: Extraplaner
TREASURE: 11
XP: 2700+10
The Teletarchs came into being when spirits of Chaos started to believe that absolute randomness was self-defeating and self-destructive. Now they exist to bring innovation and imagination into the harmony of pure Neutrality, as a complement to the Order than maintains existence. They have extremely odd senses of humor.
A typical Teletarch has a brightly-colored, human-like body, but the head of a marine creature or amphibian and fan-like wings that resemble the fins of a flying fish. They do not usually wear clothing, but often display several pieces of bizarrely wrought jewelry. They favor swirling and organic shapes and designs. They most enjoy wet conditions, and the company of water creatures. They often use Giant Toads as mounts.
Teletarchs know the recipes for all potions and medicines, and they are sometimes summoned by Mages who cannot otherwise locate desired formulas. Teletarchs are known for asking for strange things as part of their bargains, however.
Combat: Teletarchs typically attack with 2 falchion-like swords of strange design. They will augment their attacks with their spell-like abilities, and prefer to confuse and harass their enemies before finishing them off.
Once per day, a Teletarch can Summon a 12 HD Water Elemental that will aid the creature voluntarily without the need to exert control. A Teletarch can also attempt to Gate in another Daimonion of a random type once a day, with a 50% chance of success. Additionally, Teletarchs can use the following spell-like abilities at will, once per round: See Invisibility, Invisibility, Major Image, Confusion. Once per day, they can create a Wall of Ice, or create an Acid Arrow that lasts for 5 rounds. Their effective caster level is 12th.
KALODAIMON
NO. ENCOUNTERED: 1-4
SIZE: Medium (6' Tall)
HD: 11 (d8)
MOVE: 30', 60' (Fly)
AC: 20
ATTACKS: 4 Maces (d8+3)
SPECIAL: Magic or Pure Wrought Iron Weapons To Hit, Polymorph Self (Human or Insectoid Form), Deepvision, Half Damage from Bludgeoning Weapons, Earth Resistance (Half), Immune to Poison and Emotion-affecting Magic, Spell Resistance 15, Spell-like Abilities
SAVES: M+P
INT: Genius
ALIGNMENT: Neutral
TYPE: Extraplaner
TREASURE: 11
XP: 3700+11
The Kalodaimons were once spirits of cosmic Law, that deserted its cause when they started to believe that unchecked regulation would choke the cosmos. Now they contribute structure and order to the cause of pure Neutrality, but also recognize the necessity of unstructured creativity and imagination. They are direct and honest in speech, to the point of sometimes being tactless.
A typical Kalodaimon has the general form of a black-skinned, four-armed human, with butterfly-like wings that show a striking geometric pattern. They facial features are sharp and defined, with insect-like eyes, and antennae protruding from their forehead. Usually, a Kalodaimon will be dressed in clothes of costly and extravagant make, similar to those worn by human nobility. They favor clean geometric patterns and symmetrical designs. Kalodaimons surround themselves with living plants, and enjoy the company of colorful insects. They often use such things as Giant Beetles as mounts.
Kalodaimons are master engineers, and know the properties of all metals and minerals. They can be summoned by Mages who wish to learn this knowledge.
Combat: Kalodaimons attacks by wielding a mace in each hand. They are easily able to split their attacks among different opponents. They are highly resistant to attacks from bludgeoning weapons, taking only half damage.
Once per day, a Kalodaimon can Summon a 12 HD Earth Elemental that will aid the creature voluntarily without the need to exert control. In addition, a Kalodaimon can attempt to Gate in another Daimonion of a random type once a day, with a 50% chance of success. Kalodaimons can also use the following spell-like abilities at will, once per round: Control Plants, Summon Swarm, Charm Person or Animal. Once per day they can create a crystalline Wall of Stone. Their effective caster level is 11th.
THE GREEN ONE
NO. ENCOUNTERED: 1
SIZE: Medium (7' tall)
HD: 150 hp (attacks as a 20 HD creature)
MOVE: 40', 70' (Fly)
AC: 30
ATTACKS: 2 Fists (d10+6) & 1 Gore (2d6), or 1 Grapple
SPECIAL: +3 Magical or Pure Wrought Iron Weapons To Hit, Never Surprised, Create Mirror Opposite, Whisper Terrible Secret, Deepvision, Elemental Resistance (Half [All Types]), Regeneration 5, Immune to Poison and Emotion-affecting Magic, Spell Resistance 20, Spell-like Abilities
SAVES: M+P
INT: Deific
ALIGNMENT: Neutral
TYPE: Extraplaner
TREASURE: None
XP: 24,950
According to legends contained in ancient arcane tomes, The Green One was once a powerful servant of a great deity until he questioned the importance of the cosmic struggle of Alignments. The Green One became the first Daimonion, and began to recruit other extraplaner creatures to his cause. Now he wanders the planes in disguise, undermining the efforts of the great powers of the extreme Alignments. His favorite way to do this is through humorous trickery and sabotage, directed especially at the paragon examples of the various Alignments. Whatever the Green One's true name was, or is, is long lost. Now, even other Daimonions simply refer to him by his descriptive title.
The Green One is aptly titled, for in his natural form he resembles a tall, bald human man with glittering, emerald green skin and a pair of goat-like horns sprouting from his forehead. His eyes are like white opals, however, with no iris or pupil. On his back are a pair of large, iridescent green feathered wings covered with eye spots like those on a peacock. These eyes allow him to see in all directions at once, so that he is never surprised. He never carries any weapon or other equipment.
The intent of the Green One's tricks are not to cause chaos, but rather to force members of the extreme Alignments to question their beliefs. Stalwart paladins, heartless tyrants, deranged demon worshipers, and committed freedom fighters are all equally likely to be the victim's of the Green One's lessons.
Combat: The Green One does not carry any weapon, and never initiates combat. If he must engage in melee, he is a skilled unarmed opponent. He has two special attacks, however, that cause him to be feared by even the gods. The first is the ability, once a day, to create a Mirror Opposite of any opponent, even of divine level. The Mirror Opposite is of opposite Alignment to the original being, and has all the abilities and items of the original, but in their opposite form. For instance, the Mirror Image of a Paladin with a Holy Avenger sword will be an Anti-Paladin with an Unholy Avenger sword. The second special attack of the Green One may be even worse than the first. The Green One knows a terrible secret about the Multiverse that will destroy the mind of anyone who hears it. If pressed by an opponent who refuses to stop fighting the Green One will attempt to grapple them and whisper the secret into their ear. Each time this happens, the victim must save versus spells with a Challenge Level of 20, or be permanently afflicted by the effects of a Insanity spell. Even gods are not immune to this attack, as apparently the secret of the Green One is a terrible truth unsuspected by them. Likewise, intelligent undead normally immune to mind-magic will be affected by the Green One's secret. Why the Green One appears to be immune from any ill effects as a result of knowing the secret is unknown. It is also unclear why the Green One never simply says the secret out loud, although it has been insinuated that if too many intelligent creatures ever heard the secret at once the Multiverse would dissolve into nothingness.
In addition to the powers mentioned above, the Green One can us the following spell-like abilities at will: Know Alignment, Command Plants, Charm Person, Animals, or Monsters, Telekenisis (up to 500 lbs), Mass Suggestion, See Invisibility, Invisibility, Polymorph Any Object, Persistent Image, Major Creation, Shape Change, Geas. Once per day he do all of the following: send a Dream, raise a Prismatic Sphere, and grant another's Limited Wish. Once a day he can also Gate in one 16 HD Elemental of each type, and one Daimonion of each type. All abilities are equal to a spell cast by a 20th level character.
Daimonions are beings of Nature and pure Neutrality, committed to maintaining the balance and harmony of the Multiverse. They are attuned to the Elements, and appear to have evolved from various former extraplaner partisans of the cosmic conflict between Good and Evil, Law and Chaos. Each type of Daimonion still retains some echo of its former nature, but all agree that they must now work in harmony with the others in order to preserve the Multiverse. Daimonions are of varied appearance, and even within the same type there can be great differences. Generally, their forms combine a human-like body with various animal-like features.
Daimonions work both openly and covertly to prevent the forces of any particular Alignment from achieving complete victory over any of the others. Wherever necessary they will either sabotage or aid opposing forces until they are equal. They are not above impersonating other extraplaner creatures in order to subvert the worship of the Gods of the extreme Alignments, and are particular enemies of Paladins and Anti-Paladins, as well as Lawful Good, Lawful Evil, Chaotic Evil, and Chaotic Good clerics. Naturally, Daimonions are powerful allies of the Druids, and the neutral-aligned Fey.
Daimonions are active in the material and elemental planes, seeking to keep them free of excessive influence from other extraplaner beings. They are allied with the Elementals, and can call on them for aid. Daimonions do not care what Alignment individual creatures are, only that no particular Alignment becomes strong enough to dominate.
Daimonions are pragmatists in their own affairs. They vary their methods to the task at hand, and alter their social structure according to the situation. Characters may possibly encounter Daimonions who exist in monarchies, Daimonion republics, or any other kind of government that fits the environmental circumstances. Daimonions do not discriminate between the four different varieties of their own race, so any type of Daimonion could be found fufilling any role. All Daimonions revere the legendary Green One, the first and most powerful Daimonion, but he does not generally exert any direct authority over them.
Daimonions do not attack without reason, but neither do they hesitate to kill when they feel it is necessary. In combat they are as pragmatic as they are with all other affairs. They will quickly parlay if a battle is obviously going against them, and will listen to offers to stop combat.
Each Daimonion has a unique name, that can used to bind it into service by means of arcane rituals. A Daimonion will judge attempts to call it into service on a case-by-case basis. If the caster is polite, and the task doesn't create an imbalance of power on the part of any particular religion or philosophy, the Daimonion will probably not bear any future ill-will towards the magician. If, however, a Daimonion is forced to fight as a partisan on behalf of another Alignment, or is insulted, the caster will have earned an immortal enemy. On the other hand, Daimonions will willingly perform services for any who honor and aid them.
Daimonions can only be hit by magical weapons or those crafted from pure wrought iron (but not unenchanted steel). They are naturally immune to such things as poison and disease. Each type is also resistant to a particular form of elemental damage. Due to their commitment to a balanced wold-view, all Daimonions are completely immune to magic that influences minds or alters emotions.
All Daimonions can assume either human or animal form at will. The animal form a Daimonion can assume varies according their type. Iunges can assume the form of any avian of up to the size of a giant eagle. Synoches can change shape into any mammal or reptile of up to the size of a elephant. Teletarchs can assume the form of aquatic animals or amphibians of the size of a great white shark or smaller. Kalodaimons can take the shape of any insect or anthropoid of up to the size of a horse. Daimonions can speak, understand, and write all languages. They are able to enter the Ethereal and Astral planes, and can Detect Neutrality and Teleport at will.
IUNX (plural: Iunges)
NO. ENCOUNTERED: 1-4
SIZE: Medium (7' Tall)
HD: 12 (d8)
MOVE: 30', 60' (Fly)
AC: 22
ATTACKS: 1 spear (d6+3), or 1 peck (1d8)
SPECIAL: Magic or Pure Wrought Iron Weapons To Hit, Polymorph Self (Human or Avian Form), Deepvision, Air Resistance (Half), Immune to Poison and Emotion-affecting Magic, Spell Resistance 15, Spell-like Abilities
SAVES: M+P
INT: Superior
ALIGNMENT: Neutral
TYPE: Extraplaner
TREASURE: 11
XP: 3975+12
The Iunges are former Celestial spirits who deserted the war against Evil as futile and ultimately as destructive as Evil itself. The Iunges now believe that the philosophy of Pure Neutrality offers the best hope for peace and the continued existence of all beings. They are enthusiastic evangelists for the cause of Neutrality, and will seek to convert those they encounter.
A typical Iunx has the body of a person with milky-white skin, but the head, wings, and talons of a long-necked bird. They seldom wear any clothing beyond a simple loincloth. They have a great sympathy with the creatures of the air, which are often found in their presence. They sometimes ride Giant Eagles of Neutral Alignment.
Iunges are skilled in the art of rhetoric, as well as astrology and astronomy. They are sometimes summoned by those who wish to learn those arts. Iunges are also willing to teach languages to those who bargain with them properly.
Combat: Iunges will seek to neutralize opponents, rather than kill them outright. They prefer to use their non-lethal spell-like powers, rather than attack with weapons. Often, a Iunx will give helpless opponents the opportunity to join the cause of true Neutrality. Truly dangerous or recalcitrant enemies will be attacked with the Iunges' spears and beaks, however, and subjected to the full range of the creatures' powers.
Once per day, a Iunx can Summon a 12 HD Air Elemental that will aid the creature voluntarily without the need to exert control. An Iunx can also attempt to Gate in another Daimonion of a random type once a day, with a 50% chance of success. In addition, Iunges can use the following spell-like abilities at will, once per round: Charm Person, Shocking Grasp (for 1d8+8 damage, and can be used to charge their spear head), See Invisibility, Fog Cloud, Gust of Wind, Invisibility, and Wall of Wind. Once per day they can either Control Winds or assume Gaseous Form. Their effective caster level is 13th.
SYNOCHE
NO. ENCOUNTERED: 2-6
SIZE: Large (8' Tall)
HD: 13 (d8)
MOVE: 30', 60' (Fly)
AC: 25
ATTACKS: 1 Weapon (d12+4) or 1 Gore (2d4)
SPECIAL: Magic or Pure Wrought Iron Weapons To Hit, Polymorph Self (Human. Mammal, or Reptile Form), Deepvision, Fire Resistance (Half), Immune to Poison and Emotion-affecting Magic, Spell Resistance 15, Spell-like Abilities
SAVES: M+P
INT: High
ALIGNMENT: Neutral
TYPE: Extraplaner
TREASURE: 11
XP: 5400+13
Synoches are former Infernal spirits who have deserted the powers of evil and embraced Neutrality. They tend to gather together in small bands. Of all the Daimonions, they are the most warlike, but they they have renounced malevolence for its own sake. It is nonetheless wise not to arouse the anger of a Synoche, as they they have no qualms about destroying anyone who who gives them reason. Synoches also tend to be very cynical in their attitudes. They are sometimes summoned by powerful wizards to acts as guardians or gaolers, but such practice is highly dangerous unless the Synoches are well compensated.
A typical Synoch may have the body of a man, the head of a predatory mammal or reptile with goat-like horns, cloven hooves for feet, the wings of a raven, and a rat-like tail. Other combinations of mammalian and reptilian features are possible. Synoches thus superficially resemble the fiends they once were, but they now lack any overt malevolence to their appearance. Synoches often wear armor seemingly crafted from plates of brass. They associate with creatures of fiery nature, and prefer conditions of heat. They often ride Giant Lizards.
Combat: Synoches enjoy melee combat, and typically attack with two-handed swords or battle axes. These weapons are often magical, typically with a flaming enchantment. They can also bite, or gore with their horns. In accordance with their Neutral alignment, however, a Synoche will not usually attack anyone who does not threaten them first. Once combat is initiated, however, they are merciless opponents.
Once per day, a Synoche can Summon a 12 HD Fire Elemental that will aid the creature voluntarily without the need to exert control. Additionally, a Synoche can also attempt to Gate in another Daimonion of a random type once a day, with a 50% chance of success. Synoches can also use the following spell-like abilities at will, once per round: Produce Flame, See Invisibility, Pyrotechnics. Once per day they can either create a Wall of Fire, or an 8 HD Fireball (but not both). Their effective caster level is 10th.
TELETARCH
NO. ENCOUNTERED: 1-4
SIZE: Medium (7' Tall)
HD: 10 (d8)
MOVE: 30', 30' (Swim), 60' (Fly)
AC: 21
ATTACKS: 2 Falchions (2d4+3)
SPECIAL: Magic or Pure Wrought Iron Weapons To Hit, Polymorph Self (Human or Marine Form), Deepvision, Water & Acid Resistance (Half), Immune to Poison and Emotion-affecting Magic, Spell Resistance 15, Spell-like Abilities
SAVES: M+P
INT: Superior
ALIGNMENT: Neutral
TYPE: Extraplaner
TREASURE: 11
XP: 2700+10
The Teletarchs came into being when spirits of Chaos started to believe that absolute randomness was self-defeating and self-destructive. Now they exist to bring innovation and imagination into the harmony of pure Neutrality, as a complement to the Order than maintains existence. They have extremely odd senses of humor.
A typical Teletarch has a brightly-colored, human-like body, but the head of a marine creature or amphibian and fan-like wings that resemble the fins of a flying fish. They do not usually wear clothing, but often display several pieces of bizarrely wrought jewelry. They favor swirling and organic shapes and designs. They most enjoy wet conditions, and the company of water creatures. They often use Giant Toads as mounts.
Teletarchs know the recipes for all potions and medicines, and they are sometimes summoned by Mages who cannot otherwise locate desired formulas. Teletarchs are known for asking for strange things as part of their bargains, however.
Combat: Teletarchs typically attack with 2 falchion-like swords of strange design. They will augment their attacks with their spell-like abilities, and prefer to confuse and harass their enemies before finishing them off.
Once per day, a Teletarch can Summon a 12 HD Water Elemental that will aid the creature voluntarily without the need to exert control. A Teletarch can also attempt to Gate in another Daimonion of a random type once a day, with a 50% chance of success. Additionally, Teletarchs can use the following spell-like abilities at will, once per round: See Invisibility, Invisibility, Major Image, Confusion. Once per day, they can create a Wall of Ice, or create an Acid Arrow that lasts for 5 rounds. Their effective caster level is 12th.
KALODAIMON
NO. ENCOUNTERED: 1-4
SIZE: Medium (6' Tall)
HD: 11 (d8)
MOVE: 30', 60' (Fly)
AC: 20
ATTACKS: 4 Maces (d8+3)
SPECIAL: Magic or Pure Wrought Iron Weapons To Hit, Polymorph Self (Human or Insectoid Form), Deepvision, Half Damage from Bludgeoning Weapons, Earth Resistance (Half), Immune to Poison and Emotion-affecting Magic, Spell Resistance 15, Spell-like Abilities
SAVES: M+P
INT: Genius
ALIGNMENT: Neutral
TYPE: Extraplaner
TREASURE: 11
XP: 3700+11
The Kalodaimons were once spirits of cosmic Law, that deserted its cause when they started to believe that unchecked regulation would choke the cosmos. Now they contribute structure and order to the cause of pure Neutrality, but also recognize the necessity of unstructured creativity and imagination. They are direct and honest in speech, to the point of sometimes being tactless.
A typical Kalodaimon has the general form of a black-skinned, four-armed human, with butterfly-like wings that show a striking geometric pattern. They facial features are sharp and defined, with insect-like eyes, and antennae protruding from their forehead. Usually, a Kalodaimon will be dressed in clothes of costly and extravagant make, similar to those worn by human nobility. They favor clean geometric patterns and symmetrical designs. Kalodaimons surround themselves with living plants, and enjoy the company of colorful insects. They often use such things as Giant Beetles as mounts.
Kalodaimons are master engineers, and know the properties of all metals and minerals. They can be summoned by Mages who wish to learn this knowledge.
Combat: Kalodaimons attacks by wielding a mace in each hand. They are easily able to split their attacks among different opponents. They are highly resistant to attacks from bludgeoning weapons, taking only half damage.
Once per day, a Kalodaimon can Summon a 12 HD Earth Elemental that will aid the creature voluntarily without the need to exert control. In addition, a Kalodaimon can attempt to Gate in another Daimonion of a random type once a day, with a 50% chance of success. Kalodaimons can also use the following spell-like abilities at will, once per round: Control Plants, Summon Swarm, Charm Person or Animal. Once per day they can create a crystalline Wall of Stone. Their effective caster level is 11th.
THE GREEN ONE
NO. ENCOUNTERED: 1
SIZE: Medium (7' tall)
HD: 150 hp (attacks as a 20 HD creature)
MOVE: 40', 70' (Fly)
AC: 30
ATTACKS: 2 Fists (d10+6) & 1 Gore (2d6), or 1 Grapple
SPECIAL: +3 Magical or Pure Wrought Iron Weapons To Hit, Never Surprised, Create Mirror Opposite, Whisper Terrible Secret, Deepvision, Elemental Resistance (Half [All Types]), Regeneration 5, Immune to Poison and Emotion-affecting Magic, Spell Resistance 20, Spell-like Abilities
SAVES: M+P
INT: Deific
ALIGNMENT: Neutral
TYPE: Extraplaner
TREASURE: None
XP: 24,950
According to legends contained in ancient arcane tomes, The Green One was once a powerful servant of a great deity until he questioned the importance of the cosmic struggle of Alignments. The Green One became the first Daimonion, and began to recruit other extraplaner creatures to his cause. Now he wanders the planes in disguise, undermining the efforts of the great powers of the extreme Alignments. His favorite way to do this is through humorous trickery and sabotage, directed especially at the paragon examples of the various Alignments. Whatever the Green One's true name was, or is, is long lost. Now, even other Daimonions simply refer to him by his descriptive title.
The Green One is aptly titled, for in his natural form he resembles a tall, bald human man with glittering, emerald green skin and a pair of goat-like horns sprouting from his forehead. His eyes are like white opals, however, with no iris or pupil. On his back are a pair of large, iridescent green feathered wings covered with eye spots like those on a peacock. These eyes allow him to see in all directions at once, so that he is never surprised. He never carries any weapon or other equipment.
The intent of the Green One's tricks are not to cause chaos, but rather to force members of the extreme Alignments to question their beliefs. Stalwart paladins, heartless tyrants, deranged demon worshipers, and committed freedom fighters are all equally likely to be the victim's of the Green One's lessons.
Combat: The Green One does not carry any weapon, and never initiates combat. If he must engage in melee, he is a skilled unarmed opponent. He has two special attacks, however, that cause him to be feared by even the gods. The first is the ability, once a day, to create a Mirror Opposite of any opponent, even of divine level. The Mirror Opposite is of opposite Alignment to the original being, and has all the abilities and items of the original, but in their opposite form. For instance, the Mirror Image of a Paladin with a Holy Avenger sword will be an Anti-Paladin with an Unholy Avenger sword. The second special attack of the Green One may be even worse than the first. The Green One knows a terrible secret about the Multiverse that will destroy the mind of anyone who hears it. If pressed by an opponent who refuses to stop fighting the Green One will attempt to grapple them and whisper the secret into their ear. Each time this happens, the victim must save versus spells with a Challenge Level of 20, or be permanently afflicted by the effects of a Insanity spell. Even gods are not immune to this attack, as apparently the secret of the Green One is a terrible truth unsuspected by them. Likewise, intelligent undead normally immune to mind-magic will be affected by the Green One's secret. Why the Green One appears to be immune from any ill effects as a result of knowing the secret is unknown. It is also unclear why the Green One never simply says the secret out loud, although it has been insinuated that if too many intelligent creatures ever heard the secret at once the Multiverse would dissolve into nothingness.
In addition to the powers mentioned above, the Green One can us the following spell-like abilities at will: Know Alignment, Command Plants, Charm Person, Animals, or Monsters, Telekenisis (up to 500 lbs), Mass Suggestion, See Invisibility, Invisibility, Polymorph Any Object, Persistent Image, Major Creation, Shape Change, Geas. Once per day he do all of the following: send a Dream, raise a Prismatic Sphere, and grant another's Limited Wish. Once a day he can also Gate in one 16 HD Elemental of each type, and one Daimonion of each type. All abilities are equal to a spell cast by a 20th level character.
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
MacLeod wrote:
I thought we were going to be treated to a demonic onion race when I saw the title.
Hey, that's an idea...
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
-
Lord Dynel
- Maukling
- Posts: 5843
- Joined: Tue Jun 17, 2008 7:00 am
Good stuff clavis. Liked the Green Man write-up.
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LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
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LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
- Omote
- Battle Stag
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That is some crazy stuff... psycadelic and what not. The Green One sounds like a creature from myth or some other source. The Whispered Secret of cosmic nuttiness I swear I have encountered before somewhere. Good work, you've blown my mind.
-O
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> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
-O
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
- gideon_thorne
- Maukling
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clavis123 wrote:
Hey, that's an idea...
Now there is a monster with layers.
_________________
"We'll go out through the kitchen!" Tanis Half-Elven
Peter Bradley
"The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout, 'Save us!' And I'll look down, and whisper 'No.' " ~Rorschach
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Lord Dynel
- Maukling
- Posts: 5843
- Joined: Tue Jun 17, 2008 7:00 am
gideon_thorne wrote:
Now there is a monster with layers.
Har har...
_________________
LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
Ideas this good bring tears to my eyes!
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Omote wrote:
That is some crazy stuff... psycadelic and what not. The Green One sounds like a creature from myth or some other source. The Whispered Secret of cosmic nuttiness I swear I have encountered before somewhere. Good work, you've blown my mind.
-O
The Green One was inspired by a combination of the Green Knight from Arthurian legend, the Islamic stories of Khidr, and the Yoruba stories about Eshu. The Terrible Secret gimmick was partially inspired by an idea in an episode of the New Twilight Zone from the 80s, called "Need To Know". In that episode a man learns a secret that will drive anyone who hears it insane, and he starts telling it to everyone. I thought the idea made a great attack for a trickster like the Green One to have, although in the episode the secret that drives people insane gets told and re-told like a virus, which would have been way too powerful. I also thought about the Lovecraftian idea that the strain of learning the truth about reality is more than the human mind can bear. In my mind, the Green One's secret is something along the lines that nothing really exists, but it's stated in a way that is irrefutable and cannot be repeated. If too many people were to know it at one time, they would stop believing in the illusion of reality, causing a hole in existence that would spread until it swallowed everything.
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
That IS cool!
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
By popular demand...
DEM-ONION
NO. ENCOUNTERED: 1-8
SIZE: Medium
HD: 4 (see below)
MOVE: 30'
AC: 16
ATTACKS: 4 Leaves (1d4)
SPECIAL: Deepvision, Eye Irritation, Fire Vulnerability, Induce Hunger When Hit By Fire, Peeling, Spell-like Abilities
SAVES: P
INT: Inferior
ALIGNMENT: Chaotic Evil
TYPE: Extraplaner Plant
TREASURE: None
XP: 140+4
From time-to time the Masters of the Infernal realms will send their minion spirits forth to posses the bodies of men and beasts, hoping to sow despair and discord among those who worship the Gods of Light. Unfortunately for those minion spirits, the forces of Good are often ready to battle them with weapons of prayer and magic. The infernal powers are often thwarted in their mission to possess bodies, and exorcised from the bodies they already possess. By some strange cosmic law, however, the fiends can lay claim to onions in the fields, and through possession twist them into fearful abominations called Dem-onions. Yellow, white, and red onions are equally liable to possession in this way.
Once possessed by its infernal spirit, the Dem-onion grows to enormous size. The bulb swells to 3 feet across, and some of the upper leaf shoots curl downwards to lift the bulb off the ground and provide locomotion Two of the remaining leaf shoots will grow staring red eyes at their ends. The remaining leaf shoots become covered with thorn-like projections that the monster uses to attack hapless farmers and gourmets.
Dem-onions retain their inherent tastiness, and once slain can be used in recipes that require massive amounts of onions. In fact, the demonic taint actually increases the sulfur levels in the Dem-onion's bulb, giving it an intense and complex flavor.
Combat: Dem-onions rush into combat fearlessly, always attacking with their thorn-covered leaves. Those who have experience with fighting Dem-onions know that the vile things have a number of surprises in store for unwary opponents.
Eye Irritation: Every time a Dem-onion is hit by an edged weapon, all other living creatures in a 10' radius of the abomination must save versus their Constitution or experience a burning sensation in their eyes. This will cause the attacks of afflicted creatures to suffer a -1 penalty for the next 4 rounds. The effects of multiple hits on the Dem-onion are cumulative, so attempts to slice and dice Dem-onions often end with bleary-eyed adventurers simply running away.
Vulnerability To Fire: Due to their vegetable nature, Dem-onions are vulnerable to fire. They burn easily, taking double damage from successful fire-based attacks. Fire attacks also cause Dem-onions to emit a wonderful, mouthwatering aroma.
Delicious Browning: Anyone living creature within 10' of a Dem-onion that has been hit with a fire attack must save versus their Constitution or be overcome with ravenous hunger. Affected creatures will break off combat to eat rations, or any other convenient source of food.
Peeling: The body of Dem-onion is composed of layers, and this allows the abominable fiend a final trick. Each time a Dem-onion is reduced to 0 hit points, it will fall down for 1 round, apparently dead. It will then shed a layer from it's body, and rise again as a new monster, with one fewer hit die than it previously possessed. The monstrosity's central bulbs will be smaller each time it Peels. Obviously, the Dem-onion can only Peel itself 3 times. By the last time it rises, as a 1 hit dice monster, the Dem-onion will resemble a malevolent scallion.
Spell-Like Abilities: Because they are infernal beings (albeit very minor ones), Dem-onions can use the following spell-like abilities at will: Darkness (5' radius), See Invisibility, and Mage Hand. Once per day they can attempt to Gate in a Quasit, with a 25% chance of the Gate opening.
DEM-ONION
NO. ENCOUNTERED: 1-8
SIZE: Medium
HD: 4 (see below)
MOVE: 30'
AC: 16
ATTACKS: 4 Leaves (1d4)
SPECIAL: Deepvision, Eye Irritation, Fire Vulnerability, Induce Hunger When Hit By Fire, Peeling, Spell-like Abilities
SAVES: P
INT: Inferior
ALIGNMENT: Chaotic Evil
TYPE: Extraplaner Plant
TREASURE: None
XP: 140+4
From time-to time the Masters of the Infernal realms will send their minion spirits forth to posses the bodies of men and beasts, hoping to sow despair and discord among those who worship the Gods of Light. Unfortunately for those minion spirits, the forces of Good are often ready to battle them with weapons of prayer and magic. The infernal powers are often thwarted in their mission to possess bodies, and exorcised from the bodies they already possess. By some strange cosmic law, however, the fiends can lay claim to onions in the fields, and through possession twist them into fearful abominations called Dem-onions. Yellow, white, and red onions are equally liable to possession in this way.
Once possessed by its infernal spirit, the Dem-onion grows to enormous size. The bulb swells to 3 feet across, and some of the upper leaf shoots curl downwards to lift the bulb off the ground and provide locomotion Two of the remaining leaf shoots will grow staring red eyes at their ends. The remaining leaf shoots become covered with thorn-like projections that the monster uses to attack hapless farmers and gourmets.
Dem-onions retain their inherent tastiness, and once slain can be used in recipes that require massive amounts of onions. In fact, the demonic taint actually increases the sulfur levels in the Dem-onion's bulb, giving it an intense and complex flavor.
Combat: Dem-onions rush into combat fearlessly, always attacking with their thorn-covered leaves. Those who have experience with fighting Dem-onions know that the vile things have a number of surprises in store for unwary opponents.
Eye Irritation: Every time a Dem-onion is hit by an edged weapon, all other living creatures in a 10' radius of the abomination must save versus their Constitution or experience a burning sensation in their eyes. This will cause the attacks of afflicted creatures to suffer a -1 penalty for the next 4 rounds. The effects of multiple hits on the Dem-onion are cumulative, so attempts to slice and dice Dem-onions often end with bleary-eyed adventurers simply running away.
Vulnerability To Fire: Due to their vegetable nature, Dem-onions are vulnerable to fire. They burn easily, taking double damage from successful fire-based attacks. Fire attacks also cause Dem-onions to emit a wonderful, mouthwatering aroma.
Delicious Browning: Anyone living creature within 10' of a Dem-onion that has been hit with a fire attack must save versus their Constitution or be overcome with ravenous hunger. Affected creatures will break off combat to eat rations, or any other convenient source of food.
Peeling: The body of Dem-onion is composed of layers, and this allows the abominable fiend a final trick. Each time a Dem-onion is reduced to 0 hit points, it will fall down for 1 round, apparently dead. It will then shed a layer from it's body, and rise again as a new monster, with one fewer hit die than it previously possessed. The monstrosity's central bulbs will be smaller each time it Peels. Obviously, the Dem-onion can only Peel itself 3 times. By the last time it rises, as a 1 hit dice monster, the Dem-onion will resemble a malevolent scallion.
Spell-Like Abilities: Because they are infernal beings (albeit very minor ones), Dem-onions can use the following spell-like abilities at will: Darkness (5' radius), See Invisibility, and Mage Hand. Once per day they can attempt to Gate in a Quasit, with a 25% chance of the Gate opening.
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
-
Lord Dynel
- Maukling
- Posts: 5843
- Joined: Tue Jun 17, 2008 7:00 am
Hehe.
_________________
LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
_________________
LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
That is funny.
Way to roll with the punches!
"malevolent scallion" LOL
Way to roll with the punches!
"malevolent scallion" LOL
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781