Happy Holidays -- New Creature

Herein are gathered all the threads about those creatures that stalk our nightmares and against whom are characters must battle!
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serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Happy Holidays -- New Creature

Post by serleran »

Miser

No. Encountered: 1
Size: Medium - Large
HD: 3+ (d8)
Move: 30 feet
AC: 16+
Attack: Touch (Clutch)
Special: Darkvision 60 feet, Dominion, Child of Nature, Clutch
Saves: P
Int: Average - High
Alignment: Neutral (Selfish)
Type: Extraplanar (Bound)
Treasure: 3+
XP Value: --

A miser is a creature of elemental nature, kin to the classical type more commonly encountered but with one very important difference: they are not actually elementals. Sages correctly postulate that, at the dawn of the world, when ylem and phlogiston freely mixed, that “Mother Nature,” in a variant disguise, birthed the species of miser, giving them rulership over a specific aspect of herself, such as freezing cold or extreme heat, waking them with one simple task – to keep balance. As was to be expected, the misers take their responsibility very seriously and jealously guard their dominions tightly, treating any interloper with careful suspicion until proven unnecessary.

In form, a miser appears as a humanoid composed of the substance of their control – a heat miser, for example, might resemble a dwarf with licks of flame across its body rather than hair. They are always unclothed and rarely use items as their touch is dangerous, but they are very fond of flattery and poetic rhyming song, and will typically introduce themselves through this medium. Misers of opposing types (such as heat vs. cold) dislike each other and show untoward animosity, but will agree to work together under great duress.

Misers are never found outside their environ of control as any attempt on their part would first cause extreme discomfort, loss of power, and eventual diminishing to death – the miser feels this instinctively and will retreat immediately, using whatever means available.

Combat: To touch a miser is to invite agony for they are living embodiments of natural conditions, pushed beyond natural limits, able to affect even things which are ordinarily immune. A miser is keenly aware of this and state as much during introduction, often appending “I’m too much” near the end for emphasis. It is a warning that should be considered, especially by those who value their possessions as well as their lives.

Dominion: Every miser has a specific climate they call home, a place composed of whatever substance they manipulate, such as a heat miser dwelling deep inside an active, lava-filled volcano. Within this area, which can be as large or small as the Castle Keeper decides, the miser is immortal, unable to be killed through any means, including those of deific decree (save that issued by “Mother Nature.”) They may produce any effect related to their element as desired, at any strength, and may easily elect to (or not) affect specific individuals. Furthermore, a miser is able to move to any location (as if by teleport) or communicate mentally with any creature within their dominion. If a miser somehow is forced or tricked to leave their dominion, each hour they lose one cumulative Hit Dice so that, after 3 hours, 6 total HD have been lost.

Child of Nature: Elemental effects of all kinds do not impede or damage a miser, though they may cause pause such as the sudden creation of a wall of fire within the ice palace of a cold miser. They are also able to manipulate weather, producing a climate more attuned to their specific nature; this has a 10 mile radius.

Clutch: The touch of a miser is dreadful and powerful, able to harm any object or creature despite resistance or immunity. Living beings suffer 2d10 damage per round of contact; inanimate objects must make a saving throw (non-magical items automatically fail) or begin to be destroyed – it requires one round of contact per “plus” (or 4 caster levels for items without an enhancement) before the item is completely ruined. Artifacts can be affected, but they are considered +15 items for this purpose. Even on a failed save, the item loses one from its enchantment (or 4 caster levels); once an item fails a save, a new save is not allowed – in this way, whatever the miser can clutch will eventually be destroyed.

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clavis123
Ulthal
Posts: 559
Joined: Wed Mar 05, 2008 8:00 am

Re: Happy Holidays -- New Creature

Post by clavis123 »

As a confirmed lover of all things "Miser", I approve this creature!
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.

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KaiserKris
Red Cap
Posts: 300
Joined: Mon Dec 13, 2010 5:53 am
Location: Manitoba, Canada

Re: Happy Holidays -- New Creature

Post by KaiserKris »

Very nice! I believe I will be copying and pasting.

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