Showing posts with label level 13. Show all posts
Showing posts with label level 13. Show all posts

Friday, May 28, 2021

Glabrezu(Treachery demon)

Glabrezus are the saying "Be careful what you wish for" made manifest. Despite being huge, hulking monsters with four arms, great maws and horns, they may take on appearance of other creatures, which greatly helps them trick mortals into their doom.

A Treachery Demon's modus operandi is quite simple - find a mortal yearning for something, make their desire come true and twist it in a way that invokes as much misery as possible, be it in the long or short term. This is mirrored by their Twisted Desires ability, which can be used for great narrative effect should your party be especially gullible.

In combat it is no pushover, though its Truth Vulnerability can be potentially exploited by a clever team. It boasts a good arsenal of innate spells that can be used either to disorient the party or make for a quick getaway. Glabrezu is a scary fellow in close quarters combat thanks to its Captive Rake that will, without a shadow of a doubt, turn any unfortunate PC's day sour. Given its faculty for forging pacts, however, it's not unreasonable to conclude it may have some form of backup, should it need any.


Hook 1 (Max) - Song of Ashes


At the crossroads in the Ashen Weald, the most beautiful song can be heard at midnight, drifting down from an ancient, toppled monolith. Thereupon sits a woman of fair features and adorned in ethereal white linens. There are no words in the hymn she hums, though the softness of her voice inevitably draws many to her, even in the darkest hours of the gloom.

Many say that should you catch a glimpse of her amber eyes, she may fulfill any earthly desire you harbor. Although there is a price, she does not ask for much in return.

Hook 2 (Nemanja) - The Speaker's Secret


A Glabrezu controlling the information trade in the thrice-damned city of Thorn has built his reputation on the idea that he is impossible to kill. Indeed, many have witnessed swords breaking, spears shattering, and halberds snapping in two against the demon's thick hide. The fiend simply laughed off the attacks even as he sent the would-be slayers to their death.

The reality, as is often the case with demons, could not be further from the truth. The Speaker, as the fiend calls himself, was in a brutal fight with one of the celestials - leaving him barely out of reach from death's door.

In actuality, all of the supposed attacks on The Speakers were illusions, organized by him and his closest allies to keep up appearances as the most dreaded force in the underworld. Secrecy is imperative, since even a whisper that he is close to death could be the final nail in the demon's coffin.


Hook 3 (TJ) - The Oxblood Regent


The howling of the gate to the Abyss drowned out the cries of those dying around him. As the demonic hordes poured forward into Rendford, the noble turned to the spindly man who had promised him a wish, fulfilled.

"Why is this happening? This isn't what I asked for! You said-"

"I said I would put you on the throne, and that the throne would have loyal subjects. This is what you agreed to."

The man's - no - the beast's smile stretched unnaturally as his form shifted. The noble was lifted off the ground as a pincer closed around his neck.

"Your face is a bit garish, but that's nothing a little taxidermy can't fix. It's really just a chair, anyway. I doubt I'll spend much time in it. Lots of work to do." The noble struggled briefly as the pincer closed tighter.

Then, he struggled no more.

Friday, May 21, 2021

Ghaele (Crusader Azata)

Ghaeles occupy a weird thematic niche because they are both knights and azatas. On one hand, their knightly demeanor means they are rather likely to join forces with the players against the forces of evil. On the other, their chaotic outsider nature means they are as fickle as fey and their motivations may seem erratic, which can often conflict their mortal, more grounded allies' goals.

In combat, a ghaele's gimmick is essentially "making one specific dude's life living hell", adapting to their enemies weaknesses on the fly and specializing in both dishing out extra and taking less damage all at once. Notably, it has some powerful spells (Chromatic Wall) which it can use in tandem with its Free Blade ability to lay down some control without necessarily hampering its offensive abilities. The innate fly speed in combination with other utility can make the ghaele a powerful ally or adversary, depending on its whims.


Hook 1 (Nemanja) - Down with Tyranny


The current uprising against the tyrannical Emperor Exewald, led by a dozen or so dukes who were brave (or foolish) enough to stand up to the deranged monarch, is going well. A big part of the rebels success is due in part to one man only - a mysterious knight wearing green and silver armour who seemingly appeared out of nowhere at the outset of the conflict.

Unfortunately, when the pragmatic council of dukes starts negotiating vassalage to a foreign ruler, the strict but just King Ladislaus, the Knight and his elite allies somehow catch wind. Dropping their disguise as mere humans, they go on an indiscriminate rampage against any and all landed men of the area in the name of "freedom".

Hook 2 (Max) - Brave Ser Claydon


The tiefling of the party is experiencing some unexplained anxiety, as if they are being watched. Days go by and they start seeing a figure in beautiful plate armor in the distance, though no one else seems to spot the stalker. This may go on for an extended period of time; visions soon accompanied by nightmares of the misdeeds done by the tiefling's fiendish progenitor, writings on the walls spelling impending punishment, driving the character to be more and more unsettled. This comes to a head when they are alone and suddenly attacked by brave Ser Claydon, the fae knight. Ser Claydon states that he enacts judgement upon the "vile fiend" he has been tracking to prevent any devilish schemes it may develop.

Hook 3 (TJ) - The Cerulean Pass


The Cerulean Pass was the most scenic byway from Rendford to Kurst. After Rendford fell to the fiendish hordes, the road has fallen into disrepair; opportunists and slavers willing to treat with the demonic entities now holding Rendford have taken the Pass as their own. Escapees have begun returning to Kurst recently, speaking of a knight from nowhere freeing them from their captors. Each captive he frees tells the same story: immediately after being saved, the knight began asking them pointed questions about the current state of Rendford and a fiend he named as Oxblood Regent before sending them on their way.

Thursday, May 20, 2021

Gelugon (Ice Devil)

Any devil is bad news. The Ice Devil is even more so, likely indicating you'll have a Hell invasion of some sort on your hands should you happen upon one as they are unlikely to set out from their hellish layers and pause their machinations save for when they must see an assault through.

Insectoid in appearance, they are no doubt amongst the most cunning fiends, serving as Hell's military commanders in its many conquests. They have a penchant for a good challenge should they meet a worthy opponent in battle. Because of this, it is not unlikely for them to offer a game of strategy to see determine who the better leader may be. In the unlikely event of losing, Gelugon will try its best to employ the services of said commander.

The Ice Devil is a great way to show your players the importance of positioning. On their own they still pose a considerable threat, though when a Gelugon has several allies alongside it, you will truly put the fear of god (hell?) into the party. Its Tactician of Cocytus action allows an Ice Devil to reposition all of its allied devils on the battlefield. Oh, your wizard is safe in the backline? Well now he's got two Fury Devils on top of him. The fighter broke through the line and is advancing upon the Gelugon? Guess again, here are some Bearded Devils to make his life more interesting; all while the Ice Devil keeps chucking his ice spears from a safe distance. Add to that its Slowing Frost, some useful spells, and its Frightful Presence? You've got yourself one nasty encounter.


Hook 1 (Max) - The Madness of Maharn


Captain Maharn was renowned for his pragmatism, never one to pick a fight he wasn't sure to win. Things changed in the last few months, when foreign raiders appeared at the kingdom's border. They seem to take great pleasure in making their opponents suffer before disposing of them and so far have eluded any attempts to stop them. Maharn decided to lead a party to meet the foe in battle, where some of his men claim to have seen an insectoid creature twice the size of a man commanding the enemy forces.

It was following this battle that the captain changed. His officers often hear him muttering something about winning "the game" under his breath. The glint of madness present in his eyes is palpable to any that see him.

Hook 2 (Nemanja) - The Gate of Souls


Your inhuman luck, skill, and courage have led you over the ice wall.
Your quick tongue and light feet helped you slip unnoticed between the legions of Frost Giants and follow the icy river.

Before you stands another icy wall stretching taller and wider than the eye can see. Encased in the wall are what appear to be thousands of human figures, some of them vaguely familiar. At the base of the wall, appearing almost tiny by comparison despite its full twelve feet of height, is an insectile being holding an staff encased in frost. In an eerily calm and collected voice, it addresses you.

"Greetings, Traveler" states the monster, lowering the staff as it regards you with discerning, alien eyes.

"Welcome to the Gate of Souls, the Path to the Afterlife. Having come this far, I assume you are here for a reason, and know who you want to bring back? I also assume you know the price is your soul, to serve me as a frost drake for all eternity? Unless, of course, you wish to raise the stakes..."


Hook 3 (TJ) - The Master of Games


The Master of Games oversees the casinos on the Eastwallow Wharf. He is cunning, clever, and constantly on the lookout for cheaters and crooks trying to manipulate the games at his tables. The man is credited with the invention of most every card and dice game played in modern parlors the nation over. Easily distinguishable on the game floor by his cold steely gaze and watchful hawkish eyes, the Master of Games is ever-present when visiting his establishments. Some suspect an enchantment that allows him to be every place at once. Unlucky cheaters and scoundrels he catches have the chance to win escape from their punishment by beating him in a game of strategy, not chance. Every third full moon, he holds an incredible festival of games in a night of debauchery and vice unparalleled in the surrounding area. On these nights, the Master is nowhere to be seen. Requesting his presence on these evenings will get you a firm "No" from all of the staff. On these eves, in the back corridors where he keeps his office (and his vaults), a trail of frost lingers. Draw close enough to his door and one might hear the rhythmic clack of game pieces on a board, the low murmurs of inhuman conversation punctuated only by the guttural laughter of something... Other.

Sunday, September 27, 2020

Dryad&Hamadryad

 Dryads are the elven-looking fey guardians of single trees. Hamadryads are their jacked up versions that watch over entire forests. Both like to use charm and guile to trick folks into helping them, but the latter often bring some bigger friends into the fray as well.

Llikanthika was a Hamadryad that fell into a deep sleep several millennia ago. When she laid, her demesne was a massive, deep forest, and her subjects were legion, with dozens of dryads and other fey at her call. When she finally wakes, she finds her self in but a little park, a tiny speck of green in a massive, gray city. Some kids stumble upon her soon after, and only their childish innocence stops her hand. The kids, for their part, now bear a terrible responsibility - stopping the wraith of nature itself from being unleashed upon the city...

Not all dryads rely on charms to win allies for their cause. Drizilla, the Dealin' Dryad, is a well known card player and gambler. When playing against her, the stakes will inevitably go from gold and baubles to favours owed to the forest itself.

The emerald forest is so big that not even a hamadryad can take care of it alone. Several of them have banded together, and ritually crowned Queen Amalfia as the Archidryad. She now watches over an entire continent's worth of deep and lush forests, bonded to the Tree of Ages, the oldest living organism. While Amalfia is good-natured, if somewhat stern and impulsive, she hides a secret - unlike other hamadryads, who rule over more sinister beings of nature, Amalfia has a second form: that of a green woman, nature's wrath incarnate. If the forest is threatened, or any of her hamadryads and dryads hurt, Amalfia will fly into a rage, and her fury matches that of gods.

Friday, February 28, 2020

Bronze Dragon

Bronze dragons seem to occupy a bit of a weird niche in pathfinder 2 - while they are explicitly the most common of the metallic dragons, and the most likely to ally with humanoids, they also seem to have a bit of a lethargic, maybe even misanthropic angle to them, where they won't go out looking for adventure - but if it does come to them, they will gladly accept it.

Llyweth and Thywell are a rare case - two differently coloured dragons who lair together. It is said that together, their knowledge of the Duchy of Antal - on whose outskirts their lair lies - is complete. Llyweth, the bronze, tends to know the scientific and empirical stuff, while Thywell, the brass, knows all of the latest gossip, along with the oral history and folk tales of the region.

The Knights Most Eclectic And Electric are an extended family and an order of knights founded by Sir Montague. The patron formed the order several years ago after returning from a voyage across the Black Ocean. Apparently, on that expedition, the ship's crew almost died of starvation on a deserted island, before a mysterious, tanned stranger appeared out of nowhere with food, water and tents. After saving them, he made sir Montague promise that when his time of need comes, one from the knight's bloodline will answer.
Several generations have passed, and while sailing across the Green Sea, a mighty dragon rises from the water, and demands that one of Sir Montague's heirs come with him...

Hengra is a particularly reclusive young bronze dragon. In her quest to be left alone, she found a way to make her repulsive gas stick around, and coats the entire in it every week.
Unfortunately, Hengra also owns the only remaining issue of an ancient book detailing how to cure lycantrophy, and it recently hit the nearby town of Mosswell. A borderline insane group of teenagers now plans to try and plead with the dragon, hoping to at least see the book, but luck may not be on their side.

Thursday, February 20, 2020

Blue dragon

Random thought: if you run them as written, there's a decent overlap between what makes a blue dragon encounter (be he a young, adult or ancient) tick and what makes a devil encounter tick - in both cases, you can have a completely civil discussion (or even a full-blown social encounter, with rounds, and skill checks, as the pf2 core rulebook suggests) while everyone involved is planning the demise of the other party.

While all blue dragons desire power, wealth and titles, Bandallagrim has seen enough of the first two in his long lifetime. Titles, though, are what he tends to hoard. Whenever there's an inheritance crisis, a title that can be gained through election, or even a revolution, Bandallagrim is sure to be close by, in one of his many humanoid guises. Although he rarely accepts any responsibilities that come with the ducal, presidential and even kingly positions he claims, he is sure to murder anyone who dares contend with him in cold blood.
The inheritors are a group of descendants of nobles whose titles the ancient dragon usurped several generations prior, and they are sworn to one day defeat him and reclaim their ancestral homes. While they have their suspicions that the next high priest of the theopolis of Nea Romagna is indeed their ancient foe, acting out on it too soon might turn the entire god-sworn city against them.

A mad dryad is known for singing "the blues" deep within the darkest corners of the Feywood. Unfortunately, while her song is indeed as beautiful as the stories describe it, it is also a part of an insidious ritual, and those who hear it become enthralled to the dryad's blue dragon master, unless they have a will of iron.

In the world of Sarpharathia, though they rule their domains alone, blue dragons actually follow a strict hierarchy among themselves. When the mysterious god-emperor of dragonkind disappears without a trace, the world plunges into chaos. After several days, a young blue dragon appears before the city of Porfiria's champions, claiming he knows of a way to crown a human(oid) as leader of the dragons, solving two problems - both renewing stability across the globe, and insuring that humans will be treated with respect and dignity. Of course, that plan of action also conveniently requires the heroes to dispose of some of the dragon's own rivals, and he has yet to explain his own motivation for helping them...


Anyway, blog maintenance time. I'm toying with the idea of actually posting some of the stats for the monsters I implied should be modified from their bestiary entries(the Ghost-Rider aasimar, the myriad exotic treants, the mutated stirges...).
However, as this would consume a bit more of my time than the blog has been so far, I'm not going to do it if it rings on deaf ears. If one of those has particularly piqued your interest, do leave a comment and let me know, I'd like to start off with a more popular one, and see how it goes. Cheers.


Thursday, February 6, 2020

Azure worm

Woah, guys, this is our last entry under the letter A. Progress, ehh?

An azure worm nicknamed "deep blue" makes its hunting grounds near the dwarven settlement of Drakenholm. The worm is known for leaving strands of lapis lazuli behind itself in the tunnels it makes. While several dwarves have died to the gargantuan beast, it is protected by a decree by the dwarven king - whose palace just so happens to be littered with fine statues made from lapis lazuli. A group of petitioners from the outside world trying to reach the dwarves have been warned of this, but their route leads them directly through the worm's hunting ground, and passing through without confronting it is becoming increasingly difficult.

The underground region of Deep Wetlands has always been infamous for being occasionally flooded due to Crimson Worm migrations. However, several months back, an exceptionally old and feared worm has apparently started to systematically flood one of the largest chambers in the cave system, already creating a small lake, and continuing to work on it. The local duergar hunters dare not attack such a creature on their own, but several tribes make their homes in the close vicinity, and so heroes are chosen to hunt the beast.

The mad elven king Sundullyn oganises a hunt for his regalia every eleven years. While the locations of the items have always been outrageous, none of the challenges presented before were as outright deadly as what he pulled off this year. Apparently, his signet ring, on the finger of an indigestible golem, is currently inside a great purple worm who makes his home in the Boglands. While the challenge of retrieving it is almost certain to kill adventurers-to-be, the one who does bring the ring back to the mighty wizard-king may ask for whatever his heart desires as a prize.