Showing posts with label rare. Show all posts
Showing posts with label rare. Show all posts

Friday, September 10, 2021

Phoenix

Of the many creatures that exist in the first Pathfinder bestiary, few are as rife with tropes as the Phoenix. The phoenix is, perhaps, the most recognizable creature in pop culture due to a particularly popular children's story about wizards, alongside the fact that it has been adapted and readapted ad infinitum across all sorts of literature and media.

Beyond how well known it is, the theme of death and rebirth that the phoenix is so readily associated with can be a powerful trope to leverage when you want to bring a little bit of extra drama to your table. What makes the Pathfinder 2nd edition Phoenix stand out? First off, it's gargantuan, making this iteration of the mythical beast literally larger than an elephant.

The phoenix as the book presents is both physically and magically powerful, accentuated by its very high level in comparison to other classically mythical creatures such as the unicorn or the pegasus. Also, unlike other depictions, the phoenix is sapient and can speak a slew of other languages.

There are many different reasons you may want to use a phoenix. As a rare creature, consider what impact a phoenix might have on the environment it inhabits. An enormous, good-aligned, fire-breathing beast could give many dragons a run for its money.

Lastly, I recommend that if you think there is sufficient reason for it to reflavor the phoenix to a different element or damage type. A frost phoenix that lords over a mountain range or a lightning phoenix that heralds a coming storm can make for a compelling and unique version that is unique to your setting.

- Reece

Hook 1 (Max) - Light My Fire

Every seventy-seven years, a fiery mote of magma erupts from the ground, heralding the arrival of a phoenix into the world. The birth of these ferocious creatures is a rare occurrence and a grand event at that. For a week the egg sits in its place, impervious to all magic, burning anyone who gets too close. After some time, a blinding flame bursts forth and envelops everything in a fifty-mile radius, proceeding to burn for months on end.

This, understandably, is not lenient to any creature that is not made of fire actually living a life, so there are precautions taken whenever magi report the emergence of a phoenix egg in the wild.

The trouble is, one of these rocks surfaced beneath the imperial capital and needs to be transported somewhere else before it hatches. Not only must this be done with extreme care, but the job must also be performed without the populace becoming aware of it, lest it causes a panic.

Hook 2 (TJ)- The Festival of Pigmented Plumes

During Fairsun In Tulgolthi lands, you can catch iridescent light shows as the locals celebrate the Festival of Pigmented Plumes. The storytellers all have their own spin on the story of what began this fireworks festival. Some say the adversary was a demon king seeking to corrupt the eggs of the phoenix. Others say it was a draconic empress, bent on removing any opposition to her throne. All agree that the phoenix was very clever and insisted on a fight in familiar terrain. 

In the end, the potent adversary slew the flaming bird, though the clever phoenix was not so easily defeated. As the phoenix's life force slipped away, it burst into one last eruption of flame, igniting the vast stores of flammable powder hidden beneath its nesting materials. This hidden arsenal of explosives served a dual purpose of removing her adversary from existence as well as providing the last catalytic heat needed to hatch her clutch. 

The legend goes on to say that early Tulgolthi people traveled to investigate the massive explosion where they found the phoenix reborn anew, taking care of her young. She imparted to them the news that their oppressor was dead and instructed them on the specifics of the compounds she used to set her trap. Tulgolthi celebrations and warfare have used gunpowder and light shows as a centerpiece on both fronts ever since.

Hook 3 (Reece) - Furies and Fugitives

Kavahar is a strange world full of powerful and strange beasts. Denizens of the elemental planes warn planar travelers not to wander too close to its outskirts as the powers within are extraordinarily dangerous, and escaping off of the world is exceedingly difficult.

On Kavahar, known to outsiders as The Land of Four Furies, four great avian beasts control the very essence of the land. The Fire Phoenix Aan, the Greater Thunderbird Bijal, the Frost Phoenix Thand, and the Greater Tidehawk Gahar. Each of the four furies are so vast and powerful, being anywhere in their vicinity is dangerous to mortals. The constant migrations of the four can shape the land and shift leylines drastically, creating an ever-shifting ecology of chaos.

While sentient elementals are quick to warn travelers of the dangers on Kavahar, they are also incapable of traveling there themselves without risking their own lives, as traveling near one of the four furies can instantly destroy any planar creature caught within the wingbeat-wind of the wrong fury.

This is all particularly unfortunate given that a fugitive of the Brass Kingdom in the Plane of Fire is hiding on Kavahar, out of reach from any of the Elemental Lords. Due to the difficulties inherent in the job, the bounty to retrieve this criminal is exceedingly high. Any mortals willing to risk the danger could make out quite well, assuming they survive...

Thursday, July 22, 2021

Lich

The Lich is an iconic monster, for good reason. It has a great narrative built into it—cheating death through (most often) dubious means for (most often) dubious reasons. So, you have an undead that is extremely hard to kill, is in all likelihood ancient, and possesses knowledge on an unimaginable scale. Not only that, but even if you manage to kill them, they come back as long as their phylactery stays intact.

This is where my gripe with liches comes into play; they have unlimited learning time for all intents and purposes, but for some reason, they are only ever used as pure spellcasters. That doesn't make a lot of sense if you think about it. If you contemplate your setting and a party that goes from level one to level twenty, it doesn't take more than a lifetime to master a specific set of abilities. Like, for instance, spellcasting. Lich has at least several lifetimes to spare. So why wouldn't this undead baddie use it to their advantage and master as many abilities as possible? Yeah, the baseline lich has some neat spells and whatnot, but imagine what would happen if your party charged the bugger expecting to stomp him, only to find that he is even scarier in melee. That's how you get a memorable encounter.

Moving on from their battle prowess, let us think of a good reason for becoming a vile undead. The obvious quest for power or fear of death is low-hanging fruit and doesn't make for too complicated a villain, does it? Maybe they didn't want to become a lich? Perhaps they did it to protect the ones they love? Thought that the dark ritual was the only way to save the world? Liches are always interesting, but there are ways to make them even more so and to make them feel unique. Remember, they are not mindless monsters, they are characters—ones that possess great intellect and knowledge. Make sure they use both.

- Max

Hook 1 (Max) - Do You Doubt Me, Traitor?

There is something foul in the air that permeates the ashen waste that was once called The Blackgrove. A few unfortunate travelers that had to make their way through that wicked place tell stories of two specters locked in eternal combat that brought the land to ruin. Not much is known about them, outside of a few tales passed down amongst the locals. Shrike, the smaller of the two, is so fast that the naked eye can barely register its movements, darting around its adversary. Behemoth on the other hand is a towering warrior who could probably bring down an entire building with a single swing of his blade.

They weren't always like this, although few know the real story. Once upon a time, they were friends, maybe even something more, but they would never admit it to each other's faces. They both were disciples of a powerful magus that had his study there and believed that their work was to better the world. This was not, unfortunately, the case, as their master was looking for a way to make himself immortal. Worse even, he found the secret and decided to test it on one of his students—the one known now as Behemoth—turning him into a vile undead. Mad with rage, he killed his old master, after which Shrike found them. Before any explanation could take place, Shrike struck Behemoth down, not knowing he could no longer be killed and would return soon after.

Once Shrike learned this, they dedicated their entire life to stopping him, not knowing the only thing he wants is to reconcile. They too, much to Behemoth's dismay, discovered the dark ritual needed to become as he has. So now, they are locked in an eternal struggle, filled with heartbreak and bitterness, sure it is the other that's to blame for all this.

It's quite possible that there's no path to rest or solace for them, but hope dies last, doesn't it?

Hook 2 (Nemanja) - The Powderheart Pioneer

Ol' Cragalag was a pioneer in so many ways that listing them all would take more than a night's worth of storytelling. He was among the first to go westward from the Colonies, into the Widelands. He was among the first to carry gunpowder weapons with him, and the first one to discover gunpowder's magical qualities. He was nearly the first one to find a way to use gunpowder to treat diseases were it not for the fact that, by then, his health and strength were already failing him. So, he became the first powder mage to use gunpowder to achieve unholy eternal life.

Now, this boomstick carrying lich controls a piece of territory in the Envadan plains. Those who pass through his territory bearing weapons of old are usually left alone, but anyone with the scent of sulfur to them is hunted, to be captured and interrogated, as the once-great frontiersman unlocks even more secrets of black powder...

Hook 3 (TJ) - The Heart and Soul of the Dwarven Guilds

Tharrum Platefury, head of the Armorsmith's Guild in Uthen, has been around for centuries. Given that dwarves are long-lived in general, seeing little in the way of leadership shakeups doesn't come as a surprise. Tharrum's unique longevity, and the manner in which he hides it, however, aren't common knowledge, even within the Platefury clan.

The Forge of the Steel Kings—the seat of power for Uthenni guilds—has also been around for centuries. The anvil at its center, the Heart of Firststeel, holds a secret key to Tharrum's long life. He often jokes that maintaining his guild and running a country takes his very heart and soul. This is more true than anyone knows.

Tharrum was present when the Heart was cast from Firststeel. He was there the day the comet fell, bringing that alien metal to Tharodros. And there he will remain, so long as his soul remains within the anvil as it has, undisturbed for centuries.

Tuesday, June 15, 2021

Guthallath

Game and Dungeon Masters, be honest. How much time have you really spent on your world? Is it ever enough? The answer is obviously no. The guthallath is a monster for GMs to indulge in. Its role as a (literally) gargantuan war machine from the ancient past is one of the best excuses you'll ever find to dig deeply into the history of what you've put together, though it isn't likely to be a monster that gets much actual use.

The guthallath is a gargantuan construct created with a sole purpose: destruction. If there's a phrase that has made me more excited than that, I can't think of it right now. This powerhouse is not lacking in both powers and immunities. Its 10th level disintegrate every 1d4 rounds puts a dragon's breath to shame. Constant true seeing means you can't make illusory terrain to divert it from its goal. Immunity to spells lower than 7th level and Resistance to the tune of physical 15 severely limits what your players can use against it. The ability to Trample huge or smaller creatures means you can't block it with sheer size. That isn't even mentioning its Erosion Aura (which creatures are never immune to) and its Powerful Blows feature, which helps it crit more often.

So how are you actually going to use this monster? Honestly, it's a 19th level creature! So you probably won't. 

But you definitely should. 

Bury it deep underground. Have the PCs come across its inert, slumbering form. Let it hint at the history you've created. Decide where it came from and what it's doing. Make an entire high-level one-shot or mini-arc about preventing it from destroying the known world. Plant mysteries about cyclic destruction, and hint that this thing is responsible. Then, when it awakes, consider making this an extended skill challenge rather than a flat-out combat. Again, in my opinion, this is definitely a monster that's more for GMs to flex creativity with than really for players to fight. Draw ideas from media like Shadow of the Colossus, Breath of the Wild, and the Iron Giant to really help the guthallath shine. Or leave it where it slumbers, waiting for its chance to start the engines of war once again, its very existence hinting at stories of epochs past and peoples long gone.

-TJ

Hook 1 (Max) - The Colussus of Tragge

The Great Colossus of Tragge is one of the greatest wonders on this side of the known world. The towering statue was reportedly created long before the city itself, as it was already here when the first settlers arrived. Its exact origin is a long-contested subject between scholars and the locals of Tragge. The monument stands well over one hundred feet tall, bearing a proportionally oversized shield and spear, as well as an additional set of arms crossed behind its back. Its face is a demonic visage set in a vicious snarl.

Today, however, it is not in the center of attention, for Tragge celebrates its sixth century of existence. Travelers from far and wide have arrived to take part in the variety of festivities, games, and pleasures that the metropolis offers.

At the third bell, the current city council announces that a play will take place—a reenactment of the city's founding! It tells a story of the legendary founder, who tamed many beasts to aid the people before finally forging the Colossus to protect them when he's gone. Everyone, being so enamored with the spectacle, fails to see one extremely vital thing.

The Colossus moved. And it looks angrier than usual.

Hook 2 (Nemanja) - The Collapse

When all of the world's seas disappeared overnight, many lives changed.

For some, it meant near-certain death as they found themselves living at the edge of a desert rather than in a magnificent port city. For others, it meant new opportunities arose; now, sunken ruins with undisturbed riches were suddenly within grasp. For brave sir Bellathor and his Burly Band, it meant their castle was instead atop a massive stone goliath instead of an island in the middle of the sea. 

As if all that wasn't enough, the not-island is evidently starting to wake up.

Hook 3 (TJ) - Riven Valley Rampage

The denizens of the Riven Valley have learned a lot over the centuries. Well-documented charts and maps show the path of The Great Destroyer. As such, they've settled outside of its attentions. Every 50 years The Great Destroyer, a colossus of unknown origin, stomps its way through the valley, carving an identical path of destruction before eventually settling down on the opposite side and slumbering again to later repeat the cycle. The rampage is expected this year and the Riven Valley inhabitants have shaped their lives around its occurrence. They readily throw their refuse into its preordained path, waiting for the piles of garbage to be evaporated by the Destroyer's disintegration beams; some even sell guided tours to see it where it slumbers. As word of the event has spread, ticket sales to view its berserk state have greatly exceeded previous figures. People have flocked from all over to see the Great Destroyer rise again, and the Riven Valley is having a hard time supporting the influx of people. Little do they all know that this year will not be like the others...

Tuesday, September 15, 2020

Demilich

 Not gonna lie, despite being a fan of big bad stat blocks that give you a lot to work with, this one scares me. Not only is the stat block decently complex, but liches, and in turn demiliches, have been a staple of the hobby far, far before i got into it in the early 2010s. These things have legacy, in amounts i can't truly grasp.
This, funnily enough, translates pretty well into how i believe they should be treated in-game.I think most encounters should have at least a bit of context to them, lest they feel video gamey - but demiliches? Their very existence in an area shapes local myths and legends, disrupts flows of magic and fundamentally affects histories of entire races. 

The heroes of Sorya have never met a foe as ungodly persistent as Nal'Galosh. When they first thwarted his plans, he was but a cult leader who had started delving into necromancy. As he gathered power, both personal and political, they fought his endless hordes of undead - but failed to stop his ascent to lichdom. Years passed, and the heroes trained and prepared to meet their foe for the final time - but it was not to be. While the lich fell to the barbarian Ganur's axe, the huge warrior - agains't the wizard and cleric's urges - took the mighty undead mage's skull as a trophy. Just as they reached Sorya, and were passing an ancient burial ground, the skull suddenly animated, and stuck once more. The fight was long and hard, and claimed Ganur's life, but Nal'Galosh was finally laid to rest.
In the years since, the heroes have become the world's guardians, called against the greatest threats, and drank from the fountain of eternal youth. A hundred and one years after their last encounter, Nal'Galosh somehow returns. With a body of pure negative energy, and legions of shadowy creatures at his command, he wages war once more - and the heroes grow weary.

In their travels across space and time, the crew of the spaceship The Rake encounter a truly bizzare tomb world, orbiting a dying star. The world is littered with thousands, possibly even millions, of small tombs - each and every one containing a skull with bizzare crystal outgrowths. The ship's scans show that the planet is somehow dampening the skull's energy signatures - but surely at least one should be removed for closer research?

In his prime, the Three Sisters of One Tooth served the lich Parafloscus dilligently. In the years since, the once influential undead scholar retreated deeper into his labs to further his alchemical studies, which, over time, resulted in his body devolving into that of a demilich - while his mind wandered off gods know where. The three night hags, who now command the myriad monsters that infest their lord's realm, rarely directly confront intruders - instead, they rely on curiosity being a killer. Indeed, many a grave robber was enticed by a strange, fungus bearing skull laying neatly on the floor of the laboratory, only to learn that the fungal outgrowths indeed trap souls of heroes long forgotten. The hags, in turn, have developed methods of safely stealing the souls from their former master - but that means the undead is mad with spiritual hunger whenever encountered.

Tuesday, September 8, 2020

Crimson worm

 You know, i like to throw in non-combat encounters into these, i really do. But if anyone does find a way to deal with fire-spewing, adventurer-swallowing, volcano-dwelling worms, they should be given a fantasy Nobel Prize for Peace.


The greatest battle in the history of Undermount was about to begin. Dwarven kings Ulfhar and Harulf stood opposed, the two largest armies in recorded history at their sides. The future of dwarfkind was about to be writ... but then a monstrous swarm of Crimson Worms burst forth from the nearby geyser, and proceeded to consume everyone but the two kings and their three champions each.
Their lives in ruins, dwarvenkind all but extinct, the survivors struggle to find place in a world turned upside down.

Every fifty years, the youngest child of the monarch of Sunridge Isles is given to Ashmaw, the ancient crimson worm that slumbers beneath the capital. However, Vasylisa, the king's daughter, has fallen in love. When her secret betrothed does the unthinkable and allows herself to be swallowed by Ashmaw as well, seeking to free Vasylisa from the literal belly of the beast, she uncovers an ancient conspiracy. Ashmaw isn't a vengeful predator, it is a containment mechanism - that for the accursed, magical children that wield the power of apocalypse in their hands.

A meteor crashes into peaceful and uneventful lands of Shiresheere. Several days later, a tall metal tower rises from the crater, and starts emitting unsettling sounds. Attempts to approach it fail miserably - as the crater is now inexplicably surrounded by a moat of molten lava, in which a massive, aggressive, worm-like being appears to be swimming.

Friday, January 24, 2020

Adamantine golem

The biggest, meanest entry in the golem family so far, an adamantine golem is a high-tier threat. It is rare and and expensive to create, that the mere creation of one should be an event of epic proportions. Its' high CR and insanely powerful abilities make it a great choice for a campaign-ending encounter.

Fifteen years ago, king Fulchrist sold his crown to the people of Stadia, turning it into a republic, and then mysteriously disapeared. Now he's back, riding on the shoulders of an an adamantine golem, and is threatening to destroy his old capital, unless the council gifts him The Elder Sword.
However, The Elder sword is the last known vorpal sword in the nine realms - supposedly the only weapon able to bring down an adamantine golem. As betrayal and backstabbing erupts among the councilmen, it is up to the newly appointed Chamber Guard to decide the fate of the republic.

When the Burntooth tribe discovered a giant metal man in the depths of their caves, they did what any sane goblin would do - they set it on fire and then promptly ran away.
After discovering that the thing is now awake, and will not harm them as long as they keep it supplied with a steady stream of fire and explosives, the Burntooths have quickly become the leading force in the Emerald Woods. As reports of them becoming bolder and luring the golem towards dryad outposts in the woods are becoming more and more frequent, it is only a matter of time before they set their sight on the undefended elven capital of Llewyth, and the green elders are offering the breath of eternal life to anyone who can put down that technological travesty.

The march of the machines is the local name given to a weird technomagical phenomenon on the world of Dunia. Namely, from the foothills of Gryffon mount, up to the entrance to the Gilded Caverns a thousand leagues northeast, there is always a never-ending line of adamantine golems, or forgewalkers as they are locally known. The golems are docile most of the time, but any attempts to break their line or sneak into the beginning or end points of their journey are met with swift resistance. Recently, however, golems with new designs have started appearing - some sporting antlers, others with intricate engravings across their bodies, and even a rare few whose internal forges seem to be glowing with blue fire. The Shimmerhammer clan of dwarves is launching a mining expedition that will dig through to the core of the mountain to once and for all solve the mystery, and they are anyone capable and mad enough to acompany them on the journey.