I've been working on smaller side projects that I can illustrate with stock or existing artwork and have a nice backlog of releases for the first part of the year lined up. The Nemesis Bestiary remains one of my most popular and consistently well-reviewed products, and was a lot of fun to produce. Building new monsters around existing art is a fun creative challenge. So expect Volume II and Volume III of the Nemesis Bestiary this month! In addition, I put together Free20: The Lesser Nemesis Bestiary, which collects all the CR 1 and CR 2 creatures from all three volumes in one ten-monster mini-sourcebook.
Expect a similar monster-book for Heavy Future soon, mingling stock art with artwork from John and Amanda soon. I'm also putting out a short gear book, that collects all (or at least almost all, I've left out a few that are either too setting specific or just boring) the futuristic guns from all my high tech settings: Otherverse America, Psi-Watch and Heavy Future, and presents them as generic weapons, suitable for any sci-fi campaign, fully compatible with Pathfinder. I'll lay out the gun book, titled The Advanced Arsenal, tonight or tomorrow and it'll also be up for sale this month. It'll be useful to me as a designer- to have all these guns in one place, in a standard format, and will make it easier to produce magic items for my settings. Instead of describing something as a +2 heartseeking Campanelli MP Plasma Rifle, which is a rather clunky and setting-specific appaleation, I can just call it a +2 heartseeking Plasma Rifle and be done with it.
You'll notice I mentioned magic items for Otherverse America.... I had so much fun with Heavy Future as a future-magic/science-fantasy setting, I want to revisit Otherverse America in the same vein, perhaps reimagining it as a magi-tech setting? I've got some ideas in that vein, but would love to hear the opinions of regular posters here.
Finally, I thought I'd highlight two of the monsters presented in Nemesis Bestiary, one from Vol II and the other from Vol III. The artwork for the Coral Reaver is provided by Nicholas Cloister and Amanda Webb's Hell Maid illustration originally appeared as a racial illustration for the Phade race in One Planet, One Power.
Enjoy,
CHRIS
Huge N Magical Beast (aquatic, cold)
XP 6,400
Init +1 Senses
Blindsense 60 ft, Darkvision 60 ft, Perception +12
Defense
AC 22 Touch
9 Flatfooted 21 (-2 size, +1 DEX, + 13 natural)
HP 12d10 + 60
hp (126 HP)
FORT +13 REF
+9 WILL +7
Immune Cold
Weaknesses Vulnerability
to Fire
Offense
Spd 30 ft
Swim 30 ft
Melee two +17
claws (1d8+6 slashing plus 1d6 cold)
Special Attacks Ice Bound Breath Weapon (100 ft line, 6d6 cold (REF DC 21 half) plus encasement and grease
effects, see text)
Special Qualities amphibious
Statistics
Str 22 Dex
12 Con 20 Int 2 Wis
17 Cha 8
Base Atk +12
CMB +20 CMD 31
Feats Bull
Rush Strike, Charge Through, Improved Bull Rush, Improved Overrun, Run, Power
Attack
Skills Perception
+12, Stealth +8, Survival +12, Swim +19 (Racial bonus +4 Swim)
Ecology
Environment cold
aquatic or coastal
Organization solitary
or pod (4-6)
Treasure none
Special Abilities
Ice-Bound
Breath Weapon (SU)
Every 1d4 rounds, the Coral Reaver can use
its breath weapon, which takes the form of a 100 ft x 50 ft line of ice. All
creatures and objects within this area suffer 6d6 cold damage (REF DC 21 half).
Creatures who take full damage from this attack are entombed in thick
layers of rapidly hardening ice. They are considered pinned, and suffer 2d6
ongoing Cold damage per round of entrapment. These ice cocoons have Hardness 5
and 25 HP, and take double damage from fire. The ice can be burst with a DC 21 STR check.
Furthermore, the length of the line is coated in a thin layer of slippery
ice, which functions identically to a grease
spell save that it has the cold descriptor, for one round after the breath
weapon fires. (REF DC 21 not to fall prone).
This breath weapon is usable both underwater and on the surface. If used
underwater, creatures encased in icy cocoons become positively buoyant, and
float towards the surface at 60 ft per round of encasement.
Appearance
The Coral Reaver is a
powerful, ursine predator whose limbs, torso and skull are sheathed in
overlapping plates of thickly grown purple and cerulean coral. Frills and ridgs
of iridescent violet shimmer in the light, between the great beast’s segmented
armor. Sharklike teeth fill the Coral Reaver’s wide jaw. The monster steams
constantly, enshrouded by frigid mist.
Reports From The Field
“Coral
Reavers are far too dangerous for most whalers and trappers, but for those few
able to rise to the challenge, rewards are immense. Coral from the skin of the
beasts is in high demand by sculptors, the creature’s fat deposits can be
boiled down to make a fragrant and long-burning oil. Coral Reaver flesh is a
delicacy. Virtually every part of the animal may be utilized in some fashion.”
-Usable
Beasts of Shore and Sea
“My first a’reaving was a thrilling thing. I was a
lad of twelve and a half, and I was tasked with firing the arrows launched by
the reaver-ship Coldheart’s starboard
ballista. I rushed from arrow to arrow, putting them to the torch, barely ducking
clear ‘fore The Captain ordered the flaming bolts launched at a pod of Coral
Reavers sunning themselves on an iceberg…..”
-The
Memoirs of Captain Richard Wesmuiel, whaler and reaver
Medium LE Outsider (devil, evil, extraplanar, lawful)
XP 800
Init +7 Senses
Perception +9, See in Darkness
Languages Infernal,
Common, Telepathy 100 ft
Defense
AC 15 Touch
15 Flatfooted 12 (+3 DEX, +2 deflection)
HP 4d10 + 4 hp
(22HP)
FORT +2 REF
+7 WILL +6
Immune Fire,
Poison
Resist Acid
10, Cold 10
Offense
Spd 30 ft
Melee +4
dagger (1d4 slashing, 19-20/x2)
Ranged +7
fire bolt (1d4 fire, 50 ft range increment)
Spell-Like Abilities (CL 1st Concentration +4)
At Will – Cantrips (most
commonly: Bleed, Daze, Lullaby, Mending, Ray of Enfeeblement, Prestidigitation;
DC 13 for all)
1x/day - Summon (level 1, one Hell Maid 90%)
Statistics
Str 11 Dex
17 Con 13 Int 12 Wis
15 Cha 16
Base Atk +4
CMB +7 CMD 17
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics
+10, Bluff +10, Diplomacy +10, Knowledge (the planes) +8, Perception +9, Sense
Motive +9, Stealth +10
Gear dagger,
ring of protection +2
Ecology
Environment any
urban (extraplanar)
Organization solitary
or household (3-6, often in the service of a more powerful devil or Infernal
Duke)
Treasure standard
(including combat gear)
Special Abilities
Cantrip
Mastery (SP)
The Hell’s Maid makes good use of extremely
low level spells. She knows all non-damage dealing 0 level spells from all
spell-lists. These spells are considered arcane when cast by a Hell’s Maid.
Each day, the Hell’s Maid selects 6 different cantrips that she can cast at
will that day. She cannot prepare cantrips that inflict direct damage.
Patient
Service (SU)
If the Hell’s Maid makes no standard or
attack actions during a round, an allied devil within 30 ft recovers a number of
hit points equal to the Hell’s Maid CHA modifier (3 HP) if wounded. Excess
healing are gained as temporary HP which remain for 1 minute. The Hit Points
are gained immediately after the Hell’s Maid turn ends.
Appearance
Hell’s Maids are attractive devilish
women, with pale crimson skin and short, dark horns at their hairline. They are
dressed in starched servants’ uniforms, decorated with elaborate lace and
ruffles. They wear hoop skirts and bustles well, and have an almost perpetual
expression of polite disinterest.
Reports From The Field
“I’ve had occasion to parley with a
Hell’s Maid on a few occasions. Each time, the devil women were nothing other
than polite and proper. I had to remind myself- forcefully-that these pretty
maids are the transformed souls of nannies who poisoned their charges.”
-Petrov Arkarada, paladin of the
planes
“The Handmaiden Devil Bathory is
accompanied everywhere by a retinue of lesser devils, dressed primly and in
archaic style. These lesser devils rarely speak, and then only to share gossip
with their mistress, and do not attack, but strengthen Bathory by their mere
presence.”
- Being a Treatise on the
Personalities, Principalities and Powers of Hell, their Tactics and Guards
Against Their Corruption
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