Yesterday we covered almost every basic 'type' of monster on Artheria, today is going to be a longer one, we will be going over every humanoid, monstrous humanoid, and native outsider in Monster Manual I. Monster Manual I, II, and III are the books I own, and it is a super snowy day, so sitting here with a cup of coffee and a book on my lap is not a bad way to spend the day. Yesterday's post did not cover shapechangers, and that was intentional. All lycanthrobes are evil, except for Elven Lythari, and they are all much stronger than the various monster manual versions. I've never liked the base stats on Lycanthrobes, +2 strength for a werewolf? You have got to be kidding me! I'm remedying that in this post, the shapechanger section will be the last one I do, and it will be a consolidation of every type of lycanthrobe I can find in all my various books. (I have some other books with monsters in them, like Draconomicon and Monster's of Faerun, I'll make a master consolidated list of all I can find.) All other shapechangers, since they are so varied, will be dealt with the same way as aberrations, which will be on a case by case basis.
This will be in order of appearance by the books, starting with Monster Manual 3.5
Goblinoids: (Bugbear) As I spoke rather extensively on the history of goblins in the
playable race post, I don't actually need to go too much into super detail on the other goblinoids. The small goblins are the absolute leaders of goblin society, being by far the smartest and most magically powerful of the goblinoids. Bugbears and hobgoblins serve them, and are statistically identical to the standard versions.
Corrupt goblins of all kinds are to be feared. The large bugbears grow to huge size, and gain double the listed stat bonuses for bugbear, (+16 strength after size increase bonus, +4 dexterity, +8 constitution, -2 charisma, and double natural armor to +6) and they gain either an illusion, enchantment, or necromancy spell as a spell like ability every 5 levels. This is cast exactly like a spell like ability, using intelligence as the primary casting stat. They have access to level 3 spells to choose from at level 5, level 5 spells at 10, level 7 at 15, and 9 at 20. All corrupted goblins gain abilities in the same manner. Corrupted hobgoblins stay medium sized, gain the rage ability 3/day, and have stat bonuses of +4 to everything. Corrupted goblins gain spell like abilities every 3 levels, not 5, and choose from whatever the appropriate wizard level would be. They may also choose from any school of magic. Corrupted goblins gain +2 to strength, constitution and charisma, and they gain +8 to dexterity and +10 to intelligence.
All corrupted goblinoids tend to go after other goblinoids to capture for corruption, though they also like hunting humans, gnomes, halflings, and dwarves. They tend to torture those humanoids to death slowly, rather than transforming them.
Centaurs I covered extensively in the races post, so I don't need to go that detailed into them. The corrupted varieties become Huge sized, and gain +20 strength, +8 dexterity, +12 constitution, and +8 wisdom. They also gain a spell like ability every 4 levels, chosen from the cleric, druid, or wizard list, that replicate a necromantic or negative energy style effect. They are always casts with wisdom as the primary casting stat, and follow druid progression for available spell level.
Afterwards we have our first native outsider, the Couatl. These majestic flying creatures live on floating continents in the sky realm. Corrupted versions are hard to tell apart from non corrupted, until they actually cast an offensive spell, then their skin turns blue/purple. They gain +2 to all physical stats, and +4 to all mental stats. They gain a +3 bonus to caster level as well, and a breath weapon that deals whatever the creatures HD is (9 for a non advanced version) D10 damage, the damage type is profane.
Derro, Duegar, and Grimlocks: All these humanoid underdark races have fallen entirely to the corruption, and for all intents and purposes they look and behave like genlocks from Dragon Age, with innate mastery of invisibility and madness, and the ability to rage. Stat bonus become +6 strength, +8 constitution, +2 wisdom and -4 charisma. They have the innate ability to cast Improved Invisibility, Sound Burst, Enlarge, and Greater Darkness each twice a day, Confusion 1/day, and rage like a barbarian 3/day. They use these abilities liberally in their constant wars with the Gold dwarves, drow, mindflayers, and other underdark races. No matter who they are fighting, those captured will be tortured and subjected to transformative ritual. It is not uncommon for a minotaur or armor bonded fire giant to be leading forces of corrupted underdark races. All 'Genlocks' are immune to poison, paralysis, and any form of insanity or mind altering spell. (Anything with the "Mind affecting" sub-trait.) Those who came from Grimlock stock have blind sense 120' instead of eyes.
Dopplegangers are identical to how they are in the monster manual. They do not have their own cities or often even organizations. They work at most in pairs, and are a very rare race to encounter. Corrupted versions use their shape shifting ability to kidnap solitary important figures for transformation. The stats of the doppleganger double, (+4 to everything except wisdom, which is +8) and they gain a single target mind blast ability that functions much like the mindflayers ability.
Elves of Artheria have been blessed by the positive energy crystal, (even the drow) and all have the timeless body feat, and live for over 5000 years if they don't die in battle. Elves are immune to the corruption.
Gargoyles are the next monstrous humanoid we encounter, and they tend to hang out in old dungeons and grand haunted castles. These powerful flying statue like creatures defend their territory from all creatures, corrupted, non-corrupted, whatever, as viciously as they can. They live on all continents and in both the underdark and the sky realm. Corrupted versions of gargoyles are fearsome foes, and very hard to tell apart from standard versions... until they breath poisonous petrification gas all over you. The stats of the gargoyle only increase slightly, gaining a +2-+4 to everything, depending on the monsters level, but they gain a poison gas breath weapon (20' cone, increases by 10' each size increase of the gargoyle) with multiple debilitating effects. The save is always 10+1/2 the monsters level + con mod. It deals a d10 for each level of the gargoyle, this damage is half profane and half acid, and contains both a poison gas that deals 1d6 constitution and charisma, and a petrification effect. Those in the area of effect must first make a reflex save for half damage, (or none with evasion) all who take damage must make 2 fortitude saves, the first vs. the poison and the next vs. the petrification. (Both effects happen at the same time, failing the first poison doesn't effect your 2nd fortitude save, until the next time.) This breath weapon has a 1d4+1 round cooldown.
Janni, (Genie, Native Outsider) the weakest of djinn. The Jann live in the deserts of Entrar exclusively, and are not very numerous. More than half the population has been enslaved by the Death Giants, who rule the cities of the desert. The rest are nomads, some siding with the resistance, others just trying to survive on their own. Jann become corrupted when creatures from the underdark burst forth from the sands and pull them under. Corrupted Janni gain powers from their mixed elemental heritage, and warp it to darkness. Corrupted Jann gain +4 to all stats, their fly speed doubles from 20' to 40', and they gain 1 spell of their choice from each element, chosen from the wu jen list. They get 1 4th level, 3rd level, 2nd and 1st level spell. Each of these spells can be used three times per day.
Gnolls of Artheria live on both the surface and in the sky realm, and there is quite the cultural diversity in gnoll culture. Most gnolls on the surface serve Scylla, a horrid abomination with the upper half of a beautiful woman, six hyena heads around her waist, and the bottom half a collection of hydra like snake heads. They work with the Yuan-ti for whatever purposes Scylla desires. Gnolls of the sky realm are raiders that tend to trade with the goblins that live in the sky. They like planes and riding fiendish hippogriphs, and will attack all manner of airship, stealing whatever cargo they can find, and often selling the captured airships for enormous profit. There are still gnolls that revere nature, and gnoll druids will ally with other races to fight the corruption. Corrupted gnolls, become horrid, demonically powerful creatures. Size increases to huge, and stats change to +16 strength, +8 constitution, and +10 natural armor. They enjoy fighting hand to hand immensely, and often eat those that they capture, unless ordered by some superior corrupted power otherwise. Gnoll Flinds, from Monster Manual III, follow these rules as well.
Gnomes do not suffer from corruption... as soon as a gnome fails to resist the transformative rituals of the various corrupt forces, their own pocket plane opens up and swallows them, making them disappear forever.
Hags have fallen universally to the corruption. Hag Coveys lead corrupted humanoid cultists in schemes against all they choose too. True evil witches, hags enjoy turning their victims into animals, and then corrupting them. Hags universally have +4-+6 on all physical stats, (Sea Hags and Green Hags gain +4, Annis +6) and they gain +10 to two mental stats of their choice. In addition, the hag covey gains additional spells, they may cast polymorph other, hold monster, and dominate monster as well as the abilities listed in the Monster Manual.
Halflings are the next listed humanoid race, and like Gnomes, they are immune to corruption. Not a single halfling has ever succumbed to transformative ritual, some have even broken free to tell the tale. 'Brave Ones' as they're known, have been captured many times, and most of the knowledge we have of the corruptive forces comes from Halfling trading companies. (Hence the +4 negative energy bonus... no one knows why they aren't effected.)
Harpies, terrors of the sky, they live on both the surface and in the sky realm. Far to selfish a race to ally with anything, harpies are in danger of becoming a purely corrupted race. Corrupted harpies are actually not that different than standard harpies... except for 1 very major ability. They may use Wail of the Banshee 1/week. (DC = 19 + charisma mod.) They also gain +4 to all physical stats and +2 to all mental stats. Harpies sometimes fly into the middle of a human village, let loose a series screams, kill everyone, then laugh and fly off. Not taking a single thing, not even a body to eat. Bodies that die in this way always become some kind of undead.
Kobolds of Artheria are another hugely different race... in fact... so different I'm going to make them a playable race. I'll add them to playable races soon. Kobolds of Artheria worship Bahamut almost exclusively, and are a typically any Good alignment. They live on every continent except the Elf Lands, and they come in a wide variety of colors. I will go over the specifics in the race post. Corrupted Kobolds however, are essentially small evil sorcerer dragons. They have breath weapons, powerful natural armor, and cast spells exactly like a sorcerer. All corrupted kobolds are gestalt characters, the 2nd class ALWAYS being sorcerer. Corrupted Kobolds have +0 strength, +6 dexterity, +2 constitution, and +4 charisma, and gain 1 natural armor per level. (Thus a level 10 corrupted kobold has +10 natural armor.) All corrupted kobolds have a breath weapon that deals half profane damage, and half elemental damage. (The race information post will have determining energy type of kobolds.) Stay tuned for that!
Kobolds lead to Kuo-toa, the underdark dwelling fish/toad like race. Kuo-toa appear exactly as they do in the monster manual, and live by themselves in the underdark, trying to stay away from all the corruptive forces that now exist in the darkness. All corrupted Kuo-Toa become Kuo-toa leviathans, using the stats listed there. (Source: Forbidden Realms, Underdark book. I have it personally, can't find the stats online.)
Next we cover lizardfolk. the neutrally aligned primitive marsh dwelling race. This race tries to keep to itself, and is led by typically female druids. Lizardfolk society on Artheria is matriarchal, and all types of lizardfolk, (like blackscale and poison dusk from Monster Manual III) live together. Lizardfolk live on Mangderithon, Oniboros, and the Lost Lands. There are a few tribes that live on floating continents, though they are incredibly rare. I was toying with the idea of making lizardfolk playable, and at some point maybe I will... ahh hell. Making lizardfolk playable. I will explain the rather extensive background of lizardfolk in the races post. Corrupted lizardfolk are frighteningly powerful, and they grow 4 arms, sometimes wings, and a taste for flesh. Corrupted lizardfolk gain an additional +6-10 strength, (dependent on the size of the creature.) +6-10 constitution, and an additional +5 natural armor. They gain the multi-attack feat, and all their natural weapons increase by 1 dice size.
Locathah, the fish race, have a transformation similar to lizardfolk, in that they gain extra limbs. The stat increases aren't nearly as powerful as lizard folk though. They only gain +4 to strength and con, and +3 natural armor. Locathah are only found underwater and in the underdark, as the underdark flooded when the continents were torn asunder during the reckoning.
|
(Powerful 4 armed locathah terrorize all they can find.) |
Medusa live in deep dungeons, and may be found on all layers of Artheria. When corrupted, the snake aspect of the Medusa amplifies. Her snake hair can grow up to 15 feet, and attack at that range. The corrupted snakes deal 1d8 damage and deal an incredibly virulent poison that deals 2d6 con and str. Other than gaining +4 natural armor and the extra long snake range, corrupted and non-corrupted medusa are very similar. Lucky us.
Merfolk, like Elves and Halflings, are totally immune to the corruption of Artheria. They consider themselves the protectors of the Sea, and live mostly near the elf lands. They share many cultural similarities with aquatic and standard elves, and often live with them in the same underwater cities. They are also found in the underdark.
Now we are at minotaurs... the original, and most powerful, corrupted race. The corruption began under the deserts of Entrar, near the largest minotaur labyrinth. From their, they conquered the fire giants, then the derro, duegar, and grimlocks. As their power grew, they became the most feared creatures on Artheria. The new Minotaurs have all manner of powers, and come in a huge variety. They are always gestalt, with some sort of spell caster as the 2nd class. Minotaurs gain +16-26 strength, +8-16 dexterity, +12-22 constitution, +4-8 intelligence, +6-12 wisdom, and +6-12 charisma. They always have at minimum 5/magic and good aligned DR. All minotaurs have an aura of fear, which functions exactly like the dragon aura, the DC is 10+1/2 HD + charisma mod. Minotaurs may also all cast bestow curse at will. Minotaurs will many times come with templates as well, such as half-fiend or lich, those stack with the new improved corruption stats. Fear the minotaur... they will destroy you and change your body into something horrible.
Orcs are the next monstrous humanoid, and I covered them extensively in the race page. Corrupted orcs gain double the listed stat bonuses, and their rage is greater rage instead of standard rage. They also gain the intimidating rage feat for free.
Planetouched do not exist in Artheria as a subrace, they are humans with the 'planetouched' trait, and use human rules.
Now we move onto Rakshasa, these evil hunters are arrogant, and love to disguise themselves as powerful people. The corruption loves seeking out this race, (and all it's subraces, like those in Monster Manual III) for they become a diabolically cunning and powerful race, that seeks out any and all challengers, making weapons and armor from their bones. The rakasha stats gain an innate bonus to whatever the base is listed in the various monster manuals. +4 strength, +6 dex, +2 con, +6 int, +4 wis, +6 cha, and +3 natural armor. They also each gain a +3 caster level bonus.
Sahuagin are another in very real danger race of falling universally to the corruption. They still fight all other races, and attempt to raid... only to be being destroyed themselves. When sahuagin become corrupted, they grow in size, sprout as many as 6 long clawed arms, and become feasting machines.
Tritons are allied with aquatic elves and merfolk. They use their innate power to assist in the defense of their aquatic homes. Unlike those races though, they can be corrupted. The race gains +2 to all physical stats and +4 to wisdom, summon natures ally IV becomes summon monster V, and they gain caster level as a favored soul of their HD.
Troglodytes live in caves, and in the underdark. They are found in Oniboros, Mangderithon, and the lost lands. This primitive race is almost universally corrupt. When they turn, they gain supernatural toughness, and a stench that intensifies horribly. Corrupted troglodytes gain +6 strength, +16 constitution, and +12 natural armor. They also gain a free rank of toughness every time they gain a feat, like gnomes or dwarves do. The radius increases to 50' on stench, and the DC gains a +8 bonus.
Yuan-ti are the final entry for today. The Yuan-ti swear allegiance to Scylla, like many Gnoll tribes on Artheria. The largest concentration of Yuan-ti is on the Lost Lands, with the 2nd largest up in the sky realm. Corrupted yuan-ti are devastating opponents. Purebloods don't change much, gaining +2 to all stats, and the ability to cast Poison, as the spell, 3/day. Halfbloods gain +6 to every stat, and they may cast poison, as the spell, up to a range of 30'. (Some spit, others project it, styles vary.) Abominations become horrible many headed monstrosities, with 8 or more poisonous bites. Sometimes only a few heads will bite and the rest will cast spells. Corrupt abominations cast spells as sorcerers of their HD+3. They gain +10 to all stats, and bites deal 2d6+ str mod damage, and have a poison that deals 1d6 dex and str. Fortitude save DC is 10 +1/2 HD + con mod.
This concludes the Monster Manual 3.5, I'll work on MMII sometime in the next few days.
“Supreme excellence consists of breaking the enemy's resistance without fighting.”
―
Sun Tzu,
The Art of War
No comments:
Post a Comment