MMIII is full of really powerful monsters, some so absurdly powerful they don't make sense for their CR. I will give a game example of this... shortly after I purchased Monster Manual III, I ran a high powered game where everyone was a Githyanki, and level 17. (Level equivalent 19) I had my group face 1 lich from the monster manual, (CR13) and 3 Drowned from Monster Manual III. (CR 8) My entire group was equivalent of level 19, and the wizard had level 9 spells. They lost... horribly. The lich wasn't what did it at all either. Lich got counterspelled and taken out by the frenzied beserker quickly. The drowned though? Killed the entire party with the drowning aura. (Even the Frenzied Beserker...) 3 CR 8s took out 4 level 17 githyanki.
That is the case with almost everything in Monster Manual III. It got to the point where every time I would say "Can you hand me Monster Manual III please?" the entire group would start to groan. I save this book for mostly hardcore boss fights, and general world building. (I've mentioned Death Giants several times in previous posts... another absurd MMIII creature, capable of taking out way stronger players than the CR suggests... and soul steal aura. No resurrection for you.)
There is more to cover today than in Monster Manual II, not only are there more humanoids, monstrous humanoids, and native outsiders to cover, but I also need to go over the consolidated Lycanthrobe list, and cover corrupted humans as well. (I thought there were more than I found... but I only found Lycans in the original Monster Manual 3.5 and Monsters of Faerun)
We will start with humans. Humans of Artheria have a lot more feats and often better stats (thanks to traits) than standard humans. When humans are corrupted, they go through 2 'phases.' The first is a tattooed, scarred, or otherwise only slightly showing signs of corruption. These creatures gain +2 to all stats, and gain a caster level like an elf. (1 at level 1, then level 5, 10, 15, etc.) They often serve stronger corrupted creatures, like fey or hags. Once the human undergoes the full transformative ritual, they become hurlocks from Dragon Age: Origins. (In my opinion, the best RPG to come out since Baldur's Gate II) They gain +8 to all stats, and caster level every 3 dice, (Sorcerer table) they will also gain special abilities based on traits, (a draconic human for example might have a breath weapon.) and the occasional spell like ability. (Say if the human had some planetouched traits.) While more types of creatures can be made into Genlocks than Hurlocks, during The Reckoning over 2 billion humans died, and roughly 30% of those were made into Hurlocks... so there are a lot more Hurlocks then there are humans on Artheria.
(Evil twisted humanoids... Hurlocks are always trying to 'recruit' more of their twisted kind.) |
Now we move onto lycanthropes. Lycans have been a cornerstone of fantasy gaming for pretty much ever, and they are AWFUL in 3.5. Only certain types of Lycans are even remotely good, (werebear, weretiger, etc.) and the cornerstone, used in almost every game lycans really suck. (Werewolf and wererat...) I'm making some rule changes to lycans that will make them much more fearsome opponents. First off, all lycans are universally corrupted and evil. The only non-corrupted creatures are the Elven Lythari, and unlike other elves, they can be corrupted. The following is simply a list of the lycans I've found, with the new hybrid form stat changes listed. I will link a picture for each one so you have an idea of what I'm going for. Lycans should all be far more menacing than what is seen in the monster manuals.
All alignments for every Lycan are some kind of evil, it will depend of the individual creature, but chaotic evil will be the most common. (Links go to images of the various lycans in hybrid form)
Type: Animal Form: Stat Changes:
Werebear Brown Bear +24 Str, +2 Dex, +12 Con
Wereboar Boar +10 Str, +16 Con
Wererat Dire Rat +4 Str, +12 Dex, +6 Con
Weretiger Tiger +18 Str, +10 Dex, +12 Con
Werewolf Wolf +8 Str, +8 Dex, +8 Con
Dire Wereboar (Giant only) Dire Boar +24 Str, +16 Con
(Monsters of Faerun Lycans)
Werebat Dire Bat +6 Str, +8 Dex, +6 Con, Fly 60'
Werecat House Cat +2 Str, +16 Dex, +2 Con
Werecrocodile Giant Crocodile +20 Str, +16 Con, +5 Nat. Armor
Wereshark Large Shark +10 Str, +6 Dex, +8 Con, Swim 60'
Some general Lycan rule changes, only certain lycans have free reign with what weapons/armor they may wear, those with total freedom of equipment are the wererat, weretiger, werewolf, and werecat. All other Lycan types use their natural weapons, which are always 1 dice larger than listed in the various monster manuals. Lycans can (and do) make weapons that work to enhance their own abilities, like this cultist bound werebear. These types of equipment only add damage to the natural attacks of the various lycans. Many make themselves primitive armors out of hide, wood, and stone. Corrupted lycans typically prefer to eat those they capture over transforming them, but at least some of those captured are turned into corrupted lycans... as the numbers of these creatures keep increasing.
Now we get to the actual Monster Manual III.
We start with the Armand, an armadillo like humanoid that lives in the deserts. This democratic, equality based race is on very good terms with the resistance in Entrar, the desert kingdom. They get captured on sight by the Death Giant forces though, and are often forced to compete in gladiatorial competitions, and work as slaves. There are many Armands that live and work in the monasteries of Entrar, and this is often the safest existence for this race. When they become corrupted, the Armand grows to Large size, and they revert from a humanoid shape to an all fours, demonically powerful version. They gain several volcano like growths on them, which they can launch a molten fire cloud, that functions like a 'Firestorm' spell that deals half fire and half profane damage. Statistically, Armands gain +8 strength, Dex, and Con when corrupted. Natural armor gains a +5 bonus, and they gain the firestorm ability. (1d6 per level of HD.) They also become 'fire' subtype, gaining immunity to fire and vulnerability to cold.
(Corrupted Armands revert to a more bestial form.) |
The next race in the MMIII is the changling. This race is dopplegangers mixed with humans, having subtle shapeshifting abilities. For game purposes, changlings are now humans with the 'Changling' trait. Changlings have no stat increases or decreases, they just get a racial 'disguise self' spell and some disguise buffs. Changlings are a very rare race, fewer than 15,000 live on the entire planet of Artheria, they may be found anywhere humans are. When they become corrupted, changlings become hurlocks, with a racial 'disguise self' ability.
Goatfolk, or Ibixians, are the next race in Monster Manual III, and one I find myself using often for some reason. (In the trial game, the halfling paladin laid a group of undead goatfolk to rest, and convinced the last survivor to follow him. Wonderful use of the halfling social bonuses... having a charging goatman barbarian is a super great ally... and his name is Gorbad, for any older Diablo players.) Goatfolk of Artheria may be found anywhere that has mountains, rolling plains, hills, or forests. This nomadic race prizes their might above all, which they enjoy testing on nearby enemies and corrupt creatures. This battle hunger has made them more of an endangered species as they tend to lose against stronger corrupted creatures. Once corrupted, goatfolk undergo a truly horrid transformation. They sprout additional limbs, their horns grow to be more menacing, and they gain truly horrid spell like abilities. Starting at level 1, then every 5 levels after, goatfolk gain a spell like ability, (like goblins do.) which is selected from the wizard list, and follows that table for available spell level. Goatfolk may select from Transmutation, Evocation, Necromancy, and Conjuration for their spell like abilities. Goatfolk also gain +10 strength, +4 dexterity, +8 constitution, and +3 more natural armor. Movement speed increases an additional 10', which will stack with movement speed bonuses from something like barbarian levels, and they gain multiweapon fighting for free. Some sprout additional heads, which will give bonuses on spot checks, and further improve the damage of their racial headbutt ability. (+1 more dice and a +1 to hit and damage per additional head, 4 heads max, for a 2d8+3 racial weapon.)
(This corrupted goatman may or may not be Russian.) |
(Crystaline corrupted humanoids.) |
Next up is the desert dwelling Harssaf. This evil humanoid served the religious tyrants of Entrar before the Death Giants came, and they continue to be servants now, 1000 years later. This race is in charge of policing the various monasteries that dot the desert, and the most capable Harssaf are monks. When these creatures are captured for corruption, they do not change a huge amount, but their innate fire powers increase drastically. Stats only gain a +2 to everything bonus, but the damage of their 2 innate abilities doubles, flaming aura is now 2d6 and sand burst is now 6d6. They also gain a spell like ability at level 1, and every 3 levels after, (Every Harssaf has 3 to start from base HD.) which may be chosen from the wizard or wu jen list, and it must be a fire spell. (Typical starting choices are Burning Hands, Flaming Sphere, and Fireball, though this will vary.)
(Corrupted Harssafs are masters of flame.) |
Next up we have the small Kenku. This small bird-like race are not very numerous on Artheria. The bulk are found in Oniboros, and on Mangderithon, with some scattered about the sky realm. They can't fly, though they do move as fast as a human, which isn't bad for a small race. Statistically they are a weaker race, whose greatest strengths are mimicking voices and working together with other Kenku. On Artheria they tend to be spys, ninjas, spellthieves, and other rogue type classes. When kidnapped for corruption, they are transformed into vulture like demons, with a taste for flesh. Size increases to medium, stats increase to +4 strength, +8 dex, +4 con, and they gain a fly speed 60.' (Average maneuverability) Their natural weapons increase to 1d6 for 2 claws, and a beak for 1d8. They may still use weapons like normal as well.
Next up is the lhosk, which is essentially a centaur with the upper half of an ape, and the lower half of a giant spider. This powerful, frightening looking race is actually not aggressive, preferring to avoid all danger and other creatures that they can. They live in the forests of the Lost Lands, the Elf Lands, and on a few scattered floating continents. They are omnivores, preferring a mostly vegetable diet. They are not in active conflict with any major race, but they are a favored creature for the corruptive forces, becoming a hairier, more aggressive creature. Size increases to huge, and their hands become huge, scythe like growths that they enjoy flaying their prey alive with. Stats increase like so: Strength +10, Dex +6, Con +8, +2 to 1 mental stat, the creature loses the ability to wield weapons and use things that require fingers, but they gain 2 1d10 x4 crit natural scythe arms. They can still manipulate their own webbing flawlessly.
The cave dwelling Nycter is the next race. Living in the underdark, this race that looks like a cross between a bat and a halfling, and are related to the desmodu from monster manual II. This race, like the desmodu, like to stay to themselves, and since they are so small and unassuming, they tend to be left alone as well, often being bypassed over for their larger cousins for corruption and enslavement. When taken for transformation, they become small, hyper agile bat demons that fire searing rays of flame from their eyes. Corrupted nycter gain fly 60' (Good maneuverability) +2 strength, +12 dexterity, and +2 con. They can fire 2 searing rays per round from their eyes, these each deal 1d6 per level of the nycter, half fire and half profane. (Both deal identical damage, thus a level 3 nycter would fire two rays for 3d6 each, or 6d6 total damage.) They may use this ability up 6 times per day. (Firing both rays only counts as 1 use.)
Next up we have 2 races, the Phoelarch, and the frost equivalent, the Vazalkyon. These races are both related to the mighty phoenix, and even rise from their own ashes when they die. (In bird form, minus memories and such, but they never really die.) The immortal heritage of this rare race keeps them protected from the corruption, (when the ritual that corrupts a creature completes, these creatures just explode into flame, revert to their bird form, and fly away/get killed again by what is capturing them, etc.) Phoelarch live in Entrar and in the sky realm, and Vazalkyon, the frost equivalent, live in the frozen wastes and in the sky realm. These universally good races aid whoever they can against the corruption, not fearing the darkness.
(Hungry vulture-like demons, corrupt Kenku resemble the Vrock from the Abyss.) |
(Corrupted lhosk will tear your face off... with a x4 crit.) |
(Miniature demon bats, corrupted nycters are fearsome opponents.) |
Then we have the Protean Scourge. The entire base of this race is that they are demons that aren't demons. They look like demons, they have some really crazy innate demonic like abilities, (The split ability is insane... completely insane.) and they wield soul reaping scythes. For purposes of my game, the protean scourge is now an outsider, specifically a yugoloth. They gain all the yugoloth racial abilities, which means they can summon other yugoloths, (40% chance of success, may summon 1 Nycaloth or 1d4 Mezzoloths) They may also cast, at will, cause fear, desecrate, detect good, and detect magic. They also gain immunity to acid, and 10 fire resistance. They may also communicate telepathy with any creature at a range of 1000'. This is in addition to everything else the Protean Scourge normally has.
Nearing the end of the book, we have the Vermin Lord, this insanely powerful (CR 17) creature is incredibly rare on Artheria, living in any location that attracts a large amount of bugs. They are mainly found in the underdark, and use their vermin armies to fight off all others, corrupted forces, drow, dwarves, aboleths, etc. This evil race does like to keep to itself though, not often attempting to take over kingdoms or continents with their massive power and crazy vermin armies. Unfortunately, this race can be corrupted, and it is really bad when that happens. This mighty race gains +12 to all stats, and even more menacing, they gain the spell like ability to cast the epic spell Crown of Vermin 1/day. They also do not change much physically, so until the already powerful beast starts showing even more power, there is almost no way of telling the two apart. (Though a corrupted vermin lord's vermin minions will often show obvious signs of corruption.)
Now we move on to the shifter, this race is humans mixed with natural lycans, and as such, make no sense on Artheria, as all lycans have become universally evil since the reckoning. Should any shifter be on Artheria, they are coming from another plane/world, and as such may not be corrupted.
Now we move onto the Skindancer. This race is a magically made, incredibly stupid, but absurdly tough, shock troop. The key ability of the skindancer is that their elemental resistance and damage type adapt to whatever hit it last. Hit with a fireball and a hammer? It is now resistant to fire damage and bludgeoning damage. This race is incredibly rare, and is found mainly on Oniboros and Entrar, being made by the powerful mages that reside on those continents. When skindancers become corrupted, it is a very bad day for everyone. Statistically they improve greatly, gaining +8 to all stats except intelligence, which gains a +10 bonus. (Which puts them a little above the average human.) The adaptability function also improves drastically, the elemental resistance improves to 30, and whatever the creature is hit with, it gains resistance to both that element and the opposing element as well. (Example, a skindancer is hit with a fireball, it gains 30 fire and 30 cold resistance.) The physical adaptability improves as well, gaining 15/silver and whatever hit it. (Example, a dwarf hits a skindancer with his battle axe, which deals slashing damage. The Skindancer gains 15/silver and piercing/bludgeoning DR.) They also grow in size to huge, and sprout an extra 2 arms. They are often mistaken for Geriviar's, a powerful giant race in MMIII.
(Corrupted Skin Dancers are frightening opponents.) |
(Fear the Vermin Lord.) |
That does conclude every humanoid type in Monster Manual III, but there are still 2 more creature types I need to address.
First off, we have Warforged. Warforged exist on Artheria, they were made originally by the Goblins, and then eventually some gnomes made a few. They appear exactly as they do in MMIII, and in the Eberron rulebook. (And have access to all the various crazy warforged only feats found there.) They are NOT a playable race on Artheria, but are completely accessible to have as cohorts and followers. The halfling social bonuses do not apply to Warforged, as they are living constructs.
Then I go back to Monster Manual II, and speak of the Elemental Weird. This race is elemental female humanoids with great powers of divination. They were central to the game that all this is based on. There are 8 total living on Artheria, (well... 7 since my players killed one of them.) 2 for each element except for fire. (Only 1 of them left) These creatures have been serving as oracles for the Dwarves, Gnomes, and Elves for thousands of years. They foresaw the reckoning millenia ago, and were entirely accurate, just not on the time frame. They eventually fell out of grace with the dwarves when their predictions stopped coming true. (They all did come true... just about 2000 years later.) Elemental weirds can suffer effects from corruption, unlike any other Elemental. (The players of the old game fought a corrupted Fire Weird, who was the mother of Daren Flamehair, see the goblin post for more information.) When elemental weirds are corrupted... the very fabric of Artheria is threatened. They gain +6 to all physical stats and +20 to all mental stats(!) and more so, they gain +10 to caster level, making the average elemental weird caster level 28, with MANY epic level spells, and 9th level spells. Since the reckoning, the location of the various elemental weirds have been lost. The only 2 whose location is known is one of the Elemental Weirds of water, in the lizardfolk swamp near Contrador, (the races post will have more information on that once I add Lizardfolk and Kobolds.) and one Elemental Weird of Earth is still near the Elf capital. All the others have been relocated from the continental shift/gravity distortions of the reckoning. These creatures are incredibly knowledgeable, and Rolltun (Will be explained in a post on important NPCs later.) has a standing reward of 100,000 gold pieces for the positive location of any of the remaining 5 elemental weirds.
Thus concludes all our 'Monsters of Artheria' posts. This doesn't mean that you will only encounter creatures from these books, with the listed modifications. I like making all kinds of monsters and tossing templates all over the place, so the creatures you will be facing will be formidable, no matter what form they take.
“Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win”
― Sun Tzu, The Art of War
― Sun Tzu, The Art of War
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