Showing posts with label Zeebo. Show all posts
Showing posts with label Zeebo. Show all posts

Friday, March 9, 2018

4 Sketched Monsters

[1] Featherbrain Chimera (3 HD, +3 AC, 3 bite attacks at 1d6, random actions each turn)
Morale- 15

The Featherbrain Chimera is a very unstable creature. Despite being very strong, each head controls the body equally and it constantly changes what it is doing. It cannot attack the same person twice in a row. If bodyblocked by a character, it loses -1 morale and is forced to attack them.

Every 6 damage this creature takes; it loses one attack, -1 AC, and -5 morale from having one of its head disabled, but it becomes more tactically aware and seeks ways to escape combat. As long as it isn't killed it can regain its strength.

[2] Dunderhead Summoner (1 HD, summons Dunderheads)
Morale- 12

The Dunderhead summoner is a small demihuman shaman who can call upon a massive, many headed hydra from deep under the earth. It takes 1 turn after calling for a head to appear; creating a great rumbling under the area it will appear.

The dunderhead hydra is a herbivore and very stupid. Each head is strong, but not very dangerous. Each head can also easily be distracted by anything shiny or with fluttering movements. If you manage to learn the spell this creature uses, you can only use it on the same landmass as you encountered the summoner- the hydra's body is only under there.

Dunderhead (4 HD, 1d6 big bite, easily distracted)
Morale- 8

These are the heads the summoner calls from the Earth. Upon being scared off or killed, the head slips back into the earth and the soil closes the hole back up. If the summoner is killed, the head instead looks towards the nearest vegetation to greedily scoop up and then disappear back down.

[3] Pangoo Denmother (2 HD, 16 AC base, 19 AC when curled, 1d6+1 blades or 1d4 roll attack)
Morale- 10, 14 if defending nest

This creature is a mother of a liter of Pangoo- squat pangolin like demihumans. Like all Pangoo, she has extremely strong scales and can curl into a ball to increase her AC to 19 and deal a 1d4 rolling attack. If trapped in a small enough space that she can't uncurl from the ball, she will surrender, but is otherwise dedicated to defending her nest.

If the party does not appear as nest raiders; roll a reaction check. On a good result, the Pangoo Denmother will grant the party a few of her spent scales. Enough of these can be woven into a lightweight, expensive suit of armor with 16 AC and a defensive curl minus the rolling attack to bring the AC of the wearer to 19 as long as they don't attack.

[4] Zeebo's Armor (5 HD, +2 AC, 1d4+1 smash attack, mesmerizing patterns make ranged attacks miss, counts as magic attacks)
Morale- N/A

Zeebo's Armor is the upper body armor of Zeebo's leggings. While the leggings were obedient and functioned as they were told; the upper body became too powerful and proud to be worn by humans. The patterns on the armor give it a mesmerizing effect that make it impossible to hit with ranged and thrown attacks. The hollow shell punches and strikes with fury that counts as magic attacks, thus being able to hurt even ghostly or elemental creatures.

Only a handful of these pieces of armor were produced. The tribal patterns that give them their effect were always intended to be worn as fabrics and as pants; as the human form makes metal arrogant and lustful for power.

Saturday, January 20, 2018

8 Sketched Magic Items

[1] Candied Blood-Drop Blade
Sharp magical dagger that deals 1d4 damage when used as a weapon. After a successful hit, the dagger creates a single large drop of blood from the victim which hardens into a candy-sphere that can be sucked and act as a ration. Attacks that deal 1 damage don't create a drop big enough to be used as a ration, 2-3 damage creates 1 ration, and a roll of 4 creates an extra thick candy drop that counts as 2 rations that can be sucked on and saved for later.

This blade can create rations from self inflicted wounds, but diseases a creature has will be transferred to those who eat its blood candy. Creatures with regular red blood have cherry flavored candy, giant bugs with green blood make apple flavored candy when sliced, and so on.

[2] Wyrmwood Wand
This wand has the power to twist objects. By waving it and spending a single combat round you can; twist up the wings of a flying creature to ground it, twist up the legs or arms of humanoid creatures, twist a guard's head backwards so he can't see you, twist up the branches of a tree to make a bridge or twist a stone column to make it easy to climb. All things that twist groan and feel some pain from it if they are alive, but it deals no damage and comes undone in 1d6 turns for living creatures and 2d6 for nonliving materials. It does not cut off bloodflow or restrict breathing for living things.

The wand has 3 charges that refresh each dawn and dusk.

[3] Sweeping Axe
This axe is designed to sweep through smaller groups of enemies and is enormously powerful in the hands of a strong warrior. Acts as a normal 1d8 Great Axe but if you take a full round to charge up a swing, your next swing hits all enemies in front of you in a 15 foot cone and knocks enemies smaller then you to the side. Requires both hands to use.

Deals full damage to swarm, even to swarms of very small creatures like spiders or snakes. This weapon was originally used as a one handed axe by a giant to cut the straw roofs off of huts he suspected villagers were hiding in, so he could stick in a hand to gobble them up.

[4] Zeebo's Incredible Leggings
These leggings grant +1 AC and the stripes on these leggings grant them an almost illusion effect while moving. Attacks aimed at the legs; such as bolas, arrows, entangling vines or grappling monsters get confused and unable to correctly target the legs. These leggings also make the wearer's kick attacks count as magic; letting them kick ghosts but dealing only regular unarmed damage.

The leggings were created from a ceremonial design by a culture that used them for mesmerizing dances and feats of agility. The design was later stolen and armored to be used as equipment for warriors, but it's patterns can still only be created by masterful fabric dyers of these people.

[5] Helm of the Arachnid
This helm grants +1 to your Dexterity modifier in addition to regular AC bonuses from Armor. It also grants improved vision in the darkness, letting you see twice as far in low light as normal, but does not help you in absolute darkness.

The longer you wear the helmet, the harder it becomes to remove it and the more spider-like you become. Eventually you will grow multiple eyes, have an irrational fear of sunlight, and desire to trap creatures in your webs of traps. If you cannot spin webs, since most creatures can't, you'll resort to using regular traps and ropes instead. At this stage the helmet cannot be removed without killing you but the metallic spider limbs on the helmet can be used as improvised weapons +1 to hit against adjacent foes, and can be used to climb and hold up your body weight for a maximum of 1 turn per day, since you're too heavy to carry around all the time.

[6] Glinting-Charm Crossbow
This crossbow deals 1d8 damage and can once per day stifle all wind to line up a shot. Ignore all penalties for shooting in a storm and ignore mages with shields of air that protect them from arrow fire. Gain +2 to hit for this one shot.

The glinting-charms of this crossbow are constantly dangling and lightly chiming. Only when its ability is activated do the charms stay silent to line up a perfect shot.

[7] Perilous Puzzlebox
Instead of casting a spell, a spellcaster can give up a spell slot to conjure creature(s) inside the box with HD total equal to the spell level spent. The creatures can fit in the box regardless of size but once the box is opened or thrown, the creatures explode out of it and use a single attack, ability, or spell on all nearby targets. Then, the creatures disappear and the box must be charged again to be used.

Multiple turns of charging the box with spells can be done to fill the puzzlebox with more and more deadly creatures. But each round you hold the box it has a 1 in 6 chance of springing open prematurely, which means the creatures exit at your location and will attack you and whoever is nearby instead.

[8] Duelists Crystallabra
This matching cauldron + bracer set grants +1 AC. If you defeat an enemy made of magical energy or light, you can draw that enemy into the armor set. By facing a foe directly while the set is charged it casts out blinding light with each of your attacks giving them -2 AC and -2 to hit when they attack you. This only works against enemy's in front of you while turned towards them, and has no effect on flanking enemies or ranged enemies. The Crystallabra armor can also be used to create soft, multicolored light at any time while in darkness at the caster's will.

Once absorbed, the spiritual essence of the absorbed creature can create light for you both in combat and in dungeons for 1 day per HD of the absorbed creature.