Post by Gaiyamato on Feb 2, 2015 11:31:43 GMT
The Shards are born from sites of mass death and destruction where large volumes of magic were unleashed. They are in constant pain and torment, scouring the land for sources of light and magic that can succor their suffering. They are forces of destruction and no two are even remotely alike. Some look like monstrous animals, others like massive mountains of tentacles. All of them are absolutely deadly.
Generating a Shard:
Hit Dice: 1D20 numbers of hit dice and a 50% chance of +2D3 bonus HD. D10 HD size.
Size/Type: HD: 1-4 Small, 5-9 Medium, 10-15, Large, 16-20, Huge, 21+Gargantuan
Initiative: DEX
Speed: base land: 80-10 per 4 HD. 50% chance of Fly (x2 base speed) (Poor), 25% chance of Good maneuverability.
Armor Class: +1 Natural Armor per 2 HD. 50% chance of WIS (if positive) as Deflection bonus.
Base Attack: Equal to HD.
Attack: Types - 2 Claws 70%, or Tentacles 30% (roll 1D100). 50% chance of a bit attack. If Tentacles gains 1+1 attack per 3HD, if Claws gain 2+ 1 per 10HD after the first 5.
Space/Reach: depends on size/5', Tentacles have 10'
Special Attacks: If claws 25% chance of Rend. If claws 10% of a random poison (contact or injury). If Tentacles 20% chance of contact poison. If Tentacles gains a grab attack and constriction damage. Claw Attacks ignore DR. Pain Assault.
Special Qualities: Lowlight vision, Darkvision 160', Tremorsense 60', Scream of the Shard, Sense Magic, Sense Light, Spell Resistance, Fast Healing, Damage Reduction, Energy Resistances, Scent, Immunities, 50% blur, 20% haste
Saves: All good.
Abilities: Str: 20+4D6, Dex: 12+5D6-HD, Con: 30+2D4, Int: 2, Wis: 6+3D6, Cha: 2+1D10
Skills: Listen +10, Spot +10, Search +10, Survival +15 (for tracking)
Feats: Track, Weapon Focus(natural weapons), Toughness x HD/3, Pain Mastery, Multiattack
Alignment: Chaotic Evil
Treasure: none
Level Adjustment: --
CR: Varies wildly, up to DM. Shards will usually be more than a match for most parties and are something to be avoided and flee from (kind of like the boulders from Indiana Jones).
Pain Assault
Anyone struck by a Shard's melee attacks must make a Will save DC 10 + 1/2 Shard HD + Shard's Constitution Modifier or be Nauseated and Stunned for 1D3 rounds.
Scream of the Shard
Shards can release a near deafening scream that shatters glass and can even ignite flammable objects at powerful levels. This is often the first sign of a Shard in the region.
1/minute a Shard can unleash a scream, All who are within 1 mile must make a Fortitude Save DC 10 +1/2 Shard HD or be Shaken and Confused for 1D3 minutes. In addition if the Shard is within 1/2 a mil all glass objects that are non-magical will shatter. A shard with HD greater than 15 can ignite flammable objects within 1/4 mile and will leave small spotfires through to raging infernos everywhere within range. Players must make a Reflex save DC 10+1/2 Shard HD+Shards Strength Modifier or catch on fire taking 1D6 damage.
Sense Magic
A shard can sense all magic items and any location in which any magic spell has been cast within the last 24 hours within a 1 mile radius, they will always move immediately to the strongest source, stopping only to attack any living thing they encounter. Anyone who has the ability to use SLAs or cast Arcane or Divine spells glows like a beacon that only a solid lead wall at least 1" thick can block (summoned lead walls glow... soooo....they are useless), Shards will always head toward the strongest spellcaster within 1 mile.
Sense Light
A Shard can sense artificial light sources at 1 mile radius. If it lacks a magical target it will head toward the strongest source of artificial light it can find.
Spell Resistance
Shards have 10+HD spell resistance.
Fast Healing
Shards have Fast Healing equal to HD/3. Minimum 1.
Damage Reduction
Shards have DR based on HD:
1-4: none
5-9: DR 5/Magic
10-15: DR 5/Magic+Silver
16-20: DR 10/Magic+Silver
21+: DR 15/Epic+Silver
Energy Resistances
Fire: 5
Roll random energy type 1 time for each 4HD the Shard possesses. Add +5 to the Resistance for that Energy type.
Immunities
Immunity to poison, sleep effects, paralysis, stunning, disease, nausea and death effects.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) including all forms of fear magical or mundane.
Immunity to petrification.
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Not at risk of death from massive damage.
Still Eats, Sleeps and Breathes.
Notes: Shards have 1 Soul per HD. Scholars speculate that this has to do with the way shards are formed as none of the Souls belong to the Shard itself but are the trapped spirits of those who died under enormous levels of pain all at the same time within a mile of one another.
Generating a Shard:
Hit Dice: 1D20 numbers of hit dice and a 50% chance of +2D3 bonus HD. D10 HD size.
Size/Type: HD: 1-4 Small, 5-9 Medium, 10-15, Large, 16-20, Huge, 21+Gargantuan
Initiative: DEX
Speed: base land: 80-10 per 4 HD. 50% chance of Fly (x2 base speed) (Poor), 25% chance of Good maneuverability.
Armor Class: +1 Natural Armor per 2 HD. 50% chance of WIS (if positive) as Deflection bonus.
Base Attack: Equal to HD.
Attack: Types - 2 Claws 70%, or Tentacles 30% (roll 1D100). 50% chance of a bit attack. If Tentacles gains 1+1 attack per 3HD, if Claws gain 2+ 1 per 10HD after the first 5.
Space/Reach: depends on size/5', Tentacles have 10'
Special Attacks: If claws 25% chance of Rend. If claws 10% of a random poison (contact or injury). If Tentacles 20% chance of contact poison. If Tentacles gains a grab attack and constriction damage. Claw Attacks ignore DR. Pain Assault.
Special Qualities: Lowlight vision, Darkvision 160', Tremorsense 60', Scream of the Shard, Sense Magic, Sense Light, Spell Resistance, Fast Healing, Damage Reduction, Energy Resistances, Scent, Immunities, 50% blur, 20% haste
Saves: All good.
Abilities: Str: 20+4D6, Dex: 12+5D6-HD, Con: 30+2D4, Int: 2, Wis: 6+3D6, Cha: 2+1D10
Skills: Listen +10, Spot +10, Search +10, Survival +15 (for tracking)
Feats: Track, Weapon Focus(natural weapons), Toughness x HD/3, Pain Mastery, Multiattack
Alignment: Chaotic Evil
Treasure: none
Level Adjustment: --
CR: Varies wildly, up to DM. Shards will usually be more than a match for most parties and are something to be avoided and flee from (kind of like the boulders from Indiana Jones).
Pain Assault
Anyone struck by a Shard's melee attacks must make a Will save DC 10 + 1/2 Shard HD + Shard's Constitution Modifier or be Nauseated and Stunned for 1D3 rounds.
Scream of the Shard
Shards can release a near deafening scream that shatters glass and can even ignite flammable objects at powerful levels. This is often the first sign of a Shard in the region.
1/minute a Shard can unleash a scream, All who are within 1 mile must make a Fortitude Save DC 10 +1/2 Shard HD or be Shaken and Confused for 1D3 minutes. In addition if the Shard is within 1/2 a mil all glass objects that are non-magical will shatter. A shard with HD greater than 15 can ignite flammable objects within 1/4 mile and will leave small spotfires through to raging infernos everywhere within range. Players must make a Reflex save DC 10+1/2 Shard HD+Shards Strength Modifier or catch on fire taking 1D6 damage.
Sense Magic
A shard can sense all magic items and any location in which any magic spell has been cast within the last 24 hours within a 1 mile radius, they will always move immediately to the strongest source, stopping only to attack any living thing they encounter. Anyone who has the ability to use SLAs or cast Arcane or Divine spells glows like a beacon that only a solid lead wall at least 1" thick can block (summoned lead walls glow... soooo....they are useless), Shards will always head toward the strongest spellcaster within 1 mile.
Sense Light
A Shard can sense artificial light sources at 1 mile radius. If it lacks a magical target it will head toward the strongest source of artificial light it can find.
Spell Resistance
Shards have 10+HD spell resistance.
Fast Healing
Shards have Fast Healing equal to HD/3. Minimum 1.
Damage Reduction
Shards have DR based on HD:
1-4: none
5-9: DR 5/Magic
10-15: DR 5/Magic+Silver
16-20: DR 10/Magic+Silver
21+: DR 15/Epic+Silver
Energy Resistances
Fire: 5
Roll random energy type 1 time for each 4HD the Shard possesses. Add +5 to the Resistance for that Energy type.
Immunities
Immunity to poison, sleep effects, paralysis, stunning, disease, nausea and death effects.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) including all forms of fear magical or mundane.
Immunity to petrification.
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Not at risk of death from massive damage.
Still Eats, Sleeps and Breathes.
Notes: Shards have 1 Soul per HD. Scholars speculate that this has to do with the way shards are formed as none of the Souls belong to the Shard itself but are the trapped spirits of those who died under enormous levels of pain all at the same time within a mile of one another.