Thursday, January 5, 2017

Cuckoo Clock Squid

Cuckoo Clock Squid
HD: 3+1 (15 hp) AC 14, DMG: 1d6, 1d6 (pendulum maces) or special tentacles attack.
MV: 30 (90), ML: 8, saves: wizard lv5
AL: chaotic punctual

Special tentacles attacts:
  • Strangle: save vs breath weapon to avoid being grab by a flow of tentacles. Inflict 1d6 dmg by rounds. Make a open door test by round to get free. 
  • Mind adjustment: instead of strangling it victim the cuckoo clock squid can try to adjust his or her mind like a clock. This inflict 1d6 dmg (only 1 if the squid is not in combat). The operation take 1 round by adjustment.  
  • Puncture: 1d6 ranged attacks that inflict 1d4 dmg. (range: throwing axe) 

Brain adjustments:
  • Transfer 1 point of mental stats to a other mental stat (WIS, INT, CHA)
  • Transform 2 points of mental stats into 1 point of physical stats. 
  • Lower or raise initiative by 1.
  • Implant suggestion. (save against it only when it trigger). 
A adjusted mind make a saving throw each day. A passed save restablish one adjustment. The mind malfunction on a natural 1 and trigger a nervous habit and delusion.

Cuckoo Clock effects:
Each time the cuckoo clock strike the hours it trigger a specific magical effect.

The effect last until the next hour.
  1. Cast Animate dead or object 
  2. Dispel magic (affect magical items until the next hour). 
  3. The clock doors open and throw a cloud of ink (save or get blinded for 1 hour) 
  4. Tentacles emerge from the cuckoo doors. Grant 1 extra special tentacles attack each round. 
  5. Curse: can only speak when the hour strike. (or other bird, squid or clock related curses) 
  6. Summon 1d6 HD of random monsters (1 to 6 monsters). 
  7. Slow time for 7 rounds. 
  8. Cast Confusion 
  9. A beautiful jeweled cuckoo egg emerge from the clock, save to avoid being charmed by the egg. If charmed you can kill to keep your egg. Egg is worth 1d6x100 gp. 
  10. Clockwork upgrade: the cuckoo clock squid gain +1 to hit & dmg and +2AC. 
  11. Summon a magical object, if someone take it save against Quest spell. 
  12. Cast Create food and wine 
  13. The clock doors open and throw 6 poisonous darts (save or die in 1d6 turns) 
  14. Insert cuckoo song in your mind: save or take 1 dmg and get a penalty of 2 to all tests. 
  15. Cast area of effect Hold person. 
  16. Spawn 1d6+1 clockwork cuckoos (1HD, 1d4 dmg, AC14) 
  17. Tell 5 dark secrets 
  18. Answer 6 questions 
  19. Cast Darkness 
  20. Cast sleep 
  21. Control dreams (area of effect: small town) 
  22. Cast a area effect illusion. 
  23. Cast invisibility. 
  24. Open portal to a random location or chaos plane (close after the clock strike the hours)
Note: the hours effects could use some more work. 

Wednesday, January 4, 2017

Chaos record player cat

Chaos record player cat
HD: 2+1 (12 hp) AC 14, DMG: 1d4 or special,
MV: 40 (120), ML: 6, saves: wizard lv5
AL: chaotic cute

Once the cat select a tune it can play it for up to 1d6 rounds.
Each time someone hit the cat, it randomly change it playing tune.

The cat can teleport once a day, Cheshire cat style.

Records effects: 1d8
1: visual vibrations, displacing effect for +4AC bonus.
2: scratches: area of effect 1d4 dmg attack by rounds to everyone listening. (Invisible claws attacks, must roll to hit)
3: this is my song: charm person single listener (save negate).
4: ear worm: implant suggestion, area of effect. (save negate, -1 to save by listening of the tune)
5: reverse: force a round of rerolls (including the cat).
6: Sonic miauling: 1 dmg by rounds, -2 to any d20 dice roll. Area of effect. (save negate)
7: beautiful song: save vs paralysis or stunned for 2d6 rnds (drop weapons). (single target)
8: catchy tune: save vs spells or dance for 2d6 turns. Contagious by touching (save allowed).

If the cat is reduced to 0hp, it must pass a save to see if it record break.
If it record is broken the cat die. If not, it turn into a magical record player that can be used to play random record effects.
But each time someone play a tune, there is a chance that the cat awaken (cat save vs spell).
Each character that used the cat record will save at -2 against it effects.
When the cat awaken it blink and vanish, Cheshire cat style (dont worry it will be back...).
(Roll new HP for the cat)

Some chaos record cats have unique record that have 1d3 unique magical effects.

Chaos records are worth 1d6x500 gp +500gp by unique effects.

Chaos record player cats dont like each other, if someone play a magic record, they usually vanish away (they get +4 to save against magic record effects).

Tuesday, January 3, 2017

Tattooed Old Whale totem

You can look for the Tattooed Old Whale to add a tattoo to the world memory or to get initiated.
To get initiated the Old Whale have to eat you up, then it will throw you up in the spirit world. If you survive, the whale will transfer one of it tattoo to you. Each tattoo give you a ancestral memory and power. The old whale can walk on the land on two feet or swim in the water as a whale. It is possible to hunt and to kill the old whale to eat it flesh to gain dangerous magical power. This is a hard feat since the whale is powerful and it can summon it tattoo against it foes. But this evil deed happened in the past and brought a time of no memories on the world until someone started to tattoo a whale stranded on a beach. The stranded whale remember to walk on two legs and became the new tattooed whale. To prevent the world from falling again into no memory time, this old whale started to distribute it tattoos to worthy men and woman.

You can write a random table of ancestral memories and powers if a player character want to get initiated.

EDIT: some ancestral memories written by Benjamin B.:
1. A memory of biting hunger, felt in the belly, felt in the itchy skin, of scurvy and whispering in the dark, seductive madness, and then the gift of meat, the hot liver of one you loved, given freely, their marrow to sustain you, the kin killing taboo washed away clean by the sacrifice of the one who's love for you eclipsed fear.  You can taste them on your tongue, their blood.  While marked, you never grow physically hungry, and if your share it willingly, your blood can heal those who drink it, hit point for hit point  

2. A memory of pain, the gnawing cold of a walrus tusk in your thigh, broken off.  Pull it free, and bleed.  Leave it, and death will come, maybe slower.  No moss to stuff the wound, no fire to seal it, no bitter Spring herbs to chew to stop the pain, no chewed green pulp to stop the fester.  And yet, it is the memory of pain, is it not?  A memory within a memory, as you walk, limping, your heavy hand held tight by the tiny child's beside you.  While marked, you walk with a limb and -5 speed, but your hit points are doubled