Home Random Page


CATEGORIES:

BiologyChemistryConstructionCultureEcologyEconomyElectronicsFinanceGeographyHistoryInformaticsLawMathematicsMechanicsMedicineOtherPedagogyPhilosophyPhysicsPolicyPsychologySociologySportTourism






Fine Aberration (Earth)

Hit Dice: 1/8 d8 (1 hp)

Initiative: +6 (Dex)

Speed: 5 ft.

AC: 28 (+8 size, +6 Dex, +4 natural)

Attacks: Bite +14 melee

Damage: Bite 1d2

Face/Reach: ½ ft. by ½ ft./0 ft.

Special Attacks: Color spray

Special Qualities: Blindsight, scent (women only), acid resistance 20, induce wantonness, sexy aura, virginal rebuff

Saves: Fort +0, Ref +6, Will +2

Abilities: Str 1, Dex 22, Con 11, Int 12, Wis 10, Cha 14

Skills: Hide +16, Jump +26, Spot +2

Feats: Weapon Finesse (bite)

 

Climate/Terrain: Cold and temperate hill, mountains, and underground

Organization: Cluster (2-5) or swarm (5-20)

Challenge Rating: 1/4

Treasure: Gems only

Alignment: Usually neutral

Advancement: 1/4 - 1/2 HD (Fine); 1 HD (Diminutive)

 

In their dormant state, skirtseeker appear to be ordinary, colored stones. However, they are quite sentient, mobile, and always in search of cloth and female pheromones to consume. The skirtseekers' usual mode of operation in to secretly attach themselves to some unsuspecting woman's skirt, and turn her into a sex-crazed wanton before moving on to their next meal.

After attaching to a woman's garment (usually her dress or trousers, though they have been know to latch onto a bodice now and then) the skirtseekers slowly begin to consume the cloth, causing it to become more and more risqué, while they themselves become more and more jewel-like. During this time, their presence also begins to affect the woman's sense of desire, filling her to the point of bursting with lust.

It takes only a few days for a cluster of skirtseekers to reduce a woolen dress to a thong, and at most a week for them to do the same to leather clothing. If a skirtseeker is killed, it can usually be sold to the unwary as a gem worth an average of 10 gp.

Skirtseekers speak Terran, but only when they think they will not be overheard.

 

Combat

If they are discovered and not allowed to flee, skirtseekers can defend themselves with fair ability.

Color Spray (Sp): As long as the skirtseeker has been near a female within the past day it can use the color spray spell 3 times/day as if it were a 5th-level sorcerer (save DC 13).

Blindsight (Ex): Skirtseekers have no visual organs but can ascertain all foes within 60 feet by using sound, scent, and vibration.

Induce Wantonness (Su): After a day of being the subject of skirtseekers' advances, the victim must make a Will save (DC 10 + the number of attached skirtseekers) or become aroused (as per the spell). On the next day, she must make a Will save (DC 12 + the number of attached skirtseekers) or be affected by the skank spell. On the third and subsequent days, the victim must make a Will save (DC 15 + the number of attached skirtseekers) or be stricken with the nymphomania insanity.

Sexy Aura (Ex): As a side effect of the skirtseekers' reduction of her clothing, as well as their increasing sparkle and sexual radiation, the victim of a cluster of skirtseekers gains a circumstance bonus equal to the number of the creatures attached to her garments to her Arousal Checks to arouse any male partners.



Virginal Rebuff (Ex): Any woman who has never had sex with another being is immune to the skirtseeker's Induce Wantonness and Scent abilities. A skirtseeker will not try to target their clothing as a source of food.

 

Spirit of Desire

Medium-Size Undead

Hit Dice: 3d12 (20 hp)

Initiative: +3 (Dex)

Speed: 30 ft., fly 60 ft. (good)

AC: 14 (+3 Dex, +1 deflection)

Attacks:Incorporeal touch +1 melee

Damage: Incorporeal touch 1d4 temporary Wisdom drain

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Spell-like abilities, wisdom drain, manifestation, necrotic intercourse

Special Qualities: Undead, incorporeal

Saves: Fort +1, Ref +1, Will +3

Abilities: Str -, Dex 16, Con -, Int 12, Wis 10, Cha 17

Skills: Bluff +6, Hide +10, Innuendo +3, Listen +5, Sense Motive +5, Sexual Prowess +13* (7 tricks), Spot +7, Use Rope +6

Feats: Sexappeal, Skill Focus (sexual prowess)

_________________________________________

Climate/Terrain: Any land and underground

Organization: Solitary or gang (2-5)

Challenge Rating: 3

Treasure: None

Alignment: Usually chaotic neutral

Advancement: 4-6 (Medium-size)

 

Torn from either a living or a dead creature with the spell of the same name, a spirit of desire is an undead manifestation made up of every lustful thought and physical desire of a person bound together with patches of their soul.

A spirit of desire appears as an extremely beautiful, if quite pale, likeness of the person from which they were created. From the waist down they trail off into nothing, until they manifest, forming legs as lovely as the rest of them. Most spirits of desire are completely naked when created, though the odd one may be garbed in erotic, ectoplasmic apparel.

To say a spirit of desire has a one track mind when it comes to sex is the absolute truth. Much as wraiths and specters seek to destroy life, spirits of desire seek to engage any and all living beings in sexual intercourse. Beyond this they have only the shadow of their former personalities.

Spirits of desire speak Common and one other language known to them in life.

 

Combat

 

Close combat with a spirit of desire can be an erotically confusing experience.

 

Spell-like Abilities: At will - arousal and tongues; 3/day - become phantasmal lover, change sexual preference, charm person, intensify sensation, and lust. These abilities are as the spells cast by a 5th-level sorcerer (save DC 13 + spell level).

 

Wisdom Drain (Su): Living creatures hit by a spirit of desire's incorporeal touch attack must succeed at a Fortitude save (DC 14) or suffer 1d4 points of temporary Wisdom drain as their minds fill with conflicting erotic and suicidal thoughts.

 

Manifestation (Su): When they manifest, spirits of desire remain incorporeal, but can touch and effect creatures on both the Material and Ethereal planes. Their spell-like powers also effect opponents on either plane. Spirits of desire must manifest in order to use their necrotic intercourse ability.

 

Necrotic Intercourse (Su): Any creature that engages in sexual intercourse with a spirit of desire becomes completely sterile. Additionally, they must make a Will save (DC 16) or never be able to become aroused again due to the overwhelming memories of cold sex with the dead. This effect can be cured by a limited wish, wish, or miracle spell.

Anyone with at least one level of necromancer specialist wizard or with the necrophilia fetish are immune to the spirit of desire's necrotic intercourse ability.

 

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, energy drain, or death from massive damage.

 

Incorporeal: Can only be harmed by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor and clothing. Always moves silently.

 

Skills: A spirit of desire has a racial bonus to Sexual Prowess equal to the number of ranks possessed by the character from which it sprang. Usually this is 1d4-2, but if the spirit of desire spell was used on a prostitute, houri, or pimp this bonus could be much higher.

 

Slave Knight

Large Construct

Hit Dice: 4d10 (22 hp)

Initiative: +0

Speed: 30 ft.

AC: 16 (-1 size, +5 natural, +2 large steel shield)

Attacks: Huge longsword +8 melee

Damage: Huge longsword 2d6+5

Face/Reach: 5 ft. by 5 ft./10 ft.

Special Qualities: Construct, cold resistance 10, hostage

Saves: Fort +1, Ref +1, Will +2

Abilities: Str 20, Dex 11, Con -, Int 6, Wis 13, Cha 5

_________________________________________

Climate/Terrain: Any land or underground

Organization: Solitary or gang (2-4)

Challenge Rating: 3

Treasure: None

Alignment: Any evil (same as creator)

Advancement: 5-8 HD (Large); 9-12 HD (Huge)

Slave knights are magically created warriors of moderate power and fearful demeanor. Forged of bone, steel, and darkness, these constructs each entrap a single female captive, spread-eagle and aware within their midsections. Constructing a slave knight involves the employment of powerful magical forces and a deviant mind; their hostages are always displayed in the buff. A twisted bit of their creator's consciousness animates each slave knight, somewhat like a homunculus, and most can speak fairly fluent Common (though their conversation revolves mainly around their captives' endowments and toilet humor...).

Combat

Slave knights have enough of a mind to work together in small groups, enough guile to taunt would-be heroes with their nubile captives, and enough brute strength to overcome most obstacles. A slave knight's creator can command it if the slave knight is within 60 feet and can see and hear it's creator. Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, energy drain, or death from massive damage.

Hostage (Ex): Each slave knight is built around a captive woman who's forearms and legs are magically held within the construct's body. Unless a specific NPC is used in the slave knight's creation, the hostage will be a Com1 with 6 hp and Cha 13. This helpless maid provides one-half cover to the slave knight (+4 AC and +2 to Reflex saves). She also provides the added benefit of preventing attacks by the more noble of adventurers, as any attack that misses the slave knight's improved AC but still hits AC 10 will strike the imprisoned woman. While a part of the slave knight, the hostage gains benefits similar to those of a ring of sustenance (see the Dungeon Master's Guide, p.195) and is protected by the slave knight's cold resistance.

Construction

A slave knight costs 5,000 gp to create. This does not include any costs associated with acquiring a comely female for use as the slave knight's hostage, though it does cover construction of the rest of the body, as well as materials and spell components consumed by the process. The body must be formed of the bones of a humanoid creature of at least large size, including an intact rib cage, arms, and legs, in addition to large amounts of iron and steel. The slave knight's creator can assemble the body or can hire the work out; either way, a Craft (sculpture) and a Craft (armorsmithing) check (both at DC 15) are required.

After the body's extremities and armor are prepared, and a suitable woman retained, the slave knight must be assembled and animated. This requires a full week of ritual, during which, the woman must not be ravished by anyone, else the whole animation process must be redone using another subject. Understanding the ritual requires a 9th-level character with the Craft Wondrous Item feat, and at least 8 hours per day to work. If even a single day is missed, the entire process must be begun again (all money spent is lost, though XP are not). The complete ritual drains 250 XP from the caster and requires animate dead, hold person, resist elements, and create food and water.

 

 

Twat Mouse

Fine Magical Beast

Hit Dice: 1/10 d10 (1 hp)

Initiative: +6 (Dex)

Speed: 10 ft.

AC: 24 (+8 size, +6 Dex)

Attacks: -

Damage: -

Face/Reach: ½ ft. by ½ ft./0 ft.

Special Attacks: Maim

Special Qualities: Lubricant, arousal

Saves: Fort +2, Ref +10, Will +1

Abilities: Str 1, Dex 23, Con 10, Int 3, Wis 12, Cha 8

Skills: Balance +10, Climb +7, Hide +22, Move Silently +10, Sexual Prowess +3 (4 tricks), Wilderness Lore +2

Feats: Lightning Reflexes

 

Climate/Terrain: Any land

Organization: Solitary or partnered (1 twat mouse, 1 humanoid)

Challenge Rating: 1/8

Treasure: None

Alignment: Always neutral

Advancement: -

 

This miniature creature appears at first glance to be an unusually long, slender field mouse with a shiny coat of light brown fur. The twat mouse's fur is always slick, allowing it easy access to its favored dwelling spaces - the vaginal (and sometimes even anal) orifices of humanoid creatures.

It is within such warm, wet spaces that twat mice seek to shelter, forming a symbiotic relationship with their hosts. The humanoid provides warmth and sustenance (in the form of bodily fluids), and the twat mouse provides constant sexual arousal and protection from unwanted intrusion. Sorcerers and wizards who lean towards the erotic in their spell selections have been known to summon twat mice as familiars.

 

Combat

 

While hardly a challenge if caught in the open, a twat mouse's razor-sharp teeth provide more than enough reason for rapists not to intrude into their host.

Maim (Ex): Should the twat mouse encounter a penis intruding into its home, it immediately attacks. Within the tight confines of a vagina or anal canal, the twat mouse's teeth know no equal - the offending male provokes an attack of opportunity (bite +8 touch attack; 1) and must make a Reflex save (DC 14) or have his penis ripped to shreds.

This causes an immediate loss of 2d4 points of temporary Dexterity and reduces the victim's movement by half. The intruder's penis also loses a number of inches equal to the Dexterity loss. The loss of his penis is permanent (barring magical regeneration), but the victim's Dexterity will return at the rate of one point per day.

 

Lubricant (Ex): The shine of a twat mouse's coat is due to the slippery oil they produce. This lubricant allows them easy, harmless access to any bodily orifice of at least Lesser Diminutive size.

It also grants the twat mouse immunity to grappling attacks.

Arousal (Su): For the first month that a humanoid has a resident twat mouse, they are affected by a permanent arousal spell (no save allowed). After this time, they become immune to such arousal, and gains a +4 circumstance bonus to Arousal Checks. All such effects end one day after the removal of the twat mouse.

Skills: Twat mice receive a +4 racial bonus to Balance and Move Silently checks and a +8 racial bonus to Hide checks. They use their Dexterity modifier for Climb checks.

 

Wild Oats

"Genuine wild oats, culled thrashing from the stem, sown by the full moon, watered with your own urine? So that when the plants mature, and the oat nymph manifests, she will be bound to you, the fertilizer figure?

"Son, believe me, I comprehend the attraction; I sowed wild oats myself when I was your age. Got me a nymph, too, with flowing green hair and a body like the great outdoors - but I had forgotten about the special watering, and so she escaped me. I never saw anything so lovely in my life - except your mother, of course."

 

- Roland of North Village, A Spell for Chameleon.

 

 

The stats presented above represent a 5 foot square patch of wild oats, rather than a single stalk of the plant. They viciously attack anything that happens to come in contact with then, wrapping around feet and slashing at exposed skin. While they do not speak or other wise communicate, this hyperactive grain seems to exude a palpable feeling of ill-temper.

The only reason a sane person would willingly attempt to harvest wild oats by hand is the fact that they can be used to call and bind an oat nymph. This ritual takes an entire growing season to perform, and costs the farmer 25 XP. Once completed, the newly grown patch of wild oats will bring forth a single oat nymph, who is bound to the farmer - and becomes his willing lover.

Combat

 

Wild oats can only really attack something that is in the same area as the oats themselves.

Entangle (Su): As a free action, a patch of wild oats can animate itself just enough to grab hold of any creatures standing within its 5 foot area. The effect lasts until the patch is killed or uprooted, or the oats decide to end it (also a free action). This ability acts like an entangle spell cast by a 4th-level druid (save DC 13).

    Wild Oats Oat Nymph
    Tiny Plant Medium-Size Fey
Hit Dice:   1d8 (5 hp) 3d6 (10 hp)
Initiative:   +2 (Dex) +1 (Dex)
Speed:   0 ft. 30 ft.
AC:   12 (+2 size) 11 (+1 Dex)
Attacks:   Rake -1 melee Slam +1 melee
Damage:   Rake 1d2-1 Slam 1d3 subdual
Face/Reach:   5 ft. by 5 ft./0 ft. 5 ft. by 5 ft./5 ft.
Special Attacks:   Entangle Intoxicating beauty
Special Qualities:   Camouflage, blindsight Spell-like abilities, low-light vision 60 ft.
Saves:   Fort +2, Ref +2, Will +1 Fort +1, Ref +4, Will +6
Abilities:   Str 9, Dex 14, Con 11, Int -, Wis 13, Cha 9 Str 10, Dex 13, Con 11, Int 6, Wis 17, Cha 19
Skills:   - Animal Empathy +6, Craft (brewing) +2, Escape Artist +3, Hide +3, Knowledge (nature) +0, Listen +4, Move Silently +2, Sexual Prowess +10 (6 tricks), Spot +5
Feats:   - Sexappeal
       
Climate/Terrain:   Any land Any land
Organization:   Solitary or patch (2-4) Solitary
Challenge Rating:   ½
Treasure:   None None
Alignment:   Always neutral Always neutral
Advancement:   2-3 HD (Tiny) 4-9 HD (Medium-size)

Camouflage (Ex): Since a patch of wild oats looks like a normal plant when at rest, it takes a successful Spot check (DC 20) to notice it before it attacks. Anyone with Wilderness Lore or Knowledge (plants and herbs) can use those skills instead of Spot to notice the plant.

Blindsight (Ex): Wild oats have no visual organs but can ascertain all foes within 15 feet using sound, scent, and vibration.

 

Oat Nymph

The only way to describe an oat nymph is as an embodiment of nature's beauty come to full-figured life. The appearance of individual oat nymphs varies, but all appear to be ever-young women of human size, with buxom figures, luxuriant hair (ranging in color from green to golden brown), and perfect features. Their one drawback is that what they have in physical form, they lack in mental capacity - oat nymphs are notoriously dense and vapid. A nymph is likely to react favorably to very handsome humanoids, particularly elves, half-elves, and humans, though they always remain loyal to anyone who has bound them by sowing wild oats. Oat nymphs speak Sylvan and a few (usually naughty) words of Common.

 

Combat

 

Oat nymphs avoid combat whenever possible, fleeing when confronted by danger.

Intoxicating Beauty (Su): The oat nymph can evoke this ability once every 10 minutes. Those characters within 30 feet of the nymph who are attracted to comely females and look directly at it must succeed at a Will save (DC 17) or become drunk with pleasure. This causes the victim to lose 2 points of Dexterity, Intelligence, and Wisdom until 10 minutes have passed without the victim seeing the oat nymph. During this time, the victim's speech is slurred and their walk is more like a stumble. Once the intoxication wears off, the victim suffers a splitting headache.

Spell-Like Abilities: At will - antilife shell (affecting animals and vermin only), speak with animals, speak with plants, summon swarm; 1/day - dimension door. These abilities are as the spells cast by a 6th-level sorcerer (save DC 14 + spell level).

 

 


Templates

 

Half-Fey

Their comes a time in almost every dalliance between fey and mortals that a child is born. The randy satyr coupling with a human woman and the shy dryad tempted by the comely elven warrior both produce offspring that are half-fey. Most pairings of this kind produce children that are the same sex as their fey parent - a nymph will only give birth to daughters, and a satyr will only sire sons.

Half-fey usually speak Sylvan in addition to any languages of their base race.

 


Date: 2016-04-22; view: 668


<== previous page | next page ==>
Huge Outsider (Chaotic) | Creating A Half-Fey
doclecture.net - lectures - 2014-2024 year. Copyright infringement or personal data (0.015 sec.)