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Statblock Sunday (Macabre Manses): Ipalolo Devil

ilpalalo devilA smooth bone covers the front of this creature’s head, a pair of slender wings folded neatly behind its back. The void of facial features gives off a chilling presence as you gaze upon it.

Silent Devil (Ipalolo) CR 11
XP 12,800
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft.; see in darkness; Perception +12
Aura unholy (20 ft., DC 26)

DEFENSE
AC 28, touch 12, flat-footed 26 (+2 Dex, +16 natural)
hp 154 (14d10+70) fast healing 3
Fort +14; Ref +6; Will +14
DR 5/good; Immune silence, cold; SR 19

OFFENSE
Speed 30 ft., fly 50 ft. (perfect)
Melee 2 claws +19 (2d6+6, Crit 17-20/x2), tail slap +14 (1d6+6)
Special Attacks silencing touch (Will 22 DC)
Spell-Like Abilities (CL 12th; concentration +17)
At will—deeper darkness
5/day—improved invisibility, suggestion
2/day—summon (level 4, 2d4 hello hounds 90%)

TACTICS
Before Combat Ipalolo devils usually hide in wait, offering what the victim wants most, hoping for the creature to turn against it own before summoning a lesser creature to attack enemies first.
During Combat If no prey take its bait, the ipalolo devil strikes shortly after its summoned creatures attack, targeting good-aligned casters to silence them, methodically wiping out spellcasters first. With each death the ipalolo devil tries again to bargain with the remaining creatures for what they most desire.
Morale Ipalolo devils fight until below 30 health before fleeing.

STATISTICS
Str 23, Dex 14, Con 18, Int 20, Wis 18, Cha 15
Base Atk +13; CMB +19; CMD 26
Feats  Critical Focus, Critical Bleeding, Flyby Attack, Improved Critical (claw), Improved Vital Strike, Skill Focus (stealth), Vital Strike
Skills Acrobatics +19, Bluff +19, Diplomacy +19,  Fly +19, Intimidate +19, Knowledge (arcana) +21, Knowledge (planes) +21, Perception +20, Spellcraft +21, Stealth +25, Survival +20
Languages Celestial, Infernal, Undercommon;  telepathy 100 ft.

SPECIAL ABILITIES
Silencing Touch (Su) The ability functions as the spell silence except that is targets a single target instead of an area. The silenced creature is not immuned from sonic- or language-based attacks, spells, and effects. This ability is included in all melee attacks the Ipalolo devil makes, and directly bypasses spell resistance.
Wicked Claws (Ex) An ipalolo devil’s claws are abominably sharp and deadly, dealing 2d6 slashing damage on a successful hit and possessing a natural critical threat range of 19-20/x2.

Ipalolo devils serve directly under dukes or counts of hell, largely so that they may sow distrust among the lesser creatures of the planes. These creatures love the feeling that washes over them when they’ve successfully convinced comrades to fight each other to win what they want most from life, regardless of what that might be. Ipalolo devils are solitary creature enjoying silence most in life (aside from initiated squabbles). It is not known if the smooth bone over the ipalolo devil’s face is its own, or a mask the creatures like to wear.

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Sidequest Saturday (Macabre Manses): Trapped Within

macabre manses map

After the PCs’ strange encounter in the forest during Finding the Macabre Manses, they find themselves facing down a long dark courtyard revealing the mansion’s distinguished foyer. Though the estate’s grounds suggest that there haven’t been any visitors to the site in a long while, the mansion’s interior—with its clean wooden floors and illustrious decor—brings such a theory to question. As the PCs enter the mansion a magic circle appears around the building and across its wooden floors, which begin to glow a deep purple hue. A strong gust of wind forces shut the inward swinging front doors to the foyer, and a strange orange and green glow floods the room.

There are a particular series of rules that govern the way the party is able to interact with their environment, and many hazards to face in their pursuit of freedom. The entire mansion has been manipulated by the cult Fomalhaut in the pursuit of their dark lord’s liberation—both they, their god, and the party are trapped within!

  • Portals of all kinds including doors, windows, and dimensional travel malfunction within the mansion. Instead of leading to the locations desired by the user, they pop anyone to the locations as indicated in  the omnidirectional doorways of confusion.
  • Fomalhaut’s dimension thrives on and feeds chaos; all spells of the chaotic subtype are cast at caster level + 5.
  • Looking outside of the mansion is hazardous for one’s mental health, and can have a debilitating effect on a party’s teamwork.

Gruxm Goretooth has let his cultist followers loose upon the mansion with strict orders to detain intruders on site so that they may be offered to Fomalhaut as a living sacrifice, a means to bind its life force the the Material Plane, a process that will likely kill its victims when they reach their destination as Fomalhaut exits the vessel(s). Fortunately for the PCs, the occultists have no advantage over the omnidirectional doorways of confusion, the twisted visage hazard, or any of the other devious obstacles within the mansion, leveling the playing field to their advantage.

Within rooms 18, 20, 21, 22, 23, 30, 34, 35, 38, and 39, Gruxm has placed random summoned monsters. Since dimensional travel is only one way within the mansion, summoned monsters do not dissipate after being defeated and any objects or treasure that they would ordinarily carry is easily collected. Additionally, due to the nature of Fomalhaut’s dimension, there is a 25% chance that any monster summoned within the mansion gains the star spawn template.

Monk-2In room 12, Gruxm is makes preparations to honor Fomalhaut with the living tribute. Should the PCs find their way into this room there is a 70% chance that the goblin is present and preparing for their demise; Gruxm gives a long speech about his master and what the party’s purpose in the mansion is. If the adventurers approach Gruxm, he uses monster summoning VII to conjure a powerful creature to assist in subduing the PCs.

The remaining rooms are filled with beautiful decor, but are otherwise lacking anything of interest. A number of Gruxm’s followers equal to the party’s size (CE Human conjurer 7; see the “Conjurist” entry in the NPC Gallery section of the Pathfinder Roleplaying Game: Gamemastery Guide) were inside the mansion when it traversed the dimensional rift. The odds of encountering an occultist in any of the rooms is 20% and should be checked by the GM every time the adventurers enter a new room. Occultists attack the PCs on sight and without warning, weakening them and depleting the party’s resources.

In the event that the party kills off every foe within the mansion, they are stuck within the demiplane for the rest of their lives, however long that might be (though a sufficient amount of thorough research might yield another means, any hope of escape requires years of study and experimentation that ultimately leads to the same conclusion). It is absolutely necessary to make the living sacrifice to Fomalhaut in order to bridge the dimensions so that they might all travel home. Discovering the specifics about the ritual from Gruxm requires successive Intimidate checks of increasing difficulty, the first DC 25 followed by DC 30  and DC 35.

Bridging the gap not only frees the players to return to the Material Plane, but allows Fomalhaut to hitch a ride on their coat tails bringing a new chaotic element into their world. What impact will Fomalhaut have on their home? Only time will tell.

 

[Submitted by Jeremy Kleve]

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Fiction Friday (Macabre Manses): Cult of Formalhaut

As a child Gruxm Goretooth was often alienated by his tribe, getting along with only a few of them—eight, to be precise. Gruxm and the fellow goblins that he called friends suffered daily night terrors involving traumatic visions that both haunted and confused them. When the visions began to intensify, they were drawn towards the occult, learning what they could from the tribal shaman. From these learnings, sinister urges and desires began growing within their hearts. On one particularly gloomy evening, Gruxm and the rest of his following snuck through the tribe’s encampment, murdering everyone in their sleep. After the onslaught they attempted to contact the deity they believed had been responsible for the hellish dreams that drove them mad; after countless efforts and many sleepless nights, they successfully called out to a demiplane whose sole inhabitant was a cosmically vast mass of swirling space dust and interstellar energies.

Final-Hallway-CNearly infinite in every direction for an unfathomable distance, the being is known by only one moniker of its own devising—Fomalhaut. Gruxm and his followers beseeched it to grant them their desires, as well as power enough to spread chaos within their realm. Fomalhaut granted each of them mastery over magic and sent them on a journey of discovery and destruction, asking in return only that they continue to search for a method to release Fomalhaut from its demiplane upon the rest of the universe. These nine empowered goblin sorcerers all went their own ways in hopes of being the one to release the dark entity and to gain its favor. Among them, Gruxm was by far the most talented and respected, and while each sorcerer drew in their own followers to worship and revere Fomalhaut, Gruxm’s adherents have the most loyalty to the cult and its goals.

For years, Gruxm has subscribed to the theory that if he could in some way travel to Fomalhaut’s home plane, he might be able to bring back with him at least a small portion of his dark lord’s glory. Now, ten years after the establishment of the cult, Gruxm has successfully traversed to the demiplane and safely returned, carrying a flask filled with Fomalhaut’s essence. The spell that Gruxm used to travel to the demiplane was far too weak to achieve the entity’s freedom, but its basis paved the way to the goblin’s next experiment—to open a permanent doorway between the two realms, here at the Macabre Manses.

 

[Submitted by Jeremy Kleve]

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Meta Thursday (Macabre Manses): Star Spawn Template

Star Spawn Template

There exist horrors in the universe incomprehensible to man. Sometimes these abominations manifest themselves within other living creatures, warping them into monsters more deadly than their ordinary selves. Creatures of this order are known as star spawn,identifiable only bythe bizarre traits that they possess. It is not uncommon for two statistically identical monsters with the star spawn traits to appear as two completely different creatures altogether.

The following template can be used to adjust the stats of monsters (the base create) that have been touched by forces beyond understanding.



one drive- art- illustratios - please sort me - final-pseudonatural-bwCR
+4
Type
aberration
AC Increase deflection bonus to AC by +4
Size increase one step from original form (+2 Str, +2 Con, -1 Dex)
Immune critical hits, bludgeoning damage, slashing damage, force damage
Unnatural Intelligence (Su) The base creature is granted a +10 bonus to Intelligence and a selection of 1d4 +2 wizard spells (up to 5th level) that it may cast at will as spell-like abilities. Additionally, this increased intelligence allows the base creature to learn any five languages.
Hive Lord (Su) The base creature is granted the innate ability to compel creatures of its own kind to fight for it whether the creatures are intelligent or not.
No Anatomy (Su) The base creature has no anatomical structure and is therefore immune to some weapon damage and spells like magical missile. Attacks from these sources temporarily displace the struck portion of the creature for 1 round hampering it from making an action that relies on the displaced area by incurring a -5 to the AC of that portion of its body or a -5 penalty to attack rolls (as appropriate; a displaced head penalizes the creature’s bite attack, etc.).

 

[Submitted by Jeremy Kleve!]

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Weird Wednesday (Macabre Manses): Fomalhaut the Nebulous

Once the PCs have entered the Macabre Manse they automatically begin to feel uneasy amongst their surroundings. Peering outside the mansion confirms their suspicions that something is awry, but curiosity here is likely to get someone killed. The home plane of Fomalhaut is encompassed only by his chaotic form—solid ground does not exist within the plane except for the recently transported estate.

Twisted Visage Hazard CR 11
Notice Perception DC 30 (to disbelieve the illusion)
Whenever a character peers into the depths of the Nebulous One’s body (encompassing everything outside of this Macabre Manse), they must resist the effects of the twisted visage hazard that roils throughout Fomalhaut. The affected character is driven mad by visions and sees all those around as twisted amalgamations of their former selves. The creature is compelled to flee in fear from his companions; in the event that the affected creature is immune to fear effects, they are instead compelled to fight their allies. Both effects last for a number of rounds equal to the creature’s hit die.

The enormous body of Fomalhaut must be destroyed or otherwise removed to permanently end the effects of the twisted visage hazard.

Fomalhaut the Nebulous
Picture from the Hubble Space Telescope, re-used in accordance with the policies on hubblesite.org (property of STScl).

 

[Submitted by Jeremy Kleve!]

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Trap Tuesday (Macabre Manses): Omnidirectional Doorways of Confusion

South_door_-_geograph.org.uk_-_659515Omnidirectional Doorways of Confusion     CR 8
Type magical; Perception DC —; Disable Device DC
Trigger proximity (alarm); Reset none
Effect Upon entering the Macabre Manse, the entire estate and all of its inhabitants are transported to Fomalhaut’s home dimension, where some rather strange things can occur.

  • Doorways and other portals malfunction after they have been passed through and can lead to areas that make little or no sense at all (similar to dimension door).
  • While dimensional travel into this plane is possible from anywhere, travel outside of this plane appears to be impossible.
  • Peering outside the mansion reveals a vast environment of swirling gases in a variety of colors and hues.
  • Cardinal direction is useless here since up and down are relative only to a character’s current position.
  • Exiting the mansion is possible, but not recommended. Stepping outside requires a DC 30 Reflex save to resist being swept away in the hurricane force winds that constantly barrage the Macabre Manse.

Each time a person passes through one of the omnidirectional doorways of confusion (a door, window, or portal of any kind), roll 1d100 (possibly twice, depending on the first result) to determine the location they come out on the other side.

d100    Destination
1-4       Room 1; 15% chance that door leads outside
5-7       Room 2
8-9       Room 3
10-13    Room 4; 20% chance that door leads outside
14-16    Room 5; 33% chance that door leads outside
17-19    Room 6; 25% chance that door leads outside
20-22   Room 7
23-25   Room 8
26-27   Room 9
28        Room 10
29-31   Room 11; 33% chance that door leads outside
32        Room 12
33-37   Room 13; 70% chance that door leads outside
38-40  Room 14
41-42   Room 15
43-44  Room 16; 50% chance that door leads outside
45-47  Room 17; 75% chance that door leads outside
48-49  Room 18; 33% chance that door leads outside
50-51   Room 19
52-53   Room 20; 66% chance that door leads outside
54-55   Room 21; 66% chance that door leads outside
56-57   Room 22; 66% chance that door leads outside
58-59   Room 23; 66% chance that door leads outside
60-61   Room 24; 98% chance that door leads outside
62-63   Room 25; 98% chance that door leads outside
64-65   Room 26; 33% chance that door leads outside
67-68   Room 27
69         Room 28
70-71   Room 29; 33% chance that door leads outside
72         Room 30
73         Room 31
74-75   Room 32
76-77   Room 33
78-79   Room 34; 50% chance that door leads outside
80-81   Room 35; 50% chance that door leads outside
82-83   Room 36; 33% chance that door leads outside
84-85   Room 37; 50% chance that door leads outside
86-87   Room 38; 50 chance that door leads outside
88-89   Room 39; 50% chance that door leads outside
90-91   Room 40; 33% chance that door leads outside
92-93   Room 41; 50% chance that door leads outside
94-96  Room 42; 98% chance that door leads outside
97-99   Room 43
100      Room 44

Once a single object has passed completely through a doorway, the destination is completely random for each following object. Objects and creatures that are transported outside land directly in front of the entrance to the Macabre Manse within 30 feet of the estate’s front doors.

Due to the nature of this trap it is extremely easy for party members to become hopelessly separated from one another. Omnidirectional doorways of confusion can be tricked however; if a creature is tethered to another creature or a permanently affixed object in one room, they may pass into a new room and return to the original room. This is otherwise impossible as each doorway changes its destination instantaneously, regardless of which side the creature is on.

[Submitted by Jeremy Kleve!]