Protectar 3.5

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Algernon Alcala

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Aug 3, 2024, 10:07:38 AM8/3/24
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Protectars are lessercelestial beings that spring forth from the fabric of the good aligned planes.They are more concerned for protecting mortals than in combating evil. Aprotectar often patrols their planes looking for lost mortals, helpingpetitioners settle into existence as a spirit, and doing miscellaneous gooddeeds. They are faultlessly moral, and never lie, cheat or steal. They alsowill happily lay down their life in sacrifice to aid another.

In combat, protectarsclose ranks and defend their allies. They are more concerned with support thandealing damage, and often act as battlefield healers. Their auras shinebrightly to creatures that can detect good, and may pull the attention offiends to target them over their allies. Some protectars lean into this, andact as decoys for more powerful celestials to thwart assassination attempts orconfuse enemy spies.

Zargon
CR 18 LE Outsider (native)

This massive horror has a reptilian head with asingle eye and a single horn. Its body is a column from which grow twelvetentacles, six in the midsection that serve it like arms, and six at the baseon which is drags itself. Slime oozes from its every surface, and it is coveredin scars, tumors and other irregularities of the flesh that bubble and warp asit moves.

Zargon the Returner is atestimony to corruption, a cursed being that constantly regrows his broken bodyfrom slime and ooze. He is worshipped as a god in the deep parts of the earth,and delights in keeping his vassals drugged and distracted, the better toeliminate pesky thoughts from their heads. From his body seep vile liquids, andhis touch infects the living with a disease that turns them into gelatinousparodies of their former form. He commands oozes of all kinds.

In combat, Zargon is aterror, mixing blasts of acidic bile with devastating physical attacks. If hefaces a party, he usually summons whelps to his side in order to distractenemies, and blankets the battlefield in area of effect spells to soften hisfoes up. Zargon trusts to his incredible regeneration to protect him from harm.Only by severing his horn does he lose these healing properties, and only bydropping the horn into magma can he be permanently slain. Zargon guardsknowledge of his weakness carefully.

Corpse Flower
CR 8 CE Plant
Thishusk of matted vegetation walks on root-like tendrils, some of which are raisedlike tentacles at any time. Its upper surface bears multiple flowers, conicaland tipped in red, each of them emitting a hideous stench. Bones and moreintact pieces of humanoid corpses protrude from its midsection.

Corpse flowers are passivearound other undead creatures. They do not attack undead unless attacked first,and although they cannot speak, have a decent understanding of the Necrillanguage. Some undead, particularly ghouls and other carrion feeders, find thesmell of a corpse flower to be pleasant. Especially powerful or decadent ghoulpacks may move the corpse flower into their lair as a combination guardian andcenterpiece.

Bronzegolems are often confused for iron or brass golems, and like both have links tofire. Unlike either, however, a bronze golem is hollow, and its interior isfull of liquid, superheated metal. Those piercing a bronze golem are splashedwith this molten metal, which cools and hardens into an imprisoning shell.

Mad Slasher
CR 2 CE Aberration

This creature has a body that is mostly a single oversizedeye, low slung and carried beneath six insectile limbs. Each limb is tippedwith a curved blade. The thing titters abominably.

Mad slashers are bizarrepredators of seasonal forests, just intelligent enough to be cruel. They arecommunal creatures that live in hollowed out trees or crevices in the earth,packed tightly together in strange, quivering huddles. They are blood feeders,and their mouths are on the underside of their limbs, just above the claws.When a mad slasher strikes at prey, blood runs up a groove in the claw into themouth. Once prey is slaughtered, mad slashers stand in puddles of gore, bobbingup and down and chittering obscenely until their prey is drained dry.

A mad slasher lives forviolence. It tries to dive into the middle of a fray, allowing it to besurrounded in order to slash at as many foes at once as possible. Theirtittering laughter grows louder and more frenetic the more blood is spilled,reaching a level that other creatures find upsetting and distracting. A lonemad slasher will typically fight to the death, but they are aware of each otherenough that if multiple members of a pack are slain, the last survivors willflee.

Tools of the Trade (Ex) Bugbears count saps, light hammers, warhammers and earthbreakers as simple weapons, and treat one exotic weapon of their choice as a martial weapon for the purposes of proficiency (bolas, garrotes and lassos are popular choices).

Fueled by Spite (Su) As a standard action once per day, a drow can grant itself temporary hit points equal to their Hit Dice plus Charisma modifier (minimum 1 temporary hit point). These hit points last for 1 hour, or until expended.

Greatclubs are simple weapons, so any giant with Martial Weapon Proficiency (greatclub) can trade it for a different feat. A suggested feat for hill giants is Dazzling Display or Toughness, and a suggested feat for stone giants is Combat Reflexes or Improved Initiative. Fire giants gain weapon familiarity with greatswords and longswords, treating them as simple weapons. Suggested replacements for Martial Weapon Proficiency for a fire giant include Greater Sunder, Greater Overrun, or Improved Critical (greatsword). Frost giants gain weapon familiarity with battleaxes and greataxes, treating them as simple weapons. Suggested replacements for Martial Weapon Proficiency for a frost giant include Improved Initiative, Iron Will, or Vital Strike.

Bite Attack: All gnolls have a bite attack as a primary natural weapon that deals 1d4 points of damage. The Snapping Bite feat still exists; it increases the bite damage to 1d6, and allows the gnoll to make bite attacks while wielding weapons at a -2 penalty, as if it had the Multiattack feat.

In addition, there are two subraces of gnolls, the Carrion Crewe and the Packmasters. Carrion Crewe gnolls tend to be chaotic evil in alignment, whereas Packmaster gnolls tend to be neutral. Each has an additional unique ability modifier, and its own racial ability.

The mahadatari are kasatha who have enlightened themselves through anoccult ritual. By sorting through the memories of millennia worth of preservedbrains of other kasatha, they gain access to the psychic impressions leftbehind by the entire species. Transformation into a mahadatari involvesmultiple exposures to this barrage of sensory information, which is exhaustingand dangerous. Only the most enlightened can survive the experience withoutgoing mad, and only the most dedicated dare try.

Once they have assumed the mantle of mahadatari, these creaturesprefer to look outward instead of inward. They go on pilgrimage, usually alonebut occasionally with a school of followers, in order to learn as much as theycan about other species. They may collect relics to bring back with them totheir homes, but such relics are more likely to be in the form of information,or items with particularly powerful psychic impressions, than gold and jewels.

[The elementals in Pathfinder 2e are less tied to the Small/Medium/Large/Huge/Greater/Elder formula established in D&D 3.0 and carried over to Pathfinder 1e. For example, the stone mauler is a CR 9, the same CR as a Greater elemental in the old schema, but is Large instead of Huge. They also tend to have more interesting and variable abilities, as opposed to the identical elementals previously.

Stonemaulers are a variety of earth elemental infused with veins of precious stone. Crystals grow from theirsurfaces and from surfaces that they pass by, creating an eerie rippling asthey move. Stone maulers often work in service of shaitans as messengers ormercenaries, trading their services for more gems, which they consume in orderto incorporate into their own bodies. Xorns consider stone maulers to bedelicious but dangerous prey, and sometimes form parties to hunt them.

Watcherarchons, also known as grigori or irin, are beings of law and good that reporton mortal doings to the hosts of Heaven. Unlike many archons that are morefocused on planar battles and wide-scale struggles between good and evil,watchers focus on the deeds of individuals, knowing that these smallinteractions add up in ways that affect the whole cosmos. Their bodies are purelight, and can hardly interact with the material world directly. Watcherarchons use words to steer the deeds of mortals, and can inhabit the body of awilling host to protect them and enforce the law of Heaven more directly.

When intheir native form, a watcher battles using a sword of brilliant light. Thisblade is especially effective against the undead, but few creatures can resistits radiance for long. Watcher archons, however, prefer to act in supportingroles, either warding and healing a chosen mortal or riding inside of them tostir their hearts to glorious deeds. They can take over their host temporarily,but rarely do so unless requested to by the mortal in question.

Slugspawn are the juvenile stage of the moits of Shub-Nugganoth, grotesque creatures that use humanoids are hosts to create eruptions of parasitic plague. A slugspawn is barely sapient, existing only to lurk in a dark corner somewhere and wait for a passerby to infest. Slugspawn are slow but patient, and can eat insects, mold and other detritus if these are available, and survive for up to a year on reserves of fat if they are not. They require the thoughts of a host, preferably a humanoid, in order to molt and reach maturity and intelligence.

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