Showing posts with label demons. Show all posts
Showing posts with label demons. Show all posts

Thursday, 29 August 2019

Catalogue of Demons

I find the traditional and 5e versions of 'monster types' to be a little cumbersome. It's un-intuitive. What actually links a slaad, mind flayer, and a beholder as 'abberations?' They're not from the same place. They're all otherworldly, but if a ranger, say, devoted themselves to the study of otherworldly creatures, wouldn't that also include demons?

Add to that 5e's reduced emphasis on creature types defining stat blocks (remember in 3.x type would determine everything from saving throws to hit dice), and this feels like an exercise in futility. And even worse, under-utilized design space!

So for a long time I've been using my own world-specific creature types. They're based on where the creatures are from, including geographically, historically, and dimensionally. They're supposed to be more akin to natural groupings. This has the benefit of allowing me to come up with unique looks and behaviors consistent to each group, which means when it comes up during games, players are more likely to be able to intuit what kind of creature they're dealing with, even if they've never seen this specimen before.

I've included examples of creatures after each entry. These are suggestions of statblocks to use to represent those creatures, not always a 1:1 ratio (for example, a tweaked lycanthrope might work for either a Raksha or a Xibalban).

Here are the first few: The Catalogue of Demons.


Utukku


From BEFORE. Chaos demons, holdovers from an early universe. Of the same age or older than the gods- in terms of species, not necessarily individuals. Because the world as we know it hadn't been built yet, their forms tend to be extremely alien- not just tentacles and insect parts, but WEIRD tentacles and insect parts. Their design almost never references the human form, unless they're some sort of possessing demon, parasite, or shapeshifter (like a mimic, probably the first Uktukku most adventurers encounter.) Their abilities should be powerful, but idiosyncratic, like they're optimized for a different environment than this one.

Utukku are weak to salt, silver, and certain runes of making and binding.

Example Uktukku: Mezzoloths, Beholders, Aboleths, Slaadi, Oblexes, Carrion Crawlers, Chuul, Cloakers, Darkmantle, Ettercap, Gibbering Mouthers, Hook Horror, Otyugh, Piercer, Purple Worm, Roper, Rust Monster, Stirge, Astral Dreadnought, Balhannoth, Alkalith, Dybbuk, Sibriex, Wastrilith, Dhergoloth, Deep Scion, Maw Demon, Morkoth, Flumph, Sea Spawn, Trapper,

Slaad are a great exasmple, because even thought they're more 'normal' looking, they're perfect chaos avatars. Total chaos isn't always random- slaad are the multiverse insisting on answering every question with 'giant toad!'

Giant Toaaaad

Also:

Doesn't get much more Utukku than that.


Raksha

From OUTSIDE. Raksha are energy/conceptual beings from 'beyond' the multiverse, taken on physical form through the act of entering reality. They commonly access reality through people's dreams, or appear in areas of nature and pure natural energy, but they can arise anywhere. Many creatures that would be categorized as 'elementals' are Raksha who have not taken on a fully material form. Others incarnate themselves more fully, and appear as fey or demonic creatures, often in impossible shapes or strange animal-human or part-object hybrids. Almost all Raksha retain some ability to shapeshift.

Examples: Animated Objects, Bugbears, Drow, Displacer Beasts, Faerie Dragon, Yochlol, Goblins, Hobgoblins, Green Hags, Harpies, Lamia, Manticore, Peryton, Pixie, Rakshasa, Satyr, Sprite, Blink Dog, Eladrin, Meazel, Nagpa, Sorrowsworn, Banderhob, Boggle, Darklings, Shusoova, Draegloth, Annis Hag, Bheur Hag, Korred, Leucrotta, Meenlock, Nilbog, Quickling, Red Cap, Yeth Hound, 

Raksha are unable to lie. As conceptual beings, they are their thoughts, their self conception. They can no more lie than a regular person can turn themselves purple or grow donkey ears.

Grigori




Of the DIVINE. Servants set up by the gods to tend to creation. Dragons, giants, many elementals, even primordial dwarves. They are less mutable than the Raksha, and almost all have some human-like aspect. I had some trouble finding the 'visual line' to separate Grigori from Raksha, or Raksha from Xibalban for that matter, but in this case the behavior should give a boost. Grigori are a lot more solid than Raksha, being fully of this universe, perhaps more so than anything else.

Another key difference: Grigori are in some way spirits of the land, tied very closely with a sense of place. Raksha are never localized in this way, unless they have been bound by powerful magic, or unless the 'landscape' they're associated with it itself some otherworld pulled from the land of dreams.

Examples: Dryads, Dragons, Azer, Angels, Blights, Centaurs, Coatl, Cyclops, Dragons, Dragon Turtle, Empyrean, Ettin, Fomorian, Galeb Duhr, Genies, Giants, Gorgons, Griffins, Hydra, Elementals, Minotaur, Nagas, Owlbear, Pegasus, Quaggoths, Roc, Tritons, Sphinx, Kraken, Tarrasque, Treant, Unicorn, Invisible Stalker, Water Weird, Xorn, Duergar, Eidolon, Elder Elementals, Modrons, Marut, Catoblepas, Flail Snail, Ki-Rin, Wood Woad, 


Xibalban

of the DEAD. These are the spirits of the underworld, formed of ghosts of mortals, fallen angels and demons, and so on. At the bottom of the underworld is an infinite void, from which nothing returns, and the spirits of the dead are inexorably pulled towards it. The Xibalbans are residents of the city built on its brink, holding themselves off from oblivion through a baroque commerce in souls- they send the lesser ghosts into the void in their stead.

Xibalba has six 'houses,' essentially overlapping dreamlike layers of the plane. There isn't always a clear line between which demons are part of which house, and many don't have a specific house, but here are some general themes.

-Umbral. Shadar-Kai, shadows, shadow demons, nightwalkers, banshees, shadow dragons, driders, Will-o'-wisp, Wraith, Shadow Mastiff, 
-Zoztnian. Bat-demons. Vargouilles, Nabassus, Nycaloths, Berbalang, 
-Balmoran. Barghests, were-tigers, barl-guras, goristros, arcanoloths, nalfeshnee, jackelwere, Bulezau, Orthon, Howler, Gnolls, Tannaruk,
-Cryoyek. Ice demons. Gelugon, Remorhaz, Yeti, 
-Chayim. Razor & metal. Mariliths, spinagons, kytons, hamatula, barbazu, Chasme, glabrezu, Osyluth, Boneclaw, Armanite, Merregon, Retriever, Canoloth, Babau, 
-Ignalti. Fire demons. Immolith, balors, cornugons, hell hounds, magmin, nightmare, salamanders, Narzugon, Firenewts,

General Xibalbans: Could use stats for imps, vampires, mummy lords, ghouls, medusas, erinyes, death knight, demilich, Dretch, manes, hezrou, vrock, dracolich, flameskull, night hag, Nothic, death dog, deathlock, Maurezhi, Molydeus, Rutterkin, Abishai, Amnizu, nupperibo, Skull Lord, Stone Cursed, Sword Wraith, Hydroloth, Merrenoloth, Oinoloth, Yagnoloth, Bodak, Devourer,  . In addition, any Grigori, Raksha, or Nephilim can fall to death, and become Xibalban.

Xibalbans are immune or resistant to fire, and they aren't undead- although about half of the 'affects undead' spells and weapons in my game are in fact 'affects Xibalbans.'

Devils are beings, often Xibalban, who have been bound by the church. As part of the many layers of enchantment and oath (same thing) they are unable to lie or break contracts. This is not like the physical inability of the Raksha- the devil may be able to get around the magic on it, or lie in a specific way. Vampires, and their inability to enter a house without permission, are a good example of this.


Nephilim

Of the MORTAL. The universes' early mortal species, mostly extinct, and their descendents/creations.
The five nephilim species are:
-Ether Gaunts
-Mind Flayers
-Spell Weavers
-Grave Worms
-Wind Dukes

Humans are kind of also nephilim, being descendents of the nephilim's creatures, but they're treated as separate for purposes of ranger abilities, and most spells. For spells, basically assume everything that affects nephilim affects humans, but not everything targeted at humans will harm a nephilim.

Example Servitors & Descendents: Behir, Bullywugs, Grell, Grick, Grimlocks, Intellect Devourer, Kuo-Toa, Merfolk, Merrow, Myconid, Ogre, Oni, Orcs, Neogi, Umber Hulk, Ultroloth, Yuan-Ti, Choker, Gith, Skulk, Star-Spawn, Steel Predator, Chitine, Froghemoth, Girallon, Grung, Neothelid, Vegepygmie,




Up next: Mutants and Robots and Dinosaurs!

Maybe: a player-facing aid, like a handout, mentioning various lore about demons?

How much of this is gameable? I don't know! Maybe it will be possible to make gameable material out of it... Still, gotta dump all this lore somewhere!


Sunday, 30 June 2019

What Are Goblins?

Gawd, the final version of this post failed to upload, I assume 'cuz of the influence of some conniving goblin, so what you got were my half-finished notes. Updated now with my three-quarters finished notes, but I'm leaving the scraps of bullet points at the intro here because I figure maybe they're a good framing device and I kinda like them

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Spirits of the land
    - original 'goblin' monster

Corrupted, squeezed out like a cyst

Plantations created by the elves, the hedge
     - dreamscapes, land grows tangled, ruined, both in material and otherworld




The gods of the land are overthrown. In many places, the tame gods of the Church maintain a pastoral form of the natural order. But there are dark tangles, stains showing through the whitewash, places of divinity with no gods left to rule them.

God can die. The Church has proven that again and again. In ancient times, before the crusades and the pogroms, that fell afoul of some enemy or calamity would be reborn at the font of their power, either in old form or new. The gods were the land, as as long as the land prevailed, so would they. 

The Church changed that. They severed the ties between the gods and the font of their power, and once dethroned they were whittled away and cast aside. But the sacred locations remained. Where it was possible, the resident god would be replaced by a custodian divinity loyal to the Church. In other cases, the god was not slain, but chained- in sigil, architecture, and dream. And some gods were too strong, or some deaths too brutal, and they left a permanent scar on the land- a bubbling wound.

From this wound emerge the 
goblins.

Goblins are a result of the land trying to reincarnate its avatar, in a world where that reincarnation is rendered impossible. Rather than a powerful, singular force, they are split. Small enough to fit through the bars of a cell.

Forests, standing stones, sacred hills, people's dreams, emerging from the masses of filth in the sewers: Goblins are everywhere

This also helps explain why goblinism is so contagious.

the Elvish Plantations
Wood elves take advantage of this phenomenon to create 'hedges' around their territories. Tangled lands bristling with thorns, a maze of trees and rocks, and teeming with needle-toothed goblins, these are an effective deterrent against incursion. True, goblins offend elvish sensibilities of beauty to such an extreme degree that they frequently murder any goblin who strays outside of the blighted areas of forest set aside for them (elves refer to this as 'weeding'), but wood elves tend to be more pragmatic than their high elf kin, and besides the goblins have to pop up somewhere. Creating the hedges ensures these revolting blemishes stay well out of sight of the delicate sensibilities of the elves.

In other areas, untended by the elves, and only distantly monitored by the Church, goblin blights fester in the wilderness. Instead of well-bordered hedges, these are sprawling, crawling infections. Often at their centre can be found ruined temples, rings of stones- defiled sources of the divine wound. Something of the supernatural influence over the land lingers in all these goblin-woods, with paths that double back, and trees that seem to conspire and watch, and a creeping fear. 


Gremlins and Sewer-Goblins
The surfaces of cities are well-maintained by the Church, often with a temple of some kind in every district. Even the worst of slums has it's shrines, and medicant priests tending to the destitute. These institutions form an unbroken net of ward and faith. But in the under-city, the twisting magic of the goblin-force awaken strange paths. Culverts that once flowed clear become snarled. Passageways exist there that show the mark of the worker's hand, but appear nowhere in any worker's memory. The brick and mortar of the above-city becomes quick and strange, here in the depths. The infection, forced downwards, hollows out the rocks, extending impossibly far into the rock. The city becomes little more than a shell, like a rotten gourd which looks ripe and healthy until broken open, and the putrid guts come spilling out. 

The sewer-goblins are the most revolting of their kin. Barely distinguishable from a rotting corpse, so bloated with pestilence are they. The cower in fear of the sun, but during the night creep out to scrounge for scraps and find drunks and beggars to murder.

Machines and invention inspire a fever all their own, and another kind of goblin haunts the city. An endless trickle of scrawny goblins seek to throw themselves in the gears, to gnaw on the electrical cables, to deface the sacred geometries of the architecture by drowning themselves in a grey tomb of concrete


Monday, 29 October 2018

Slaad!



Slaaaaaad!

Some Relevant Links.

I know I know, it's kind of blasphemy converting OSR things into 5e things, but it's what my players are into. Just think of it as the OSRification of 5e, if it makes you feel more comfortable.


Yellow Slaad
Medium Aberration, CN
AC 14 (natural armour)
HP 45 (6d8+18)
Speed 30 ft, swim 20 ft
STR16(+2) DEX 12(+1) CON16(+3)
INT 9(-1) WIS 6(-2) CHA7(-3)
Skills: Athletics +4, Perception +1
Resistances: Acid, Cold, Fire, Lightning, Thunder
Senses: Darkvision 60, PP 11
Languages: Slaadi, Telepathy 60 ft
CR 2 (450 xp)

SPECIAL
Zone of Chaos. 50 feet radius centered on the Slaad. Whenever a non-slaad within the zone declares an action, they must instead choose two unrelated actions, and flip a coin to determine which one they actually do.
Schism. Turns into 2 Orange Slaad when reduced to 0 hp.
Abiosis. Requires 30 people. Can turn into nothing larger than a cottage, nor worth more than 1,000 coin.

ACTIONS
Multiattack. The salad makes one large and one small claw attack.
Large Claw, Melee Weapon Attack, 1d12+3
Small Claw 1d6+3



c'mooooon
Orange Slaad
Medium Aberration, CN
AC 13 (natural armour)
HP 27 (5d8+5)
Speed 30 ft, swim 20 ft
STR15(+2) DEX 14(+2) CON13(+1)
INT 6(-2) WIS 6(-2) CHA14(+2)
Skills: Perception +1
Resistances: Acid, Cold, Fire, Lightning, Thunder
Senses: Darkvision 60, PP 11
Languages: Slaadi, Telepathy 10 ft
CR 1 (200 xp)

SPECIAL

Innate Spellcasting The slaad is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The slaad can innately cast the of the following spells, requiring no components:
At Will: randomize object

1/day; has one of these spells determined randomly: 1- enter chaos, 2- chaos bolt, 3- shatter.

Schism. Turns into 2 Pink Slaad when reduced to 0 hp. Pink slaad have stats
Abiosis. Requires 10 people. Can turn into nothing larger than a cart, nor worth more than 100 coin.
Standing Leap. The slaad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

ACTIONS
----------------------------------------------------------------
Bite. +4, 1d8+2 damage



Pink Slaad
Small Aberration, CN
AC 11 
HP 13 (3d6+3)
Speed 20 ft, swim 20 ft
STR 8(-1) DEX 12(+1) CON10(+0)
INT 5(-3) WIS 6(-2) CHA8(-1)
Skills: Acrobatics +3
Resistances: Acid, Cold, Fire, Lightning, Thunder
Senses: Darkvision 60, PP 8
Languages: Understand Slaadi, but only speak gibberish at best
CR 1/8 (25 xp)

SPECIAL

Death Burst. When the slaad dies, it explodes in a burst of chaotic energy. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be effected. The effects are determined randomly, unless one would be particularly hilarious. 1- red light, blinded. 2- white noise, deafened; 3- pink goop, restrained; 4- green slime, 1d8 acid damage/round; 5- black goop, poisoned. The effects last for 1 minute, or until the target makes a successful save at the end of one of their turns.

Schism. Turns into 2 lumpy black pearls, worth 10 coin each
Abiosis. Can turn into nothing larger than a sword, nor worth more than 10c
Nimble Movement. The slaad does not provoke attacks of opportunity from characters who are adjacent to one of the slaad's allies

ACTIONS
----------------------------------------------------------------
Bite. +3, 1d6+1 damage
Spit: +3, range 15 ft, 1d4+1 damage.

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