Monday, February 20, 2017

Denizens of Leng, Three Ways

Image generated by Dall-E

The crew at Paizo have been steadily adding Lovecraftian elements into their Pathfinder game, and I eagerly await the forthcoming Sandy Petersen's Cthulhu Mythos for Pathfinder. One of Paizo's first forays into the Mythos was the Denizen of Leng, all the way back in "Pathfinder 6: Spires of Xin-Shalast" (2008). The monster was subsequently updated in the Pathfinder Bestiary 2.

Another nice little addition from Pathfinder is Aklo, the eldritch language of derros, inhuman or otherworldly monsters, and evil fey. This is well worth porting back into 3.5e and beyond.

The denizen, perfectly creepy all in its own right, also makes a great OGL substitute for closed content mind-blasting, octopus-headed monsters and is worthy for porting into other games that use 20-side dice.

So here follows the Denizen of Leng, prepared three ways: original-style 0e, tweaked-out 3.5 (along with an advanced example), and extra-crispy 5e. The 5e version is adapted from Necromancer Games' Fifth Edition Foes.

The following text is Open Game Content:

Denizen of Leng

Shrouded in tattered leather robes, this strange humanoid looks more alien and horrific the more one studies its twitching visage.

Eerie Travelers. The denizens of Leng move to other planes freely, and often do so in strange, black ships, constantly seeking new breeds of slaves or trading rubies for unusual services or magical treasures. At other times, their visits are much more violent, focusing on abducting victims for use as slaves or worse.

They Walk Among Us. Denizens disguise themselves as humans by wearing loose-fitting robes and wrappings about the head and face. Under these disguises, they have horned brows, clawed fingers, mouths full of tentacles, and crooked goatish legs with cloven hooves.

Mysterious Origins. Many scholars have argued over where the otherworldly realm of Leng lies—some believe it can be found among the Outer Planes, while others are convinced it can only be reached via a dimension of dreams.

0e

Denizen of Leng CL 13 (2,300 XP)

Denizens of Leng attack with a bite and 2 claws. A denizen’s bite causes lassitude if the victim fails a saving throw (at -2). Any attack rolls, damage rolls, and saving throws are made at -2 thereafter until the victim has slept continuously for 12 hours. If the same victim is bitten (and fails the saving throw) a second time, the victim immediately falls into deep slumber and cannot be awakened for 12 hours.

Additionally, a denizen of Leng is constantly able to read the thoughts of nearby creatures (ESP) and once per day can cast a mirror image of itself.

Denizens have immunity to poison and regenerate 5 hp/round if they are not on Leng. The process cannot be arrested by fire. Once a denizen reaches 0 hit points, the body dissolves into slime and re-forms on Leng. On Leng itself, denizens do not regenerate, and die completely. Not having souls, they cannot be raised from the dead.

HD 8; AC 5 [14]; Atk 1 bite (1d3 + lassitude), 2 claws (1d4+1); Save 8; Move 12; Al C; Special Regeneration (5 hp), lassitude, immune to poison, mirror image, constant ESP.

3.5e

Denizen of Leng CR 8

Always CE Medium outsider (chaotic, evil, extraplanar)

Init +4; Senses darkvision 60 ft.; Listen +13, Spot +13

Languages Aklo, gift of tongues

Defense

AC 20, touch 14, flat-footed 16
(+4 Dex, +6 natural)

hp 95 (10d8+50 HD); planar fast healing 5

Fort +12, Ref +11, Will +10

Defensive Abilities no breath, unusual anatomy; Immune cold, electricity, poison; SR 18

Offense

Speed 40 ft.

Melee 2 claws +14 (1d4+2), bite +12 (1d6+1 plus 1d6 Dexterity drain)

Space 5 ft.; Reach 5 ft.

Special Attacks sneak attack +5d6

Spell-Like Abilities (CL 10th)

3/day—detect thoughts (DC 17), hypnotic pattern (DC 17), levitate, minor image (DC 17)

1/day—locate object, plane shift (self only)

Tactics

Before Combat Denizens of Leng avoid combat unless they are cornered or outnumber their foes.

During Combat A denizen of Leng usually tries to capture foes alive to take as slaves.

Morale Denizens of Leng encountered anywhere but Leng know they will be reborn in Leng upon their deaths, and therefore they rarely flee from battle, only doing so when the inconvenience of having to return to their location from their homeland to pick up their projects anew would be too troublesome.

Statistics

Str 14, Dex 18, Con 21, Int 18, Wis 16, Cha 20

Base Atk +10; Grp +12

Feats Deceitful, Multiattack, Persuasive, Weapon Finesse

Skills Bluff +19, Concentration +15, Craft (alchemy) +14, Diplomacy +7, Disable Device +14, Disguise +19 (+21 acting, +23 as human), Forgery +16, Intimidate +19, Knowledge (any one) +14, Listen +13, Profession (sailor) +13, Search +14, Sleight of Hand +16, Spellcraft +14, Spot +13, Survival +3 (+5 following tracks), Use Magic Device +17 (+19 using scrolls)

Ecology

Environment any

Organization solitary, press gang (2–4), or crew (5–12)

Treasure standard coins, double goods (rubies only), standard items

Advancement by character class; Favored Class rogue

Level Adjustment

Special Abilities

Dexterity Drain (Su) On a successful bite attack, a denizen of Leng’s otherworldy teeth and tongue infuse the struck creature with the essence of Leng. this deals 1d6 points of Dexterity drain as the creature’s body twists, deforms, and no longer completely follows the victim’s commands. Constructs, elementals, outsiders, and undead are unaffected by this attack.

Gift of Tongues (Su) A denizen of Leng can speak any language it hears spoken for at least 1 minute. it retains knowledge of this learned language forever—most denizens of Leng effectively know all languages as a result.

No Breath (Ex) A denizen of Leng does not breathe, and as such is immune to inhaled toxins and diseases.

Planar Fast Healing (Ex) A denizen of Leng maintains a connection to Leng at all times, and when away from Leng, it has fast healing 5. It loses this ability on Leng or in areas where planar connections do not function. If killed, a denizen’s body dissolves into nothingness in 1d4 rounds, leaving behind its equipment. A slain denizen reforms in Leng, similar to a slain summoned creature; it can only be permanently killed if its fast healing is negated.

Sneak Attack (Ex) This ability functions as the rogue ability of the same name.

Unusual Anatomy (Ex) A denizen’s internal anatomy varies from individual to individual, and has a 50% chance to treat any critical hit or sneak attack against it as a normal hit. A denizen is also immune to effects dealt from bleeding, such as the ability loss caused by a weapon with the wounding special quality.

Skills A denizen of Leng has a +4 racial bonus to disguise itself as human.

Advanced Denizen of Leng

The captain of Leng depicted here had the following ability scores before racial and level adjustments: Str 8, Dex 15, Con 14, Int 10, Wis 12, Cha 13.

Captain of Leng CR 18

Denizen of Leng rogue 10

Init +11; Senses darkvision 60 ft.; Listen +22, Spot +22

Languages Aklo, gift of tongues

Defense

AC 34, touch 17, flat-footed 27
(+6 armor, +7 Dex, +11 natural)

hp 223 (10d8+70 plus 10d6+70 HD); planar fast healing 5

Fort +20, Ref +24, Will +17

Defensive Abilities improved evasion, improved uncanny dodge, no breath, trap sense +3, unusual anatomy; Immune cold, electricity, poison; SR 18

Offense

Spd 40 ft.; freedom of movement

Melee +2 wounding short sword +26/+21/+16/+11 (1d6+4/17–20), claw +22 (1d4+1), bite +22 (1d6+1 plus 1d6 Dexterity drain)

Special Attacks sneak attack +10d6

Spell-Like Abilities (CL 10th)

3/day—detect thoughts (DC 18), hypnotic pattern (DC 20), levitate, minor image (DC 18)

1/day—locate object, plane shift (self only)

Statistics

Str 14, Dex 24, Con 24, Int 18, Wis 18, Cha 23

Base Atk +17; Grp +19

Feats Ability Focus (hypnotic pattern), Improved Critical (short sword), Improved Initiative, Multiattack, Quick Draw, Stealthy, Weapon Finesse

Skills Bluff +26, Concentration +17, Craft (alchemy) +22, Diplomacy +14, Disable Device +22, Disguise +26 (+28 acting, +30 as human), Forgery +22, Hide +17, Intimidate +26, Knowledge (the planes) +14, Listen +22, Move Silently +17, Profession (sailor) +22, Search +22, Sleight of Hand +27, Spellcraft +14, Spot +22, Survival +4 (+6 following tracks or on another plane), Use Magic Device +24 (+26 using scrolls)

SQ trapfinding

Gear +2 wounding short sword, amulet of natural armor +4, bracers of armor +6, cloak of resistance +3, ring of freedom of movement

5e

Denizen of Leng
Medium aberration, chaotic evil
Armor Class 16 (natural armor)
Hit Points 85 (10d8 + 40)
Speed 40 ft.
StrDexConIntWisCha
14 (+2)18 (+4)19 (+4)18 (+4)17 (+3)21 (+5)
Saving Throws Dex +7
Skills Deception +9
Damage Resistances cold, lightning
Damage Immunities poison
Condition Immunities poisoned, suffocation
Senses darkvision 60 ft.; passive Perception 13
Languages Aklo
Challenge 5 (1,800 XP)
Regeneration. At the start of its turn, a denizen of Leng recovers 5 lost hit points. This ability fails to function only if the creature is utterly cut off from Leng; e.g., if its ability to plane shift is negated. If a denizen of Leng is reduced to 0 hit points while it is still capable of regenerating, its body dissipates into vapor in 1d4 rounds, leaving only its clothing and equipment behind, and it returns to life on Leng.
Sneak Attack. Once per turn, a denizen of Leng can do an extra 4d6 damage with a claw or bite attack if the denizen has advantage on the attack or if one of its allies is within 5 feet of the target.
Innate spellcasting. The denizen of Leng’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: tongues
3/day: detect thoughts, hypnotic pattern, levitate, minor image
1/day: locate object, plane shift (self only)
Actions
Multiattack. A denizen of Leng bites once and attacks once with claws.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and the target must make a successful DC 15 Con saving throw or immediately gain one level of exhaustion.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

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