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=Dungeons & Dragons rules= ==Monsters== The following are /tg/ created statblocks for many of Castlevania's more iconic or unique monsters, should you want to convert the Castlevania vidya games into a Dungeons-and-Dragons type of system. *'''Spittlebone''' <pre> Small Undead Hit Dice: 2d12(13hp) Initiative: Speed: 20ft, Climb 20ft AC: 17(+4 Dex, +2 Natural, +1 Size), Flatfooted 13, Touch 15 Base Attack/Grapple: +1 / -2 Attack: Slam +5 Melee (1d4+1) Full Attack: Slam +5 Melee (1d4+1) Face/Reach: 5ft / 5ft Special Attacks: Venomous Spittle Special Qualities: DR 5/Bludgeoning, Undead Traits, Spider Climb Saves: Fort +0, Ref +4, Will +0 Abilities: Str 13, Dex 19, Con -, Int -, Wis 11, Cha 1 Skills: - Feats: - Environment: Any underground Organization: Solitary Challenge Rating: 2 Treasure: - [[Alignment]]: Always Neutral Advancement: 3-6HD(small) </pre> ''"A skittering sound above you makes you look up. You see a bundle of bones clinging to the wall, almost like a spider. Drops of green ichor trail down from it."'' Spittlebone are the reanimated remnants of the bones of those who died by poisoning. They have a single skull and spine surrounded by a network of ribs from several bodies. They have four short limbs, apparently all hands, who end in bony fingers that let them grip wall and ceilings with ease. Their skulls constantly exude a thin, dripping ooze which is highly toxic to those who come in contact with it. '''Combat''' Most spittlebones prefer to lie in wait and ambush prey, dripping venom down on them from above. they are not above attacking foes directly in combat however, though their slam is relatively weak. ''Venomous Spittle(Ex)'': Spittlebone skulls constantly produce a thin liquid poison that drips from the eye and nose sockets of the creature. This is a contact poison (DC 10) with initial and secondary 1d4 points of strength damage. They can deliver this poison in one of two ways. In melee they spin their head around, splashing the poison on all adjacent targets. Alternately they cling to a high ceiling or wall and wait for a foe to come underneath them, then they tip over and dribble poison down over their foe. Both of these are ranged touch attacks. When dripping the poison downward the range increment is 20ft. The save DC for this poison is constitution based. ''Spider Climb(Sp)'': A Spittlebone can traverse any surface, even vertical ones, with perfect ease as though permanently affected by a Spider Climb spell. If this effect is dispelled for any reason the Spittlebone may resume it as a free action on its turn. *'''Venus Weed'''(a.k.a. Alraune) <pre> Large Fey Hit Dice: 18d6+90(153) Initiative: +6 Speed: 0ft (Immobile) AC: 21(-1 Size, +2 Dex, +10 Natural), Flatfooted 19, Touch 11 Base Attack/Grapple: +9 / +24 Attack: Briar Whip +15 melee (1d8+7 Bludgeoning and Piercing plus Blood Drain) Full Attack: 4 Briar Whip +15 melee (1d8+7 Bludgeoning and Piercing plus Blood Drain) Face/Reach: 5ft x 10ft / 30ft* Special Attacks: Alluring Scent, Spell-like Abilities, Chaparral Lash, Blood Drain Special Qualities: Passive Form, Damage Reduction 10/Cold Iron, Low Light Vision, Regeneration 5, Tremor-sense 120ft, Cold Iron Shear Saves: Fort +11, Ref +13, Will +12 Abilities: Str 25, Dex 14, Con 20, Int 10, Wis 13, Cha 22 Skills: Bluff +27, Concentration +26, Diplomacy +28, Sense Motive +24, Listen +22, Spot +22 Feats: Alertness, Awesome Blow, Negotiator, Improved Bullrush, Power Attack, Quicken Spell-like Ability x2(Spike Growth, Entangle) Environment: Any Forrest Organization: Solitary Challenge Rating: 18 Treasure: Standard Alignment: Usually Neutral Evil Advancement: - </pre> What appears at first glance to be simple white rose in the midst of a patch of briars sways briefly as you come closer. The rose suddenly begins to grow in size, exploding in girth as the figure of a beautiful woman with blue-white hair rises from the center of the now enormous rose. She casts a sly wink in your direction as as a flurry of thorny briars lash out at your party. Venus Weeds are dangerous and devious fae creatures that enjoy luring humanoids to be their doom. They appear to be human or elven females rising from the center of an enormous rose, surrounded on all sides by thorny briar. Despite their appearance as plants, these creatures are Fey, and quite intelligent, and can lay surprisingly devious traps via their unique abilities. Venus Weeds feed only on blood, and will attack just about anything that gets near them if they are hungry. If not hungry they can be quite charming and personable, but make no mistake, they have no sense of friendship or camaraderie with other creatures and will just as easily consume someone who's done them favors in the past of other food is scarce. Occasionally, however, they will lure in a suitable subject for a dalliance to satisfy their need to reproduce. Such subjects generally do not survive the process, but certain softer-hearted Venus Weeds may keep them around as pets if they prove competent and complacent enough. Such unions cause the venus weed to expand in much the same way as human would in pregnancy, however they do not deliver a single child, but rather expel a cloud of diaphanous seeds, each of which with a the tiny figure of a female held aloft by a small, feathery seed stem. These seed children scatter to the winds, and few ever take to germination. Those who do will spend a good 5 years underground developing a network of roots(using a natural Diminish Plants effect to kill off existing vegetation) before rising up from the earth and taking their first look around. Such young Venus Weeds are often the target of those who would attempt to harvest them for guardians. (See below). They typically reach full maturity in about 15 more years, and can live for up to 200 years, though their age never shows on their beautiful, timeless faces. Venus Weeds speak Sylvan and usually common. '''Combat''' Because of their vine's unique animated properties they can effectively fight at quite a range from their actual bodies, and they make use of this ability to thwart foes, Using Bull Rushes and Awesome Blows to knock adventurers back while grappling with spellcasters and ranged attackers, all the while protecting themselves with Spike Growth and Wall of Thorns. ''Alluring Scent(Su)'': The Venus Weed's signature weapon is their beautiful and deadly fragrance. This scent can travel for a half mile or more, depending on wind conditions, and permeating a large selection of its hunting grounds. All vermin and animals with an intelligence score of 2 or less that are exposed to this scent are inexorably lured toward the source of the scent with no saving throw. All other creatures that smell it must make a Willpower save (DC 25) or become complacent and calm, suffering a -2 to all skill checks, attack and damage rolls, and to initiative rolls for 1d4 hours. Any male Humanoid or Monstrous Humanoid that comes within 60ft of a Venus Weed must make an additional save, at the same DC, or become Charmed, as the spell, for one day. A creature that succeeds their save against this effect is immune to that particular Venus Weed's Alluring Scent for 24 hours. This is a Mind Affecting Effect. Creatures who do not breath are immune to this effect. The save DC is Constitution Based. ''Spell-like Abilities'': At will: Entangle, Detect Animals and Plants, Snare; 5/Day: Diminish Plants, Plant Growth, Spike Growth; 1/Day: Greater Magic Fang, Speak with Plants, Wall of Thorns. Caster level 20th, Save DC 16 plus Spell Level. ''Chaparral Lash(Ex)'': A Venus Weed grows at the center of a wide network of thorny vines, woody roots, and lashing tendrils. These are a mix of the Venus Weed's body and natural plants that they have co-opted into a symbiotic relationship. In either cast, they are able to fight effectively against any creature within 30ft. They may take all normal combat options(including special attacks such as Trip, Disarm, Grapple, or Bull Rush) as if they were anywhere within 30ft of their central stalk. Attacking the Vines and plants does little as their regeneration, coupled with their Plant Growth ability can reinvigorate their surroundings, however making an attack on the vines performing a special action(like those Grappling an ally) that deals at least 10 points of damage will disrupt the attack. That damage, however, is not transferred to the Venus Weed. Only attacking the main stalk can damage a Venus Weed. ''Blood Drain(Ex)'': The briar thorns on a Venus Weed's tendrils are hollow and drain blood from their foes. A Venus Weed deals 1 point of constitution damage from blood loss with each successful melee hit as well as each successful grapple check. On a critical hit this increases to 2 points of constitution damage. ''Passive Form(Ex)'': A Venus Weed can assume the form of a small, simple rose to conceal themselves. They cannot see, but can still hear and use their tremorsense ability. Changing form one form to another is a move action. ''Regeneration(Ex)'': Only fire and cold iron weapons with at least a +1 enhancement bonus deal normal damage to a Venus Weed. ''Tremorsense(Ex)'': A Venus Weed can detect the location of any creature that is in contact with the ground within 120ft of it. ''Cold Iron Shear'': Young Venus Weeds, those who have established themselves and have just sprouted above ground but have not yet reached maturity, can be controlled by careful pruning like a plant, however the tools used must be made of Cold Iron. These Dwarfed Venus Weeds(see below) are generally easier to control than Wild Venus weeds, or even domesticated Venus Weeds left unchecked. Venus Weeds have a +4 racial Bonus on Grapple Checks. This bonus in included in the stat block above. '''Capturing a Venus Weed''' Gathering an Adult Venus Weed from the Wild is very, very problematic. Between their offensive capabilities, not to mention their ability to charm, simply approaching them is difficult. Even then, harvesting them is amazingly difficult as their roots can extend for 50ft or more outward from their central body, and up to three times as far downward. It's generally much easier to harvest them while young. Harvested when they have just sprouted, an Immature Venus Weed is much more tractable. (Diminutive Fey, 1d6+1 HP, Str 8, Dex 14, Con 12, Int 10, Wis 8, Cha 12; AC 15 (+2 Size, +2 Dex, +1 natural) Spot +4, Listen +4, Alertness. No attacks, DR 1/Cold Iron, Spell-like Abilities: 5/Day: Entangle, Diminish Plants). In this smaller form, they usually rely on their fragrance to draw forth insects and small rodents which they feed on while establishing their Chaparral network of roots and vines. When harvested in this stage, they can be pruned back(see Cold Iron Shear) into a Dwarfed Venus Weed. <pre> Dwarfed Venus Weed Medium Fey Hit points: 18d6+54 (117 hp) AC: 21 (+3 Dex, +8 Natural) Attack/Grapple: +9 / +18 Attack: Briar Whip +14 Melee, 1d8+5 range 10ft Stats: Str 21, Dex 16, Con 17, Int 10, Wis 13, Cha 19 Replace Improved Bullrush and Awesome Blow with Sidestep Charge(Psionics Handbook) and Combat Reflexes </pre> Abilities: Dwarfed Venus Weeds no longer have the Chaparral Lash Ability. Their Tremorsense is limited to 60ft. The Saves for their Alluring Scent ability is reduced to 23. Their Spell Like Abilities are caster level 15th, and the Save is 14 plus spell level. Other than these changes, they are identical to their Wild Cousins. Dwarfed Venus Weeds, however, are generally instructed to slay anyone they cannot charm, and send their charmed charges to their doom in other traps, or to incapacitate intruders for their masters to deal with. If they have been roughly or improperly treated, however, they may be willing to aid a party in order to get revenge on their former masters... this is rare, however, as Dwarfed Venus Weeds are just as immobile as their wild counterparts and not likely risk being discovered as traitors if they cannot escape. Dwarfed Venus Weeds speak Sylvan, Common, and whatever language or dialect their masters generally speak, as well as possibly other common local languages. The Dwarfing process, sadly, renders these Venus Weeds sterile and unable to reproduce. *'''Axe Armor''' <pre> Large Construct Hit Dice: 3d10+30 (45 hp) Initiative: +0 Speed: 20ft AC: 21 (-1 size, +0 Dex, +2 natural, +8 adamantine full plate, +2 heavy steel shield) Touch 9, FF 21 BaB/Grapple: +2/+6 Attack: +1 Large Throwing Axe +3 (ranged) or +1 Large Throwing Axe +7 (melee) or Slam +6 Damage: +1 Large Throwing Axe 1d8+6 or Slam 1d8+5 Space/Reach: 10ft/10ft Special Attacks: -- Special Qualities: Damage Reduction 5/adamantine, Construct Traits Saves: Fort +1 , Ref +1 , Will +1 Abilities: Str 20, Dex 11, Con -, Int -, Wis 10, Cha 1 Feats: -- CR: 3 Alignment: Neutral </pre> *'''Flea Men''' <pre> Small monstrous humanoid Hit Dice: 1d8+1 (5 hp) Initiative: +11 Speed: 20ft AC: 20 (+1 size, +7 Dex, +2 natural) Touch 19, FF 13 BaB/Grapple: +1/-3 Attack: Medium Dagger +9 (ranged) or medium dagger +9 (melee) Damage: Dagger 1d6+1 Space/Reach: 5ft/5ft Special Attacks: Sneak Attack +1d6 Special Qualities: Darkvision 60ft, Amazing Leaper, Uncanny Dodge Saves: Fort +1 , Ref +9 , Will +2 Abilities: Str 13, Dex 25, Con 12, Int 8, Wis 10, Cha 8 Feats: Improved Initiative, Dodge, Mobility, Weapon Finesse, Leap Attack Skills: Climb +5, Jump +30, Spot +2 Equipment: Medium Dagger CR: 2 Alignment: Chaotic Evil </pre> ''Amazing Leader (Ex)'': A Flea Man has a +30 racial bonus to jump checks, and can take 10 on such checks even when distracted. ''Uncanny Dodge (Ex)'': As per the Rogue class feature.
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