Author Topic: Norse Bestiary  (Read 8430 times)

ksbsnowowl

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Norse Bestiary
« on: June 16, 2017, 02:53:05 PM »
Here is my Norse Bestiary, ported over from the old boards.

I will be utilizing the Troll-blooded feat, as well as flaws, to enable some creatures to gain true regeneration.  It will cost 2 flaws to get this feat, however.

Troll Blooded [General]
(click to show/hide)

Alvar/Ljosalfar ("Light Elves" from Alfheim) [Killoren]
Half-Alvar [Half-Elves]
Svartalfar ("Black Elves," sometimes hard to distinguish in stories from Dwaves) [Drow]
Dwarves / Dvergar (creators of much of the world's magic) [Midgard Dwarf]
Half-Dwarves [Hill Dwarf]


Giants

Rock Giant [Stone Giant]/Elder Rock Giant [Mineral Warrior Stone Giant]
Half-Rock Giant [Goliath with type changed to Giant]
Mountain Giant [Mountain Giant (MMII)]

Fire Giants

Legendary Fire Giant (the true giants that contest with the gods and will lead the burning of the world at Ragnarok)
(click to show/hide)
Fire Giant Elder (the next "age category" of Giant, as they approach immortality) [Eldrich Giant w/ Fire subtype. Huge size.]
Fire Giant (typical fire giant most likely to find its way into Midgard) [Fire Giant. Large size.]
Half-Fire Giant [Goliath with type changed to Giant, who has taken the Improved Heat Endurance feat (and possibly also the Inured to Energy feat).]

Frost Giants

Legendary Frost Giant (The Frost Giants that contest with the gods)
(click to show/hide)
Frost Giant Elder (the next "age category" of Giant, as they approach immortality) [Eldrich Giant w/ Fire subtype. Huge size.]
Frost Giant (typical frost giant most likely to wander into Midgard] [Frost Giant. Large size.]
Half-Frost Giant [Goliath with type changed to Giant, who has taken the Improved Cold Endurance feat.]


Trolls

Sea Trolls (Sjötrollet)

Merrow & Sea Hag
Scrag & Scrag Warlock
  • Half-troll Sea Hag
Half-Troll Kuo Toa Leviathan
Bog Giant

Cliff Trolls

Feral Snow Goblins
Taer
Half-Troll Taer
Half-Troll Girallon
Half-Troll Yeti
Half-Troll Abominable Yeti
[Those that qualify take Rock Hurling and Fling Enemy from Races of Stone]

Multi-Headed Trolls

Ettin
Fell Troll
Any Troll with the Multiheaded Template

Vitterfolk Trolls (Vætter)
(Some aren't actually trolls.)

Half-fey Mineral Warrior Forestkith Goblin
Half-fey Mineral Warrior Mongrelfolk
Half-fey Mineral Warrior Green Hag
Huldrefolk (Bestiary of Krynn)
Half-troll Changling
Half-troll Forestkith Goblin
Half-troll Mongrelfolk
Primordial Giant Half-troll Huldrefolk (Bestiary of Krynn)
Feral Tasloi [Troll-Blooded feat]

[The above will often take levels in Ranger/Abolisher/Nature's Warrior]

Hill, Mountain, and Forest Trolls

Ogre & Annis Hag
Half-Ogre & Green Hag
Hill Troll & Troll Warlock
  • Half-Troll Annis Hag [female, sterile]
  • Half-Troll Eneko [male, can mate with troll wives (producing more half-troll eneko) or human females]
    • Eneko [male and female "quarter-trolls" made from a half-troll eneko mating with a human]
Cave Troll & Cave Troll Warlock
Mountain Troll
Phaerlin Giant [MoF]
Half-Troll Phaerlin Giant
Fomorian [subterranean trolls, perhaps from Vanaheim]
Half-Troll Mountain Giant
Ice Troll & Ice Troll Warlock (Troll line interbred with Frost Giants)
  • Half-Troll Marzanna Hag
  • Dekanter Goblin (prior to change from Monstrous Humanoid; change gore attack to bite) [cross-breed of an Ice Troll with a Forest Troll or similar]
Fire Troll & Fire Troll Warlock (Troll line interbred with Fire Giants)
  • Elemental Mage (Ken-Li)
Forest Troll & Half-troll Green Hag
Troll Scion [Half-Troll War Troll - evil, spiteful beings that, thankfully, are dying out because of a Trollwife's propensity for cursing her rivals to barrenness.]
Primordial Troll [Half-Troll Monster of Legend War Troll - the progenitors of the troll races.]

Trolls Harmed by Sunlight

Fensir
Wasteland Troll
  • Dune Hag
Half-Troll Fensir
Feral Tasloi with Troll-Blooded feat (costs 2 flaws - Pathetic and Slow)
Any Fast Healing Troll with the Troll-Blooded feat

Trolls that Eat Humans to Become Stronger

Dusk Giant and Dusk Hag
Half-Troll Dusk Giant and Half-Troll Dusk Giant Warlock
  • Half Troll Dusk Hag
Any Troll with the Beast of Xvim template (Monsters of Faerun)

Trolls with Demonic Blood

Half-fiend Troll [Offspring of a Trollwife impregnated by a Demon or Devil]
Fiendish Troll [Offspring of a Half-fiend troll and a normal troll]
Ogre Mage [Offspring of a Trollwife and a Fiendish Troll]
Half-Troll Draegloth [Offspring of an Ogre Mage and a Glabrezu]
Mur-Zhagul (Demon Troll) [Offspring of a Demonic Fiendish Trollwife and a Horned Devil, Pit Fiend, Amnizu, or Malebranche devils]
Mur-Zhagul's children:
  • Half-Fiend War Troll [Offspring of a Mur-Zhagul and a Demon]
  • Troll-Blooded Tanarukk [Offspring of a Mur-Zhagul and a Medium-sized regenerating troll]
  • Half-Vampire Tanarukk [Offspring of a Mur-Zhagul and a Medium-sized fast healing troll]
    • Tanarukk [Offspring of a human and a troll-blooded or half-vampire tanarukk]
.


Domestic and Personal Spirits

Fylgia [Telthor (bound to a person, not a location)]
Vordr (can become a Revenant) [?]
Haminja (similar to a Fylgia) [Spirit Animal]

Nissen/Tomte (small house spirit) [Domovoi or Einsaun Nat (OA)]


- Keepers/Wardens of different landforms

Bergsrå (Mountain rå credited with giving miners problems) [Oread]
Havsrå (Saltwater rå) [Mermaid]
Sjörå (Freshwater rå) [Glaistig]
Skogsrå ("Ruler (Lady) of the Forest" or sometimes "forest troll") [Dryad]

Nature Spirits [Nature Spirit, Oriental Adventures; Spirit of the Land]


Forest Spirits

Mound Alvar (Mound elves, somewhat related to Huldre Folk) [Feytouched w/ the Mineral Warrior template, but change the DR to 8/Cold Iron - aesthetically they do not look stony]
Huldre Folk (Beautiful fey folk w/ a disease ability; often had hollow backs or cow's/fox's tails - often interchangeable with trolls of a sort, though they were almost always beautiful) [Nymph]
(click to show/hide)
Skogsråt ("Ruler (Lady) of the Forest" or sometimes "forest troll") [Half-troll or Woodling Nymph]
Skogsnufvar ("Ruler (Lady) of the Forest" - always female [Nymph, advanced w/Druid - Woodling?]
Skovmann (Like a Skogsnufvar, but male) [Verdant Prince, advanced w/Druid or Ranger 1/Abolisher 1/Nature's Warrior 1]
Askafroa [Dryad]
Spriggan (Celtic) [Spriggan]
Moss People (Southern Germany) [Wood Woad, Woodling Nymph?]
Red Cap [Redcap - usually found near abandoned ruins or cairns]


River Spirits

Fossergrim [Fossergrim, often with a level of Bard]
Backahast ("Brook Horse") [Kelpie]
Nacken [Nixie]
Rusalka (slavic in origin) [Rusalka]
Vodyanoi (Slavic) [Vodyanoi]
Sjörå/Glaistig [Glaistig]

Sea Spirits

Nokk [Nereid]
Nokken [triton]
Havmand [Merfolk]
Havsrå [Merfolk]
Selkie [Selkie]

Other Spirits and Undead

Bergsrå [Oread]
Mara (ephemeral being that "rode" men in their sleep and caused nightmares and sleep paralysis) [Night Hag]
Draugr ("typical" Norse undead) [Wight or Ghoul/Ghast, ranging from basic to advanced in HD. The last step before becoming a Greater Draugr is adding the Mineral Warrior template.]
Greater Draugr (very powerful Draugr that could drain Ond, or life energy, with their gaze, and escape into the ground) [Zovvut Mineral Warrior Gravetouched Ghoul]
Haugbui ("Barrow Wights" indignant at being burglarized; not necessarily evil) [Wight or Gravetouched Ghoul templates from Savage Species/Libris Mortis]
Gjenganger [Revenant]
Vittra (Huldrefolk)
Vorthr [Wraith or Specter]
Sending [a Curst (Monsters of Faerun) created with a Bestow Curse and Create Undead spells]
Deildegast (a corporeal ghost that haunts border-stones that mark property edges, which they moved in life, can shapeshift into owls) [Jiki-Niku-Gaki (OA) - alternate form into an owl rather than an insect]
Myling (child left to die in the woods, then haunts parents/travelers) [?]
Irrbloss, Lyktgubbar or Lygtemænd [Will o' Whisp]
Finngálkin Icelandic centaur-like creature that is part man, part horse.
Magyr --ugly mermaids with webbed hands, deformed faces, double-chins, and fishy tales reported by Vikings around Greenland.
Skoffin:  Icelandic analogue to basilisk (see above). It could only be killed by the sight of another of its kind in early Icelandic legend. In later versions, it was believed that a silver bullet or the sign of the cross might also kill it.

? [Boggart]
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Dragons

Sea Serpent (Jormungandr's children) [Sea Drake]
Typical Norse Dragon [Rage Drake, Spitting Felldrake, Ibrandlin (Monsters of Faerun), Brown Dragon (MoF)]
Lindworms [linoworms]


Ulfhednar/Berserker [Berserk PrC]

Woden's Hunt [Wild Hunt, MMV; or Wild Hunter, Expedition to the Demonweb Pits]

(click to show/hide)

Also, from D&D specific stuff:

Bhur Hag (Likely some cross-breeding of a [Ice?] Troll with a Spriggan)
Shrieking Hag

Telthor
Thommil
Orglash

ksbsnowowl

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Re: Norse Bestiary
« Reply #1 on: June 16, 2017, 02:53:51 PM »
This was the original post of that old thread:

So, I'm running a Scandinavian-themed play by post game, and as one would naturally expect, Trolls will play a large part in the monsters of the world.  Also, drawing on the strong Rashemi base incorporated into the world, bound demons are also a significant world aspect.  I wanted to work through these aspects and get some feedback from folks about some of the decisions and mental constructs that I've determined for the setting.

Typically, traditional Norse trolls did not regenerate, and thus I will have trolls that do not do so in addition to those that do.  Most of these will be things like Ogres that I've simply reclassified as "trolls" (since historically and linguistically speaking it was a very broad term anyway).  Another interesting aspect of Norse Trolls was that old, cunning females (referred to as Troll-wives) often would wield magic, especially of the kind to enchant or cover the approach of a troll attack within fog.  Thus, I've made use of several of the hags, and their supernatural abilities (sometimes with the addition of the Half-troll template from the Fiend Folio), as well as Orge Mages, to represent Troll-wives.  Also, trollwives will be shown through a level of Warlock and/or the application of the Primordial Giant template (Secrets of Xen'drik) [this would be really old troll-wives].  There were also a vast variety of trolls with different abilities.  Some lived on cliff-faces, others in or near the sea.  Some could change shape into trees or rocks, and others could take the form of a human and lure children out to the woods, where they would become the troll's next meal.  Also, many stories seem to imply that troll females are sterile, and thus the trolls must kidnap human females to use a breeding partners, producing fertile males and sterile females.

Within this setting Banishment and Dismissal do not work as effectively, and thus people long ago turned to imprisoning demons from Niflheim so as to protect the people of the world from their destruction.  There are two societies of spellcasters in the world that practice Circle Magic, and this is what made the binding of powerful demons possible.  In most cases, such demons were bound within a Stonehenge-like circle (as per the Hedged Prison form of Binding), and a maximized/empowered Forbiddance was placed around the prison to keep interlopers out.  This has prevented the demons from having much of a hand in the affairs of man, but the cunning evil beings always seem to find a way.

Sadly, a Forbiddance can't kill a (regenerating) troll, and thus evil Troll-wives have been whoring themselves to demons for some time, and some demons have gained a bit of power as generals of their fiendish troll offspring.

Anyway, enough background.  Here is my attempt to organize all the above into a semblance of order.

Most of these creatures come from the MMI, MMIII, Sandstorm, Unapproachable East, and the Half-troll template is from the Fiend Folio.

The non-regenerating trolls come in most all the varieties of regenerating trolls, and I will treat all the females (hags, ie- a troll/human crossbreed) as sterile:

Sea Troll: Male: Merrow, Female: Sea Hag
Generic Troll: Male: Ogre, Female: Annis Hag
Vitterfolk Trolls (known for shape-changing abilities, but sometimes confused with huldrefolk): Male: Half-fey Mineral Warrior Forestkith Goblin, Half-troll Changling, Half-fey Mineral Warrior Mongrelfolk, Female: Green Hag
Cliff Trolls: Taer
Two-headed troll: Ettin
Troll that eats children to grow stronger: Dusk Giant (Heroes of Horror)
Troll that turns to stone in sunlight: Fensir


Regenerating Trolls do not produce sterile females, but they will sometimes breed with a human anyway.  Most trolls follow the same breeding rules as a normal troll, unless otherwise indicated.

Sea Troll: Male: Scrag, Female: Scrag with a level of Warlock/Primordial Giant
Sea Troll male mating with a human = Half-troll Sea Hag

Forest Trolls: Male: Forest Troll, Female: Half-troll Green Hag

Generic Troll: Male: Troll, Female: Troll with Warlock/Primordial Giant
Troll male mating with a human female = Half-troll Annis Hag

Troll with problems in daylight: Wasteland troll (follows same breeding rules as a troll)

Troll that turns to stone in daylight: Half-troll Fensir

Two-headed Troll: Fell Troll

Cliff Troll: Half-troll Girallon

Troll that eats children to grow stronger: Half-Troll Dusk Giant

Giant Sea Troll: Half-troll Kuo toa leviathan (Underdark)

Other "normal" trolls follow the breeding rules of Trolls (Cave Trolls, Mountain Trolls, Ice Trolls, etc).

Demonic influence:

There are two or three specific types of trolls that in my mind represent a demonic influence on their abilities, so bear with me.

Demon/Devil + female Troll = m/f Half-fiend Troll
Half-fiend Troll + Half-fiend Troll = m/f Half-fiend Troll
Half-fiend Troll + Troll (or Fiendish Troll) = m/f Fiendish Troll
Fiendish Troll + Fiendish Troll = Fiendish Troll
Male Fiendish Troll + Female Troll/Warlock = Ogre Mage
Female Fiendish Troll + Male Troll = Troll
Horned Devil or Pit Fiend + Female (Demonic) Fiendish Troll = Demon Troll (Mur-Zhagul)
Glabrezu + Ogre Mage = Half-troll Draegloth


Thus, Ogre Mages are a more rare form of Troll-wife that only occurs with a trace of fiendish heritage, and the regeration of a Mur-Zhagul (which is only overcome by blessed or holy weapons) comes from a mingling of latent demonic blood and devilish blood that has that type of regeneration.  Lastly, I liked the concept of having a Glabrezu's demonic offspring show the extra set of limbs, and so I just added the half-troll template to a draegloth in that specific instance.

Thoughts?  Am I just too detail-oriented for a silly fantasy game?  Is the use of a Draegloth too silly or stupid?

ksbsnowowl

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Re: Norse Bestiary
« Reply #2 on: June 16, 2017, 02:55:37 PM »
I've been reading a book of Scandinavian folk and fairy tales, and it has provided some very interesting new insights and sources.  Some of them must be taken with a grain of salt, as most of these stories are from post-Christianization of Scandinavia, but they have some great information.

A story of 3 blind trolls that share one eye between them.  Despite being male, the best way to do this is with 3 blind Half-troll Annis Hags who then all see through the Hag Eye.

Most Huldrefolk can become invisible, often described as being accomplished via a magical hat.  One story includes a Huldre who drops her hat, and the hat would then work for others who wore it.  They often liked to steal meat, bread, milk, cheese and dishes.

Ley-lines and Faerie Roads/Huldre homes:  The cornerstone of a new home must be checked to ensure the new home isn't built over one of these invisible pathways, or over a Huldre home (at least without their permission).  Doing so will result in the home being plagued by missing items, accidents, and most likely destruction via fire.  Another story discussed a home whose entry hall was built over a ley line, and every night the sound of a great marching army was heard.  The home was picked up and moved 5 feet, and the sounds stopped.

Huldrefolk or trolls like to steal (especially unbaptized) children and leave a "changeling" in its place.  Most infants wore iron or silver brooches pinned to their clothes, as this prevented the huldre or trolls from touching them.  Another method was an iron "cradle knife" which was stuck into the cradle or the door frame entering the child's room, as it did not allow the creatures to pass or touch the child.

From another contemporary source I found online (though I haven't confirmed via any other sources), Huldrefolk cannot cross circles of ashes.






Quote from: Chemus
I happen to have the 2e Vikings Campaign Source...

The monsters loosely described therein (using other creatures as a base with notable differences) are:
Gast (Spectre/Ghost/Poltergeist)
Gengånger (zombie with an agenda like a ghost)
Hamhleypa (skin changer "lycanthrope", a bit like the swanmay)
Havmand (merman)
Linnorm (umm, duh?)
Nökk (Nixie, spring dryad)
Nisse (Brownie with the ability to change luck)
Pukje (goblin wizard)
Sending (Revenant crafted by a wizard and sent on missions, paralyzation power works on anyone opposing it)
Skogsrå (Nymph w/ the ability to gift a hunter with luck/unluck)
Sjörå (mermaid)
Spöke (Poltergeist/Ghost)
Svipa (evil Ghost without an agenda)
Dverge (probably well known to you...magical dwarves with crows feet)
Dock Alfar (slightly less evil dark elves)
Huldre (hidden-folk, doppelganger/artisans)
Maahiset (standard dwarf except that they're more barbaric and elemental magicians/evokers)
Multiple types of giants of course...more magical, bigger and mostly loners.
Trolls are listed as ogres with higher int and better gear, or as large, slightly ugly to handsome, but dangerous, man-like creatures.
Trow are Sea Trolls, described as an amphibious ogre.

New magic items include:
the Bottomless Drinking Horn (duh Wink)
Cloak of Dryness (endure elements but always remain dry, no matter what)
Cloak of Fire Resistance (as the ring from 2e)
Feathered Cloak (turns wearer and possessions into a falcon for 20-120 minutes, then turns off for 10 minutes)
Gusir's Gifts (raptor arrows with only 1d4 charges)
the Helm of Terror (Belonged to Hreidmar, Fafnir's father. It can cause fear (90') at will with a -2 to save, +1 to AC, invisibility as the spell at will, owner always has bad luck (-1 to rolls with one die type at all times))
Mirror of Transformation (Command word polymorphs the reflected creature as the mirror's owner desires, or blind the reflected creature (fort save))
Reed Stalk Spear (disguised spear +1 with 2x range), Riding Stick (Disguised club +2, one charge allows wielder to ride th estick as if it were a horse for up to an hour, or to become invisible as the spell. Has 3-30 charges)
Ring of Money (while worn for one day or more, creates d8 nonmagical copies of itself, but has 5% chance of failing and becoming nonmagical itself. Value is about 2gp each nonmagical ring)
Silken Shirt of Invulnerability (+1 to +6 AC, or Immunity to one of these: poison, natural fire & cold (has Imp. evasion vs.  magical fire & cold), missile weapons, drowning (as long as there is a surface to get to, the character will always float))
Sleep Thorn (Sleep as the pixie arrow, or a very rare version that causes suspended animation which only a specific condition, or wish, will reverse.
Stone Arrows (+5 arrow. Name a target, fire the arrow, ignore all range modifiers. Deals 3d6+5 if it hits. Not reusable)

There's also timelines and stuff. It's a pretty good resource, but I think that only the above would be different from the GURPS stuff.

ksbsnowowl

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Re: Norse Bestiary
« Reply #3 on: June 20, 2017, 07:52:45 PM »
Originally posted November 07, 2011:

Quote from: veekie
March 29, 2009

Huldra
Theres specific Huldra stats out here.
Interesting take on it.  There is a story about a huldre woman who was engaged to a braggart who wouldn't shut up about her.  She subsequently beat him with her tail, causing him to lose his wits and become deafened...

The setting for which I'm making this bestiary is a gestalt setting, so I can probably get a similar result by just advancing a Nymph as a Druid//Bard.  Bards get Lesser Confusion rather quickly, followed soon after by Blindness/Deafness and Suggestion.  It would also grant her a Suggestion ability through her song.  Thereafter, she could gain a Confusion spell, and if she took a few levels of Sublime Chord, she could get Insanity and Forcecage (they were known for being able to trap victims in "invisible nets.")  Yes, this last would be at CR 19 or 20, but it just provides a nice regular progression for a Huldre Folk ranging anywhere from CR 7 - CR 20.

Edit:  As I am now working on statting up an advanced Huldre Folk, I realize another legitimate track toward it is to go Beguiler 9/Bard 1/Sublime Chord.  The one level of Bard gives you the needed Bardic Music, and allows you to dump all the skill points for the level into perform, to get that up high enough for the Sublime Chord prereq's.  Beguiler has all the other needed skills as class skills.  It is a very MAD caster character, needing good Int, Wis, and Cha, but Nymphs get racial mental adjustments of +6 Int, +6 Wis, and +8 Cha, so it's not hard to do.

ksbsnowowl

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Re: Norse Bestiary
« Reply #4 on: June 20, 2017, 07:54:22 PM »
Originally posted November 07, 2011:

Quote from: Tarotdragoon
March 30, 2009

but wouldn't the Mara be something different rules wise? The night hag seems a little too strong for it, or would you only be using it as a base for the thing?

The night hag seems pretty spot on with the abilities I've read about them.  The only difference between the Night Hag and the stories is that usually the Mara appeared as a normal woman during the day, and didn't realize she was becoming ethereal and riding men at night, but that's just fluff, and depends how the DM roleplays it (and who is to say that the women in the stories weren't faking innocence?)  The night hag's DR even points to a touch of feyness (Cold Iron) about the creature, which is just about right.

ksbsnowowl

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Re: Norse Bestiary
« Reply #5 on: June 20, 2017, 07:55:35 PM »
Originally posted November 07, 2011:

Been doing more reading and sifted out more info about the Norse concept of Swanmays, as well as coming to a decision on what to do about Vanaheim and its inhabitants (there is almost no historical info on Vanaheim).

Swanmays have been depicted in two ways within the literature: 1. Simply as fey creatures (and often their swan cloaks are stolen and they marry a mortal who has stolen it), and 2. The Valkyries were sometimes depicted as women who could become swans.

I've decided to construct both types for this Bestiary, especially because I don't particularly like the statting of Valkyrie as straight Paladin 20 (for certain setting reasons, I don't want them to be Lawful).

Swanmay: [Nereid 3/Druid 2/Swanmay 1-10]  This is the typical fey version of a Swanmay, with the minor mechanical alteration that the Nereid's shawl is required for her shape-changing abilities, as well as holding her essence.

Valkyrie: [Human Ranger 5/Swanmay 5/Holy Liberator 10]  Despite being based on a Human, its type will be changed to Outsider.  It gets most all of the Paladin abilities, including the equivalent of full Paladin casting, without being Lawful, and incorporating the ability to wildshape into a swan.

Vanaheim

As I said, there's not a whole lot of info available on Vanaheim, other than that it is the home of the Vanir, who were themselves older nature and fertility gods.  Given that last, I don't think it out of the ordinary to think of Vanaheim as an untamed wilderness full of fey of one sort or another.  This then causes me to make a leap toward the Faerie Realm of a more celtic origin, which would fit my needs well.

Thus, like the celtic realm of faerie, I've decided to make Vanaheim a majestic mirror of Midgard, with more intense and magnificent natural features that are coterminous with similar features on Midgard.  It is the home realm of the Huldrefolk, though many Huldre have migrated to Midgard itself through the "portals" that open at the time of Samhain and the equinoxes.  Also, there are a few denizens of Vanaheim who can cross the veil between the two worlds, appearing as spirits on Midgard (Spirit Animal, Frostburn).

The Huldrefolk, who are the majority of the realm's sentient folk, are usually Chaotic Neutral, though there are two courts within Vanaheim, who can likely trace their origins to the now defunct Vanir.  This will incorporate the Seelie and Unseelie courts, and much to my chagrin, will somewhat mirror what D&D 4e has done.... [Hey, it's based on the same myths - its not odd that they came to a similar conclusion...]

The Seelie court will be home to the Eladrins (MM, BoED) and the more "fairy" type of fey and other outsiders (Sylph, Pixies, maybe Glaoura).  The Unseelie court will be composed of outcasts from the Seelie court.  It will be filled with Eladrins with the Shadow Creature template (Lords of Madness, though some will have analogues that are different [Coure vs. Half-fey Quasit; Pixie vs. Gloaming; Firre vs. Banshrae]).  Other shadow fey will also call the Unseelie court their home (Shadar-Kai [FF], Banshrae [MMV], Gloaming [Und], Half-fey Dark Ones? [FF])

Each of the nine worlds of the Norse Cosmology will have its own ethereal and shadow planes (though some may have only one or the other), but in Vanaheim the Material plane and the Shadow plane share prominence as the primary property of the plane.  Vanaheim will wax and wane between the plane of shadow and the "normal" material plane, probably on a daily basis within Vanaheim (but it will correspond to the lunar cycles on Midgard - ie, the flowing time of the faerie realm).  Just as Humans will spend most nights snug in their homes against the things that go "bump" in the night, so too will many of the Huldrefolk spend their nights indoors against the depredations of the Unseelie court.

ksbsnowowl

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Re: Norse Bestiary
« Reply #6 on: June 20, 2017, 08:02:07 PM »
Originally posted November 07, 2011:

Going to stat out a Feral Tasloi

Feral Tasloi [Troll-Blooded]
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Half-Vampire (Troll) Tasloi
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Half-Ogre
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Ice Troll Chief
(click to show/hide)


Uthraki
(click to show/hide)

The Primordial Troll - the one that started it all.

Paragon Monster of Legend Primordial Giant Half-Troll War Troll
(click to show/hide)

Monster of Legend Primordial Giant Half-Troll War Troll
(click to show/hide)

Primordial Giant Half-Troll War Troll
(click to show/hide)


Half-Troll War Troll
(click to show/hide)

Half-Fiend War Troll
(click to show/hide)

War Troll
(click to show/hide)

ksbsnowowl

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Re: Norse Bestiary
« Reply #7 on: June 20, 2017, 08:14:34 PM »
Originally posted November 07, 2011:

Trying to decide if this will work in a norse setting or not.  Haboob is basically just a hot blowing wind filled with grit.  This could be the hag tied to a Half-Ogre, rather than a Green Hag (though other than possibly being a Vitter troll, I've not decided how else to bring a green hag into the equation, unless she is the result of a Forest Troll mating with a human. 

Edit:  The answer may be the Dusk Hag from Eberron.  I'd forgotten about these, and they would make an excellent addition.  They are also CR 4, but are Medium-sized.  Maybe I'll make one or the other the half-human progeny of Cave Trolls, or one of the other types.

Dune Hag
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Dusk Hag
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I'd never looked closely at the Varag from the MMIV; they are actually quite interesting creatures.  I'll make 3 varieties of them: One that is as intelligent as an animal, and basically are treated as hounds, another that is still quite stupid, and a set that are rather intelligent and control others in the pack.

Varag
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Varag Hounds
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Varag Troll
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Primordial Varag Troll
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.


Making the above Varags presented me with a dilemma.  Most of the trolls I have are CR 3+, and I'd like more of lesser CR's.  The Feral Template is a decent way of doing this, as it gives a small amount of fast healing at only +1 CR (which produces a gestalt CR of 1 when added to a CR 1 creature), but it is extremely problematic given its -4 Intelligence modifier, which is only compounded by already dumb creatures like the varag.

I'm thinking of using the Half-Vampire template as another means of making a weak troll.  It's only +1 CR, and grants fast healing 1 (only up to half HP's), and doesn't inflict an intelligence penalty (while also granting bonuses to Str, Dex, Hide, Move Silently, Listen, and Spot).  I'd never use the blood drain option, and figure "troll wives" of this nature would gain the Charm ability, while the males would get the Children of the Night ability.

There are not any Vampires in Norse myth at all, and I never intended for there to be any in this setting.  I think this will actually work well.  In the case of the varag, it would still be a humanoid (I'd prefer a type change to giant or monstrous humanoid), but I think this will work well.

Weaker Varag Troll
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Tanarukk
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Elite "Array" Tanarukk (32 point buy)
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Troll-Blooded Tanarukk
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Half-Vampire Tanarukk
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ksbsnowowl

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Re: Norse Bestiary
« Reply #8 on: June 20, 2017, 08:22:47 PM »
Originally posted November 07, 2011:

Fire Troll
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Draegloth
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Male Half-Troll Draegloth
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Primordial Half-Troll Draegloth Trollwife
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Troll-Blooded Male Half-Troll Draegloth
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Troll-Blooded Primordial Half-Troll Draegloth Trollwife
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Troll-Blooded Primordial Half-Troll Draegloth Trollwife Warlock
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Half-Troll Draegloths with the BAB errantly altered when applying the half-troll template
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Re: Norse Bestiary
« Reply #9 on: June 20, 2017, 08:36:04 PM »
Originally posted November 07, 2011:

Eneko (Quarter Trolls)
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Eneko (Quarter Trolls) [nonelite array]
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Eneko Barbarian 1 (Quarter Trolls) [elite array]
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Primordial Giant Eneko Trollwife (Quarter Trolls)
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Primordial Giant Eneko Trollwife (nonelite array) (Quarter Trolls)
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Primordial Giant Eneko Trollwife (Quarter Trolls) [elite array]
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Primordial Giant Eneko Trollwife Warlock 2 (NPC stat array) (Quarter Trolls)
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Primordial Giant Eneko Trollwife Warlock 2 (Quarter Trolls) [elite array]
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Ran across an interesting fey creature, and I wanted to copy its stats here in case WotC deletes it.

Murderjack
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The Murderjack is from: http://www.wizards.com/default.asp?x=dnd/fw/20040828a
New archive link: http://archive.wizards.com/default.asp?x=dnd/fw/20040828a

This one might make an interesting subterranean troll if the Half-troll template is added:

Malgoren
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The Malgoren is from: http://www.wizards.com/default.asp?x=dnd/mm/20040130a
New archive link: http://archive.wizards.com/default.asp?x=dnd/mm/20040130a

Another interesting one, the Rime Sprite, from: http://archive.wizards.com/default.asp?x=dnd/fw/20030223a
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Hoarfroster from: http://archive.wizards.com/default.asp?x=dnd/fey/20031212a
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ksbsnowowl

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Re: Norse Bestiary
« Reply #10 on: June 20, 2017, 08:39:57 PM »
Originally posted November 07, 2011:

Beast of Malar
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Beast of Malar Adolescent [Minion]
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Beast of Malar Whelp [Minion]
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Re: Norse Bestiary
« Reply #11 on: June 20, 2017, 08:43:53 PM »
Originally posted December 15, 2011:

Dolghast (a Spawn of Hel)
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Advanced Dolghast
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CR 16 Advanced Dolghast
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Skullcrusher Ogre & Skullcrusher Ogre War Hulk
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Re: Norse Bestiary
« Reply #12 on: June 20, 2017, 08:50:04 PM »
Originally posted February 12, 2012:

Half-Troll Nothic
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Advanced Half-Troll Nothic
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Advanced Large Half-Troll Nothic
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Ettin
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Primordial Giant Troll(wife)
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Primordial Giant Troll(wife) Warlock 1
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Primordial Giant Template
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Half-Troll Template
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ksbsnowowl

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Re: Norse Bestiary
« Reply #13 on: June 20, 2017, 08:51:25 PM »
Originally posted May 26, 2012:

Adult Brown Dragon
Huge Dragon
Hit Dice: 21d12+105 (241 hp)
Initiative: +0
Speed: 60 ft. (12 squares); Burrow 60 ft.
Armor Class: 26 (-2 size, +18 natural armor), touch 8, flat-footed 26
Base Attack/Grapple: +21/+38
Attack: Bite +28 (2d8+9) or Claw +26 (2d6+4) or Tail Slap +26 (2d6+13) or Crush [Ref DC 25] (2d8+13)
Full Attack: Bite +28 (2d8+9) and 2 Claws +26 (2d6+4) and Tail Slap +26 (2d6+4)
Space/Reach: 15 ft./10 ft. (15 ft with Bite)
Special Attacks: Breath Weapon, Crush (2d8+13), Frightful Presence, Spell-Like Abilities, Spells, SR 23
Special Qualities: Damage reduction 5/+1, darkvision 60 ft., immune to acid, low-light vision, tremorsense 500 ft.
Saves: Fort +17, Ref +12, Will +15
Abilities: Str 29, Dex 10, Con 21, Int 16, Wis 17, Cha 16
Skills: Climb +24, Concentration +20, Hide +12, Jump +21, Know (Planes) +15, Listen +27, Search +27, Sense Motive +27, Spot +27, Use Magic Device +27
Feats: Multiattack, Shape Breath, 6, Recover Breath, 12, Practiced Spellcaster, Snatch, Improved Snatch
Environment: Any desert
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: 14 [GCR 13]
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: see Monsters of Faerun
Level Adjustment: -

Breath Weapon (Su): 100-foot line of acid, Ref DC 25 half, 12d6 Acid
Crush (Ex): Small or smaller foes only, as many as can fit under the dragon's space.   Deals 2d8+13 damage, and Ref DC 25 or pinned (treat as normal grapple). Damage dealt each round the pin is maintained. (2d8+13)
Frightful Presence (Ex): Will DC 23 negates, 180 feet.  Creatures with 4 or fewer HD become panicked for 4d6 rounds; those with 5 or more HD become shaken for 4d6 rounds.
Spell-Like Abilities: 1/day- Create Water, Sandstorm
Sandstorm (Sp): Once per day, an adult brown dragon can create a vortex of violently churning sand at a distance up to 240 feet away. All creatures within a 60-foot radius of the center of the sandstorm take 1d6 points of damage each round they remain within the sandstorm. Characters in the swirling sands are blinded and must make a Balance check (DC 15) during each round they move more than 5 feet or fall prone.
Spells: This dragon casts spells as a 5th level Sorcerer. DC 13+spell level.  Spells per day (6/7/5/2)
Spells Known: (6/4/2/1)
0- Detect Magic, Read Magic, Detect Poison, Mage Hand, Message, Resistance
1- Mage Armor, Shield, Dawnburst, Vigilant Slumber
2- Scintillating Scales, Mirror Image
3- Ray of Dizziness

24 Listen
24 Search
24 Spot
24 Sense Motive
24 UMD
15 Concentration
12 Kn (Planes)
15 Climb
20 Hide

Amphibious Mountain Troll (AKA - sea troll)
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ksbsnowowl

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Re: Norse Bestiary
« Reply #14 on: June 20, 2017, 08:55:44 PM »
Originally posted May 27, 2012:

Quote from: bhu
May 27, 2012

You've put some effort into this.  There's a horror film based on the Huldra coming out that might be good for background.
I hadn't heard of that.  I'll look into it, thanks.

What can I say?  Norse stuff is my passion.  Running a Norse-themed game keeps me coming back to it with new ideas and stat write-ups.  I don't have absolutely everything in here, but most of it is.

Wight Mineral Warrior Zovvut
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Half-Troll Protean Scourge
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ksbsnowowl

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Re: Norse Bestiary
« Reply #15 on: June 20, 2017, 09:06:01 PM »
Originally posted May 27, 2012:

Quote from: bhu
May 27, 2012

http://www.youtube.com/watch?v=X4XoSmUoZIY
Well, they got the tail right  ;)


Mur-Zhagul
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Note, the number of skill ranks indicates that Concentration was cross-class.

Mur-Zhagul (32 point buy - caster base [Wis/Cha])
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Mur-Zhagul Spirit Shaman 9 (32 point buy)
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Another decent low-level monster "troll" similar in power to Tanarukk, but quite different.

Feral Grimlock
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Just saw the Bestiary of Krynn for the first time.  The Huldrefolk in that book were a disappointment (being nothing like Norse Huldre Folk), but it did have this interesting non-regenerating troll.  It would be interesting to use this as a base for Woodling Mewling Trolls (CR 13) and Mineral Warrior Mewling Trolls (CR 12) - may want to utilize the Primordial Giant template to keep its intelligence above 2...

Mewling Troll
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Also interesting from that book are the Haorti and the Tylor, as examples of wingless dragons.

There are also some stats for deer, elk, and moose.  It will be interesting to compare these stats to those in Silver Marches.  The Huldrefolk are also interesting, and could be useful in some other way (seelie court?)

The desolation giant would also be a decent troll (CR 7, pounce and rend, no regen).

The Daemonlord is also interesting.  Somewhat like a Mur-zhagul in it's abilities, though much more powerful.

Half-Fiend "Loki-Touched" Spellweaver
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Marzanna Hag
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Half-Troll Marzanna Hag
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Primordial Giant Half-Troll Marzanna Hag
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Half-Troll Kuo-Toa Leviathan
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ksbsnowowl

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Re: Norse Bestiary
« Reply #16 on: June 20, 2017, 09:14:42 PM »
Originally posted November 25, 2012:

Gestalt Bheur Hag Wizard 4/War Hulk 5
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Gestalt Half-Troll Bheur Hag Wizard 4/War Hulk 5
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Primordial Giant Half-Troll Bheur Hag Gestalt Wizard 4/War Hulk 5
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ksbsnowowl

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Re: Norse Bestiary
« Reply #17 on: June 20, 2017, 09:33:52 PM »
Originally posted December 01, 2012:

    The Vanir:

Vanaheim is not well-detailed in the Sagas.  Thus, I am treating it like the Faerie Realm from British/Celtic myth.  It is inhabited by Eladrin and Fey, primarily (as well as associated magical beasts, as well as animals, etc.)
The Unseelie Court is largely a mirror of the Eladrin Seelie Court, but with the Shadow Creature template applied (as Vanaheim has a dual nature of material plane and shadow plane).

The Faerie Queen is Morwel (from the BoED), though I need to give her Dreamtelling feat from Heroes of Horror.  Her Shadow Creature counterpart must also have this ability. (And she needs a name...)

Explanation of this can be found here.  And here:
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Possible idea:  Because merely adding the shadow creature template to a fey or eladrin would make the whole of the Unseelie Court more powerful than the Seelie Court, think about adding the Saint template to all members of the Seelie Court (neither Shadow Creature, nor Saint can technically be applied to Outsiders, so I'm breaking the rule both ways).  This also would alleviate the contradiction of Morwel being an outsider (eladrin) and her daughter Tatiana being a fey.

Very important site: http://creaturecatalog.enworld.org/cc/converted/index.php
(Note: The Creature Catalog has been dead for several years by the point that I'm reposting this thread.)

"Tatiana" - http://creaturecatalog.enworld.org/cc/converted/view_c.php?CreatureID=1415
Note, she is listed as being a Large fey, but the numbers are inconsistent; sometimes the -1 from being Large is applied, sometimes it isn't.  Alter her to Medium.

Also, her armor class from her armor is incorrect.  +5 Elven Chain should provide a +10 bonus to AC, not +9. But, this counteracts the fact they didn't account for her being large (but they did, because they only gave her +3 dex to AC for touch attacks, instead of +4...).  But her attacks are calculated as a medium creature... Need to fix these below... Note that she is described as being of slight stature...
Edit: Her size has been altered to Medium, and is correct through all iterations below.

Lastly, her feats include the Improved Metamagic epic feat, which does nothing for her, as it does not apply to Extend Spell, and as a Sorcerer, she can't actually make use of Quicken Spell (though she has it as a prereq for Automatic Quicken, which does work for a sorcerer).

Also, she should be altered to gain True Haste as a known spell.  The easiest way would be to trade out Improved Metamagic for Extra Spell (though maybe alter one other non-epic feat into an epic feat, as Extra Spell is not epic). -->Drop Baleful Polymorph as a 5th level spell, replace it with True Haste, then drop Command Plants as a 4th level spell, and replace it with Polymorph Other.  Maybe use Extra Spell to reinstate Command Plants...

Faerie Queen
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Here she is, corrected as a Medium creature.  Also note they didn't apply deflection to her touch AC, where it's supposed to apply.

Faerie Queen [corrected]
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Here she is as Tatiana the Faerie Princess, corrected, and with the Saint Template:
(Note that enchantment DC's include the fact I use 3.0 Spell Focus, Greater Spell Focus, and Epic Spell Focus, each feat adding +2 to the saves of that school)
Her spells have been changed to remove Baleful Polymorph, replace it with True Haste, and remove Command Plants and replace it with Polymorph Other.

Saint Tatiana, the Faerie Princess
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Lussina, the Dark Princess: http://creaturecatalog.enworld.org/cc/converted/view_c.php?CreatureID=1614

Lussina, the Dark Princess
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Lussina also has a mess-up.  Her flat-footed AC doesn't include her deflection bonus to AC.

Lussina, the Dark Queen [corrected]
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Here is Lussina with the Shadow Creature template:

Shadow Creature Lussina, the Dark Princess
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Question:  Does becoming a Saint (and thus becoming an Outsider) increase BAB, BSB's, and skills for racial HD?  The template does not say. [Note to Self - no, it does not alter those things]

   « Last Edit: December 01, 2012, 09:35:06 PM by ksbsnowowl »

Note to self: Think about making Lussina and Tatiana just Shadow and Saint versions of Lussina. The Faerie Queen (who I have named Tatiana) could be their mother (or older sister), with Morwel (and her shadow counterpart) being the "grandmother" as it were.

Give both of these Fey individuals the Eladrin subtype, and make them outsiders.

Also, when templating Morwel and Faerinaal, note that the designers forgot the base 10 of AC - their AC's should all be 10 higher than they are listed as.
And their deflection and insight bonuses are a mess that make no sense at all (same goes for Gwynharwyf).  Either use the values that are listed, or tie Deflection to Charisma, and Insight to Wisdom (though Morwel seems to use Wis for deflection, and Int for insight...)

ksbsnowowl

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Re: Norse Bestiary
« Reply #18 on: June 20, 2017, 09:40:03 PM »
Originally posted December 01, 2012:
 
Wild Hunter (and hounds) from MM5:

Master of the Hunt
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Hound of the Hunt
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Next up, I'll apply the Shadow Creature template to both.  Here:

Shadow Creature Master of the Hunt
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Shadow Creature Hound of the Hunt
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A Lolth-Touched Lunar Ravager. 
I'm merely using Lolth-Touched to easily increase its hit points and attack rolls, especially since these are so far under my party's level.
I've always wanted to like the Lunar Ravager, but never did, preferring the Wild Hunter from Expedition to the Demonweb Pits, or the Master of the Hunt from MM5.  I just couldn't reconcile the floating castles that are their homes.  But I can live with their floating castles being present in the night skies of Vanaheim (where they will be mostly unnoticeable).

Lolth-Touched Lunar Ravager
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ksbsnowowl

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Re: Norse Bestiary
« Reply #19 on: June 20, 2017, 09:41:33 PM »
Originally posted December 07, 2012:

    I was recently wondering how to utilize Slaad as a type of extraplanar troll.  With the help of Phaedrus, I came up with the idea of them being another "bloodline" that was created by the Primordial Troll breeding with a demon.  Either the progeny of that union was then implanted by a Xill (producing Red Slaad instead of Xill), or the union was with a Xill, and created a Half-Troll Xill (the progeny of which have a 50/50 chance of being a half-troll xill or a Red Slaad), I've not yet made up my mind (probably go with the latter).  Regardless, that started the implantation reproductive process of the Red Slaad, and the rest is history.

Here is a Half-Troll Xill.  Note that corrections have been made to his four claw attacks (attack bonuses were wrong).  Also, he becomes extra nasty because the template gave him a bite attack, vastly increasing the chances of paralyzing something.

      Half-Troll Xill
Size/Type:    Medium Giant (Augmented Outsider, Extraplanar)
Hit Dice:    5d8+25 (47 hp) [fast healing 5]
Initiative:    +8
Speed:       40 ft. (8 squares)
Armor Class:    25 (+4 Dex, +11 natural), touch 14, flat-footed 21
BAB/Grapple:    +5/+10
Attack:    Short sword +10 melee (1d6+5/19-20) or claw +10 melee (1d4+5) or longbow +9 ranged (1d8/◊3)
Full Attack:    2 short swords +8 melee (1d6+5/19-20, 1d6+2/19-20) and 2 claws +8 melee (1d4+2) and bite +8 melee (1d6+2); or
      2 claws +10 melee (1d4+5) and 2 claws +8 melee (1d4+2) and bite +8 melee (1d6+2); or 2 longbows +5 ranged (1d8/◊3)
Space/Reach:    5 ft./5 ft.
Special Attack:   Implant, improved grab, paralysis, Rend 2d4+7
Special Qual:    Darkvision 60 ft., fast healing 5, low-light vision, planewalk, scent, spell resistance 21
Saves:       Fort +9, Ref +8, Will +5
Abilities:    Str 21, Dex 18, Con 21, Int 10, Wis 12, Cha 9
Skills:    Balance +6, Climb +5, Jump +9, Listen +3 [2], Move Silently +8 [4], Spot +3 [2], Tumble +12 [8]
Feats:       Improved Initiative, MultiattackB, Multiweapon Fighting
Environment:    Ethereal Plane
Organization:    Solitary or gang (2-5)
Challenge Rate:   8 [GCR 7]
Treasure:    Standard
Alignment:    Usually neutral evil
Advancement:    6-8 HD (Medium); 9-15 HD (Large)
Level Adjust:    +8

A half-troll xill stands 4 to 5 feet tall and weighs about 250 pounds. Half-troll xills speak Giant and Infernal.

Combat

Half-troll xills are dangerous opponents, attacking with all four limbs. More civilized ones use weapons, usually fighting with two at a time so as to leave two claws free for grab attacks. Xills typically lie in wait on the Ethereal Plane for suitable prey to happen by, then ambush it using their planewalk ability. They make full use of their Tumble skill in combat: Usually, one or two distract physically powerful enemies by attacking, then assuming a defensive stance while their fellows maneuver to advantage.

Implant (Ex): As a standard action, a half-troll xill can lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the egg, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
Improved Grab (Ex): To use this ability, a half-troll xill must hit a Small or smaller creature with one or more claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It receives a +2 bonus on the grapple check for each claw that hits. If it wins the grapple check and maintains the hold in the next round, it automatically bites the foe at that time. This bite deals no damage but injects a paralyzing venom.
Paralysis (Ex): Those bitten by a xill must succeed on a DC 17 Fortitude save or be paralyzed for 1d4 hours. The save DC is Constitution-based.
Planewalk (Su): These planar travelers like to slip between the folds of space to attack enemies as though from thin air. They can cross from the Ethereal Plane with a move action but take 2 rounds to cross back, during which time they are immobile. As a xill fades away, it becomes harder to hit: Opponents have a 20% miss chance in the first round and a 50% miss chance in the second. A xill can planewalk with a willing or helpless creature.
Rend (Ex): If a half-troll xill hits with two or more claw attacks in the same round, it rends the target, automatically dealing 2d4+7 points of damage.
Scent (Ex): Detect within 30 feet (15 ft./60 ft. - down/up wind), note direction as a move action, pinpoint within 5 feet.