Theros - Sing, Goddess
Apr 24, 2024 18:07:01 GMT -6
Post by Traskus on Apr 24, 2024 18:07:01 GMT -6
Near the Tau Empire, Theros is a sphere undreamed of. Where shining poleis lay spread across worlds like blue mantles beneath the stars. A sphere of countless poleis in constant struggle against each other and the world around them. The populace have developed their minds, bodies, or both to oppose the forces that seek to bring them low, including each other. In its recent past the Tau sought to conquer this sphere, destroying most of the large population centers and nearly succeeding until the tyranids pose a bigger threat elsewhere. They have since rebuilt, their splendor restored and mastery over nature slowly recovering.
Physical Conditions
Theros is a white giant. Yes, I said a white giant. A misnomer, it's a only a little bigger than Sol but it burns white hot, giving every planet -even the furthest- similar climates and large dry-summer bands. The worlds of Theros are poleis, great nations with walled cities and vast tracts of vicious wilderness between them. Libraries and towers reach the skies. Beasts and barbarians wander them, whether in forest, sea, or wasteland. Ruins of the Syrne dot the landscape and the bottom of churning seas, lost in a single day and night.
The crystal sphere is a bipolar entity. The main powers are the alliance of Akros and the alliance of Meletis, rivals vying for dominance. The planets are opposite one another's orbits, and their influence wanes and mixes as you get closer to the middle.
Theros is a unique crystal sphere. The collective ideas and beliefs of intelligent life take form in the warp, Theros is so in tune with the warp that some of those things become real over the course of centuries. This makes prophecy an actual law of physics, and the difference between free will and predestination is your drive to carve your own path. Those who put in the most become Exalts and do great deeds and have their souls form images in the stars after their death.
Theros Inhabitants
Theros is chock-full of intelligent races, most of them native no less. Individual arachne spin webs in caves and temples to sell as clothes. Humans are everywhere, as usual, living in cities doing a bit of everything in more ways than one. The places and planets between the major planets mix their kind evermore until they reach the star's immediate orbit in space stations.
Akros is home to mighty and powerful races, proud of their strength and strength of arms. Cyclopes live pastoral lives on islands and mountains; their preternatural craftsmanship makes their wares famous Wheel-wide. Goliaths wander as hunter-gatherers and while peaceful they keep to themselves. The civilized people of Akros have a culture that idealizes the citizen-soldier-farmer, one who lives humbly, works hard, looks out for the people around them, and protects their way of life.
The Aasimar of the Minotaurs chapter have a fortress-monastery on the planet and recruit system-wide, abducting viable candidates from their families without their knowledge. Their deeds are the stuff of legend, and slaying a wild beast alone is among the qualifications to get their attention.
Meletis houses less mighty but more mystically minded kinds. Ophidians study magic in their grand libraries learning the nature of the warp and umbra. Sphinxes divine the future in ruins and wander into cities warning of imminent disaster, making the people believe they cause them. The disgraced lenoin wander the wild, banished for selling out to Akros during war against the Tau. They have tried to make a meritocratic caste society ruled by wise and humble autocrats, protected by guardians, and maintained by laborers - all perfectly suited to their areas of competence and equally cared for.
The wilderness and wastelands of Theros are home to beasts and barbarians of every stripe. Tribes of dryads abduct unwary travelers and take them back to their hidden villages, if the Slaaneshi ungor don't get to them first. Harpies prowl the oceans and sing sailors to their doom.
The wild animals are so much worse. Hydras are endemic to every swamp and lake not taken by Gorgons and their basilisk pets. Sea monsters and dire animals crush and eat the unfortunate and stupid. The wilderness of Theros is so dangerous that besting it alone is worthy of the Aasimar's attention. The dangers in the wilds are almost as bad as the Beastlands.
Locations
Akros
The planet Akros was once a military and industrial powerhouse. It produced ships, weapons, warriors, and soldiers of the highest caliber. This changed during a recent war against the Tau Empire, who burned every major population center of the planet to glass killing hundreds of millions and almost the entire Minotaur aasimar chapter. The populace work to repair the world, making great progress in only a few decades. The Tau called the battle here "The Fall of Mu'Gulath Bay" for the name of the orbital shipyard above the planet, mistaking it for the name of Akros itself. They have recovered much, and are once again a system-wide influence. The northern ice cap contains Syrne ruins of unknown significance and purpose.
Meletis
Meletis was once a shining city of progress, a planet of sorcerors and scholars. Before the Tau invaded the system, it was ruled by the Thousand Sons tieflings with wisdom and dignity. When the Tau began the Burning of Meletis, their Cyclops leader tried and failed to save them and instead the Thousand Sons fled to parts unknown. It is a massive archipelago of a planet, with mighty storms and countless islands. The largest such island is its capital Dekatizca, with great pyramids and temples that housed uncountable books before they were destroyed. It is close to regaining its splendor, but with lack of external threats, ambition breeds.
Nessia
The fourth moon of a gas giant, Nessia is entirely forest. It is a primitive world, without even metalworking. It is largely populated by centaurs, with other races living around and in orbit above the moon to place military and scientific outposts. They leave the centaurs alone, since they kill those who hunt the creatures of the moon. They can even use their stone age technology to bring down light armored vehicles. They favor Meletis for their desire to better understand the world around them.
Pherberos
The moon of Akros is a training ground for the military and mages of Akros. In the distant past, untrained magic defiled Pherberos and made a savage badlands for a time before Akrosians restored order. It is now home to towers of high psykery, where gifted youngsters and adults learn magic in a controlled and remote environment. Mages and soldiers get field experience battling the techno-barbarians in the wastes between cities.
Setessa
Setessa is the third planet in the Theros system, making it more or less the midpoint between Akros and Meletis. The Tau ignored this world, considering it not a threat. It is a pre-industrial world, with civilized dryads being most common, living in massive treehouses with a planet-wide trade network. Harpies live in communes on mountains and coasts, priding themselves on their music. Ungors are still dedicated to Slaanesh, but as more organized slavers and artisans instead of simple hedonists. They control a total of four wildlife preserves, protected with armies they collectively agree to not attack despite whatever conflicts might arise between them. Akros are their trusted allies, appreciating their humble but robust culture.
The Siren Sea
The Siren Sea is a large, well, sea in Meletis' western hemisphere full of sirens and tritons. Its center is a massive whirlpool where few ships have ever survived traversing with a gargantuan machine at the bottom. Its largest landmass Arixmethes is actually a Fenrisian kraken released onto the planet by a wrathful Scion. He was defeated but not slain, and slumbers for now, but prophecy says he will wake one day. The tritons and sirens have developed secret cloning technology capable of mass-production to repopulate after fighting Arixmethes and now use it to sell to rich clients, most recently the Krieg government.
Thessal
This small moon orbits Meletis and is a testing site for new scientific and magical theory. It looks serene from a distance but biological, mechanical, and biomechanical horrors wander the planet coming up from openings in the ground. Seismic survey shows the moon is honeycombed and its interior is oddly structured, to the point people say it's no moon but a space station.
Adventure Seeds
A noble has taken millions of the poorest people of another crystal sphere and seeks to set up a colony in Theros, violently if need be.
A non-spelljammer ship has been hurled into the Astral Sea.
One of the nations of Setessa has attacked a wildlife preserve.
A human mining corporation has landed on Nessia to strip mine a rare conductive ore. Out of desire to minimize cost of activity, they have employed spies using prosthetic bodies to pose as the native population.
An oracle has returned from a journey to the Abyss. She is a changed woman, having gone blind and swearing off her magic. She has expressed a desire to sever Theros' connection to the warp. She says doing so will reclaim free will from the gods.
A city only has one inhabitant, otherwise empty but bustling city of law and order mirrors it in the Umbra.
A Scion is wandering the sphere wreaking havoc and swearing vengeance on Bytopia for its lies and broken promises.
Bestiary
Dragoons
Warriors that ride large birds into battle. They fought a six-day civil war for what to call themselves, rendered pointless when their ruler decided to name them herself.
Minion squad
Threat rating 3
Damage rating 2 (asparagus spears)
Flying
Minion squad
Threat rating 3
Damage rating 2 (asparagus spears)
Flying
Basilisk, greater basilisk
Dracolisk, hydra and variants
Hecatoncheires, phaethon
Amazon
| STR 3 | DEX 3 | CON 2 | CHA 2 | FEL 2 | CMP 3 | INT 2 | WIS 3 | WIL 2 |
Skills: animal ken 2, acrobatics 1, arcana 1, athletics 2, ballistics 3, brawl 3, charm 1, forbidden lore 1, intimidate 1, perception 3, scrutiny 2, stealth 2, weaponry 2
Speed: 6
Size/Resilience: 4/4
Static/Mental Defense: 20/20
HP/Resolve: 10/5
Level: 2
Feats: jaded, weapon proficiency (basic)
Treestrider, dark cruelty
Attacks: hunting rifle (2k2 r; s/-, 150, clip 5, rld full, accurate)
Knife (4k2 r; melee, thrown)
Abilities: pheromones - as the dryad racial power
Elven accuracy, elven excellence - as the elf racial power and feat
Traits: caster (botanopathy 2), gunslinger (point blank 1, silent scope 2)
Gear: hunting rifle, four clips, 2 knives, poor quality clothes, herbs, spices, charms, tattoo kit
Avatar of Lolth
An ancient arachne, cruel and powerful. She lives in the crypts of meletis, and some claim she is Arachne herself.
| STR 7 | DEX 3 | CON 6 | CHA 9 | FEL 1 | CMP 1 | INT 8 | WIS 8 | WIL 8 |
Skills: acrobatics 4, arcana 2, athletics 3, ballistics 3, brawl 4, command 3, deceive 3, forbidden lore 5, intimidation 5, perception 4, stealth 1, weaponry 3
Speed: 13
Size/Resilience: 12/10
Static/Mental Defense: 19/10
HP/Resolve: 40/9
Level: 5
Armor: exoskeleton (arms 9, head, body, legs 7)
Feats: bear hug, crushing bear, lightning attack, sound constitution x6, step aside, swift attack, wall of steel, weapon proficiency (all)
Attacks: claws (8k2 r; melee, brawling, toxic)
Electro-flail (9k2 i; melee, flexible, shocking)
Scatterspikes (3k2 r; s/-, 30m, scatter, toxic)
Abilities: feeding, not of this world - as the daemonhost powers
spider butt, fighting spider, hunter in the dark, kenku eater, master weaver, my own web as the arachne racial power and feats.
Warp miasma, dark cruelty, warpfire, recluse - as the dark eldarin power and feats.
Mark of lolth - as the chosen asset.
Traits: armor plating (1), caster (abjuration 2, conjuration 2, divination 2, enchantment 3, evocation 3, transmutation 3) daemonic, dark sight, fear 4, regeneration 4, resource points (essence: 27)
From beyond, legendary actions (3), legendary resistance, quicksilver swiftness, tireless
Gear: electro-flail, elaborate and cruel clothing (good quality clothing)
Lair Actions
Summon spiders: the avatar calls upon 1d5 minion squads of spiders, tr 5 dr 2.
Web: 4 points in the lair are each subject to the web spell.
Yolchol: the avatar calls upon an incarnate lesser daemon to serve her.
Regional Effects
Eden of spiders: arachnids of unusual size infest the region, attacking anything that isn't familiar.
Webbed up: every other surface is covered in spiderweb. Touching it alarms the avatar.
Web barrier: spiderwebs are spun quickly to block and reveal paths, making navigating the area difficult.
Chimera
A chimera is a catch-all term for great beasts around the Wheel born of warp taint, a mishmash of three or so creatures each different from each other as they are from you or I. The most recognizable variety comes from the famous Theros chimeras. It is a mixture of dragon, goat, lion, and snake. Be warned, just because you cut off a head doesn't mean the others can't do what it did.
| STR 4 | DEX 2 | CON 4 | CHA 2 | FEL 1 | CMP 2 | INT 1 | WIS 3 | WIL 3 |
Skills: acrobatics 2, athletics 2, brawl 3, perception 4
Speed: 6 (12)
Size/Resilience: 7/6
Static/Mental Defense: 11/15
HP/Resolve: 19/5
Level: 3
Armor: thick scales and hide (all 4)
Feats: combat master, sound constitution x5, wall of steel
Attacks: bite/claw (6k3 r; melee, brawling)
Horns (5k2 r; melee, brawling, reach)
Tail (4k2 r; melee, brawling, tearing, toxic)
Dragon's breath (4k2 pen 6 e; s/-, 20m, flame)
Abilities: Multiple heads - the chimera has four heads as a start. If the hydra takes critical damage sufficient to kill it, it instead loses one of its heads.
Reactive heads - the chimera gains one extra reaction per head it has beyond the first. These reactions can only be used for multiple attacks. The chimera can make extra opportunity attacks equal to the number of heads it has.
Traits: dark sight, fear 1, flyer
Gear: ram horns, dragon horns, dragon teeth, lion pelt, dragon scales, and enough snake to make a belt.
Lair Actions
Chimeras live in messy places due to their proximity to the warp, fusing places and the things in them.
Breath reassignment: The dragon head transforms into another quickening, changing from its profile to a plasma gun profile that cannot jam, or back into the dragon's breath profile as long as it is part of the chimera.
Hellish bleating: The goat head starts to bleat and gather the warp energy from its surroundings. It may cast any level 1 spell as long as the head is still part of the chimera.
Might roar: The lion's head roars (if it's still attached), prompting a fear 1 test.
Polymerization: Two creatures in the lair within 3m of one another are pulled together and must make a TN 15 arcana + constitution test. Creatures that fail take 2k2 e damage. If either fails, the two begin fusing. They must remain adjacent to one another, act on the lower initiative, and half the slower creature's speed. They both may retry as a half action on each of their turns, separating on a success and taking 1d10 damage when they fail. Fail too many times and it might even be permanent!
Regional Effects
Omnipresent thief: Creatures are aware of a bandit in the region, who robs and kills. He doesn't actually exist, it's just a strong feeling and stories.
Place of wrongness: Non-native animals insist on leaving the area, imposing a check on animal ken tests.
Spawn of chaos: Plants and animals in the region have deformities. Warp mutations, extra or missing body parts, or being fused with other life forms.
Cyclops, Greater
The average cyclops is smaller than a human, though the greatest of them are the size of aasimar. In Theros, they are the size of the largest goliaths. They are craftsmen without peer, and the greatest warriors Theros had before guns could fire more than one round before reloading. They're still second place behind the aasimar.
| STR 9* | DEX 3 | CON 6 | CHA 3 | FEL 3 | CMP 3 | INT 3 | WIS 4 | WIL 4 |
*with power armor
Skills: acrobatics 1, animal ken 3, arcana 1, athletics 3, ballistics 3, brawl 3, crafts 6, medicae 2, perception 5, scrutiny 4, tech-use 3, weaponry 4
Speed: 11 (12)
Size/Resilience: 7/7
Static/Mental Defense: 17/20
HP/Resolve: 28/7
Level: 2
Armor: best power armor (all 13)
Feats: armor proficiency (all), devastating critical, fearless, power attack, skill focus (crafts, any), sound constitution x8, true grit, weapon proficiency (basic, melee 3, ranged 2)
Attacks: power axe (10k3+2 pen 4; melee, power field)
Frag missile (4k2 pen 5 x; s/-, 200m, clip 1, rld full, blast 6)
Krak missile (5k4 pen 12 x; s/-, 200m, clip 1, rld full, blast 1)
Long las (3k2 e; s/-, 150m, clip 20, rld full, accurate, reliable)
Abilities: cyclopean, divine blacksmith, farsight, spectral eye - as the cyclops power and feats.
Powerful build, pardon my reach, strong back - as the goliath power and feats.
Traits: dark sight
Gear: long las, 2 clips, missile launcher, 4 frag missiles, 2 krak missiles, 2 power cores, best power armor, best power sword, sheep feed, toga, sandals, a bone shard with "nobody was here" carved into it
Lair Actions
Cyclopes live in caves, stone hovels, and similarly sturdy and spartan areas with a central bonfire. They are shepherds, keeping their livestock closeby.
Embers: The cyclops moves to his bonfire (if he believes it's still lit) and blows a breath on it. The smoke blows the direction blown in a 45-degree cone for 5m.
Rattle: The cyclops slams into the wall or floor, causing debris to fall from the ceiling. Each creature in the lair rolls a d10. The two with the lowest rolls take 3k2 i damage.
Stampede: the cyclops cries out, startling his animals. Every creature on the ground in the lair except the lair master must pass a TN 15 strength or dexterity test or fall prone and take 1 wound, plus one per check.
Dragontooth Warrior
An army long ago ran afoul of a modronic dracolich. They defeated it once and for all, but all those bit turned into mechanical monsters. They one day turned into more dragon's teeth, furthering the infection.
| STR 4 | DEX 3 | CON 3 | CHA 2 | FEL 2 | CMP 3 | INT 2 | WIS 2 | WIL 2 |
Skills: Acrobatics 1, Perception 2, Common Lore 1, Intimidate 2, Scrutiny 1, Weaponry 2, Ballistics 3.
Speed: 7
Size/Resilience: 4/5
Static Defense: 17
Mental Defense: 20
HP/Resolve: 12/5
Feats: Weapon Proficiency (basic, ranged 2), Sound Constitution x 2, Jaded, Armor Proficiency (light, medium, Heavy)
Armor: No skin, replaced by tech (7 all)
Level: 3
Attacks: Knife (5k2 R, Pen 0; Melee), Lasgun (60m; S/3; 3k2 E; Pen 0; Clip 60; Reload Full)
Traits: machine (7), undead
Gear: Lasgun, 2 Energy Packs, Micro-bead, Torch, Rebreather, 2 Frag Grenades
Manticore
Like chimeras, manticores are the product of warp interference thanks to Theros's proximity to it. Unlike chimeras, manticores are intelligent, and therefore capable of evil.
| STR 3 | DEX 3 | CON 3 | CHA 2 | FEL 2 | CMP 2 | INT 2 | WIS 3 | WIL 3 |
Skills: ballistics 2, brawl 3, charm 2, deceive 2, intimidate 2, perception 1, scrutiny 1
Speed: 6 (12)
Size/Resilience: 6/5
Static/Mental Defense: 16/15
HP/Resolve: 13/5
Level: 2
Armor: thick fur (1 arms, body, legs, 3 head)
Attacks: bite/claw (4k2 r; melee, brawling)
Tail spikes (2k2 pen 2 r; s/-, 30m)
Feats: jaded
Traits: dark sight, flyer
Lair Actions
Manticores live in open caverns and rocky terrain to make use of verticality. They have cages of animals to play with their food.
Stalactites: One creature of the manticore's choice must make a TN 15 strength or dexterity test or take 2k2 i damage and fall prone.
Voice throwing: The manticore uses the acoustics of the lair to disorient enemies. One creature of the manticore's choice must pass a TN 15 scrutiny test or halve their rolled dice on their next attack roll.
Wild beasts: The manticore opens an enclosure it was keeping food in. A ferocious creature enters the fight, acts right after the lair, and attacks the nearest hostile creature before fleeing.
Medusa
Medusae/maedar are a Theros breed of ophidians and humans of ophidian descent. They are popular mercenaries with the dark eldarin, both for their abilities and for the fact if you eat a medusa's brain you relive the greatest moment of your life as though it were the first time experiencing it. They like to keep basilisk-things as pets and guards.
| STR 2 | DEX 3 | CON 3 | CHA 3 | FEL 3 | CMP 4 | INT 3 | WIS 3 | WIL 3 |
Skills: acrobatics 1, arcana 2, ballistics 2, brawl 2, deception 3, disguise 3, forbidden lore 2, perception 3, scrutiny 3, stealth 3, weaponry 2
Speed: 5
Size/Resilience: 4/5
Static/Mental Defense: 18/25
HP/Resolve: 25/6
Level: 4
Armor: mesh coat (4 all)
Attacks: bite (3k2 r; melee, brawling, toxic)
Bow (2k2 r; s/-, 30m, clip 1, rld free, reliable)
Sword (5k2 r; melee)
Feats: appearance, armor proficiency (light), sound constitution, weapon proficiency (basic)
Recluse
Abilities: stone gaze - if a creature sees medusa, and the medusa is aware of its presence with her eyes uncovered, it may force the creature to make a TN 15 arcana+constitution test. If it fails, it turns to stone and is immobilized and helpless. They may retry the saving throw on their turn as a full action, turning back to normal on a success. This can work involuntarily on medusae/maedar. The medusa may force the test if she is in control of a grapple with the target.
Traits: dark sight, unnatural toughness
Gear: sword, bow, 20 arrows, toga, sandals, jewelry
Lair Actions
Doom of Thulsa: 1d5 slithering creatures under the medusa's control slither into the lair, adjacent to her targets.
Living stone: a statue the medusa made briefly comes to life and attacks a target. One creature must make a TN 15 acrobatics test or take 6k2 r damage.
Quiet: The maedar makes a full move and a stealth test. Any creature that wasn't looking at the maedar isn't allowed to roll a perception test to find it on their next turn.
Regional Effects
Graveless graveyard: Statues of the medusa's victims are strewn about the region, intact and smashed into pieces.
Ophideden: snakes of every shape, size, and kind live in the region, no matter how unlikely that may be.
Sight: the maedar can see through the eyes of any snake in the region.
Tarnish of silver: mirrors and similarly reflective things lose their reflectivity within a day.
Medusa Ancient
Medusae can be male (called maedar), but only females can reach the power of the ancients. Thousands of years old, ancient medusae only contract with the greatest of mage families.
| STR 3 | DEX 4 | CON 5 | CHA 4 | FEL 4 | CMP 3 | INT 3 | WIS 3 | WIL 3 |
Skills: academic lore 2, acrobatics 3, animal ken 5, arcana 5, athletics 2, ballistics 4, brawl 5, deception 3, disguise 3, forbidden lore 3, medicae 1, perception 5, scrutiny 3, stealth 4, weaponry 4
Speed: 7
Size/Resilience: 5/6
Static/Mental Defense: 21/20
HP/Resolve: 37/6
Level: 5
Armor: mesh (4 all), snek (4 leg/s)
Feats: appearance, armor proficiency (light, medium), bear hug, blind fighting, combat master, crushing bear (constrict/bite), divine bond, divine grace, fearless, magic resistance, sound constitution x5, step aside, wall of steel, weapon proficiency (all), world breaker grip
Recluse
Attacks: bite (4k2 r; melee, brawling, felling, toxic)
Bow with venom arrows, (2k2 r; s/-, 30m, clip 1, rld free, felling, reliable, toxic)
Constrict (6k2 i; melee, brawling, snare)
Venom-coated phase sword (6k2 r pen 7; melee, power field, toxic)
Abilities: snake for a butt, snakenosis, snake hug, forked tongue, anathematic abomination - as the ophidian power and feats.
Jagan, terrible gaze, all-seeing eyes of god - as the balor powers. Both eyes must be covered to regain tears.
Blood of the serpents - Whenever this creature is hit, adjacent targets have to test against the medusa's toxic effects.
Stone gaze - if a creature sees medusa ancient, and the medusa is aware of its presence with her eyes uncovered, it may force the creature to make a TN 25 arcana+constitution test. If it fails, it turns to stone and is immobilized and helpless. They may retry the saving throw on their turn as a full action, turning back to normal on a success. The medusa may force the test if she is in control of a grapple with the target.
Stoneskin - Though not literally stone, the medusa ancient's resilience is treated as double against nonmagical impact and rending damage.
Toxic mistress - Targets who fail tests to resist toxic effects this monster instigates lose 1d5+1 hp instead of just 1.
Traits: caster (abjuration 4, fulmination 2, illusion 3, transmutation 3), dark sight, resource stat (tears: 10) unnatural toughness
Gunslinger (point blank 2, silent scope 2), legendary actions (3), legendary resistance, martial artist (setting sun 3, show stopper 2)
Gear: bow, 20 toxic arrows, phase sword, two knives, blindfold, glasses and cleaning kit, mesh armor, lots of gold, eyedrops, toga, casual clothes
The ancient medusa also uses a regular maedar/medusa's lair actions and regional effects as her own.
Lair Actions
Recover: The ancient medusa regains 3 hp, and critical damage thereof if relevant.
Snake hair: The medusa's hair hisses menacingly, prompting a fear 1 test to all who can see or hear it.
Stone guardians: Up to three statues of the medusa's petrified enemies animate under the medusa's control as earthen golems. Roll their initiative.
Regional Effects
Hostile environment: Beasts in the region (yes, even normally docile ones) become violent, even evil.
Overgrown thicket: The terrain is overgrown with brush and brambles, making the terrain difficult, maybe even arduous, and narrative travel is half speed.
Talos
The dragontooth warriors sometimes seek each other out and combine to create a talos, for the purpose of harvesting more people to make dragontooth warriors faster.
| STR 7 | DEX 4 | CON 7 | CHA 1 | FEL 1 | CMP 3 | INT 3 | WIS 3 | WIL 5 |
Skills: ballistics 3, brawl 5, perception 1
Speed: 11
Size/Resilience: 12/9
Static/Mental Defense: 9/20
HP/Resolve: 22/8
Level: 4
Armor: armored carapace (10 all)
Feats: ambidextrous, fearless, two-weapon fighting, weapon proficiency (basic)
Attacks: gauntlets (9k3 i/r pen 2; melee, brawling)
Twin splinter cannon (3k2 r pen 5; -/10, 100m, clip 100, rld full, felling, storm, toxic)
Traits: dark sight, hover
Thessalmonsters
The Thessalmonsters are monsters subject to the Curse of Thessal, a bio-project developed by Sith alchemists on a small moon.
Thessalgorgon
Thessalgorgons are the stars of an athletic competition where one is released at the top of a city and it charges until stopped. The shortest reported "thessal run" is less than 12 kilometers but the contestant is a known criminal...
| STR 5 | DEX 2 | CON 4 | CHA 2 | FEL 1 | CMP 2 | INT 1 | WIS 3 | WIL 3 |
Skills: athletics 1, brawl 3, perception 3
Speed: 14
Size/Resilience: 6/6
Static/Mental Defense: 13/15
HP/Resolve: 24/5
Level: 4
Armor: metal plates (9 all)
Feats: devastating critical, powerful charge, sound constitution x10
Attacks: bite (5k1 r; melee, brawling, toxic)
Horn (6k2 r; melee, brawling)
Abilities: I've seen enough hentai - if this creature's pincer attack hits, it may initiate a grapple with the target. This creature may maintain control of a grapple as a free action and engage other targets, but can't use its tail pincer on another target.
Reactive heads - each of the heads grants one additional reaction only usable for multiple attacks with its bite.
Serpent heads - This creature has 8 snake heads, granting +1 to tests to resist blinding, deafness, fear, shocking, dazzling, mind control per head. If the thessalhydra takes more than 2 wounds from the same attack, it loses a head. It grows 2 new heads per head lost to non-e damage last round, and recovers 2 hp per head.
Wakeful - while it sleeps, at least one head is awake.
Petrifying breath - the gorgon snorts hard smoke in a 10m 45-degree cone. Everything in it besides gorgons must make a TN 15 arcana + constitution test or become immobilized and helpless as it turns to stone. They may retry as a full action on each of their turns.
Traits: dark sight, quadruped
Thessalhydra
The thessalhydra was rumored to be made to serve as a garbage disposal unit. It is the baseline thessalmonster, the creature that all other thessalmonsters are made of.
| STR 5 | DEX 3 | CON 5 | CHA 2 | FEL 1 | CMP 2 | INT 1 | WIS 2 | WIL 2 |
Skills: brawl 4, perception 4
Speed: 16
Size/Resilience: 12/9
Static/Mental Defense: 13/15
HP/Resolve: 23/4
Level: 4
Armor: scales and hide (all 4)
Feats: lightning attack, sound constitution x9, swift attack
Attacks: Acid spit (3k3 pen 8 e; s/-, 20m, blast (3), toxic)
Bite (6k2 r; melee, brawling, flexible, toxic)
Maw (7k3 r; melee, brawling, tearing toxic) - if the creature fails to resist this toxic effect, it takes 1d5+1 wounds instead of 1.
Tail pincer (5k1 r; melee, brawling, flexible)
Abilities: I've seen enough hentai - if this creature's pincer attack hits, it may initiate a grapple with the target. This creature may maintain control of a grapple as a free action and engage other targets, but can't use its tail pincer on another target.
Reactive heads - each of the heads grants one additional reaction only usable for multiple attacks with its bite.
Serpent heads - This creature has 8 snake heads, granting +1 to tests to resist blinding, deafness, fear, shocking, dazzling, mind control per head. If the thessalhydra takes more than 2 wounds from the same attack, it loses a head. It grows 2 new heads per head lost to non-e damage last round, and recovers to hp per head.
Wakeful - while it sleeps, at least one head is awake.
Traits: bestial, colossal, dark sight, fear 1, quadruped
Thessalmera
Thessalmerae are what happens when a chimera wanders into a labratory on Thessal. It has lost its wings and goat head, its dragon head moving to the top of its spine.
| STR 4 | DEX 2 | CON 4 | CHA 2 | FEL 1 | CMP 2 | INT 1 | WIS 3 | WIL 3 |
Skills: brawl 4, perception 3
Speed: 12
Size/Resilience: 6/6
Static/Mental Defense: 13/15
HP/Resolve: 23/5
Level: 4
Armor: thick hide (all 4)
Feats: fearless, lightning attack, sound constitution x9, swift attack
Attacks: bite (5k2 r; melee, brawling, toxic)
Claw (6k3 r; melee, brawling)
Pincer (4k1 r; melee, brawling, flexible)
Dragon's breath (4k2 pen 6 e; s/-, 20m, flame)
Abilities: I've seen enough hentai - if this creature's pincer attack hits, it may initiate a grapple with the target. This creature may maintain control of a grapple as a free action and engage other targets, but can't use its tail pincer on another target.
Reactive heads - each of the heads grants one additional reaction only usable for multiple attacks with its bite.
Serpent heads - This creature has 8 snake heads, granting +1 to tests to resist blinding, deafness, fear, shocking, dazzling, mind control per head. If the thessalmera takes more than 2 wounds from the same attack, it loses a head. It grows 2 new heads per head lost to non-e damage last round, and recovers 2 hp per head.
Wakeful - while it sleeps, at least one head is awake.
Traits: bestial, dark sight, fear 2, quadruped
Thessaltrice
| STR 2 | DEX 3 | CON 3 | CHA 1 | FEL 1 | CMP 1 | INT 1 | WIS 3 | WIL 3 |
Skills: acrobatics 1, athletics 1, brawl 2, perception 1
Speed: 5 (10)
Size/Resilience: 4/4
Static/Mental Defense: 20/10
HP/Resolve: 18/4
Level: 2
Attacks: bite (3k1 r; melee, brawling)
Maw (3k2 r; melee, brawling, tearing, toxic) - if the creature fails to resist this toxic effect, it takes 1d2+1 wounds instead of 1.
Abilities: hardness bite - when a target is hit by a thessaltrice's bite, it must pass a TN 10 arcana + constitution test or become immobilized and helpless as it turns to stone. They may retry as a full action on each of their turns.
I've seen enough hentai - if this creature's pincer attack hits, it may initiate a grapple with the target. This creature may maintain control of a grapple as a free action and engage other targets, but can't use its tail pincer on another target.
Reactive heads - each of the heads grants one additional reaction only usable for multiple attacks with its bite.
Serpent heads - This creature has 8 snake heads, granting +1 to tests to resist blinding, deafness, fear, shocking, dazzling, mind control per head. If the thessaltrice takes more than 2 wounds from the same attack, it loses a head. It grows 2 new heads per head lost to non-e damage last round, and recovers 2 hp per head.
Traits: dark sight, flyer
Asterion Moloc
The chapter master of the Minotaurs aasimar. He is one of the longest-serving chapter masters out there, having survived things that by all rights no one should have but only reported as missing in action until he spontaneously returns.
| STR 5* | DEX 3 | CON 5 | CHA 4 | FEL 1 | CMP 5 | INT 3 | WIS 5 | WIL 5 |
*with power armor
Skills: acrobatics 3, arcana 3, athletics 4, ballistics 4, common Lore 2, forbidden lore 4, perception 2, scrutiny 3, weaponry 4
Speed: 8
Size/Resilience: 5/7
Static/Mental Defense: 16/30
HP/Resolve: 25/10
Level: 5
Armor/aura 8: terminator armor (14 all), shield (+2 arm, body)/8
Feats: Sound Constitution x5, Combat Master, Armor Proficiency (all), Weapon Proficiency (all), hatred (aasimar, tieflings), lightning attack, powerful charge, swift attack, overside weapon training, monkey grip,
Feel no pain, keep running
Attacks: orichalcum power spear (9k2+5 r pen 2; two hands, reach, power field)
Inbuilt orichalcum lasblaster (30m; pistol, S/-; 4k3+2 E Pen 8; Clip 2; Reload Full; reliable, recharge)
Abilities: And They Shall Know No Fear - As the Aasimar racial power.
Asterios charge, gaia's vengenace, kin of gugalanna - as the apis powers.
Stalwart - damage dice against this creature do not explode.
Traits: resource points (rage: 15)
Heroic (1), legendary actions (2), legendary armor, legendary attack, legendary resistance, martial artist (iron heart 5, devoted spirit 3, tiger claw 5), gunslinger (point blank 4, tin star 3), relentless
Gear: best power armor, orichalcum power spear, orichalcum boltgun, 3 clips of orichalcum bolts, best shield, charm, red robe uniform (clothes), bull mask