Sunday, May 24, 2020

Serpent Thralls

Art by Jacob K. Gratchyk

Serpent Thralls are men who have been infected with the Seed of Corruption from a Bride of Set. They are nearly mindless servants devoted to carrying out the will of Set and by extension obey any commands from high ranking members of his followers.

They were originally created by accident. The Seed of Corruption was intended to create another Bride of Set, so they didn't know what would happen if it were used on a male. The result was an unexpected mutation that is driven by the endless call to serve Set.

They do little more then mindlessly follow orders however a sliver of their former intelligence remains, making them capable of doing more complicated tasks then animated dead or magical constructs can.

Any Thralls that are created from weaker subjects are usually not armed particularly well. They are considered fodder, so there is no reason to give them quality weapons and armor that could go to a human or goblin who is truly loyal without magical persuasion.

They are capable of speech but unless relaying information to a superior, most won't get much of a response from them outside of "Must Obey".

Note: The stats below are for the average person who has been turned into a Serpent Thrall. For a stronger character keep all of their stats and skills except for dropping their Intelligence, Wisdom, and Charisma to the numbers displayed here. Yes this means pretty much any spellcasting abilities will still be present but weakened.

Monstrous Information
Medium Humanoid, Lawful Evil
Armor Class: 12 (Shield)
Hit Points: 12 (2d8+2)
Speed: 30 ft
Strength: 14 (+2)
Dexterity: 12 (+1)
Constitution: 13 (+1)
Intelligence: 6 (-2)
Wisdom: 8 (-1)
Charisma: 7 (-2)
Damage Immunities: Poison
Condition Immunities: Poison and Charm
Senses: Darkvision 60 ft, Passive Perception 10
Languages: Common, Goblin
Challenge Rating: 1/2 (100 XP)

God Driven Fortitude: If a Serpent Thrall is reduced to 0 hit points from an attack, it must make a Constitution Saving Throw with a DC of 7+ the damage taken unless the damage is cold or from a critical hit. On a successful save his hit points drop to 1 instead.

Actions
Longsword: +4 to hit, single target, deals 1d8+2 slashing damage.

Sling: Ranged Attack, range 30/120, +3 to hit, single target, deals 1d4+1 bludgeoning damage.

Thursday, May 14, 2020

Brides of Set

Art by Jacob K. Gratchyk
As their name implies the Brides of Set are servants of the serpent god Set. The original was a priestess who had been particularly loyal to Set who was transformed as a reward for her dedication. But not all of them that have been created since then have been people who were originally loyal to the serpent god.

Anyone who is foolish enough to kiss one of them will likely find themselves paralyzed by the venom that courses through their lips and their saliva. This poison is also frequently found on their weapons and claws, however it is not as potent in those instances where it often has dried.

Once a Bride of Set has a victim defenseless and paralyzed they use the stinger on the end of their tail to inject a seed of corruption into the victim. The seed has a different effect depending on who it is used on. Any male injected with it becomes a near mindless monster that follows the commands of it's creator or any other followers of Set. Animals tend to become obedient half snake abominations. Any female injected with one becomes a new Bride of Set.

New Bride's of Set mostly maintain their original personality. If they were already loyal to Set, their mind practically remains unchanged. Anyone who wasn't a follower of Set however becomes a twisted version of their former selves as the seed compels them to carry out acts in the name of Set.

In the absence of any priests of Set, Brides of Set always outrank other followers and often work as overseers. They have keen senses that allow them to be highly alert.

Note: The following monster stats are simply the default version of the Brides of Set. If a particularly powerful female character was transformed into one they would retain all their original abilities in addition to what is listed here.

Monstrous Information
Large Monstrosity, Lawful Evil
Armor Class: 16 (natural armor and dexterity)
Hit Points: 90 (11d10 + 30)
Speed: 40 ft
Strength: 12 (+1)
Dexterity: 17 (+3)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 15 (+2)
Skills: Perception +5, Stealth + 6, Persuasion + 4
Damage Immunities: Poison
Condition Immunities: Poison, Charm, Sleep
Senses: Darkvision 80 ft, Passive Perception 19
Languages: Common, Infernal
Challenge Rating: 5 (1,800 XP)

Paralytic Venom: Anyone kissed by a Bride of set mus make a DC 15 Constitution Saving Throw with disadvantage or become paralyzed for 1d8 + 2 turns. Anyone hit by their sword or claws must make a DC 11 Constitution Saving Throw or become paralyzed for 1d4 turns.

Seed of Corruption: When a helpless victim is injected with the seed from the Bride's tail they take 1 piercing damage. They take 1d6 necrotic damage every turn afterwards unless the seed is neutralized. If they drop to 0 hit points from this damage they will go comatose and the transformation can no longer be stopped. After a day they will arise as a creature loyal to Set. The seed can be neutralized by a Remove Curse spell or removed by a DC 15 Medicine check if a sharp object to remove it is present (A dagger or proper medical tools. A sword is too big). Every failed Medicine check to remove it results in the victim taking 1d6 slashing damage.

If the Seed is injected within melee range of an enemy, the enemy may make an attack of opportunity against the Bride of Set. If the attack hits it interrupts the injection. For this reason the ability isn't used often during active combat.

Actions
Double Attack: Brides of Set make two attacks with either their sword or both of their claws. Or 1 sword/claw attack and a tail slam against an enemy behind her.

Sword Attack: +7 to hit, reach 5 ft, deals 1d8 + 4 slashing damage, prompts a save against venom.

Claws: +7 to hit, reach 5 ft, deals 1d4 + 4 slashing damage, prompts a save against venom.

Tail Slam: + 7 to hit, reach 10 ft, deals 1d6 + 4 bludgeoning damage.

Constrict: + 7 to hit, reach 5 ft, grapples target and deals 1d6 + 4 bludgeoning damage, Escape DC 12. Constricted target may not move or attack. Constricted targets take 1d6 + 4 bludgeoning damage per turn until freed. While constricting someone initially prevents the Bride from using double attack, on following turns she can make double attacks on other targets while still crushing the target.

Thursday, May 7, 2020

Zelarell "The Frost Maiden"

Alignment: Neutral Evil
Portfolio: Cold and Winter
Domain: Tempest
Holy Symbol: An icicle
Follower Alignment: Any
Follower Bonus: Clerics of Zelarell have Ray of Frost as a bonus cantrip.


Lore

Zelarell is largely considered responsible for the eternal winter that has fallen upon what is now known as the Land of Ice. Few remember it but when the cold first fell upon the land it claimed a great many lives who were unprepared to deal with it and Zelarell did not care so long as she left her mark on Primordus. For this reason even the other evil gods try not to disturb her since none of them wish to enter a battle with another god in order to save their followers from an ice age.

Even though Zelarell herself is evil, her followers are not necessarily so. Many simply pray for safety or see the cold she has place before them as a challenge to prove their fortitude. However many evil races such as frost giants and other monsters in the Land of Ice revere her as their mother.

Viccus

Art by KibaMk2

 

Alignment: Lawful Evil
Porfolio: Tyranny and Vengeance
Domain: Death or Ambition
Holy Symbol: An iron fist
Follower Alignment: Any Evil
Follower Bonus: Clerics of Viccus have Chill Touch as a bonus cantrip.

Lore

In spite of being considered the god of Tyranny, Viccus actually has very little power in the world of Primordus. A relative newcomer among the evil gods, he is mainly followed by those who seek a way to lay their own claim on the world rather then answering to one of the existing evil organizations that already exist.

Followers of Viccus are among the few evil clerics that may opt to join a party of adventurers with no intention of betraying them later. Followers of Viccus crave power or vengeance. Both of which are easier to accomplish in a group when they have no stable power base to call upon.

Thulzug

Alignment: Chaotic Evil
Portfolio: Orcs and Savagery
Domain: War
Holy Symbol: A war drum
Follower Alignment: Neutral Evil or Chaotic Evil
Follower Bonus: Clerics of Thulzug have Ray of Sickness as a bonus first level spell.

Lore

Thulzug is the creator of the orcs on Primordus. So it comes as no surprise that he was furious when Zeus converted a large number of orcs and elevated them above their base nature the Thulzug instilled them with. Thulzug felt that with his vast horde cut in half that he must then bolster their strength in some way, transforming half of the remaining orcs loyal to him. Mutating them into barbaric beasts closer in nature to the ogres. These new orcs were known as savage orcs.

Followers of Thulzug act as strategists for the armies of the Savage Horde. At least as much as one can act as strategist for a chaotic host of monsters who follow no rhyme or reason.

Sharzek

Alignment: Lawful Evil
Portfolio: Evil Elves, Undead, and Spiders
Domain: Death, Twilight, or Blood
Holy Symbol: A skull with spider legs growing out of it
Follower Alignment: Evil elves
Follower Bonus: Clerics of Sharzek have Find Familiar as a bonus 1st level spell, but the familiar will always be a spider.

Lore

The silver elves were a race of elves who believed too heavily in the elven god Flondell's concept of elvish elegance. They believed so heavily that elves were the most elegant race in existence that they believed all other mortal races were beneath them. This began to outwardly manifest in their mistreatment of non elves and eventually led to them actively attacking others. Flondell cast them out for this, declaring that no one who behaves in such a barbaric manner could ever be described as elegant.

This is when Sharzek appeared before them. Sharzek told the silver elves that Flondell was a fool and couldn't understand their aspirations for greatness. Sharzek gifted the silver elves with control over the undead and spiders in order to create a new elven homeland of their own.

Only elves can become followers of Sharzek. Either silver elves or other elves who have fallen down a path of evil. Any non elvish person who prays to Sharzek will at best have them go unanswered or assaulted with nightmarish visions. At worst, non elves who invoke Sharzek's name will find themselves being tracked by monsters that serve her.

Lashess "Mistress of the Rending Waves"

Art by KibaMk2

 

Alignment: Neutral Evil
Portfolio: Ocean and Tides
Domain: Tempest
Holy Symbol: A whirlpool
Follower Alignment: Any non good
Follower Bonus: Clerics of Lashess have the ability to breath under water as long as they have their holy symbol and have not lost favor with their goddess.

Lore

Lashess is a powerful master of the ocean. As frequent as sea voyages are on Primordus, nearly everyone prays to her at one point or another. Regardless of whether they are good or evil, nobody wants to be destroyed by the fury of the sea. It is believed that many sea monsters and undead pirates are her creations.

Followers of Lashess mostly frequent port towns. Seeking bribes from those who travel out to sea in exchange for the promises of protection. But many do not realize even if one of her priests accompany them, it may not guarantee their protection. For even if their ship sinks, her clerics would survive due to their magical gift of water breathing.

Art by RIA

 Avatar of Lashess

Coming Soon...