Pseudosamaritans
are creatures that appear human-like but are actually strange beings
of magical origin. There are 6 known types with each being very
similar. One of these similarities being that they are not always
“samaritans” (charitable helpers) rather their morality is shakily arbitrary.
Each
pseudo-samaritan appears uniquely human making them hard to identify.
GREEN
PSEUDOSMARITAN
MOVE:
12”
HIT DICE: 1
% IN LAIR: 0%
TREASURE TYPE: J(x2),K, S
NO. OF ATTACKS: 1 (and 3 in bug mode)
DAMAGE/ATTACK: 1-6 (and 2-12/1-6/1-2 in bug mode)
HIT DICE: 1
% IN LAIR: 0%
TREASURE TYPE: J(x2),K, S
NO. OF ATTACKS: 1 (and 3 in bug mode)
DAMAGE/ATTACK: 1-6 (and 2-12/1-6/1-2 in bug mode)
SPECIAL
ATTACKS: None
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Varies (See below)
SIZE: M
LEVEL/X.P. VALUE: I/10+1/hp
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Varies (See below)
SIZE: M
LEVEL/X.P. VALUE: I/10+1/hp
These
pseudosamaritans usually pretend to be powerful but are not. They
“wear” what appears to be green robes looking like those garments
that are usually associated with clerics and magic-users and have
large green hats. They carry a strange curved staff in their right
hand that is actually a claw. When their alignment is not evil, they
use it like a staff. When they openly attack the group that they are
“helping” then they’re garments and human features are revealed
to be part of a facade of a bipedal bug.
The
green pseudo-samaritan’s alignment is temporal (time-based). Their
alignment shifts over the course of the day and each difference is
detectable by magic only at each time otherwise its as if the
former/oncoming alignment doesn’t exist. During certain times, they
will be helpful as long as they are one step away from any “good”
alignment:
Midnight
to 3AM – Neutral Evil – Harm and perhaps kill present associates.
3AM
to 6AM – Lawful Evil – Trick and perhaps harm associates and
their goals.
6AM
to 9AM – Lawful Neutral – Helps if asked but will be logically
stingy.
9AM
to Noon – Lawful Good – Over the top help consulting everyone’s
well being.
Noon
to 3PM – Neutral Good – Helps in every way possible then asks to
leave.
3PM
to 6PM – Chaotic Good – Helps the outspoken or fringe members of
a group first then duck out if they have a chance.
6PM
to 9PM - Chaotic Neutral – Helps if demanded then it will be
grudgingly and might just randomly walk off.
9PM
to Midnight – Chaotic Evil – Robs associates blind and perhaps
harm them to make an escape.
BLUE
PSEUDOSAMARITAN
FREQUENCY:
Uncommon
NO. APPEARING: 1
ARMOR CLASS: 6
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE:
12”
HIT DICE: 2
% IN LAIR: 0
TREASURE TYPE: J(x3),K(x2), S
NO. OF ATTACKS: 3
DAMAGE/ATTACK: By weapon or 2-8/2-8/2-12
HIT DICE: 2
% IN LAIR: 0
TREASURE TYPE: J(x3),K(x2), S
NO. OF ATTACKS: 3
DAMAGE/ATTACK: By weapon or 2-8/2-8/2-12
SPECIAL
ATTACKS: Paralyzation
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE:II/65+2/hp
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE:II/65+2/hp
The
blue pseudosamaritan appears as a dweller of an arid climate swathed
from head to toe with light blue voluminous robes and wrappings.
Their facial countenance seems angry and somewhat sinister however
they will be immediately helpful providing any and all assistance in
the form of of defense, food, shelter and healing. They will be
helpful three times then once that is over they become mean-spirited
and cruel never helping again but lingering until the time is ripe by
joining their foes’ side and attacking. Huge fangs emerge from
behind their teeth and attack the nearest “friend”. Those bitten
must save versus paralyzation.
RED
PSEUDOSAMARITAN
FREQUENCY:
Rare
NO. APPEARING: 1-2
ARMOR CLASS: 5
NO. APPEARING: 1-2
ARMOR CLASS: 5
MOVE:
15”
HIT DICE: 3
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-8/2-24
HIT DICE: 3
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-8/2-24
SPECIAL
ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral evil
SIZE: M (7’+)
LEVEL/X.P. VALUE:III/145+3/hp
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral evil
SIZE: M (7’+)
LEVEL/X.P. VALUE:III/145+3/hp
These
creatures look like thin tall demi-humans with strange red clothing
(its really their skin) and are helpful for one day. They will be
mute using simple sign language to appear peaceful.
During
this period, the red pseudosamaritan will point to wounds on anyone
damaged that they encounter. They will produce magical bandages that
will feel easing to the touch. These bandages will heal 1-8 damage
per application. When they’ve helped all they they will quietly
follow them.
Those
that they’ve healed have been marked. The healing bandages are
actually made from strips of congealed saliva which creates a
“seasoning” that marbleizes the victim’s muscles. After 6 hours
they must make a saving throw versus paralyzation or they will lose
one STR point (or ½ of an exceptional STR rating). If confronted
prior to 24 hours they will play dumb.
At
the end of 24 hours, they will attack, revealing long six long insect
legs under their robes and a massive maw. If they land two attacks on
one opponent on a 20 and they will swallow them whole.
GREY
PSEUDOSAMARITAN
FREQUENCY:
Rare
NO. APPEARING: 1
ARMOR CLASS: 0
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE:
12”
HIT DICE: 4
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12 (Bite)
HIT DICE: 4
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12 (Bite)
SPECIAL
ATTACKS: Tongue (+4 to hit no damage pulls in next round)
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE:IV/150 + 4/hp
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE:IV/150 + 4/hp
This
monster appears as a full plate-armored warrior without a helm. On
close inspection the “plate” seems to be made completely out of
chain links like chainmail.
This
is all a deception as the “head” of the grey pseudosamaritan is
actually where a human’s torso would be. It animates its victim’s
head speaking through it with a strange tongue-like organ. The neck
of the “armor” is actually its mouth. It has two eyes one in the
middle of its chest and another on the opposite side on its “back”.
Both are well hidden under the carapace that looks like chain links.
The
tongue will keep the head fresh for 12 hours then it starts to decay
and turn blue.
They
will hold human weapons for show but whenever fighting occurs they
will duck out and say they had to hold back due to injuries. They
will do this at least three times (3-6) before attacking with their
tongue which is a damageless sticky attack. If victim is pulled to
mouth then full damage (12).
YELLOW
PSEUDOSAMARITAN
FREQUENCY:
Very rare
NO. APPEARING: 2-8
ARMOR CLASS: 0
NO. APPEARING: 2-8
ARMOR CLASS: 0
MOVE:
12”
HIT DICE: 5
% IN LAIR: 0
TREASURE TYPE: R
NO. OF ATTACKS: 1
DAMAGE/ATTACK: None or special
HIT DICE: 5
% IN LAIR: 0
TREASURE TYPE: R
NO. OF ATTACKS: 1
DAMAGE/ATTACK: None or special
SPECIAL
ATTACKS: Insect plague
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral evil
SIZE: M or 30’ radius swarm
LEVEL/X.P. VALUE:V/170 + 5/hp
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral evil
SIZE: M or 30’ radius swarm
LEVEL/X.P. VALUE:V/170 + 5/hp
This
pseudosamaritan prefers others to do its dirty work. It appears as an
old man with yellow robes of a mendicant.
It
hands out illusory healing potions that feel like they did 3d8
healing. They steer parties towards large foes with deliberately bad
tactical advice (“They fear fire.”, “Its an illusion just
disbelieve.”, “They are just thieves in disguise.”, etc.).
When
the battle appears to go badly for a party the yellow pseudosamaritan
leaps in to help the enemies. It turns into a swarm of stinging
insects similar to an insect plague spell except vision is 4”
and damage is 2 points per round.
They
never favor “dining partners” and will usually just quickly
devour secondary gore (blood and what ever is laying around) and move
on.
ULTRAVIOLET
PSEUDOSAMARITAN
FREQUENCY:
Very rare
NO. APPEARING: 1
ARMOR CLASS: 0 (if attacked in the ethereal it is AC 6)
NO. APPEARING: 1
ARMOR CLASS: 0 (if attacked in the ethereal it is AC 6)
MOVE:
15”/21”
HIT DICE: 6
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon purple flaming sword 3-18 plus fire damage (1-6)
HIT DICE: 6
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon purple flaming sword 3-18 plus fire damage (1-6)
SPECIAL
ATTACKS: Lightning ball (See below)
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: L (12 ft tall)
X.P. VALUE:VI/475 + 6/hp
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: L (12 ft tall)
X.P. VALUE:VI/475 + 6/hp
The
ultraviolet pseudosamaritan appears as an angelic being with mauve
wings, a purple halo and a central violet glow.
They
will aid parties in combat or so it seems.
They
are temporarily non-corporeal and are not on the prime material
plane. When in this state, they can become invisible to others
besides their "allies" after concentrating for a turn.
They
will feign participating in combats waiting until the party is
weakened. Once satisfied that all combatants are sufficiently
weakened they enter from the ethereal plane to the prime becoming
corporeal attacking all (their “foes” as well).
They
use a purple flaming long sword in combat. Also they have a weird
bioelectrical “lightning ball” attack once every turn Treat as an
underwater lightning bolt (2” diameter) doing 6D6 damage.
They
are immune to prime material cast spells when in the ethereal state
and vise versa.
They
will drink the fallen’s blood like a leech and leave them
completely exsanguinated and extremely pale.
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