Showing posts with label Comics. Show all posts
Showing posts with label Comics. Show all posts

Saturday, July 30, 2016

Frightful Fridays! Star Conqueror

Hello, and welcome back to another edition of Frightful Fridays! (Saturday edition) My friend Jason asked me to stat up Starro, one of the first Silver Age comic book supervillains. I realized I hadn't ever done a comic book creature for the blog, and this seemed like a suitable choice for the first such monster.

I hope you enjoy the star conqueror, and I'll hopefully have a monster lined up for this Friday. Thanks for reading!



Several smaller starfish attend this enormous purple starfish. A malevolent eye glares from the center of the being.
Star Conqueror      CR 18
XP 153,600
NE Gargantuan aberration
Init –2; Senses darkvision 60 ft.; Perception +39
DEFENSE
AC 34, touch 4, flat-footed 34 (–2 Dex, +30 natural, –4 size)
hp 322 (28d8+196); fast healing 10
Fort +16, Ref +7, Will +20
DR 10/—; Resist acid 30, cold 30, electricity 30, fire 30, sonic 30; SR 29
OFFENSE
Speed 30 ft., fly 90 ft. (perfect), swim 90 ft.; starflight
Melee 2 slams +29 (8d6+12/19–20)
Space 20 ft.; Reach 15 ft.
Special Attacks energy projection, spore release
Statistics
Str 35, Dex 6, Con 24, Int 21, Wis 18, Cha 17
Base Atk +21; CMB +37; CMD 45 (49 vs. trip)
Feats Alertness, BludgeonerUC, Cleave, Combat Expertise, Critical Focus, Greater Feint, Improved Critical (slam), Improved Feint, Magical Aptitude, OutflankAPG, Persuasive, Power Attack, Staggering Critical, Stunning Critical
Skills Bluff +31, Diplomacy +21, Fly +17, Intimidate +38, Knowledge (arcana) +36, Knowledge (geography) +33, Perception +39, Sense Motive +36, Spellcraft +40, Use Magic Device +35
Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 180 ft.
SQ hive mind, no breath
ECOLOGY
Environment any
Organization invasion (star conqueror plus 1–6 greater star spores and 3–12 lesser star spores)
Treasure none
Special Abilities
Energy Projection (Ex) When a spell dealing energy damage does not bypass a greater star spore’s spell resistance or energy resistance, it stores the energy damage. It can store up to 60 points of damage in this way. As a standard action, it can release the energy through up to 6 rays, with which it makes touch attacks against one or more targets. The total stored damage is divided evenly between the individual rays.
Hive Mind (Ex) As long as one star spore is within 300 feet of a star conqueror, if one of the group is aware of a particular danger, they all are. The star conqueror is only considered flanked or flat-footed when all of the group is.
Spore Release (Ex) Once per hour as a full-round action, a star conqueror can release 1d4 greater star spores and 2d4 lesser star spores. Its maintains telepathic communication with spores it releases regardless of distance, unless they are on different planes.
Starflight (Su) A star conqueror can survive in the void of outer space. It flies through space at an incredible speed. A trip within a single solar system takes 3d20 hours, while a trip beyond the solar system takes 3d20 days (or more, at the GM’s discretion). If the star conqueror does not know the way to its destination, the time increases drastically.


This oversized starfish floats in the air. An eye protrudes from the top of the starfish, while the underside has a maw filled with serrated teeth.
Greater Star Spore      CR 14
XP 38,400
NE Large aberration
Init –1; Senses darkvision 60 ft.; Perception +31
DEFENSE
AC 28, touch 8, flat-footed 28 (–1 Dex, +20 natural, –1 size)
hp 210 (20d8+120); fast healing 5
Fort +12, Ref +5, Will +16
DR 5/—; Resist acid 20, cold 20, electricity 20, fire 20, sonic 20; SR 25
OFFENSE
Speed 30 ft., fly 90 ft. (perfect), swim 90 ft.
Melee 2 slams +23 (6d6+9/19–20 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks energy projection
Spell-Like Abilities (CL 20th; concentration +22)
   At will—dominate monster (DC 21)
STATISTICS
Str 29, Dex 8, Con 22, Int 17, Wis 18, Cha 15
Base Atk +15; CMB +25 (+29 grapple); CMD 34 (38 vs. trip)
Feats Alertness, BludgeonerUC, Cleave, Combat Expertise, Greater Feint, Improved Critical (slam), Improved Feint, OutflankAPG, Power Attack, Skill Focus (Intimidate)
Skills Bluff +22, Fly +28, Intimidate +31, Knowledge (arcana) +26, Perception +31, Sense Motive +28, Spellcraft +26, Swim +17
Languages Abyssal, Common, Infernal; telepathy 120 ft.
SQ hive mind
ECOLOGY
Environment any
Organization solitary, pair, or dominance (3–6)
Treasure none
SPECIAL ABILITIES
Dominate Monster (Sp) A greater star spore can only use its dominate monster spell-like ability when it pins a creature or maintains a pin. It uses this ability as a move action. If the star spore is removed from its victim, the dominate monster spell ends.
Energy Projection (Ex) When a spell dealing energy damage does not bypass a greater star spore’s spell resistance or energy resistance, it stores the energy damage. It can store up to 60 points of damage in this way. As a standard action, it can release the energy through up to 6 rays, with which it makes touch attacks against one or more targets. The total stored damage is divided evenly between the individual rays.
Hive Mind (Ex) As long as there are at least two star spores, or one star spore and the star conqueror, within 300 feet of each other, if one of the group is aware of a particular danger, they all are. No star spore in a group is considered flanked or flat-footed unless all of them are.


This smaller starfish floats in the air. While less powerful than its brethren, it nonetheless radiates a palpable menace.
Lesser Star Spore      CR 10
XP 9,600
NE Small aberration
Init +1; Senses darkvision 60 ft.; Perception +22
DEFENSE
AC 24, touch 12, flat-footed 23 (+1 Dex, +12 natural, +1 size)
hp 127 (15d8+60); fast healing 2
Fort +9, Ref +6, Will +13
DR 5/—; Resist acid 10, cold 10, electricity 10, fire 10, sonic 10; SR 21
OFFENSE
Speed 30 ft., fly 90 ft. (perfect), swim 90 ft.
Melee 2 slams +17 (4d6+4/19–20 plus grab)
Special Attacks energy projection
Spell-Like Abilities (CL 15th; concentration +16)
   At will—dominate person (DC 16)
STATISTICS
Str 19, Dex 12, Con 18, Int 13, Wis 18, Cha 13
Base Atk +11; CMB +14 (+18 grapple); CMD 25 (29 vs. trip)
Feats Cleave, Combat Expertise, Greater Feint, Improved Critical (slam), Improved Feint, OutflankAPG, Power Attack, Weapon Focus (slam)
Skills Bluff +16, Fly +29, Intimidate +19, Knowledge (arcana) +19, Perception +22, Swim +12
Languages Common; telepathy 90 ft.
SQ hive mind
ECOLOGY
Environment any
Organization solitary, pair, or minor dominance (3–8)
Treasure none
SPECIAL ABILITIES
Dominate Person (Sp) A lesser star spore can only use its dominate person spell-like ability when it pins a creature or maintains a pin. It uses this ability as a move action. If the star spore is removed from its victim, the dominate person spell ends.
Energy Projection (Ex) When a spell dealing energy damage does not bypass a greater star spore’s spell resistance or energy resistance, it stores the energy damage. It can store up to 40 points of damage in this way. As a standard action, it can release the energy through up to 5 rays, with which it makes touch attacks against one or more targets. The total stored damage is divided evenly between the individual rays.
Hive Mind (Ex) As long as there are at least two star spores, or one star spore and the star conqueror, within 300 feet of each other, if one of the group is aware of a particular danger, they all are. No star spore in a group is considered flanked or flat-footed unless all of them are.

The star conqueror is a unique being whose sole aim is to dominate the known universe. It does this by unleashing thousands of star spores, which look nearly identical to it, on a planet and letting them seek out creatures they can enslave. Once the entire populace of intelligent creatures has star spores controlling it, the conqueror moves on to the next inhabited planet to continue the process. The star conqueror can carry hundreds of star spores on it and shelter them in the depths of space. It also produces a hundred new spores per day.

Star spores control their hosts to protect them and destroy any opposition. A host benefits from the star spores’ immunities and resistances, but star spores just fly to another potential host when previous hosts die. Star spores usually attach to their hosts’ faces, making it very easy to spot creatures under their control. Occasionally, when their desire for subterfuge overcomes their arrogance, they find subtler locations on their victims, such as the chest or back, to which they attach.


Saturday, June 28, 2014

Ending a big week in my personal RPG acquisitions

Back when I had a subscription to Paizo's Pathfinder miniatures (and the discretionary income to support such a habit), a big week in acquisitions would have been the arrival of a giant box of minis, carried to me by a smiling blue (purple?) golem.  Those days may be gone forever, but this past week of Free RPG and Support your FLGS acquisitions were also joined by a larger than usual Paizo delivery and the coincidental delivery of a Kickstarter.  So...feast your eyes on more show-n-tell (that's what we called it in the old days, before everything became "porn") below!



From the top: Reign of Winter Monster Encounter Pack, #4 of the Mummy's Mask AP, City of Secrets #1, The Crusader Road, and Analog Games' Deck of Many Things.  A really nice haul, making for an inspiring week for future gaming!  I'm planning on reviewing recent items in future posts.  Also, have you noticed how much nicer my recent photographs are!?

Thursday, June 26, 2014

Support Your Friendly Local Game Store

My old game store (such as it was) when I lived in the Metroplex was Lone Star Comics & Games.  The one nearest me was not big, but it was something: a store crammed with stock for its tiny size, with a friendly and fairly knowledgeable staff.  It was a welcoming, clean place and even had a free miniatures painting night that I always planned to join (but never did).  Today, Lone Star has no physical stores -- it's a web store.  I've also been in plenty of stores that were less than friendly, so I sympathize with those who have no store, or have a store that provides unpleasant experiences or poor selection.

With a quality store like Dragon's Lair in my area, providing me with Free RPG Day goodness, I'm aware of how important it is to keep a healthy physical store in my area.  Not only does it give out those lovely freebies, but it provides a community center for gamers and local services in a way that an online store cannot match.  Yes, we can almost always find a way to get our materials cheaper, but the place of the store for things like these must be supported.

So after I picked up what I blogged about yesterday, I went on to make some purchases.  Find them below.



Above are two copies of Pathfinder: City of Secrets #2, a pack of Reign of Winter minis, and some new purple dice to go with my new Crown Regal bag.

What have you, esteemed ramblers, picked up lately at your store?  Or do you have further thoughts on keeping the FLGS healthy?