Maddened Maven: Difference between revisions
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Many of those luckless fools do not quietly disappear, however. | Many of those luckless fools do not quietly disappear, however. | ||
Maddened Mavens are those creatures, with the Spark or without, who have reached out to the Madness, and not only survived, they have grown exalted. Mavens are truly utter abominations,even though their physical forms are only slightly altered from a human 'norm'. Indeed, for the fiendish cadres of the Maddened, the Mavens are positively...comely. But their relatively fair form hides a broken soul more awful than most would dare to believe. | Maddened Mavens are those creatures, with the Spark or without, who have reached out to the Madness, and not only survived, they have grown exalted. Mavens are truly utter abominations, even though their physical forms are only slightly altered from a human 'norm'. Indeed, for the fiendish cadres of the Maddened, the Mavens are positively...comely. But their relatively fair form hides a broken soul more awful than most would dare to believe. | ||
Unlike many lesser Maddened, Mavens are almost always created new and whole, as foolish mortals seek eternal youth and power in the embrace of the Great Insanity. If there is some guiding principal in the Deep Dark, its most clear expression is in the choosing of those wicked souls who become Mavens. | Unlike many lesser Maddened, Mavens are almost always created new and whole, as foolish mortals seek eternal youth and power in the embrace of the Great Insanity. If there is some guiding principal in the Deep Dark, its most clear expression is in the choosing of those wicked souls who become Mavens. | ||
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Maddened Mavens are the absolute foes of everything else in existence, and they use their less terrible appearance to set up alliances and develop schemes. Mavens are not great thinkers, but they have truly impressive amounts of cunning and duplicity. They will frequently have Travesties nearby as muscle, and Aberrants are always useful allies. Mavens often work with Magnates, as well. | Maddened Mavens are the absolute foes of everything else in existence, and they use their less terrible appearance to set up alliances and develop schemes. Mavens are not great thinkers, but they have truly impressive amounts of cunning and duplicity. They will frequently have Travesties nearby as muscle, and Aberrants are always useful allies. Mavens often work with Magnates, as well. | ||
Maddened Mavens are almost always drawn from the Civilized Races, people who should have known better, but sometimes 'monstrous' races are also | Maddened Mavens are almost always drawn from the Civilized Races, people who should have known better, but sometimes 'monstrous' races are also sources for Mavens. It is possible for Hags and Giants, among others, to be subsumed by the Eternal Black Night, and thus become Maddened Mavens. | ||
Maddened Mavens, like all of the Maddened, are united in their allegiance to the Endless Night, the Dark Sweet Depths that lie Outside. They are schemers and plotters, they always seem to have a few sister Mavens to aid them, and some Travesties for | Maddened Mavens, like all of the Maddened, are united in their allegiance to the Endless Night, the Dark Sweet Depths that lie Outside. They are schemers and plotters, they always seem to have a few sister Mavens to aid them, and some Travesties for expendable muscle. They frequently seek out Magnates for deeper plans, but even on their own, they always act, vaguely or cleverly, to tear down civilization, destroy all the structures of the world, material and social, for good and for ill. | ||
Mavens seek to kill and destroy everything in the world, just like every Maddened, but they are willing to take a longer, slower approach then many of their Maddened brethren. Mavens are startlingly petite for such powerhouse destroyers, but they will quickly demonstrate their power if their insane plans are threatened. | Mavens seek to kill and destroy everything in the world, just like every Maddened, but they are willing to take a longer, slower approach then many of their Maddened brethren. Mavens are startlingly petite for such powerhouse destroyers, but they will quickly demonstrate their power if their insane plans are threatened. | ||
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| Skill3 = Knowledge (Local) | | Skill3 = Knowledge (Local) | ||
| Skill4 = Knowledge (Planes) | | Skill4 = Knowledge (Planes) | ||
| Skill5 = | | Skill5 = | ||
| NudgeSkill1 = | | NudgeSkill1 = | ||
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<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| Ability-2-Description = Up to once per round, after a successful attack, the Maven may choose to apply Horrible Transformation. The struck target must make a Will saving throw against a DC of {{Save-DC}}. If they fail this saving throw, the Maven's deadly-sharp nails rend their body into fragments, while leaving them horribly alive and suffering as a pile of bloody meat. They gain the [[Incapacitated]] condition. | | Ability-2-Description = Up to once per round, after a successful Destroying Nails attack, the Maven may choose to apply Horrible Transformation. The struck target must make a Will saving throw against a DC of {{Save-DC}}. If they fail this saving throw, the Maven's deadly-sharp nails rend their body into fragments, while leaving them horribly alive and suffering as a pile of bloody meat. They gain the [[Incapacitated]] condition. | ||
If they make the saving throw, the wound is merely grievous, and they 'only' suffer the [[Impaired]] condition. | If they make the saving throw, the wound is merely grievous, and they 'only' suffer the [[Impaired]] condition. | ||
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<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| Ability-3-Description = The Maven may choose to impose their vicious, rigid, dogmatic world-view directly upon the minds of their foes. They may choose up to four living, thinking, enemies within 600 feet, to whom they have line of sight and line of effect, all of whom must be within 50 feet of each other. All of the chosen enemies take {{Special-Alpha-Dmg}} of {{dmg|psychic}} damage. Affected creatures may make a Will save | | Ability-3-Description = The Maven may choose to impose their vicious, rigid, dogmatic world-view directly upon the minds of their foes. They may choose up to four living, thinking, enemies within 600 feet, to whom they have line of sight and line of effect, all of whom must be within 50 feet of each other. All of the chosen enemies take {{Special-Alpha-Dmg}} of {{dmg|psychic}} damage. Affected creatures may make a Will save against a DC of {{Save-DC}} in order to take half damage. | ||
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| Ability-4-Description = The Maddened Maven may perform an incantation as a standard action which provokes, drawing upon the power of the Madness to shatter reality and toss her enemies through space via teleports to where she wishes them to be. This power affects a 9x9x9 square space that must be centered within 300 feet of the Maven's space. | | Ability-4-Description = The Maddened Maven may perform an incantation as a standard action which provokes, drawing upon the power of the Madness to shatter reality and toss her enemies through space via teleports to where she wishes them to be. This power affects a 9x9x9 square space that must be centered within 300 feet of the Maven's space. | ||
All creatures wholly or | All creatures wholly or partially within this space suffer {{Special-Swift-Dmg}} as {{dmg|obliteration}} damage, then the Maven may [[slide]] them to any unblocked, unoccupied space that is also within the area of effect, and which they can safely use for with a Walk, Fly, or Climb move, and they gain the [[Quelled]] condition in their new space. Note that since the amount of this teleport slide has no numeric amount, it automatically overcomes any amount of movement resistance. This ability allows a Fort saving throw against a DC of {{Save-DC}} to reduce the amount of forced movement to three squares, which can then be resisted as normal. | ||
In all cases, affected targets may throw themselves prone in their origin square to resist the movement. | In all cases, affected targets may throw themselves prone in their origin square to resist the movement. | ||
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| OutOfCombat = Maddened Mavens, along with Maddened Magnates, provide most of the 'behind the scenes planning' for the Maddened Cult...although dignifying such a rabble as a cult is probably too grandiose. Mavens are powerful, capable, and far more charismatic than most of the Maddened, and their insane plans are scaled far bigger and deeper than most. | | OutOfCombat = Maddened Mavens, along with Maddened Magnates, provide most of the 'behind the scenes planning' for the Maddened Cult...although dignifying such a rabble as a cult is probably too grandiose. Mavens are powerful, capable, and far more charismatic than most of the Maddened, and their insane plans are scaled far bigger and deeper than most. | ||
It is possible to find Maddened Mavens in a myriad of places, from lairs in deep labyrinths to | It is possible to find Maddened Mavens in a myriad of places, from lairs in deep labyrinths, to skulking the dimensions, to leading the slaughter of a small town...or country. Other monsters tend to steer clear of Maddened Mavens, because they are just a little too dedicated to the whole 'destroy all reality' thing to be reliable allies. | ||
Maddened mavens view Vampire Thralls as useful pawns at best, although there are persistent rumors at the highest levels that the Mavens may have ties to dark forces, even to the likes of Demons, the Crool, or even, possibly, the Atropals and even mightier things out In The Dark. | Maddened mavens view Vampire Thralls as useful pawns at best, although there are persistent rumors at the highest levels that the Mavens may have ties to dark forces, even to the likes of Demons, the Crool, or even, possibly, the Atropals and even mightier things out In The Dark. |