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The 11th volume in our Mythic Monsters series, Mythic Monsters:
Devils brings you a dozen and one subtle and sinister foes that are
quite literally diabolical Some are content merely to flay your
PCs' bodies, cleaving between flesh and bone with deadly keenness,
while others are devoted to seduction, corruption, and inveiglement
of heart, mind, and soul unto eternal damnation. From whispering
imps to terrifying pit fiends that claim lordship over the deepest
circles of Hell, these devils fill every niche, with militant
levaloch warmonger devils and erinyes to sibilant legalists like
the contract devil and heresy devil. The wicked gylou handmaiden
devils terrorize the innocent while the sinister salikotal
vengeance devils bring Hell's cold and pitiless justice to those
who put a foot wrong with their dread masters or have the temerity
to try to break a contract signed with the powers of Hell. As if
these mythic devils were not enough, Mythic Monsters: Devils also
details the inquisition and confession of one bound far too deep in
diabolical dabblings, along with an expansion of the devil-bound
template to encompass a broader swath of devilkind, as well as
introducing a brand-new devil, the lisslefer temptation devil, the
kind of serpent that makes an offer too enticing for many to
refuse. The 13 devils contained herein, ranging in CR from 3 to 25,
are updated for the mythic rules, and when we say updated we mean
complete stat blocks, yes, but more than that every one has its own
unique and exciting new mythic abilities, from a mythic erinyes'
entangling triptych and infernal desecration to the cremation and
ineffable damnation of a mythic pit fiend The Mythic Monsters
series from Legendary Games brings you dynamic and exciting
mechanics alongside evocative and cinematic new abilities that
really help creatures live up to their flavor text, whether they
are creatures of real-world myth and legend or creatures born out
of the RPG tradition itself. These creatures can work just as well
in a non-mythic campaign as they do in one that incorporates the
full mythic rules, as you can throw them at your jaded players who
think they've seen it all or know the standard monster stats as
well as you do. That look of surprise and "What was THAT?" will
warm any GM's heart.
The 12th volume in our Mythic Monsters series, Mythic Monsters:
Fairy Tale Creatures brings you a dozen and one celebrated
storybook creatures, a few friendly, more of them malevolent, and
every one dangerous. This product certainly celebrates the fey, but
it incorporates a selection of monsters of many types inspired by
fairy tales, often with a decidedly Celtic flair. From
blarney-filled leprechauns and luminous pixies to terrible banshees
keening their anguish and whether bringing succor like a unicorn or
murderous spite like a redcap, these creatures bring the full
flavor of the realms of faerie to your campaign. We have hungry
green hags ready to gobble their victims living or dead alongside
flitting faerie dragons that just want to have fun, bogeymen that
use terror as a weapon and will-o'-wisps that feed upon it like
sweet nectar. We also delved into the madcap tales of Lewis Carroll
to bring you not only mythic versions of the frumious bandersnatch,
jubjub bird, and jabberwock, but also a brand-new thirteenth
monster for this collection, the strange and elusive boojum snark
In addition to these fabulous fairy tale creatures, this product
includes a selection of non-mythic and mythic spells, including
call woodland beings, faerie form, and fey crossroads, as well as
fey-inspired mythic versions of existing spells The 13 monsters
contained herein, ranging in CR from 3 to 28, are updated for the
mythic rules, and when we say updated we mean complete stat blocks,
yes, but more than that every one has its own unique and exciting
new mythic abilities, from a mythic green hag's grisly gobble and
insatiable stalker to the death coach and immortal anguish of a
mythic banshee The Mythic Monsters series from Legendary Games
brings you dynamic and exciting mechanics alongside evocative and
cinematic new abilities that really help creatures live up to their
flavor text, whether they are creatures of real-world myth and
legend or creatures born out of the RPG tradition itself. These
creatures can work just as well in a non-mythic campaign as they do
in one that incorporates the full mythic rules, as you can throw
them at your jaded players who think they've seen it all or know
the standard monster stats as well as you do. That look of surprise
and "What was THAT?" will warm any GM's heart.
The tenth volume in our Mythic Monsters series, Mythic Monsters:
Sea Monsters brings you a dozen and one maritime menaces ready to
leave your PCs scurrying for the safety of shore. Here there be
monsters indeed, from treacherous sea hags and malevolent devilfish
luring sailors to be devoured or enslaved to titanic terrors of the
deep like the sea serpent and dragon turtle that hunt out of
instinct and hunger but pose no less a peril. Size hardly equates
to stupidity, however, as clockwork leviathans are relics of
ancient and advanced civilizations still following the residual
programming from ages long past, while krakens are beings of
unfathomable intellect and ineffable evil. Still, a few citizens of
the sea might lend a sympathetic flipper if approached the right
way, like the selkie and the seaweed leshy. As if these mythic sea
monsters were not enough, Mythic Monsters: Sea Monsters also
explores an assortment of feats uniquely suited to aquatic
creatures, helping to lend a legendary touch to creatures from the
briny blue. The 13 sea monsters contained herein, ranging in CR
from 3 to 22, are updated for the mythic rules, and when we say
updated we mean complete stat blocks, yes, but more than that every
one has its own unique and exciting new mythic abilities, from a
mythic draugr crew's phantom broadside and ship of the damned to
the ionic meltdown and orichalum alloy of a mythic clockwork
leviathan The Mythic Monsters series from Legendary Games brings
you dynamic and exciting mechanics alongside evocative and
cinematic new abilities that really help creatures live up to their
flavor text, whether they are creatures of real-world myth and
legend or creatures born out of the RPG tradition itself. These
creatures can work just as well in a non-mythic campaign as they do
in one that incorporates the full mythic rules, as you can throw
them at your jaded players who think they've seen it all or know
the standard monster stats as well as you do. That look of surprise
and "What was THAT?" will warm any GM's heart. We hope you enjoy
this 34-page mythic monster supplement and look forward to future
releases in the Mythic Monsters line.
An octet of awfulness - eight richly detailed deviant and demoniac
villains for your campaign For every great hero, you need a great
villain, and this product contains monsters. Complete monsters. I
don't mean just the fact that they are not human, although
certainly many of them are the fiendish spawn of the deepest pits
of the lower planes. I mean ALL of them are completely rotten,
vile, awful, vicious, conniving, underhanded, perverse, depraved,
double-dealing, backstabbing, lying, cheating rat-bastard scum.
These villains want to destroy every noble thought and impulse your
heroes ever had, to pollute the springs of righteousness that bring
hope and joy, leaving nothing but desolate wells of wickedness in
their wake. They are the stuff of nightmares, borne from the fervid
imaginings of Todd Stewart, Nicolas Logue, Clinton J. Boomer, and
Alistair Rigg, and rendered in disturbing detail by our amazing
artists. Within this product you will find villains are borne out
of perverted passion and odious obsession like Ser Meridrand
Pallisard, a paladin fallen far below the pale for sake of shame,
despair, gluttony, and lust, to the quiet whisperings of Malcaedix
the shadow demon, clinging to the shadow of innocents and their
innocence. Some are capricious, like Lilevyrrin the gun-fighting
succubus seductress and Koyo-Shojaxus, a faux-ascetic babau
wanderer-cum-master of the martial arts. Still others are devious
and calculating, including the glabrezu summoner Mons'Verix calling
down false angels that mock the heavens, The Bound Horror plotting
its return to greater power, or the tragic possession of the mythic
coloxus Dasnikynlin turning individual lives or entire families
into its private playgrounds, like the corrupted inquisitor Count
Ulus VonKaval. As fodder for simple encounters, they offer
challenges from CR 9 to 16, but more importantly each provides a
story and motivation that provides a foundation for entire
adventures and arcs that can span a campaign. Every one presents a
different face of chaos and evil, but each offers a wealth of
possibilities to enrich a game where the corrupting draw of the
nether realms threatens to pull every hero into the figurative (if
not literal) abyss. Ideally suited as a supplement for the
"Righteous Crusade" Adventure Path, Unrighteous Villains is a
terrific resource for any campaign where demons and their influence
goes beyond simple violence and descends into true horror and
vileness. Pick up this 32-page supplement today and Make Your Game
Legendary
The eighth volume in our Mythic Monsters series, Mythic Monsters:
Abyssal brings you a dozen and one Abyssal abominations from the
deepest reaches of those infinite layers, where demons rightly fear
to tread. Here you will find the eldest and fatherless qlippoth,
the proto-demons spawned when the universe was young and that set
in motion the devouring awfulness that is the Abyss itself. You
will find also the demodands, godless mockeries forged by the
cruelest titans, thwarted in their ascension to true divinity and
raging against the heavens through their fiendish creations. Still
other prowlers and predators of the plane of chaos and evil roam
here, numbering twelve in all and updated for the mythic rules, and
when we say updated we mean complete stat blocks, yes, but more
than that every creature of chaos and emissary of evil has its own
unique and exciting new mythic abilities, from a mythic baregara's
terrifying challenge and beheading grapple to the faith-stealing
strike and where is your god now abilities of a mythic noble slimy
demodand This product includes mythic versions of all three types
of demodands and five qlippoth, along with planar predators like
the baregara and bebilith alongside deviant monstrosities that
carry the tainted corruption of the Abyss with them into the
material plane, like the terrifying kakuen-taka, covering CRs from
3 to 23. In addition to a dozen existing otherworldly foes, Mythic
Monsters: Abyssal also contains an extensive in-character
introduction to the warring and fiend-races of the Abyss in
general, and the binding of the terrifying qlippoth in particular,
with special runestone rituals for the binding of each. To top it
all off, Mythic Monsters: Abyssal introduces an entirely new 13th
mythic monster, the demon-devouring vermicious horror that is the
ylrygoi qlippoth, ever on the hunt for the hosts in which to
implant its shoggti tadpoles with its waving throng of
stinger-necks akin in appearance to a headless hydra, if its heads
were made of deadly scorpion's tails The Mythic Monsters series
from Legendary Games brings you dynamic and exciting mechanics
alongside evocative and cinematic new abilities that really help
creatures live up to their flavor text, whether they are creatures
of real-world myth and legend or creatures born out of the RPG
tradition itself. These creatures can work just as well in a
non-mythic campaign as they do in one that incorporates the full
mythic rules, as you can throw them at your jaded players who think
they've seen it all or know the standard monster stats as well as
you do. That look of surprise and "What was THAT?" will warm any
GM's heart. Download this 40-page mythic monster supplement today,
and look forward to future releases in the Mythic Monsters line.
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Nadine Gordimer
Paperback
(2)
R398
R330
Discovery Miles 3 300
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