Nirah is a Yss-empowered Sea Serpent, dude. He's more comfortable in the oceans than he is on land. And he's an 15th level Cleric.

The oceans are his bitch.
But the oceans could have been more of his bitch
T_T

Oh well, I guess we'll empower something else with MKs help...
 
The shark could have an adamantine breaching head to penetrate defensese and disgorge its cargo.

Also, shredstorms, that adamantine razor blade swarm. That thing is freaking amazing to have around.
 
True neutral creatures can't work with undead? That's the alignment of Lotus Leshy.
I don't think they would have too much of an issue working with them, aside from possible Old Gods influence on them. The OG really don't like Undead, so I think it might be best not to try to mix Forge creations (or at least those from the Fungal Forge, which is much more heavily influenced by the OG than the Flesh Forge) with Undead.

The most frequently used template on our Fungal Forge-grown servitors is Plant-Imbued, and one of their most useful abilities is Sunburst, which hits Undead very hard. We don't want to have our Undead forces be caught in the AoE crossfire from Sunbursts going off left and right.

@Azel, I'm not as familiar with Undead as I am with other creature types. Are their any Small-sized Undead we could use? Preferably something that can swim.
 
Are you likewise against making Good creatures?

Because that's really, really silly.
Not quite as much as Evil, but generally, yes. Remember, my issue isn't with growing Evil creatures, though, but growing creatures and making them Evil when they would not naturally be Aligned that way. Same goes for Goodifying creatures.

I would greatly prefer to grow Lawful Neutral or Neutral creatures, though.
 
@Azel, I'm not as familiar with Undead as I am with other creature types. Are their any Small-sized Undead we could use? Preferably something that can swim.
There are not that many mindless undead in the first place and applying Skeleton or Zombie templates to Small creatures produces something pretty useless. That is, unless you can find me something with a very high swim speed, then I would have some ideas.

I'm currently undeadifying some wildlife.
 
Not quite as much as Evil, but generally, yes. Remember, my issue isn't with growing Evil creatures, though, but growing creatures and making them Evil when they would not naturally be Aligned that way. Same goes for Goodifying creatures.

I would greatly prefer to grow Lawful Neutral or Neutral creatures, though.
They would be Evil because their templates dictate so, so....
It would be no different to forcing a Dire Wolf to be a plant. Or having a plant run around in a Dire Wolf shape.
 
There are not that many mindless undead in the first place and applying Skeleton or Zombie templates to Small creatures produces something pretty useless. That is, unless you can find me something with a very high swim speed, then I would have some ideas.

I'm currently undeadifying some wildlife.
Hmm, how about:
Dragonfish: Small-sized poisonous fish capable of camouflaging itself.

Or...

Piranha Swarm!: Imagine a swarm of Undead Piranha. Better yet, imagine 30 swarms... ☠

EDIT: Common Seals wouldn't be an awful chassis to work with, either. Small-sized and very fast swimmers.
They would be Evil because their templates dictate so, so....
It would be no different to forcing a Dire Wolf to be a plant. Or having a plant run around in a Dire Wolf shape.
That's different. If that's what comes with the template, I won't make an issue of it.
 
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Tikoloshe - Monsters - Archives of Nethys: Pathfinder RPG Database

Cruel and spiteful, tikoloshe (singular and plural) are small undead that haunt tropical waterways and jungles, preying on travelers and villagers alike with their magical abilities and appetite for harm. Tikoloshe stand no higher than a gnome or a human child, but their bodies are dense and...

DR, swim speed, blindsight, bestow curse on-hit, concealment when underwater, decent HP, Small, standard undead immunities. Inherent invisibility that you might note is not self only makes them fairly amazing.
 
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Tikoloshe - Monsters - Archives of Nethys: Pathfinder RPG Database

Cruel and spiteful, tikoloshe (singular and plural) are small undead that haunt tropical waterways and jungles, preying on travelers and villagers alike with their magical abilities and appetite for harm. Tikoloshe stand no higher than a gnome or a human child, but their bodies are dense and...

DR, swim speed, blindsight, bestow curse on-hit, concealment when underwater, decent HP, Small, standard undead immunities. Inherent invisibility that you might note is not self only makes them fairly amazing.
You win. Those are perfect.
 

Tikoloshe - Monsters - Archives of Nethys: Pathfinder RPG Database

Cruel and spiteful, tikoloshe (singular and plural) are small undead that haunt tropical waterways and jungles, preying on travelers and villagers alike with their magical abilities and appetite for harm. Tikoloshe stand no higher than a gnome or a human child, but their bodies are dense and...

DR, swim speed, blindsight, bestow curse on-hit, concealment when underwater, decent HP, Small, standard undead immunities. Inherent invisibility that you might note is not self only makes them fairly amazing.
You win. Those are perfect.
Not mindless though.

Otherwise I would immediately order a few dozen.
 
Not mindless though.

Otherwise I would immediately order a few dozen.
Shit.

I wonder if Qyburn could engineer an mindless version? Al things considered, it shouldn't be that difficult to make a mindless Undead from what would normally be sentient.
 
Could we grow a psychic alarm to alert cities to invaders?

Maybe it glows different colors based on what has gotten in?
 
Shit.

I wonder if Qyburn could engineer an mindless version? Al things considered, it shouldn't be that difficult to make a mindless Undead from what would normally be sentient.
You would loose most of the swanky stuff in the process.

Hence the more complicated research that would allow to make artifical construct minds for those undead.
 
Could we grow a psychic alarm to alert cities to invaders?

Maybe it glows different colors based on what has gotten in?
Warn the city prior to an invasion? We already do that as a matter of course through daily Divinations at the House of Mirrors. Beyond that, though, I don't see any reasonable way to do it, as anything that could defeat the House of Mirrors Divinations would also defeat other methods of foretelling an invasion.
 
I just looked it up, and the number of words in the ASOIAF series so far is 1.77 million words.

The number of words in this quest's main threadmarks alone is over twice that.

...holy crap. o_O

That being said, I think that this quest has an interesting premise, and I look foward to participating in it.
To be honest, I greatly prefer this quest to the ASOIAF series itself. It was built partially upon it, but I love the worldbuilding expansions the Quest has made and the characters much better. Plus D&D is just fun as a narrative tool!
 
Alright. For completeness sake, these are the corpses DP allowed me to use. Going to take a smoke break, then I'll do the final write-up.
Azel said:
Could you give me a number of the currently available corpses of the following animals? They should all be stuff that regularly gets killed in the Sothoryos colonies.






DragonParadox said:
In order:
  1. 3 titanoboa
  2. 2 deinosuchus
  3. 6 hetkoshu crocodile (It's a good thing you guys have all that firepower in Gogossos or these would have done some damage)
  4. 16 great white shark (it's posibile just buy more from fishermem)
  5. 2 Megalodon (not many survive an encounter with those)
  6. 12 narwhales
  7. 10 orcas (making these undead might cause some cultural issues with certain triton tribes)
  8. 8 elasmosaurus
 
An Undead Megalodon with Adamantium Teeth acting like an Underwater Drop-Pod for tiny Fungi Cleric and is ridden by an Adult Red Dragon...?

... We lived in the best Timeline.
 
Alright. For completeness sake, these are the corpses DP allowed me to use. Going to take a smoke break, then I'll do the final write-up.
Holy crap, CR 13 Colossal-sized Titanboas and CR 12 Gargantuan-sized Crocodiles. Sothoryos is friggin' nuts. It's a wonder Humanity in any form was able to survive there without powerful magic.

I would like to avoid making Undead Orcas if possible. Like DP said, this could cause issues with some of our Triton allies, plus we just grew 120 sentient Orcas in the Fungal Forge.
 
@Goldfish, here is my proposal.

-[] Undead Contigent for the Iron Isles
--[] 10x Area Denial Units
---[] These units are put together to deny the Illithid certain areas, most importantly beaches, which can't be blocked off entirely, yet do need constant protection. To this end, living guards spread the Spitters over the whole area and will keep watch together with the two Black Knights. If any enemies show themselves, the Spitters are alerted and will attack anything trying to move into the area. While this can't stop a dedicated assault and is unlikely to work more then a few times as an ambush, it does force the Illithid to either increase the strength of their parties or use other routes. Furthermore, the portability of the arrangement means that the Spitters can be used as static defenses in other places or disposable attack drones whenever necessary.
---[] Per Unit: 40x Spitter (30 IM each); 2x Black Knight (500 IM each)
---[] Total: 400x Spitter; 20x Black Knight; 22,000 IM

--[] 20x Defense Units
---[] These are mostly meant to bolster the regular troops of a valuable vassal with undead to prevent Illithid bio- or mind-attacks. Due to this, they contain both hidden Spitters and regular Black Knights, to be used as the lord sees fit.
---[] Per Unit: 10x Spitter (30 IM each), 5x Black Knight (500 IM each)
---[] Total: 200x Spitter; 40x Black Knight; 26,000 IM

--[] Heavy Assault Unit "Squidbuster"
---[] Who you gonna call?
---[] 12x Advanced Skeletal Narwhal; 180 IM each; Total 2,160 IM
---[] 6x Swarmhost Hetkoshou; 2,175 IM; Total 13,050 IM
----[] 48x Aquatic Spitter Swarm; 60 IM each; 2,880 IM
---[] 16x Bloodshark; 945 IM each; Total 15,120 IM
---[] 2x Greater Bloodshark; 2,175 IM each; Total 4,350 IM
---[] 3x Swarmhost Titanoboa; 2,320 IM each; Total 6,960 IM
----[] 16x Paralyzing Snatcher; 720 IM each; Total 11,520 IM
----[] 8x Snatching Terror; 3,560 IM each; Total 28,480 IM
---[] 2x Necro-Kraken; 4,880 IM each; Total 9,760 IM
---[] Total: 94,280 IM

--[] Grand Total: 142,280 IM

Edit: The assault group has a total of 712 points of CR in between everything. It's definitely not a nice encounter.

Spitter, CR 1
Soulforged, Belching Severed Head
Corpsecrafted, Bolstered Resistance
NE Tiny undead
Init +2; Senses darkvision 60 ft.; Perception +0

DEFENSE
AC 23, touch 14, flat-footed 21 (+2 Dex, +2 size, +9 Platemail)
hp 6(1d8 + 2)
Fort +0, Ref +2, Will +2
Resistance Turning Resistance 5
Immune undead traits

OFFENSE
Speed fly 40 ft. (perfect)
Melee slam +3; 1d2 + 2
Ranged (ranged touch) belch +3 (1d6 [acid, cold, electricity or fire])
Special Attacks belching

STATISTICS
Str 15, Dex 15, Con –, Int –, Wis 11, Cha 10
Base Atk +0;

SPECIAL ABILITIES
Belching (Ex)
A belching beheaded gains the ability to spew raw energy from its mouth, giving it a ranged touch attack that does 1d6 damage of a specific type (acid, cold, electric, or fire) chosen at the time of the beheaded's animation
Aquatic Spitter Swarm, CR 2
Aquatic, Belching Severed Head Swarm
Corpsecrafted, Bolstered Resistance
Cost 60 IM
NE Tiny undead (swarm)
Init +2; Senses darkvision 60 ft.; Perception +0

DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 13 (2d8 + 4)
Fort +0, Ref +2, Will +3
Resistances Turning Resistance 6
Immune swarm traits; undead traits, weapon damage

OFFENSE
Speed Swim 40 ft.
Melee swarm (1d6)
Ranged (ranged touch) belch +3 (1d6 [acid, cold, electricity or fire])
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11)

STATISTICS
Str 9, Dex 15, Con –, Int –, Wis 10, Cha 10
Base Atk +1;
Advanced Skeletal Narwhal, CR 4
Advanced, Soulforged Narwhal Skeleton
Corpsecrafted, Bolstered Resistance
Cost 180 IM
NE Large undead
Init +9; Senses blindsight 120 ft., low-light vision; Perception +12

DEFENSE
AC 22, touch 14, flat-footed 17 (+5 Dex, +8 natural, –1 size)
hp 34 (4d8 + 8 + 8)
Fort +1, Ref +3, Will +6
Resistances Turning Resistance 8
Immune undead traits, Cold
DR 5/Bludgeoning

OFFENSE
Speed swim 80 ft.
Melee bite +11 (1d8 + 11); Tusk +11 (2d6 + 22; 20/x3)
Space 10 ft.; Reach 10 ft.
Special Attacks tusk

STATISTICS
Str 29, Dex 21, Con -, Int -, Wis 14, Cha 14
Base Atk +3
Feats Improved Initiative

SPECIAL ABILITIES
Tusk (Ex)
A charging narwhal can make a single gore attack with its tusk in place of its normal bite attack. If it hits, the tusk deals 2d6+14 points of damage with a ×3 critical multiplier.
Black Knight, CR 6
(Large Necrocraft CR 5, Soulforged Undead CR +1, Corpsecrafted, Bolstered Resistance)
Cost: 500 IM
NE Large undead
Init +0; Senses darkvision 60 ft.; Perception +0

DEFENSE
AC 28, touch 9, flat-footed 28 (-1 Size, +10 natural, +9 Armor)
hp 59 (7d8 + 14 + 7 + 7)
Fort +3, Ref +3, Will +7
Immune undead traits
Resistance cold 5
DR 5/Bludgeoning
Turn Resistance 11

OFFENSE
Speed 30 ft.
Melee Greatsword +13; 3d6 + 8; 19-20/x2

STATISTICS
Str 27, Dex 11, Con —, Int —, Wis 10, Cha 13
Base Atk +5
Feats Toughness B
Paralyzing Snatcher, CR 8
Advanced, Soulforged Necrocraft
Corpsecrafted, Bolstered Resistance
Cost 720 IM
NE Medium Undead
Init +3; Senses darkvision 60 ft.

DEFENSE
AC 21, touch 13, flat-footed 20 (+3 Dex, +4 natural, +4 Lamellar Leather Armor)
HP 84 (8d8 + 16 + 8 + 24)
Fort +5, Ref +6, Will +8
Resistance Turning Resistance 12
Immune undead traits

OFFENSE
Speed 40 ft., Swim 40 ft.
Melee 2x claws +12; 1d4 + 6 + Paralysis + Poison

STATISTICS
Str 23, Dex 17, Con —, Int —, Wis 14, Cha 17
Base Atk +6
Feats Toughness B
SQ Construction Points (additional movement [Swim], Faster, Paralysis, Rotting Flesh)

Paralysis (Su): Natural Attacks gain the paralysis ability (1d4+1 rounds, DC 17).
Rotting Flesh (Ex): Poison - injury; save Fort DC 19; frequency 1/round for 2 rounds; effect 1d3 Constitution damage; cure 1 save.
Bloodshark, CR 10
Soulforged, Mighty, Bloody Great White Shark Skeleton
Corpsecrafted, Bolstered Resistance
Cost 945 IM
N Huge Undead (aquatic)
Init +7; Senses blindsense 30 ft., keen scent, low-light vision

DEFENSE
AC 28, touch 16, flat-footed 20 (+3 Dex, +12 natural, –2 size, + 5 Dodge)
hp 166 (9d8 + 18 + 18 + 90)
Fort +6, Ref +9, Will +9
Resistance Turning Resistance 17
Immune undead traits, Cold
DR 3/-; 5/Bludgeoning
Fast Healing 4
SR 16

OFFENSE
Speed swim 90 ft.
Melee bite +22 (2d8 + 17)
Space 15 ft.; Reach 10 ft.

STATISTICS
Str 29, Dex 16, Con -, Int -, Wis 10, Cha 14
Base Atk +4
Feats Improved Initiative
SQ Deathless
Snatching Terror, CR 12
Advanced, Commando Construct, Soulforged Necrocraft
Corpsecrafted, Bolstered Resistance
Cost 3,560 IM
NE Medium Undead
Init +9; Senses darkvision 60 ft.

DEFENSE
AC 27, touch 15, flat-footed 24 (+5 Dex, +8 natural, +4 Segmented Lamellar Leather Armor)
HP 180 (12d12 + 24 + 12 + 36 + 30)
Fort +4, Ref +9, Will +10
Resistance Turning Resistance 16
Immune undead traits

OFFENSE
Speed 40 ft., Swim 40 ft., Fly 40 ft. (Clumsy)
Melee 2x claws +17; 1d4 + 8 + 1d4 Bleed + Paralysis + Poison
Sneak Attack +6d6
Reach 10 ft.

STATISTICS
Str 27, Dex 21, Con —, Int —, Wis 14, Cha 17
Base Atk +9
Feats Toughness B, Flensing Strike, Fly-By Attack, Ability Focus (Paralysis), Death From Above
SQ Construction Points (additional movement [Swim, Fly], Blade Fists, Faster, Paralysis, Rotting Flesh), Sneak Attack +6d6, Reach

Paralysis (Su): Natural Attacks gain the paralysis ability (1d4+1 rounds, DC 21).
Rotting Flesh (Ex): Poison - injury; save Fort DC 21; frequency 1/round for 2 rounds; effect 1d3 Constitution damage; cure 1 save.

Energized Alacrity (Su)
Once per minute as a swift action, a commando construct can draw power from special energizing transmitters attached to its body. When doing so, the commando construct gains a +30-foot bonus to all of its speeds for 1 round. Additionally, when making a full attack during this round, the commando construct can move up to its speed either before or after it attacks. This movement provokes attacks of opportunity as normal.

Tactical Awareness (Ex)
A commando construct gains a +2 bonus on initiative checks. This bonus increases by 1 for every 5 HD the commando construct has (to a maximum of +6 at 20 HD). Additionally, a commando construct is never considered an unaware combatant and is always able to act in the surprise round. A commando construct is still flat-footed in the surprise round until it acts.
Swarmhost Hetkoshou, CR 14
Advanced, Soulforged, Swarmhost Hetkoshu Skeleton
Corpsecrafted, Bolstered Resistance
Cost 2,175 IM
N Gargantuan Undead
Init +7; Senses low-light vision

DEFENSE
AC 36, touch 9, flat-footed 33 (+3 DEX, +27 natural, –4 size)
hp 127 (15d8 + 30 + 30)
Fort +5, Ref +8, Will +11
Resistance Turning Resistance 19
Immune undead traits, Cold
DR 5/Bludgeoning

OFFENSE
Speed 20 ft., swim 30 ft.
Melee bite +26 (3d6 + 19), tail slap +20 (4d8 + 11)
Space 20 ft.; Reach 15 ft.

STATISTICS
Str 48, Dex 16, Con -, Int -, Wis 14, Cha 14
Base Atk +11;
Feats Improved Initiative
SQ Host Corpse (8x Aquatic Spitter Swarm)
Greater Bloodshark; CR 14
Soulforged, Mighty, Bloody Dire Shark (Megalodon) Skeleton
Corpsecrafted, Bolstered Resistance
Cost 2,175
NE Gargantuan Undead (aquatic)
Init +12; Senses blindsense 30 ft., keen scent;

DEFENSE
AC 35, touch 14, flat-footed 27 (+3 Dex, +21 natural, –4 size, +5 Dodge)
hp 277 (15d8 + 30 + 30 + 150)
Fort +10, Ref +13, Will +14
Resistance Turning Resistance 23
Immune undead traits, Cold
DR 5/-
Fast Healing 7
SR 21

OFFENSE
Speed swim 90 ft.
Melee bite +29 (4d10 + 22)
Space 20 ft.; Reach 20 ft.

STATISTICS
Str 34, Dex 17, Con -, Int -, Wis 10, Cha 14
Base Atk +11
Feats Improved Initiative
SQ Deathless

Deathless (Su)
A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.
Swarmhost Titanoboa, CR 14
Soulforged, Swarmhost Titanoboa Skeleton
Corpsecrafted, Bolstered Resistance
Cost 2,320 IM
NE Colossal Undead
Init +7; Senses low-light vision, scent

DEFENSE
AC 39, touch 5, flat-footed 36 (+3 Dex, +34 natural, –8 size)
hp 184 (16d8 + 32)
Fort +5, Ref +8, Will +10
Resistance Turning Resistance 20
Immune undead traits, Cold
DR 5/Bludgeoning

OFFENSE
Speed 30 ft., climb 30 ft., swim 30 ft.
Melee bite +23 (6d6 + 28)
Space 30 ft.; Reach 30 ft.

STATISTICS
Str 48, Dex 16, Con -, Int -, Wis 10, Cha 10
Base Atk +12;
Feats Improved Initiative
SQ Host Corpse (8x Snatching Terror; or 8x Paralyzing Snatcher )
Necro-Kraken, CR 15
Soulforged Commando-Construct Necrocraft
Corpsecrafted, Bolstered Resistance
Cost 4,880 IM
NE Colossal Undead
Init +6; Senses darkvision 60 ft.

DEFENSE
AC 25, touch 3, flat-footed 24 (+1 Dex, +22 natural, -8 Size)
hp 309 (18d12 + 120 + 36 + 18 + 18)
Fort +6, Ref +7, Will +11
Resistance Turning Resistance 22
Immune undead traits

OFFENSE
Speed 40 ft., Swim 40 ft.
Melee 8 clawed tentacles (claws) +27; 60 ft.; 4d6 + 22; 19-20/x2

STATISTICS
Str 55, Dex 13, Con —, Int —, Wis 10, Cha 13
Base Atk +13;
Feats Toughness B, Power Attack, Improved Natural Attack, Snatch, Improved Critical (Claws), Combat Reflexes
SQ Construction Points (additional movement [Swim], Faster, Grab, Constrict, 6x extra attack [claw]), Reach, Brutal Attacks, Energized Alacrity, Tactical Awareness, Tenacious Grapple
 
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Looks good, @Azel, but I have two questions;
1) Are we sure we want to devote such a large force to the Iron Isles? That's a significant commitment of resources. Don't we want to keep some in reserve?

2) Where in the world did we find over 600 severed heads? :V
 
Looks good, @Azel, but I have two questions;
1) Are we sure we want to devote such a large force to the Iron Isles? That's a significant commitment of resources. Don't we want to keep some in reserve?

2) Where in the world did we find over 600 severed heads? :V
1) It's pretty much a dedicated anti-squid force, so I see no reason to hold something back from the one front where that war is actively fought.
2) A Flesh Forge doesn't have to explain shit. :V

Edit: If you want something nice for Sothoryos or Valyria, I can stat up a few dinosaurs. Something land based makes more sense there.
 
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