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Las Plagas

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The Plagas Parasite
(Template)

The Plagas is a parasitic organism that, once hatched, begins taking over the nervous system of the host. Once it has done so, the memory and personality of the person/creature is destroyed (unless the character is heroic), but the learned abilities, skills, and instincts remain. They can adapt a symbiotic environment with a host of any species, and communicate with each other freely, under a collective consciousness.
That collective consciousness has no real purpose other than reproduction until a host is found with the Willpower to govern them. The collective’s takes on the allegiances and goals of their leader.
For a heroic character to resist the destruction of their memory when a Plagas matures inside them, they must succeed a Will Save against a DC of 20 minus their character level. If successful, they either become a collective leader, and they must then take the allegiances of the Plagas Collective’s master, or they atempt to be apart from the collective and must make another check every 1 hour (same DC). If a heroic character’s level is higher than the character level of the Collective’s master, they make an opposed Will check for domination.they must take a -5 pentilty if they dont carry a master plaga, but gain no bonus for having one.

Template Traits
The effects of the Plagas’ mutation vary greatly between organisms, being most powerful on heroic characters (Village Chief, Salazar, Saddler). These effects only take place when a Plagas reaches maturity, and more effects are possible for yet unknown creature/Plagas combinations (GM Discretion). A Plagas Host uses all the base creature’s statistics except as noted here. Note also that some features are species-specific. note: a master Plaga's only extra power is that it more easily commands the collective.
Challenge Rating: Creature's HD
Type: The creature’s type is as base + Plagas Host
Defense: Natural armor increases based on size; Small +1, Med +2, Large +3, Huge +4, Gargantuan +7, Colossal +11
Grapple Bonus: Base +2
Attacks: Canine animals gain a cluster of tentacles that mutate from the area of the back where the Plagas main body resides, giving the creature an additional Slam attack with a reach of double their base reach.
Ability Scores: Base Constitution & Wisdom +3
Skills: Retains all ranks and skills of base creature. Heroic Characters gain 1 rank in Controlled Mutation, which counts as a class skill.
Controlled Mutation (Con): Trained Only



Use this skill to select a mutation from the Random Mutations Table.
Check: Make a check whenever you attempt a controlled mutation. The standard DC is 15, and you may attempt more than one mutation per check at a penalty of -1 per extra mutation. If the check is a success by 3 or more, the mutation(s) is/are successful with no negative side effects. If the success meets the DC, or beats it by 1-2, the character/creature gains a ‘weak spot’. When the ‘weak spot’ is damaged by a called shot, the character ignores all natural Damage Reductions and fails any affiliated Fortitude Save.
If the Check is a natural 20, the creature may choose to double the effect of one of their mutations. If the check fails, the mutation(s) is/are Randomly Generated. If failed by more than 5, the mutation is horribly disfigured, and becomes a hindrance applying to the area which was intended to be improved (GM Discretion).
Special: You can take 10 only if outside of combat. You can never take 20.
Time: Making a controlled mutation is a Full-Round action that provokes attacks of opportunity.



Allegiances: Non-heroes lose all previous allegiances; all gain a new allegiance to the Collective’s master. Heroes may work towards breaking this allegiance (GM Discretion).
Feats: Retains all base feats, and gains Toughness X the character’s number of hit dice. Heroic Characters gain access to Enhanced Strength, Dexterity, Constitution, and Speed.
Enhanced Strength:


You have genetically enhanced strength, not necessarily discernable by your appearance.
Prerequisite: Strength 13, Genetic Enhancement/mutation.
Benefit: During any roll/check where your Strength modifier applies, you may roll 1d6 and add the result to your score. You may activate this feat one time per round per number of times you’ve taken the feat, as you can take the feat multiple times, and you may apply the feat to one roll as many times as available.
Special: Once a character has used an enhanced ability feat (Str, Dex, Con) a number of times equal to their Massive Damage Threshold, they make a Fortitude save (DC10) to resist becoming fatigued. Note that they may not use Enhanced Fortitude to improve these particular Fortitude Checks. The DC increases by increases by one until the character fails, and becomes fatigued. While Fatigued, they may push further, immediately making Fortitude saves (starting at DC 10 again) each time they use an enhanced ability, once they fail it, they become exhausted. If exhausted, a character may no longer activate enhanced ability feats.



Enhanced Dexterity:


You have genetically enhanced dexterity, not necessarily discernable by your appearance.
Prerequisite: Dexterity 13, Genetic Enhancement/mutation.
Benefit: During any roll/check where your Dexterity modifier applies, you may roll 1d6 and add the result to your score. You may activate this feat one time per round per number of times you’ve taken the feat, as you can take the feat multiple times, and you may apply the feat to one roll as many times as available.
Special: See Enhanced Strength.



Enhanced Constitution:


You have genetically enhanced constitution, not necessarily discernable by your appearance.
Prerequisite: Constitution 13, Genetic Enhancement/mutation.
Benefit: During any roll/check where your Constitution modifier applies, you may roll 1d6 and add the result to your score. You may activate this feat one time per round per number of times you’ve taken the feat, as you can take the feat multiple times, and you may apply the feat to one roll as many times as available.
Special: See Enhanced Strength.



Enhanced Speed: You have genetically enhanced Speed, not necessarily discernable by your appearance.
Prerequisite: Base Speed 30ft, genetic enhancement/mutation
Benefit: Character's Base Speed Becomes (Current Base Speed X 1.5)
Special: You may take this ability multiple times; its effects stack.



Talents: Keeps all base talents, and gains Damage Reduction 3/-, and Stamina
Special Qualities: Keeps all special qualities of the base creature, and gains the following: Darkvision, Improved Grab, Low-light vision.
Collective Awareness (Ex): All Plagas Hosts in a select area become aware of presences and events as soon as at least one of the group becomes aware.



Elemental Damage Reduction (Ex): A Monstrous Humanoid Plagas Host has either Elemental Damage Reduction or Regeneration. With EDR, the creature gets Damage Reduction Equal to Constitution/Element. When they take massive damage from the chosen element, they become stunned for 2d4 turns. While stunned in this manner, they do not get the benefit of their damage reduction.



Mature Plagas (Ex): Unless a Plagas Host has the Plagas Weakness Quality, the Plagas inside them counts as a separate creature that can attack on its own, though in most creatures, the Plagas destroys the creature’s head to expose itself, but still gains total control over the body (since the brain it had symbiosis with is destroyed). The control is not adept, however, as the creature may no longer run or attack.



Partial Invisibility (Ex): In replacement for the ability to fly, Vermin Plagas Hosts gain a light-bending ability that gives them a +20 bonus to Hide checks if immobile, or +10 bonus to Hide checks if mobile. If discerned and attacked, they get a +10 bonus to defense when immobile, and +5 when mobile. This ability disengages when the creature attacks and/ or is damaged. They may re-engage it at the next turn they’re able to stand ‘ready’.



Plagas Immunities (Ex): All Plagas Hosts are immune to damage based effects of both massive damage and critical damage (such as being reduced to -1HP, and taking multiple damage), and instead the creature becomes stunned for 1d4 rounds.



Plagas Hostility (Ex): All Plagas Hosts have Hostile relationships toward any creature outside the Plagas Collective, which may not be improved.



Plagas Weakness (Ex): Some Plagas hosts deform in mutation, so that the creature & parasite share the same HP, and/or the parasite is partially exposed on their back. A called shot to the parasite deals critical damage and ignores the creature’s damage reduction.



In larger Plagas, such as Giants, the Plagas is contained within the creature, but involuntarily erupts from the creature’s back when it sustains too much damage (usu. Total Damage equal to Massive Damage Threshold). In this form, however, the Plagas retains its own HP and is resistant to Ballistic damage.



Regeneration (Ex): Monstrous Humanoid Plagas Hosts gain either Elemental Damage Reduction or Regeneration. If the latter, they regenerate 2 points of damage each round per Plagas imbedded into nervous system. If they lose a limb or body part, the lost portion regrows in 2d4 rounds.



Table: Random Plaga Mutation
1d12 Result
01 Multiple Legs
02 Multiple Arms
03 Multiple Eyes
04 Tentacle
05 Massive Growth
06 Wings
07 Blade Claws
08 Tougher Skin
09 Poisonous Spray
10 Acid Spit
11 Bone Spikes
12 Roll twice more




Multiple Legs: Spidery legs spring forth from the torso granting a 10 feet speed increment to the creatures base speed.
Multiple Arms: A second pair of arms grows from the creatures shoulders.
Multiple Eyes: 1d4 number of eyes sprout on random locations, the creature cannot be flanked.
Tentacle: The creatures gains ranged touch attack+5 up to 15ft. and a +2 to grapple checks.
Massive Growth: The creature grows one size category larger. All stats change accordingly.
Wings: The creature sprouts bat like leathery wings a Fly speed of 40ft. with average maneuverability
Blade Claw: The creature grows a hideous claw which deals 1d8+str with a +4 to attack.
Tougher Skin: The creature's hide thickens granting it a Damage Reduction of 2/--.
Poisonous Spray: Inhaled DC15, Primary 1d6 Con damage, Secondary 1d6 Con damage.
Acid Spit: Ranged Touch attack+5 deals 2d6 damage.
Bone Spikes: The creature's skeleton breaks though the skin, creating spikes all over its body, deals 1d6 damage when grappling and any melee attack must make a Reflex Save (DC15) or take 1d4 damage.
Roll twice more: Roll again for 2 random mutations.




Example Plagas:




Plagas type 1
Small-size Aberration
Challenge Rating: 2
Hit Dice: 2d8+2 (10HP)
Initiative: +2
Speed: special
Defense/Touch/Flat-footed: 14/14/12
Massive Damage: 12
BAB/Grapple Bonus: +2/+2
Attacks: Melee +5 (1d6 Rake)
Fighting Space/Reach: 5ft by 5ft /10ft
Allegiances: Ramon Salazar, Plagas Collective
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 12, Dex 14, Con 12, Int 2, Wis 14, Cha 11
Skills: None
Feats: Weapon Finesse, Weapon Focus (Rake)
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Blindsight 60ft, Destroyed by intense light
Environment: Low/Artificial Light, Darkness

Plagas type 2
Small-size Aberration
Challenge Rating: 2
Hit Dice: 2d8+4 (12HP)
Initiative: +2
Speed: special
Defense/Touch/Flat-footed: 14/14/12
Massive Damage: 12
BAB/Grapple Bonus: +2/+4
Attacks: Melee +0 (2d6+5 Power Attack Bite)
Fighting Space/Reach: 5ft by 5ft /10ft
Allegiances: Ramon Salazar, Plagas Collective
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 14, Dex 10, Con 14, Int 2, Wis 14, Cha 11
Skills: None
Feats: Weapon Focus (Bite), Power Attack
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Blindsight 60ft, Destroyed by intense light
Environment: Low/Artificial Light, Darkness

Plagas type 3
Small-size Aberration
Challenge Rating: 3
Hit Dice: 3d8+3 (15HP)
Initiative: +1
Speed: special, 20ft
Defense/Touch/Flat-footed: 12/12/10
Massive Damage: 12
BAB/Grapple Bonus: +2/+4
Attacks: Melee +5 (2d4+2 Bite)
Fighting Space/Reach: 5ft by 5ft /5ft
Allegiances: Ramon Salazar, Plagas Collective
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 14, Dex 12, Con 12, Int 2, Wis 14, Cha 11
Skills: None
Feats: Improved Grab, Weapon Focus (Rake)
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Blindsight 60ft, Destroyed by intense light
Environment: Low/Artificial Light, Darkness
+4 Species bonus to grapple checks

Plagas (El Gigante)
Medium-size Aberration
Challenge Rating: 4
Hit Dice: 4d8+11 (29HP)
Initiative: +1
Speed: special, 20ft
Defense/Touch/Flat-footed: 12/12/10
Massive Damage: 13
Allegiances: Ramon Salazar, Plagas Collective
Saves: Fort +6, Ref (fail), Will +1
Abilities: Str 0, Dex 0, Con 13, Int 2, Wis 14, Cha 11
Skills: None
Feats: Toughness X4
Talents: Damage Reduction 3/-, Stamina
Environment: Low/Artificial Light, Darkness
Makes Fort Save (DC10) every 13 points of damage, if succeed, retreats back into body

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