Whirling CloakLeaves swirl about the autumnal whenever they move, granting them concealment until the end of their current turn.
Life from Death
(healing, necromancy, positive) Trigger A living creature within 30 feet dies; Effect The autumnal is strengthened by the fleeting life essence, gaining 5 temporary hit points that last for 1 minute.
Primal Innate Spells DC 19, attack +11;
4thpetal storm (leaves instead of petals); 2ndsudden blight; 1stgust of wind (×2); Cantrips (2nd)gale blast; Constant speak with plants (4th)
Dance of Leaves
The autumnal Strides or Flies twice, making a leaf blade Strike against two different creatures at any time during the movement. Apply the multiple attack penalty to these Strikes normally.
Mark for Reaping
The autumnal singles out a creature for reaping. Any autumnal who Strikes the marked creature does an additional 1d4 damage. This damage is negative if the marked creature is living, and positive if they are undead. In addition, if the marked creature is living, it must roll twice and take the lower result on any recovery checks to reduce its dying condition. This is a misfortune effect. The mark lasts until the creature dies or the autumnal ends the effect as a free action.
Dirge for the LivingThe autumnal may use Performance instead of Intimidation for the Demoralize action. When they do so, they do not suffer a penalty for not sharing a language with their target.
Autumnals are melancholy fey that linger in a forest for a single season each year. They arrive just as summer's golden sun begins to gild the first green leaves, and they part after a forest's last such leaf has been embraced by the earth. They belong to the shepherds of the seasons, a group of fey including vernals and hibernals who guide the natural life of a wood from one stage into the next. Autumnals cull the sick and old, that their mulch might fortify vivacious young saplings against winter's privations.
A grove under the care of a "reaping" (between four and ten autumnals, usually) is unmistakable, filled as it is with the mournful dirges the fey sing as they work. A reaping is led by an elder of thirty or forty seasons, known as a quietus, who often has access to more advanced primal magic and can wield the potent musical power of their people with a maestro's skill.
Like many forest fey, autumnals are deeply tied to their woodland domains and will viciously fight any who either pre-empt or stall the seasonal cycle of the year. However, one who earns the trust of an autumnal, perhaps by aiding them in purging the woods of unnatural forces, gains more than just a potent ally. They might be gifted with secrets of the forest beyond the ken of even druids or nymphs: the last whispered revelations of ancient oaks, or the confessions of primordial juggernauts before they finally slipped from this world. These ageless mysteries might have been lost forever had they not been captured and immortalized in the sorrowful songs of the autumnal choir.
Word Count: 579
Elementsdeath, music, wood
Art Direction
Autumnals are always dressed in raiments of leaves, bark, and plant matter. They signify status by the colour of the leafcloth they wear, with the most vibrant shades of red and orange reserved for the most senior. While most autumnals use their voice as their instrument, many also carry woodwinds like flutes with them.
Fire is the element of flames, heat, and burning. Creatures associated with fire usually have the fire trait or special abilities with the fire trait.
Water is the element of water, rain, and bodies of water. Creatures associated with water usually have the water trait (and often the amphibious or aquatic trait too), and they might have special abilities with the water trait.
Earth is the element of earth, rock, soil, and the like. Creatures associated with earth usually have the earth trait or special abilities with the earth trait.
Air is the element of air, wind, and the sky. Creatures associated with air usually have the air trait or special abilities with the air trait, and they can often fly.
Wood is the element of wood, plant life, and flora of all kinds. Creatures associated with wood are usually plants, have special abilities associated with plants, or both.
Ice is the element of cold, ice, snow, and other frozen substances (but not liquid water). Creatures associated with ice usually have the cold trait or special abilities with the cold trait.
Lightning is the element of electricity and lightning. Creatures associated with lightning usually have the electricity trait or special abilities with the electricity trait.
Force is the element of mystical telekinetic force. Creatures associated with force usually have some kind of telekinetic abilities or other special abilities with the force trait.
Life is the element of raw life force, birth, and vital essence. Creatures associated with life usually have the positive trait or special abilities with the positive trait.
Death is the element of death, quietus, and the natural order of the reaping of life. Creatures associated with death usually have abilities associated with the death trait. They are very rarely undead (as undead have found a way to escape the fate of the death element), but they might be psychopomps or other natural bringers of death.
Light is the element of light, illumination, and vision. Creatures associated with light usually have special abilities with the light trait.
Darkness is the element of darkness, the absence of light, and sometimes the shadows that play upon the liminal spaces where light and darkness meet. Creatures associated with darkness usually have special abilities with the darkness trait or shadow trait.
Mind is the element of thoughts, emotions, and mental effects. Creatures associated with mind usually have special abilities with the mental trait. They might potentially have the astral or dream trait.
Spirit is the element of disembodied spirits built out of spiritual building blocks. Creatures associated with spirit are usually incorporeal spirits themselves, though perhaps they might not be if they have notable special abilities involving spirits.
Body is the element focusing on raw body, muscle, and the physical building blocks that make up a creature’s form. Creatures associated with body usually have strong martial attacks with the brute roadmap, or perhaps the soldier roadmap.
Music is the element of music, harmony, and sound. Creatures associated with music usually have auditory or sonic abilities, which often (but not always) include a musical motif.
Metal is the element of ore, smithing, and metal. Creatures associated with metal usually have abilities associated with metal, which might include the ability to create or boost metal items, or the ability to make attacks that mimic certain types of precious metals.
Time is the element of the past, present, and future. Creatures associated with time usually have some abilities to manipulate time. Be cautioned if you write a creature for this element that time abilities are especially difficult and tempting to write something too complicated or powerful; a true Superstar can write a time ability that is elegant and easy to use without breaking the action economy.
Space is the element of distance, the concept of three-dimensional space, as well as the emptiness of space that contains nothing else. Creatures associated with space usually have abilities with the teleportation trait, abilities based on entering or living in outer space, or perhaps both.
Poison is the element of poisons, toxins, venoms, and other such substances inimical to living things. Creatures associated with poison usually have special abilities with the poison trait.
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