View Full Version : Thauma Thesaurus
Proton
11-02-2018, 10:04 PM
I wrote a monster manual over 12 years ago based mostly on mythological creatures that did not appear in the 3.5 books, adding a few of my own. It was a fun project. The files have been saved and used for some campaigns, but never was published and I never got around to the illustrations, drew a few of them but no idea where those are now after moving over 20 times in the last 10 years. I did give the book a name
"Thauma Thesaurus"
It contains somewhere around 360 creatures with stats, descriptions, should be basically all done only thing missing are illustrations of the monsters, but it does give at least a verbal description of each one. I figures I would post one monster every Sunday alphabetically or maybe I will roll dice and process of elimination? That would be more fun I suppose, besides, its unlikely that the thread would back to back A, B, C to the last creature without getting diced up by replies somewhere along the way, making it almost pointless anyways for quickly finding anything. If anyone sees anything they like, feel free to copy and keep it, this is all open source, I'm just letting em go one at a time. It would be way too much to pump 360 pages of monsters in all at once anyways, but a monster here and there over a slow period of time makes it easier for me to fix table issues (just one at a time if it gives problems, instead of few hundred), and gives more time to reflect on the monsters being presented. If it is my own creation, I will mark it as such, otherwise it will be marked -Myth-
These monsters will be placed into the generator I am making as a PnP tool. I think I am going to reduce the classes too, I got about 200 or so from online sources, but really don't need THAT many, maybe I can cut it down to 64 or some fun number like that? I added 4, but I think this would cut down completion time a huge lot. I can always add them later if I feel like it. Maybe I will do sets, will have to sit down with that when I got time, which is divided. With that all said and done I present the first creature from the open source
"Thauma Thesaurus"
-Author Anonymous DDO player!
Proton
11-02-2018, 10:04 PM
Created
ABBADON
Gargantuan Aberration (Aquatic)
Hit Dice: 16d8+44 (144 hp)
Initiative: +3 (+3 dex)
Speed: 40 ft., swim 40 ft.
AC: 20 (-4 size, +2 dex, +12 natural)
Base Attack/Grapple: +12/+32
Attacks: 2 large claws +20 melee, 2 small claws +18 melee, tail +16 melee, 6 tentacle +12 melee
Damage: large claw 3d6+8, small claw 1d6+4, tail 1d8+6
Face/Reach: 10 ft. by 10 ft./ 20 ft.
Special Attacks: Improved grab, paralysis, tremor walk, confusion gaze
Special Qualities: Immunity
Saves: Fort +8, Ref +6, Will +10
Abilities: Str 26, Dex 16, Con 20, Int 12, Wis 16, Cha 6
Skills: Hide +10, Listen +12, Spot +8
Feats: Power Attack
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Climate/Terrain: Temperate aquatic
Organization: Solitary or gang
Challenge Rating: 14
Treasure: Standard
Alignment: Usually neutral
Advancement: 17-32 HD (Gargantuan)
33-48 HD (Colossal)
---An Abbadon is a large crustacean that lurks on shores in search of prey. It appears to be a mix between a crab and a lobster. It stands on ten legs that are usually a brown-green color and has a long and wide shell covered body that is red on the belly and blue on the top. Its eyes protrude from its body just above its mouth, just like that of a crab. It drags 6 tentacles along the ground from the front of its underside, which it uses to strike and paralysis potential prey. It has a long tail that ends in a stinger very similar to that of a manta ray.
---It is generally a nocturnal hunter, preferring to hide in the water or under the sand until something comes close, at which point it charges out of hiding and attacks. It can be quite cunning, finding unique ways to use its confusion gaze and sneak up on unwary travelers.
---Abbadons don’t speak, but understand Aquan.
Combat
---Abbadons prefer to ambush their prey at night; either waiting for prey to wander by or sneaking up on their prey. They tend to circle their prey and avoid direct combat when outnumbered, taking full advantage of their confusion gaze. Once they’ve grabbed a humanoid they dart into the sea while tearing him or her apart with their powerful claws and use their tremor ability to knock down any pursuers. They are much more straightforward when dealing with a lone traveler or animal.
Improved grab (Ex): If an abbadon hits an opponent that is at least one size category smaller then itself with one of its large pincers, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +32). If it gets a hold, it deals automatic pincer damage each round the hold is maintained. For each additional hold it makes to that recipient, it gains an additional +4 to its grapple bonus.
---If an abbadon hits an opponent that is at least two size categories smaller then itself with one of its small pincers, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +28). If it gets a hold, it deals automatic pincer damage each round the hold is maintained. For each additional hold it makes to that recipient, it gains an additional +4 to its grapple bonus.
Paralysis (Ex): The tentacles of an abbadon paralyze living creatures for 1d4+1 minutes unless the victim succeeds a Fortitude save (DC 17).
Tremor walk (Su): Whenever the abbadon walks across the ground it releases powerful vibrations through its legs, causing all medium-sized or smaller creatures on foot to fall down unless they succeed at a Reflex save (DC 15). Spell-casters will lose any spells they try to cast unless they make a concentration check (DC 12 + spell level), as the rippling vibrations shake them.
Confusion Gaze (Su): Any living creature that looks at an abbadon’s eyes will become confused for 3d4+2 rounds unless they succeed at a Will save (DC 23).
Immunity (Ex): Abbadons are immune to all forms of poison and paralysis.
Darkvision: This creature has darkvision with a range of 60 feet.
Proton
11-05-2018, 12:43 PM
(If I am late to post on Sunday I will follow up with extra to make up for it.)
Myth (it might have been added later, not sure, though a the time I made this there certainly was none) (Epic Warning: uses rules from Epic Handbook, be careful with these things, they can end campaigns)
AJATAR
Colossal Dragon
Hit Dice: 90d12+2,011 (2,766 hp)
Initiative: +12 (+12 superior initiative)
Speed: 60 ft., fly 240 ft. (clumsy)
AC: 108 (-8 size, + 27 deflection, +79 natural)
Base Attack/Grapple: +55/+104
Attacks: 4 claws +93 melee, bite +93 melee, 2 tail slaps +93 melee
Damage: claw 4d6+33, bite 6d6+33, tail slap 3d6+18
Face/Reach: 50 ft. by 250 ft./ 50 ft.
Special Attacks: Crush 4d8+33, breath weapon, spell-like abilities
Special Qualities: Spell-like abilities, spawn creatures, immunities, spell-reflection, DR 50/+10, SR & PR 64, blindsight, keen senses, electricity resistance 30, fast healing 16
Saves: Fort +82, Ref +56, Will +88
Abilities: Str 76, Dex 10, Con 72, Int 56, Wis 52, Cha 50
Skills: Concentration +70, Disable Device +56, Hide +33,
Intimidate +44, Intuit Direction +46, Knowledge (geography) +50,
Knowledge (history) +88, Knowledge (the planes) +47, Listen +33, Scry +36, Search +50, Spot +38
Feats: Cleave, Great Cleave, Power Attack, Snatch, Sunder, Improved Initiative, Improved Critical (bite), Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (tail slap)
Epic Feats: Blinding Speed (x3), Epic Prowess, Epic Reflexes, Epic Will, Overwhelming Critical (bite), Devastating Critical (bite), Penetrate Damage Reduction (x5) Superior Initiative, Epic Weapon Focus (bite), Epic Weapon Focus (claw), Epic Weapon Focus (tail slap)
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Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 67
Treasure: None
Alignment: Always Neutral Evil
Advancement: None
---These rare horrors belong to the dragon family, though they have never been encountered at a young age. All are female and how they reproduce is a mystery. Wherever they are found, many other species of evil dragons and serpents can also be found. They give birth to a somewhat diverse variety of such dragons and serpents through a process of self induced pregnancy and require no mate. They are most certainly evil and work in concert with any serpentine or dragon species that actively seek to exterminate humanity. Possibly the most dangerous aspect of an ajatar is the foul disease they spread and the wretched pestilence their presence causes. These alone kill more humanoid creatures then an ajatar could ever possibly kill itself with its own claws and teeth.
---An Ajatar is a towering serpent-like dragon whose body is often 250 or more feet long. They have six legs and their long body is roughly 16 feet in diameter. Their scales are like a thousand mirrors that distort the reflection of any non-dragon or serpent creature, showing a rotting corpse instead of the normal reflection. Their eyes are purple with black pupils and the interior part of their mouth is green with black teeth. When they open their mouth a thick cloud of yellow gas comes out and causes disease to any who breathe it. They have 6 small violet wings that are twisted and can support them in the air for only a short time. Their whip-like tail is black and so fast it can strike twice in a single round.
---Ajatars speak Draconic, Common, Abyssal, Infernal, Undercommon, and Aquan.
Combat
---The Ajatar enjoys watching its opponents wither in its deadly breath cloud. It tends to stay in the back and let its spawned serpents do all the fighting while it lends back up. Should anyone break its line of defense, its 4 powerful claws and bite tend to make short work of them. Against great numbers it raises its wings into the air to take advantage of its Reflective Madness power and follows up by flying overhead while breathing and then simply flying far away to go spawn more serpents.
Breath Weapon (Su): An ajatar’s breath weapon is a vile magical black cone of horrid rot that has a length of 500 feet. Any creature caught within its area takes 24d4 points of damage unless they make a Reflex save (DC 72) to halve the damage. Furthermore, any living creature that takes damage at all must make a second Fortitude save (DC 66) or acquire black rot, a wretched disease that devours their body within minutes unless they quickly receive a remove disease spell (or similar effect). Those suffering from black rot must make a Fortitude save (DC 44) every following round that they acquired the disease or lose 1d6 Constitution points, withering into a pile black ooze upon death. An ajatar can use its breath weapon once every 1d4 rounds.
Abomination Traits: This creature has a divine rank of 0 and is immune to transmutation, energy drain, ability drain, ability damage, mind-affecting effects, and death from massive damage. This creature has fire and cold resistance 20; is always affected by nondetection (as the spell); has true seeing at will; blindsight 500 feet; and telepathy out to a distance of 1000 feet.
Immunities (Ex): Ajatars are also immune to acid, death effects, disease, poison, paralysis, death from massive damage, sleep, and stunning.
Fast Healing (Ex): An ajatar regains 16 hit points per a round. This does not include hit points lost from starvation, thirst, or suffocation, and it does now allow the ajatar to reattach or regrow lost limbs. Holy (good) and fire damage deal them normal damage.
Spell-Like Abilities: At will---shield, true strike, ray of enfeeblement, levitation, dispel magic, clairaudience/clairvoyance, wind wall, vampiric touch, solid fog, shout, cloudkill, hold monster, nightmare, telekinesis, true seeing, circle of death, insanity; 3/day---teleport without error, horrid wilting; 1/day---limited wish. Caster level 28th (save DC 28 + spell level).
Spawn Creatures (Ex): Once every hour the ajatar lays an egg of gargantuan proportion. Within 10 minutes the egg cracks open and a mindless dragon or serpent crawls out, ready to obey the orders of its parent. The type of creature is as follows:
Die Roll Creature born Hit Points :
3 Black Dragon, ‘Adult’ 19d12+76 (188 hps)
4-5 Manticore 6d10+68 (109 hps)
6-8 Snake, Gargantuan Constrictor 11d8+44 (99 hps)
9-12 Snake, Huge Viper 4d8+30 (50 hps)
13-15 Wyvern 7d12+26 (94 hps)
16-17 Five-Headed Hydra 5d10+88 (132 hps)
18 White Dragon, ‘Adult’ 18d12+72 (177 hps)
---The spawns always have intelligence scores of 1 and can only follow simple orders such as “kill” or “ rampage”. They cannot be made to attack the ajatar that spawned them, even magically. The ‘dragons’ born of an ajatar lack any spell-use, but keep their spell-like abilities. If a spawned serpent spends more then ten days and more then 30 miles away from the Ajatar, it becomes a free-willed creature with a very low intelligence and must learn to fend for itself.
Spell Reflective Scales (Sp): Ajatars have magical scales that make incredible armor and radiate a powerful warping radiation that reflects magic. Any 1st-4th level spells that are targeted at the ajatar or within 30 feet of the ajatar automatically rebound back to the caster. This includes area effect spells so long as the targeted area is completely occupied by the ajatar. Furthermore, if the ajatar makes any magic resistance checks against more powerful spells that target it, instead of fizzling they, too, reflect back at the original caster.
Reflective Madness (Su): The magical scales of an ajatar contain foul evil and look like large mirrors. Any creature that sees its own reflection within one of the scales (or sees several hundred reflections of itself for that matter), goes permanently insane as though affected by a 17th level sorcerer’s spell insanity unless they succeed at a Will save (DC 33).
Proton
11-05-2018, 01:03 PM
Myth
AKUMA
Large Outsider (Incorporeal) (Evil) (Fire)
Hit Dice: 16d8+32 (132 hp)
Initiative: +4 (+4 dex)
Speed: 20 ft., fly 180 ft. (perfect)
AC: 26 (-1 size, +4 dex, +13 natural)
Base Attack/Grapple: +15/+28
Attacks: bite +23 melee, +5 two-handed sword of flames +28 melee
Damage: Bite 1d4+5, two-handed sword of flames 1d10+8
Face/Reach: 5 ft. by 5 ft./ 10 ft.
Special Attacks: Cursed gaze, fire shield, poison, scorching blade
Special Qualities: DR 15/+2, SR & PR 10, fire subtype, incorporeal, outsider traits
Saves: Fort +23, Ref +16, Will +22
Abilities: Str 26, Dex 18, Con 28, Int 16, Wis 14, Cha 16
Skills: Listen +16, Search +20, Spot +20
Feats: Alertness, Blind-Fight, Ambidexterity, Combat Reflexes, Dodge, Endurance, Iron Will, Power Attack, Track, Weapon Focus (2 handed sword)
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Climate/Terrain: Any warm land
Organization: Solitary
Challenge Rating: 22
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
---The terrible and evil akuma is an omen of bad luck, the mere sight of one can bring serious disaster and ruin to the observer. They fly along the country at night, searching for victims who travel alone and stand no chance against them. When a group of people encounters one, they merely make their presence known before flying off. As the group's members meet with tragic ends they return again and again so their horrible bad luck can take its toll and wicker down the poor group. When only one member remains, then they zero in for the kill.
---Akuma's spawn from the lower planes of hell, and some consider them to be incarnations of the supreme devil, while others consider them to be products of the plane's will itself, casting them out to bring back new souls. Akuma's are extremely evil, and often get involved in subtle plots that are difficult to make any sense of, let along detect. Most of these plots go unknown, as Akuma's do not like leaving any survivors from their encounters. They take enough time in advance to know if their prey is too isolated to get any help, and then almost always enjoy a detour from their activities to torment the poor isolated souls, stalling the hunt in order to savor their suffering. Few creatures ever manage to become as evil as an Akuma, and apparently nothing has ever been more evil. Not much is understood about them, they are extremely difficult to study, elusive, murderous, perceptive, and without mercy or hesitation.
---An Akuma has a wingspan of 16 feet and its wings and hairless body are a bright blue color. They have huge heads that burn continuously and their eyes shine brightly with an evil flame. Their have long fangs and spikes growing like hair from their heads. Their bodies tend to be muscular and they have long tails that end in a fork. Their sharp claws are always clinging to a two-handed sword of flames that loses its magical properties when they die.
---Akumas speak Infernal.
Combat
---Akumas are bold and confident killers, that take great pleasure in tormenting their prey to the utmost. They prefer to avoid combat initially, allowing their cursed gaze and taunting voice to wear down their victims. They enjoy stalling encounters with prey over long periods of time and gradually picking them off one by one until there is only one left. They almost always avoid direct combat when outnumbered, but are far more tempted when they see helpless stragglers alone to close in for combat or to simply finish the poor soul off. Akumas are incredibly canny strategists that are extremely hard to predict and are always full of surprises and tricks up their sleeve. Akumas goes through great lengths to conceal its existence from others, take no prisoners, and letting no one escape if doing so is within their power.
Cursed Gaze (Ex): Any creature the akuma can see must make a Will save (DC 18) or be cursed as affected by the spell bestow curse (caster level 12th). In addition the curse causes a 1 in 10 chance of some ill-fated encounter every 15 minutes until removed. Such ill-fates could include: encountering a very nasty creature, being struck by lightning, having one’s boat sink, getting caught in an avalanche, fallen on one’s own sword in combat, getting robbed, and so on. The type of ill fate is left up to the discretion of the Game Master; though life threatening, it should never be anything that delivers automatic death.
Fire Shield (Ex): Akumas are always wrapped in flames that function as the spell fireshleld. The shield is always warm, reducing any cold damage an akuma takes by one-half. This ability is active as if cast by an 8th level sorcerer.
Incorporeal Subtype: Only other incorporeal creatures, +1 or better magic weapons and supernatural abilities can harm akumas. With the exception of attacks made by force effect or ghost touch weapons, they have a 50% chance to ignore any damage dealt from a corporeal source. They can pass through solid objects at will, but not force effects. Attacks made by akumas ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. Akumas make no sound when flying incorporeal, thus evade all listen checks automatically. They can also fade into an invisible state that increases their incorporeal evasion up to 75%, but they can not make gaze attacks while invisible, nor can they make physical attacks in this state.
Poison (Ex): An akuma delivers its nerve poison (Fortitude save 22 DC) with each successful bite attack. The initial damage is the same as the secondary damage (1d6 points of Dexterity damage). In addition, the victim’s blood boils for 3 rounds, causing 3d4 points of fire damage during the first round, 2d4 points during the second, and 1d4 points during the third and final round it is active.
Scorching Blade (Su): Akumas carry magical bastard swords that burn anything they touch. In addition to having the qualities of a +5 flametongue, the sword causes creatures it hits to burn for 1d4 rounds (DC 18), taking 1d6 points of damage each round that they burn. This sword does not unbalance Monk Akumas.
Fire Subtype: This creature is immune to all fire damage and takes double damage from cold except on a successful save.
Voice (Ex): The voice of an akuma is broken and removed from reality itself, with disturbing and chilling echoes, should any living creature hear it speak, stands a chance to lose their sanity later on in a nightmare, as well as a chance they start laughing madly and uncontrollably. Living creatures must make a will save (DC 16 + Cha) to avoid acquiring a resonated enchantment in their brains that will unleash into a traumatizing nightmare within 1-20 days. If the victim manages to live long enough to have the nightmare, they get no saving throws and become permanently insane with 4-24 different types of insanity, completely losing their minds and becoming unable to take care of themselves, let along communicate anything coherently. This can not be cured until the victim is first killed and brought back to life. However, being tainted, if it dies its spirit is dragged to hell, and requires a wish spell or equivalent to retrieve. Creatures must also make a second Will save to avoid going temporarily insane with laughter for 1-6 rounds (save DC 16 + Cha).
Hell Bound: Any creature that is wounded by an Akuma, or suffers from any of its effects in any way, becomes tainted and hell bound for 1-100 days. Multiple attacks and offenses cause this to stack. While so tainted, if the creature dies its spirit is dragged to the lower planes of Hell and kept trapped there, and its body is burnt into ashes that the Akuma then devours if it has time and leisure to. A wish spell or equivalent can be used to free the spirit, and make it possible to retrieve somehow.
Spell-Like Abilities: At will---curse, curse water, sanctuary, augury, enthrall, detect magic, read magic, protection from good, silence, dispel magic, locate object, speak with dead, animate dead, water breathing, water walk, air walk, dimensional anchor, discern lies, true seeing; Caster level 18th (save DC 13 + spell level).
Immunities (Ex): Akumas are immune to poison, disease, sleep, paralysis, death effects, disintegration, fire, and electricity. Acid based attack deal half damage to akumas. In addition, all akumas have a damage reduction of 15/+2, spell and psionic resistance of 25, and sonic resistance of 25.
Divine Immunities: All akumas have a divine rank of 0 and are immune to ability damage, ability drain, energy drain, transmutation, and mind-affecting effects.
Always Active (Ex): Akumas are always under the effects of protection from good, true seeing, nondetction, as of the spells of the same name.
Keen Sight: All akumas have darkvision with a range of 60 feet as well as low-light vision.
AKUMA CHARACTERS
An akuma’s preferred class is the Fighter or Monk. Akuma's often also choose casting classes, obsessed with power and increasing their means to spread evil, they can be quite creative, barbarian archmages and rogue monk akuma's are strong possibilities. Akuma PC’s have an effective character level (ECL) equal to their class level +21. Therefore, a 1st level akuma fighter’s ECL is 22 and is equivalent to an 16th level character.
Proton
11-05-2018, 01:14 PM
Myth
AL
Medium-size Monstrous Humanoid
Hit Dice: 6d8+24 (52 hp)
Initiative: +3 (+3 dex)
Speed: 30 ft.
AC: 22 (+3 dex, +9 natural)
Base Attack/Grapple: +4/+8
Attacks: 2 claws +11 melee, bite +9 melee
Damage: Claw 1d8+4, bite 1d6+6
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Weakening stench, claws of weakness
Special Qualities: Levitate, keen smell, DR 10/+1, SR & PR 15, fire & electricity resistance 30
Saves: Fort +9, Ref +6, Will +8
Abilities: Str 18, Dex 17, Con 19, Int 6, Wis 9, Cha 4
Skills: Intimidate +8, Jump +12, Listen +11, Move Silently +18, Search +12, Spot +6
Feats: Alertness, Iron Will, Power Attack, Cleave, Sunder, Track, Multiattack, Weapon Focus (claw)
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Climate/Terrain: Any warm land
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-14 HD (Large)
15-28 HD (Huge)
---These dreadful creatures feast upon newborn babies and have been known to tear the fetus from pregnant women in order to steep their horrid appetites. They can smell a pregnant women or newborn baby up to 10 miles away and will kill anyone who stands between them and their intended meals. When not searching for food, they can be found in stagnant swamps where they fill their lairs with undigested bones of former baby victims.
---An Al stands 7 feet tall, and has shaggy red hair that covers its blue body. Its eyes burn red with an evil fire and it has razor sharp tusks like that of a boar. Its crooked teeth are made of iron and its claws are made of brass. It floats across the ground effortlessly. It is an ugly beast with a sick disposition and cold temperament. It smells like rotting flesh and drool constantly drips from its large mouth. It has no real language and communicates with rude grunts and growls.
Combat
---Als prefer to tear their opponents apart with their teeth and claws. They are very straightforward and attack the creature nearest to them. Once an al begins to attack a creature, it will not deter from its target until its target is dead or it flees from combat. Als always flee if outnumbered 6 to 1.
Levitate (Su): An al never walks (unless caught within an anti-magic field), instead levitation horizontally at a speed of 30 feet. They can also decide to levitate vertically at a speed of 5 feet. If they should happen to fall, they are able to use this ability to slow themselves, as affected by a feather fall spell.
Keen Smell (Ex): An al receives a +8 to its search skill due to its exceptionally keen sense of smell. It can smell a women in labor or a new born baby up to 10 miles away and can then follow the scent to the location of the unborn or newly born child, levitating along the trail of scent.
Weakening Stench (Ex): Any breathing creature that comes within 10 feet of an al must make a Fortitude save (DC 15) or become sick to their stomach from the creatures foul odors. Creatures so affected temporarily lose 1d6 points of Strength for 3d6 minutes.
Claws of Weakness (Ex): Any creature that is wounded by the terrible claws of an al is at risk of permanently losing one point of Strength; unless they succeed at a Fortitude save (DC 22).
Darkvision: This creature has darkvision with a range of 60 feet.
Proton
11-05-2018, 01:32 PM
Created
AMI’IKIA
Tiny Outsider (Good) (Incorporeal)
Hit Dice: 12d8+36 (88 hp)
Initiative: +11 (+ 7 dex, +4 improved initiative)
Speed: fly 360 ft. (perfect)
AC: 19 (+2 size, +7 dex)
Base Attack/Grapple: +12/---
Attacks: 2 claws +12 touch, bite +14 touch
Damage: Claw (special), bite 3d10
Face/Reach: 2½ ft. by 2½ ft./ 0 ft.
Special Attacks: Gulp, hypnotic gaze, possession, incorporeal whirlwind, stunning touch, psionics
Special Qualities: Immunities, specialized invisibility, incorporeal subtype, DR 50/+8, SR & PR 50, fire & sonic resistance 30, acid resistance 40
Saves: Fort +12, Ref +22, Will +16
Abilities: Str -, Dex 24, Con 16, Int 8, Wis 19, Cha 18
Skills: Bluff +9, Concentration +13, Hide +19, Knowledge (the planes) +25, Listen +17, Move Silently +40, Spot +25
Feats: Alertness, Dodge, Mobility, Iron Will, Weapon Focus (bite), Improved Critical, Improved Initiative, Inner Strength, Talented, Trigger Power (fate link)
_________________________________
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always chaotic good
Advancement: 13-62 HD (Small)
---Ami’ikias are benign ghost-like creatures that come from the plane of Limbo. They are childish and playful, often found in the company of small children. They are known to protect the children they play with, and will hunt down any who threaten their chosen friends. They are visible to the children they accompany, but invisible to any adults in their presence. Few adults believe they even exist, for they carefully erase any memories of themselves from those who witness their existence.
---An Ami’ikia appears as a little blue ghost with a huge smile. Their eyes are bright and full of energy and a spiraling set of eyebrow-like patterns constantly twirl around their eyes. Their teeth are sharp and their gullet seems to go on forever. Their wing-arms and tiny feet fade away from reality. They have no torso, appearing as little flying heads with long pointy ears.
---Ami’ikias speak Common and Celestial.
Combat
---Ami’ikias are hard to kill, since they are so remotely removed from the material world. They usually begin combat by swallowing 1 or 2 creatures before goings into a whirlwind. After that, they resort to their stunning touch and possession abilities. If an ami-ikia gains possession of a creature, it may try to make use of its hypnotic gaze ability. If a combat is going badly for an ami-ikia, it will flee through as many walls as possible. If an ami-ikia knows that it cannot be seen, it will use its telekinetic power to continuously hurl objects at its opponents.
Psionics (Sp): At will---trinket, compression, see sound, levitate, expansion, true telekinesis; 1/month---mind link, fate link. The abilities are the same as those manifested by a 12th-level psion.
---Attack/Defense Modes (Sp): At will---psychic crush, mind thrust/all.
Specialized Invisibility (Ex): An ami’ikia is naturally invisible, allowing it to attack and stay invisible. Since this ability is inherent, the ami’ikia is immune to invisibility purge. Furthermore, whenever a creature that is of a mature age or older tries to see an ami’ikia with see invisibility or true seeing, it doesn’t work. The light ‘bends’ around the ami’ikia, so all they can see is nothing. This, too, is an inherent ability. Divine creatures such as gods, as well as children, can see an ami’ikia as a hazy and semi-transient blue ghost with a large mouth and twirling eyes, as described earlier.
---There is no logical explanation as to why children can see an ami’ikia and not adults, but sages who are aware of their existence suggest that it has something to do with a child’s imagination. Since most ami’ikias avoid confrontations with adults or doing anything that could add suspicion of their existence, most adults believe that the child learned about the ami’ikia from another child.
Incorporeal Subtype: Only other incorporeal creatures, +1 or better magic weapons and supernatural abilities can harm ami’ikias. Only the magical bonus of a magic weapon gets through to deal the damage. For example: a hit with a +4 long sword would only do 4 points of damage; whereas, a hit made with a +2 long sword would only deal 2 points of damage, etc, etc.
---With the exception of attacks made by force effect or ghost touch weapons, they have a 50% chance to ignore any damage dealt from a corporeal source. They can pass through solid objects at will, but not force effects. Attacks made by ami’ikias ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. They always move silently and cannot be heard with listen checks if they so desires.
Flying (Ex): An ami’ikia is a fast flyer and can fly as a free action at a speed of 360 feet. This is a natural ability and is unaffected by affects that would remove magic, such as an antimagic field.
Gulp (Ex): An ami’ikia can swallow a large or smaller opponent by making a successful bite attack. Its mouth stretches wide open, wide enough to accommodate creatures that are even larger then it. It mouth and stomach acts similar to a bag of holding, capable of holding great amounts of matter. Creatures ‘swallowed’ by an ami’ikia seem to vanish into thin air even if they are corporeal, as though an invisible bag surrounded them. They find themselves in a void of dark slime and take 2d6+6 points of acid damage for 3 rounds. After 3 rounds they pass through the skin of the ami’ikia, reappearing in the physical world that they came from, covered in a ectoplasmic blue slime that continues to burn them for 2d6+6 points of acid damage for 1d6 rounds as the ectoplasm slowly dissipates. The slime also represses their movement and they are slowed as if effected by the spell slow until the ectoplasm dissipates. An ami’ikia can hold any number of creatures, as though its stomach were a bottomless pit.
Possession (Ex): An ami’ikia can make an attempt to possess another creature every 1d6 rounds simply by making a successful touch attack. It vanishes into the body of the creature and takes over. The creature can resist by making a successful Will save (DC 18 + the ami’ikia’s Charisma modifier). If the creature saves, it feels a slight tinkle in its head and a little chill where the ami’ikia flew through it. This ability is similar to the spell magic jar as cast by a 16th level sorcerer, except it does not require a receptacle. Golems are more vulnerable to this attack form more then other creatures and suffer a –6 on their saving throw. Children are completely immune to this attack. The ami’ikia cannot maintain its possession for very long and leaves after 3d6+3 rounds of possession. It is free to attempt another possession 1d6 rounds afterwards. If a creature resists the initial attempt by the ami’ikia to possess it, it is rendered invulnerable to the ami’ikia’s possession attack for 24 hours.
Hypnotic Gaze (Ex): If the ami’ikia has a possessed host, it may attempt to make use of its hypnotic gaze using the host’s body. If it stares into the eyes of another creature, it can hypnotize them as the spell hypnotize where cast by a 16th level sorcerer. It can only affect one creature at a time with its hypnotic eyes.
Incorporeal Whirlwind (Su): As a standard action, an ami’ikia can fly into a whirlwind for up to 8 rounds. As a whirlwind the ami’ikia travels through the air at its fly speed. The whirlwind is 1 foot wide at the base, 4 feet at the top, and 8 feet tall. The ami’ikia can lower the height of its whirlwind form to as low as 3 feet in height as a free action (and raise it back to 8 the next turn).
---Any incorporeal creature that comes within contact of the whirlwind (Reflex save DC 24) or within 10 feet of it (Reflex save DC 18) may be pulled in and violently stretched apart, automatically taking 3d6 points of damages per a round while being held be the whirlwind. The each round after they are pulled in they are allowed a Reflex save (DC 24) to escape the furious whirlwind. Incorporeal creatures that die as a result of being in the whirlwind are stretched and torn apart so much their form simply fades away. The ami’ikia needs to rest 12 rounds before in can use this ability again.
---As a free action the ami’ikia can cause a whirlwind to pick up small items in the corporeal world, creating a minor whirlwind there, too, of small objects or stones that is 1 foot at the base, 4 feet at the top and 8 feet tall. Any corporeal creature that comes into contact with this whirlwind takes 1d6+6 points of damaged and 2d6+2 points of subdual damage as the items collide into them. The ami’ikia can break this whirlwind as a free action in one of two ways. The first is to release the objects so as to let them fall to the ground and the second is to throw them outward, causing 1d6+6 points of damage and 2d6+2 points of subdual damage to all creatures within 10 feet. This ability does not work in an empty room, though the ami’ikia can still turn into an incorporeal whirlwind.
Stunning Touch (Ex): An ami’ikia can stun creatures by making a successful touch attack, sending a jolt their nervous system and overloading their brains. The creature must make a Will save (DC 16) combined with a Fortitude (DC 18) save to entirely avoid the effects of this ability. If the creature fails one saving throw it is stunned for 1d6 rounds, if it fails both saving throws it is stunned for 3d6 rounds. This ability has no effect on creatures immune to electricity, undead, oozes, or constructs.
Immunities (Ex): Ami’ikias are immune to cold, electricity, death effects, poison, disintegration, paralysis, transmutation, ability drain, ability damage, energy drain, death from massive damage, sleep, stunning, and critical hits.
Darkvision: This creature has darkvision with a range of 60 feet.
Proton
11-05-2018, 01:48 PM
(one more for now to make up for yesterday, a little one that is almost a magic item)
Myth
AMPHISBAENA
Diminutive Magical Animal
Hit Dice: 2d8+8 (16 hp)
Initiative: -2 (-2 dex)
Speed: 5 ft.
AC: 14 (+4 size, -2 dex, +2 natural)
Base Attack/Grapple: +2/-13
Attacks: 2 bites +0 melee
Damage: bite 1 hp
Face/Reach: 1 ft. by 1 ft./ 0 ft.
Special Qualities: Regeneration 4, bestow healing
Saves: Fort +6, Ref +1, Will +2
Abilities: Str 5, Dex 6, Con 27, Int 1, Wis 9, Cha 11
Skills: Hide +8, Move Silently +6
_________________________________
Climate/Terrain: Any warm desert
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral good
Advancement: None
---An Amphisbaena is a benign little serpent that is often worn by pregnant women to protect them during childbirth. They aren't very dangerous, for their bite only 1d2 points of damage and they are very slow. When a dead amphisbaena is worn, it works as a remedy for rheumatism. They don't seem to have any fear of other creatures, probably because they have been worn by so many different humanoids that have discovered their beneficial powers. Amphisbaena are rare, laying 2 eggs once every 100 years and sell for around 15,000 to 35,000 gold coins at the market.
---An Amphisbaena has two heads, one at both ends of their long serpentine bodies. Their eyes glow as brightly as a torch and they are sometimes worn for this illuminating property by dungeon dwellers. Their scales have colorful patterns similar to trees and flowers. They seem to be smiling at all times and have a tame demeanor that is quite charming and tranquil. An amphisbaena lives 300 years and lays eggs only twice in its life. The eggs take 2 years to hatch.
Combat
---Amphisbaenas usually rely on the creature they cling to protect them. If they have no such creature, they will attempt to flee by crawling into spaces to small for the pursuers to enter. If all else fails, they will bite at their attackers.
Regeneration (Ex): Amphisbaena regenerate 4 hit points per a round. Fire and acid deal normal damage to an amphisbaena.
---If an amphisbaena is cut in two, the two pieces will bounce back into each other and reattach themselves by pressing the stumps together. If it is further chopped up and separated, both heads will grow new bodies and subsequent heads in 3d6 hours.
Amphisbaenas that separate and grow into two cannot bestow their healing properties for 1 year.
Bestow Healing (Ex): Any creature that wraps an amphisbaena around their arm will begin to regenerate at a rate of 1 hit point per a turn after wearing the amphisbaena for 1 hour. They will also be immune to disease and receive a +6 to all Fortitude saving throws against poison or paralysis. The fetus of any pregnant female shares this ability, so long as the female is wearing an amphisbaena. The amphisbaena will cling to the arm it is wrapped around, attracted to the body heat and enjoying the sense of security it gets from being worn.
Low-light Vision: This creature has low-light vision.
Cordovan
11-05-2018, 04:38 PM
This is a really neat thread, but I need to move it out of general and into a tabletop specific forum. Thanks!
Natashaelle
11-06-2018, 12:05 PM
If I were to be as nitpicky as I can be, I'd suggest that "Thauma" is Greek, but "Thesaurus" Latin.
"Theurgica Thesaurus" maybe ?
Proton
11-12-2018, 03:05 AM
It is difficult for me to imagine it with another name after knowing it as it has been for the last 16-17? years since I wrote it. It would definitely need to keep the Th Th thing going, I think I chose Thauma simply because it rolls off the tongue smoother and sounded smoother then most of the Th options I saw.
Next monster is a biggy, one of the biggest, a real space whale :)
Created
ANAHYDRON
Colossal Magical Beast
Hit Dice: 96d10+1,888 (2,654 hp)
Initiative: +12 (+12 superior initiative)
Speed: fly 180 ft. (within water sphere)
AC: 66 (-8 size, +64 natural)
Base Attack/Grapple: +58/+107
Attacks: bite +129 melee, tail slap +127 melee
Damage: Bite 12d10+31, tail slap 8d10+31
Face/Reach: 1000 ft. by 2000 ft./ 600 ft.
Special Attacks: Inhale, blow, distance bite
Special Qualities: Animation, water sphere, DR 50/+10, SR & PR 40, electricity Resistance 40
Saves: Fort +124, Ref +66, Will +102
Abilities: Str 72, Dex 10, Con 88, Int 6, Wis 13, Cha 12
Skills: Sense Motive +100, Spot +75, Swim +66
Feats: Alertness, Blind-Fight, Endurance, Great Fortitude, Iron Will, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Weapon Focus (bite), Improved Initiative
Epic Feats: Epic Fortitude, Epic Will, Penetrate Damage Reduction (x6), Epic Weapon Focus (bite), Overwhelming Critical (bite), Devastating Critical (bite), Superior Initiative
_________________________________
Climate/Terrain: Special
Organization: Solitary
Challenge Rating: 76
Treasure: None
Alignment: Always neutral good
Advancement: 97-360 HD (Colossal)
---The Anahydron; also known as a sun-star, is an amazing creature to behold. It flies through space, surrounded by a huge sphere of water. They appear as brilliant stars in the center of the sphere, and shine so brightly few creatures ever get a good look a one. Some of the older of their kind have gathered so much water that it appears that an entire ocean with its own sun is floating through space. They are typically peaceful and highly intelligent creatures that have been known to carry groups of good adventurers safely through space to whatever destination they seek to arrive at. Their power over their spheres is immense and few creatures can contend with an anahydron while in its water sphere.
---An anahydron appears for the most part as a small a bright star that shines within the center of a massive sphere of water. A wide variety of fish and sea plants can be found living within the sphere, and sometimes other intelligent species also can be found thriving within. If someone is able to see through the blinding light, they will see a yellow baleen whale of an unimaginably large size that has 4 fins; swimming in the center peacefully. They are fond of doing barrel rolls while swimming. An anahydron has a life span of 100 billion light years and those that survive as long an even 10 billion light years grow to reach legendary proportions. A typical anahydron is over 1200 feet long.
---Anahydrons sing their own primitive language.
Combat
---One of the most powerful creatures in space, an anahydron quickly discerns whether a creature that enters its water sphere is a threat or not. If it feels threatened, it will begin using its distance bite and animation powers until its opponent is within distance of its inhale attack. Any creatures that survive are then blown away by its exhale attack. It will then continue to use its distance bite and animation powers until the creature is again close enough for another inhale attack. If all else fails, it will attempt to banish the creature from its water sphere.
Blinding Light: The body of an anahydron glows almost as brightly as a sun, some anahydrons glow even brighter. Looking at the anahydron directly is equal to staring at the sun, and causes blindness to most creatures. A mere glance can leave dark sun spots for several minutes to any creature within 100 feet of the anahydron. Looking directly at it to target it requires a reflex saving throw (DC 24) to prevent going blind for 1d20 minutes. Creatures that are weak to light instead must save or be permanently blinded. Some of the older anahydrons glow much brighter, and do more then just damage the eyes. Any creature caught within the baleen inhale attack of an anahydron finds so much light their bones show through x-rays, and must make a reflex save (DC 50) to avoid going permanently blind. Undead and creatures native to the negative plane of energy must save or be instantly vaporized by the light, suffering 96d6 light damage even if they succeed.
Inhale (Ex): The anahydron can inhale as a standard action, pull in a massive amount of water. This ability grabs any gargantuan sized or smaller creature that is within a cone that is 1200 feet long. The creatures are allowed a Reflex save (DC 30 – 1 for every 20 feet of swimming speed above 90, minimum DC of 16) to escape being shredded so long as they can swim at a speed of 90 feet or faster. Creatures caught are pulled into rows of surrogated adamantine teeth and take 16d10+44 points of damage. The creature must make a Reflex save (DC 26) or be hooked to its long rows of baleen. Whenever an anahydron inhales, it must exhale the next turn. This does an additional 3d10+24 points of damage to any creatures trapped in its teeth, as they tear loose. Any creature killed by this attack is shredded as its pulled through the teeth and its remains are fully digested within 5 rounds.
Exhale (Ex) The round after an anahydron inhales it must exhale as a standard. As water pushes at speed of 600 feet, any creature caught within a 1200 foot cone that’s base starts at the mouth of the anahydron must make a Reflex save (DC 36, -4 every subsequent round) or be swept back 600 feet, creatures that save are swept back only 200 feet minus their swim rate if they actively swim against the current, or plus their swim rate if they swim with the current. The current will continue to carry them at a rate of 500 feet the next round if they fail another Reflex save (DC 32) and 400 the next (Reflex save DC 28), continuing to carry them this way until it reaches a speed of 100 feet.
---Every round that a creature is dragged by the current it have a 30% chance to hit one of the many massive rocks that float around in the water and take 6d10 points of damage if they are in the current with a pushing speed of 600, 5d10 if the current’s push speed is 500, and so forth.
Distance Bite (Ex): The anahydron has a second mouth that is attached to a tongue-like organ just behind its baleen. It can manipulate this mouth and clench its jaws, biting through time and space at any creature that is within its massive water sphere, distance not being a relative factor. If it hits the creature (on a standard to hit roll), the creature is allowed a Reflex save (DC 36) to halve the damage. The creature appears as though invisible teeth where tearing it apart. The creature gets no attack of opportunity.
Ghost Touched Teeth (Ex): The exterior and interior teeth of an anahydron are ghost touched and deal normal damage to incorporeal creatures.
Animation (Su): Within the water sphere of the anahydron are several huge boulders that float around at random. As a free action, the anahydron can cause these boulders to become animated, causing them to crush into any creature within the water sphere. An anahydron’s water sphere typically has several hundred of these boulders, but only 6d6 of them are animated at a time. Treat animated boulders as gargantuan animated objects. The boulders automatically attack the anahydron’s opponents. The boulders are immune to the anahydron’s inhale or exhale abilities. They have a swim rate of 60 feet and a hardness of 10. If a boulder is destroyed, it splinters into two huge animated boulders, which in turn splinter into 2 large boulders, a large boulder becomes 3 medium-sized boulders, which become 2 small boulder, small boulders break down into 4 tiny boulders. Thus, a boulder can ultimately become 96 tiny animated rocks. As a free action, the anahydron can stop the animation effect or animate new boulders (in which case the tiny rocks become inanimate objects). After combat, the boulders merge back into each other until they reach their gargantuan size again.
Fast Healing (Ex): An anahydron regains 50 hit points per a round. This does not include hit points lost from starvation, thirst, or suffocation, and it does now allow the anahydron to reattach or regrow lost limbs. Unholy (evil) and electrical damage deal them normal damage.
Detection (Ex): An anahydron can detect the presence of any creature that enters its water sphere. It knows precisely where they are, allowing it to fight blindly without suffering any penalties. It also knows whatever intentions they may have for entering the sphere. No magic has ever been able to cloak a creature’s presence from this ability.
Water Sphere (Su): The anahydron is at the center of a small sea that follows it wherever it goes. The water sphere has a radius of 3d6 miles in length and radiated positive energy. No form of fire can be used within the sphere, be it magic or not. The water also suppresses electricity, preventing any electrical attacks from being made within. Since the water is magically warmed, cold attacks only deal half damage. As a standard action, the anahydron can command the animals and plants within the sphere telepathically. It can cause swarms of fish to block an opponent’s vision, command larger fish or plants to attack, and animate the algae pockets to reach out and entangle any creature that comes within 30 feet of them (treat the area as though affected by an entangle spell cast by a 12th level sorcerer). Undead creatures and creatures that are native to the negative plane of energy automatically take 1d6 points of positive energy damage every round they are within the water. Illusion and necromantic spells also do not function within the water sphere.
---The sphere travels through space by bending and warping its emptiness, thus the water sphere travels at a movement rate of 300 light-years per a minute. Anahydrons travel all over the universe with as much ease a whale does in the ocean. They often stop at certain planets during mating season, so they have less difficulty finding each other. Many creatures that live within the water sphere hitch rides all over the universe and the anahydron unknowingly spreads life throughout the universe. Sometimes intelligent life forms hitch rides with anahydrons, but doing so can be dangerous.
Keen Sight: This creature has darkvision with a range of 60 feet as well as low-light vision.
Proton
11-12-2018, 03:22 AM
Myth (I added angels, a well known myth, considering them to be epic versions of celestials)
(EDIT: Added the lists back again, had to separate them one at a time instead of keeping them grouped so they would not either over compress or over spread making reading them very difficult and uncomfortable)
ANGEL
---Angels are divine beings that live in the Heavens. They serve only the lawful good greater gods that reside there. They are filled with love and among the most graceful and glorious beings in existence. They seek to help all beings, except those from the lower planes, whom they constantly banish. Creatures of the lower planes have good reason to fear angels, for their powers approach that of a demi-god. Angels are filled with compassion and seek to inspire mortals to become something greater then they are. Angels rarely ever display their powers and never show off. They act behind the scenes, never revealing themselves to the mortals they care so much for.
---Angels radiate powerful auras and always carry special items. When they walk among men, they are careful to disguise themselves as mortals, so as to not disturb the order they live by. Even the treacherous dark angels obey the order, though they bend and distort it as much as possible. They are immune to nearly all forms of attack.
---All Angels appear as either male or female humans of unimaginable beauty. They all have the wings of a dove, halos above their head and long beautiful hair. Their voices ring and echo when they speak. Their eyes glow and they seem to fly effortlessly whenever they move. They almost always assume a mortal appearance when in the presence of mortals.
---All Angels speak Common, Celestial, Abyssal, and Infernal.
Voice (Ex): The voice of an angel hums as they speak, quickly revealing the creature as not of the mundane world. No other creature can reproduce the celestial tones of an angel and any creature that hears it, never forgets. Each angel type has its own particular power associated with its voice. The angels can reduce their voice to that of a normal human, but lose any special powers their natural voice would produce in the process.
Spell-Like Abilities: At will---bless, bless water, sanctuary, augury, enthrall, detect magic, read magic, protection from evil, silence, dispel magic, locate object, speak with dead, water breathing, water walk, air walk, dimensional anchor, discern lies, tongues, plane shift, true seeing; 3/day---etherealness, heal; 1/day---symbol (any); Caster level 18th (save DC 13 + spell level).
Immunities (Ex): Angels are immune to poison, disease, sleep, paralysis, death effects, disintegration, fire, and electricity. Cold and acid based attack deal half damage to angels. In addition, all angels have a damage reduction of 30/+3, spell and psionic resistance of 30, and fire and sonic resistance of 30.
Divine Immunities: All angels have a divine rank of 0 and are immune to ability damage, ability drain, energy drain, transmutation, and mind-affecting effects.
Always Active (Ex): Angels are always under the effects of protection from evil, true seeing, nondetction, as of the spells of the same name.
Keen Sight: All angels have darkvision with a range of 60 feet as well as low-light vision.
Angel of Mercy
Medium-sized Oustider
Hit Dice: 42d8+224 (409 hp)
Initiative: +5 (+5 dex)
Speed: 60 ft., fly 360 ft. (good)
AC: 38 (+5 dex, +23 natural)
B. Attack/Grapple: +31/+36
Attacks: 2 fists +36 melee
Damage: punch 3d6+5
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: see text
Special Qualities: see text
Saves: Fort +22, Ref +22, Will +48
Abilities: Str 21, Dex 21, Con 21, Int 26, Wis 31, Cha 23
Skills: Climb +23, Concentration +39, Diplomacy +40, Heal +29, Knowledge (the planes) +27, Listen +34, Spot +30
Feats: Alertness, Ambidexterity, Blind-Fight, Dodge, Iron Will, Quicken Spell, Extend Spell, Maximize Spell, Spell Penetration, Great Fortitude
__________________________________________________ __________________________________________________ ____
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 28
Treasure: None
Alignment: Always lawful good
Advancement: None
Mercy
---An Angel of Mercy seeks to make peace and install wisdom amongst the humans and humanoid species that strive to be good. They watch over such species and send visions to the wisest of their people and to their leaders. On rare occasions, when they witness a great evil occurring, they will descend from the heavens and smite whatever is the cause. They can use their powers from a great distance, bringing mercy to who deserve it.
---Angels of Mercy have long blue wings of a dove and golden blue halos. Their eyes glow bright white whenever they use their healing powers. They wear white robes and have a blue tint to their skin. An Angel of Mercy radiates a bright blue light that heals all good creatures and blinds all evil creatures within. They are incredibly beautiful and graceful, having the softest of voices that can cure insanity. They always carry magical harps and play some of the most inspiring music throughout the multiverse.
Combat
---An angel of mercy rarely ever gets into a fight, it usually teleports away from combat. In combat, an angel of mercy makes full use of all of its powers. If an angel of mercy has taking significant damage, it will teleport away and heal itself before either returning to combat or returning to its home plane.
Psionics (Sp): At will---detect psionics, control light, compression, empathic transfer, feel light, hear light, lesser body adjustment, feather fall, control air, sever the tie, body equilibrium, expansion, knock, whitefire, fate link, mind link, anchored navigation, divination, fate of one; 3/day---mindwipe, sending, mind probe, shield of prudence. The abilities are the same as those manifested by a 28th-level psion.
---Attack/Defense Modes (Sp): At will---all/all.
Spell-Like Abilities: At will---create water, shield of faith, calm emotions, gentle repose, purify food and drink, create food and water, remove paralysis, remove curse, remove blindness/deafness, remove disease, restoration, sending, atonement, break enchantment, hallow, raise dead; 3/day---forbiddance, greater dispelling; 1/day---holy word, discern location, mass heal; Caster level 13th (save DC 18 + spell level).
Healing Touch (Su): Any creature that an angel of mercy lays its hands on for 5 rounds is healed completely of any damage. If the angel keeps its hands on the creature for more then a minute, it can retrieve the creature’s soul from anywhere in the multiverse, as if by means of a wish spell.
Aura of Mercy (Su): A 25-foot aura of blur light shines forth from an angel of mercy. If any good aligned creature enters its aura, they are healed of any disease, blindness, and deafness. Any curse that is upon them is removed and they are healed 1d6 hit points immediately and another 1d6 hit points for every minute they remain in the aura.
---Evil creatures are blinded by the magical aura, whether or not their eyes are closed. This is not normal blindness, for it utterly destroys any sensory organ an evil creature has to discern what is around it (thus it ruins the blindsight sense an evil creature might possess as well). Any evil creature that enters the aura must make a Will save (DC 16) or be permanently blinded and stripped of any sense the duplicates the effect of vision, such as blindsight, or even tremorsense. The creature’s brain tissue that involves sight is ripped apart by this power.
Calming Voice (Ex): The voice of an angel of mercy is so pleasant that listening to it calms other creatures. All creatures that hear its voice are cured of any insanity. If an evil creature listens to an angel of mercy for more then 5 minutes it must make a successful Will save (DC 13) or be converted, changing its alignment neutral. If the creature is neutral, its alignment changes to good. All undead, outsiders, elementals, plants, vermin, dragons, constructs, and oozes are immune to the effect.
Magic Harp (Su): An angel of mercy can cast spells as if it were an 18th level bard, so long as it has its harp with it. This magical quality of the harp only works for the angel of mercy.
Angel of Fury
Medium-sized Outsider
Hit Dice: 40d8+624 (868 hp)
Initiative: +8 (+8 dex)
Speed: 60 ft., fly 360 ft. (good)
AC: 50 (+8 dex, +13 nat., +19 armor)
B. Attack/Grapple: +30/+44
Attacks: 2-handed flamesword +54 melee
Damage: 2-handed sword 3d10+22
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: see text
Special Qualities: see text
Saves: Fort +26, Ref +26, Will +26
Abilities: Str 39, Dex 27, Con 33, Int 16, Wis 16, Cha 16
Skills: Climb +20, Concentration +37, Diplomacy +22, Heal +18, Knowledge (the planes) +24, Listen +26, Spot +32
Feats: Alertness, Ambidexterity, Blind-Fight, Dodge, Iron Will, Quicken Spell, Maximize Spell, Power Attack, Sunder, Cleave, Weapon Expertise, Improved Disarm, Whirlwind Attack, Weapon Finesse, Weapon Focus (sword)
__________________________________________________ __________________________________________________ ____
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 30
Treasure: None
Alignment: Always lawful good
Advancement: None
Fury
---Angels of Fury are the warriors of the heavens that protect the gates from any evil creatures that would dare enter. They have stern expressions and take all words seriously. They are seen combating evil more then any of the others angels and are fearless in the face of evil. They receive great joy from the very act of smiting evil.
---An Angel of Fury has a reddish tint to its skin. Their hair is made of burning blue fire and they radiate an aura of flame. Their dove-like wings are always immersed in flame and their halos are bright red. Their eyes glow bright blue when they do battle. Their movements are swift, yet graceful. They wear plate mail amour and carry great two-handed swords that have blue flames in the place of the blade. Their voice echoes when they speak and cause evil creatures to tremble in fear.
Combat
---An angel of fury is a fierce and courageous combatant, charging at the most powerful evil creature that it sees in combat. An angel of fury almost always hastens itself prior to any fight. It will always focus its attacks on evil creatures before dealing with other creatures. They fight fearlessly, using their abilities with great efficiency and destroying their foes with their mighty holy flame swords. If an angel of fury has taking significant damage in battle, it will teleport away to heal itself before returning to combat.
Psionics (Sp): At will---detect psionics, control light, compression, feel light, hear light, lesser body adjustment, control air, sever the tie, body equilibrium, knock, whitefire, combat precognition, stomp, burning ray, negate psionics; 3/day---inertial barrier, mass concussion, immovability, shield of prudence. The abilities are the same as those manifested by a 28th-level psion.
---Attack/Defense Modes (Sp): At will---all/all.
Aura of Fury (Su): The 15-foot aura of an angel of fury burns with white fire that deals 3d6 points of holy (good) damage to any evil creature that enters. All good aligned creatures are immune to the effects of fear and protected from evil. The protection is the same as the spell protection from evil as cast by a 30th level cleric.
Smite (Su): Whenever an angel of fury attacks an evil creature, it adds its charisma modifier (+3) to its to hit roll. It also deals an additional 20 points of damage with each successful hit.
Spell-Like Abilities: At will---remove fear, find traps, bull’s strength, hold person, endurance, continual flame, prayer, dismissal, freedom of movement; 3/day---commune, mark of justice, righteous might; 1/day---dictum, holy word, fire storm, holy aura; Caster level 18th (save DC 13 + spell level).
Rage (Ex): If an angel of mercy takes any damage during combat from an evil creature, it will fly into a rage on its next turn and it will continue to attack madly until it or its opponents are dead. While it is enraged, the angel gains a +4 Strength, +4 Constitution, and –2 AC. The angel is able to end the rage if it makes a successful Will save (DC 32).
Haste Self (Su): An angel of fury can haste itself as a free action up to 3 times per a day. This ability is otherwise the same as the spell haste as cast by a 13th level sorcerer.
Fearful Voice (Ex): The voice of an angel of fury is filled with total conviction and utter determination. Evil creatures that hear its voice cower and run in fear for 6d10 rounds unless they succeed at a Will save (DC 27). Any evil creature with a HD over 40 is immune to this effect, as are dragons, oozes, and constructs.
Holy Flame Sword (Su): This extraordinary sword is of the greatest quality. When in the hands of its designated owner, it functions as an epic +8 holy devastator and fiery blast bastard sword. In the hands of any other creature, it is merely a +3 holy sword. If any evil creature tries to wield the weapon, they take 10d10 points of holy (good) damage for each round they hold the holy weapon.
Guardian Angel
Small Outsider
Hit Dice: 16d8+32 (126 hp)
Initiative: +5 (+5 dex)
Speed: 60 ft., fly 360 ft. (good)
AC: 25 (+1 size, +5 dex, +9 nat.)
B. Attack/Grapple: +16/+16
Attacks: bow +21 touch
Damage: arrow 2d6
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: see text
Special Qualities: see text
Saves: Fort +16, Ref +18, Will +26
Abilities: Str 19, Dex 21, Con 16, Int 18, Wis 21, Cha 16
Skills: Climb +7, Concentration +16, Diplomacy +17, Heal +15, Hide +12, Knowledge (the planes) +17, Listen +21, Spot +18
Feats: Alertness, Ambidexterity, Blind-Fight, Dodge, Iron Will, Quicken Spell, Maximize Spell
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Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Always lawful good
Advancement: None
Guardian
---Guardian Angels are encounter more often then any other type of angel. They are employed when a great being is being born and protect such a being from any corrupting forces that would seek to destroy or pervert the youth. They will continue to watch over the being until it reaches maturity, at which point they must leave it to its self. They remain hidden throughout this period, using as little force as necessary to insure the being remains safe from corruption. Sometimes the protected being can sense that they are protected, though most never find any real proof. On the extremely rare occasion that some powerful being can force them to reveal themselves to their subjects, they have no choice but to return to the heaven in which they came.
---Guardian angels look like little naked babies that fly around with tiny bows and have a quarrel that is always filled with arrows. Their dove-like wings are always white. They always have light curly hair and red lips. They have a tiny aura that glows lightly when they are excited. Their eyes look very human and their words are always kind. The celestial ring of their voice helps to reveal their true nature. Despite their appearance, guardian angels are very powerful, wise, and intelligent.
Combat
---A guardian angel keeps a distance between it and its opponent, firing arrows and using its spell-like abilities to great effect. If an opponent closes in on it, it will teleport away and attempt to use its fate link on the opponent and any other opponent that it sees. Against outsiders, it uses its banish power. A guardian angel will not leave its ‘chosen’ during any combat, and always keeps its ‘chosen’ within its line of view. If it takes a significant amount of damage, it will attempt to heal itself without teleporting away.
Psionics (Sp): At will---detect psionics, control light, feel light, hear light, lesser body adjustment, sever the tie, body equilibrium, knock, fate link; 3/day---suggestion, dismissal, mindwipe, shield of prudence. The abilities are the same as those manifested by a 28th-level psion.
---Attack/Defense Modes (Sp): At will---all/all.
Spell-Like Abilities: At will---guidance, deathwatch, invisibility to undead, magic weapon, aid, consecrate, delay poison, make whole, remove paralysis, shield other, prayer; 3/day---control water, death ward, repel vermin, status; 1/day---commune, banishment; Caster level 18th (save DC 13 + spell level).
Tip the Scales (Su): Every day the guardian angel gets 20 points to distribute for the purpose of protecting its chosen. If its chosen needed to roll a 16 for its save, but rolled a 7; then the guardian angel uses up 9 of these points and the creature it guards makes the save. The guardian angel can use this ability only for the creature it guards.
Magic Arrows (Ex): The guardian angel can fire invisible arrows with a powerful magical geas within them. Any creature that is hit, doesn’t take any damage or feel a thing; but mast make a Will save (DC 18) or be compelled to leave the creature guarded, and travel away for 2 months. Sometimes the guardian angel substitutes the magical with a charm person spell.
---If the angel must combat another creature, it uses ghost-touched arrows of force that deal 2d6 points of damage and penetrates any hardness or damage reduction a creature might have. These arrows require only a touch to deal their damage.
Aura of Protection (Su): As long as the ‘chosen’ creature is within 100 feet of its guardian angel, that creature receives a +2 to all its saving throws and is immune to energy drain attacks.
Guardian Link (Su): A guardian angel forms a strong link to the creature it protects, it knows what the creature is up to, feeling, and considering at all time. If the creature is within 30 feet of the angel, it can make a telepathic suggestion to that creature when that creature faces a difficult decision. This is not like the spell suggestion; it merely makes the creature think twice about making a foolish decision. The creature is unaware of the link or the suggestion, which is only received by the deepest part of its subconscious. The angel must be on the same plane for this ability to work.
Banish (Su): Up to 3 times per a day, as a free action the guardian angel can banish evil outsiders. This ability is the same as the spell banishment as cast by a 25th level sorcerer.
Voice of Suggestion (Ex): If a guardian angel speaks out loud, its voice is so innocent, warm, and inviting; that any creature that listens to a suggestion the angel might make is compelled to act accordingly. The ability works as the spell suggestion as cast by a 13th level sorcerer, except it is not magical in nature. Undead, outsiders, constructs, aberrations, plants, oozes, vermin, and dragons are immune to the effect.
Radiant Angel
Medium-Size Outsider
Hit Dice: 48d8+211 (533 hp)
Initiative: +9 (+9 dex)
Speed: 60 ft., fly 360 ft. (good)
AC: 46 (+9 dex, +12 deflection, +15 nat.)
Base Attack/Grapple: +34/+45
Attacks: 2 fists +45 melee
Damage: fist 1d6+11
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: see text
Special Qualities: see text
Saves: Fort +20, Ref +24, Will +28
Abilities: Str 32, Dex 29, Con 23, Int 27, Wis 29, Cha 36
Skills: Climb +21, Concentration +42, Diplomacy +48, Heal +19, Knowledge (the planes) +30, Listen +33, Spot +29
Feats: Alertness, Ambidexterity, Blind-Fight, Dodge, Iron Will, Quicken Spell, Maximize Spell, Leadership, Great Fortitude Extend Spell, Lightning Reflexes, Spell Penetration, Scribe Scroll
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Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 32
Treasure: None
Alignment: Always lawful good
Advancement: None
Radiance
---Angels of Radiance are the messengers of the heavens and any message they are sent to deliver is of the utmost importance. They will avoid combat, seeking only to deliver their message, but can fight fiercely if they must. They are also the negotiators of the heavens, since none can lie in their presence. When not traveling with a message, they are recording the deeds of those they scry upon. Their books are flawlessly objective recordings of history and they guard the great libraries of the heavens.
---An Angel of Radiance is a fantastic creature to look upon. Their wings have the plume of every color of the rainbow and their halos shine the brightest of all the angels. Their eyes are the purest of white and their skin is flawlessly smooth with a silver tone. Their aura is a mist of sweet water that a light shines though, causing several rainbows to surround them. When they move tracers slowly fade from sight behind them, running through every color of the rainbow while fading. Their melodic voices always speak in rhythms. They wear golden jewelry fashioned with the most valuable gems conceivable. They always carry a long magical trumpet that blows the purest of sounds, resonating for miles.
Combat
---An angel of radiance almost always begins battle by blowing its trumpet. It will then ignore most spell casters unless their magic can penetrate its magic resistance. It will focus on grabbing a single creature and holding on to it so the creature suffers from its prismatic touch each round. It will try to slow as many other creatures as it can while knocking them back with its trumpet’s blasting power. It also uses its spell-like abilities and psionics very effectively in combat. If it takes a significant amount of damage, it will teleport away and heal itself before returning to combat or returning to its home plane.
Psionics (Sp): At will---detect psionics, control light, feel light, hear light, lesser body adjustment, control air, sever the tie, body equilibrium, knock, whitefire, combat precognition, burning ray, negate psionics, brilliant blast, energy barrier; 3/day---retrieve, trace teleport, divert teleport, shield of prudence. The abilities are the same as those manifested by a 28th-level psion.
---Attack/Defense Modes (Sp): At will---all/all.
Spell-Like Abilities: At will---detect undead, divine favor, animal messenger, consecrate, hold person, make whole, speak with animals, daylight, divination, freedom of movement, imbue with spell ability, repel vermin, atonement, break enchantments, scrying; 3/day---find the path, resurrection; 1/day---anti-magic field, holy aura, shield of law, soul bind; Caster level 18th (save DC 13 + spell level).
Aura of Radiance (Su): The colorful 30-foot aura of an angel of radiance prevents any creature from telling a lie (no save). All illusions are dispelled by this powerful aura and it is impossible to hide while in this aura.
Trumpet of Might (Su): The trumpet of an angel of mercy acts as a horn of blasting with unlimited charges, but the angel can also use it to induce courage and luck to its comrades in battle. If the angel blows its trumpet, all of its allies within 500 feet are immune to the blast and receive a +4 to their saving throws for the duration of the battle. The magic trumpet of an angel of radiance only functions for the angel of radiance who owns it. It is nothing more then an ordinary trumpet in the hands of any other creature.
Gaze of Slowing (Su): As a free action, an angel of radiance can cause creatures it looks at to slow down unless they succeed at a Will save (DC 27). Otherwise, this ability is the same as a slow spell as cast by a 21st level sorcerer.
Prismatic Touch (Su): Any creature that touches or is touched by an angel of radiance suffers one of the eight effects of a prismatic spray spell. Roll randomly (8 sided die) to determine which effect they suffer. On a roll of 8, they suffer two effects instead of one. The save is always set (DC 18) to avoid or reduce an effect. The angel can suppress this ability at will.
Voice of Glory (Ex): The voice of an angel of radiance hums with overtones and words that ring true. Any creature that hears its voice feels an inner strength from inside spring forth from their minds and receives a permanent +1 to their wisdom attribute. A creature can not be effected by this ability more then once in their lifetime. Evil creatures, outsiders, oozes, undead, plants, elementals, vermin, and aberrations are immune to this effect.
Angel of Darkness
Medium-Size Outsider
Hit Dice: 52d8+563 (966 hp)
Initiative: +8 (+8 dex)
Speed: 60 ft., fly 360 ft. (good)
AC: 60 (+8 dex, +42 natural)
Base Attack/Grapple: +36/+55
Attacks: +10 deathblade sword +65 melee
Damage: deathblade 1d10+29
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: see text
Special Qualities: see text
Saves: Fort +60, Ref +72, Will +108
Abilities: Str 48, Dex 26, Con 32, Int 26, Wis 20, Cha 21
Skills: Climb +25, Concentration +39, Diplomacy +26, Heal +10, Knowledge (the planes) +31, Listen +34, Spot +28
Feats: Alertness, Ambidexterity, Blind-Fight, Dodge, Iron Will, Quicken Spell, Maximize Spell, Flyby Attack, Expertise, Improved Trip, Improved Disarm, Whirlwind Attack, Improved Critical (sword), Power Attack, Sunder, Cleave, Weapon Focus, Weapon Finesse
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Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 59
Treasure: None
Alignment: Always chaotic evil
Advancement: None
Darkness
---Angels of Darkness are also known as Fallen Angels and have descended from their holy status because they yielded too much greed, anger, or vanity. When an angel falls, it undergoes a process of utter corruption, changing into fallen angels that are utterly evil. They have no true homes and wander the multiverse in search of power, glory, and knowledge. Most enjoy the entropy of the Abyss; but never stay long, for lack of mortal souls to consume. Fallen angels are extremely rare and demand to be called by their proper names or they’ll grow infumed and become very destructive. By feasting upon the souls of mortals, they grow more powerful then the other angels. They have a keen hatred for all that is good, and seek to destroy all other angels. An Angel of Darkness is a commanding being, though they never rally armies under their control; they have been known to manipulate mortal beings into waging grand scale wars that sweep across the nations. They all seem to be obsessed with something they call the apocalypse, a time they claim when all life will fall to their rule or wither and perish beneath them.
---Angels of Darkness have pale white skin and bluish-green hair that sparkles like a diamond. Their red eyes are electrical and drip blood, giving them the appearance as though they cry. They wear brilliant plate mail armor and carry cruelly barbed swords made of a strange energy. When they speak, their voices sound like fierce wind upon the rocks. A cold wind always follows them, though they can suppress it down to a light breeze. They are covered by black clouds of darkness that consume all that is good, not even beings that can see through darkness can penetrate the thick mist of darkness that form these clouds. These clouds feel like cobwebs to those within. They have skin that is like ice to the touch, but burns like fire; and their gaze is truly evil, corrupting any who stare too long into its depths. They have no halo and their wings are black.
Combat
---An angel of darkness is a fierce opponent who will use any means necessary to win a fight, using their spell-like abilities and psionics with the highest level of strategy. They will often study their opponents, and look for any weaknesses to exploit. Angels of darkness enjoy making a grand entrance and showing off their might, but against more powerful opponents they will often deploy creatures that they control first and then rush in to take a cheap shot while their opponents are occupied. They will target spell-casters with their spell-like abilities and psionics before shredding any other creatures with their deadly swords. Sometimes an angel of darkness will keep blowing its opponents back with their power over wind, while using their unholy lightning and dark auras to quickly wear their opponents down, and at other times they will dominate their opponents, forcing them to fight by their side before feasting on their souls. If an angel of darkness take a significant amount of damage in battle, it will teleport away and return at a later date, when an opportunity arises to deal the death blow.
Psionics (Sp): At will---detect psionics, lesser body adjustment, control air, body equilibrium, knock, combat precognition, stomp, negate psionics, crisis of breath, fate link, mind probe, psychic vampire, remote view trap; 3/day---inertial barrier, mass concussion, immovability, shield of prudence, disintegrate, mass suggestion. The abilities are the same as those manifested by a 28th-level psion.
---Attack/Defense Modes (Sp): At will---all/all.
Spell-Like Abilities: At will---curse water, doom, undetectable alignment, animate dead, bestow curse, deeper darkness, meld into stone, dismissal, poison, dispel good, scrying, slay living, antilife shell; 3/day---blade barrier, harm, blasphemy; 1/day---destruction, repulsion, unholy aura, implosion, storm of vengeance; Caster level 18th (save DC 13 + spell level).
DeathBlade Sword (Su): Angels of darkness possess an abysmal sword of great power. In the hands of its master, it functions as a +10 unholy power and dread bastard sword. The designated foes of this weapon are humans and angels. In the hands of any other creature, the sword is merely a +3 unholy reaver. If any good aligned creatures try to wield this weapon, they take 10d10 points of unholy (evil) damage.
Aura of Life Draining (Su): The dark 30-foot aura of an angel of darkness sucks away the life if any living creature that enters it. All living creatures that enter this aura feel a sudden pull on their hearts as they are drained, permanently losing 1 level unless they succeed at a Will save (DC 24). The angel gains 1d6 temporary hit points every time a creature loses a level this way.
Unholy Lightning (Su): The angel of darkness can release a blue lightning from its bloody eyes, devastating any good creature look at. The lightning deals 6d6 points of unholy (evil) damage and 2d6 points of electrical damage (normal creatures suffer only the electrical damage). The electricity continues to resonate within the creature for 2d4 rounds, dealing 2d6 points of unholy (evil) damage each round that it resonates. A successful Reflex save (DC 26) made by the creature halves the initial damage and prevents the lightning from resonating.
Voice of Dominance (Ex): The voice of this creature is cruel, sharp, and controlling. Any creature who listens to an angel of darkness must make a Will save (DC 23) or become dominated by its will alone. This ability is the same as the spell domination as cast by a 23rd level sorcerer.
Blow Wind (Su): At will, as a free action an angel of darkness can cause a gust of wind or wind wall as a spell cast by 23rd level sorcerer would.
Chilling Touch (Su): The icy touch of an angel of darkness deals 1d6 points of cold damage and 1d6 points of unholy (evil) damage to any living creature.
Steal the Soul (Su): As a standard action the angel can steal the soul of any creature that dies within 100-feet, pulling its soul into the void of the angel’s heart, and becoming trapped for eternity unless the angel is destroyed. A wish or miracle spell can free the creature’s soul, making resurrection possible. The angel gains hit points equal to that of what the creature possessed in life as temporary hit points.
Gaze of Corruption (Su): If any creature looks at an angel of darkness for too long, they feel overwhelmed with urges to kill, gain power, and control those around them. If a good aligned creature looks at an angel of darkness for 5 minutes, it must succeed at a Will save (DC 23) or become neutral. If the creature is already neutral to begin with, then it becomes evil.
Proton
11-12-2018, 03:47 AM
Created (this one introduces a metal called Gravitol, a strange metal found on the world known as Sena, which is stronger then any other metal so long as the creature it grows out of is alive, and becomes soft like rubber if the creature dies. This metal is common in the endless wildlands to the far west of the civilized world there. There are about 20 creatures in the book that have it I think)
ANKLADOR
Huge Beast
Hit Dice: 14d10+64 (162 hp)
Initiative: +3 (+3 dex)
Speed: 30 ft.
AC: 32 (-2 size, +3 dex, +21 natural)
Base Attack/Grapple: +10/+27
Attacks: bite +19 melee, 2 claws +19 melee, tail +16 melee
Damage: bite 2d6+7, claw 1d6+9, tail 1d8+6
Face/Reach: 15 ft. by 15 ft./ 10 ft.
Special Attacks: Trample, rage, gravital
Special Qualities: Fast-healing 9, anti-magic shell
Saves: Fort +13, Ref +8, Will +12
Abilities: Str 28, Dex 16, Con 24, Int 9, Wis 13, Cha 6
Skills: Climb +4, Listen +8, Spot +9
Feats: Power Attack, Improved Bull Rush
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Climate/Terrain: Warm desert, plain, forest, or hills
Organization: Solitary or pair
Challenge Rating: 15
Treasure: None
Alignment: Usually neutral
Advancement: 15-28 HD (Gargantuan)
---An Anklador is a huge and fierce beast that comes from Gravitoss, its home world that was destroyed by the Derendi. It appears much like an anklosaruas with a purple-blue head and a reddish brown body. It has large horns and a spiked tail that it uses in combat and a metallic gleam that covers its entire body.
---Ankladors are generally not that aggressive, feeding on all manner of vegetable matter it can get its mouth on, but if startled or threatened it can go into a furious rage. It has little fear of predators, for its thick metallic hide it made of Gravital, a bio-metallic substance that negates magic and is stronger and deadlier than adamantine. If the Anklador should die, its Gravital hide quickly turns into a slimy muck that is virtually useless; no known magic has been able to prevent this, probably because it negates such magic in the process.
Combat
---Ankladors trample over smaller creatures to focus their attacks on the largest foe present. Each round they become more furious then the last. The claws and teeth of an anklador can prove fatal to the mightiest of warriors. Spell-casters and creatures that rely on spell-like abilities are at a serious disadvantage when fighting an angry anklador.
Trample (Ex): An anklador can trample man-sized or smaller creatures for 2d8+9 points of damage. Opponents that don’t make attacks of opportunity against the anahydron can attempt to make a Reflex save (DC 24) to halve the damage.
Rage (Ex): If an anklador takes any damage during combat, it will fly into a rage on its next turn and it will continue to attack madly until it or its opponents are dead. While it is enraged, the anklador gains a +4 Strength, +4 Constitution, and –2 AC. The anklador is unable to voluntarily end its rage.
Slicing (Ex): The claws and teeth of an anklador are made of Gravital and can slice through ordinary metal like butter. On a natural roll of 19 or 20 (or if a critical hit is scored) the weapons threaten to severe a limb or the head from the anklador’s opponent. The opponent must make a Reflex save (DC 23) or lose one of his or her limbs. If the opponent rolls a 1 or a 2 on his or her save, he/she is decapitated instead, dying instantly. If the saving throw is made, the opponent suffers x3 damage instead.
Bleeding and Wounding (Ex): Gravital hampers the hemoglobin of non-Gravital creatures, causing them to bleed much more. Any wounds caused by an anklador ’s Gravital claws or teeth cause bleeding damage in addition to their normal damage. Bleeding does 1 point of damage per a round, persisting for as many rounds as the claw caused damage; for example: if an anklador did 17 hit points of damage, then for the next 17 rounds the opponent will lose hit point per a round. This ability overcomes any damage reduction.
---Anklador’s wield Gravital claws and teeth as body weapons. Gravital metal is in all respects similar to a +4 weapon of wounding, and creatures wounded by it do not regenerate as they normally would, instead they must recover as any other creature. This also applies to any bleeding caused by an anklador ’s Gravital claws or teeth.
Pain (Ex): Gravital causes severe pain to those it cuts, lowering their Strength by 1 point for 1 hour unless they make a successful Reflex save (DC 16). This effect is cumulative. Any creature that is hit by an anklador’s Gravital claws is thus affected.
Fast Healing (Ex): An anklador regains 9 hit points per a round. This does not include hit points lost from starvation, thirst, or suffocation, and it does now allow the anklador to reattach or regrow lost limbs. Acid and fire damage deal them normal damage.
Anti-magic shell (Ex): The Gravital shell of an anklador works differently from the normal effect of Gravital on magic. Instead of reflecting spells and spell-like abilities, it radiates an anti-magic field 10 feet from the anklador of anti-magic. This field is so potent that not even the magic of immortals can penetrate its nullifying effects.
Keen Sight: This creature has darkvision with a range of 60 feet as well as low-light vision.
Proton
11-13-2018, 01:08 AM
(tossing in an extra one since I repaired Angel's tables so they were easy to read)
Created
AQUA NEWT
Medium-Sized Elemental
Hit Dice: 6d8+24 (56 hp)
Initiative: +0
Speed: 20 ft., swim 120 ft.
AC: 20 (+10 natural)
Base Attack/Grapple: +4/+7
Attacks: 2 tendrils +12 melee
Damage: tendril 3d6+6
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Latch, blood drain
Special Qualities: Amorphous, immunities
Saves: Fort +10, Ref +7, Will +7
Abilities: Str 16, Dex 10, Con 19, Int 10, Wis 10, Cha 12
Skills: Hide +12, Listen +9, Spot +8
Feats: Power Attack
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Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 7-12 HD (Large)
13-22 HD (Huge), 23-48 (Gargantuan), 49-128 (Colossal)
An aqua newt is a bizarre creature that assumes the shape of a puddle and lies until other creatures wander near, at which point it springs up into its natural form and attacks. It latches its watery arms onto its prey, draining their blood to feed and reproduce. Aqua newts don’t move very fast, so they seldom chase creatures that manage to escape their deadly touch.
Aqua newts appear as giant newts made entirely out of water. Their form is inconsistent, stretching and flexing as they move about. A trail of water drags behind them as they slowly slither across land. When they drain blood, their clear bodies turn red (or whatever color their victim’s blood is). In water the creatures are nearly invisible.
Combat
An aqua newt will hide as a puddle until a creature comes near, at which point it will spring up and attempt to latch on to as quickly as possibly. Once it makes the latch, it will stare at its victim, watching the life it drinks away while adding as many more latches as possible. Against multiple opponents, the aqua newt makes repeated latch attacks, until all of them are connected to its bloodthirsty tendrils.
Latch (Ex): If an aqua newt hits with one of its tendril-like claws of water, it can automatically latch on to the creature. Thereafter, it keeps a grip as though grappling with a bonus of +50 instead of +7. An aqua newt can hold its grip and let itself get dragged while drinking blood if it lacks the strength to pull in its prey. A tendril drains blood every round thereafter that it remains latched on. The aqua newt’s tendril remains in contact with its body, allowing it to make new tendrils to attach to new targets or to the latched target. The tendrils can stretch up to 100 feet while attached to creatures, but the range of their attack is only 5 feet. The aqua newt can always make two tendril attacks, and have up to 100 tendrils on 100 different creatures at a time linked to its blood drawing attack so long as they are within 100 feet, multiple tendrils on the same target quickening its demise.
Blood Drain (Ex): Once an aqua newt has latched onto a creature with a tendril, it draws the victim's blood immediately. Thereafter, the victim suffers 1 point of Constitution damage, 1 point of Strength damage, and 1d8 points of damage per a round that the aqua newt maintains its hold. An aqua newt gains 2 permanent hit points every time it drains a point of Strength and a point of Constitution from its opponent. For every 12 hit points an aqua newt acquires, its gains 1 Hit Die. An aqua newt can get very large quickly over time.
Amorphous (Ex): Aqua newts are not subject to flanking or critical hits. They are immune to poison, sleep, paralysis, stunning, polymorphing, and mind-affecting effects. These creatures have blindsight at a range of 60 feet. An aqua newt can squeeze through a two-inch wall with a one-inch hole in it as a partial action.
Immunities (Ex): Aqua newts are immune to electricity, acid, death effects, poison, disintegration, paralysis, transmutation, ability drain, ability damage, energy drain, death from massive damage, sleep, stunning, and critical hits. They take normal damage from fire and subdual damage from cold. An aqua newt freezes into ice if subdued by the cold, until it thaws out.
Keen Sight: This creature has darkvision with a range of 60 feet as well as low-light vision.
Myth
AKUMA
Large Magical Humanoid (Evil) (Fire)
Hit Dice: 8d8+32 (62 hp)
Initiative: +4 (+4 dex)
Speed: 20 ft., fly 180 ft. (average)
AC: 18 (-1 size, +4 dex, +5 natural)
Base Attack/Grapple: +8/+17
Attacks: bite +13 melee, +3 two-handed sword of flames +18 melee
Damage: Bite 1d4+5, two-handed sword of flames 1d10+8
Face/Reach: 5 ft. by 5 ft./ 10 ft.
Special Attacks: Cursed gaze, fire shield, poison, scorching blade
Special Qualities: DR 15/+1, SR & PR 10, fire subtype
Saves: Fort +8, Ref +8, Will +9
Abilities: Str 21, Dex 18, Con 21, Int 13, Wis 14, Cha 9
Skills: Listen +8, Search +7, Spot +9
Feats: Alertness, Blind-Fight, Ambidexterity, Combat Reflexes, Dodge, Endurance, Iron Will, Power Attack, Track, Weapon Focus (2 handed sword)
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Climate/Terrain: Any warm land
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
---The terrible and evil akuma is an omen of bad luck, the mere sight of one can bring serious disaster and ruin to the observer. They fly along the country at night, searching for victims who travel alone and stand no chance against them. When a group of people encounters one, they merely make their presence known before flying off. As the group's members meet with tragic ends they return again and again so their horrible bad luck can take its toll and wicker down the poor group. When only one member remains, then they zero in for the kill.
---An Akuma has a wingspan of 16 feet and its wings and hairless body are a bright blue color. They have huge heads that burn continuously and their eyes shine brightly with an evil flame. Their have long fangs and spikes growing like hair from their heads. Their bodies tend to be muscular and they have long tails that end in a fork. Their sharp claws are always clinging to a two-handed sword of flames that loses its magical properties when they die.
---Akumas speak Infernal.
Combat
---Akumas are cowardly creatures that use hit and run tactics, usually relying on their Cursed Gaze to bring ill fate to any group of travelers over a period of time. They tend to follow their opponents and wait for opportunities to arrive to take cheap shots. Once they believe the time is right, they rush into combat wielding their Scorching Blades.
Cursed Gaze (Ex): Any creature the akuma can see must make a Will save (DC 18) or be cursed as affected by the spell bestow curse (caster level 12th). In addition the curse causes a 1 in 10 chance of some ill-fated encounter every 15 minutes until removed. Such ill-fates could include: encountering a very nasty creature, being struck by lightning, having one’s boat sink, getting caught in an avalanche, fallen on one’s own sword in combat, getting robbed, and so on. The type of ill fate is left up to the discretion of the Game Master; though life threatening, it should never be anything that delivers automatic death.
Fire Shield (Ex): Akumas are always wrapped in flames that function as the spell fireshleld. The shield is always warm, reducing any cold damage an akuma takes by one-half. This ability is active as if cast by an 8th level sorcerer.
Poison (Ex): An akuma delivers its nerve poison (Fortitude save 22 DC) with each successful bite attack. The initial damage is the same as the secondary damage (1d6 points of Dexterity damage). In addition, the victim’s blood boils for 3 rounds, causing 3d4 points of fire damage during the first round, 2d4 points during the second, and 1d4 points during the third and final round it is active.
Scorching Blade (Su): Akumas carry magical bastard swords that burn anything they touch. In addition to having the qualities of a +3 flametongue, the sword causes creatures it hits to burn for 1d4 rounds (DC 18), taking 1d6 points of damage each round that they burn.
Fire Subtype: This creature is immune to all fire damage and takes double damage from cold except on a successful save.
Darkvision: This creature has darkvision with a range of 60 feet.
AKUMA CHARACTERS
An akuma’s preferred class is the Fighter. Akuma PC’s have an effective character level (ECL) equal to their class level +7. Therefore, a 1st level akuma fighter’s ECL is 8 and is equivalent to an 8th level character.
This is way, WAYYYYY above the levels of a usual character race, and slightly bugged as well, unless you meant that their ECL before their racial hit die are taken into account is +7, meaning that a level 1 Akuma Fighter is actually a level 16 character (8 Hit Die, +7 Racial Adjustment, +1 Fighter), in which case it becomes slightly more acceptable (though STILL rather strong), though you should probably clarify that.
You'll notice I scrutinize things that are written as accessible to players a lot more. Players cannot adjust their characters on a whim if it doesn't fit the adventure at hand, while the DM can do it to monsters without a hitch.
Moreover, you should clarify which of the Akuma's feats are racial, and which ones are to be chosen (the sample Akuma has 7 feats, as opposed to the normal 3 a monster of its Hit Die should normally have. The Monster Manual usually highlights these with a small B next to them). Oh, and Ambidexterity is a 3.0 feat that got removed and its old benefits were added to Two-Weapon Fighting, though you could entirely remove it - the feat makes absolutely no sense on a creature described as using a two-handed weapon.
Speaking of leftovers from 3.0, its damage reduction should be a bit lower (say 10), and /magic.
The Akuma's saves (according to its stats and creature type) should be: +11 Fort, +10 Reflex, +10 Will (counting the +2 from Iron Will)
Its space/Reach should be 10ft/10ft (it's noted to be the size of a Medium creature - 5ft - while being Large)
The poison's save DC should specify what stat it's based upon, and whether it receives a racial bonus. Without such a bonus, a "standard" (Constitution-based) poison's DC should be 19. (10+half its HD+its con bonus = 10+4+5)
As a Large creature, its land speed is much too low, but flight speed, much too agile or too high. I'd probably change those to 40ft land and either 200ft (poor) - making it equal to a Large Dragon's flight pattern -, or 80ft (Average) - a little under twice as fast as a Succubus. Main difference is one is a lot faster, while the other one can actually dive straight down and rise upwards at a steeper angle
Finally, what's a "Magical Humanoid"? These guys are clearly Outsiders with the Evil and Fire subtypes, that speak Infernal, so you could assume their native plane is the Nine Hells of Baator, yet they're not Devils per se. To my knowledge, that subtype was never used on a creature that wasn't extraplanar, as it usually means that the creature comes from or was born on a plane with a strong affinity for Evil.
Proton
11-14-2018, 02:19 AM
This is way, WAYYYYY above the levels of a usual character race, and slightly bugged as well, unless you meant that their ECL before their racial hit die are taken into account is +7, meaning that a level 1 Akuma Fighter is actually a level 16 character (8 Hit Die, +7 Racial Adjustment, +1 Fighter), in which case it becomes slightly more acceptable (though STILL rather strong), though you should probably clarify that.
You'll notice I scrutinize things that are written as accessible to players a lot more. Players cannot adjust their characters on a whim if it doesn't fit the adventure at hand, while the DM can do it to monsters without a hitch.
Moreover, you should clarify which of the Akuma's feats are racial, and which ones are to be chosen (the sample Akuma has 7 feats, as opposed to the normal 3 a monster of its Hit Die should normally have. The Monster Manual usually highlights these with a small B next to them). Oh, and Ambidexterity is a 3.0 feat that got removed and its old benefits were added to Two-Weapon Fighting, though you could entirely remove it - the feat makes absolutely no sense on a creature described as using a two-handed weapon.
Speaking of leftovers from 3.0, its damage reduction should be a bit lower (say 10), and /magic.
The Akuma's saves (according to its stats and creature type) should be: +11 Fort, +10 Reflex, +10 Will (counting the +2 from Iron Will)
Its space/Reach should be 10ft/10ft (it's noted to be the size of a Medium creature - 5ft - while being Large)
The poison's save DC should specify what stat it's based upon, and whether it receives a racial bonus. Without such a bonus, a "standard" (Constitution-based) poison's DC should be 19. (10+half its HD+its con bonus = 10+4+5)
As a Large creature, its land speed is much too low, but flight speed, much too agile or too high. I'd probably change those to 40ft land and either 200ft (poor) - making it equal to a Large Dragon's flight pattern -, or 80ft (Average) - a little under twice as fast as a Succubus. Main difference is one is a lot faster, while the other one can actually dive straight down and rise upwards at a steeper angle
Finally, what's a "Magical Humanoid"? These guys are clearly Outsiders with the Evil and Fire subtypes, that speak Infernal, so you could assume their native plane is the Nine Hells of Baator, yet they're not Devils per se. To my knowledge, that subtype was never used on a creature that wasn't extraplanar, as it usually means that the creature comes from or was born on a plane with a strong affinity for Evil.
I doubled checked the original lore on Akuma just now, not the street fighter 2 version. Akuma can means some pretty vile stuff it turns out. I didn't know that back then I think? And you are right sorta, it is not a magical humanoid, therefore it will have to be updated. Turns out it is an evil fire spirit, but does in many places have assocations with the lower planes, so it will turn into an outsider with sub type of spirit. It isn't really meant for player characters, but I used that approach as it is consistent with the manuals I have, in some cases I did not specify or add the racial, and there is sure to be some DCs that are off, though most should be right. After what I read, it looks like Akuma will be getting some new stuff that go with his new type, and a bit of a boost as lore depicts this thing in some cases to be a real boss while in others it is depicted and something very scary you don't want to see when travelling down the road at night alone. These myths...
Some of the creatures coming up are a bit harder to define, but most of them are typical and easy to pin. I'll look over Akuma more carefully soon and give that update, for now I'll grab one more off the list since I'm here anyways. I appreciate your insight, I can only ask myself what was the original source I studied that lead me to make it humanoid? It was a long time ago, like lifetimes ago seems, I suppose if I meditate deeply for hours I can recall it exactly, but that already sounds exhausting:D As I see it, it isn't too late to change a lot of these since this has been my private manual for a while and is just now being released, so its a good time to make final editing. ++
Almost forgot, on the Ambidextrous feat, though it uses a 2 handed, its brain doesn't function left right like normal people, and it would happen often that weapons get disarmed and it comes down to which arm grabs what in a dash for the weapon or other odd moments in combat where these little things can cause defining moments. But in most cases, yeah, it won't need that feat.
Created
ARMADIA
Large Beast
Hit Dice: 8d10+16 (66 hp)
Initiative: +3 (+3 dex)
Speed: 40 ft.
AC: 24 (-1 size, +3 dex, +12 natural)
Base Attack/Grapple: +6/+15
Attacks: 2 claws +11 melee, roll +11 melee 3d6+5 & touch melee (knock down)
Damage: claw 1d6+5, roll 3d6+5 and knock down
Face/Reach: 5 ft. by 10 ft./ 5 ft.
Special Attacks: Roll, pounce, gravital
Special Qualities: Spell-reflection
Saves: Fort +5, Ref +7, Will +6
Abilities: Str 20, Dex 16, Con 18, Int 5, Wis 12, Cha 9
Skills: Climb +16, Jump +8, Listen +13, Spot +17, Swim +8, Tumble +24
Feats: Alertness
_________________________________
Climate/Terrain: Warm forest, hill, or mountains
Organization: Solitary or gang
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral good
Advancement: 8-16 HD (Huge)
Armadias are giant creatures that were named due to their resemblance to an Armadillo. They have a silvery-green hide made of Gravital and come from the planet Gravitoss. They are very alert and tend to roll away from danger.
Armadias rarely become confrontational; only when defending their young or when cornered do they become aggressive. They love to play much like an otter and usually form little colonies for mutual defense and companionship. They are herbivores that are quite active during the day, but also enjoy basking in the sun. At night, one adult male is designated as the lookout and in the presence of danger, makes a gargling yelp that wakes up the other sleeping Armadias.
Combat
Armadias don’t like to fight and roll away from most encounters. When they fight, it is usually to protect their young or because they are unable to outrun their foes. Armadias roll into their opponents, smashing into them or unraveling and suddenly pouncing, if their opponents are prone. They prefer hit and run tactics, alternating in pack formations. As soon as their opponent gets back up, there is always an armadia rolling up behind him to knock him over again.
Roll (Ex): An armadia can jump and roll into a ball before hitting the ground, rolling into its opponents. If it hits any creature after rolling at least 30 feet, it does 3d6+5 points of damage and possibly knocking the opponent (of a size category large or smaller) to the ground (Reflex save DC 16). By manipulating muscles it can roll indefinitely along a flat surface at a speed of 50 feet. Going down a slope that is at least 30 degrees doubles its speed and a sloping angle at a degree of 60 or more triples this speed, doing 6d6+10 points of damages and knocking down opponents that are of the size category huge or smaller unless they make a Reflexe save (DC 24).
While it is rolled up, its AC becomes 36 (+12 AC) and it takes half damage from all blunt attacks, which is then converted into subdual damage. Should a blunt attack that deals more then 16 points of damage to a rolled up armadia it will knock it back and cause it to roll at least 10 feet opposite to the direction of impact.
Pounce (Ex): An armadia can make a full attack if it leaps upon an opponent during the first round of combat, even if it has already taken a move action.
Slicing (Ex): The claws of an armadia are made of Gravital and can slice through ordinary metal like butter. On a natural roll of 20 (or if a critical hit is scored) the weapon threatens to severe a limb or the head. The opponent must make a Reflex save (DC 11) or lose one of his or her limbs. If the opponent rolls a 1 on his save, he is decapitated instead, dying instantly. If the save is made, the opponent suffers x3 damage instead.
Spell-Deflection (Ex): Having a Gravital shell, all spells directed at the armadia that require a touch or ranged touch automatically reflect back to the caster. This includes friendly spells as well.
Bleeding and Wounding (Ex): Gravital hampers the hemoglobin of non-Gravital creatures, causing them to bleed much more. Any wounds caused by an armadia ’s Gravital claws cause bleeding damage in addition to their normal damage. Bleeding does 1 point of damage per a round, persisting for as many rounds as the claw caused damage; for example: if the armadia did 7 hit points of damage, then for the next 7 rounds the opponent will lose 1 hit point per a round. This ability overcomes any damage reduction.
Armadia’s wield a powerful bio-metal called Gravital. Gravital metal is in all respects similar to a +4 weapon of wounding, and creatures wounded by it do not regenerate as they normally would, instead they must recover as any other creature. This also applies to any bleeding caused by the armadia’s Gravital claws.
Pain (Ex): The Gravital claws of an armadia have many exceptional features and one is to cause severe pain, lowering the victim’s Strength by 1 point for 1 hour unless he makes a successful Reflex save (DC 15). This effect is cumulative.
Keen Sight: This creature has darkvision with a range of 60 feet as well as low-light vision.
Proton
11-18-2018, 04:48 PM
(Updated Akuma)
(Created)
ARROWSHRUB
Small Plant
Hit Dice: 2d8+4 (16 hp)
Initiative: +3 (+3 dex)
Speed: 30 ft., climb 30 ft.
AC: 17 (+1 size, +3 dex, +3 natural)
Base Attack/Grapple: +1/+0
Attacks: missile +4 ranged
Damage: missiles 1d6
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Missiles
Special Qualities: Borrow
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 16, Dex 16, Con 16, Int 1, Wis 11, Cha 3
Skills: Climb +18, Hide +20, Jump +21, Spot +6
Feats: Alertness
_________________________________
Climate/Terrain: Any
Organization: Solitary, patch, or forest
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 3-8 HD (Medium-sized)
9-18 HD (Large)
Arrowshrubs come from the elemental plane of Wood, but have prospered in the world of Sena since their ancestors crawled through the Warble gates long ago. Arrowshrub are incredibly obnoxious little plants that run around on 4 muscle endowed red roots that are used as legs. They have 4 large green leafs that they use to hide little spikes, 2 beady little eyes, and several little ‘arms’ that smaller leaves grow from. Their eyes are black and the woody stems and branches are dark brown. In the spring, they sport little violet or blood red flowers all over their bodies.
Arrowshrubs are relentless hunters that strongly prefer thick foliage to hide and take cover in. They prefer to hunt from the treetops, where they can make the best use of their missile attacks. They have a gang mentality and have been known to travel in groups of several hundred. There are forests in Sena that are completely controlled by these little creatures. Once they close a kill, they all come rushing in to quickly drink up the blood from their prey and often look like a group of starving hyenas fighting over the food.
Combat
Arrowshrubs attack from high places. They stick together, firing spike after spike at their prey. Arrowshrubs prefer to ambush their prey, hiding amongst the treetop foliage until their prey wanders into a poor position. If their prey approaches them, they all jump in different direction, leaping onto other tree branches and then continuing their missile assault. If an arrowshrub is unable to fire a spike, it occupies itself with repositioning. Arrowshrubs are very strong willed for a vegetable, following their prey from the treetops for miles, if they must. Arrowshrubs rarely pursue other creatures onto an open field.
Missile (Ex): Once every 1d4-2 rounds an arrowshrub can shoot a wooden spike similar to an arrow up to 60 feet (no range increment). The missile does 1d6 points of damage. This attack form isn’t very dangerous on its own, but when arrow spikes rain down upon potential prey; fired from the treetops where hundreds or even thousands of these creatures hide, it can be quite devastating.
Borrow (Ex): Arrowshrubs sometimes borrow into the earth with their roots and attempt to hide in the thick foliage that is commonly in forests. While rooting themselves into the ground they receive a +8 to their hide skill checks. Uprooting takes an arrowshrub a move-equivalent action.
Skills: Arrow shrubs receive a +16 racial bonus to their Jump checks. They also receive a +6 racial bonus to their hide checks while within any forest or foliage.
Plant: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. Isn’t subject to critical hits and has low-light vision.
Proton
11-18-2018, 04:55 PM
(Myth)
ASPARES
Medium-size Fey
Hit Dice: 6d6+18 (38 hp)
Initiative: +4 (+4 dex)
Speed: 20 ft., swim 60 ft.
AC: 18 (+4 dex, +4 natural)
Base Attack/Grapple: +3/+3
Attacks: 2 fists +4 melee
Damage: Fist 1d2
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Summon Animals, shape shift, charming gaze, song of charms, healing touch
Saves: Fort +8, Ref +6, Will +10
Abilities: Str 10, Dex 19, Con 15, Int 18, Wis 20, Cha 26
Skills: Animal Empathy +8, Concentration +9, Heal +7, Hide +6, Knowledge (nature) +8, Listen +6, Move Silently +6, Spot +9, Swim +6, Use Magic Device +10, Wilderness Lore +16
Feats: Alertness, Dodge, Spell Penetration, Extend Spell
_________________________________
Climate/Terrain: Any warm forest
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic good
Advancement: By character class
Aspares are beautiful water nymphs found only in the purist and most lovely of forest streams and waterfalls. They dislike cold temperatures and gravitate to warm places. Wherever they are found, animals of all sorts can also be found flocking to them to listen to their passionate and lovely songs they sing as they bath. They are very shy and often disguise themselves as waterfowl when they sense other humanoids approaching. They are similar to dryads, living as an extension of the streams and waterfalls they bath in. For 25 miles around such areas the trees and flowers bloom with resilience and are far healthier then would normally be. Aspares tend to live in small groups and only associate with woodland creatures such as dryads, wood elves, etc.
An Aspares appears as a 5-foot tall female human of the most exquisite beauty. Their skin is shiny and smooth and their bodies have a natural grace and can charm even the most cruel and uncaring of creatures. Their hair is always black and their eyes are slightly larger than normal and have deep green pupils. They have light smiles and child-like expressions that hint at innocence few can ever know.
Aspares speak Common, Sylvan, and Elven.
Combat
Aspares rely on the animals around them for protection, while trying to charm the strongest foe and healing damaged animals. They will flee using their dimension door ability as a last resort, having no desire for victory of defeat. If an aspares senses approaching creatures before they sense it, it will change itself into a waterfowl and obverse them while maintaining the rouse.
Spell-Like Abilities: Aspares can use dimension door and remove curse once per a day as cast by a 13th-level sorcerer. They can also replicate druid spells as 13th level casters (save DC 17 + spell level).
Summon Animals (Ex): Once per a day an aspares use her powerful summoning ability, which is as the spell summon nature’s all IV cast by a 13th level druid. This differs in that it functions as if it were cast 5 times simultaneously, thus the ability summons 5 times as many creatures as the spell normally would.
Alternate Form (Su): An aspares can assume the form of a large water foul whenever it wants to. This ability is similar to a polymorph self spell, except it does not confer any healing and allows only the form of a waterfowl. Using this ability take a full standard action. In this form the aspares moves in the same fashion and at the same speed, as would a normal waterfowl.
Charming Gaze (Ex): Any creature that looks at an apares becomes charmed as though they were effected by the spell charm person (Will save DC 17) as cast by a 12th level sorcerer. The charm is so powerful that even if the effect is removed, the creature that was affected cannot attack the aspares who charmed it until the effect would of ended.
Song of Charms (Su): If the aspares is singing while another creature looks at her, their Will save is increased to a DC of 25 when saving against her charming gaze. The effects of a failed save are then doubled. The aspares can sing at will as a standard action.
Healing Touch (Su): Every round that an aspares holds its hands on another creature, that creature heals 1 hit point. If the aspares holds its hands on the creatures for 10 minutes, any disease that creature might have had is healed as though the spell remove disease were cast upon it by a 12th level cleric.
Low-light Vision: This creature has low-light vision.
ASPARES CHARACTERS
An aspares's preferred class is the Druid. Aspares PC’s have an effective character level (ECL) equal to their class level +6. Therefore, a 1st level aspares druid’s ECL is 7 and is equivalent to a 7th level character.
Proton
11-18-2018, 05:02 PM
(Myth)
ASRAI
Small Fey (Water)
Hit Dice: 2d6+6 (13 hp)
Initiative: +3 (+3 dex)
Speed: 10 ft., swim 360 ft.
AC: 17 (+1 size, +3 dex, +3 natural)
Base Attack/Grapple: +1/-7
Attacks: 1 slam +0 melee
Damage: Slam 1 hp
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Allergy to sunlight, water breathing, watery regeneration
Saves: Fort +1, Ref +4, Will +5
Abilities: Str 4, Dex 16, Con 13, Int 16, Wis 16, Cha 16
Skills: Hide +8, Move Silently +12, Spot +8
Feats: Alertness
_________________________________
Climate/Terrain: Underground warm aquatic
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral good
Advancement: By character class
Asrai are small and delicate faeries that live in crystal cave ponds and streams in order to avoid any exposure to the sunlight; which causes them to melt into little pools of water. They are incapable of living as captives and also melt into little pools of water if captured. Because they are so delicate, they are very shy and hide from all strangers. They associate with gnomes and know much about their cave homes. They cannot live more then 5 minutes out of water and most spend their entire lives submerged.
Asrai are always female, appearing as small and beautiful elves. They have fair complexions and their eyes are deep blue. Their hair looks like running water and they seem to fly through water without the slightest effort. They mate with gnomes, and the males born are always gnomes while the females are always Asrai.
Asrai speak Undercommon and Gnome.
Combat
An asrai knows nothing of combat or fighting. It simply turns invisible and swims away from any confrontation. Asrais are very shy, and will hide in the water at any sign of trouble. They never use their druid spells for combat purposes.
Allergy to Sunlight (Ex): Every round that an asrai spends in the sun, it automatically loses 1 hit point. Upon reaching zero hit points the asrai dies, turning into a puddle of water.
Water Bound (Ex): Although an asrai can breath both air and water, it cannot stay out of water for more than 5 minutes and must make an initial Fortitude save and then every 3 minutes afterwards or take 1d4 points of Constitution damage. If the asrai’s constitution drops to zero or below, it dies falling into a puddle of water. An asrai regains 1 point of constitutions that it lost this way for every 3 minutes it spends submerged in water.
Water Breathing (Ex): All asrai can breath under water just as easily as they can on land.
Watery Regeneration (Ex): An asrai regenerates 2 hit points per a round so long as it is submerged in water. Fire and acid deal normal damage to an asrai.
If an asrai loses a limb or body part, the lost part grows back within 2d4+4 hours. The creature can reattach severed body parts by placing them to the stump where they came off and waiting 2d4 rounds for reattachment to occur.
Spell-Like Abilities: Aspares can use improved invisibility once per a day as cast by an 11th-level sorcerer. They can also replicate druid spells as 5th level casters (save DC 9 + spell level).
Low-light Vision: This creature has low-light vision.
ASRAI CHARACTERS
An asrai’s preferred class is the Fighter. Asrai PC’s have an effective character level (ECL) equal to their class level +2. Therefore, a 1st level asrai fighter’s ECL is 3 and is equivalent to a 3rd level character.
Proton
11-18-2018, 05:15 PM
(Created)
ASYLLA
Medium-size Undead (Chaotic) (Evil) (Incorporeal)
Hit Dice: 17d8+33 (136 hp)
Initiative: +0
Speed: fly 120 ft.
AC: 22 (+12 natural)
Base Attack/Grapple: +8/---
Attacks: touch +12 touch melee
Damage: touch 3d6 + paralysis
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Discordant shrill, cerebral scream, aging, gaze of insanity, paralysis, telekinetic push
Special Qualities: Immunities, DR 50/+5, SR & PR 40, repulsion, vulnerabilities, undead subtype, incorporeal, undying
Saves: Fort +15, Ref +19, Will +50
Abilities: Str -, Dex 10, Con -, Int 13, Wis 1, Cha 25
_________________________________
Climate/Terrain: Any building or underground
Organization: Solitary
Challenge Rating: 19
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 18-36 HD (Medium-sized)
37-56 HD (Medium-sized)
The tortured scream of an asylla can be heard from great distances as it's sound travels through walls that would otherwise be soundproof. An asylla in nothing short of pure madness, a spirit so insane that it spends all of its time wailing in a self-induced state of suffering. No animal will come within 1000 feet of an asylla. The haunting sound of its scream scares off all but the hardiest of men. Asyllas lock themselves into rooms and cannot be permanently destroyed until they are made to leave the room. Such places are usually isolated, because no one dares to go near the door, much less enter the room. Whenever creatures approach the entrance to an asylla’s prison, they get the sense that something terribly wrong and horrible awaits ahead.
An asylla appears as a humanoid ghost. Its form is inconsistent, wobbling every couple of seconds. Its eyes have unnatural bags hanging below the entirety of its face. Its bloodshot eyes are bulging and filled with madness, having no pupils. Sorrow, evil, hell, and death can be seen by any who make the mistake of meeting its gaze. Its mouth is almost always open, as it never stops screaming. The spirit’s arms and feet fade into shadows and its ribs can be seen sticking out of its body. Asyllas are usually wrapped in dirty rags, which are also a part of their incorporeal form.
Asyllas never speak, but understand any language they knew in life.
Combat
An asylla will scream and scream and scream, depleting the morale of any who listen. When a creature comes within 50 feet of an asylla’s room, it stops screaming, and the silence that follows is most unsettling. When the creature enters its room, it either hides or awaits with its back turned. As it comes out of hiding (to surprise) or turns around, it screams louder then ever before and makes a gaze attack. Should a creature resist both, it begins telekinetically throwing them around the room before flying forward to make touch attacks.
Discordant Shrill (Su): The sound of an asylla’s endless screaming travels through walls, becoming only a little quieter with each wall that it passes through. Despite the number of walls the sound travels through, it can still be heard by any creature within 300 feet. For each round that a creature hears it screaming, it must make a successful Will save (DC 25) or become shaken. If a creature is already shaken, it becomes panicked and begins to do all that it can to get away from the wretched sound. Even if creatures resist the sound, they automatically suffer a –2 morale to any saving throws, to hit rolls, and any skill checks. Any spell-casters casting a spell must make a Concentration check (DC 25) or lose whatever spell or ability they were attempting to cast. This sound penetrates any silence effect or magic.
Cerebral Scream (Su): Once per a day, as a standard action an asylla can let out a supernaturally hellish scream that deals 8d8 points of sonic damage (Fortitude save DC 25 to halve the damage) any creatures within 30 feet. Creatures within 15 feet must also make a successful Will save (DC 25) or become paralyzed for 4d4 rounds and take 1d4 points of Intelligence damage. Spell casting is impossible and any spell or skill requiring concentration is immediately disrupted. This scream penetrates any silence effect or magic.
Aging (Su): Any creature that looks at the face of an asylla ages unless they succeed a Will save (DC 20). Creatures affected age rapidly, growing older by 20% of the their full life spans (humans typically age 20 years, whereas an elf may age as much as 400 years). Creatures that don’t age are immune to this effect, this includes golems, undead, some outsiders, some oozes, as well as any immortal creatures or beings.
Gaze of Insanity (Su): Any creature that looks into the eyes of an asylla goes insane unless they make a successful Will save (DC 25) to negate the effects. This effect is similar to an insanity spell as cast by a 20th level spell caster.
Paralysis (Su): The chilling touch of an asylla deals 3d6 points of cold damage and paralyzes living creatures for 1d4 minutes unless they succeed a Will save (DC 20). Creatures that suffer from this attack feel as though an icy dagger was thrust into their heart.
Telekinetic Push (Su): As a standard action, an asylla can telekinetically throw 1 creature of any size with great force, slamming them into a wall for 5d10 points of bludgeoning damage unless they make a successful Will save (DC 20) to negate the affect. Creatures that are thrown must also succeed a Reflex save (DC 20) or fall prone.
Immunities: Asyllas are immune to all cold damage.
Repulsion (Su): Animals, magical animals, and beasts will not come within 1000 feet of an asylla’s room. This ability is the same as the spell antipathy, except it affects all animals, magical animals, and beasts and has a range of 1000 feet.
Incorporeal Subtype: Only other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities can harm an asylla. With the exception of attacks made by force effects or ghost touch weapons, they have a 50% chance to ignore any damage dealt from a corporeal source. They can pass through solid objects at will, but not force effects. Attacks made by an asylla ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. They always move silently and cannot be heard with listen checks if they so desires.
Vulnerabilities: Asyllas take double damage from holy water, and normal damage from holy (good) spells, weapons, and effects.
Undead: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effects that require a Fortitude save unless the effect also works on objects. Isn’t subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Undead are not at risk from death from massive damage. Cannot be raised or resurrected, unless the creature wills it. Does not heal damage. This creature has darkvision with a range of 60 feet.
Undying: An asylla fades away upon reaching zero hit points. It reforms within its room within 3d6 rounds completely healed. Only by forcing the spirit to leave the room, can it be permanently destroyed. A cleric can attempt to send it from its room by either controlling or turning it, but even if the effect works, it is allowed a Will save (DC 10 + ½ the cleric’s level) to resist and break the effect. Teleporting it out of the room also works, if a spell caster can manage to cast the spell despite its constant wailing. An asylla will never willingly leave its room and dies instantly if it does so.
(Updated Akuma)
This is basically the only monster I commented about, so I guess I'll keep it at that :)
Much better. The Level Adjustment is a lot lower than most creatures of similar power, but that's an Epic-only monster, so this should come up far less often than it should.
How secure do you feel about a player gaining control over such a being for an extended period of time? Because its HD makes it an easy target for Planar Binding, which specifically isn't a mind control effect, which makes the protection its semi-divine nature gives it moot. A monster that technically out-ranks Pit Fiends yet can be bound into service by a 15th level caster with incredible ease, because of their relatively low charisma.
Do NOT try to specify it cannot be bound, as there are always ways around THAT. The lowest HD I could find on a CR 22 creature was 22. (technically, Solars are CR 23, with 22 HD). That upper limit makes them impossible to be bound, even by skilled casters specialized in planar binding magic.
If you're okay with a 15th level Wizard having one as a scout/bodyguard, disregard.
Final corrections.
Specify that the Burning Blade effect also gives their swords the Ghost Touch property, because the Incorporeal trait only applies to a creature's Incorporeal Touch Attacks, not its normal weapon strikes. In that same vein, remove their Bite attacks, along with the poison it contains. Using an incorporeal touch is never a natural attack and thus cannot be combined with other special abilities, so if it DOES have a poison, it can't combine it with its normal attacks anyways.
Specify that unlike most incorporeal creatures, Akumas actually have a Strength score that applies to their weapon attacks.
Specify what stat the abilities are based upon, also, add that the Voice ability is a sonic mind-affecting effect. Specify its range. Specify whether it can choose not to affect creatures.
Specify the range of the gaze (normally, 60ft)
Given the Akuma's HD and Constitution (upon which most poisons are based), the DC for it should be 27. (10+half HD+con bonus)
Proton
11-20-2018, 07:45 PM
...
How secure do you feel about a player gaining control over such a being for an extended period of time? ... ...
True, it is easy to bind. But is it worth it? First, its voice cannot be turned off, I'll have to specify that. Second, it's gaze is still active, but anything binding itself to something this cursed is bound to suffer a severe if not fatal consequence. Even if they managed to survive, using powerful magic to hold the bond but suppress the curse that comes with it, the creature is shrouded in mystery. This gives DMs a lot of elbow grease for even worse unexpected consequences. In mythology, in one part of the world, it is considered an aspect of the devil itself. I never defined its final state on this, leaving it open on purpose. Therefore, by binding an Akuma to serve, you could accidentally end up getting the attention of all Akuma's (happens much easier since there are not a lot of them), which are something like Avatars, but with their own odd system, or possibly offending the oldest of their kind, which would be dangerous considering a fledging of its kind starts out with 22 DC (as they claim the ladder, it doesn't take too long before they are too powerful for any binding). They may have their own culture, laws, customs, and all sorts of strange things that are beyond anyone's ability to scrutinize because they are all spread out over the universe operating alone at all times. I'll admit its not done yet, there are a few things to go over, it should be done soon. I'd be perfectly fine with players taking control of one, and fast learning never to ever try doing so again. Its a great way to lose a character real fast... remember these things trap souls, drag souls to hell, and that is only for leisure and fun, a hobby on the side of whatever bizarre schemes and conspiracies they involve themselves with.
Proton
11-25-2018, 11:02 AM
(Created)
AURORON
Huge Magical Elemental (Light)
Hit Dice: 16d8+64 (132 hp)
Initiative: +8 (+8 dex)
Speed: fly 120 ft. (perfect)
AC: 24 (-2 size, +8 dex, +8 natural)
Base Attack/Grapple: +12/---
Attacks: touch +12 touch
Damage: 8d8+15 (save to halve damage)-see text
Face/Reach: 15 ft. by 15 ft./ 10 ft.
Special Attacks: Magic control, consume, explode
Special Qualities: Incorporeal, DR 10/+1, magic control, PR 50, Fire & Sonic Resistance 50
Saves: Fort +16, Ref +18, Will +16
Abilities: Str -, Dex 27, Con 30, Int 19, Wis 17, Cha 21
Skills: Inuit Direction +20, Spot +10
_________________________________
Climate/Terrain: Any sky
Organization: Solitary
Challenge Rating: 21
Treasure: None
Alignment: Any Chaotic
Advancement: 17-32 HD (Gargantuan)
---Aurorons are very beautiful creatures made entirely of light and magic. They appear as a smaller version of an aurora that moves around. Their colors are both brighter and deeper then a real aurora, and flicker and change unlike a real aurora. Despite their beauty, aurorons can be very dangerous. Aurorons tend to gravitate towards other sentient life forms, either out of curiosity, malice, or hunger (although an auroron doesn’t need to eat, it consumes the life force of anything it touches). They are invulnerable to all forms of physical attack. Fire, cold, electricity, and most other forms of energy simply pass right through them. Darkness will not function within 100 feet of them. Spells cast within their presence malfunction, coming out as rainbow patterns that fizzle away.
---These creatures are erratic and extremely dangerous,. They are impossible to control and any such attempt causes them to violently turn on the would-be controller. Little is known about were they come from or how they reproduce, but fortunately; they are always alone and extremely rare.
---Aurorons never speak, but telepathically understand what others are saying or thinking up to 100 feet.
Combat
---Aurorons float around in a way that appears random. Most creatures don’t even suspect that they are sentient beings, until and unless they attack. For every 3 minutes that a creature spends within 150 feet of an auroron, there is a 10% (on a roll of 81-00 the auroron slowly flies away) chance the auroron will attack. It never announces its attack and merely slowly floats up to the creature and begins draining its life away. If an auroron is attacked, it always counter-attacks. Nearly every creature is threatened by the deadly touch of an auroron, and spell casters are at their mercy. Fortunately for the spell casters, most auroron are only encountered up above in the clouds high in the sky and rarely ever fly down to the surface.
Spell and magic control (Su): Using magic around an auroron is a very bad idea; it is the living manifestation of magic and understands magic with its very essence. Any spell or spell-like ability that is cast within 30 feet of an auroron is no longer under the dictates of the caster. Once the spell is complete, the auroron decides where the spell’s target is, or if the spell even works at all. It can cause the spell to change into an explosion, dealing 1d6 points of damage to all creatures within 10 feet of the caster for every level of the spell. An auroron is immune to the explosion. If a spell caster casts a spell from outside its area of control, aiming the spell into its area, the auroron instantly gains control of the spell. The creature is otherwise immune to the effect of all magic, even the effects of a wish spell. For this reason spellcasters in particular have good reason to fear an auroron. Even the divine magical powers of an immortal are not exempt from an auroron’s intense control over magic.
Consume life force (Su): The deadly touch of an auroron causes its victims to light up like a light bulb, their bones briefly showing. This dangerous attack deal 1d6 points of ability drain to all six ability score at the same time, draining every aspect of the creature’s life force, unless it makes a successful Fortitude save (DC 16) to take only 1 point of ability damage to all six attributes instead. The affected creature must also make a successful Fortitude save (DC 13) or be stunned for 1d4 rounds. Smoke vapors rise from the victim’s body after being touched, and if any one of the victim’s attribute scores should drop to 0 or below, that creature’s flesh explodes violently and the bones that are left behind turn into fine ashes that blow away in the wind.
---The touch also deals 8d8+15 points of damage to the opponent unless he makes a Reflex save (DC 20) to halve the damage. An auroron can make 2 touch attacks per a round.
Incorporeal Subtype: Only other incorporeal creatures, +1 or better magic weapons and supernatural abilities can harm an auroron. Only the magical bonus of a magic weapon gets through to deal the damage. For example: a hit with a +4 long sword would only do 4 points of damage; whereas, a hit made with a +2 long sword would only deal 2 points of damage, etc, etc.
---With the exception of attacks made by force effects or ghost touch weapons, they have a 50% chance to ignore any damage dealt from a corporeal source. They can pass through solid objects at will, but not force effects. Attacks made by an auroron ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. They always move silently and cannot be heard with listen checks if they so desires.
Anti-Darkness aura (Su): Aurorons emanate a 20-foot aura of light. This light is similar to daylight conditions and no form of darkness or deeper darkness functions within the aura. Areas affected by darkness return to their dark state when the auroron leaves.
Empathic Analysis (Sp): An auroron can sense the intentions of thinking creatures that are within 100 feet of it. If a creature intends to attack the auroron, the auroron automatically detects the hostile thought and prepares itself. Aurorons are impossible to surprise.
Flying (Ex): An auroron is made of light and magic, so it flies through space and matter naturally. No means can disrupt the auroron’s ability to fly.
Vulnerability to Anti-Magic (Ex): An auroron’s greatest weakness is an area affected by an anti-magic field. If an auroron occupies such an area, the auroron automatically suffers 10d6 points of damage per a round of exposure. The auroron will immediately seek the quickest way out of the affected area, usually flying straight up. Aurorons can feel anti-magic fields within 60 feet of them, and almost always move away from the fields.
Exploding Touch (Su): Any magic item that comes in contact with an auroron explodes unless it makes a successfully make a Reflex save (DC 20). If the item explodes, it deals 6d6 points of damages to any creature within 10 feet. If the item survives, it has a 10% chance of gaining a permanent +1 to its magical bonus or automatically gains 2-12 charges. This dangerous attack works as the auroron touches its opponent.
---An auroron can make a slam attack instead of trying to make a touch attack, attempting to occupy the area that its opponent stands. If successful, all of the opponent’s items are threatened by this ability, as is the opponent’s life force.
Divine Immunities: This creature has a divine rank of 6 and is immune to ability damage, ability drain, energy drain, transmutation, mind-affecting effects, acid, cold, death effects, disease, disintegration, electricity, paralysis, poison, sleep, stunning, imprisonment, and banishment.
Proton
11-25-2018, 11:17 AM
(Myth)
AZIZA
Small Fey
Hit Dice: 8d6+28 (42 hp)
Initiative: +3 (+3 dex)
Speed: 10 ft., fly 120 ft. (average)
AC: 19 (+1 size, +3 dex, +5 natural)
Base Attack/Grapple: +4/-2
Attacks: short sword +4 melee
Damage: short sword 1d6-2
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Metal allergy, divination, healing powers, summon the spirits
Saves: Fort +7, Ref +13, Will +11
Abilities: Str 6, Dex 17, Con 16, Int 15, Wis 19, Cha 14
Skills: Animal Empathy +12, Diplomacy +18, Hide +13, Knowledge (the planes) +8, Knowledge (arcana) +9, Knowledge (nature) +14, Listen +4, Move Silently +6, Spot +7, Use Magic Device +7, Wilderness Lore +14
Feats: Alertness, Iron Will, Quicken Spell, Extend Spell, Still Spell, Silent Spell
_________________________________
Climate/Terrain: Any temperate or warm forest
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Usually neutral good
Advancement: By character class
---Standing only 4 feet from the ground, the Aziza has a weak physique. They are skinny woodland creatures that usually remain hidden in the trees. They appear much like wild elves with large blue butterfly wings. Their hair is sparkling silver and their eyes are yellow in the day and white at night. They have small goat-ties and tiny antlers similar to an elk's. Aziza has dark green skin and a warm smile the reveals their good-hearted nature. They wear only natural clothes and crystal jewelry.
---Azizas never stray from the forest they are born in, watching over it for the entire duration of their 2 thousand year life spans. They are known to assist humans who find themselves in danger or serious need of food in the winter. Elves of all sorts seek them out for their practical and spiritual knowledge. They always offer up such knowledge freely. Wounded animals rely on them for healing and they can, in turn, call upon the animals for protection and aid. If the animals are unable to provide the power of protection they need, then they call upon the spirits of the land. Azizas only seek to bring good into the world and none have ever been known to be evil.
---Azizas speak Common, Elven, and Sylvan.
Combat
---When defending their forests, azizas use every trick in the book. They are smart and wise, and usually begin a battle by hiding and then rallying the animals of the forest. When the animals come forward to attack, the hidden azizas use their spell-like abilities to assist. If all else fails, they will summon the spirits of the forest. Other then protecting their forests, azizas have no interest in fighting and will use tree stride to flee most unwanted encounters. If they are forced to defend themselves, they will make full use of their spell-like abilities and then try to escape in the midst of the chaos that follows.
Spell-Like Abilities: At will---create water, detect poison, know direction, purify food and drink, calm animals, entangle, faerie fire, shillelagh, speak with animals, tree shape, warp wood, speak with plants, dispel magic, quench; 3/day---call lightning, spike growth, freedom of movement, repel vermin, awaken; 1/day---cure critical wounds, remove disease, remove blindness/deafness, summon nature’s ally III, divination, commune with nature, tree stride; Caster level 13th (save DC 13 + spell level).
Metallic Allergy (Ex): Azizas are allergic to metal and take double damage from metallic weapons. If they touch metal for more than 1 minute, they must make a Fortitude save (DC 16) or take 1 point of Constitution damage. Any damage from a metallic weapon or Constitution damage results in a scar that never goes away, short of using a wish spell.
Summon the Spirits (Su): Once per a month an aziza can summon the spirits of the forest, if the forest it lives in is in danger of being directly or indirectly destroyed. This ability causes 3d6 ghosts (either animal ghosts or treant ghosts) to appear out of the ground and trees where the aziza lives. The spirits will remain in the forest until the problem is solved. Should the forest be destroyed, the ghosts will haunt those responsible, killing them one by one, before they can ever rest again. The ghosts do not go away if the azizi who summoned them is slain. The aziza cannot use this ability to save its own life, only the life of its forest home.
Low-light Vision: This creature has low-light vision.
AZIZA CHARACTERS
An aziza’s preferred class is the Ranger. Aziza PC’s have an effective character level (ECL) equal to their class level +7. Therefore, a 1st level aziza ranger’s ECL is 8 and is equivalent to a 8th level character.
Proton
11-25-2018, 11:25 AM
(Myth)
BAGINIS
Medium-size Fey
Hit Dice: 7d8+35 (67 hp)
Initiative: +5 (+5 dex)
Speed: 20 ft., fly 360 ft. (perfect)
AC: 20 (+5 dex, +5 natural)
Base Attack/Grapple: +3/+7
Attacks: 2 claws +12 melee
Damage: claw 1d6+4
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Spell-like Abilities
Special Qualities: flying
Saves: Fort +11, Ref +10, Will +8
Abilities: Str 19, Dex 20, Con 21, Int 16, Wis 16, Cha 18
Skills: Concentration +13, Hide +12, Spellcraft +8, Spot +8
Feats: Alertness, Ambidextrous, Blind-Fighting, Combat Casting, Dodge, Improved Critical (claws), Empower spell, Enlarge Spell, Maximize Spell, Power Attack, Sunder
_________________________________
Climate/Terrain: Any warm mountains
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: By character class
---Baginis are a cross between a human and some unidentified type of animal. They are always female and appear as beautiful women with long red hair and light brown skin. Their eyes are in particular very beautiful and they use them to charm human men and distract them from noticing their clawed fingers and toes. A fierce fighter in combat, baginis rarely ever kill, instead taking humanoids as captives.
---Due to their wild nature and temperament, baginis prefer to live in the wilderness in warm climates far away from any civilizations. They are usually reclusive, though they have been known to keep captives. Animals seem to follow them for some unknown reason, and they can command these followers to protect them. A baginis live a thousand years. They are generally harmless if left alone and will go to great lengths to avoid encounters they don't plan for.
---Baginis speak Common.
Combat
---Baginis like to try and capture those they attack, first weakening them rays of enfeeblement, knocking them out with color spray, or hypnotizing them with their eyes. They will generally keep their captives for 3d6 weeks before letting them go. If fighting against some fiend, aberration, or beast the baginis will fly out of range and exhaust its spell-like abilities until it has sufficiently weakened its foe, before flying forward to make claw attacks.
Spell-Like Abilities: At will---command (animals only), ray of enfeeblement, color spray, ventriloquism, animate rope, magic weapon, protection from arrows, glitterdust, hypnotic patterns, levitate, nondetection, gust of wind; Caster level 18th (save DC 13 + spell level).
Flying (Su): Baginis can fly through the air magically up to 360 feet as a free action. Their ability to flee is compromised whenever they enter an area that would deny magical effects, such as an anti-magic field.
Low-light Vision: This creature has low-light vision.
BAGINIS CHARACTERS
A baginis' preferred class is the Fighter. Baginis PC’s have an effective character level (ECL) equal to their class level +6. Therefore, a 1st level baginis fighter’s ECL is 7 and is equivalent to a 7th level character.
Proton
11-25-2018, 11:36 AM
(Created)
BAKKE
Medium-size Magical Beast
Hit Dice: 8d8+16 (60 hp)
Initiative: +13 (+13 dex)
Speed: 360 ft., fly 360 ft.
AC: 25 (+13 dex, +2 natural)
Base Attack/Grapple: +8/+11(+16)
Attacks: 2 claws +11(+16) melee, bite +11(+16) melee
Damage: claw 1d6+3(+8), bite 1d6+2(+6)
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Blood drain, whirlwind
Special Qualities: Immunities, DR 10/+1, SR & PR 10, haste, night strength, dimension door, blind sight
Saves: Fort +9, Ref +10, Will +9
Abilities: Str 16/26, Dex 36, Con 18, Int 16, Wis 18, Cha 15
Skills: Hide +10, Move Silently +6, Spot +9
Feats: Alertness, Dodge
_________________________________
Climate/Terrain: Any warm
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 9-16 HD (Large)
7-27 HD (Huge)
---Bakkes are mischievous bat-like beasts that aren’t generally dangerous. They come out in the nighttime, which bestows them with great strength, to feed from the blood of sleeping farm animals. Bakkes move quickly, zipping around as they search for new prey. They are skitterish and avoid humanoids. A bakke will flee if discovered, despite the fact that it is usually capable of defeating those who discover it. They sleep like bats deep within caves during the day. Here, they are much more aggressive and will attack anything that trespasses into their territory.
---A bakke resembles an extraordinarily large bat. It has a large head and its face reveals rational thoughts. Bakkes can hold objects in their tiny hands. When they land on the ground they walk around like humanoids, though they move as though they exist within an accelerated time frame.
---Bakkes speak their own primitive language (bakken) using a frequency that is not audible to the human ear.
Combat
---Bakkes will avoid fighting unless defending their cavernous homes. There, they turn into whirlwinds and charge into their foes. Afterwards, they bite their foes as much as possible. Bakkes hate light and will try to knock out any light source they can. If a fight is going badly for a bakke, it always saves 1 dimension door so it can make a get-a-away.
Blood drain (Ex): Like oversized vampire bats, a bakke can bite a sleeping creature and drain its blood. Their saliva has a powerful anesthetic in it, suppressing the nervous system of the affected animal. Creatures that the bakke bites must make a Fortitude save (DC 13) or take 1 points of Dexterity damage as the anesthetic hampers their coordination. Sleeping creatures are automatically affected and the bakke can drink their blood, dealing 1 point of damage per a round. For every 3 points of blood drained in this way, the bakke heals 1 point of damage.
Whirlwind (Su): A bakke can fly into a whirlwind as a standard action, transforming itself into a whirlwind for up to 4 rounds (and must wait 6 rounds before it can use this ability again). As a whirlwind, the bakke travels through the air at its fly speed. The whirlwind is 1 foot wide at the base, 3 feet at the top, and 6 feet tall. The bakke can lower the height of its whirlwind form to as low as 2 feet in height as a free action (and raise it back to 6 the next turn).
---This whirlwind pulls all flying and levitating creatures within 10 feet into it unless they succeed at a Reflex save (DC 15). Creatures on the ground that are within 5 feet must succeed at a Reflex save (DC 11) or be pulled into the whirlwind. Creatures that are pulled (or come in contact with) into the whirlwind automatically taking 3d6+12 points of damages per a round while being held be the whirlwind. The each round after they are pulled in they are allowed a Reflex save (DC 15) to escape the whirlwind. The bakke can fling any creature trapped within it as a free action. Creatures that are flung aside travel 15 feet and take 2d6 points of damage.
Immunities: Bakkes are immune to all mind-affecting effects and paralysis.
Haste (Su): A bakke is permanently hasted, and can take one extra partial action per a round.
Night Strength (Su): During the night, a bakke gains a +10 to its Strength score (Strength 26). When the sun is up, the bakke’s strength returns to 16.
Dimension Door (Su): Up to 3 times a day, a bakke can dimension door (as cast by a 13th level spell caster).
Blind Sight (Ex): In the light of day is totally blind and relies on echo sound to give it blind sight. It can ‘see’ up to 1000 feet with its blind sight. It also has low light vision 2 times better then a normal human’s.
Proton
11-25-2018, 11:42 AM
(Created)
BIRD FOLK
Diminutive Humanoid
Hit Dice: 1d8+2 (6 hp)
Initiative: +5 (+5 dex)
Speed: 10 ft., fly 180 ft. (good)
AC: 19 (+4 size, +5 dex)
Base Attack/Grapple: +1/-14
Attacks: short bow +6 range, beak +1 melee
Damage: Short bow 1d2, beak 1 hp
Face/Reach: 1 ft. by 1 ft./ 0 ft.
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 4, Dex 20, Con 13, Int 9, Wis 11, Cha 13
Skills: Heal +3, Hide +8, Intuit Direction +6, Listen +8, Move Silently +13, Search +3, Spot +6, Use Magic Device +3
Feats: Alertness, Flyby Attack
_________________________________
Climate/Terrain: Any land
Organization: Solitary, pair, group, or flock
Challenge Rating: 1
Treasure: Standard
Alignment: Any
Advancement: By character class
---Bird-folk are bird-like humanoids that are found in any climate. There are too many different kinds and tribes to mention all of them here. Their tribes usually share a common alignment. Some are helpful, while others are dangerous predators. While few have spell casting capabilities, most are just scavengers. They prefer to observe strangers from the safety of the tree top branches. Sometimes they trade knowledge or magic items that their tribe has acquired for large supplies of food, if they are in need of it.
---A Bird-folk appears to be a humanoid bird that stands about 1 foot tall. Their wings have hands and their legs are much longer than an ordinary bird’s. They can have features of any bird, and those features stay uniform to their respective tribes. Some examples of different types found throughout Sena are: Falcons, Sparrows, Geese, Turkeys, Ducks, Parrots, Pigeons, Ostriches, Woodpeckers, Owls, Penguins, and so on. Even a type can have several sub-species with it, for example: Spotted Owls, Golden Owls, Gray Hooded Owls, Moon Owls, Prairie Owls, and so on.
---Bird folk share their own common language (Chiir) that consists of chirps and whistles.
Combat
Nearly every bird-folk flees from anything perceived as dangerous. If a bird-folk must fight, it will try to prick its foes with its tiny beak or fly out of range and fire arrows, while using anything it can as cover. Tales tell of how a single bird-folk defeated insurmountable odds, defeating a band of ogres by hiding in the treetop foliage and shooting arrows at them for hours, until the last two living ogres ran from the forest never to return. The ogres claim that it was a wicked band of hobgoblins, which heard the angry chirp of the mighty bird folk as they took to the foot. One thing is for certain, when a flock of several thousand bird-folks cooperate, they can become quite dangerous.
Skills: Bird folk receive a +8 racial bonus to their Hide checks. They also receive a +6 racial bonus to their listen checks.
Low-light Vision: This creature has low-light vision.
BIRD-FOLK CHARACTERS
A bird-folk’s preferred class is the Ranger. Bird-folk PC’s have an effective character level (ECL) equal to their class level. Therefore, a 1st level bird-folk ranger’s ECL is 1 and is equivalent to a 1st level character.
Proton
11-25-2018, 11:49 AM
(Myth)
BLACK DOG
Large Fey
Hit Dice: 12d6+52 (72 hp)
Initiative: +2 (+2 dex)
Speed: 60 ft., swim 60 ft.
AC: 23 (-1 size, +2 dex, +12 natural)
Base Attack/Grapple: +6/+14
Attacks: bite +10 melee
Damage: Bite 1d10+4
Face/Reach: 5 ft. by 10 ft./ 5 ft.
Special Attacks: Gaze of doom, breath of ill fate
Special Qualities: Immunities, leave no trail, shadow walk, shadow door, DR 20/+2, SR & PR 20, electricity resistance 30
Saves: Fort +13, Ref +12, Will +13
Abilities: Str 18, Dex 15, Con 23, Int 14, Wis 12, Cha 3
Skills: Jump +12, Listen +12, Move Silently +16, Spot +15, Swim +13, Wilderness Lore +8
Feats: Alertness, Lightning Reflexes, Iron Will
_________________________________
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Always neutral evil
Advancement: 13-18 HD (Huge)
19-27 HD (Gargantuan)
---Lone travelers at night often fear howling, for it may be the haunting sound of the black dog. Also known as the Cu Sith, a black dog is a supernatural force of nature that brings death to those it visits. They are impossible to hunt, for they leave no trail, no scent, and no means to follow them. They can disappear into the shadows and just as easily appear from the shadows. Few people ever survive an encounter with one, most die within days after any such a visit; either from sickness or a heart attack. Oddly, a black hound never attacks children, who seem to be immune to the beast’s deadly gaze and curses.
---A Black Dog is just what it sounds to be, a large black hound the size of a calf. It has a fierce expression on its face at all times, and its features are far more horrid then a regular hound. Its eyes glow bright red in the dark and it drools continuously.
---Black dogs don’t speak, but understand Common and Abyssal.
Combat
---Black dogs lay low, stalking through the tall grass or forest foliage until they stumble into an encounter. If they encounter a solitary creature, they will rush out of hiding and attempt to tear him limb for limb. Otherwise, they make a single gaze or breath attack before disappearing into the shadows.
Gaze of Doom (Su): Any intelligent creature that sees a black dog must make a Will save (DC 17) or begin suffering from terrible nightmares two days later. The nightmares persist night after night, until magically removed (with a remove curse or successful dispel magic spell) or until the victim dies in his sleep from a heart attack (from loss of Constitution in conjunction with the stress of the nightmare). The effect is the same as the nightmare spell as cast by a 15th level sorcerer (Will save DC 17), except that a dispel evil spell doesn’t stun the black dog, the victim loses 2d6 points of Constitution damage every night it fails to make a successful Fortitude save (DC 17) while having the nightmare, and the victim has a nightmare every night unless they make a successful Will save (DC 17).
Pass without Trace (Ex): Black dogs never leave any scent nor trail behind them whenever they travel, as though they were always under the influence of an improved pass without trace spell.
Shadow Walk (Su): The black dog can walk through the Plane of Shadow as a standard action. This ability functions as the spell shadow walk; except the black dog cannot take other creatures along with it. Black dogs can end up almost anywhere, considering that they can travel to other planes that border the plane of shadow.
Shadow Jump (Su): A black dog can travel between shadows as though using a dimension door spell. Both the starting and ending points must be enshrouded in shadow and must be within 100 feet of each other. It uses this ability as a free action.
Breath of Ill Fate (Su): The black dog can breath a black cloud that is 10 feet by 10 feet and 8 feet high. Any creature that is caught within the cloud must make a Fortitude save (DC 15) or be inflicted with a magical disease called death fever. The incubation period for death fever is 1d3 days. Every day afterwards, the inflicted creature must make a Fotitude save (DC 15) or lose 3 hit points and 1 point of Constitution. He cannot be healed or recover hit points or Constitution until the disease is removed. The disease can be removed by a remove disease spell or dispel evil spell. Using a dispel evil spell restores the creature’s Constitution immediately and restores up to 15 hit points of damage.
Children’s Security (Ex): Oddly enough, children are immune to both the Gaze of Doom and Breath of Ill Fate of the black dog. Even stranger, black dogs never attack children. They have been known to protect lost children and help lead them back to their homes, despite being a cruel and vicious killer of man. Sages hypothesize that black dogs are the spirits of children who where killed by their parents, and seek revenge upon all adults that they encounter.
Immunities (Ex): Black dogs are immune to cold damage.
Keen Sight: This creature has darkvision with a range of 60 feet as well as low-light vision.
Proton
12-04-2018, 12:11 PM
(Created)
BLÄSE
Large Ooze
Hit Dice: 10d10+46 (112 hp)
Initiative: -5 (-5 dex)
Speed: 20 ft., climb 20 ft.
AC: 13 (-1 size, -5 dex, +9 natural)
Base Attack/Grapple: +7/+6
Attacks: touch +7 touch, bubble trap +7 ranged touch
Damage: Acidic cling 3d6 (acid), bubble trap
Face/Reach: 5 ft. by 10 ft./ 5 ft.
Special Attacks: Bubble trap, bubble blast, acidic cling
Special Qualities: Immunity
Saves: Fort +8, Ref +6, Will +10
Abilities: Str 1, Dex 1, Con 16, Int 18, Wis 1, Cha 1
Skills: Hide +2, Move Silently +10, Spot +8
Feats: Alertness
_________________________________
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral evil
Advancement: 11-22 HD (Huge)
23-52 HD (Gargantuan)
---These awful oozes crawl rapidly along the ground, searching for any blood-filled life form that they can devour. They are dangerous to say the least; for they are extremely intelligent, a fact that many unsuspecting humanoids have discovered the hard way. A seasoned adventurer will usually avoid combating one altogether, knowing that there is little to gain and much to lose in such a process. They are not hateful and devious, like so many humanoids suspect, merely hungry and indifferent to the suffering they cause in their wake.
---A blase looks like a bloody pool of bubbles that slides across surfaces. They can cling to ceilings, walls, and even ropes. They float across water and are unable to dive due to their bubbly bodies. Their bubbles are large and clear, but gain a reddish hue after they drink the blood of their victims. Large bubbles constantly float off from their bodies and pop after spending several seconds in the air.
Combat
---A blasé attacks just about anything in its path, though the creature never does so thoughtlessly. It will consider each action it takes. Blases are fond of hiding behind a door and then oozing under the doors crack while shooting bubbles at their prey. If one of the blasé’ s foes becomes trapped in a bubble, the creature will cling to any companions the foe has, possibly jumping from one creature to another, but usually focusing its attacks on spell casters first. Blases also like to cling to the ceiling just behind a door, falling on any creature that passes through the door.
Bubble Trap (Su): The blasé can fire up to three giant bubbles 3 feet in diameter up to 50 feet (no range increment) as a standard action. Any creature hit must make a Reflex save (DC 18) or be trapped inside a giant bloody bubble. The bubbles can hold large or smaller creatures, growing or shrinking in size to accommodate anything it traps. The bubble levitates 6 to 8 feet from the ground and the creature levitates within the bubble. The creature is held magically, as though a dimensional anchor spell were cast upon him, while being in the bubble.
---Blood is siphoned from his body every time the bubble takes damage, maintaining its integrity. If he strikes the bubble with any weapon, he takes any damage he would of otherwise dealt to the bubble, as the bubble draws his blood directly out of his skin, tearing holes open all over his body in the process. If any thing hits the bubble from the outside, the creature inside the bubble takes the damage instead of the bubble. Strands of blood connect from the areas that he bleeds directly to the bubble, fueling it.
---If the creature waits patiently without trying to escape, the bubble pops within 2d6 rounds. The creature loses 1 hit points of damage per a round regardless of what’s done, as the bubble draws out the creature’s blood. Creatures that are trapped in the blasé’s Bubble trap are unable to cast spells or use spell-like abilities.
Bubble Blast (Su): As a free action, blases can shoot a spray of glowing red bubbles, hitting any creature within a cone that is 12 feet at the base, 18 feet at the end, and 20 feet long. The bloody bubbles pop into an acid liquid upon hitting anything, dealing 2d6 points of acid damage to any object or creature the first round and dealing 1d6 points of acid damage the next. Creatures within the cone of projection can make a Reflex save (DC 16) to jump or move out of the way. Creatures wearing armor take halve the damage and their armor takes the other half (unless wearing full plate, which instead takes all the damage).
Acidic Cling (Ex): A blase clings to any creature with a successful hit and automatically deals 3d6 points of acid damage per a round. Only killing the blasé releases its cling. It may elect to lash out and cling to another creature, so long as that creature is within striking distance. It may fire bubble traps or a bubble blast while clinging. If the blasé moves to cling to another creature, the creature it clung to takes 2d6 points of acid damage at the end of the turn and another 1d6 points of acid damage at the end of the following turn. Creatures wearing armor take halve the damage and their armor takes the other half (unless wearing full plate, which instead takes all the damage).
Amorphous (Ex): Blases are not subject to flanking or critical hits. They are immune to poison, sleep, paralysis, stunning, and polymorphing. A blase can squeeze through a two-inch wall with a three-inch hole in it as a move-equivalent action. This creature has blindsight at a range of 60 feet.
Bloody Growth (Ex): A blasé is made of bubbling blood and gains 1 temporary hit point for every 2 hit points its deals to another creature using its Acidic Cling attack. It also gains 1 temporary hit point for every 2 pints of blood it devours, so long as the blood isn’t dried up. The blasé gains 1 permanent hit point for every 12 temporary hit points that it gains.
Perfect Climb (Ex): Blases move easily while climbing. They can move full speed across ceilings, overhangs, and any slanted or vertical surface without making a climb check. If a blase takes damage, it does not need to make a climb check to avoid losing its grip.
Immunities (Ex): Blases are immune to all physical damage, acid, and electricity. Fire, force effects, ghost touched weapon, and most magic deals normal damage to a blasé.
Proton
12-04-2018, 12:19 PM
(Created)
BLOOD BEAR
Huge Magical Beast
Hit Dice: 13d10+44 (136 hp)
Initiative: +0
Speed: 30 ft., swim 20 ft.
AC: 19 (-2 size, +11 natural)
Base Attack/Grapple: +13/+35
Attacks: 2 claws +26 melee, bite +26 melee
Damage: Claw 1d10+13, bite 1d12+16
Face/Reach: 10 ft. by 10 ft./ 15 ft.
Special Attacks: Draw upon blood, blood retrieval, roar of fear, strike the earth, stunning swap, purification breath, improved grab
Special Qualities: Keen senses, regeneration, immunities
Saves: Fort +16, Ref +9, Will +15
Abilities: Str 36, Dex 10, Con 30, Int 4, Wis 9, Cha 5
Skills: Climb +6, Intimidate +9, Listen +5, Spot +4
Feats: Alertness, Power Attack, Cleave, Great Cleave, Great Fortitude
_________________________________
Climate/Terrain: Any mountain or forest
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Always neutral
Advancement: 14-38 HD (Gargantuan)
39-64 HD (Colossal)
---Blood Bears are aggressive predators that attack almost anything that enters their territory, even other blood bears. They have exceptional senses and are far too cunning to be considered ordinary animals. They have several unique magical powers that help bolster their bold and confident demeanors. They have the power to draw blood directly from their wounds or the wounds of their prey. They often push over trees in a display of might. They are also bred to fight in the arenas found throughout the kingdoms of Therox.
---A blood bear looks like a prehistoric cave bear, with thick black fur and huge paws sporting terrible claws. Their jet black eyes are full of fury and their ears slope back like daggers. They have a red mask of fur that covers their eyes, much like a raccoon’s. The teeth of a blood bear are made of stone.
Combat
---Blood bears charge into combat without warning, attack the nearest creatures they come across. Blood bears are very difficult to kill because they can retrieve their own blood and the blood of their enemies. If several opponents are pressing the blood bear, it will use its petrifying breath to wear their numbers down, but prefers to use its claws and bite as much as possible, so it may take advantage of its draw upon the blood ability. Blood bears always fight to the death.
Improved grab (Ex): To use this ability, the blood bear must hit with a claw attack.
Keen Senses (Ex): A blood bear can see twice as good as a human in normal light and three times better in low-light conditions.
Regeneration (Ex): A blood bear regenerates 6 hit points per a round. Fire and acid deal normal damage to a blood bear.
---If a blood bear loses a limb or body part, the lost part grows back within 2d4 rounds. The creature can reattach severed body parts instantly by placing them to the stump where they came off.
Draw upon Blood (Su): As a standard action, a blood bear can draw the blood from any wounded a creature it can see, causing the creature to take ½ as much damage as they have already sustained at the end of the turn (for example: if a cleric normally has 80 hit points and in battle lost 10 hit points, this ability would do 5 hit points to that cleric. If the cleric is hit again for 21 damage points the next turn, he would have lost 36 hit points so far and would take 18 points of damage at the end of the turn (36/2 equals 18, round down for odd numbers). The blood bear gains half as many hit points as temporary hit points as it deals damage with this ability, as the blood fills its mouth and wounds. The blood bear can use this ability at will.
Blood Retrieval (Su): As a standard action, the blood bear can call its blood to return into its body and close up open scars, or if it suffered fire or acid damage, draw the soil from the earth and transmute it into blood-tissue. The blood (or dirt) jumps from the ground and flies through the air right into the blood bear’s wounds. By using this ability, the blood bear gains 90% of any damage it has already sustained. For example: if a blood bear normally has 136 hit points and has already lost 60 hit points, then it would regain 51 hit points from this ability. The blood bear can use this ability at will.
Resistant to Fear (Ex): Blood bears are stubborn creatures that rarely ever get frightened. All blood bears receive a +8 racial bonus to any save that involves resisting a fear effect.
Immunity to Blunt Weapons (Ex): Blunt weapons are incapable of harming a blood bear; its bones and veins heal automatically and instantly reform any such attacks. Magical weapons that are blunted deal ¼ the amount of damage that they would otherwise normally deal.
Petrification Breath (Su): Once per a day, as a standard action a blood bear can breath a red cloud that 10-feet by 10-feet by 10-feet up to a distance of 20 feet, petrifying anything it hits. Creatures within the area of effect must succeed at a Reflex save (DC 15) to avoid the cloud. Creatures that fail to make a Reflex save are calcified into bloodstone.
Keen Sight: This creature has darkvision with a range of 60 feet as well as low-light vision.
Proton
12-04-2018, 12:26 PM
(Created)
BLOODWEED
Small Plant
Hit Dice: 6d8+22 (44 hp)
Initiative: +0
Speed: -
AC: 17 (+1 size, +6 natural)
Base Attack/Grapple: +4/+3
Attacks: 4 tentacles +9 melee
Damage: Tentacles 1d4+3
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Blood sucking roots, poison, improved grab
Saves: Fort +12, Ref +2, Will +4
Abilities: Str 16, Dex 10, Con 16, Int 1, Wis 1, Cha 1
_________________________________
Climate/Terrain: Any temperate or warm aquatic
Organization: Solitary, cluster, or field
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: 7-32 HD (Gargantuan)
33-74 HD (Colossal)
---Bloodweeds are carnivorous plants that float atop large seas and oceans, devouring anything that becomes entangled within them. They are motionless until they detect motion within their vines. At that point, they grab whatever is causing the commotion, first grabbing it and then attempting to drain all of its liquid (blood). They often grow in huge patches that form fields on the ocean or sea’s surface. Smaller animals (anything fine or smaller still) swim through them safely, for they only trouble themselves with larger prey. In turn, the smaller animals seeking safety lure larger animals to the bloodweeds, assuring that its food supply won’t fall short.
---Bloodweeds appear like red sea weed that float across the surface of the ocean. They have vine-like branches that grow out from their center in all directions. They reach diameters up to 20 feet and often live in patches that form sea top fields. Bones and leftovers litter these fields, making them look like sea top graveyards. If their branches are closely inspected, small thorns with cilia can be seen growing from every direction of the branch.
Combat
---Blood weeds do nothing but wait for other animals to swim into their mass, grabbing them and digging their roots into its flesh to drink its blood as soon as possible. Pirates enjoy throwing creatures into patches of bloodweed to watch the death and carnage that follows. Other creatures make them into living traps or bury treasure in the murky water below them. Blood weeds attack anything tiny or larger, and always fight to the death.
Improved grab (Ex): To use this ability, the blood weed must hit with one of its tentacles.
Blood Sucking Roots (Ex): Once a blood weed has maintained a grapple on a creature a round, it inserts its roots into the victim's flesh and begins to drain blood. Thereafter, the victim suffers 1 point of Constitution damage and 1 point of Strength damage per a round. Should the victim manage to tear off the blood weed after it has rooted itself in their flesh, they will suffer an additional point of Constitution and Strength damage while simultaneously inflicting 2d6 hit points of damage to themselves.
Poison (Ex): Bloodweeds deliver their stinging poison (Fortitude save 22 DC) with each successful tentacle attack. The initial damage is paralysis for 1d4+2 rounds and the secondary damage is 1d4 points of strength damage.
Plant: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. Isn’t subject to critical hits and has low-light vision.
Proton
12-04-2018, 12:32 PM
(Myth - I think this one was added in a later addition of the monster manuals then what I had at the time)
BOGS
Small Fey
Hit Dice: 4d6+16 (26 hp)
Initiative: +3 (+3 dex)
Speed: 20 ft.
AC: 17 (+1 size, +3 dex, +3 natural)
Base Attack/Grapple: +3/+5
Attacks: venomous dagger +10 melee, bite +6 melee
Damage: Venomous dagger 1d4+6, bite 1d4+4
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Paralysis gaze, taint of madness, spell-like abilities
Special Qualities: Hide in shadows, second sense, dimension door, immunities, DR 15/+1
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 23, Dex 17, Con 14, Int 13, Wis 15, Cha 4
Skills: Hide +13, Listen +7, Move Silently +13, Open Locks +15, Spot +5, Use Magic Device +6
Feats: Alertness, Dodging, Skill Focus (move silently), Weapon Focus (dagger)
_________________________________
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
---Bogs are gobliniod fey with an evil nature. They are cruel and malicious, often torturing their victims to death after paralyzing them. They prefer to terrorize murderers and liars, leaving good people alone. They often live hidden in the midst of small towns and villages, watching for easy targets to brutalize. They eat the flesh of their victims and leave only the bones. Bogs are unusually strong for their size and imbued with many dangerous powers. They carefully choose their victims from the lower classes of society. Bogs always know when their being hunted or pursued. Parents often tell stories about them to scare their children into being honest and fair.
---A Bog resembles a small and very skinny deformed goblin. Their head droops between their shoulders, which stick upward like two towers. Their twisted legs don't look as though they could support them. They have long crooked tails that drag and swing behind them. Their faces are stretched horizontally with long pointy noses, little sharp teeth, and big yellow eyes. Their long ears slope straight back. Their purplish black skin radiates with a tinge of darkness.
---Bogs speak Common and Sylvan.
Combat
---Bogs hide in the shadows when scoping out for creatures they believe deserve to die. They follow such creature’s home. The bog then carefully breaks into the creature’s home and hides in its closet or under its bed. When the creature goes to sleep, they make slight sounds to spook their victims. When the creature investigates, they try to trap their victims with their paralyzing gaze. Paralyzed creatures rarely ever survive the night; much less the next few minutes. Bogs are clever and cunning, and have many abilities that help them to ‘play’ with their victims. Bogs avoid direct combat as much as possible. If a bog must fight, it uses its environment to its advantage and tries to paralyzed its foes.
Paralyzing Gaze (Ex): Any creature that looks at a bog feels an icy cold chill and becomes paralyzed for 2d4 minutes unless they make a successful Will save (DC 14). Bogs attempt to step out of the shadows and catch their opponents off guard with this ability.
Skills: Bogs receive a +12 racial bonus to their hide checks when attempting to hide in a shadow.
Second Sense (Ex): A bog knows automatically whenever it is being followed, tracked, or magically watched; though the bog has no idea of what or who is following it, tracking it, or scrying upon it
Devouring the Sanity (Su): If a bog devours its victim’s brain, that creature’s spirit will go insane. If the creature is resurrected, it will be permanently insane (as affected by an insanity spell cast by a 21st level sorcerer). Only a wish or miracle spell can remove the insanity from the affected creature.
Spell-Like Abilities: At will---darkness, ghost sounds, mage hand, open/close, hold portal, knock; 3/day---sleep, detect secret doors, cause fear, expeditious retreat, spider climb, glitterdust; 1/day---blur, invisibility, dimension door; Caster level 8th (save DC 11 + spell level).
Keen Sight: This creature has darkvision with a range of 60 feet as well as low-light vision.
BOG CHARACTERS
---A bog’s preferred class is the Rogue. Bog PC’s have an effective character level (ECL) equal to their class level +7. Therefore, a 1st level bog rogue’s ECL is 8 and is equivalent to an 8th level character.
Proton
12-04-2018, 12:49 PM
(Myth - fun one at that)
BOLLA
Bolla
Gargantuan Dragon
Hit Dice: 16d12+80 (202 hp)
Initiative: +0 v
Speed: 60 ft., borrow 20 ft.
AC: 26 (-4 size, +20 natural)
Base Attack/Grapple: +16/+38
Attacks: 2 claws +26 melee bite +26 melee,
Damage: Claw 3d6+10, bite 6d6+10,
Face/Reach: 30 ft. by 60 ft. / 20 ft.
Special Attacks: Improved grab, swallow, constrict, trample
Special Qualities: DR 30/+3, SR & PR 15
Saves: Fort +12, Ref +21, Will +27
Abilities: Str 30, Dex 10, Con 20,
Int 10, Wis 15, Cha 9
Skills: Spot +15, Listen +12
Feats: Alertness, Improved Critical (bite), Power Attack, Sunder, Great Sunder, Cleave
__________________________________________
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 15
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 17-36 HD (Gargantuan)
---The bolla is a dragon-like creature that spends an entire year sleeping deep within the earth. One day a year it wakes up and goes on a feeding rampage, devouring any unfortunate enough to be in its path. After a twelve-year cycle it mutates into an even fiercer creature called a Kulshedra, a terrible fire-breathing dragon with nine deadly tongues.
---The bolla appears as a massive serpent with huge purple scales that look like shields. It has red diamond patterns running down its back and its belly is light green. Its eyes are entirely blue and its tongue is black.
---The kulshedra speak Draconic.
Combat
---A bolla tries to grab and swallow the largest creature present, trampling smaller creatures that get in its way. It rarely ever uses its constrict ability, since its overly eager to fill its stomach. Its powerful drive to eat causes it to aggressively attack anything its sees in a direct and spontaneous manner.
Improved grab (Ex): To use this ability, the bolla must hit with a claw attack.
Swallow Whole (Ex): A bolla can swallow a single creature that is at least one size category smaller then itself by making a successful grapple check (grapple bonus +38), so long as it already has the opponent in its mouth. While the opponent is inside he or she takes 2d8+8 points of bludgeoning damage plus 1d8+6 points of acidic damage per a round. A successful grapple check allows the opponent to crawl up to the creature’s mouth, where another grapple check must be made to escape its jaws. The opponent can opt to try and cut his or her way out from the creature’s belly. This can only be done with claws, light piercing weapon, or slashing weapon. The opponent must deal at least 25 points of damage to the creature’s gullet (AC 24) in order to cut open a whole large enough for him or her to crawl out of. After the opponent crawls out, muscular action closes the stomach back up, so any other swallowed creature must start the process anew. A bolla can hold in its stomach 1 huge, 4 large, 16 medium-sized, or 32 small or smaller creatures at a time.
Regeneration (Ex): A bolla regenerates 6 hit points per a round. Acid deal normal damage to a bolla.
---If a bolla loses a limb or body part, the lost part grows back within 2d4 rounds. The creature can reattach severed body parts instantly by placing them to the stump where they came off.
Trample (Ex): A bolla can trample medium-sized or smaller creatures for 4d8+10 points of damage. Opponents that don’t make attacks of opportunity against the psymidd can attempt to make a Reflex save (DC 32) to halve the damage.
Constrict (Ex): A bolla root deals 2d6+10 points of damage against large or smaller creatures that are held by one of its branches or roots with each successful grapple.
Fire Immunity: Bolla's are immune to all fire damage.
Keen Sight: This creature has darkvision with a range of 60 feet as well as low-light vision.
Kulshedra
Colossal Dragon
Hit Dice: 37d12+629 (1,001 hp)
Initiative: +0
Speed: 120 ft., fly 90 ft. (poor)
AC: 52 (-8 size, +50 natural)
Base Attack/Grapple: +28/+58
Attacks: 2 claws +42 melee , bite +42 melee tongue strike +42 melee
Damage: claws 3d6+14, bite 10d6+14, tongue 3d10+14
Face/Reach: 50 ft. by 100 ft. / 50 ft.
Special Attacks: Improved grab, swallow, devour, trample, breath, fire blood
Special Qualities: DR 30/+3, SR & PR 15 DR 50/+5, SR & PR 30
Saves: Fort +12, Ref +21, Will +27 Fort +3, Ref +2, Will +3
Abilities: Str 30, Dex 10, Con 20, Str 39, Dex 10, Con 44,
Int 10, Wis 15, Cha 9 Int 22, Wis 23, Cha 22
Skills: Spot +15, Listen +12 Spot +30, Listen +45
Feats: Alertness, Improved Critical (bite), Power Attack, Sunder, Great Sunder, Cleave, Great Cleave
__________________________________________________ __________________________
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 23
Treasure: Double Standard
Alignment: Always chaotic evil
Advancement: 38-96 HD (Colossal)
---The kulshedra is the mutated result of a bolla that survives 12 years. The kulshedra no longer sleeps and spends much of its time hunting other creatures to devour. The kulshedra has an endless stomach and its appetite is limitless. It can drink up an entire lake in an effort to fill its endless stomach.
---When the bolla mutates into the monstrous Kulshedra, it grows arms, legs, wings, and two long pointy horns. Its colors remain the same as the bolla, but its tongue splits into nine harpoon-like spears. It also snorts clouds of smoke and constantly spits fire, burning whatever flammable materials it can.
Combat
---No longer sleeping, the bolla transforms into the even hungrier kulshedra, whose appetite burns eternally. Raw fire fills its veins and it becomes a menacing sight of smoke and flame as it charges into combat. Like the bolla it changed from, its primary concern is to fill its stomach, which constantly burns in hunger. It is a little more restrained then its childhood counterpart, and uses its breath or tongue if those attacks prove to be more effective. As the creature takes more damage, it becomes more dangerous to be around, as searing flames blast out from its wounds to burn all who approach. Killing a kulshedra releases all of the spirits it devoured, causing a powerful explosion.
Improved grab (Ex): To use this ability, the kulshedra must hit with a bite attack.
Swallow Whole (Ex): A kulshedra can swallow a single creature that is at least one size category smaller then itself by making a successful grapple check (grapple bonus +39), so long as it already has the opponent in its mouth. While the opponent is inside he or she takes 2d8+8 points of bludgeoning damage plus 20d8+6 points of fire damage per a round. A successful grapple check allows the opponent to crawl up to the creature’s mouth, where another grapple check must be made to escape its jaws. The opponent can opt to try and cut his or her way out from the creature’s belly. This can only be done with claws, light piercing weapon, or slashing weapon. The opponent must deal at least 36 points of damage to the creature’s gullet (AC 28) in order to cut open a whole large enough for him or her to crawl out of. After the opponent crawls out, muscular action closes the stomach back up, so any other swallowed creature must start the process anew. Those who die within the creature’s stomach are considered devoured. A kulshedra can stuff its mouth all day long, since its remains are quickly incinerated within its bellow. This gives the creature a horrific appetite.
Devour (Su): The flames within a kulshedra are unquenchable, everything it eats is reduced to ash. The creature sustains itself on the sustenance of the souls it collects this way. Those devoured cannot be resurrected until the kulshedra is killed or a wish or miracle is used to release their souls first. If a kulshedra is killed, its body explodes; releasing all of the spirits it’s devoured. All incorporeal creatures within 100 feet of the kulshedra take 10d10+20 points of fire damage and are knocked back as many feet as they take damage unless the make a Reflex save (DC 24) to halve the damage and keep their ground.
Trample (Ex): A kulshedra can trample gargantuan or smaller creatures for 4d8+13 points of damage. Opponents that don’t make attacks of opportunity against the kulshedra can attempt to make a Reflex save (DC 32) to halve the damage.
Breath (Su): Once every round a kulshedra can breath a 60-foot cone of fire, dealing 36d6 points of fire damage (Reflex save DC 44, halve damage). Creatures that fail to save catch on fire and burn for 2d8 rounds, taking 1d6 points of damage per a round (save DC 18). The fire can be put out using a move-equivalent action or as a partial action using 1 gallon of water.
Tongue strike (Ex): The 9 whip-like tongues of a kulshedra threatens a critical on a natural roll of 17-20 and deal x3 damage. Its tongues can hit a creature up to 50 feet away. Creatures hit by the kulshedra’s tongue must make a successful Reflex save (DC 24) or radiate with abysmal fire, taking 1d6 points of fire damage and 1d6 points of unholy (evil) for the next 9 rounds. All creatures within 10 feet of the creature radiating fire also take 1d6 points of fire damage and 1d6 points of unholy (evil) damage (stacking). Only using 3 gallons of water as a move-equivalent action, can the magical-affecting flame be snuffed out.
Fire Blood (Ex): Any time the kulshedra take slashing damage, firing bursts out of its wounds instead of blood. For every point of damage delivered, the cone blast’s range increases 2 feet and deals an additional 1d6 points of fire damage. Thus, if a kulshedra takes 20 points of damage, a 40 feet cone of fire would blast out of its body, dealing 20d6 points of damage to all affected. Even worse, the fire continues to blast out of the wounds for as long as the wound remains open. Since the kulshedra regenerates 10 hps a round, the next round the wound’s blast would have a 20-foot range and deal 10d6 points of damage. The closer a kulshedra gets to death, the more its body tears apart as violent flames rip out of it.
Regeneration (Ex): A kulshedra regenerates 10 hit points per a round. Acid deal normal damage to a kulshedra.
---If a kulshedra bear loses a limb or body part, the lost part grows back within 2d4 rounds. The creature can reattach severed body parts instantly by placing them to the stump where they came off.
Fire Affinity: Kulshedra are healed by fired damage instead of harmed by it. If a fire damaging spell or effect would deal damage to a kulshedra, it instead heals it for an equal amount of damage. Unlike Bolla, Kulshredra take x2 damage from cold.
Keen Sight: This creature has darkvision with a range of 60 feet as well as low-light vision.
Proton
12-04-2018, 01:10 PM
(Created)
BONE BOW
Medium-Size Construct (Evil)
Hit Dice: 12d10+50 (132 hp)
Initiative: +6 (+6 dex)
Speed: 30 ft.
AC: 24 (+6 dex, +3 natural, +5 armor)
Base Attack/Grapple: +9/+13
Attacks: 4 arrows +19 ranged melees
Damage: arrows 1d6+2
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Infuse bow and arrow
Special Qualities: Construct, bone shape, subjective gravity
Saves: Fort +8, Ref +6, Will +10
Abilities: Str 18, Dex 22, Con -, Int 10, Wis 10, Cha 10
Skills: Climb +8, Jump +12, Spot +10, Tumble +10
Feats: Dodge, Mobility, Far Shot, Many Shot, Point Blank Shot, Rapid Shot, Weapon Focus (bow)
Epic Feat: Combat Archery, Distant Shot, Epic Dodge, Epic Weapon Focus (bow), Improved Manyshot, Swarm of Arrows, Uncanny Accuracy
_________________________________
Climate/Terrain: Any
Organization: Solitary or Pair
Challenge Rating: 10
Treasure: None
Alignment: Always neutral evil
Advancement: 13-18 HD (Large)
19-36 HD (Huge)
---Bone bows are created for one purpose, to kill. Only evil spell casters create bone bows, using them as guards or adornments for their unholy dungeons. Bone bows attack living creatures on sight, except for the spell caster who created them. Bone bows are incredibly tenacious constructs, following and stalking their foes for hours. Their unnatural skill with a bow is matched only by the greatest of archers.
---Bone bows look like skeletons wearing elven chain mail armor. Their gloss-covered bones are covered with red veins. They usually bear the insignia of their creator. Only the purple glow of their eyes can be seen from within the helmets they wear. Bone bows cannot move silently, and the sound of bones popping and scraping against each other can be heard when they move.
---Bone bows understand the language of their creators.
Combat
---Bone bows run along the ceiling searching for life to destroy. When they come across a living creature, they immediately begin a missile assault, firing up to 4 missiles per a round. They will do everything possible to prevent creatures from coming near them. They use as much cover as possible when firing their arrows from out of the dark. A bone bow always fights to the death. They are proficient with all types of bows.
Construct: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effects that require a Fortitude save unless the effect also works on objects. Isn’t subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Constructs are not at risk from death from massive damage. Cannot be raised or resurrected. Constructs do not heal damage, but can be repaired, as object would be. Fast healing or regeneration works if the construct has the ability.
Infuse Bow and Arrow (Su): Whenever a bone bow picks up a bow, it infuses the bow with magical energy. So long as the bone bow holds the bow, the bow is considered a +2 weapon. This also applies to any arrows the bone bow holds; though the arrows shatter after hitting their targets. The bone bow’s ability to enhance bows stacks. Foe example: if a bone bow were to pick up a +3 magical bow, then the bow would become a +5 magical bow in the hands of the bone bow. This also applies to magical arrows.
Bone Shape (Su): As a standard action, a bone bow can draw forth the bones of creatures that have died within the last hour and shape them into arrows. Alternatively, it can fuse the bones with itself to recover lost hit points. In order to use this ability, the creature must have a skeleton. The bone bow can form 1 arrow from a tiny creature, 4 arrows from a small creature, 20 arrows from a medium-size creature, 64 arrows from a large creature, 320 arrows from a huge creature, 964 arrows from a gargantuan creature, and up to 3000 arrows from a colossal creature. The bone bow can form a maximum of 20 arrows per a round or recover up to 20 hit points (which fuses the bone material into the bone bow). Whenever it uses this ability, it leaves boneless corpses in its wake.
Subjective Gravity (Su): Gravity affects a bone bow differently then other creatures. Whatever surface it stands on is the ‘floor’ that gravity holds it to. Thus, a bone bow can run across ceiling and jump only to fall back up to the ceiling again. It can also run sideways on walls as though it ran across the ground. It is immune to all spells and effects that utilize gravity as a weapon, such as the spell reverse gravity.
Darkvision: This creature has darkvision with a range of 60 feet.
CREATING A BONE BOW
An 18th level or higher arcane spell caster can create a bone bow. The spell caster must find the body of an epic archer (an epic arcane archer of the 11th level or higher) and remove its fingers, eyes, and ears. It then places the organs and body parts onto the corpse of a lycanthrope. He then pours 10,000 gps worth of melted gold onto the corpse and casts animate dead, fabricate, control undead, and limited wish upon the corpse. Within the nest 10 hours, corpse’s flesh melts and its bones take on the shape of the bone bow, the gold changes into the gloss that covers the bone bow’s bones, and it gains consciousness. There is a 1% chance that the bone bow will go mad and attack its creator. If a bone bow goes mad as such, not only will it attack living creators, it will attack undead and other constructs as well. The spell caster loses 5,000 experience points during the process of creating a bone bow.
Proton
12-04-2018, 01:16 PM
(Myth)
BRAG
Small Shapechanger
Hit Dice: 6d8+26 (46 hp)
Initiative: +4 (+4 dex)
Speed: 60 ft., swim 120 ft.
AC: 23 (+1 size, +4 dex, +8 natural)
Base Attack/Grapple: +4/+4
Attacks: 2 claws +10 melee, bite +8 melee
Damage: Claw 1d6+4, bite 1d8+2
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Spell-like abilities, adhesive, brag ride
Special Qualities: Shape shift
Saves: Fort +8, Ref +6, Will +10
Abilities: Str 19, Dex 19, Con 16, Int 16, Wis 11, Cha 14
Skills: Bluff +13, Disguise +17, Escape Artist +12, Forgery +5, Hide +6, Listen +6, Move Silently +7, Open Locks +3, Pick Pocket +5, Read Lips +9, Spot +5, Use Magic Device +4
Feats: Alertness, Skill Focus (disguise)
_________________________________
Climate/Terrain: Any land
Organization: Solitary or gang
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
---Brags are goblin-like creatures with the power to shapechange. They are mischievous and enjoy the darker side of humor. They often appear as horses. Those foolish enough to mount ‘the horse’ are in for a terrible ride. The brags run through sticker bushes, duck before thick branches, and finally dump the rider in the middle of a hostile swamp or lake, laughing as they gallop away. Brags are careful not to play any of their nasty pranks while in their true form, misleading others to think that some other creature is behind their mischief. They rarely ever intend to kill, though their jokes often cause death. When they gather together, they love bragging about their most recent pranks.
---Brags look much like goblins and often travel with or live in goblin settlements. They have larger eyes, longer teeth, and pointier ears then goblins, though the goblins don't seem to notice. They have deep indigo bellies and they take the trouble to hide their bellies from their goblin kin. Though they are capable of leading and control their goblin kin, brags have no interest in roles of leadership; for they enjoy their evil jokes far too much to devote themselves to the time consuming task of leadership.
---Brags speak Goblin, Orcish, Common, and Sylvan.
Combat
---Brags usually don’t get into fights; most often they either accidentally kill those they play pranks on or dump them in a swamp. If a brag is forced into combat, it alters its form into the fiercest creature its ever seen, uses bull’s strength, and tries to tear its foes apart. Brags are smart enough to focus their attacks on spell caster before dealing with other possible threats.
Alter Form (Su): Brags can alter their forms into any large, medium-sized, or small creature that they have seen. This ability works like a polymorph self spell as cast by a 13th level sorcerer. The brag can maintain whatever form it changes into for up to 2 hours at a times and can shift up to 12 times per day. Changing from form to form is a standard action.
Spell-Like Abilities: At will---detect magic, grease, obscuring mist, comprehend language, ventriloquism, detect thoughts; 3/day---invisibility, color spray, animate rope, shatter, misdirection; 1/day---bull’s strength, nondetection, stinking cloud, suggestion; Caster level 9th (save DC 11 + spell level).
Adhesive (Su): The brag can make a part of its body adhesive at will as a free action. If a creature touches it, they become stuck to it unless they succeed at a Reflex save (DC 16). Creatures that are stuck to a brag receive a –4 penalty to all their combat rolls and are unable to strike or harm the brag that they are adhered to in any way unless they make a Will save (DC 20) for each attempted attack.
Brag Ride (Su): Creatures that weigh more then the brag (the brag ways 60 lbs in its natural form, though it can assume the shape and weight of any creature up to 800 lbs.) carry it around, whereas, creatures that the brag outweighs are carried around or dragged by it. If the two creatures weigh the same or within 30 pounds of each other’s weight, the stronger of the two carries the weaker around. This adhesiveness is magical and the brag does not need to make a grapple check to keep its hold.
---The brag uses this ability most often while altered into the form of a horse, and any creature foolish enough to get on it as a horse is in for a terrible ride. The brag (now a laughing horse) will run intentionally through sticker bushes and under low branches, doing 1d2 points of damage to the rider for every round that the brag runs through thick foliage. After a long freaky ride, the brag bucks the rider off in some marsh or swamp and runs away laughing. An alternative form is to appear as a ‘good old dog’, should someone be foolish enough to pet it, it runs off laughing while dragging them by the hand. Those dragged by brags take 1d2 points of damage each round.
Darkvision: This creature has darkvision with a range of 60 feet.
BRAG CHARACTERS
---A brag’s preferred class is the Rogue. Brag PC’s have an effective character level (ECL) equal to their class level +8. Therefore, a 1st level brag rogue’s ECL is 9 and is equivalent to a 9th level character.
Proton
12-04-2018, 01:24 PM
(Created - one of the all time best - a useful creature to have for many reasons)
BROODER
Medium-Size Beast
Hit Dice: 6d10+20 (50 hp)
Initiative: +4 (+4 dex)
Speed: 50 ft.
AC: 13 (+3 natural)
Base Attack/Grapple: +4/+7
Attacks: bite +7 melee, dirt kick +4 ranged
Damage: bite 2d8++3, dirt kick ‘blindness’
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Confusion cloud, dirt kick
Special Qualities: Fast-healing 1
Saves: Fort +6, Ref +5, Will +7
Abilities: Str 16, Dex 10, Con 18, Int 3, Wis 10, Cha 7
Skills: Inuit Direction +4, Listen +10, Spot +16, Swim +7
Feats: Alertness
_________________________________
Climate/Terrain: Any warm or temperate
Organization: solitary or herd
Challenge Rating: 6
Treasure: None
Alignment: Usually neutral
Advancement: 7-12 HD (Gargantuan)
---A Brooder is a giant guinea pig-like creature that often travels in giant herds. The only features that distinguish them from guinea pigs are their large size and the small horns that stick out from behind their ears. Although they originate from Gravitoss they have no bio-metallic Gravital hides and have developed a special means of survival when they lived on their violent home world of Gravitoss.
---When a Brooder is threatened, the cowardly creature makes a loud screeching sound and releases a highly toxic gas from pores found at the side of their body that pacify and confuse their would-be predators. This gas is actually an addictive drug, and sometimes brooders are kept as pets for access to it. Their flesh is not the best food, for it intoxicates even stronger then the gas they can release (still a hungry or inexperience beast may try and devour one). They scare really easy, use their gas defensively, and run away.
Combat
---The brooder is always on guard and if it sees even a little rabbit, its eyes bulge, it squeaks, releases a cloud of gas, and kicks dirt as it runs away. It rarely ever uses its bite attack, even though its jaws are powerful enough to crush apart stone.
Confusion and Pacification Cloud (Ex): Brooders have large pores that run along the sides of their bodies. If a brooder is threatened or attacked, it releases a spurt of vapor that spreads instantly (and forcibly) into a cloud that confuses any creature, affecting both their nervous system as well as their mind. They must make a Fortitude save (DC 15) on behalf of their nervous system, or they will be unable to control the actions of their body, jumping and moving about as though they were confused, this is the same as the spell confusion, except they can't attack anything. This cloud has some chemical compound that causes it to effect undead creatures as well. The creature must also make a Will save (DC 24) or become mentally pacified for 1d4 hours, unable to do anything but wander around amazed by the stupidest things. They will be unable to attack anything while they are pacified and usually become very hungry. Pacified creatures receive a –2 performance penalty to any roll they make. This cloud effects anything that has an intelligent score of 1 or greater, invading whatever area controls the perceptive input of the creature effected.
Dirt Kick (Ex): If the brooder is standing over dry soil, sand, or gravel (even in thick grass) and gets attacked, it will move its legs so fast along the ground the it scrapes the ground and kicks dirt up into a cloud of dust that is 6 feet in width and height and 10 feet long. The cloud of dust obscures vision, as would an obscuring mist spell. It also threatens to blind any creature that is facing the brooder, as little pieces of dirt fly into their eyes (Reflex save DC 13). Creatures are only blinded temporarily for 3d6 rounds and the dirt cloud settles 2 rounds after being dispersed. Spell casters caught within this area must make concentration checks (DC 11) or lose any spells they are casting.
The brooder kicks dirt even while it runs, so any pursuing creature within 10 feet behind it must make continuous saves for each round that they pursue it. A running brooder often creates a wall of dust as it runs. This cloud is often mixed with the toxins that induce confusion, so creatures that pursue a brooder must also check to see if it is confused as well.
Fast Healing (Ex): Brooders regain 1 hit point per a round. This does not include hit points lost from starvation, thirst, or suffocation, and it does now allow the brooder to reattach or regrow lost limbs. Acid and fire damage deal them normal damage.
Low-light Vision: This creature has low-light vision.
Proton
12-11-2018, 11:25 AM
I'm late with my posts here, been so busy lately, so much more coming up. But I'm still waking up and having even had a meal yet, soon. I'll post a few and run.
(Created)
CELESTIAL
Natturine
Large Outsider
Hit Dice: 18d8+54 (155 hp)
Initiative: +7 (+7 dex)
Speed: 30 ft., fly 90 ft. (good)
AC: 20 (-1 size, +7 dex, +4 natural)
Base Attack/Grapple: +18/+28
Attacks: 2 claws +24 melee, bite +24 melee
Damage: Claw 1d6+6, bite 1d8+6
Face/Reach: 5 ft. by 5 ft. / 10 ft.
Special Attacks: Spell-like abilities, stunning claws,
contingency wounds, dimensional strike,
improved grab, push, brilliant feathers,
holy blood, smite evil, crushing jaws
Special Qualities: Detection, tracking
DR 20/+2, SR & PR 10, fire and
sonic resistance 20, regeneration 6
Saves: Fort +20, Ref +24, Will +28
Abilities: Str 22, Dex 24, Con 21,
Int 26, Wis 24, Cha 22
Skills: Animal Empathy +7, Climb +9
Knowledge (nature) +12, Swim +16
Feats: Endurance, Power Attack, Cleave
__________________________________________________ __________________________________________________ ____
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 22
Treasure: Double Standard
Alignment: Always chaotic good
Advancement: 19-36 HD (Large)
Celestials are noble beings that can be found guarding the upper planes. They are so virtuous that paladins may feel insignifigent in their presence. If not hunting down the fiends through the multiverse, they are advising other beings of the dangers of evil or guiding other beings to the path of virtue. They all are courageous, and rarely ever turn down the opportunity to battle evil wherever it appears.
Celestials speak Celestial, Draconic and Infernal.
Combat
Celestials will avoid harming other good creatures as much as possible. They fight bravely when facing the creatures of the lower planes. Celestials with a variety of magical powers will soften up their foes before moving in, while celestials without so many magical powers will stride into hand-to-hand combat.
Darkvision: This creature has darkvision with a range of 60 feet.
(fix this part later)
Natturine
Natturines live in the huge forests found in the upper planes, where they play games by the day and fly down to the material plane at night to hunt for infernal outsiders to maul. They make excellent use of their power, stretching a combat over the length of a night if they must in order to take down more powerful enemies. They are relentless stalkers once they have captured the scent of evil and are superb trackers who rarely lose their game.
Natturines appear as 8-foot tall cave bears that weigh as much as 2600 pounds. They have golden fur and brilliant white eyes that glow when evil creatures are near. They have huge eagle-like wings that are gold on the outside and have all the colors of the rainbow on the inside and span up to 18 feet.
Combat
Natturines hunt evil. They are cunning creatures that know how to win battles against creatures more powerful then themselves. A natturine stretches a fight out if it must; wearing its opponents out while it heals. Its blood burns the flesh of any evil creature it touches, its jaws crush apart the strongest weapons, its claws hit with such force they stun, and its wings contain great power. Using these along with its spell-like abilities, dimensional strikes, and contingency wounds; makes the natturine a deadly creature of the night. Most evil creatures it encounters try to run away, only to discover that the natturine is almost impossible to lose.
Tracking (Ex): A natturine can pick up the trail of any evil creature, provided that the evil creature has passed through the area within the last 3 hours. Using their keen smell, eyesight, and an innate ability they never lose the trail. Natturines will follow the trail until they catch up with the creature or until they crossed paths with a more recent trail.
Crushing Jaws (Ex): Natturines have teeth that are more powerful then metal and jaws that can crush apart diamonds. Whenever they deal critical damage, their bite inflicts x3 that damage and forces that opponent’s armor or shield (determine randomly if the opponent has both) to make a save (DC 10 + the damage dealt) or be crushed into pieces. The creature can also crush and destroy its opponent’s weapon on a successful sunder attack, unless its opponent’s weapon makes a save (DC 10 + the damage dealt) to survive the attack.
Regeneration (Ex): A natturine regenerates 6 hit points per a round. Fire, sonic, and unholy (evil) attacks deal normal damage to a natturine.
If a natturine loses a limb or body part, the lost part grows back within 2d6 rounds. The creature can reattach severed body parts instantly by placing them to the stump where they came off.
Smite Evil (Su): Whenever a natturine attacks an evil creature, it adds its charisma modifier (+6) to its to hit roll. It also deals an additional 12 points of holy (good) damage with each successful hit.
Holy Blood (Ex): The holy blood that runs through the veins of a natturine is filled with goodness and deals holy damage to evil creatures. It sprays a mist of blood whenever a creature deals damage to it with a slashing weapon or natural weapon and unless they make a successful Reflex save (DC 10 + the damage dealt) or they take 3d6 points of holy (good) damage. A creature hit with the holy blood will continue to take 1d6 points of holy (good) damage for 1d4 rounds. A creature can make a move-equivalent action to wash off the blood, if they have access to at least 1 gallon of water.
Spell-Like Abilities: At will---detect evil, deathwatch, detect undead, endure elements, obscuring mist, hold person, invisibility purge; 3/day---divine favor, freedom of movement, restoration, ethereal jaunt; 1/day---plane shift, holy word; Caster level 13th (save DC 13 + spell level).
Detection (Ex): Always active: detect evil, see invisibility, and detect traps. These abilities function as cast by a 12th level spell caster.
Brilliant Feathers (Su): As a standard action, a natturine can stand upwards and open its wings, revealing the rainbow feathers that line the wing’s interior. It then flaps it wings, causing a 20-foot cone of spiraling rainbows to shoot forth. Any evil creature caught within the cone must make a Fortitude save or begin changing colors and glowing. The creature takes 2d6 points of holy (good) damage for 5 rounds and must make a successful Will save (DC 16) each round it takes damage or lose its next opportunity to make a standard action. At the end of the duration, they stop glowing.
Push (Ex): Natturines can make a bull rush maneuver without provoking an attack of opportunity.
Improved grab (Ex): To use this ability, the natturine must hit with a claw attack.
Dimensional Strike (Su): A natturine can disappear the instant after it delivers damage, preventing any counter attacks that may occur. The natturine must deal damage to an evil creature, but uses this ability as a free action. It disappears into a dimensional void, and travels as if by means of a dimension door spell as cast by a 13th level sorcerer.
Contingency Wounds (Su): If a natturine takes any damage, it automatically blinks. This prevents any follow up damage that can occur from multiple attacks. This ability is otherwise the same as a blink spell as cast by a 12th level sorcerer.
Stunning Claws (Su): A natturine stuns evil creatures by making a successful claw attack, smashing them with holy power. The creature must make a Fortitude save (DC 12 + the damage dealt) to avoid the effect. If the creature fails to save it is stunned for a number of rounds equal to the damage it took.
JadeWing
Diminutive Outsider
Hit Dice: 1d8+1 (6 hp)
Initiative: +9 (+9 dex)
Speed: 5 ft., fly 360 ft. (perfect)
AC: 23 (+4 size, +9 dex)
Base Attack/Grapple: +1/-16
Attacks: Bite +1 melee
Damage: bite 1d2
Face/Reach: 1 ft. by 1 ft./ 0 ft.
Special Attacks:
Special Qualities: Detection, protection, immunity, retreat,
DR 10/+1, SR & PR 20, MR 30, fire & sonic resistance 20
Saves: Fort +0, Ref +12, Will +4
Abilities: Str 1, Dex 28, Con 7, Int 2, Wis 10, Cha 13
Skills: Hide +20, Intuit Direction +4, Listen +12, Spot +21
Feats: Alertness
__________________________________________________ __________________________________________________ ____
Climate/Terrain: Any warm (special)
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral good
Advancement: None
Jade Wing
Living only in the most beautiful places of the world, the Jadewing has become a symbol of beauty and freedom. These little birds are said to be a gift from the gods, and certainly benefit beings that they detect are good. They tend to relieve the sufferings of heroes and then vanish just as swiftly as they came. They won’t tolerate the presence of evil and never hesitate to fly away from anything evil.
A Jadewing appears as a parakeet of any color with eyes that glow in the dark and a tuft of colorful feathers on its head. It has two long tail feathers that are usually golden or white. When it flies it leaves tracers that sparkle behind it.
Combat
Jadewings are the eyes of heaven. In most cases, they don’t fight, even if they are cornered. They use their powers to gather information and retreat from conflicts. The only weapon a jadewing has is its bite attack.
Detection (Ex): Always active: detect evil, protection from evil, and true seeing. These abilities function as cast by a 15th level spell caster.
Restoration (Su): Once per a week a jadewing can use the spell-like ability of restoration as cast by a 13th level cleric. The jadewing must rest for one hour after using this ability.
Retreat (Su): If a jadewing is running from another creature, or in some way trying to escape, its flying speed magically increases to a rate of 980 feet.
Spell-Reflection (Su): If a touch or ranged touch spell or spell-like ability that target’s a jadewing is prevented by the jadewing’s magic resistance, it reflects back to its caster instead of fizzling.
Proton
12-11-2018, 11:29 AM
(Myth)
CHERUFE
Gargantuan Elemental (Fire) (Earth)
Hit Dice: 24d8+211 (310 hp)
Initiative: +0
Speed: 20 ft., borrow 10 ft.
AC: 26 (-4 size, +20 natural)
Base Attack/Grapple: +17/+42
Attacks: 2 slams +30 melee
Damage: Slam 6d6+13
Face/Reach: 20 ft. by 20 ft./ 20 ft.
Special Attacks: Spit magma, heated blood, improved grab, exploding death, heated aura, sear through steel, burn the soul, choking smoke, quaking steps
Special Qualities: Immunities, plates of rock, DR 35/+4, SR & PR 40, fire subtype
Saves: Fort +28, Ref +18, Will +22
Abilities: Str 37, Dex 10, Con 30, Int 9, Wis 9, Cha 1
Skills: Spot +16
Feats: Power Attack, Cleave, Great Cleave
_________________________________
Climate/Terrain: Any volcanic
Organization: Solitary, pair, or pad
Challenge Rating: 23
Treasure: None
Alignment: Always chaotic evil
Advancement: 25-128 HD (Colossal)
These horrible aberrations combine earth and fire, forming lava. They are feared as the deadly lava monster. They require the sacrifice of young and lovely maidens or they go on burning rampages, engulfing entire villages and even cities into flames. They are almost always hostile and attack any non-cherufe on sight. When maidens are tied up and left for them, they will leave the offering people alone. A cherufe feeds by burning the flesh of a humanoid and drawing out the spirit released through death, thus, they are notorious because those they devour are impossible to resurrect. Cherufes live in active volcanoes and haunt only civilizations found within a hundred miles or less of their volcanic homes.
Cherufes looks like a giant walking humanoid shapes of lava. Their limbs are simple and end without any fingers or toes and they have ever-changing faces that boil with anger. Smoke constantly rises from their head and they leave lava footprints that dry within 10 minutes. Cherufes can alter their form, turning their legs into long snake-like tails that they slither around on, leaving a wall of fire in their path. When they cool, plates of magma rock cover their bodies, slowing them; and also acting as armor. Every step they take causes the earth to shake violently and the air around them is so hot that their image sways in the heat.
Cherufes speak Abyssal.
Combat
The cherufe is far too cunning to be the conglomeration of burning magma that it is. It will often encircle its foes in a wall of fire and cloud of smoke while spitting magma. After its foes are encircled, it moves in, grabbing any spell casters before turning its attention to any other creatures. If overwhelmed by smaller creatures, it will either slither backward or form legs and begin using its tremor walk to knock them over. The cherufe has a bad habit of walking on creatures that fall over while spitting magma or slamming foes within reach. Cherufes always fight to the death and explode violently when they die.
Spit Magma (Ex): As a standard action, a cherufe can throw up to two magma balls per a round at any opponent within a distance of 40 feet. These magma balls hum throw the air, trailed by flames. Any creature hit by a magma ball takes 3d6 points of fire damage for 1d4+2 rounds, as the magma burns their flesh. Afterwards, they burn for 1d4 rounds (Burn save DC 25). Creatures can take a move-equivalent action to put out the flames. Any damage dealt from the burning is doubled.
Burning Blood (Ex): Any weapon damages a cherufe melts or burns up unless it makes a Reflex save (DC 18, DC 26 for non-metallic weapons). Fire touched weapons such, as a flametongue sword are immune to this effect. Any creature that touches (hitting it with a natural weapon or fist, for example) a cherufe immediately takes 3d6 points of fire damage (no save) and burns, taking flame damage for 1d4 rounds (Burn save DC 25). Creatures can take a move-equivalent action to put out the flames. Any damage dealt from the burning is doubled.
Improved grab (Ex): The cherufe loves to use this ability, if it hits an opponent that is at least one size category smaller then itself with one of its slams, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus + 20). If it gets a hold, it deals automatic slam damage each round the hold is maintained and all also automatically deals 6d6 additional hit points of fire damage.
Exploding Death (Ex): If a cherufe dies, it explodes in a ball of flame and lava splatter. Any creature within 30 feet of the exploding cherufe takes 8d6 points of fire damage unless they succeed at a Reflex save (DC 18) to halve the damage. They also burn if they fail to make their save, taking flame damage for 1d4 rounds (Burn save DC 25). Creatures can take a move-equivalent action to put out the flames. Any damage dealt from the burning is doubled.
Heated Aura (Ex): Cherufes radiate intense heat and have a 15-foot aura of heat that deals 2d6 points of fire damage per a round to any creature within. The heat causes the cherufe's image to blur (as the spell). Anything within the aura is blurred.
Sear through Steel (Ex): A cherufe can melt steel with a touch, effectively burning through pure metal (such as massive thick metal doors) at a speed rate of 5 feet. The creature can burrow (burn through) through pure stone at a speed rate of 10 feet and moves at its normal rate through anything less fire resistant. The cherufe leaves a tunnel in the process.
See through Smoke (Su): The cherufe can see through any form of smoke normally, regardless of its thickness or nature. Thus, the creature can see through a thick magical smoke that would normally obscure the vision of just about any creature.
Burn the Soul (Ex): A creature that is burned to death by a cherufe or a cherufe’s flames has its soul pulled into the creature’s magma body, fueling its life force with the pain of their burning soul. All they know from that point onwards is the pain of fire. The character cannot be raised from the dead except by means of a wish or miracle spell. Even if the character is raised from the dead, its body will be covered with burn scars, which are impossible to remove except with another wish or miracle spell. The character will always suffer a –1 morale penalty to its saving throws, to hit attacks, and skill checks whenever it is around fire. This effect is permanent, a residue effect of knowing only the purest of pain within the body of the cherufe.
Whenever a creature’s soul is pulled into a cherufe, the cherufe gains whatever hit points the creature would normally have at full, as temporary hit points.
Choking Smoke (Ex): As a free action, a cherufe can begin emanating a 60-foot aura of choking smoke. The smoke raises into the air at a speed rate of 60 feet and its perimeter increase by 10 feet each round that it raises. This ability obscures all vision, even creatures with true seeing, darkvision or the like cannot see through the thick black smoke. The cherufe receives all the benefits as if it were invisible. Any creature within the cloud, can either hold its breath or begin suffocating as they take 2d6 points of damage as thick heated smoke enter their lungs. If their eyes are open, they must make a Fortitude save (DC 27) or be blinded for 2d6 hours from the smoke burning their eyes. Creatures outside of the smoky aura see a large cloud of smoke that slowly moves along the ground and rises into the sky simultaneously.
Plates of Rock (Ex): Whenever the cherufe finds itself in a temperature below 40 degrees, or whenever it take 20 or more points of cold damage, the outside magma of its body cools and hardens into large plates of rock for 3d4 rounds before melting back into magma. The plates of thick rock act as armor to the creature, and it receives a bonus of +1 to its AC for each remaining round of plates. For example: a cherufe is hit with a cone of cold and plates of rock form from the coldness for 7 rounds. The cherufe has a +7 to its AC until the beginning of the next turn, at which points its AC bonus drops to +6, and the next turn it drops to +5, and so on. So long as the cherufe has plates of rock around itself, it is effectively slowed; this effect is the same as that of a slow spell. The creature cannot use its sear through steel ability and all DC saves against its heated blood ability receive a +4 circumstance bonus to their rolls. After the last + bonus to its AC is gone, the cherufe’s abilities return to normal.
Quaking Steps (Su): Whenever a cherufe walks across the ground it releases powerful vibrations through its legs, causing all medium-sized or smaller creatures on foot to fall down unless they succeed at a Reflex save (DC 13) from the ripple. Spell-casters will lose any spells they try to cast unless they make a concentration check (DC 15+ spell level), as the rippling vibrations shake them. The creature leaves 6-foot round footprints as it walks made of lava. Any creature that walks across the lava footprint takes 2d6 points of fire damage (no save). If a creature falls (possibly from the tremors) into a footprint it takes double damage instead.
Wall of Fire (Su): A cherufe can alter its legs into a snake-like tail that it slithers on made of magma. While so, it leaves a wall of fire as cast by a 30th level sorcerer behind it wherever it slithers. Altering forms is a standard action.
Elemental: Immune to poison, sleep, paralysis, stunning. Isn’t subject to critical hits and cannot be flanked. Cannot be raised or resurrected, except with a wish or miracle spell.
Darkvision: This creature has darkvision with a range of 60 feet.
Immunities (Ex): Cherufes are immune to death effects, disintegration, death from massive damage, sleep, mind-affecting effects, transmutation, energy drain, ability drain, ability damage, banishment, and imprisonment.
Fire Subtype: This creature is immune to all fire damage and takes double damage from cold except on a successful save.
Proton
12-11-2018, 11:39 AM
(Created)
CHILL
Medium-Size Aberration (Incorporeal) (Cold)
Hit Dice: 5d8+20 (48 hp)
Initiative: +3 (+3 dex)
Speed: fly 30 ft. (good)
AC: 16 (+3 dex, +3 natural)
Base Attack/Grapple: +3/---
Attacks: 2 touches +3 touch
Damage: Touch 3d6 (cold)
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Spell-like abilities, ice sculpture, cold aura, icy fingers
Special Qualities: Levitation, incorporeal form, DR 15/+1, cold subtype
Saves: Fort +5, Ref +4, Will +6
Abilities: Str -, Dex 16, Con 15, Int 16, Wis 13, Cha 3
Skills: Hide +12, Move Silently +18, Spot +16
_________________________________
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 6-13 HD (Large)
14-27 HD (Huge)
A chill is an evil and haunting aberration from the elemental plane of Cold. Few creatures ever see one or learn about them. They enjoy the safety of invisibility and radiate an aura of extreme cold that is capable of freezing a creature within seconds. Most often, creatures don’t know where the cold is coming from and die before ever finding out. When creatures freeze into statues of ice, the chills move into the center of the statue to devour the soul of its victim. Chills never make a sound and simply pass through the floor if they are somehow discovered.
A chill looks like a floating white ball with a single blue eye in the center. Hundreds of writhing gray tentacles droop to the floor beneath it, resembling thick dreaded nits of hair. Two skinny arms occasionally stick out from the tentacle mass, though it usually keeps them hidden within it. A mist of invisible frost falls from its core, filling whatever room it is in.
Chills don’t speak but understand Infernal.
Combat
Chills remain motionless, relying on their invisibility and cold auras to wear down or kill their opponents. They don’t pursue creatures that avoid their deadly cold, but will attack any creature that sees them or seems to survive indefinitely within their aura of coldness. Chills use their silence ability to hamper magic use and their web or hypnotic patterns ability to hold creatures within their deadly aura. If a chill’s cold is powerless against its foes, it will try to escape using dimension door or gaseous form.
Spell-Like Abilities: Always active---invisibility; at will---ray of frost, mage hand, obscuring mist, chill metal, silence; 3/day---resist elements, web, hypnotic patterns; 1/day---dimension door, nondetection, gaseous form; Caster level 8h (save DC 11 + spell level).
Levitate (Su): Chills can levitation horizontally at a speed of 30 feet. They can also decide to levitate vertically at a speed of 15 feet. If they should happen to fall, they are able to use this ability to slow themselves, as affected by a feather fall spell.
Ice Sculpture (Su): Once per a day a chill can attempt to petrify any creature that is small or smaller into a frozen sculpture of ice. The creature must make a successful touch attack to release the charge and use up this power for the day. The creature that is touched turns completely into ice, freezing in whatever position that they stood in at the time, unless they make a successful Reflex save (DC 15) to avoid the affect entirely. Chills like to keep their ice sculptures as long as possible.
Aura of Coldness (Su): A 15-foot aura of icy coldness follows a chill wherever it goes. This automatically deals 2d6 points of cold damage to any creature that enters it, and continues to deal 2d6 points of cold damage at the beginning of each turn to all creatures within it. A chill in gaseous form does not radiate coldness.
Icy Fingers (Su): Anything a chill touches with its long icy fingers takes 3d6 points of cold damage.
Incorporeal Subtype: Only other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities can harm a chill. With the exception of attacks made by force effect or ghost touch weapons, they have a 50% chance to ignore any damage dealt from a corporeal source. They can pass through solid objects at will, but not force effects. Attacks made by a chill ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. They always move silently and cannot be heard with listen checks if they so desires.
Cold Subtype: This creature is immune to all cold damage and takes double damage from fire except on a successful save.
Darkvision: This creature has darkvision with a range of 60 feet.
Proton
12-11-2018, 11:41 AM
(Created)
CHOG
Large Aberration
Hit Dice: 11d8+99 (144 hp)
Initiative: +3 (+3 dex)
Speed: 30 ft., borrow 10 ft.
AC: 22 (-1 size, +3 dex, +8 natural)
Base Attack/Grapple: +9/+20
Attacks: 2 claws +16 melee, bite +16 melee
Damage: claw 3d6+7, bite 6d6+7
Face/Reach: 5 ft. by 5 ft./ 10 ft.
Special Attacks: Psionics, improved grab, improved disarm, improved critical, decapitate
Special Qualities: Regeneration 6, borrow
Saves: Fort +16, Ref +12, Will +10
Abilities: Str 25, Dex 17, Con 28, Int 16, Wis 13, Cha 10
Skills: Hide +7, Listen +10, Spot +8
Feats: Power Attack, Cleave
_________________________________
Climate/Terrain: Any
Organization: Solitary, gang, or death squad
Challenge Rating: 13
Treasure: Double Standard
Alignment: Always chaotic evil
Advancement: 17-32 HD (Huge)
33-64 HD (Gargantuan)
Chogs are subterranean creatures that come to the surface at night to hunt for humanoid creatures. They dig complex tunnels under the earth, making them into mazes. They are organized and ferocious beasts that compete for dominance. They swallow heads whole in order to digest the brain from within the skull and then vomit up the empty skull afterwards. After killing those they encounter, they bring the heads to their underground lairs. Chogs were created long ago by some mad race of alien to serve as a slave race of soldiers. The chogs proved to be smarter and more dangerous then the race realized and turned on their creators, hunting them to the point of extinction. The chogs mutated psionic powers by devouring the brain tissue of their creators.
Chogs appear as ugly humanoids with jet-black skin. They have two regular black eyes and 3 red eyes that are laterally stacked over each other. Their huge mouths are filled with several rows of teeth. They have long tongues that have little mouths on the end, which they use to burrow into the skulls of their victims and eat at the brain. Three long horns fall back from their heads and their hands and feet have only two toes and fingers, ending with hooked claws.
Chogs speak Abyssal.
Combat
Although chogs are without fear, they always seek the easiest means to defeat their prey. Chogs begin battle by making mind blast attacks and prefer to slaughter the helpless to a real fight. Still, chogs are ferocious in combat. They possess claws and teeth that can tear through metal. Chogs often bite the heads off of their foes in the midst of combat. They always use claws of the vampire before entering melee. If they have time, they like to charge up a dissolving touch before striding into battle. Chogs are intelligent and coordinate their attacks against foes that prove to be more powerful.
Psionics (Sp): At will---claws of the vampire, inertial barrier, dissolving touch, adamant grasp. The abilities are the same as those manifested by a 12th-level psion.
Attack/Defense Modes (Sp): At will---mind blast/intellect fortress.
Improved grab (Ex): To use this ability, the chog must hit with a claw attack.
Improved Disarm (Ex): A chog is adept at disarming its opponents and receives a +4 bonus on all disarming attempts. If it successfully disarms its opponent, it instead grabs the creature’s weapon. The chog usually throws the weapon 3d6x10 feet afterwards as a partial action.
Improved Critical (Ex): A chog has powerful claws and score a critical hit on a natural roll of 17-20 and deal x3 damage.
Decapitate (Ex): A chog can unhinge its jaw and bite off the head of any larger or smaller creature. On a natural roll of 20, the creature hit by the chog must make a successful Reflex save (DC 13 + damage dealt) or lose its head and die. The creature scores critical hits with its bite on a natural roll of 18-20, dealing x5 damage on a critical.
Borrow (Ex): A chog can tear through the earth at a speed of 10 feet. It leaves a tunnel that is four 4 wide and 4 feet tall behind it in the process.
Regeneration (Ex): A chog regenerates 6 hit points per a round. Fire and acid deal normal damage to a chog.
If a chog bear loses a limb or body part, the lost part grows back within 2d4 rounds. The creature can reattach severed body parts instantly by placing them to the stump where they came off.
Keen Sight: This creature has darkvision with a range of 60 feet as well as low-light vision.
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