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  1. #1
    Community Member Proton's Avatar
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    Default Thauma Thesaurus

    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!
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  2. #2
    Community Member Proton's Avatar
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    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
    _________________________________
    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.
    Last edited by Proton; 11-02-2018 at 10:15 PM.
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  3. #3
    Community Member Proton's Avatar
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    (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)
    _________________________________
    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).
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  4. #4
    Community Member Proton's Avatar
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    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)
    _________________________________
    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.
    Last edited by Proton; 11-20-2018 at 08:07 PM.
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  5. #5
    Community Member Proton's Avatar
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    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)
    _________________________________
    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.
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  6. #6
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    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.
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  7. #7
    Community Member Proton's Avatar
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    (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.
    Last edited by Proton; 11-05-2018 at 01:53 PM.
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  8. #8
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    This is a really neat thread, but I need to move it out of general and into a tabletop specific forum. Thanks!
    Have fun, and don't forget to gather for buffs!
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  9. #9
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    If I were to be as nitpicky as I can be, I'd suggest that "Thauma" is Greek, but "Thesaurus" Latin.

    "Theurgica Thesaurus" maybe ?

  10. #10
    Community Member Proton's Avatar
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    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.
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  11. #11
    Community Member Proton's Avatar
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    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
    __________________________________________________ __________________________________________________ ____
    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
    __________________________________________________ __________________________________________________ ____
    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
    __________________________________________________ __________________________________________________ ____
    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.
    Last edited by Proton; 11-13-2018 at 01:03 AM.
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  12. #12
    Community Member Proton's Avatar
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    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
    _________________________________
    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.
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  13. #13
    Community Member Proton's Avatar
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    (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
    _________________________________
    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.
    Last edited by Proton; 11-13-2018 at 01:26 AM.
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  14. #14
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    Quote Originally Posted by Proton View Post
    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)
    _________________________________
    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.

  15. #15
    Community Member Proton's Avatar
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    Quote Originally Posted by Xgya View Post
    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 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.
    Last edited by Proton; 11-14-2018 at 02:41 AM.
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  16. #16
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    (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.
    Last edited by Proton; 11-18-2018 at 04:55 PM.
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  17. #17
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    (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.
    Last edited by Proton; 11-18-2018 at 05:00 PM.
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  18. #18
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    (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.
    Last edited by Proton; 11-18-2018 at 05:06 PM.
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  19. #19
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    (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.
    Last edited by Proton; 11-18-2018 at 05:26 PM.
    (DDO PVP PVE 24/7 options options come check us out better then ever!!!) = (+) Sales
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  20. #20
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    Quote Originally Posted by Proton View Post
    (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)

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