The New/Redone Monsters Thread

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Post by Wiseman »

The Storm Kings
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The Storm Kings are four once-mortal beings who have assumed the mantles of Rain, Wind, Lightning, and Cloud. Though the Storm Kings are not deities, the power each of them commands rivals that of a demigod. The Storm Kings control the weather on Arcadia, and they work in tandem according to precisely laid plans. It's their task to ensure that every part of the plane receives a perfect blend of rain and shine. The Storm Kings live in citadels around the Orb of Day and Night spaced evenly at the compass points. Each citadel reaches high into the sky until the tallest spires are lost in the bright haze. Weather appropriate to each Storm King surrounds his or her castle.

Cloud King

The Cloud King controls the presence of clouds on Arcadia.

Size and Type: Size is unchanged. Type changes to Outsider with the [Air] and [Water] Subtypes. Do not recalculate Base Attack or HP.
Special Attacks: The Cloud King may create, dismiss, and shape, fog, mist, and clouds anywhere on Arcadia. Off the plane, this abilities range becomes 20 miles. The Cloud King possesses the following Spell-Like Abilities: At Will: Control Weather, Obscuring Mist, Fog Cloud, Solid Fog, Cloudkill, Freezing Fog, Incendiary Cloud, Wall of Smoke, Stinking Cloud, Gaseous Form, 1/day: White Incantation
Special Qualities: The Cloud King may see through fogs, mists, and clouds as if they weren't there, and they are immune to the effects of any fog spell. They also have a fly speed equal to twice their land speed with perfect manuervability.
Abilities: Unchanged
Environment: Peaceable Kingdoms of Arcadia
Alignment: Any
Level Adjustment: +0

Rain King

The Rain King controls the precipitation on Arcadia.

Size and Type: Size is unchanged. Type changes to Outsider with the [Water] Subtype. Do not recalculate Base Attack or HP.
Special Attacks: The Rain King may create rain, hail, snow and sleet anywhere on Arcadia. They may also manipulate water as through Control Water. Off the plane, the range of these effects is 20 miles. They also have the following Spell-Like Abilities: At Will: Ice Storm, Sleet Storm, Hailstones, Cloudburst, Fimblewinter, Flood Pump Control Weather, Blizzard, Monsoon, Water Breathing, Water Walk, Wall of Ice, Freezing Sphere, Create Water, Transmute Rock to Mud,
Special Qualities: The Rain King may see through rain and snow as if they weren't there. They gain a swim speed and a perfect fly speed equal to twice their land speed.
Abilities: Unchanged
Environment: Peaceable Kingdoms of Arcadia
Alignment: Any
Level Adjustment: +0

Wind King:

The Wind King controls the winds and breezes on Arcadia.

Size and Type: Size is unchanged. Type changes to Outsider with the [Air] Subtype. Do not recalculate BAB, Saves or HP.
Special Attacks: The Wind King may manipulate the winds, creating winds of any speed and pattern anywhere in Arcadia. Off of Arcadia, the range of this effect is 20 miles. They also possess the following spell-like abilities: At Will: Control Winds, Gust of Wind, Defenestrating Sphere, Mass Twister Rush, Wind Shield, Telekinisis, Greater Whirlwind, Flaying Wind, Wind Wall, Control Weather, Wind Walk, Fly, Levitate, Clairaudience/Clairvoyance (clairaudience only), Hurricane Force, Binding Winds, Capricious Zephyr
Special Qualities: The Wind King is unaffected by the adverse effects of winds. They have a perfect fly speed equal to three times their land speed.
Abilities: Unchanged
Environment: Peaceable Kingdoms of Arcadia
Alignment: Any
Level Adjustment: +0

Lightning King

The Lightning King controls lightning and thunder on Arcadia.

Size and Type: Size is unchanged. Type changes to Outsider with the [Air] Subtype. Do not recalculate BAB, Saves, or HP.
Special Attacks: The Lightning King may cause the sky to rumble with thunder and lightning and cause lightning to strike (20d8 ranged touch) anywhere on Arcadia. Off the plane, the range of this effect is line of sight. Each of the Lightning King's melee, ranged or thrown attacks adds 1d6 electricity damage per 3 CR (round up). Also, the Lightning King has the following spell-like abilities: At Will: Lightning Bolt, Lightning Strikes Twice (usable as a swift action, and may act normally afterwards). Chain Lightning, Heat Metal (electric damage), Electric Jolt, Shocking Touch, Call Lightning Storm, Ball Lightning, Greater Shout, Control Weather Energy Weapon (Electric and Sonic only), Dancing Lights, Power Word Blind, Scream, Stasis Energy Field, Haste, 1/day: Delilah's Dispersal Current, SHAZAM!
Special Qualities: The Lightning King is healed by electricity and sonic damage, is immune to deafening, and has a perfect fly speed equal to twice their land speed.
Abilities: Unchanged
Environment: Peaceable Kingdoms of Arcadia
Alignment: Any
Level Adjustment: +0
Last edited by Wiseman on Tue Apr 22, 2014 5:42 pm, edited 2 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Monodrone
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Size/Type: Small Construct/Outsider (Biomechanical, Extraplanar, Lawful, Modron)
Hit Dice: 2d8 (8hp)
Initiative: +1
Speed: 20ft. Fly 60ft. (poor)
Armor Class: 14 (+1 dex, +3 natural)
Base Attack/Grapple: +2/-2
Attack: Spear +3 (1d6) or Light Crossbow +3 (1d6)
Full Attack: Spear +3 (1d6) or Light Crossbow +3 (1d6)
Space/Reach: 5ft./5ft.
Special Attacks: N/A
Special Qualities: Immunity to Mind Affecting, Non-Lethal and Ability Damage/Drain, Acid Cold and Fire Resistance 10
Saves: Fort +3 Reflex +4 Will +1
Abilities: Str 10 Dex 12 Con 10 Int 3 Wis 7 Cha 8
Skills:
Feats: Weapon Finesse
Environment: Clockwork Nirvana of Mechanus
Organization: Squad 12 (plus 1 duodrone), patrol 13–48 (plus 1 duodrone per 12 monodrones), platoon 49–84 (plus 1 duodrone per 12 monodrones), battalion 85–120, or company 121–144 (plus 1 duodrone per 12 monodrones and 3 tridrones)
Challenge Rating: 2
Treasure: None
Alignment: Always Lawful Neutral
Advancement: Transformation (Duodrone)
Level Adjustment: -

Monodrones are the most basic form of modron, which lawful petitioners become when they are transformed into that race. They are dim, almost mindless creatures.

Monodrones are watched over by duodrone and tridrone overseers, as they perform basic labors. Though they are drafted to be footsoldiers in modron armies, they tend to perform poorly, due to lack of adaptability.

These creatures make up the bulk of Mechanus’s population. They are small spheres with a single eye, wings, and two arm/legs. Monodrones are single-function modrons, assigned to simple labor or service in the regiments of the modron army. Thousands of the spherical monodrones, armed with spears, fouchards, and crossbows are impressive when marshaled against a foe with their unswerving, single-minded performance. They exist only for their work.

Monodrones are barely intelligent. They are unable to speak or read, but can understand commands spoken in the tongue of their race (although they will heed only a duodrone). Monodrones are capable of just one action at a time. Tell them to attack and they do so until slain, even if that means attacking each other after the enemy has been obliterated. Order them to guard and they guard without food or sleep. It is fortunate that they feed on the very substance of air around them; otherwise, it would be necessary to order them to eat every day.

Monodrones cannot speak, but they understand Modron (though they rarely acknowledge a non-Modron speaker).

Combat:

A monodrone fights to the death, and keeps up the same attack routine, never changing.


Honestly, I'm not sure if the base modrons even need working over, so that project is sidelined for now.
Last edited by Wiseman on Sun Sep 13, 2020 6:50 pm, edited 4 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Positive Mephit
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Size/Type: Small Outsider (Extraplanar, Positive)
Hit Dice: 3d8 (13 hp)
Initiative: +7
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +3/-1
Attack: Claw +4 melee (1d3)
Full Attack: 2 claws +4 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats: Dodge, Improved Initiative
Environment: Positive Energy Plane
Organization: Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: +0

Positive Mephits are rare elusive creatures. Many doubt they even exist, but they do. Magicians often hunt them down to make them into familiars, valuing their healing ability.

Combat:

Breath Weapon (Su): 15-foot cone of positive energy for 1d8 damage, this heals living creatures and damages undead. Fortitude DC 12 half (for undead). The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities: At Will: Cure Light Wounds, Aid.
Last edited by Wiseman on Sat Feb 06, 2021 4:16 pm, edited 2 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Green Slaad
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Size/Type: Large Outsider (Chaotic, Extraplanar, Slaad)
Hit Dice: 10d8+70 (120hp)
Initiative: +2
Speed: 50ft.
Armor Class: 23 (+2 dex, +12 natural, -1 size)
Base Attack/Grapple: +10/+20
Attack: Bite +15 (3d6+9+chaos fang)
Full Attack: Bite +15 (3d6+9+chaos fang)
Space/Reach: 10ft./10ft.
Special Attacks: Chaos Fang, Giant Frog, Spells, Spell-Like Abilities, Change Shape
Special Qualities: Immunity to Sonic and Compulsion, Resistance to Fire, Cold, Acid, and Electricity 10, SR20, DR10/Lawful, Regen 1/Lawful, Fast Healing 5
Saves: Fort +14 Reflex +9 Will +12
Abilities: Str 22 Dex 14 Con 24 Int 14 Wis 16 Cha 22
Skills:
Feats: Extend Spell, Craft Wonderous Item, Power Attack, Iron Will
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or Gang (2-5)
Challenge Rating: 10
Treasure: Standard
Alignment: Always Chaotic Neutral
Advancement: By Class Level (Favored Classes: Fiendish Brute and Sorcerer)
Level Adjustment: -

Greens are the magic wielders of the slaad. They constantly seek out ways to augment their already formidable strength, often allying with arcane casters on other planes to further their own cause of chaos.


Combat:

Giant Frog (Su): Slaad warp reality around them. The area within 5ft per CR of the Slaad gains Limbo's Highly Morphic trait. The slaad receives a +2 bonus to checks to shape the area. Additionally, Slaad are always under Subjective Gravity.

Chaos Fang (Su): A bite from a Green Slaad infects the victim with chaotic energy, causing them to take 1d4 damage per round for a number of rounds equal to the Slaad's CR (normally 10). If a victim dies while under this affect they transform into a blue slaad. If they are an arcane spellcaster, they instead transform in to a green slaad. Creatures with the [Lawful] subtype take double damage, but do not transform into slaad. No part of the character survives this transformation, and it can only be undone by a limited wish, wish, miracle or reality revision. A Protection from Chaos (or similar) effect negates this. Creatures with the [Chaotic] subtype are immune to this effect.

Change Shape (Su): A green slaad may assume the form of any large or smaller humanoid, monstrous humanoid, animal, native outsider, or giant as a standard action.

Spells: A Green Slaad casts spells as a sorcerer with a level equal to it's HD-2. It may also learn spell from the Chaos, Anarchy, and Liberation domains as sorcerer spells.

Spell-Like Abilities: At Will: Chaos Hammer, Protection from Law, Shatter, Detect Magic, Read Magic, Prestidigitation, Detect Thoughts, Confusion,
1/Minute: Greater Teleport (Self+objects carried only)
1/day: Cloak of Chaos, Greater Shout
Save DC 21
Last edited by Wiseman on Sat Feb 13, 2021 6:53 pm, edited 4 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Grey Slaad

Post by Wiseman »

Grey Slaad
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Size/Type: Medium Outsider (Chaotic, Extraplanar, Slaad)
Hit Dice: 14d8+112 (190hp)
Initiative: +9
Speed: 60ft.
Armor Class: 30 (+9 dex, +11 natural)
Base Attack/Grapple: +14/+22
Attack: Bite +23 (2d6+12+chaos fang)
Full Attack: Bite +23 (2d6+12+chaos fang) and 2 claws (1d8+8)
Space/Reach: 5ft./5ft.
Special Attacks: Change Shape, Chaos Fang, Giant Frog, Sneak Attack (7d6), Spell-Like Abilities
Special Qualities: Shadow Cloak, Immunity to Sonic, Resistance to Fire, Cold, Acid, and Electricity 10, DR10/Lawful, Regeneration 5/Lawful, SR24
Saves: Fort +17 Reflex +18 Will +15
Abilities: Str 26 Dex 28 Con 26 Int 18 Wis 22 Cha 26
Skills:
Feats: Alertness, Darkstalker, Weapon Finesse, Improved Initiative,
Environment: Ever-Changing Chaos of Limbo
Organization: Giant Frog
Challenge Rating: 14
Treasure: Double Standard
Alignment: Always Chaotic Neutral
Advancement: By Class Level (Favored Classes: Ninja and Rogue)
Level Adjustment: +0

Combat:

Giant Frog (Su): Slaad warp reality around them. The area within 5ft per CR of the Slaad gains Limbo's Highly Morphic trait. The slaad receives a +2 bonus to checks to shape the area. Additionally, Slaad are always under Subjective Gravity.

Chaos Fang (Su): A bite from a Gray Slaad infects the victim with chaotic energy, causing them to take 2d4 chaotic damage per round for a number of rounds equal to the Slaad's CR (normally 14). If a victim dies while under this affect they transform into a gray slaad.Creatures with the [Lawful] subtype take double damage, but do not transform into slaad. No part of the character survives this transformation, and it can only be undone by a limited wish, wish, miracle or reality revision. A Protection from Chaos (or similar) effect negates this. Creatures with the [Chaotic] subtype are immune to this effect.

Shadow Cloak (Su): While in areas of less than bright illumination, the gray slaad gains total concealment. Against creatures with Darkvision (but not See in Darkness) it still retains 20% concealment.

Change Shape (Su): A gray slaad may assume the form of any large or smaller humanoid, monstrous humanoid, animal, giant, or native outsider as a standard action.

Spell-Like Abilities: At Will: Confusion, Insanity, Chaos Hammer, Cloak of Chaos, Word of Chaos, Detect Law, Dimension Door (Usable as a swift action, and may act normally afterwards), Deeper Darkness, Charm Monster, Suggestion, Greater Invisibility, Permanent Image, Persistent Image.
Last edited by Wiseman on Sat Feb 13, 2021 6:44 pm, edited 3 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Death Slaad

Post by Wiseman »

Death Slaad
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Size/Type: Medium Outsider (Chaotic, Extraplanar, Slaad)
Hit Dice: 20d8+240 (300hp)
Initiative: +10
Speed: 80ft.
Armor Class: 41 (+10 dex, +13 armor, +8 shield)
Base Attack/Grapple: +20
Attack: +7 Anarchic Quarterstaff +42 (1d6+2d6[chaotic]+27+entropic touch/1d6+2d6[chaotic]+27+entropic touch) or Bite +35 (2d6+22+chaos fang)
Full Attack: +7 Anarchic Quarterstaff +42/+37/37/+37 (1d6+2d6[chaotic]+27+entropic touch) and +7 Anarchic Quarterstaff +42/+37/37/+37 (1d6+2d6[chaotic]+27+entropic touch) and Bite +35 (2d6+22+chaos fang) or 2 Claws +35 (1d8+15+entropic touch) and Bite +35 (2d6+22+chaos fang)
Space/Reach: 5ft./5ft.
Special Attacks: Giant Frog, Chaos Fang, Spell-Like Abilities
Special Qualities: Immunity to Sonic, Mind-Affecting, Compulsion, Pattern, Confusion and Non-Magical Harm, Acid, Cold, Fire, Electricity, and Light Resistance 30, Spell Resistance 35, DR20/Lawful, Regeneration 20/Lawful
Saves: Fort +30 Reflex +29 Will +27
Abilities: Str 40 Dex 30 Con 37 Int 26 Wis 30 Cha 34
Skills:
Feats: Power Attack, Frog Chant, Lightning Reflexes, Forced Regeneration, Dodge, Pressure
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary
Challenge Rating: 20
Treasure: Triple Standard, Ring of Resistance +5, Anarchic Quarterstaff, Various Wands and Scrolls
Alignment: Always Chaotic Neutral
Advancement: Giant Frog
Level Adjustment: -

Death Slaadi are the mighty rulers of the slaad race, their power only eclipsed by the slaad lords Ygorl of Entropy, Ssendam of Madness, Chourst of Randomness and Renbuu of Colors. They constantly seek out new magical items, to enhance their powers, so as to enforce the powers of Chaos in the multiverse.

Unlike their lesser Slaad kin, Death Slaadi are not entirely subject to the Slaad Lords curse that locks them into the forms of giant frogs. Their appearances are generally still human shaped, but can vary wildly within that range. Some look perfectly like humans, others still like frogs, some can resemble horrifiying monsters with impossible shapes and compositions, like a floating mass of unconnected tentacles, or a glistening web of crystals or a cloud of insects or translucent body of slime.

Death Slaadi often lead campaigns against the forces of law, primarily the Modrons and Formians, the former of whom march through the Plane of Limbo every so often on the Great Modron March.

Combat:

Giant Frog (Su): Slaad warp reality around them. The area within 5ft per CR of the Slaad gains Limbo's Highly Morphic trait. The death slaad receives a +10 bonus to checks to shape the area. Additionally, Slaad are always under Subjective Gravity.

Chaos Fang (Su): A bite from a Death Slaad infects the victim with chaotic energy, causing them to take 4d4 damage per round for a number of rounds equal to the Slaad's CR (normally 20). If a victim dies while under this affect they transform into a gray slaad. Creatures with the [Lawful] subtype take double damage, but do not transform into slaad. No part of the character survives this transformation, and it can only be undone by a limited wish, wish, miracle or reality revision or similar effect. A Protection from Chaos (or similar) effect negates this as does a Dispel Chaos. Creatures with the [Chaotic] subtype are immune to this effect.

Use Magic Device: A Death Slaad may use any magic item, counting as any race or class equal to it's CR.

Change Shape (Su): A Death Slaad may assume the form of any large or smaller humanoid, monstrous humanoid, animal or giant as a standard action.

Entropic Touch (Su): Anything the Death Slaad touches as a standard action is subject to a Disintegrate effect (DC32). The death slaad may also deliver this with it's melee attacks, although in this case it's just 5d6 damage. If the Death Slaad chooses, this does not occur.

Psi-Like Abilities (Su): Constant: Inertial Armor, Force Screen
At Will: Body Purification, Id Insinuation, Energy Ray,
3/day: Bend Reality, Mind Thrust, Ego Whip

Spell-Like Abilities: Constant: Mind Blank, Death Ward, Greater Freedom of Movement, True Seeing, Cloak of Chaos At Will: Cloak of Chaos, Word of Chaos, Entropic Shield (usable as an immediate action), Chaos Hammer (usable as a swift action), Greater Dispel Magic (usable as a swift action), Anarchic Water (usable as a swift action), Widened (x5) Anarchic Storm, Greater Teleport (self plus objects carried only) (usable as an immediate action), Dispel Law (usable as a swift action), Polymorph any Object, Widened Delayed Blast Fireball, Empowered Chain Lightning (usable as a swift action), Explosive Cone of Cold, Explosive Greater Shout, Prismatic Spray, Power Word: Any, Insanity, Greater Telekinesis, Shapechange, Telekinesis, Etherealness, Limited Wish, Lesser Miracle, Freedom,
1/Minute: Energy Drain, Feeblemind, Dementia, Earthquake, Maw of Chaos,
1/day: Prismatic Wall, Prismatic Sphere, Wish, Wail of the Banshee, Implosion, Disjunction, Miracle

Wave of Chaos (Su): The Death Slaad can unleash a wave of pure chaos and insanity within as an emanation out to 60ft. Creatures in this area must make a Will Save or become confused for as long as they remain in the area and for 1d4 rounds afterwards. Creatures which remain confused for at least 1 minute must make a second will save or go permanently insane. This is a [Mind-Affecting] effect. Activating this is a standard action. Deactivating it is a free action. Creatures with the [Chaotic] subtype are unaffected by this ability. Creatures with the [Lawful] subtype take a -3 penalty on their save but do not risk insanity. Creatures with a CR of 5 or less upon failing their save instead suffer enough damage to reduce their wisdom score to 0.
Last edited by Wiseman on Mon Jan 10, 2022 10:10 pm, edited 11 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Fiend of Sorrow
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Size/Type: Medium Outsider (Evil, Extraplanar)
Hit Dice: 15d8+105 (190hp)
Initiative: +11
Speed: 60ft. Fly 100ft. (good)
Armor Class: 30 (+7 dex, +13 natural)
Base Attack/Grapple: +15/+23
Attack: +5 Unholy Longsword +30 (1d8+2d6[unholy]+25+traumatic strike) or Claw +25 (1d6+8+traumatic strike)
Full Attack: +5 Unholy Longsword +30/+25/+25 (1d8+2d6[unholy]+25+traumatic strike) or 2 Claws +25 (1d6+8+traumatic strike)
Space/Reach: 5ft./5ft.
Special Attacks: Aura of Grief, Traumatic Strike, Enslaving Eyes, Spell-Like Abilities
Special Qualities: Force of Will, DR10/Good, Resistance to Fire Cold, and Acid 20, SR25
Saves: Fort +20 Reflex +20 Will +22
Abilities: Str 26 Dex 24 Con 24 Int 26 Wis 28 Cha 28
Skills:
Feats: Weapon Focus, Power Attack, Improved Initiative, Flyby Attack, Improved Flyby Attack,
Environment: Gray Waste of Hades
Organization: Solitary
Challenge Rating: 15
Treasure: Ring of Resistance +4 Double Standard
Alignment: Always Neutral Evil
Advancement: By Class Level (Favored Classes: Conduit of the Lower Planes and Assassin)
Level Adjustment: +0

Sorrow Fiends are cruel creatures who exploit the weak minded in their bids for power. They make their lairs in the wilderness of the Gray Waste, and hunt down travelers to bind them to their will.

Combat:

Aura of Grief (Su): A Fiend of Sorrow projects an aura of horrific misery out to 50 feet. All non-fiends must succeed on a will save (DC26) every round or suffer the effects of a double strength Crushing Despair for one minute. Success does not confer immunity on future rounds.

Traumatic Strike (Su): When a Fiend of Sorrow strikes a creature in melee, it forces that creature to relive traumatic memories from it's past. On a failed will save the victim is stunned for one round. Creatures immune to stunning are dazed instead. Creatures who succeed on their saves are confused instead. Alternatively the Sorrow Fiend can deliver this effect with a melee touch as a standard action.

Enslaving Eyes (Su): A Fiend of Sorrow has a gaze attack out to 60ft. Victims must make a Will save or be affected as if by Charm Monster at a caster level equal to the Sorrow Fiends CR. Success on this save confers immunity for 1 hour.

Force of Will (Su): A Fiend of Sorrow ignores immunity to mind affecting effects if the caster level of the effect or CR of the creature is equal to or less than it's own.

Spell-Like Abilities:Constant: Mind Blank, True Seeing, Death Ward, At Will: Greater Teleport (Self plus objects carried only), Plane Shift, Shadow Walk, Ethereal Jaunt, Telekinesis, Confusion, Suggestion, Deeper Darkness, Summon Monster VII, Unholy Aura, Unholy Blight, Blasphemy, Animate Dead, Create Undead, Permanent Image, Persistent Image, Ghost Sound, Hiss of Sleep, Dream, Nightmare, Message, Greater Invisibility, Invisibility, Mass Inflict Critical Wounds, 1/day: Finger of Death, Insanity, Mind Fog,
Last edited by Wiseman on Wed Apr 30, 2014 3:59 am, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Schleiermacher »

Okay, the Death Slaad is a 20th-level Sorcerer +++, so how do you figure it's just CR 20 (Same as the vanilla human Sorcerer?)
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Post by Wiseman »

Huh, guess it has enough spell-like abilities on it's own actually. I wasn't too sure about that from the start so I'll change it when I get back from work.

EDIT: Never mind, came up with the replacement idea sooner than I thought.
Last edited by Wiseman on Wed Apr 30, 2014 7:20 pm, edited 1 time in total.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Darth Rabbitt »

A lot of these creatures cast as Clerics or Sorcerers of their CR, but also happen to have lots of SLAs and really good stats and defenses. So they're basically better than characters with full caster classes of their level in every way.

Their CR should at least be a point or two (depending on how powerful their other abilities are) above their spellcasting level.
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Post by Wiseman »

Hordlings
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Small Hordlings
Size/Type: Small Outsider (Evil, Extraplanar)
Hit Dice: 4d8+4 (20hp)
Initiative: +3
Speed: 20ft. (May Vary)
Armor Class: 18 (+3 dex, +4 natural, +1 size)
Base Attack/Grapple: +4/+0
Attack: +5 Varies
Full Attack: Varies
Space/Reach: 5ft./5ft. (may vary)
Special Attacks: Varies
Special Qualities: Varies
Saves: Fort +5 Reflex +7 Will +4
Abilities: Str 10 Dex 16 Con 12 Int 6 Wis 10 Cha 10
Skills:
Feats: Weapon Finesse
Environment: Any Lower Plane
Organization: Solitary, Pair Group (3-6) Band (7-14) Mob (15-25) or Horde (26-50)
Challenge Rating: 4
Treasure: Half Standard
Alignment: Always Evil (Any)
Advancement: By Class Level (Favored Classes: Fiendish Brute, True Fiend)
Level Adjustment: hmm

Medium Hordling
Size/Type: Medium Outsider (Evil, Extraplanar)
Hit Dice: 6d8+18 (35hp)
Initiative: +6
Speed: 30ft. (may vary)
Armor Class: 21 (+2 dex, +9 natural) (may vary)
Base Attack/Grapple: +6/+9
Attack: +9 (Varies)
Full Attack: +9 (Varies)
Space/Reach: 5ft./5ft. (may vary)
Special Attacks: (Varies)
Special Qualities: (Varies)
Saves: Fort +8 Reflex +7 Will +5
Abilities: Str 16 Dex 14 Con 16 Int 6 Wis 10 Cha 12 (May Vary)
Skills:
Feats: Power Attack, Improved Initiative,
Environment: Any Lower Plane
Organization: Solitary, Pair Group (3-6) Band (7-14) Mob (15-25) or Horde (26-50)
Challenge Rating: 6
Treasure: Half Standard
Alignment: Always Evil (Any)
Advancement: By Class Level (Favored Classes: Fiendish Brute and True Fiend)
Level Adjustment: hmm...

Large Hordling
Size/Type: Large Outsider (Evil, Extraplanar)
Hit Dice: 8d8+48 (90hp)
Initiative: +2
Speed: 40ft. (May Vary)
Armor Class: 24 (+2 dex, +13 natural, -1 size)
Base Attack/Grapple: +8/+19
Attack: +14 (varies)
Full Attack: +14 (varies)
Space/Reach: 10ft./10ft. (May Vary)
Special Attacks: Varies
Special Qualities: Varies
Saves: Fort +12 Reflex +8 Will +6
Abilities: Str 25 Dex 14 Con 22 Int 6 Wis 10 Cha 10
Skills:
Feats: Power Attack, Blood of Stone, Toughness,
Environment: Any Lower Plane
Organization: Solitary, Pair Group (3-6) Band (7-14) Mob (15-25) or Horde (26-50)
Challenge Rating: 8
Treasure: Half Standard
Alignment: Always Evil (Any)
Advancement:
Level Adjustment: hmm...

Huge Hordling
Size/Type: Huge Outsider (Evil, Extraplanar)
Hit Dice: 12d8+108 (180hp)
Initiative: +1
Speed: 60ft.
Armor Class: 26 (+1 dex, +17 natural, -2 size)
Base Attack/Grapple: +12/+30
Attack: +20 (Varies)
Full Attack: +20 (Varies)
Space/Reach: 15ft./15ft.
Special Attacks: Varies
Special Qualities: Varies
Saves: Fort +16 Reflex +9 Will +8
Abilities: Str 30 Dex 12 Con 26 Int 6 Wis 10 Cha 10
Skills:
Feats: Power Attack, Blood of Stone, Toughness, Cleave, Diehard
Environment: Any Lower Plane
Organization: Solitary, Pair Group (3-6) Band (7-14) Mob (15-25) or Horde (26-50)
Challenge Rating: 12
Treasure: Half Standard
Alignment: Always Evil (Any)
Advancement: By Class Level (Favored Classes: Fiendish Brute and Barbarian)
Level Adjustment: hmm...

Hordlings are the uncounted hordes of the Lower Planes. Their appearance and abilities vary widely among each other, though most of them are incredibly dim. Hordlings can be found on any lower plane and they are drafted by the more powerful fiends for use in their armies as expendable footsoldiers and cannon fodder.

There are an infinite number of hordlings on the infinite layers of the Abyss. They have no purpose or organization.

Hordlings are petty and vile. They roam the Gray Waste, attacking those weaker than themselves.

Occasionally, evil mages summon hordlings to do their bidding. Normal summoning spells don't usually bring large numbers of creatures however. The only known way to summon more than a few hordlings at once (other than a gate spell) is the Bringer of DOOM, a strange device created by arcane magic during the Age of DOOM.

Combat:

Hordling appearances and abilities vary wildly. Roll on the charts below or pick out abilities to create a hordling.
D4Size
1Small
2Medium
3Large
4Huge

D6Arms
1Telescoping (double reach)
2Thick (+2 strength)
3Multi-Jointed (+2 dex)
4Armored (+2 shield bonus to AC)
5Spiked (1d6 damage when grappling)
6Nothing Special

D6Hands
1Large, Thick-Fingered (2 slams [1d8+str])
2Sharp Claws (2 claws [1d8+str])
3Tentacles/Pincers (2 Tentacles/Pincers [1d6+str+improved grab])
4Weapon (by weapon damage, two handed weapons still need two hands to wield.)
5Barbs (may fire as a ranged attack [1d6])
6Nothing Special

D6Body
1Armored (+3 natural armor)
2Slimy (+4 to escape grapples and escape artist)
3Sexy (+2 Charisma)
4Sticky (+4 Grapple)
5Spiked (1d6 damage to grapplers)
6Nothing Special

D8Legs
1Quadrupedal (double land speed, stability, hoof attack [1d4+str])
2Telescoping (+20 land speed, may increase height by 50%)
3Powerful (+10 on jump checks, may run for twice as long)
4Fish Tail (30ft swim speed, 5ft. land speed)
5Tentacles (+2 grapple checks)
6Suckers (15ft. climb speed)
7Prehensile (may do anything hands can do)
8Nothing Special

D6Tail
1Spiked (1d6+str)
2Long (May make grapples with tail and still perform other actions)
3Copter (20ft. fly speed [good])
4Stinger (no damage, but poison 1d6 con/1d6 con)
5Clubbed (1d6+str)
6No Tail

(Note: All tails give +2 to balance)
D8Head
1Horned/Tusks (Gore [1d6+str {may charge for double damage}])
2Headless (Blind, but blindsight 100ft.)
3Large/Multiple eyes (+4 spot and search)
4Large/Multiple ears (+4 listen and sense motive)
5Strong Nose (Scent)
6Fierce (+3 intimidate)
7Sharp Teeth (Bite 2d6+1.5 str)
8Nothing Special

D4Back
1Wings (Fly 60ft. [poor])
2Eyes (all-around vision)
3Fan-Wings (Fly 40ft. [Average])
4Nothing Special

D12Special Attacks
1Breath Weapon 60ft line (25% chance between acid, cold, electricity and fire for 1d6/CR [reflex half and con based]
2Breath Weapon 30ft cone (25% chance between acid, cold, electricity and fire for 1d6/CR [reflex half and con based]
3Burrow Speed 20ft.
4Immunity to Fire and Fear, attacks deal extra 1d6 fire damage)
5Immunty to Electricity and Stunning, attacks deal extra 1d6 electricity damage
6Immunity to Cold and Sleep, attacks deal extra 1d6 cold damage
7Immunity to Sonic and Deafening, attacks deal extra 1d6 sonic damage
8Immunity to Acid and Poison, attacks deal extra 1d6 acid damage
8Gaze Attack 60ft. (1d6 Str damage, will negates and cha based)
9 Gaze Attack 60ft. causes charm monster CL=CR, will negates (cha based)
10Stench (as troglodyte except that one must save every round and those who fail twice are nauseated)
11Stunning Blow (melee attacks cause stunning, Fort negates [str based])
12none

D6Special Defenses
1Regeneration 5/Good
2DR5/Good
3Immune to Mind Affecting
4Permanently Invisible
5SR=CR+10
6Nothing Special

Last edited by Wiseman on Thu Oct 09, 2014 2:38 am, edited 4 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Darth Rabbitt wrote:A lot of these creatures cast as Clerics or Sorcerers of their CR, but also happen to have lots of SLAs and really good stats and defenses. So they're basically better than characters with full caster classes of their level in every way.

Their CR should at least be a point or two (depending on how powerful their other abilities are) above their spellcasting level.
Good idea. I'll get around to that on the ones that need it.
Last edited by Wiseman on Thu May 01, 2014 2:17 am, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by tussock »

You're judging them against NPC casters too.

Just remember that +1 CR means you're as good as a caster and his cohort caster, and +2 means you're as good as two full casters. So +2 should be pretty rare, as even a strait NPC Cleric can be a pretty mean anything as well as a full caster.

Then again, Quicken spell-like makes them +1 all on it's own.
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Post by Wiseman »

Noviere
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Size/Type: Medium Outsider (Chaotic, Eladrin, Extraplanar, Good, Water)
Hit Dice: 5d8+10 (30hp)
Initiative: +4
Speed: 30ft. Swim 80ft.
Armor Class: 20 (+4 Dex +6 Natural)
Base Attack/Grapple: +5/+9
Attack: +2 Holy Trident +11 (1d8+2d6[holy]+6) or Net +9 (Entangle) or Slam +9 (1d8+4)
Full Attack: +2 Holy Trident +11 (1d8+2d6[holy]+6) or Net +9 (Entangle) or Slam +9 (1d8+4)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Spells, Water Bolt
Special Qualities: Alternate Form, Magic Circle Against Evil, Eladrin Traits, Immunity to Electricity, Resistance to Cold and Acid 10
Saves: Fort +6 Reflex +6 Will +5
Abilities: Str 18 Dex 18 Con 14 Int 14 Wis 16 Cha 18
Skills:
Feats: Extend Spell,
Environment: Olympian Glades of Arborea
Organization: Solitary, Pair, or School (3-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Always Chaotic Good
Advancement: By Class Level (Favored Classes: Cleric and Fighter)

The seas and islands of Ossa, the second layer of Arborea, are the home of the noviere eladrins. Like the bralani, the novieres are a people who celebrate the beauty of the lands and emerald waters around them. They’re the most straightforward and approachable of the eladrins. The shieres are blocks of ice to the typical cutter traveling in Arborea, the bralani are fickle and flighty, and trying to talk seriously to a coure can drive a sod barmy – but the novieres’re willing to take a basher at his word and deal with him the way he deals with them.

The novieres appear to be aquatic elves or nixies. Their skins are greenish, blue, or golden in hue, and their hair ranges from deep blue-green to pale blond. They’re equally at home in the water or on land. The novieres’re somewhat more human in appearance than a full-blooded aquatic elf; they’re stockier, and have no gills (not needing to breathe). Their eyes mirror the color of the seas around them.

Novieres prefer to remain in the seas of Ossa, but sometimes journey to other planes or prime-material worlds to visit with ocean nymphs or merfolk. They love exploring a new coastline or listening to the sound of the surf on a strange shore. Of all eladrins, the novieres are most likely to be interested in trade or material things; they’re fascinated by gemstones and jewelry.

After the coures, the novieres are the most social of the eladrins. They do not travel much, but choose a favorite island or coastline and linger there for years at a time. A clan of noviere eladrins is loosely governed by a chieftain, but individuals are not bound to obey this leader. Novieres tend to keep to themselves and are a rare sight in the high eladrin courts of Olympus.

Combat:

The novieres’re slow to anger and try to avoid combat unless it’s absolutely necessary. If pressed, a noviere can fight fairly well – her lithe limbs and graceful frame conceal a great strength.

Spells: A Noviere casts spells as a 5th level Cleric with access to the Good, Chaos, Salvation, Waves and Water domains, plus any others from its deity or philosophy.

Underwater Action (Ex): A noviere takes no penalty for any action it performs underwater.

Spell-Like Abilities: At Will: Polymorph Self, Water Breathing, Charm Monster, Gaseous Form, Invisibility, Ghost Sound, Mage Hand, Prestidigitation, Dancing Lights, Continual Flame, Crashing Wave, Create Water, Water Walk,
3/day: Water Spears, Spirit Water Arrows
1/day: Control Water, Oceanic Shield, Mirror Image, Slow, Waterball (may deal lethal damage), Wall of Water

Alternate Form (Su): A Noviere can assume a form made completely out of water. In this form, her swim speed increases to 100ft. she can make slam attacks, use water bolt, and has medium fortification. She may not cast spells, though she may still use her spell-like abilities.

Water Bolt (Su): While in water form the Noviere can fire a bolt of water as a standard action. This deals 1d6 per CR (5d6 by default) in a 60ft. line or a 30ft. cone with a reflex save for half damage. Opponents who fail their saves are blinded for 2 rounds. The save is Cha based (DC16).

Had this sitting around for a while, totally forgot to post it.
Last edited by Wiseman on Wed Nov 29, 2023 6:08 pm, edited 7 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Dao
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Size/Type: Large Outsider (Earth, Extraplanar)
Hit Dice: 10d8+90 (130hp)
Initiative: +2
Speed: 60ft. Fly 60ft. (perfect) Earth Glide 60ft.
Armor Class: 26 (+2 dex, +15 natural, -1 size)
Base Attack/Grapple: +10/+22
Attack: +4 Earthern Burst Greathammer +21/+16 (3d6+12/x4) or 2 Slams +17 (2d6+12)
Space/Reach: 10ft./10ft.
Special Attacks: Spell-Like Abilities, Push
Special Qualities: Immunity to Petrification, Earth Glide, DR10/Adamantine, Telepathy to Medium Range
Saves: Fort +15 Reflex +9 Will +10
Abilities: Str 26 Dex 14 Con 26 Int 14 Wis 16 Cha 20
Skills:
Feats: Power Attack, Blood of Stone, Toughness, Earth Splitter
Environment: Elemental Plane of Earth
Organization: Solitary, company (2-4), or band (6-15)
Challenge Rating: 10
Treasure: Wishes
Alignment: Any
Advancement: By Class Level (Favored Classes: Elemental Brute, Elemental Weird)
Level Adjustment: +0

Dao are ruthless genies that reside on the Plane of Earth. They owe their fealty to a Khan, though each Dao noble secretly plots to overthrow him and take his place. Dao (like many genies) consider other creatures beneath them, and do not hesitate to manipulate or harm them to achieve their goals.

The dao dwell in the Great Dismal Delve on their own plane and in deep caves, caverns, or cysts on the Prime Material plane. Dao settle pockets of elemental matter on their own plane, bending those pockets to their will and desire. A dao mazework contains 4d10 dao, as well as 8d10 elemental and non-elemental slaves. Each mazework is ruled by an ataman or hetman who is advised by a seneschal. The loyalty of a mazework’s ataman to the Great Dismal Delve is always questionable, but the seneschals are chosen by the khan of the dao, and their loyalty is to him alone.

The khan of the dao lives at the center of the great mazework called the Great Dismal Delve. The land within the delve is said to be larger than most Prime Material continents. The Great Dismal Delve is linked to all manner of elemental pockets, so the khan can call forth whatever powers he needs. The population of dao in the delve is unknown, as is the number of slaves that constantly work the tunnels and clear away damage caused by the quakes which frequently shake it.

Dao dislike servitude as much as efreet and are even more prone to malice and revenge than their fiery counterparts.

The dao manage a thriving business of trade, driven by a desire for more power and access to precious gems. High on their list of hatreds are most other genies (except efreet, with whom they trade worked metals for minerals). They also have little use for other elemental creatures; the dao value these only if they can exploit them in some fashion.

Dao speak Terran, Common and Abyssal

Combat:

A Dao prefers to fight alongside earth elemental guards, and in tight quarters that restrict it's enemies movement, and it shapes the battlefield to it's advantage. It uses Wall of Stone, Transmute Rock to Mud, and Transmute Mud to Rock, to entrap and separate enemies, after which it gangs up on them one at a time with it's elementals often grappling it's opponent in place. If combat still goes against it, it does not hesitate to flee, and plot revenge later.

Earth Mastery (Ex): If both the Dao and it's opponent are touching the ground, the Dao gains a +3 bonus on attack and damage rolls, it's opponent suffers a -3 penalty to attack and damage against the Dao and it also has the Edge.

Push (Ex): A Dao can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the Dao's opposed Strength checks.

Size Shift (Su): At will, a Dao may shift anywhere from Tiny to large size, with all the normal effects of changing size.

Solid Form (Su): As a standard action, a Dao can transform into solid durable stone. It becomes immune to critical hits and nonlethal damage. It is also treated as an object with hardness 10 for the purpose of damage being dealt to it. It is immune to any effects that require fortitude saves, unless they also effect objects. While in this form the Dao loses it's ability to fly.

Spell-Like Abilities: At Will: Wall of Stone, Transmute Rock to Mud, Transmute Mud to Rock, Create Food & Water, Magic Stone, Permanent Image, Gaseous Form, Polymorph Self, Hold Monster, Major Creation (created stone is permanent), Soften Earth and Stone, Spike Stones, Stone Shape, Sudden Stalagmite, Detect Magic, Giant's Wrath, Tremors, Dust Bomb, 3/day: Wish (to non-genies only)

Plane Shift (Su): As a standard action, a genie may Plane Shift to any Inner, Transitive or Prime Material plane.

Elemental Tolerance (Ex): A genie is immune to the harmful effects of any inner plane it is on.
Last edited by Wiseman on Sun Nov 19, 2023 10:58 pm, edited 12 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Half-Celestial
Half-Celestials are mortals filled with power the of the upper planes. They often become great heroes. A half-celestial is often, but not always, the result of a mortal and celestial parent. Other times, a mortal may acquire the benefit of this template via a magical ritual.

The Half-Celestial can be applied to any creature of the Humanoid, Monsterous Humanoid, Fey, Giant, Abberation, or Magical Beast types though there are exceptions to this rule.
Size and Type: Size is unchanged, Type becomes Outsider with the [Good] and [Native] subtypes,. A half-celestial with 11HD or more gains the subtypes of their parent ([Archon], [Angel], [Eladrin], or [Guardinal])
Armor Class: +1 bonus to natural armor (stacking with any other natural armor)
Speed: The Half-Celestial has a fly speed equal to twice their land speed with good maneuverability.
Special Attacks:
Smite Evil (Su): Once per day, the Half-Celestial may imbue their attack with the power of good. They add their charisma to hit and their level to damage on one melee attack against an evil creature. If the target turns out to not be evil, or the attack misses, the smite is not wasted.

Spell-Like Abilities
HD Abilities
1-2 Protection from evil 3/day, bless
3-4 Aid, detect evil
5-6 Cure serious wounds, neutralize poison
7-8 Holy smite, remove disease
9-10 Dispel evil
11-12 Holy word
13-14 Holy aura 3/day, hallow
15-16 Mass charm monster
17-18 Summon monster IX (celestials only)
19-20 True Resurrection

Daylight (Su): A half-celestial may use daylight, at will, as a supernatural ability.

Special Qualities: Immunity to Disease, Resistance to Acid, Cold and Electricty 10, Spell-Resistance 10+HD. DR5/Evil for 10HD or less, DR10/Evil for 11+HD, Outsider Traits, +4 to saves against poison
Abilities: +4 to four ability scores, +2 to two other
Environment: Any
Alignment: Usually Good (Any)
Level Adjustment: Hmm...

Variant Half-Celestials

Not all half-celestials have the same set of abilities, some may vary depending on parentage or the specifics of the ritual. These replace some of the abilities in the standard template.

Sword Archon

Appearance: Skin may have a slight red-orange hue to it, and wings are typically fire colored.

Armblades: The half-celestial may transform their arms into any 1 handed melee weapon with a +1 enhancement bonus per 3 HD. They are automatically proficient in these weapons and may attack with both of them at no penalty. At 4HD these weapons gain the flaming property and at 7HD they gain the holy property. (Replaces Daylight)

Discorperating Dive: once per day, by performing a flying charge, the half-celestial may drill through opponents. If the attack hits, the victim must succeed on a fort save (DC10+1/2HD+Str) or be instantly slain and have their soul sent to imprisonment in Celestia.
(Replaces Smite Evil)

Fireball (Replaces Neutralize Poison)

Find the Path (Replaces Hallow)

Blade Barrier (Replaces Holy Word)

Immunity to Fire (Replaces Spell Resistance)

Bralani Eladrin

Appearance: Ears tend to be pointed, and hair is often white in color.

Whirlwind Form (Su): The Half-Celestial may shift between it's humanoid form and it's whirlwind form as a standard action. While in normal form it may attack with it's weapons, while in whirlwind form it attacks with whirlwind blast and may fly at twice land speed, although it may not cast spells. It may use it's spell-like abilities in both forms.
(This replaces flight)

Whirlwind Blast (Su): At sixth level the Half-Bralani may shoot blasts of air while in whirlwind form. These have the same effect as a Gust of Wind except that they take 1d6 damage per HD of the half-celestial and if the save fails they are blinded for one round by dust spray.
(replaces smite evil)
Gust of Wind (Su): As the spell.
(Replaces daylight)

Blur 3/day (replaces aid)

Justice Archon

Appearance: Eyes tend to be glowing, and wings are often flame patterned.

Detect Lies: Replaces aid.

Fire Shield (warm only): Replaces neutralize poison.
Last edited by Wiseman on Mon May 19, 2014 8:28 pm, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Ice Flenser
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Size/Type: Large Outsider (Chaotic, Cold, Evil, Extraplanar, Tanar'ri)
Hit Dice: 8d8+64 (100 HP)
Initiative: +3
Speed: 50ft Climb 30ft.
Armor Class: 24 (+3 dex, +12 natural, -1 size)
Base Attack/Grapple: +8/+20
Attack: Claw +15 (2d8+16+2d6+2[cold] 17-20/x2) or Bite +15 (1d8+8+2d6+2[cold])
Full Attack: 2 Claw +15 (2d8+16+2d6+2[cold], 17-20/x2) and Bite +15 (1d8+8+2d6+2[cold])
Space/Reach: 10ft./10ft.
Special Attacks: Cold to the Touch, Spell-Like Abilities, Encase in Ice, Aura of Primal Emotion, Snikt!
Special Qualities: Cold Subtype, Immunity to Electricty, Resist Acid 10, Vulnerability to Fire, DR10/Good, Lawful, or Iron, SR18, Scent, Telepathy 100ft.
Saves: Fort +13 Reflex +9 Will +7
Abilities: Str 26 Dex 16 Con 24 Int 12 Wis 12 Cha 20
Skills: Hide +10 Move Silently +14 Intimidate +15 Survival +12 Climb +27 Swim +19 Knowledge (the Planes) +12 Balance +14 Jump +19
Feats: Power Attack, Icewalker, Deep Freeze
Environment: The Infinite Layers of the Abyss
Organization: Solitary, Pair, or Group (3-10)
Challenge Rating: 8
Treasure: Standard
Alignment: Always Chaotic Evil

Quite seriously, the ice flenser represents a threat that most adventurers have no ability to deal with. The ice flenser is supremely difficult to kill, like all of its powerful demonic kin, and simultaneously demonstrates powerful and damaging attacks that lead to a quick end. Should you face the creature in combat, you must overcome its damage reduction with blessed weapons of cold iron and its resistance to many forms of energy attack. Then you must deal with its punishing reign of claws encased in chilling ice, which are backed by a strength greater than that of a hill giant. Worse yet, rumors abound that the ice flenser itself is not above summoning help of its own when it is threatened...

So, heedless of these warnings, you've heard of an ice flenser and are going to do your best to destroy it. Once your accounts are settled and your will is written, my advice is to rely on only the few tools that have proven successful in the past. If you don't have access to the weapons the creature is vulnerable to, then your fighters must simply intimidate and distract the creature while you pound it with spell after spell. If the situation grows desperate, you can attempt a banishment or dismissal, though the creature's resistance to magic (spell resistance and the excellent saving throws of an outsider) make it deeply unlikely to succeed. But then again, your chances were never that good anyway...

Combat:

Aura of Primal Emotion (Ex): Ice Flensers project an aura of arousal (charm monster). However, instead of sexual arousal, this manifests as an urge to approach the Flenser and embrace it (thus being frozen solid). The save DC for this is 19.

Snikt! (Ex): Ice Flensers have wolverine claws, so their claw damage is doubled, and has a crit range 17-20, (already reflected in the stat block above).

Spell Like Abilities: Ice Storm, Sleet Storm, Frost Fingers, Control Temperature (Colder only), Wall of Ice,
1/Minute: Greater Teleport (self plus objects carried only),
1/Hour: Ur Cone of Cold

Cold to the Touch (Ex): The ice flenser does extra cold damage equal to +1d6/3hd (2d6+2 normally[extra damage due to deep freeze feat]) with all natural attacks. Any creature that strikes it with natural weapons or that grapples it or an any other way comes into contact with it takes this damage as well.

Freeze Solid (Su): If the ice flenser succeeds on a grapple, it may choose to freeze the opponent solid. The victim is considered helpless if they fail a Fort save (DC19). While frozen, they take the Ice Flenser's Cold to the Touch damage every round.

Snowsight (Ex): As the spell.

Snow Movement (Ex): An Ice Flenser suffers no penalties from snow, ice or anything of the like.

Summon (Sp): Once per day, an Ice Flenser may summon another ice flenser, a flesh render, or a fire reaver, with a 75% chance of success. The demon remains for one hour, and may not use any of it's own summoning abilities. This is the equivalent of a 4th level spell.
Last edited by Wiseman on Wed Sep 23, 2020 3:06 pm, edited 10 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Fire Reaver
Image
Size/Type: Large Outsider (Chaotic, Evil, Extraplanar, Fire, Tanar'ri)
Hit Dice: 8d8+64 (100 HP)
Initiative: +3
Speed: 50ft Climb 30ft.
Armor Class: 24 (+3 dex, +12 natural, -1 size)
Base Attack/Grapple: +8/+20
Attack: Claw +15 (2d8+8+3d6+11[fire] 17-20/x2) or Bite +15 (1d8+8+3d6+11[fire])
Full Attack: 2 Claw +15 (2d8+16+3d6+11[fire], 17-20/x2) and Bite +15 (1d8+8+3d6+11[fire])
Space/Reach: 10ft./10ft.
Special Attacks: Burning Claws, Spell-Like Abilities, Fiery Mantle, Aura of Primal Emotion, Snikt!, Ignite
Special Qualities: Fire Subtype, Immunity to Electricity, Vulnerability to Cold, Acid 10, DR10/Good, Lawful, or Iron, SR18, Scent, Telepathy 100ft.
Saves: Fort +13 Reflex +9 Will +7
Abilities: Str 26 Dex 16 Con 24 Int 12 Wis 12 Cha 20
Skills: Hide +10 Move Silently +14 Intimidate +14 Survival +12 Climb +27 Swim +19 Knowledge (the Planes) +12 Balance +14 Jump +19
Feats: Power Attack, Pyrokinisis, Incinerate
Environment: The Infinite Layers of the Abyss
Organization: Solitary, Pair, or Group (3-10)
Challenge Rating: 8
Treasure: Standard
Alignment: Always Chaotic Evil

Of the twisted demons born of Xoriat's folly, there are none as masterful with the power of incineration as the fire reaver. A being of flame incarnate with a temperament to match, the creature is devoid of mercy, absent of pity, and filled only with a passion for reducing prey to ash. A crown of fiery protrusions jutt from its skull-like head, its clawed appendages are tipped with fiery embers, and its bowels burn from within like a maleficent bonfire, distinguishing the fire reaver from its demonic kin. It possesses the height, strength, and weight to cast down any opponents who dare stand in its presence.

Being in a fire reaver’s path is the first mistake of the inexperienced adventurer. Stand still too long and you’ll be set ablaze. A reaver has no need to be within arm’s length to dispatch you (other than delighting in dispersing your ashes with a frenzied rake). Fire reavers can release a flaming projection of its essence to wash over any foe directly in front of it, and those beyond such an attack are struck down with fire it calls from the sky. Protect your life with wards and magic protecting against fire, but don't call on flame to dispatch the demon – it IS fire! Instead, trust to cold damage if you have it available. Beware of the creature’s scorched hide, which helps to protect it from physical attacks. A blessed weapon forged out of cold iron is your best chance at cutting deeply enough to slay this beast.

Always be wary… both of the flaming claws and lashing tail, but also for the possibility that a fire reaver you face is not alone. Where there is one fire reaver, there are sure to be other demons or extra-planar creatures close at hand. Having a companion extremely skilled in the arts of banishment or dismissal could make the difference between life and death. However, don’t waste precious resources on such attempts unless the caster is powerful, for fire reavers are so resistant to spells they could possibly shrug off the attempt of a lesser caster. Expending magic needed for defense leaves you – and any of your allies -- at the mercy of a walking inferno.

Combat:

Aura of Primal Emotion (Ex): Fire Reavers project an aura of rage. Any creature who fails it's will save (DC19) is subject to the effects of a rage spell and on their turns must immediately attempt to attack the fire reaver in melee, or if that's not possible, move into position to.

Snikt! (Ex): Fire Reavers have wolverine claws, so their base claw damage is doubled, and has a crit range 17-20, (already reflected in the stat block above).

Spell Like Abilities: Burning Hands, Minute Meteors (one per round)
1/Minute: Greater Teleport (self plus objects carried only), Wall of Fire
1/hour: Flame Strike, Ur Fireball

Burning Touch (Ex): The fire render does extra fire damage equal to +1d6+1/3hd+8 (round up) (extra damage is due to it's pyrokinisis and incenerate feat) (3d6+3+8 normally) with all natural attacks. Any creature that strikes it with natural weapons or that grapples it or an any other way comes into contact with it takes this damage as well.

Fiery Mantle (Su): If the Fire Render wishes, it can engulf all squares within it's reach in flame dealing 1d6+1/2CR+8 fire damage (normally 4d6+12). This ability can be activated or deactivated as a swift action.

Ignite (Ex): Any creature that takes fire damage from a fire render must make a reflex save (DC19) or catch fire, taking 3d6+3+8 fire damage per round. They can make an additional reflex save each following round to douse the flame, or a full round action to automatically succeed. Taking cold damage automatically puts out the fire.

Summon (Sp): Once per day, a Fire Render may summon an ice flenser, a flesh render, or a fire reaver, with a 75% chance of success. The demon remains for one hour, and may not use any of it's own summoning abilities during this time.
Last edited by Wiseman on Fri Oct 09, 2020 5:06 pm, edited 15 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Flesh Render
Image
Size/Type: Large Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 8d8+64 (100 HP)
Initiative: +3
Speed: 50ft Climb 30ft.
Armor Class: 24 (+3 dex, +12 natural, -1 size)
Base Attack/Grapple: +8/+20
Attack: Claw +15 (2d8+16+bleed+poison 17-20/x2) or Bite +15 (1d8+8) or Tail (3d6+12+poison)
Full Attack: 2 Claw +15 (2d8+16+bleed+poison, 17-20/x2) and Bite +15 (1d8+8) and Tail (3d6+12+poison)
Space/Reach: 10ft./10ft.
Special Attacks: Bleeding Claws, Blood Drink, Spell-Like Abilities, Aura of Primal Emotion, Snikt!, Shredder
Special Qualities: Immunity to Fire, Resistance to Cold, Electricty and Acid 10, DR10/Good, Lawful, or Iron, SR18, Scent
Saves: Fort +14 Reflex +9 Will +7
Abilities: Str 26 Dex 16 Con 24 Int 12 Wis 12 Cha 20
Skills:
Feats: Power Attack, Bleeding Strike Cleave
Environment: The Infinite Layers of the Abyss
Organization: Solitary, Pair, or Group (3-10)
Challenge Rating: 8
Treasure: Standard
Alignment: Always Chaotic Evil

Worry chiefly about its claw attacks: they strike with deadly accuracy, and have a chance to infect the victim with a deadly poison. Even some of the toughest dwarves have fallen victim to it. The tail of the beast can also catch you off guard and inject you with the foul toxin as well! Then there's the fact that flesh renders have been known to cast spells as diverse as inflict spells and flame strike. Many different flesh renders, with titles, names, and authority over some underworld domain, have a variety of puissant arcana at their disposal.

Arcane spellcasters are advised to rely on electrical effects such as ball lightning and lightning bolt. Fighters who prefer to use a sword or mace will have no easier time dealing with the render, thanks to its magically tough skin...or hide, or whatever it is that contains its evil spirit. Even worse, should the combatants prove sufficiently skilled or strong to strike the demon, the creature's evil origin also renders it immune to most physical attacks, unless those attacks are blessed by the holy power. In other words, unless your blade or mace is capable of dealing holy damage to the target, the flesh render will ignore your blows. There are rumors that toughest of these flesh renders, their dukes and other royalty, can only be wounded by holy cold iron weapons. As with many extraplanar creatures, dismissal and banishment are other options, if you are successful at overcoming the creature's spell resistance and excellent saving throws.

Some rare and powerful flesh renders are adept with the use of their claw attacks, and can deal a vorpal strike! Protect yourself with wards against death effects. You should proceed with caution any time you discover that an extra-planar portal has manifested. The flesh render is but one of the horrors that can pour out of it, and seldom is it the only type of evil to cross the threshold into your domain.

Combat:

Aura of Primal Emotion (Ex): Flesh Renders project an aura of fear (DC19).

Bleeding Claws (Ex): Any creature who takes damage from the flesh renders claws suffers additional bleed damage on their turns equal to the Flesh Renders CR (normally 8). This stacks, and can only be healed by a healing spell or effect that heals at as many points of bleed damage as they have (any less reduces the bleeding by that much), or a DC21 Heal Check.

Blood Drinker (Ex): Anytime a creature takes bleed damage within medium range of a Flesh Render, the render heals that much. Any excess is gained as temporary hit points (up to twice it's max hp) that last for 1 hour.

Snikt! (Ex): Flesh Renders have wolverine claws, so their claw damage is doubled, and has a crit range 17-20, (already reflected in the stat block above).

Poison (Ex): Injury, 1d6con/1d6con, Fort DC 21

Spell Like Abilities: Mass Inflict Moderate Wounds, Greater Teleport (self plus objects carried only), 1/minute: Hold Monster 1/hour: Flame Strike

Shredder (Ex): If the flesh render scores a critical hit, the victim must make a DC21 fort save or take 1d6 str and dex damage.

Summon (Sp): Once per day, a Flesh Render may summon an ice flenser, a flesh render, or a fire reaver, with a 75% chance of success. The demon remains for one hour, and may not use any of it's own summoning abilities during this time.
Last edited by Wiseman on Wed Sep 23, 2020 3:07 pm, edited 8 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by darkmaster »

So... are we ever going to get the paragon classes those guide lines suggest for LA 0 races above CR 1/2?
Kaelik wrote:
darkmaster wrote:Tgdmb.moe, like the gaming den, but we all yell at eachother about wich lucky star character is the cutest.
Fuck you Haruhi is clearly the best moe anime, and we will argue about how Haruhi and Nagato are OP and um... that girl with blond hair? is for shitters.

If you like Lucky Star then I will explain in great detail why Lucky Star is the a shitty shitty anime for shitty shitty people, and how the characters have no interesting abilities at all, and everything is poorly designed especially the skill challenges.
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Post by Wiseman »

???
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
darkmaster
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Post by darkmaster »

Um, the guidelines you linked to before, they stipulate that creatures with a level adjustment of 0 and like, abilities and stuff (it says CR of more than 1/2 but that's what it actually means) should have a paragon class because balance.
Kaelik wrote:
darkmaster wrote:Tgdmb.moe, like the gaming den, but we all yell at eachother about wich lucky star character is the cutest.
Fuck you Haruhi is clearly the best moe anime, and we will argue about how Haruhi and Nagato are OP and um... that girl with blond hair? is for shitters.

If you like Lucky Star then I will explain in great detail why Lucky Star is the a shitty shitty anime for shitty shitty people, and how the characters have no interesting abilities at all, and everything is poorly designed especially the skill challenges.
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Post by Wiseman »

you could honestly just play them as is. Or use the rules in RoW for monster characters. http://dnd-wiki.org/wiki/Races_of_War_% ... rful_Races
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Types & Subtypes

Post by Wiseman »

Types & Subtypes

Figured I might as well just summarize them here. Some will be similar or the same to their core versions. Others will be changed from what's already posted here. I intend to edit them when I get the chance.

Angel:

Darkvision out to 60 feet and low-light vision.
Immunity to acid, cold, disease, and petrification.
Resistance to fire 10, electricity 10, and light 10 (more powerful angels might have higher resistances),
+4 racial bonus on saves against poison.
Judgement (Su): An angel automatically knows the alignment of any creature it is aware of. This bypasses any attempts to conceal alignment if the caster level of the ability or CR of the creature is equal to or lower than the angels.
Purpose: An angel serves a deity or represents some great concept. All angels select two domains and gain their granted powers and access to their spells as if it were a sphere with expert access.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s CR). (The defensive benefits from the circle are not included in an angel’s statistics block.) More powerful angels might have stronger versions of this ability.
Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.

Archon:

Darkvision out to 60 feet and low-light vision.
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within close range (25ft.+5ft./CR) of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours. More powerful archons might have stronger versions of this ability.
Immunity to electricity, disease, and petrification.
+4 racial bonus on saves against poison.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level equals the archon’s CR). (The defensive benefits from the circle are not included in an archon’s statistics block.)
Teleport (Su): Archons can use greater teleport at will, as the spell (caster level equals CR), except that the creature can transport only itself and any amount of objects up to it's maximum carry capacity.
Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level equals CR). This ability is always active.

Baatezu:
Immunity to Fire and poison
Resistance to acid 10 and cold 10
+4 on saves against poison
Telepathy out to 100ft.
Aura of Cold Logic (Su): A baatezu radiates an aura of pure, piercing cold that makes non-devils within Close range (determined by their HD) recognize the futility of their fight. In addition to automatically dealing 1 point of cold damage per CR of the baatezu at the beginning of each of the baatezu's turns (without a save), the aura breaks the opponents will, forcing non-devils to make a Will save upon first coming into range (DC 10 + ½ the devil’s CR + its Charisma modifier) or fall under the effect of a calm emotions spell (with a duration of 1 round per HD of the baatezu). More powerful devils have superior versions of this same ability. If the auras of multiple baatezu overlap, only the strongest has any effect, and if there are multiple baatezu with auras of the same power only one save is required to ignore the effect of both. A successful save renders the subeject immune to the baatezu's aura of cold logic for 1 hour.
Magitech Training: Baatezu are automatically proficient with any weapon with the word ‘hellfire’ in its name.
See In Darkness (Ex): Devils can see perfectly in darkness of any kind, even that of the magical variety. Many devils of higher rank have advanced versions of this ability, the most common being true seeing.
From Liber Demonica.

Biomechanical
This subtype applies to Constructs that have a mixture of biological and mechanical components, and thus, have traits that differ from standard constructs, appending the construct type as follows.
*Have a Constitution score and thus do not receive bonus hit points based on size and is subject to non-object fortitude saves.
*Are subject to precision damage normally from creatures with the Construct type. Other creatures need at least 1 rank in Knowledge (Architecture and Engineering) to do the same.
*Need to Eat, Sleep, and Breathe.
*Does not innately possess low-light vision or darkvision.
*Subject to Poison, Disease, Sleep, Paralysis, Stunning and Death effects normally.
*Subject to Ability Damage/Drain, Fatigue, Exhaustion and Nonlethal/Subdual damage.
*Heals damage by resting normally. Can be repaired.
*Isn't destroyed at 0 hit points, instead going into the negatives, becoming staggered/dying/dead.
*Can be affected Cure/Inflict and Repair/Cause spells normally, as well as other positive and negative energy effects. Can be Raised/Resurrected normally.
*Subject to [Mind-Affecting] effects.
*Does not age. Does not receive any benefits or penalties for aging and has no maximum age.
Example Creatures: Matoran, Modron, Rahkshi


Eladrin:
Darkvision out to 60ft. and low-light vision
Immunity to Electricity, Disease, and Petrification
Resistance to Fire, Cold, and Acid 10 (more powerful eladrin may have stronger resistances).
+4 on saves against poison
Alternate Form (Su): All eladrin have the ability to assume an alternate form as a standard action. Each eladrin types form is different. An eladrins alternate and humanoid form both count as it's natural form, thus true seeing doesn't pierce it, and effects which revert transformations have no effect. An eladrin cannot cast spells or manifest powers while in an alternate form.
Tongues (Su): All Eladrin can speak with any creature that has a language, as though using a tongues spell (caster level equal to Hit Dice). This ability is always active.

Elemental:
An elemental is a being embodying and composed of the four classical elements (Air, Earth, Fire, Water) or Energies (Positive, Negative) or any combination thereof. Elementals reside primarily on the inner planes though like most creatures they can be found anywhere.

Features:
12-sided Hit Dice
Good BAB
One good save. What this is varies from type to type.
2+Int skill points (x4 at first level).

Traits:
Darkvision 60ft.
Immune to effects requiring fortitude saves, unless they would also affect objects.
Immune to Critical Hits and Flanking. Their undifferentiated body has no weak points.
All Around Vision: Even if they have humanoid like appearances, they don't actually use their "eyes" to see.
Proficient in it's natural weapons, and any weapon and armor mentioned in it's entry. If generally humanoid in appearance, proficient in all simple weapons.
Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
Elementals who die off their home plane are not destroyed, but instead reform as if by True Resurrection after a period of time based on the elementals power. This is 5 years per CR of the elemental, up to CR20 with each level of CR above that adding another 100 years.
Elementals do not need to eat, sleep, or breathe.

Genie
Darkvision out to 60ft. and low-light vision.
Plane Shift (Su): As a standard action, a genie may Plane Shift to any Inner, Transitive or Prime Material plane.
Elemental Tolerance (Ex): A genie is immune to the harmful effects of any inner plane it is on.
Genies do not need to sleep or breathe, though they do need to eat and drink.

Ghereleth
Darkvision out to 60ft. and low light vision
Immunity to Cold and Poison,
Resist Acid, Fire, and Sonic 10 (more powerful Ghereleths may have stronger resistances.
+4 to saves against disease
Aura of Cruel Imprisonment (Su): Ghereleths are the jailers of Carceri. All creatures within 30ft. of a Ghereleth must make a will save (DC19, cha based) or be slowed for 1 minute. Where multiple auras overlap only strongest applies. Success does not confirm immunity on future saves. More powerful Ghereleths might have stronger versions of this ability.
Freedom of Movement (Su): All Ghereleths benefit from a constant Freedom of Movement as the spell.


Guardinal:
Darkvision out to 60ft. and low-light vision
Immunity to Fire, Cold, Disease, and Petrification
Resistance to Acid 10
+4 to saves against poison
Possesses scent out to 30ft. or 10ft./CR, whichever is larger.
Feral Combat (Su): All Guardinals natural weapons automatically gain a +1 enhancement bonus per 3 CR (rounded up).
Master of the Wild (Su): All Guardinals are aware of every creature of the Animal, Magical Beast, and Vermin type within 100ft per CR and may communicate telepathically with them. They may enact a Charm Monster effect against any such creature they can sense as a swift action, once per round (ignoring vermins immunity to mind-affecting). Magical Beasts who make their saves are immune for 24 hours.
Tongues (Su): All Guardinals can speak with any creature that has a language, as though using a tongues spell (caster level equal to Hit Dice). This ability is always active.

Modron
Darkvision out to 60ft. and low-light vision
Immunity to Mind-Affecting, Subdual, Ability Damage/Drain, Energy Drain
Resist Fire, Cold and Electricity 10, More powerful Modrons may have stronger resistances)

Psychopomp:
Darkvision out to 60ft and Low-Light Vision.
Immunity to Cold, Disease, Electricity, Poison,
Resistance to Fire and Light 10 (More powerful psychopomps might have stronger resistances).
Beyond Life and Death: A psychopomp is Healed by both negative and positive energy. They are immune to death effects and negative levels and nothing can overcome that immunity.
Link Between Worlds: A Psychopomp is able to affect certain creatures from the border region of a transitive plane into it's coterminous plane or vice versa. Abilities capable of transitive to coterminous are marked with an asterisk (*) abilities which are capable of going both ways are marked with two asterisks (**).
Spirit Sight: A Psychopomp can see into the ethereal/border astral and the corresponding plane as if it was present in both locations at the same time. It does not suffer any penalty to it's visibility distance due to planar effects. It may see into the Plane of Shadow as well. It may only look one way at a time (thus from the prime material, it can see into the Astral or the Shadow, from the Shadow it could only see the material)
Mirror (Ex): As a standard action, a Psychopomp may travel between a Transitive Plane, and the exact location it corresponds to on a coexistent plane (and vice versa) like greater plane shift. It can also gain or lose the incorporeal subtype at will as a free action.
Ghost Hunter: A psychopomp may interact with incorporeal creatures as normal with no miss chance. It's weapons, natural weapons, and unarmed attacks, all gain the Ghost Touch quality.

Rilmani:
Darkvision out to 60ft. and Low-Light Vision
Immunity to Light and Poison
Resistance to Acid and Sonic 20
Aura of Passive Balance (Su): All creatures within close range of a Rilmani are affected by a calm emotions effect every round and lose all alchemical, sacred, profane, resistance, and enhancement bonuses (Will negates for one round, cha based). Additionally, everything is subject to an area greater dispel magic at a caster level equal to the Rilmani's CR. The Rilmani may exclude creatures from it's aura effect if it is aware of them.
Summon (Su): Rilmani possess the ability to summon others of their kind. The Rilmani summoned and chance of arrival are listed in the creatures entry.

Slaad:
Darkvision out to 60ft. and Low-Light Vision
Immunity to Sonic and Confusion/Insanity.
Resistance to Acid, Cold Electricity, Fire, and Light 10 (more powerful slaadi may have stronger resistances).
Giant Frog (Su): Slaad warp reality around them. The area within 5ft per CR of the Slaad gains Limbo's Highly Morphic trait. The Slaad recieves a +2 bonus to checks to shape the area. Additionally, Slaad are always under Subjective Gravity.
Chaos Fang (Su): A bite from a Slaad infects the victim with chaotic energy, causing them to take a certain amount of chaotic damage per round for a number of rounds equal to the Slaad's CR. If a victim dies while under this affect they transform into a slaad. No part of the character survives this transformation, and it can only be undone by a limited wish, wish, miracle or reality revision. A Protection from Chaos (or similar) effect negates this. Creatures with the [Lawful] subtype take double damage but don't transform into Slaad upon death. Creatures with the [Chaotic] subtype are immune to this ability. The exact details on damage, duration and transformation are given in the slaad's entry.

Spirit:
A spirit is a creature partially (or wholly) composed of the essence of a plane other than the Material Plane, but not entirely of an elemental energy.

Features:
8-sided hit die
Good BAB
All good saves
8+Int skill points, x4 at 1st HD

They also have the following traits, unless noted otherwise:

Darkvision 60ft
Unlike most other living creatures, a spirit does not have a dual nature—its soul and body form one unit. When an spirit is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on a spirit. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
Spirits are inherently magical creatures. Their attacks, whether natural or manufactured, are always considered to be magical for all purposes, including for the purposes of DR and affecting incorporeal creatures.
Proficiency with any weapons or armor listed in their entry as well as weapons of similar (unless exotic) and lower type.
Spirits do not need to breathe, eat or sleep. Many of course can do these things.
Spirits who die off their home plane are not destroyed, but instead reform as if by True Resurrection after a period of time based on the spirits power. This is 5 years per CR of the spirit, up to CR20 with each level of CR above that adding another 100 years.

Partial is a subtype of spirit.

Partial spirits can be raised or resurrected normally.
Partial spirits perish normally regardless of plane.
Partial spirits need to breathe, eat and sleep.

Based off of the version in Liber Demonica with some additions.


Tanar'ri:
Immunity to Electricity and poison
Resistance to acid 10, cold 10 and fire 10
+4 to saves against disease
Telepathy out to 100ft.
Aura of Primal Emotion (Su): Tanar'ri are emotions at their most raw and primal. All tanar'ri project one of the following emotions out to Close range (determined by their HD). All mortals (creatures that are not dragons, elementals, fey, outsiders or undead) must make a Will save (DC 10 + 1/2 the tanar'ri's CR + the tanar'ri's Charisma modifier) at the beginning of each of their turns that they spend in this aura, or become afflicted by the emotion. If the auras of multiple tanar'ri overlap, only the strongest of them takes effect, and if multiple tanar'ri of the same power have overlapping auras, those within them only need to save once to ignore both of them. This is considered a mind-affecting ability.
The emotion types vary by demon, and are summarised here:
Anger: Effect identical to the rage spell.
Arousal: Effect identical to the charm monster spell.
Fear: Effect identical to the cause fear spell, with no HD limit.
From Liber Demonica

Youkai:
Darkvision out to 60ft. and Low-Light Vision
Animal Affinity: Youkai have a +3 bonus to handle animal checks, and may speak with the type of animal their based off of as if they shared a language. For Tengu this applies to birds and canines. For Kappa, turtles, ducks and monkeys. For Humanoid Youkai and Satori, primates. Oni, Plant Youkai, Magician Youkai and Tsukomogami do not have an animal affinity.
Susceptible to Turning: Youkai are vulnerable to certain effects. A youkai can be affected by a turn undead ability, although on a result of destroyed they instead suffer a number of Daunt levels equal to the turners level in addition to the turned effect. For every four levels/CR a youkai gains, they gain +1 turn resistance. Youkai can be rebuked and bolstered as well, though youkai with an int of 6 or higher cannot be commanded.
Vulnerability to Good: A youkai takes 50% extra damage from holy and suffers a -3 penalty to saving throws against effects with the [good] descriptor such as (holy smite, holy word, holy weapons). A youkai is sickened while within a Hallowed area. A youkai is always treated as evil for the purposes of any effects that work differently against them regardless of their actual alignment and radiate evil as if they were evil outsiders. If the youkai is not actually evil then they additionally suffer effects according to their real alignment as normal. This vulnerability doesn't apply if the youkai would radiate strong good (such as being a good cleric).

Yugoloth
Immunity to Acid and Poison
Resistance to Fire and Electricity 10
Telepathy out to 100ft.
Aura of Blasphemous Power (Su): A yugoloth radiates an aura of pure evil. The area within close range of it is subject to an Unhallow effect. The parameters of the spell (which spell is attuned, who is affected) may be changed as a move-equivilant action. The yugoloth may supress this aura if it wishes. If the aura's of multiple yugoloth overlap, only the strongest in the area applies. If equal power, then they count as one. This aura can be dispelled, but the yugoloth can reactivate it on it's turn as a move-equivilent action.


Role-Based Types

Brute
d12 HD
Good BAB
Good Fort Saves
2+int skills

Caster
d4 HD
Poor BAB
Good Will Save
4+int skills

Striker
d10 HD
Good BAB
Good Fort and Reflex Saves
4+int skills

Lurker
d6 HD
Average BAB
Good Reflex Saves
8+int skills

Master
d8 HD
Good BAB
All Good Save
8+int skills

Commander
D8HD
Average BAB
Good Reflex and Will
6+int skills
Last edited by Wiseman on Thu Oct 19, 2023 5:35 pm, edited 14 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Wiseman
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Post by Wiseman »

Half-Celestial
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Half-Celestials are mortals filled with power the of the upper planes. They often become great heroes. A half-celestial is often, but not always, the result of a mortal and celestial parent. Other times, a mortal may acquire the benefit of this template via a magical ritual.

The Half-Celestial can be applied to any sentient creature other than a non-native outsider.
Size and Type: Size is unchanged, Type becomes Outsider with the [Good] and [Native] subtypes,. A half-celestial with 11HD or more gains the subtype of their parent ([Archon], [Angel], [Eladrin], or [Guardinal])
Armor Class: +1 bonus to natural armor (stacking with any other natural armor)
Speed: The Half-Celestial has a fly speed equal to twice their land speed with good maneuverability.
Special Attacks:
Smite Evil (Su): Once per day, the Half-Celestial may imbue their attack with the power of good. They add their charisma to hit and their level to damage on one melee attack against an evil creature. If the target turns out to not be evil, or the attack misses, the smite is not wasted.

Spell-Like Abilities: The Half-Celestial gains the use of certain spell-like abilities, at the level's indicated below. Each is usable 1/day unless it says other wise.

Spell-Like Abilities
HD Abilities
1-2 Protection from evil 3/day, bless
3-4 Aid, detect evil
5-6 Cure serious wounds, neutralize poison
7-8 Holy smite, remove disease
9-10 Dispel evil
11-12 Holy word
13-14 Holy aura 3/day, hallow
15-16 Mass charm monster
17-18 Divine Retribution
19-20 True Resurrection

Daylight (Su): A half-celestial may use daylight, at will, as a supernatural ability.

Special Qualities: Immunity to Disease, Resistance to Acid, Cold and Electricty 10, Spell-Resistance 10+HD. DR5/Evil for 10HD or less, DR10/Evil for 11+HD, Outsider Traits, +4 to saves against poison
Abilities: +4 to four ability scores, +2 to two other
Environment: Any
Alignment: Usually Good (Any)
Level Adjustment: Hmm...

Variant Half-Celestials:

Not all half-celestials have the same set of abilities, some may vary depending on parentage or the specifics of the ritual. These replace some of the abilities in the standard template. Some examples are given below, and can be expanded at the DM's option.

Sword Archon

Appearance: Skin may have a slight red-orange hue to it, and wings are typically fire colored.

Armblades: The half-celestial may transform their arms into any 1 handed melee weapon with a +1 enhancement bonus per 3 HD. They are automatically proficient in these weapons and may attack with both of them at no penalty. At 4HD these weapons gain the flaming property and at 7HD they gain the holy property. (Replaces Daylight)

Discorperating Dive: once per day, by performing a flying charge, the half-celestial may drill through opponents. If the attack hits, the victim must succeed on a fort save (DC10+1/2HD+Str) or be instantly slain and have their soul sent to imprisonment in Celestia.
(Replaces Smite Evil)

Fireball (Replaces Neutralize Poison)

Find the Path (Replaces Hallow)

Blade Barrier (Replaces Holy Word)

Immunity to Fire (Replaces Spell Resistance)

Bralani Eladrin

Appearance: Ears tend to be pointed, and hair is often white in color.

Whirlwind Form (Su): The Half-Celestial may shift between it's humanoid form and it's whirlwind form as a standard action. While in normal form it may attack with it's weapons, while in whirlwind form it attacks with whirlwind blast, fly at twice land speed with perfect manueverability, and gains medium fortification, although it may not cast spells. It may use it's spell-like abilities in both forms.
(This replaces flight)

Whirlwind Blast (Su): At sixth level the Half-Bralani may shoot blasts of air while in whirlwind form. These have the same effect as a Gust of Wind except that they take 1d6 damage per HD of the half-celestial and if the save fails they are blinded for one round by dust spray.
(replaces smite evil)
Gust of Wind (Su): As the spell, at will.
(Replaces daylight)

Blur 3/day (replaces aid)
Last edited by Wiseman on Sat Jun 21, 2014 7:33 pm, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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