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Wiseman
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Post by Wiseman »

Hmm... Never thought of that.
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 »

Noble Marid
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Size/Type: Huge Outsider (Extraplanar, Genie, Water)
Hit Dice: 16d8+160 (240hp)
Initiative: +10
Speed: 100ft. Fly 100ft. (Perfect) Swim 150ft.
Armor Class: 33 (+10 dex, 15 natural, -2 huge)
Base Attack/Grapple: +16/+39
Attack: +5 Wounding Speed Freezing Burst Trident +33/+33 (2d6+1d6[cold]+20+1[con]) or Slam +28 (3d6+15)
Full Attack: +5 Wounding Speed Freezing Burst Trident +33/+33/+28/+28/+28 (3d6+1d6[cold]+20+1[con]) or 2 Slams (3d6+15)
Space/Reach: 15ft./15ft.
Special Attacks: Spell-Like Abilities, Change Size, Vortex,
Special Qualities: DR10/- SR26, Telepathy to Medium Range, Resistance to Cold 30, Genie Traits, Darkvision 120 ft., Water Mastery
Saves: Fort +20 Reflex +20 Will +20
Abilities: Str 40 Dex 30 Con 30 Int 24 Wis 30 Cha 28
Skills:
Feats: Power Attack, Iron Will, Stolen Breath, Wave Strike, Tremorsense, Attack on the Run
Environment: Elemental Plane of Water
Organization: Solitary, company (2-4), or procession (1-4 plus 6-20 common marids).
Challenge Rating: 16
Treasure: Triple Standard
Alignment: Any
Advancement: -
Level Adjustment: +0

Noble marids are masters of the oceans. With currents as their muscles and pearls as their teeth, they are the handsomest and most powerful race of geniekind (to hear them tell it, at least).

Both huge and hugely powerful, noble marids can assume three forms: gaseous, liquid, and solid. In their watery form noble marid are a rushing current; in their gaseous form they resemble a fog. In their solid, humanoid form they are gigantic, gleefully towering over everyone around them. Their skin shimmers like pink pearls, though occasionally a noble marid will have the luster of either a white or black pearl, or sometimes shades of blue, green or purple. Their wispy hair is usually blue-black or dark grey. Noble marids typically stand 22 feet tall and weigh over 8,000 pounds (though all this is a fairly moot point. Marids, like many genies, are shape-shifters and will take whatever form is most pleasing to them).

Noble marids are always clad in the finest clothes they can afford, but both male and female noble marids enjoy displaying their powerful physiques to intimidate smaller and lesser creatures. Male noble marids prefer to be bare-chested and wear elaborate pantaloons and turbans, while females tend to prefer shockingly skimpy clothes that show off their beautiful figures. Their garments are cut from huge swatches of bright cloth and decorated with as many attention-grabbing jewels and ornaments as they can find. Subtlety is not their strong suit.

Although all marids (even common marids) lay some claim to nobility or even royalty, the truly noble marids are those that serve the padisha and scheme to succeed to the rulership of the empire upon her death. Thus noble marids entirely ignore their lesser cousins unless they in some way affect their standing at court or in the succession. All marids agree that their loose empire is ruled by the Padisha, but there have often been several “single true heirs” to the Padisha’s throne simultaneously through the eons. The court of the Great Padisha of the Marids is called the Citadel of Ten Thousand Pearls, and it is an elaborate and graceful circular reef in warm waters on the Elemental Plane of Water. It is (currently) designed to look like a sunken ruin, full of bright corals, corroded copper doorways, crumbling walls and pillars, giant clams, bubbling air fountains, curtains and carpets of kelp, and schools of every sort of fish. Some of these fish are guardians and others are servants, but all are entirely loyal to the marids. The citadel contains anywhere from 2-200 noble marids at any time. This number does not include any number of common marids, servants, non-genie guests, and various aquatic monsters (to protect important areas, or more often, simply atmosphere).

Although most of the Citadel of Ten Thousand Pearls is accessible by swimming through passages and doorways made for the huge marids, there are also many narrow crevices accessible only to small fish or Marid in their watery or shrunk down form. These passages connect all the larger areas as well as hollow regions of the citadel not otherwise accessible.

Shafts of sunlight pour into and out of the citadel at apparently random places, but no area is without light unless the Padisha wishes it. Some of the deepest interior portions are said to contain the hoarded treasures of the deep, given to the Padisha of the Marids as tribute: gold, shells, corals, the scales of great sea-monsters, and legendary ten thousand pearls of great price. These pearls are of all colors, principally pink, white, grey, and black, and most are said to be fist-sized and lumpy rather than smaller and more perfectly formed.

The Citadel of Ten Thousand Pearls is a resting place for many marid nobles, a place to meet and exchange information before traveling on. Hunts and jousts are often held there, and individual valor is prized. At other times (during unfashionable seasons known only to court “insiders”), the citadel is as abandoned as a ruin. Sometimes, during the marid's absenses, squatters move in. When the Marids return, the squatters are simply expelled instead of harmed.

The traveling household of a noble marid consists of 1-4 noble marids and is always accompanied by 1-8 common marids, who comprise various cousins, vassals, lovers, courtesans, followers, and kinfolk. In many cases, they have also befriended several servant creatures from the Elemental Plane of Water. They may have dragon turtle mounts, a squadron of water elemental or triton bodyguards, morkoth advisers, or killer whales as hunting animals. The fickle and wide-ranging tastes of the noble marids make the exact nature of their nonmarid companions unpredictable.

Marids are champion tale-tellers, though most of their tales emphasize their own prowess and belittle others. When conversing with a noble marid, one must attempt to keep the conversation going without continual digression for one tale of might or another, while not offending the noble marid. (Marids consider it a capital offense for a lesser being to offend a marid.) Flattery sometimes convinces them to undertake some course action, but more often than not they stray off their intended course to seek some other adventure that promises greater glory. Bards often win their favor by restructuring all their songs and tales around the glory of the marid. This requires both a quick mind and a strong stomach, however, as the noble marids enjoy overwhelming waves of praise rather than faint endorsements.

Marids occasionally go on punitive expeditions against the other genies, just to remind them of their power. When they organize a war party, it is usually led by a single noble marid accompanied by 5-50 common marids and 2-20 creatures from the Elemental Plane of Water.

Noble marids have the least impact on other races of any of the noble genies; their attitude to the rest of the world is that all other creatures are inconsequential beings. The marids’ own concerns take up so much of their time that they have little effort to waste on what they see as the trivialities and irrelevancies of others. In most cases, this includes common marids as well, which is why almost every marid must declare himself a noble in order to get the attention of the true noble marids. Their absorption in their own affairs is a blessing for others, given the dangerous level of power of the marid nobles. When they do want something, noble marids stop at nothing to get it – entire fleets may disappear from the oceans, storms rage, and rivers dry up or overflow.

Mages consider marids more trouble to conjure than they are worth, and the great power of the noble marids and their even greater fickleness makes this doubly true. A conjured and bound noble marid who is released will put aside all other tasks to gain quick vengeance against the mage who stole his freedom.

Combat:
A noble marid usually considers combat beneath it, as lesser creatures don't deserve the to witness the "glory" of a marid in combat. They prefer to send others into the fray in their stead. If forced into a fight, a marid will fight from the rear, behind numerous minions and summoned creatures. From there, they will use ranged spells to assault their enemies, and aid their allies. Afterwards the noble marid will typically take all the credit for the victory.

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

Water Mastery (Ex): If both the Noble Marid and it's opponent are touching water, the marid gains a +3 bonus to attack and damage, it's opponent takes a -3 penalty to attack and damage against it and the Noble Marid also has the Edge.

Also, a marid can be a serious threat to a ship that it touches. A marid can easily overturn small craft (5 feet of length per CR of the marid) and stop larger vessels (10 feet long per CR). Even large ships (20 feet long per CR) can be slowed to half speed.

Finally, a Marid suffers no penalty for any action it takes underwater.

Vortex: At will, a Noble Marid may transform into a whirlpool like a water elemental, save that this has the effect of a Maelstrom with up to double the area. All damage against it is halved, and it is treated as if it had the [Swarm] subtype with diminutive size for all beneficial effects. The Noble Marid may stay in this for for as long as it wishes.

Spell-Like Abilities: At Will: Waterball (may deal lethal damage), Control Water (10x area), Water Breathing (lasts 1 week), Chained Dominate Monster (aquatic animals only, may give suicidal orders), Create Water, Create Wine (like water, but creates plain wine), Control Currents, Wall of Water, Polymorph Self, Gaseous Form, Major Creation, Purify Food and Drink, Create Food and Water, Widened Fog Cloud, Detect Magic, Water Walk, Detect Invisibility, Invisibility, Summon Monster VIII, Bo of Water, Tidal Surge, Aqua Snake, Pearl Shape, Geyser, Spirit Water Spears, Oceanic Shield, Tides of Fury, Flood Pump, Flash Flood, 3/day: Wish (to non-genies only), 1/day: Control Weather (50 mile radius, limited to coastal and overseas regions only), Tsunami (x3 area), Cloud Tsunami, Monsoon

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.

Great Padisha of the Marids:
Kalbari al-Durrat al-Amwaj ibn Jari, the Great Padisha of the Marids has hundreds of titles, many of which are copied from her followers or adopted by them. She is the Keeper of the Empire, the Pearl of the Sea, the Mother of Foam, the Maharaja of the Oceans, Emir of All Currents, Mistress of Rivers, Grand Raj of the Monsoon, General of the Whales, Pasha of Corals, Savior of Fish, Marshall of Nets, and Patron of Waterspouts.

Her courtiers typically include 1-20 noble marids, 5-500 common marids, and 10-100 visiting creatures of elemental water ranging from tritons to hippocampi to giant seahorses. She can detect any lie she's told, which doesn’t seem to stop her from enjoying outrageous flattery. She simply recognizes it for what it is and doesn’t allow it to influence her actions as a ruler.

The current Great Padisha’s true appearance is subject to dispute. At times she has ebony skin the color of black pearl, a rounded face, and long tresses of coral red which she has bound about her head like a turban and set with black opals. At other times her skin is lustrous pearly white, with hair dark as barnacles, and lips like conch shells. She prefers slashed robes of gold, silver, or blue which reveal either richer cloth or flashes of skin skin beneath.

The court meets in the depths of the Citadel of Ten Thousand Pearls. The Pasha prefers to dazzle visitors with an initial display of her command of the seas, including things like unbalancing tides, schools of colorful fish swimming in dazzling patterns, or a display of bizarre luminescent creatures from the darkest recesses of the ocean’s trenches.

The Padisha’s whim completely determines the type of audience her supplicants receive. Some are richly rewarded for merely reciting her titles and honorifics; others are cast forth from the citadel and told never to return. Those she takes more seriously (generally noble marid, commoners who can boast well, and the occasional egotistical or flattering sha’ir) are given her undivided attention and probed and questioned on every statement they make. Unusual gifts are always appreciated, though she feels no sense of obligation to grant favors in exchange for treasures freely given. Gifts need not be material ones; beggars capable of spinning rich tales and richer compliments have won her favor, as have ancient mystics who have little wealth but great understanding.

The Padisha has kept her position because of her political acumen and skill at maneuvering in the politics of honor, her competitive generosity, and her knack at making the haughty marids feel like members of the same tribe rather than bitter rivals.

Although the Great Padisha has a love of display for its own sake, she rarely joins processions beyond the confines of the Citadel of Ten Thousand Pearls because of the political dangers and costs of leaving her nobles to scheme. The migrations of the whales and salmon and the blooming of the red tides are state occasions, however, requiring the presence of both the Padisha and her nobles. At these times she relocates her entire court, thus preventing any coup while she is away and preoccupied.

When the Great Padisha appears on the Prime Material Plane she always arrives as a localized monsoon, driving ships ashore, drenching the countryside with flooding rains, flattening palms, and whipping up enormous waves. Once she has arrived she generally travels with whales, sea monsters, and entire tribes of intelligent sea creatures such as mermaids and sahuagin.
Last edited by Wiseman on Sat Dec 15, 2018 3:13 am, edited 31 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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Janni

Post by Wiseman »

Janni
Image
Size/Type: Medium Outsider (Genie)
Hit Dice: 6d8+24 (50hp)
Initiative: +4
Speed: 60ft. Fly 60ft. (good)
Armor Class: 22 (+4 dex +4 natural +4 shield)
Base Attack/Grapple: +6/+11
Attack: +2 Wounding Keen Scimitar (1d6+5+1[con]/19-20/x3)
Full Attack: +2 Wounding Keen Scimitar (1d6+5+1[con]/19-20/x3)
Space/Reach: 5ft./5ft.
Special Attacks: Change Size, Spell-Like Abilities
Special Qualities: Genie Traits, Telepathy 100ft.
Saves: Fort +9 Reflex +9 Will +8
Abilities: Str 20 Dex 18 Con 18 Int 16 Wis 16 Cha 18
Skills: Appraise +11, Concentration +10, Craft (any two) +12, Diplomacy +3, Escape Artist +6, Knowledge (The Planes) +12, Listen +11, Move Silently +6, Ride +11, Sense Motive +11, Spot +11, Use Rope +2 (+4 with bindings)
Feats: Power Attack,
Environment: Warm Deserts
Organization: Solitary, company (2-4), or band (6-15)
Challenge Rating:
Treasure: +2 Wounding Keen Scimitar plus +2 Heavy Steel Shield plus Standard
Alignment: Usually True Neutral
Advancement: By Class Level (Favored Classes: Genie and Elemental Wierd)
Level Adjustment: +0

The jann are the weakest of the elemental humanoids known collectively as genies. Jann favor forlorn deserts and hidden oases, where they have both privacy and safety. Jann society is very open, and males and females are regarded as equals. A tribe is made up of 1d20+10 individuals and is ruled by a sheik and one or two viziers. Exceptionally powerful sheiks are given the title of amir, and in times of need they gather and command large forces of jann (and sometimes allied humans).

Many jann tribes are nomadic, traveling with flocks of camels, goats, or sheep from oasis to oasis. These itinerant jann appear human in every respect, and are often mistaken for them, unless they are attacked. Jann are strong and courageous, and they do not take kindly to insult or injury. The territory of a jann tribe can extend hundreds of miles in any direction.

While traveling, male jann live in large, colorful tents with their wives and married male children, and their families. Married daughters move away to live with their new husbands. When a family eventually grows large enough that it can no longer reside comfortably in the tent, a new tent is built, and a son takes his wife and family with him to this new dwelling. At permanent oases, the jann live not only in tents, but also in elegantly styled structures built from materials brought from any of the elemental planes.

Jann are suspicious of humans, and distrust other races. Jann accept djinn, but shun dao, efreet, and marids. They sometimes befriend humans or work with them for a desired reward, like potent magical items.

One ethic the jann share with other nomads is the cultural demand for treating guests with honor and respect. Innocent visitors (including humans) are treated hospitably during their stay, but some day might be expected to return the favor.

Combat:
If the Jann meet a foe they cannot defeat in a standup fight, they use flight and invisibility to regroup and maneuver to a more advantageous position.

Change Size (Su): At will, a Janni can magically change a creatures size. This works like enlarge person or reduce person, save that it works on the janni as well. A fort save (DC17) negates this.

Spell-Like Abilities: At Will: Invisibility, Prestidigitation, Speak With Animals, Detect Magic, Persistant Image 1/day: Create Food and Water, Augury, Permanant Image 1/Month: Divination

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 Fri Aug 28, 2020 10:16 pm, edited 5 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 »

Zenythri
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Size/Type: Medium Outsider (Lawful, Native)
Hit Dice: 1d8+3 (11HP)
Initiative: +2
Speed: 30ft.
Armor Class: 17 (+4 Chain shirt, +1 steel shield, +2 dexterity)
Base Attack/Grapple: +1/+4
Attack: Longsword +4 (1d8+3)
Full Attack: Longsword +4 (1d8+3)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Resistance to Acid, Cold, and Fire 5
Saves: Fort +5 Reflex +4 Will +6
Abilities: Str 16 Dex 14 Con 16 Int 14 Wis 18 Cha 13
Skills:
Feats: Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Lawful (Any)
Advancement: By Class Level (Favored Classes: Monk and Gadgeteer)
Level Adjustment: +0

Zenythri are the descendants of creatures of law such as Justicators. More rarely, a line of half-axiomatics and zenythri can be created from union with an archon or baatezu. Zenythri like to see order in all things, and have a natural habit of discipline, study, and innovation.

Combat:
The above statistics are for a 1st level warrior.

Spell-Like Abilities: 1/day: True Strike

Zenythri as Characters:
+2 Int +2 Wis -2 Cha
Medium: As Medium creatures, Zenythri have no special bonuses or penalties due to their size.
Base land speed is 30ft.
Resistance to Acid, Cold and Fire 5
+3 Racial Bonus to Craft and Sense Motive
True Strike 1/day as a spell-like ability.
Zenythri have the Outsider type, with the Lawful and Native subtypes
Automatic Languages: Common and Modron, Bonus Languages: Any (other than secret languages).
Favored Classes: Monk and Gadgeteer
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 »

Treant
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Size/Type: Huge Plant
Hit Dice: 12d8+120+12 (200hp)
Initiative: +4
Speed: 40ft.
Armor Class: 30 (+4 dex, +18 natural -2 size)
Base Attack/Grapple: +9/+29
Attack: Ironwood Branch Strike +24 (3d6+23) or Ironwood Thorn Shot +14 (2d6+17, range incr 80ft.)
Full Attack: 2 Ironwood Branch Strikes +24 (3d6+23) or 2 Ironwood Thorn Shots +14 (2d6+17, range incr 80ft.)
Space/Reach: 15ft./75ft.
Special Attacks: Extend, Animate Trees, Branch Strike, Thorn Shot, Tree Mimicry, Spell-Like Abilities, Destroyer of Fortifications, Size Shifter
Special Qualities: DR10/Slashing Regeneration 10/Fire, Trackless Step, Woodland Stride, Vulnerability to Fire (+50%)
Saves: Fort +18 Reflex +8 Will +11
Abilities: Str 40 Dex 18 Con 30 Int 14 Wis 25 Cha 26
Skills:
Feats: Weapon Focus, Toughness, Power Attack, Diehard, Binding Growth
Environment: Forests
Organization: Solitary or grove (4-7)
Challenge Rating: 12
Treasure: Half-Standard
Alignment: Usually Good (Any)
Advancement: 13-16 HD (Gargantuan) 17-20 (Colossal) (Also, see below)
Level Adjustment: +0
"I AM GROOT!" Treants are strangely related to both humans and trees, combining features of both species. Peaceful by nature, treants can cause great damage when roused to anger. They hate evil things and the unrestrained use of fire.

Treants are almost indistinguishable from trees. Their skin is a thick, textured, brown bark. Their arms are gnarled like branches and their legs fit together when standing like the trunk of a tree. Above the eyes and along the head are dozens of smaller branches from which hang great leaves. In winter the leaves of a treant change color but rarely fall out. Treants are very intelligent and often speak a number of languages including Sylvan, elf, dwarf, common, and a smattering of just about all other humanoid tongues (at least enough to say “Get out of my trees!”).

Treants live in small communities, usually amidst old hardwood forests (oak, maple, mahogany, etc.). In the forest treants rarely reveal themselves, preferring not to interact with the more transient lifeforms (anything with a lifespan of 500 years or less).

Treants are intolerant of evil, particularly when fire and the wanton destruction of trees is involved. They tend to be suspicious of anyone carrying an ax.

Treants have no use for treasure, and usually place all such items somewhere out of sight, such as under a great rock. Occasionally a treant can be convinced to give up his treasure but only when some great good will be accomplished by this generosity.

Treants, like all trees, gain sustenance via photosynthesis. Treants often sleep for long periods of time (anywhere from a few days to several years) during which short roots grow into the ground beneath them gathering water and minerals from the soil. Reproduction is via off-shoot stalks which the female treants then protect and care for until the stalks are grown.

The lifespan of a treant is not known, but is several thousand years at least. As they grow older, treants become slower and less agile, sleeping for longer periods and talking less of things that are and more of things that were. Eventually an old treant will not wake up, taking permanent root in the spot where he sleeps and living out the rest of his life as a normal tree.

Combat:

Extend (Ex): A treant can extend it's limbs far, vastly increasing it's reach. However, the treant only threatens out to an area equal to twice what a normal creature of it's size would, and all melee attacks beyond 50 feet suffer a -2 penalty. Additionally, it may increase the size of it's hands, allowing it to strike a 5ft. radius area with it's melee attacks.

Thorny Growth (Ex): At will as a swift action, a treant can create or dismiss thorns all over it's body. This adds an extra 2d6 damage to all it's melee attacks, and also deals this damage to any creature grappling it.

Branch Strike (Ex): This attack can deal bludgeoning, slashing or piercing damage at the Treants option.

Thorn Shot (Ex): This ranged attack deals piercing damage, and creatures struck must make a reflex save (DC22) or be entangled for three rounds. Creatures that use wings to fly are unable to use those wings and may fall if in the air.

Trackless Step (Ex): As the Druid.

Wilderness Stride (Ex): As the Druid.

Tree Mimicry (Ex): By standing perfectly still, a Treant can appear to be a normal tree. It takes a DC30 spot or search check to see through this disguise.

Destroyer of Fortifications (Ex): A treant ignores all hardness and damage reduction, bypasses any regeneration, and deals double damage to objects.

Animate Trees (Su): A treant may animate up to two huge sized trees within medium range as a standard action. It takes them a full round action to uproot themselves, after which it acts like an SRD Treant under the Treants control.

Size Shifting (Ex): At will as a standard action, a treant can shift anywhere from it's normal size to small size, with all the normal effects of changing size.

Spell-Like Abilities: At Will: Animate Plants, Goodberry (grown from body), Warp Wood, Wood Shape, Neutralize Poison, Magic Mushroom Dust, Fungal Infection, Poison Needle 1/day: Plant Growth, Diminish Plants, Ironwood, 1/Month: Awaken (Plants only)

Advancement: In addition to increasing size categories at the indicated levels at 14 HD the treant gains the ability to create or dismiss an extra set of arms, granting it two extra slam attacks. At 16 HD the treant is no longer vulnerable to fire, although it still bypasses it's regeneration (which incidentally is increased to 20). At 18 HD it gains Entmoot as a spell-like ability 1/week, though the treants created are only SRD Treants.
Last edited by Wiseman on Thu Oct 16, 2014 1:07 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 Wiseman »

Dryad
Image
Size/Type: Medium Fey/Plant (See below)
Hit Dice: 6d6 (20hp)
Initiative: +6
Speed: 30ft.
Armor Class: 20 (+6 dex +4 natural)
Base Attack/Grapple: +3/+5
Attack: Claw +9 (1d6+6)
Full Attack: 2 Claws (1d6+6)
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Spell-Like Abilities
Special Qualities: Regeneration 5/Fire, Wilderness Stride, Dual Type, Tree Dependance, Vulnerability to Fire (+50%)
Saves: Fort +5 Reflex +11 Will 11
Abilities: Str 10 Dex 22 Con 10 Int 15 Wis 22 Cha 20
Skills:
Feats: Extend Spell, Empower Spell, Fey Glare
Environment: Forests
Organization: Solitary or grove (4-7)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Chaotic Good
Advancement: By Class Level (Favored Classes: Druid and Ranger)
Level Adjustment: +0

Dryads are beautiful, intelligent tree sprites. They are as elusive as they are alluring, however, and dryads are rarely seen unless taken by surprise – or they wish to be spotted.

The dryad’s exquisite features, delicate and finely chiseled, are much like an elf maiden’s. Dryads have high cheek bones and amber, violet, or dark green eyes. A dryad’s complexion and hair color changes with the seasons, presenting the sprite with natural camouflage. During the fall, a dryad’s hair turns golden or red, and her skin subtly darkens from its usual light tan to more closely match her hair color. This enables her to blend with the falling leaves of autumn. In winter, both the dryad’s hair and skin are white, like the snows that cover the oak groves. When encountered in a forest during fall or winter, a dryad is often mistaken for an attractive maid, probably of elvish descent. No one would mistake a dryad for an elf maid during the spring and summer, however. At these times of year, a dryad’s skin is lightly tanned and her hair is green like the oak leaves around her.

Dryads often appear clothed in a loose, simple garment, if clothed at all. The clothing they wear is the color of the oak grove in the season they appear. They speak Sylvan the language of elves, pixies, and sprites as well as common. Dryads can also speak with plants.

Some legends claim that dryads are the animated souls of very old oak trees. Whether this is really the case, it is true that dryads are attached to a single, very large oak tree in their lifetimes. The oak trees of dryads do not radiate magic, but someone finding a dryad’s home has great power over her. If the tree is cut down, the dryad dies. Any attack on a dryad’s tree will, of course, bring on a frenzied defense by the dryad.

Although dryads are generally very solitary, up to six have been encountered in one place. This is rare, however. All this really means is that a number of dryad oaks are within nearby of one another and the dryads’ paths cross. These dryads may come to each other’s aid, but never really gather socially. Any treasure owned by a tree sprite is hidden close to her home tree. The gold and gems that make up a dryad’s treasure are almost always the gifts of charmed enemies.

These tree sprites realize that most creatures (other than elves) fear them for their ability to charm, so dryads only deal with strangers on rare occasions. When approached carefully, however, dryads have been known to aid adventurers. They are a useful source of information, too, as they know a great deal about the area in which they live.

Dryads are staunch protectors of the forest and groves in which they reside. Any actions that harm the area, and especially its plant life, are met with little tolerance.

Combat:

Spell-Like Abilities: At Will: Entangle, Goodberry, (grown from body), Magic Mushroom Dust 3/day: Charm Monster (not against fey), Deep Slumber 1/day: Plant Growth, Diminish Plants

Spells: A Dryad casts spells as a 6th level druid.

Dual Type: A Dryad counts as both a Fey and a Plant. Whenever the two types would conflict, use whatever is more beneficial. (For example the Dryad has all good saves.)

Tree Dependancy: Each dryad is mystically bound to a massive tree (usually an oak, though not always). Should the tree die, the dryad dies as well, and vice versa. The dryad is always aware of the state of the tree and anything within 100 feet of it like blindsight. At will as a standard action, the dryad may teleport adjacent to it's tree. Also as a full round action, the dryad may bond with it's tree, essentially vanishing into it. While this happens the tree's hardness and hit points are doubled.

Skills: A Dryad has a +10 racial bonus on Hide checks while in a forest or jungle environment.
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 »

Shocker
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Size/Type: Medium Outsider (Air)
Hit Dice: 12d8+72 (135hp)
Initiative: +7
Speed: Fly 80ft. (Good)
Armor Class: 30 (+7 dex, +7 deflection, +6 natural)
Base Attack/Grapple: +12/+17
Attack: Shock Touch +17 (6d6+4 [elec])
Full Attack: 2 Shock Touches +17 (6d6+4 [elec])
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Shock Touch, Volt Leap, Piercing Lightning
Special Qualities: Immunity to Mind Affecting, Paralysis, Poison, Disease, Resistance to Fire and Cold 20, DR20/Magic, Recharge, Blindsense 60ft.
Saves: Fort +14 Reflex +15 Will +13
Abilities: Str 20 Dex 24 Con 22 Int 18 Wis 20 Cha 26
Skills:
Feats: Electrical Torment, Electrocute, Elemental Aura, Breath of the Elements, Iron Will
Environment: Quasielemental Plane of Lightning
Organization: Solitary or Expidition (2-8)
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement:
Level Adjustment: +0

Shockers are energy creatures of the Quasielemental Plane of Lightning. They’re composed entirely of electricity and thus quite alien to most other life forms. On their own quasiplane, all shockers look like amorphous masses of energy-ball lightning.
Shockers come in two distinct varieties. Those that seek to leave the quasiplane of Lightning and explore are known simply as sojourners (in their own language). They enter the Prime, the Transitive, or any other Inner Plane. When this happens, they appear as indistinct humanoids made of bluish electricity, and they constantly give off sparks. The rest of the shockers are called contented ones, apparently because they’re happy to stay on their home plane.

Because of the shockers’ exploratory nature, a basher’s more likely to encounter one on the streets of Sigil than almost any other creature from the Inner Planes. Shocker’ve been reported on nearly every known plane – they’ve even found their way to the Outer Planes from time to time. Such expeditions are extraordinarily rare, though, due to the difficulties involved.

On any plane other than their own, shockers are inquisitive and curious, observing living organisms, the environment, and energy patterns invisible to most other creatures. On Lightning, though, it’s harder to tumble to a shocker’s motivations. They live in communities within the quasiplane’s stormy atmosphere, communicating in their buzzing, frantic language. These creatures sometimes learn the tongues of other races, but they still never call themselves “shockers”. Instead, they always use their name from their own language: vrrxlzk (or some approximation thereof).

Contented ones are either the very oldest or youngest or the race. However, shockers apparently observe time in a manner different from most mortals, for they see it as a variable – something that literally speeds up and slows down. Therefore, shockers that converse with other races have difficulty talking in terms of age or the passage of time in a way that anyone else can understand.

Inner-planar scholars theorize that all shockers spend a great deal of their existence as lightning bolts arcing through the infinite expanse of their home quasiplane at the speed of light. Such would explain, perhaps, their unusual view of time.

On the Quasielemental Plane of Lightning, vrrxlzk are relatively peaceful creatures that attack only in self-defense. While traveling elsewhere, though, shockers probe and explore and often test other species by attacking or acting in strange, unpredictable manners. Because outsiders and elementals can't truly be killed of their home plane, these planewalking shockers rarely worry about danger. (When the creatures “die” off their home plane, the resultant dust occasionally contains a few rare minerals or gemstones.)

Combat:

Volt Leap (Su): When a shocker takes a move action to move, it may transform itself into lightning. Any creature it passes through takes it's shock touch damage (creatures passed through twice aren't affected twice). The shocker may travel through conductive material as well (metal walls, floors, wires, cables, ect.) at three times it's speed, dealing damage to any creature in contact with the surface.

Shock Touch (Su): A shocker deals 1d6/2CR damage with a melee touch. This damage is also dealt to any creature striking the shocker with unarmed, natural or metal weapons. The shocker gains a +3 bonus to hit creatures made of metal or wearing mostly metal armor. Twice this damage is dealt to any creature grappling the shocker or anyone within close range (85 feet) of it while it's underwater. This ability can be suppressed if the shocker wishes, though they rarely do so.

Recharge (Su): A shocker is healed by electricity damage on a point-for-point basis.

Piercing Lightning (Su): A shocker ignores any resistance to electricity and deals half damage to creatures with immunity.

Spell-Like Abilities: At Will: Scintillating Sphere, Electric Jolt, Ur Lightning Bolt, Chain Lightning, Orb of Electricity, Ohm's Electrified Equipment, Wall of Thunderbolts, Lightning Strikes Twice, Plane Shift (Inner, Transitive, or Prime Material planes only), Bolt of Indra1/day: Stasis Energy Field
Last edited by Wiseman on Tue Jul 07, 2015 7:52 pm, edited 3 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 »

Lilim
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Size/Type: Medium Outsider (Chaotic, Evil, Extraplanar, Psionic, Tanar'ri)
Hit Dice: 18d8+108 (200hp)
Initiative: +8
Speed: 30ft. Fly 80ft. (Good)
Armor Class: 37 (+8 dex, +13 deflection, +6 natural)
Base Attack/Grapple: +18/+23
Attack: Claw +23 (1d6+5)
Full Attack: 2 Claws +23 (1d6+5)
Space/Reach: 5ft./5ft.
Special Attacks: Contagious Influence, Piercing Mind, Arch-Seducer, Master of Minds, Spell-Like Abilities, Maneuver Like Abilities, Psi-Like Abilities
Special Qualities: Aura of Primal Emotion, Telepathy 1200 ft., Immunity to Electricity, Poison, Non-Magical Harm and Mind Affecting, Resistance to Electricity, Cold, and Acid 10, Regeneration 10/Good or Lawful, DR10/Good, Lawful, and Iron
Saves: Fort +31 Reflex +33 Will +35
Abilities: Str 20 Dex 26 Con 22 Int 34 Wis 30 Cha 36
Skills: Diplomacy +49, Bluff +46, Sense Motive +43, Perform (Sing) +44, Perform (Dance) +44 Perform (any 1 other) +44, Knowledge (arcana) +33, Knowledge (the planes) +33, Knowledge (nobility and royalty) +33, Knowledge (religion) +33, Knowledge (local) +33, Knowledge (1 other) +33, Concentration +27, Hide +29, Move Silently +29, Spot +31, Listen +31 Craft (any 1) +32, Intimidate +36, Disguise +36
Feats: Evil Eye, Cute Charm, Entice Reaction, Persuasive, Skill Focus: Diplomacy, Deceitful, Negotiator
Environment: Infinite Layers of the Abyss
Organization: Solitary or Network (Self + Numerous enchanted minions)
Challenge Rating: 18
Treasure: Double Standard
Alignment: Always Chaotic Evil
Advancement: By Class Level (Favored Classes: Conduit of the Lower Planes and Sorcerer)
Level Adjustment: +0

Lilim are an advanced form of succubus/incubus. Their enchantment and seduction abilities are legendary, and they are formidable adversaries, mainly because they rarely show their faces. Lilim, like most manipulator fiends, are stunningly attractive in their true forms. However, they spend the majority of their time in a shapeshifted form.

In the abyss, the Lilim primarily serve Malcanthet, Queen of the Succubi. Others serve under Graz'zt or Kyreth. A not insignificant number act on their own as minor abyssal lords. On other planes, a Lilim goes under disguise, and enchants several victims, and from there works their way into the chain of command until the entire ruling body is under their control.

Combat:

Though more suited to infiltration and manipulation, a Lilim's magical abilities and enchantment powers make it a formidable foe to face in combat.

Blessing of Malcanthet (Ex): A Lilim adds its Charisma modifier to all saving throws and as a deflection bonus to it's AC. This does not stack with similar abilities (such as a Paladin's Divine Grace) It also has the ability to speak and read any language as though under the effect of tongues and comprehend languages.

Piercing Mind (Su): The lilim ignores any resistance or immunity to [Mind Affecting], [Compulsion] or [Charm]. effects. However targets with immunity receive a +3 bonus to their save (this can't be ignored).

Aura of Primal Emotion (Su): A Lilim projects an aura of arousal (charm monster) out to close range. Success doesn't confer immunity on future saves.

Master of Minds (Su): The durations of all the Lilim's [Mind-Affecting] effects are permanent, lasting until the Lilim decides to release them, they are dispelled, or it dies. While a creature is under one of it's [Mind-Affecting] abilities, the Lilim may freely read it's surface thoughts and communicate with it telepathically, regardless of distance or plane. It is also aware of anything the victim is aware of. Finally, the DC to detect that a person is under an enchantment effect is increased by 15.

Kiss of Death (Su): On a successful claw attack, the Lilim inflicts one negative level on its target. The DC to remove negative levels is 31 (Charisma-based).

Additionally, a Lilim that successfully grapples an opponent may spend a full-round action to make a melee touch attack. If that attack hits, the Lilim plants a kiss on the victim, inflicting up to one negative level per point of its CR. This effect also carries the effect of a suggestion effect inviting the victim to cease resisting and accept another kiss. The DC to resist this suggestion is 31 (Charisma-based).

Arch-Seducer (Su): A creature that falls under the influence of one of the Lilim's [Charm] effects has it's attitude become Fanatic. An enchanted creature that is given orders that go against it's nature does not receive a bonus to their second save, the Lilim may give suicidal orders without any problems and threats by the Lilim or it's allies do not break a [Charm] effect.

Contagious Influence (Su): If a creature under the influence of one of the Lilim's [Mind-Affecting] effects touches another creature, that creature must make a save against the same effect or be affected by it as well. Success renders one immune to this ability for 1 hour, and immunity to mind affecting abilities actually does protect against this.

Manuver-Like Abilities: At Will: Ad Hominem (Strike), Appeal to Ridicule (Counter), Argument from Spurious Similarity (Counter), False Dilemma (Strike), Inflation of Conflict (Stance), Arguement by Gibberish (Stance), Arguement from Small Numbers (Boost), Crushing Commentary (Strike) Sarcasm Attack (Strike), Appeal to Spite (Strike), Slippery Slope (Counter)

Psi-Like Abilities: At Will: Mind Thrust, Empathy, Energy Current, Energy Push, Energy Bolt, Energy Cone, Energy Wall, Energy Ball, Energy Burst, Energy Ray, Energy Stun, Clairvoyant Sense, 1/Minute: Bend Reality, Ego Whip, 1/hour: Object Reading, 1/day: Reality Revision, 1/week: Metafaculty

Spell-Like Abilities: Constant: Mind Blank, Tongues, Comprehend Languages At Will: Greater Teleport (Self plus objects carried only), Good Hope, Crushing Despair, Greater Heroism, Mass Charm Monster, Rage, Fear, Dominate Monster, Greater Command, Mass Suggestion, Improved Telekinisis, Persistent Image, Polymorph Self, Dream, Nightmare, Confusion, Insanity, Wretched Blight, Chaos Hammer, Unholy Aura, Cloak of Chaos, Blasphemy, Word of Chaos, Cure Critical Wounds, Inflict Critical Wounds, Detect Thoughts, Probe Thoughts, Invisibility, Plane Shift, Etherealness, Deeper Darkness, Nealan's Erotic Touch, Nealan's Unbuckling, Nealan's Erotic Gaze, Deep Slumber, Bestow Greater Curse, Minor Wish, Greater Telekinesis, 1/minute: Power Word Stun, Waves of Exhaustion, Limited Wish, Brain Spider, 1/day: Wish, Bind Thrall, Winds of Memory, Dementia

Straddle (Ex): A Lilim can maintain a grapple by using every available part of her body. Creatures that are immune to being grappled (such as by virtue of a freedom of movement spell) are not so immune to any grapple attempt started by the lilim. Creatures that succeed on their attempt to escape a grapple with a succubus can move and take actions against other creatures normally, but the lilim continues to share its space, and the creature may only take grapple-appropriate actions against the lilim. This form of grapple can be escaped by the use of a further attempt, although the lilim may draw the creature back into a normal grapple using the normal rules for such.

The lilim has a +10 racial bonus to Diplomacy, Bluff, Perform and Sense Motive
Last edited by Wiseman on Mon Oct 19, 2020 12:56 am, 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 radthemad4 »

Thread Need Index Badly
CR 1:
Zenythri

CR 2:
Cassisian
Coure Eladrin
Lantern Archon
Monodrone
Mud Slaad
Musteval

CR 3:
Positive Mephit
Spyglass Archon

CR 4:
Dabus
Hordling, Small
Winemaker Genie

CR 5:
Abiorach
Red Slaad
Noviere

CR 6:
Bralani Eladrin
Dryad
Hordling, Medium
Hound Archon
Janni
Malakim

CR 7:

Hill Giant

CR 8:
Blue Slaad
Drowned
Hordling, Large
Fire Reaver
Flesh Render
Ice Flenser
Justice Archon
Lupinal
Mind Flayer
Movanic Deva

CR 9:
Avoral Guardinal
Cuprilach
Primatal

CR 10:
Arrow Demon
Dao
Decaton
Djinn
Efreeti
Falxugon (Harvester Devil)
Fire Eladrin
Green Slaad
Marid
Per
Qorrashi Genie
Shiere
Spectral Death
Wood Giant

CR 11:
Arcanaloth
Stone Giant
Sword Archon
Ursinal Guardinal

CR 12:
Astral Deva
Ghaele Eladrin
Hordline, Huge
Leonal
Oread
Sand Giant
Shocker
Sun Giant
Treant

CR 13:
Thanaloth

CR 14:
Cloud Giant
Fire Giant, Muspel
Frost Giant, Jotun
Grey Slaad
Thunderbird
Trumpet Archon

CR 15:
Baernaloth
Fiend of Sorrow

CR 16:
Brachyurus
Dao, Noble
Djinn, Noble
Efreet, Noble
Gelugon
Goristro
Justicator
Marid, Noble
Planetar
Sea Giant
Storm Giant

CR 17:
Death Giant

CR 18:
Cherubim
Lilim
Tulani
War Giant

CR 20:
Death Slaad
Mortai
Phoenix
Solar

CR 22:
Erathaol (AKA Celestial Scholar, The Seer, Bringer of Knowledge, Timereaver)

CR 24:
Queen Morwel (AKA Lady of the Lake, Queen of Stars, Faerie Queen)

Templates:
Half-Celestial (Half-Celestial Sword Archon, Half-Celestial Bralani Eleadrin)
Half-Fiend/Half-Succubus
Lycanthrope
Storm King (Cloud, Rain, Wind, Lightning)
Vampire
Vampire Spawn

Subtypes (Angel, Archon, Baatezu, Eladrin, Guardinal, Rilmani, Slaad, Tanar'ri)
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Post by Wiseman »

Holy shit! Thank you!
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 »

Slayer Genie
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Size/Type: Large Outsider (Extraplanar, Genie)
Hit Dice: 12d8+108+12 (200hp)
Initiative: +8
Speed: 70ft. Fly 70ft. (Good)
Armor Class: 30 (+8 dex, +13 natural, -1 size)
Base Attack/Grapple: +12/+22
Attack: 4 +4 Throwing Returning Scimitars +25 (2d6+14) or Claw +21 (1d8+10)
Full Attack: 4 +4 Throwing Returning Scimitars +25/+20/+20 (2d6+14) or Claw +21 (1d8+10)
Space/Reach: 10ft./10ft.
Special Attacks: Spell-Like Abilities, Grappling Prowess, Multiweapon Fighting
Special Qualities: Genie Traits, Immunity to Mind Affecting, Telepathy to Medium Range
Saves: Fort +17 Reflex +16 Will +14
Abilities: Str 30 Dex 26 Con 28 Int 20 Wis 22 Cha 24
Skills:
Feats: Power Attack, Toughness, Diehard, Wave Strike, Blood of Stone
Environment: Any Inner Plane
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Class Level (Favored Classes: Barbarian and Fighter)
Level Adjustment: -

The tasked slayer genie’s only purpose is to commit murder as often as possible – by stealth as long as possible or through berserker rages when discovered. As this sort of behavior tends to be noticed by sentient creatures nearby, slayer genies are usually very discreet about their activities, controlling the rage which motivates them because of their fear of discovery and punishment.

Slayer genies are massive genies with four arms and dark, polished skin and are usually naked to the waist. Two of their hands are human; the other two resemble lion’s paws with ivory claws. Their red eyes sparkle with flame. Above and between their two eyes lies a third eye, which is green and resembles that of a panther. The third eye is centered between two horns. Their hair is coarse as horsetails. On their backs are two massive wings.

It is believed that slayer genies were first created with the specific function of terrifying the enemies of the genie lords, but that they later began to serve as efficient assassins in noble genies’ power struggles. Given their nature and their origin, it is not surprising that slayer genies are always servants. Those few slayer genies that become free generally have very short reigns of terror. They serve humans, demihumans, and other genies, but their masters always closely monitor their actions. An unwatched slayer genie is extremely dangerous, and may begin slaughtering its master’s followers.

Slayer genies enjoy the company of other warriors, and will spend hours discussing the advantages and disadvantages of various weapons, the fine points of anatomy, and the details of stealth, tactics, martial trickery, and armor with anyone willing to listen. Their fascination with violence and bloodshed goes far beyond the professional level. They have a disturbing fixation with the process for its own sake, and their descriptions of past battles are full of loving details of exactly how a foe looked as he died, how well each of their weapons performed, the quirks of various fighting styles and their appeal, and so on. The joy they have in battle and death extends to their own demise, which they all look forward to as a glorious occasion. Nothing spoils the mood of a slayer genie quite so much as the thought of dying some way other than in combat.

Slayer genies know neither shame nor pride when asked to complete some mission; they merely seek to fulfill their role, and boast about it afterward. No trick is too cruel, no tactic too immoral, no job too unsavory for them to undertake.

Slayer genies view all other creatures as merely sets of abilities and attributes to be overcome, creatures whose only purpose is to meet their death at the hands of the slayer. Hearing a slayer genie inform creatures that they are denying their purpose (that is, not dying at its hands), and thus upsetting it, can be very alarming – refusal to admit that one wants to die by the slayer’s hands just upsets it further. Living creatures rarely survive, much less profit, from meeting a slayer genie.

The only exception to this general rule are the undead; slayer genies are puzzled at whether or not they should bother to kill things that are already dead. Given a choice, slayer genies always leave undead creatures for last, and if there is any chance of discovery, they leave the undead alone. This often results in undead creatures being blamed and hunted as the perpetrators of slayer genies’ crimes.

Combat:
Slayer genies prefer to kill their targets quietly, and they are extremely well-equipped to do so, either by magical or physical means.

Multi-weapon Fighting (Ex): The Slayer Genie may fight with multiple weapons at no penalty and may attack with all weapons once as a standard action.

Spell-Like Abilities: At Will: Blade Barrier, Field of Blades, Deeper Darkness, Greater Invisibility, Silence, Persistant Image, Gaseous Form, Polymorph Self, Dimension Door, Fear.

Grappling Prowess (Ex): A Slayer Genie can maintain a grapple using only one of it's hands, leaving the other three free.

Wield Oversized Weapon (Ex): A Slayer Genie may wield a weapon one size category larger without penalty.

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 Sat Dec 15, 2018 3:18 am, edited 5 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 »

Image
Size/Type: Large Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice: 14d8+126+14 (230hp)
Initiative: +8
Speed: 50ft. Fly 100ft. (Perfect)
Armor Class: 33 (+8 dex, +16 natural, -1 size)
Base Attack/Grapple: +14/+30
Attack: +5 Holy Anarchic Spiked Chain +30 (2d6+2d6[chaotic]+2d6[good]+23)
Full Attack: +5 Holy Anarchic Spiked Chain +30/+25/+25 (2d6+2d6[chaotic]+2d6[good]+23)
Space/Reach: 10ft./10ft.
Special Attacks: Alternate Form, Spell-Like Abilities
Special Qualities: Immunity to Electricity, Resistance to Fire and Cold 20, SR24, DR10/Evil, Lawful, or Iron,
Saves: Fort +18 Reflex +17 Will +17
Abilities: Str 34 Dex 26 Con 28 Int 20 Wis 26 Cha 26
Skills:
Feats: Advanced Spiked Chain Proficiency, Toughness, Bleeding Strike, Power Attack, Diehard
Environment: Olympian Glades of Arborea
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Always Chaotic Good
Advancement: By Class Level (Favored Classes: Fighter and Barbarian)
Level Adjustment: +0

Shiradi stand out from the rest of the eladrin. Whereas most eladrin are elf like in their stature, attractive but delicate looking, Shiradi are muscular and stand tall. They have loud booming voices and are fairly straightforward in their speech, almost to the point of bluntness. A Shiradi enjoys fighting against evil, and often leads squads of Eladrin in battle against the fiends of the lower planes.

Combat:

Perfect Two-Weapon Fighting (Ex): A shiradi suffers no penalty for fighting with two weapons and may attack with both weapons at once as a standard action.

Alternate Form (Su): A Shiradi can transform into an incorporeal cloud of glowing shards with a radius anywhere from 10-50 feet (changable as a move action). While in this form it may use it's lightshard strike ability and spell-like abilities, and it's treated as if it has the [Swarm] subtype. While in humanoid form it may make weapon attacks and use it's spell-like abilities. It may not cast spells in it's lightshard form.

Lightshard Strike (Su): While in it's alternate form, any creature within it's cloud takes 14d6 magic slashing damage each round and is subject to a targeted greater dispel magic.

Spell-Like Abilities: Telekinisis, Major Creation, Invisibility, Daylight, Sunburst, Holy Aura, Major Image, Cloak of Chaos, Holy Word, Word of Chaos, Holy Smite, Chaos Hammer, Mass Cure Critical Wounds, Mass Inflict Critical Wounds, Fear, Blade Barrier, Greater Dispel Magic.
1/day: Permanent Image

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 Shiradi. 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 Shiradi's CR). (The defensive benefits from the circle are not included in a Deva’s statistics block.)
Last edited by Wiseman on Sat Dec 15, 2018 3:23 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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Khayal

Post by Wiseman »

Khayal
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Size/Type: Large Outsider (Extraplanar, Genie)
Hit Dice: 10d8+50 (100hp)
Initiative: +7
Speed: 60ft. Fly 60ft. (perfect)
Armor Class: 26 (+7 dex, +10 natural, -1 size)
Base Attack/Grapple: +10/+21
Attack: +3 Keen Sharpness Scimitar +20/+15 (1d8+10) or Slam +17 (1d8+7)
Full Attack: +3 Keen Sharpness Scimitar +20/+15 (1d8+10) or 2 Slams +17 (1d8+7)
Space/Reach: 10ft./10ft.
Special Attacks: Spell-Like Abilities, Sneak Attack 3d6,
Special Qualities: Shadow Mastery, Shadow Form, Shadow Leap, Evasion, Genie Traits, Cold resistance 20, Telepathy to Medium Range, SR20, DR10/-, Vulnerability to Light, See in Darkness
Saves: Fort +12 Reflex +14 Will +13
Abilities: Str 24 Dex 24 Con 20 Int 15 Wis 16 Cha 24
Skills:
Feats: Power Attack, Attack on the Run, Touch of Shadow
Crippling Poker
Environment: Plane of Shadow
Organization: Solitary, company (2-4), or band (6-15)
Challenge Rating: 10
Treasure: Wishes
Alignment: Any
Advancement: By Class Level (Favored Classes: Elemental Weird or Genie)
Level Adjustment: hmm...

Khayal are the genies of the plane of Shadow. They stand apart from other genies because their powers are not elemental in nature, but sourced from the darkness. With this, they create powerful illusions and deceits. The Khayal interact little with other races of genie, and for their part, the other genies try to forget the Khayal exist. A noted exception to this rule is the Janni. For reasons known only to the Khayal high-ups, the Khayal engage in a secret war with the Janni. As Khayal are individually much more powerful than Janni, this war has had devastating effects for them. There were once mighty Jann empires on many prime worlds, though now they have been reduced to nomadic herdsmen, feeling a twinge of fear every time the sun sets.

The majority of Khayal dwell within their own territory within the Plane of Shadow. The capital of this kingdom is called the City of Onyx. There, in the Grand Palace of Endings, resides the mysterious ruler of the Khayal race, known only as the Malik-al-Khayal and King of Shadows.

Combat:

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

Evasion (Ex): As the rogue.

Shadow Mastery (Ex): If both the Khayal and it's opponent are in less than bright illumination, the Khayal gains a +3 bonus to attack and damage, it's opponent takes a -3 penalty to attack and damage against it and the Khayal also has the Edge.

Shadow Cloak (Su): In areas of shadowy or less illumination, the Khayal gains total concealment. If an opponent has darkvision (but not See in Darkness), it still has concealment.

Shadow Form (Su): At will as a standard action, a Khayal can transform into a living shadow and back. In this form the Khayal appears completely black. It cannot speak and does not make sound, as if it was under a silence effect. It may compress it's body until it is 2D, allowing it to appear as a simple shadow. It may shape this shadow in any way it wishes, provided the dimensions are no greater than it's natural reach. It gains a +10 competance bonus to hide checks and may hide in plain sight (usually by pretending to be an actual shadow. While in this form, a Khayal may not use any of it's spell-like abilities or attack, and it takes double damage from light attacks.

Shadow Leap (Su): While not on the Plane of Shadow, a Khayal may teleport out to long range as a move action. There must be shadows at the beginning and end point and the teleport is dependant on the Plane of Shadow, not the Astral.

Shadow Manipulator (Su): All of a Khayal's Shadow Illusions are 10% more real.

Shadow Mirror (Su): As a standard action, a Khayal may travel between the plane of shadow, and the exact point it corresponds to on another plane (and vice versa) like a Greater Plane Shift.

See in Darkness (Ex): A Khayal may see through any kind of darkness (even magical darkness) in full color at no penalty.

Master Illusionist: True Seeing and similar abilities do not automatically overcome a Khayal's illusions. Instead, they are granted an immediate save to disbelieve. If they fail, they are stuck believing the illusion until a save would normally be called for.

Spell-Like Abilities: At Will: Blacklight, Claws of Darkness, Dead End, Dark Symmetry, Hound of Doom, Net of Shadows, Nightmare Terrain, Shadow Conjuration, Shadow Evocation, Shadow Binding, Shadow Cache (no chance of vanishing), Shadow Double, Shadow Hand, Persistant Image, Disguise Self, Greater Shadow Tentacle, Shadow Walk, Spectral Weapon Wall of Gloom 3/day: Wish (to non-genies only), 1/day: Permanant Image, Greater Shadow Conjuration, Greater Shadow Evocation, Shadowfade

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.

Vulnerability to Light: When entering an area of bright light, a Khayal is blinded for one round and then dazzled for as long as it remains in the area. A Khayal takes an extra 50% damage from light effects and is dazzled for 5 rounds.
Last edited by Wiseman on Sat Jul 23, 2016 11:03 pm, edited 20 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 »

Noble Khayal
Image
Size/Type: Huge Outsider (Extraplanar, Genie)
Hit Dice: 16d8+160 (240hp)
Initiative: +10
Speed: 100ft. Fly 100ft. (Perfect)
Armor Class: 33 (+10 dex, 15 natural, -2 huge)
Base Attack/Grapple: +16/+39
Attack: +5 Keen Sharpness Speed Scimitar +33/+33 (2d6+20) or Slam +28 (3d6+15)
Full Attack: +5 Keen Sharpness Speed Scimitar +33/+33/+28/+28/+28 (2d6+20) or 2 Slams (3d6+15)
Space/Reach: 15ft./15ft.
Special Attacks: Spell-Like Abilities, Change Size, Sneak Attack 6d6,
Special Qualities: Evasion, DR10/-, SR26, Telepathy to Medium Range, Resistance to Cold 30, Genie Traits,
Saves: Fort +20 Reflex +20 Will +20
Abilities: Str 40 Dex 30 Con 30 Int 24 Wis 30 Cha 28
Skills:
Feats: Power Attack, Iron Will, Attack on the Run, Touch of Shadow, Uncanny Flexibility, Crippling Poker
Environment: Plane of Shadow
Organization: Solitary, company (2-4), or procession (1-4 plus 6-20 common khayal).
Challenge Rating: 16
Treasure: Triple Standard
Alignment: Any
Advancement: -
Level Adjustment: +0

Noble Khayal are the upper class of the Khayal society. They are much more intune with the powers of shadow than others, and can weave amazing illusions. Many Noble Khayal reside in their empire's capital on the plane of shadow, the City of Onyx, in elaborate manors with numerous slaves and subjects.

The Noble Khayal are in a constant battle to outdo one another whether in wealth, fashion, servants, or more often, political power. To this end, Noble Khayal value information. Many Nobles have expansive networks of spies, informants and assassins, often spanning multiple planes. They keep tabs on more than just the actions of other Khayal. One Noble Khayal might be interested in the goings on in the court of a mortal king, while another might secretly keep tabs on a party of adventurers, yet another will follow an ordinary merchant and keep track of their profits, or another could stow away on a fishing vessle, analyzing the behaviours of the crew. They are always on the lookout for something that could benefit themselves. Many of their assets are not even aware that they serve a Noble Khayal's goals. The typical noble is the master of numerous conspiracies. These conspiracies are incredibly difficult to unravel as there are constant false leads, redundancies, red herrings, dead ends and other tricks.

Khayal love trickery and deceit. Direct action is seen as brutish and crude, so a Noble Khayal must be subtle in it's movements. A Khayal applies this to nearly every situation, from politics, to romance and to combat. In khayal society it is not illegal in the slightest for a Khayal to manipulate, decieve, steal from, or other wise exploit a non-Khayal. In fact these actions are even encouraged. However should the target catch the Khayal in the act before it comes to fruition, tradition dictates that the Khayal must perform a service for them (usually a Wish).

Outside the capital, there are many other Khayal cities. These cities and the lands around them are typically ruled in a feudal style by a Noble Khayal family. A typical estate consists of 2-6 Noble Khayal, 2-20 common Khayal servants, courtiers, guards, and assistants, and numerous slaves. Khayal slaves are often taken from other planes (usually the Prime Material). Many of these such slaves are Janni captured in raids. They are fitted with magical collars that prevent them from planeshifting away, and are often put on display as trophies of a sort.

Khayal cities are a reflection of the Khayal's style of life. They are labyrinthine to navigate, full of confusing twists and turns, and many areas are blocked off by permanent illusions. This is as much to prove the Khayals sense of superiority (they can fly) as it is to deter invaders.

Khayal society, though ruthlessly backstabbing and manipulative, is fairly egalitarian (provided your a Khayal). Women have equal rights to men and even common Khayal have risen to positions of power and command. Though they are free to manipulate and exploit them (and frequently do behind their backs), many Khayal value outsiders, for the information they can bring, allowing Khayal many opportunites to profit from them.


Combat:
Khayal consider fair fights to be for idiots. Most Noble Khayal will only enter a fight when the odds have been significantly stacked in their favor. They will typically arrange for ambushes, traps and illusions to be set, scattering and misleading opponents to where they can be picked off one by one. If the fight still goes against it, the Khayal doesn't hesitate to cut it's losses and flee, only to come up with an even better strategy later, now that it knows how it's enemies fight.

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

Evasion (Ex): As the rogue.

Improved Uncanny Dodge (Ex): As the Rogue.

Shadow Mastery (Ex): If both the Noble Khayal and it's opponent are in less than bright illumination, the Noble Khayal gains a +3 bonus to attack and damage, it's opponent takes a -3 penalty to attack and damage against it and the Noble Khayal also has the Edge.

Shadow Cloak (Su): In areas of shadowy or less illumination, the Noble Khayal gains total concealment. If an opponent has darkvision (but not See in Darkness), it still has concealment.

Shadow Form (Su): At will as a standard action, a Noble Khayal can transform into a living shadow and back. In this form the Noble Khayal appears completely black. It cannot speak and does not make sound, as if it was under a silence effect. It may compress it's body until it is 2D, allowing it to appear as a simple shadow. It may shape this shadow in any way it wishes, provided the dimensions are no greater than it's natural reach. It gains a +10 competance bonus to hide checks and may hide in plain sight (usually by pretending to be an actual shadow). While in this form, a Noble Khayal may not use any of it's spell-like abilities or attack, and it takes double damage from light attacks.

Shadow Leap (Su): While not on the Plane of Shadow, a Noble Khayal may teleport out to long range as a move action. There must be shadows at the beginning and end point and the teleport is dependent on the Plane of Shadow, not the Astral.

Shadow Manipulator (Su): All of a Noble Khayal's Shadow Illusions are 10% more real.

Shadow Mirror (Su): As a standard action, a Noble Khayal may travel between the plane of shadow, and the exact point it corresponds to on another plane (and vice versa) like a Greater Plane Shift.

See in Darkness (Ex): A Noble Khayal may see through any kind of darkness (even magical darkness) in full color at no penalty.

Master Illusionist: True Seeing and similar abilities do not automatically overcome a Noble Khayal's illusions. Instead, they are granted an immediate save to disbelieve. If they fail, they are stuck believing the illusion until a save would normally be called for.

Spell-Like Abilities: At Will: Blacklight (200ft. radius), Claws of Darkness, Dead End, Dark Symmetry, Hound of Doom, Net of Shadows, Nightmare Terrain, Continual Shade, Greater Shadow Conjuration, Greater Shadow Evocation, Shadow Binding, Shadow Cache (no chance of vanishing), Shadow Double, Shadow Hand, Permanant Image, Programmed Image, Disguise Self, Greater Shadow Tentacle, Shadow Walk, Spectral Weapon, Shadowfade, Summon Monster VIII, Shadow Spray, Shadowy Grappler, Wall of Gloom 3/day: Wish (to non-genies only), 1/day: Gate (travel version only), Shades, Shadow Landscape (5 mile radius).

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.

Vulnerability to Light: When entering an area of bright light, a Noble Khayal is blinded for one round and then dazzled for as long as it remains in the area. A Noble Khayal takes an extra 50% damage from light effects and is dazzled for 5 rounds.

The Malik-al-Khayal:
The mysterious ruler of the Khayal race is known as the Malik-al-Khayal and the King of Shadows. From the Grand Palace of Endings, he makes his will known, and none of the Khayal dare oppose him. Beyond that, not much else is know about him. None have ever seen him in person, not even the castle servants and advisers. Not even his real name is known. Even those brought to the throne room for an audience don't actually see him. The throne sits empty in the dim room, though a deep voice comes from somewhere. Shadows constantly twist and writhe on the walls, sometimes forming into shapes that reflect what the Malik-al-Khayal is speaking about at moment, sometimes forming into frightening or disturbing images completely at odds with the subject matter. There is a theory that there might not be an actual Malik-al-Khayal, that it is merely a ruse by the advisers and ministers, or some clever noble. The palace neither confirms or denies these rumors.

The Grand Palace of Endings itself is a masterpiece of Khayal architecture. The palace is constructed from high quality onyx and many of it's walls are fitted with glowing gems of various colors creating a spectrum of (sometimes disorienting) light. The palace is even more labyrinthine than a Khayal city, with staircases that go to nowhere, and hallways that simply go in circles. Illusions are everywhere. There are many secret passages and hidden tunnels that can lead to locations all over the palace. Great riches, powerful magics, and secret knowledge are said to be hidden in unknown chambers. The acoustics of the place are strange as well. One standing outside of a room may not be able to hear the conversation inside, while another standing in a room on the other side of the palace may be able to hear everything. It is also customary to wear masks while inside the palace. Many nobles have very intricate and unique masks that only they wear when invited inside.

The Malik-al-Khayal has never been known to leave the palace at any time, if he must speak with someone outside, they are either brought to him or a messenger is sent in his stead.
Last edited by Wiseman on Tue Mar 10, 2020 6:16 am, edited 17 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 »

Artist Genie
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Size/Type: Medium Outsider (Extraplanar, Genie)
Hit Dice: 5d8+10 (35hp)
Initiative: +4
Speed: 30ft.
Armor Class: 20 (+4 dex, +6 natural)
Base Attack/Grapple: +5/+8
Attack: Mwk. Dagger +8 (1d4+3)
Full Attack: Mwk. Dagger +8 (1d4+3)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Enthralling Performance
Special Qualities: Masterpiece, Genie Traits,
Saves: Fort +6 Reflex +8 Will +7
Abilities: Str 16 Dex 18 Con 14 Int 16 Wis 16 Cha 20
Skills:
Feats: Cute Charm, Entice Reaction
Environment: Any Inner Plane
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Any
Advancement: By Class Level (Favored Classes: Genie and Bard)
Level Adjustment: +0

Tasked artist genies include both incredibly skilled craftsmen and aesthetically brilliant artists in fields widely accepted as high art. Both groups are capable of producing masterworks in their chosen speciality in a very short period of time. Reshaped from dao and djinn long ago, they will willingly serve a generous master, though they always undertake work they enjoy before doing work that they must do. Tasked artist genies are poets, composers, musicians, sculptors, painters, harem girls, dancers, actors, and weavers. The craftsmen genies (who bitterly deny that their work is any less artistic than that of the pure artists) are potters, woodworkers, furniture makers, silversmiths, goldsmiths, decorative ironmongers, gemcutters, jade and ivory carvers, calligraphers, illuminators, gardeners, maskmakers, tailors, haberdashers, and seamstresses.

Mistreated artist genies will never produce superior work, though they have too much devotion to their craft to deliberately flaw a work (unless they are consistently abused with no hope of escape). Regardless of how hard they try, works produced by enslaved or charmed artist genies are never quite as good as those they make when they are free to pursue their work as they choose.

Of all the tasked genies, artist genies vary the most in their appearance, perhaps because the work they do varies so much. Sculptors have powerful shoulders from handling and hammering stone, weavers have powerful arms and quick fingers for throwing a shuttle across a loom, and painters may be quite frail but have a sharp eye for details and decoration. The craftsmen genies all have nimble fingers and a good sense of proportion.

Artist genies are adaptable and generally take on the trappings of the group they work for or live among. They are particularly sharp rivals with each other, as few others can match their skills. Artist genies will talk shop with anyone they consider able to understand their achievements; they have only scorn for the unskilled or untalented.

In their dress, artist genies either push the boundaries of the latest design and daring or wear the most shabby and dated clothing imaginable. The pure artists are entirely hedonistic, though this is manifested in various ways. Some artist genies require odd foods, such as stewed apples or fermented fish while others must have parks and scenic vistas to stroll along each day for relaxation and contemplation before their work will achieve its highest level. Others still wallow in drink or gluttony, constant hot scented baths, or exotic companionship.

Slighting the work of an artist genie demands retribution, but this revenge can take many forms. A skilled critique by a knowledgable patron may earn only some vicious gossip in return. In the case of uninformed criticism by a pretender to knowledge, some artist genies are unstable enough to simply hurl themselves at their detractor, regardless of the consequences. Others are wise enough to enjoy more subtle forms of revenge (for example, creating a work that ridicules the offending party). Sometimes revenge takes the form of a gift that is given to some rival of the tactless speaker, or a mysterious increase in the cost of producing new work for a patron. Some forms of revenge are fatal, such as a potter genie adding enough poison to a clay vessel to slowly kill anyone who eats or drinks from it.

Artist genies are dependant on refined patrons and high levels of cultural achievement. Although they may be found anywhere, their skills are only fully appreciated by the knowledgable. Their material needs are often neglected in favor of getting the materials they require, for an artist genie taken away from the tools of its trade and forced into idleness for protracted periods either dies or goes mad.

Combat:

Spell-Like Abilities: Mirror Image, Major Image, Ghost Sound, Prestidigitation, Mage Hand, Persistant Image, Stone Shape 1/day: Charm Monster

Masterpiece (Ex): An Artist Genie has a +10 racial bonus to Craft and Perform checks.

Enthralling Performance (Su): At will an Artist genie may spend a full round action performing. All creatures within close range who can perceive the genies performance must make a will save (DC17) or be fascinated for as long as the genie performs.

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 Tue Mar 10, 2020 6:19 am, 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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Post by Wiseman »

Schalris Eladrin
Image
Size/Type: Medium Outsider (Chaotic, Cold, Eladrin, Extraplanar, Good)
Hit Dice: 10d8+60 (100hp)
Initiative: +5
Speed: 55ft. Fly: 80ft. Ice Glide: 40ft.
Armor Class: 25 (+5 dexterity, +10 natural)
Base Attack/Grapple: +10/+15
Attack: Icicle Lance +15 (4d6[cold]+5) or Slam +18 (3d6+4d6[cold]+8)
Full Attack: Icicle Lance +15/+12 (4d6[cold]+7) or 2 Slams +18 (2d6+4d6[cold]+8)
Space/Reach: 5ft./5ft. (10ft. with Icicle lance)
Special Attacks: Alternate Forms, Spell-Like Abilities, Spells, Cold to the Touch
Special Qualities: DR10/Iron, Lawful, or Evil, SR20, Immunity to Electricity and Cold, Resistance to Acid 20, Vulnerability to Fire
Saves: Fort +12 Reflex +11 Will +12
Abilities: Str 20 Dex 20 Con 22 Int 20 Wis 22 Cha 25
Skills:
Feats: Icewalker, Deep Freeze, Critical Freeze
Environment: Olympian Glades of Arborea
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Always Chaotic Good
Advancement: By Class Level (Favored Classes: Dread Necromancer and Sorcerer)
Level Adjustment: -

Schalris are eladrin with power over winter and ice. They typically live on Arvandors distant peaks, ruling from icy courts. Compared to other Eladrin, Schalris are soft-spoken and distant. They prefer their solitude from others, though when confronted with evil, they are as staunch a fighter as any of their race.

Combat:

Alternate Form (Su): A Schalris has two alternate forms. In the first it becomes a giant of ice growing one size category. Instead of the usual changes this grants it +6 Str +4 Natural armor an DR10/-, and the ability to make slam attacks . In it's second form, it is a freezing winter gale with a radius anywhere from 10-40 feet. All creatures in this area take 1d6/CR cold damage every round (this replaces cold to the touch). The Schalris is treated as if it were in gaseous form in this form save that it can use the listed fly speed. In both of these forms, the Schalris has medium fortification.

Cold to the Touch (Ex): The Schalris does extra cold damage equal to +1d6/3hd (round up) (3d6 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. The Schalris can suppress this if it wishes.

Ice Coating (Ex): Those who take cold damage from a Schalris become entangled for 3 rounds if they fail a fort save. If they fail the save again while already entangled they are frozen solid and considered helpless. A DC23 Strength or escape artist check is required to break free.

Spells: A Sclalris casts spells as an 9th level sorcerer.

Spell-Like Abilities: Constant: Skate, Spider Climb, At Will: Animate Dead, Wall of Ice, Ur Cone of Cold, Sleet Storm (up to 100ft area), Ice Storm, Polar Ray, Ray of Winter, Pogonip Bomb, Hailstones, Telekinisis, Charm Monster, Prestidigitation, Persistant Image, Control Weather (5 mile radius, Winter weather only, regardless of season), Icicle Lance 1/day: Freezing Fog, Freeze Mind, Strombergs Frozen Court (permanant duration. When a new one is created, the old one crumbles.), Gravehorde

Snowsight (Ex): As the spell.

Snow Movement (Ex): A Schalris suffers no penalties from snow, ice or anything of the like.
Last edited by Wiseman on Thu Aug 29, 2019 5:11 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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Qorrash

Post by Wiseman »

Qorrashi Genie
Image
Size/Type: Large Outsider (Cold, Extraplanar, Genie)
Hit Dice: 10d8+50 (100hp)
Initiative: +3
Speed: 60ft. Fly 60ft (perfect) Ice Glide: 60ft.
Armor Class: 26 (+3 dex, +14 natural, -1 size)
Base Attack/Grapple: +10/+20
Attack: Slam +15 (2d6+4d6[cold)+4+frostbite)
Full Attack: 2 Slam +15 (2d6+4d6[cold)+4+frostbite)
Space/Reach: 10ft./10ft.
Special Attacks: Spell-Like Abilities, Frostbite,
Special Qualities: Cold Subtype, Icewalking, Snowsight. Telepathy to Medium Range
Saves: Fort +12 Reflex +12 Will +12
Abilities: Str 26 Dex 20 Con 20 Int 15 Wis 16 Cha 22
Skills:
Feats: Iron Will, Icewalker, Deep Freeze, Power Attack
Environment: Paraelemental Plane of Ice
Organization: Solitary, company (2-4), or band (6-15)
Challenge Rating: 10
Treasure: Wishes
Alignment: Any
Advancement: By Class Level (Favored Classes: Elemental Wierd or Snowsoul)
Level Adjustment: +0

Qorrashi (singular Qorrash) are elemental spirits formed out of the power of ice and winter. Their home plane is of course the Paraelemental Plane of Ice. Unlike the other genies, Qorrashi do not have a great empire on their home plane, due to the presence of the evil elemental lord Cryonax, Prince of Evil Ice Creatures who rules vast portions of the plane. Cryonax is constantly on the hunt for the genies, sending his minions all over the plane. When Qorrashi are captured, they are enslaved and forced to grant wishes to Cryonax and his servants.

Qorrashi settlements are thus typically hidden. Many exist secretly in ice caves beneath the surface of the plane, where the genies live in structures expertly carved out of the ice. A qorrashi city is home to more than just the genies. Many elemental creatures and Jann exist there as well, along with mortals, supported by the genie's ability to create food. These villages tend to be mistrustful of outsiders, due to Cryonax occasionally sending spies and assassins to infiltrate them.

Combat:

Cold Mastery (Ex): While in ice or snow, or in an environment with temperatures below freezing the Qorrash gains a +3 bonus to attack and damage, has the Edge and opponents take a -3 penalty to attack and damage against it.

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

Cold to the Touch (Ex): The Qorrash does extra cold damage equal to +1d6/3hd (round up) (4d6 normally) with all melee 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. The Qorrash can suppress this if it wishes.

Winter Form (Su): As a standard action a Qorrashi may transform into a freezing cloud of snow and ice with a radius anywhere from 10-40 feet. This area is treated as a Whiteout and creatures within this area take 5d6 cold damage. The Qorrash is treated as if it were in gaseous form save that it can fly at it's normal fly speed.

Frostbite (Ex): A Qorrash is so cold that it's freezes part of it's enemies. If an enemy takes cold damage from the Qorrashi, they must make a Fort Save (DC20) or be frostbitten (treat as fatigued if you don't have It's Cold Outside) and entangled. If an enemy who his already frostbitten fails a save against this ability again, it contracts hypothermia (again, you can treat this as exhausted) and is slowed.

Icewalking (Ex): This ability works like the spider climb spell but applies to all icy surfaces and they may keep their hands free. A Qorrashi can move normally on any icy surface.

Snowsight (Ex): As the spell.

Snow Movement (Ex): A Qorrash suffers no penalties from snow, ice or anything of the like.

Spell-Like Abilities: At Will: Wall of Ice, Major Creation (may create blue ice, which is permanent), Ur Cone of Cold, Grease (ice slick), Crack Ice, Sleet Storm (up to 100ft area), Ice Storm, Fire Shield (Chill only), Chill Metal, Orb of Cold, Boreal Wind, Column of Ice, Control Temperature (colder only), Create Food and Water, Polar Ray, Ray of Winter, Pogonip Bomb, Hailstones, Telekinisis, Persistant Image, Control Weather (5 mile radius, Winter weather only, regardless of season), Flash Freeze, Icicle, Move Snow and Ice, Icicle Lance, Greater Creeping Cold 3/day: Wish (to non-genies only) 1/day: Freezing Fog, Animate Snow, Blizzard

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 Tue Mar 10, 2020 6:23 am, edited 9 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 »

Noble Qorrash
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Size/Type: Huge Outsider (Cold, Extraplanar, Genie)
Hit Dice: 16d8+160 (240hp)
Initiative: +10
Speed: 100ft. Fly 100ft. (Perfect) Ice Glide 100ft.
Armor Class: 36 (+10 dex, +18 natural, -2 huge)
Base Attack/Grapple: +16/+36
Attack: +5 Speed Keen Scimitar +33/+33/+28/+28/+28 (2d6+6d6+21[cold]+15) or 2 Slams +28 (2d6+6d6+21[cold]+15)
Space/Reach: 15ft./15ft.
Special Attacks: Spell-Like Abilities, Change Size, Cold to the Touch, Winter Form
Special Qualities: DR10/-, SR26, Genie Traits, Darkvision 120ft., Telepathy to Medium Range
Saves: Fort +20 Reflex +20 Will +20
Abilities: Str 40 Dex 30 Con 30 Int 24 Wis 26 Cha 28
Skills:
Feats: Iron Will, Icewalker, Deep Freeze, Power Attack, Attack on the Run, Dodge
Environment: Paraelemental Plane of Ice
Organization: Solitary, company (2-4), or procession (1-2 plus 4-20 common qorrashi)
Challenge Rating: 16
Treasure: Triple Standard
Alignment: Any
Advancement: -
Level Adjustment: +0

Noble Qorrash are rulers of the Qorrashi race. They are masters of the element of ice and cold, and are among the most powerful creatures dwelling in the Paraplane of Ice. These creatures are spoken of in legend among the mortal tribes living in arctic regions. Planar scholars theorize that the Qorrashi are an offshoot of the Djinn race, who early on migrated to the Paraelemental Plane of Ice and adapted to their environment. Both the Djinn and the Qorrashi vehemently deny this, claiming that the Qorrashi were born purely from the ice.

In appearance, Noble Qorrash have skin tones ranging from white as snow, to light shades of grey or blue, or more rarely, human tones. Their hair tends to be various shades of silver, white, gray, or black (though baldness tends to be a popular look). Their eyes odd looking, with black sclera and yellow or red irises. Their teeth are razor sharp, creating a somewhat fierce appearance in their true forms. Clothing wise, its not what one would normally expect. Though they reside in freezing, wintry environments, they have no reason to care about the cold, and are often fond of showing off as much skin as possible, in incredibly daring outfits. Men are fond of leaving their chests bare, while women love to wear outfits that might only barely qualify as clothes.

Unlike the other Genie's the Qorrashi have no great empire or even a single ruler. The Qorrashi race consists of various tribes scattered about the Plane of Ice. Some are in contact with each other, while others are isolated. Qorrashi settlements are typically hidden, usually below the surface of the plane, where they carve villages out of the ice. This is due to the presence of Cryonax, Prince of Evil Ice Creatures. Due to the lack of an opposing Archomental of good, Cryonax is free to prey upon the plane. His armies constantly attempt to ambush and capture Qorrash, where upon they are bound and enslaved, forced to grant wishes to Cryonax and his followers.

A Qorrashi settlement can vary wildly in size. Some are nothing more than crude camps, while others are sprawling cities larger than those on the prime material. As a genie ruled city is very self-sufficient, even the larger one's can go unnoticed. A settlement's population can be mixed. While the smaller settlements are often almost entirely Qorrashi, the larger one's tend to be fairly cosmopolitan, with various residents such as tasked genies, mephits, elementals, even mortals such as humans, genasi, and frost giants. Noble Qorrashi usually only reside in the larger cities, where they form the ruling class.

Noble Qorrashi are typically straightforward in their speech, even boastful at times. They care little for subtlety and will usually state their desires outright. Noble Qorrash are typically honest, almost to a fault. They also have little qualms about pointing out flaws they notice in others, regardless of how offensive it might be to other people. This can often make the Noble Qorrash look crass or crude, but they usually have the best intentions at heart.

This reflects in their society as well. Qorrashi have little energy to spare on infighting and manipulations. They're habit of openness means that conflicts and disagreements are brought to the surface fairly fast, as holding grudges can be detrimental in the long term. Such disagreements are often settled with (usually) nonlethal duals. Many Qorrashi settlements have an area set aside as an arena for such occurrences.

In their relations with other genies, they are friendly with the Djinn and Marid, whom their plane shares a border with. They are fairly neutral with the Dao and Khayal, as they have little interest in each other. They are staunch enemies of the Efreet, for obvious reasons. In relation to non-genies, unfamiliar races are generally met with suspicion.

Combat:
A Noble Qorrash is a skilled combatants, eagerly taking to the battlefield to prove their mettle, boasting and intimidating all the while. They are not reckless however, and often use their magic to shape the battlefield in their favor, creating walls of ice, summoned creatures, and obscuring waves of snow.

Cold Mastery (Ex): While both the Noble Qorrash and it's opponent are in ice or snow, or in an environment with temperatures below freezing the Qorrash gains a +3 bonus to attack and damage, has the Edge and it's opponent takes a -3 penalty to attack and damage against it.

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

Winter Form (Su): As a standard action a Noble Qorrash may transform into a freezing cloud of snow and ice with a radius anywhere from 10-60 feet. This area is treated as a Whiteout and creatures within this area take 10d6 cold damage. The Noble Qorrash is treated as if it were in gaseous form save that it can fly at it's normal fly speed.

Piercing Cold (Ex): A Noble Qorrash ignores cold resistance and deals half damage to creatures with immunity.

Cold to the Touch (Ex): The Qorrash does extra cold damage equal to +1d6/3hd (round up) (5d6+21 normally [extra damage due to feats]) with all melee 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. The Qorrash can suppress this if it wishes.

Frostbite (Ex): A Qorrash is so cold that it's freezes part of it's enemies. If an enemy takes cold damage from the Qorrashi, they must make a Fort Save (DC28) or be frostbitten (treat as fatigued if you don't have It's Cold Outside) and entangled. If an enemy who his already frostbitten fails a save against this ability again, it contracts hypothermia (again, you can treat this as exhausted) and is slowed.

Icewalking (Ex): This ability works like the spider climb spell but applies to all icy surfaces and they may keep their hands free. A Qorrashi can move normally on any icy surface.

Maneuver Like Abilities: At Will: Breath of Long Winter (Stance)

Snowsight (Ex): As the spell.

Snow Movement (Ex): A Qorrash suffers no penalties from snow, ice or anything of the like.

Spell-Like Abilities: At Will: Wall of Ice, Major Creation (may create blue ice, which is permanent), Freezing Sphere (no damage cap), Ur Cone of Cold, Grease (ice slick), Crack Ice, Sleet Storm (up to 100ft area), Ice Storm, Fire Shield (Chill only), Chill Metal, Orb of Cold, Boreal Wind, Column of Ice, Control Temperature (colder only), Create Food and Water, Polar Ray, Ray of Winter, Pogonip Bomb, Hailstones, Telekinisis, Permanant Image, Invisibility, Fimbulwinter (maximum duration, and season may always be treated as winter and climate as cold), Flash Freeze, Icicle, Move Snow and Ice, Icicle Lance, Greater Creeping Cold, Cold Snap, Polymorph (self only), Summon Monster VIII, Conjure Ice Beast VIII, 3/day: Wish (to non-genies only), Blizzard, Animate Snow, Ice Rift, Whiteout, 1/day: Freezing Fog, Frostfell, Deep Freeze, Ur Polar Ray, Greater Blizzard, Strombergs's Frozen Court (double size and permanent duration. When a new one is created, the old one crumbles.), Gate (travel version 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 Tue Dec 05, 2017 8:48 pm, edited 20 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 »

Tiefling Fighter
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Size/Type: Medium Outsider (Evil, Native)
Hit Dice: 5d10+20 (50hp)
Initiative: +3
Speed: 20ft.
Armor Class: 23 (+9 full plate, +3 steel shield, +1 dex in armor)
Base Attack/Grapple: +5/+9
Attack: +1 Unholy Longsword +11 (1d8+2d6[unholy]+6)
Full Attack: +1 Unholy Longsword +11 (1d8+2d6[unholy]+6)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Fighter Class Features
Special Qualities: Fighter Class Features
Saves: Fort +8 Reflex +7 Will +6
Abilities: Str 20 Dex 16 Con 18 Int 12 Wis 14 Cha 10
Skills:
Feats: Blitz, Horde Breaker, Whirlwind, Wolfpack Tactics
Environment: Any Lower Plane
Organization: Solitary, Pair, Squad (3-8), Force (8-30) or Legion (30-500)
Challenge Rating: 5
Treasure: Standard and +1 Full Plate and +1 Heavy Steel Shield and Gauntlets of Str +1
Alignment: Usually Evil (Any)
Advancement: By Class Level (Favored Classes: Rogue and True Fiend)
Level Adjustment: +0

The fiends of the lower planes have vast armies that are feared thoroughout the multiverse. While primarily composed of pure-blooded fiends, they are not the whole of the army. A sizable population of the lower planes are planetouched, such as tieflings. Many of these tieflings are drafted into the armies of the lower planes. Others come from the prime material, where tieflings disillusioned with their lives there make their way to the lower planes to join up. Tieflings have a touch of mortality in them, making them far more adaptable and innovative than pureblooded fiends. Some of these tieflings manage to make their way into leadership positions, although the overwhelming majority are mere foot soldiers.

Combat:
The stats given above are for a 5th level Fighter.

Spell-Like Abilities: 1/day: Darkness
Last edited by Wiseman on Thu Dec 04, 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 »

Bandit
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Size/Type: Medium Humanoid (Human)
Hit Dice: 1d10+1d6+2 (12hp)
Initiative: +3
Speed: 30ft.
Armor Class: 15 (+2 leather, +3 dex)
Base Attack/Grapple: +1/+4
Attack: Longsword +4 (1d8+3) and Short Sword +4 (1d6+3)
Full Attack: Longsword +4 (1d8+3) and Short Sword (1d6+3)
Space/Reach: 5ft./5ft.
Special Attacks: Class Features
Special Qualities: Class Features
Saves: Fort +3 Reflex +7 Will +1
Abilities: Str 16 Dex 16 Con 12 Int 10 Wis 8 Cha 10
Skills:
Feats: Two-Weapon Fighting, Brutal Strike
Environment: Any
Organization: Solitary, Pair, Squad (3-10), Raid (20-50) or Camp (20-200)
Challenge Rating: 2
Treasure: Potion of Cure Light Wounds and Standard
Alignment: Usually Evil (Any)
Advancement: By Class Level (Favored Class: Any)
Level Adjustment: +0

Bandits are a common threat along well-traveled paths. From hidden camps they attack travelers and raid caravans, seeking wealth, food, or occasionally slaves.

Combat:
The above stats are for a Fighter 1/Rogue 1.
Last edited by Wiseman on Thu Dec 04, 2014 9:00 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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Post by Wiseman »

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Size/Type: Medium Humanoid (Human)
Hit Dice: 5d4+5 (20hp)
Initiative: +0
Speed: 30ft.
Armor Class: 10
Base Attack/Grapple: +2/+1
Attack: Mwk. Light Crossbow +3 (1d6) or Spell
Full Attack: Mwk. Light Crossbow +3 (1d6) or Spell
Space/Reach: 5ft./5ft.
Special Attacks: Class Features
Special Qualities: Class Features
Saves: Fort +2 Reflex +1 Will +7
Abilities: Str 8 Dex 10 Con 12 Int 19 Wis 16 Cha 16
Skills:
Feats: Energy Specialization (fire), Mystical Expanse, Summoning Mastery, Augment Summoning
Environment: Any
Organization: Solitary, Pair, Squad (3-10), Platoon (20-50)
Challenge Rating: 5
Treasure: Standard plus Wand of Fireball, Wand of Mage Armor, Wand of Shield, Potion of Cure Light Wounds,
Alignment: Any
Advancement: By Class Level (Favored Class: Any)
Level Adjustment: +0

Many kingdoms recognize the value of magic in combat, with it's ability to devastate enemy troop formations, turn commanders against each other, and summon reinforcements. Thus, they train a corps of magicians, their talents specifically directed towards the battlefield, where they enhance troops, bombard enemy formations, and summon allies to alter the course of the war.

Combat:
The above stats are for a Wizard 5.

Typical Wizard Spells Prepared: 4/4/3/2
0-Prestidigitation, Dancing Lights, Message, Acid Splash
1-Grease, Burning Hands, Color Spray, Enlarge Person
2-Protection from Arrows, Gust of Wind, Minor Image,
3-Fly, Wind Wall
Last edited by Wiseman on Sat Dec 13, 2014 4:32 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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Witch

Post by Wiseman »

Witch
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Size/Type: Medium Humanoid (Human)
Hit Dice: 1d4-1 (3hp)
Initiative: -1
Speed: 30ft.
Armor Class: 9 (-1 dex)
Base Attack/Grapple: +0/-2
Attack: Quarterstaff -2 (1d6-2) or Light Crossbow +0 (1d6) or Spell
Full Attack: Quarterstaff -2 (1d6-2) or Light Crossbow +0 (1d6) or Spell
Space/Reach: 5ft./5ft.
Special Attacks: Class Features, Spell-Like Abilities
Special Qualities: Class Features, Spell Resistance 11
Saves: Fort -1 Reflex +0 Will +5
Abilities: Str 6 Dex 10 Con 9 Int 20 Wis 16 Cha 18
Skills:
Feats: Body Assemblage, Persistant Spell
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Any
Advancement: By Class Level: (Favored Classes: Wizard and Archivist)
Level Adjustment: +0

Witches are a sub-species of human, who are greatly infused with magic. How this came to be is unknown, even to them. Some scholars claim a convoluted history of interbreeding with various magical creatures, while others claim they're descended from humans who made a deal with some deity of magic. Whatever the source of their power, magic comes as naturally as breathing to Witches. To them, magic is more than a mere tool, it is a way of life.

Combat:

Spell-Like Abilities: At Will: Detect Magic, Read Magic, Prestidigitation, Inflict Minor Wounds, Mage Hand 1/day: Cure Light Wounds

Typical Wizard Spells Prepared: 3/3
0- Dancing Lights, Caltrops, Mage Hand,
1- Lesser Orb of Acid, Sleep, Color Spray

Witch Traits
Witches possess the following traits
-4 Str, -2 Dex -2 Con +2 Int +2 Wis, +2 Cha
Medium Size
Land speed of 30ft.
Spell-Like Abilities: they may choose 1 first and 3 zero level spells from the CORE Cleric, Wizard or Druid spell lists. The first level spell may be used 1/day per HD of the witch, the zero level spells may be used at will. Also, they may use detect magic and read magic at will.
+5 racial bonus to Craft (Alchemy), all knowledge skills and Spellcraft.
Spell Resistance equal to 10+level.
A witch may create magic items in 25% less time (this stacks with other such discounts to a maximum of 75%).
Automatic Languages: Common. Bonus Languages: Any
Last edited by Wiseman on Fri Jan 23, 2015 9:16 pm, edited 6 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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Cryonax

Post by Wiseman »

Cryonax
Alternative Names: Bringer of Endless Winter, Prince of Evil Ice Creatures, The Bleak Monarch
Symbol: Black Snowflake
Portfolio: Winter, Cold, Snow, The Plane of Ice
Domains: Conquest, Destruction, Entrapment, Evil, Hellrime, Slaughter, Tyranny, Winter
Image
Size/Type: Titanic Elemental (Cold, Evil, Extraplanar)
Hit Dice: 24d12+432 (720hp)
Initiative: +10
Speed: 200ft. Fly 200 ft. (perfect) Ice Glide 200ft.
Armor Class: 54
Base Attack/Grapple: +24/+79
Attack: Two Tentacles +51 (10d6+43+absolute zero+improved grab)
Full Attack: Six Tentacles +51 (10d6+43+absolute zero+improved grab)
Space/Reach: 100ft./100ft.
Special Attacks: Improved Grab, Spell-Like Abilities, Absolute Zero, Alter Reality
Special Qualities: Uttercold, Godlike, Walking Winter, Lord of Winter
Saves: Fort +40 Reflex +32 Will +38
Abilities: Str 80 Dex 30 Con 46 Int 40 Wis 40 Cha 46
Skills:
Feats:
Environment: Paraelemental Plane of Ice (Chiseled Estate)
Organization: Ice Age (Self plus any creatures the DM deems acceptable)
Challenge Rating: 24
Treasure: Anything the DM deems acceptable
Alignment: Neutral Evil
Advancement: -
Level Adjustment: -

Of all the Princes of Elemental Evil, Cryonax is the one who doesn’t really fit in. After all, he’s not an elemental lord, but a paraelemental lord. Yet he doesn’t fit in with those bashers either, since the rest or the paraelemental lords’re not nearly as powerful as him. Cryonax is more like the archomentals in that he’s a true force to contend with, and may even be another child of the Elder Elemental God (if a body believes that of any of the archomentals, that is). His plans include not only making the Paraelemental Plane of Ice as strong as the planes of the four base elements, but actually surpassing them in power, leaving Ice the mightiest force on the Inner Planes. A lofty goal indeed.

How can he plot such grandiose schemes? Well, for one thing, he has no direct foes. Imix and Olhydra hate each other, and Ogremoch and Yan-C-Bin are likewise enemies, though their hostility is not as vehement as that of the other pair. But Cryonax has no real opposing elemental force (Chilimba of Magma's power doesn't reach nearly as far) Furthermore, Cryonax has no opposing moral force – there is no Elemental Prince or Princess of Good Ice. No one knows exactly why this is, but it leaves the lord of Ice alone to shape his plans for ultimate domination.

Despite his brutish appearance, Cryonax is calm and collected, slow to anger or excitement. He is incredibly cunning, shocking those who mistake him for mere muscle. However this shouldn't be taken to mean he is weak. Cryonax is devastating in combat, ripping his enemies with his tentacles while ice spells sow havoc across the field.

Though as powerful as any of the primary Archomentals, Cryonax isn't well respected by them, due to Ice being 'merely' a Paraelement. However, Cryonax is perhaps the most ambitious and threatening of all Archomentals. Lacking any serious opposition, Cryonax rules the majority of his home plane, taken by brutal conquest. Most others who don't wish to live under his rule have been forced underground, living in hidden cities, camps, and villages, lest Cryonax find them and enslave them. However, his plans do not stop with his own plane. Cryonax desires to spread his control across the entire multiverse, entrapping it in an endless ice age where he reigns supreme.

Combat:

Absolute Zero (Ex): Cryonax does 20d6 cold damage to anything that comes into contact with him. Any creature who takes cold damage from Cryonax (whether this ability or another) must make a fort save (DC40) or become entangled. Entangled creatures who fail their saves become frozen solid and considered helpless.

Absorb Cold (Ex): Cryonax is healed by cold on a point for point basis.

Alter Reality (Sp): Cryonax has the ability to advance his portfolio. This is considered identical to the Wish spell, but may only be used to produce effects appropriate to Cryonax's portfolio or goals. Cryonax may only use this ability once per minute.

Cold Mastery (Ex): While both Cryonax and his opponent are in ice or snow, or in an environment with temperatures below freezing Cryonax gains a +3 bonus to attack and damage, has the Edge and his opponent takes a -3 penalty to attack and damage against him.

Improved Grab (Sp): If Cryonax hits with one of his tentacle attacks he may start a grapple as a free action (needing only one tentacle) that doesn't provoke attacks of opportunity. Should the grapple succeed, he establishes a hold and may constrict. Constricted creatures must make a fort save (DC40) or die, success causes them to take 20d6 bludgeoning damage.

Godlike: Although Cryonax is not a true deity, he has many of the powers of such. He can grant spells to clerics, and gives access to the Conquest, Destruction, Entrapment, Evil, Hellrime, Slaughter, Tyranny, and Winter domains. His favoured weapon is the Tentacle, and his portfilio is bring about an eternal, infinite ice age.

Additionally, Cryonax is immune to any attack that changes his form, mind-affecting effects, ability damage, ability drain and energy drain, antimagic effects and death effects (He may still alter his own form if he wishes).

Lastly, Cryonax can burn off some of his essence to stop magic dead in its tracks. As a free action that can be used outside of his turn, Cryonax can lose 10% of his max hit points (normally 72) to automatically counter any spell, supernatural ability or spell-like ability in Medium range, as if by greater dispel magic (although it can counter supernatural and spell-like abilities as if they were spells). This ignores temporary hit points, and can be used any number of times. For any ability with an ongoing or permanent duration, this merely suppresses it for 6 rounds.

Lord of Winter (Su): Cryonax is a primal force of Cold, and one of the greatest of his kind. As a result, he receives a +8 enhancement bonus to attack rolls and damage rolls, a +8 resistance bonus to all saves and a +6 deflection bonus to AC (already included in his statistics block). Cryonax also has maximum hit points per hit die.

Additionally, the Plane of Ice itself protects Cryonax from any attempt to scry on her. Anyone that uses a divination effect on Cryonax or the area within 1 mile of him must make a DC 40 Will save or become dazed for 1 round, and ending the effect automatically. Additionally, if the save is failed and Cryonax wishes it, he can use an immediate action to transport himself over to the location of the user of the divination effect, even if it is on a different plane.

Lastly, Cryonax's very presence is a blight on the surrounding area. He radiates a desecrate spell effect to a radius of twenty miles, and the innermost mile of this is subject to an unhallow effect instead, both at caster level 20th.

Piercing Cold (Ex): Cryonax ignores cold resistance and deals half-damage to creatures with immunity.

Spell-Like Abilities: All spells of his domains at will save for 8th level which are usable 2/day and 9th level which are usable 1/day. Fimbulwinter (maximum duration, and season may always be treated as winter and climate as cold), Limited Wish, Greater Teleport.

Uttercold (Ex): Anytime Cryonax deals cold damage he may opt to make half of that negative energy damage. Any creature who fails a save (Fort DC40) becomes fatigued (if the ability has it's own save use that instead).

Walking Winter (Su): The area within 1000 miles of Cryonax has it's temperature immediately drop down to Extreme Cold, The innermost 100 miles of this is Unearthly Cold, the innermost 20 miles of this becomes Cold Dominant (3d10 cold damage per round). The innermost mile of this area deals 10d10 cold damage per round. This is not subject to Cryonax's piercing cold ability.

Cryonax's Followers:
The majority of Cryonax's followers are Ice Paramentals, Qorrashi, Frost Giants, and other [Cold] creatures. However, he has a sizable following of others creatures. Aside from clerics, he counts Ice Mages and Cryomancers among his worshippers as well as numerous evil warriors who use cold and ice to fight with. Their goals tend to be the same as him, covering the entire multiverse in an endless ice age.
Last edited by Wiseman on Tue Mar 10, 2020 6:26 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.
radthemad4
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Post by radthemad4 »

I see no reason not to pick a Witch over any other race if I'm making any mental score based character. At least give them a racial HD and LA (without a level of casting) or make them fixed creatures that don't have a level of casting rather than a race.

Why a crafting time reduction though?
Last edited by radthemad4 on Wed Jan 07, 2015 7:55 pm, edited 5 times in total.
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Wiseman
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Post by Wiseman »

My mistake. They don't have a level of casting. The statblock is for a 1st level wizard.
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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