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Wiseman
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PostPosted: Tue May 09, 2017 3:04 am    Post subject: Reply with quote Add User to Ignore List

Assassin Devil (Dogai)

Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 11d8+55 (120hp)
Initiative: +14
Speed: 70ft. Fly 60ft. (Perfect)
Armor Class: (+10 dex, +8 shadow armor, +3 natural)
Base Attack/Grapple: +11/+16
Attack: Shadow Sword +25 (2d6+14)
Full Attack: Shadow Sword +25/+20/+20 (2d6+14)
Space/Reach: 5ft./5ft.
Special Attacks: Shadow Sword, Shadow Cloak, Shadow Leap, Assimilate, Spell-Like Abilities
Special Qualities: Improved Evasion, See in Darkness, Sneak Attack 5d6, Death Attack, Weapon Finesse, Immunity to Acid, Electricity and Sonic, DR15/Good and Chaotic, Deception, Uncanny Dodge,
Saves: Fort +12 Reflex +17 Will +10
Abilities: Str 20 Dex 30 Con 20 Int 20 Wis 16 Cha 24
Skills: Hide +24, Move Silently +24, Sleight of Hand +24, Spot +17, Listen +17, Bluff +21, Diplomacy +21, Sense Motive +17, Tumble +24, Knowledge (The Planes) +19, Intimidate +21, Balance +24, Disable Device +24
Feats: Improved Initiative, Track
Environment: Nine Hells of Baator
Organization: Solitary, Pair or Squad
Challenge Rating: 11
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: By Class Level (Favored Classes: Ninja and Rogue)
Level Adjustment: +0

Assassin devils are employed to hunt down the enemies of hell, and do away with them silently and without notice. They are also capable of infiltrating organizations due to their ability to absorb the memories of those that they kill, perfectly mimicking their mannerisms and actions.

Despite being employed by hell, a few in the know realize they are not actually Baatezu, nor Kyton. It's heavily theorized that they are one of the remnants of the precursor devils to the Baatezu, of whom few examples of their kind remain.

Deception (Ex): If a Dogai would be affected by anything that varies based on the alignment of those it affects Dogai is affected in the most favorable way possible to it. For example it would not register as evil to a detect evil spell if it did not want to.

Shadow Sword: As a free action, a Dogai may create of sword made of shadows in it's hand. This weapon has a +4 enhancement bonus by default and any one non-epic weapon property of the Dogai's choice. All attacks with this weapon are touch attacks and are capable of striking incorporeal opponents normally.

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

Shadow Leap (Su): While not on the Plane of Shadow, a Dogai 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.

Death Attack (Su): By studying a creature for 3 rounds while that creature is flatfooted against them, they may then make a melee attack against that creature. If successful, that creature must make a Fort Save (DC25 or die).

Assimilate (Su): Upon killing a creature, the Dogai may elect to absorb all it's memories and knowledge, as per brain spider. Technically it gets a will save (DC22) but since a dropped creature is considered "willing" this isn't likely to come up. As a result of this, the Dogai receives no penalty for disguising itself as a different gender, race or age. Onlookers do not receive a bonus to their check for familiarity to see through a Dogai's disguise of an assimilated creature.

Master of Deceit (Ex): True seeing does not automatically see through a Dogai's illusions and shapeshiftings. In the case of an illusion they instead recieve 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: Deeper Darkness, Blacklight, Shadow Evocation, Spider Climb, Shadow Conjuration, Creeping Darkness, Prestidigitation, Polymorph Self, Unholy Blight, Orders Wrath, Telekinisis, Veil, Persistent Image, 3/day: Dimension Door, Minor Wish, 1/day: Permanent Image, Greater Shadow Evocation, Greater Shadow Conjuration, Black Chains of Durance

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

Uncanny Dodge (Ex): As a Rogue of their level.
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Joined: 09 Mar 2012
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PostPosted: Tue May 09, 2017 3:09 am    Post subject: Reply with quote Add User to Ignore List

Erinyes

Size/Type: Medium Outsider (Baatezu, Extraplanar, Evil, Lawful)
Hit Dice: 8d8+40 (100hp)
Initiative: +7
Speed: 60ft. Fly: 60ft (Perfect), Swim: 60ft
Armor Class: 27 (+3 dex in armor, +8 adamantine breastplate, +6 adamantine shield, +1 natural)
Base Attack/Grapple: +8/+15
Attack: +3 Speed Snake Sword (Blade) +20/+20/+15 (1d8+10) or +3 Speed Composite Longbow +20/+20/+15 (1d8+10) +3 Speed Snake Sword (Whip) +20/+20/+15 (1d6+10)
Space/Reach: 5ft./5ft (15 feet with whip)
Special Attacks: Whip it Good, Spell-Like Abilities, Aura of Cold Logic
Special Qualities: Immunity to Cold, Fire and Poison, Resistance to Acid 15, SR18, DR10/Good or Chaotic or Silver, See in Darkness, Telepathy 100ft.
Saves: Fort +11 Reflex +13 Will +10
Abilities: Str 24 Dex 24 Con 20 Int 16 Wis 18 Cha 20
Skills:
Feats: Weapon focus, Power Attack, Point Blank Shot, Bat Out of HellB
Environment: Nine Hells of Baator
Organization: Solitary
Challenge Rating: 8
Treasure: Standard + 2 Potions of Cure Serious Wounds
Alignment: Always Lawful Evil
Advancement: By Class Level (Favored Classes: Fighter and Rogue)
Level Adjustment: +0

Erinyes are the multi-purpose solders of hell, capable of fighting in a wide variety of environments, and having the ability to employ multiple forms of combat. They can serve as scouts, front line troops, assassins, agents, special ops and tacticians among a variety of other roles. The erinyes are empleyed against a wide variety of opponents, against the demons in the blood war, and against celestial strike forces invading hell. Though not as skilled as their counterpart, the succubus, erinyes make passable infiltrators, seducers and manipulators, and many corruptions and falls to darkness owe their success to the efforts of an erinyes.

Combat:

Cool Whip (Ex): An Erinyes is innately proficient with the Snake-Sword. They may switch between it's forms as a free action, and it does not jam on a natural 1.

Boost Weapon (Su): As a swift action, an Erinyes can add an enchantment to any weapon it wields. It may select one weapon property to impart onto any weapon it wields. (The benefits this are not factored into the stat block.)

Aura of Cold Logic (Su): An Erinyes’ aura of cold logic deals 8 points of cold damage each turn, operates out to 45 feet, and has a save DC of 20.

Magitech Training: Although they prefer their longbows, Erinyes are naturally proficient with any weapon with 'hellfire' in its name.

Maneuver Like Abilities: Aeriel Evasion (Counter), Boa Strike (Strike), Introduction to Dirt (Strike), Dance of Chains (Counter), Red Cyclone (Strike), Decoy Chaff (Counter), High Ground Low Blow (Strike)

Spell-Like Abilities: Constant: Detect Lies, At Will: Chill Touch, Prestidigitation, Greater Teleport (Self + Objects carried only), Detect Thoughts, Polymorph Self, Vampiric Touch, Produce Flame, 3/day: Ruin Delvers Fortune, 1/day: Unholy Blight, Orders Wrath, Charm Monster, Fear, Hold Monster, Minor Wish

Summon: 1/day an Erinyes can attempt to summon 1d4 lesser CR'd devils with a 75% chance of success, or an equal CR'd Devil with a 100% chance of success.
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PostPosted: Tue May 09, 2017 3:19 am    Post subject: Reply with quote Add User to Ignore List

Mercane

Size/Type: Large Outsider (Extraplanar)
Hit Dice: 11d8+44 (100hp)
Initiative: +5
Speed: 60ft. Fly 60ft. (Perfect)
Armor Class: 30 (+5 dex, +7 deflection, +8 natural)
Base Attack/Grapple: +8/+11
Attack: By Spell
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Spell-Like Abilities, Transaction,
Special Qualities: SR21,
Saves: Fort +11 Reflex +12 Will +13
Abilities: Str 16 Dex 20 Con 18 Int 24 Wis 22 Cha 24
Skills:
Feats: Extend Spell, Empower Spell, Heighten Spell,
Environment: Any
Organization: Solitary
Challenge Rating: 11
Treasure: N/A
Alignment: Usually Lawful Neutral
Advancement: By Class Level (Favored Classes: Wizard and Rogue)
Playability: Not recommended.

Mercane are spirits of trade and business, and travel the multiverse offering their services in exchange for payment from others. As their abilites are valued (and there's nothing to actually steal from them) they are generally quite welcome to travel wherever they wish.

The Mercane reside in their own demiplane, a grand city known as Union which is a trade hub of the multiverse. It would rival Sigil were it not more difficult to reach.

Combat:

Mercane are not built for combat, and as soon as they are threatened, will typically flee using whatever means available to it. It will only fight back when cornered, and only until an avenue for escape appears.

Eye for Value (Ex): A Mercane automatically knows the value of any object can see, knowing what price it would fetch buying or selling with any vendor and currency it is aware of. (In essence, automatically succeeding on it's appraise check.) They automatically identify any magic item and it's effects, as if through Analyze Dweomer. This ability does not function on artifacts.

Transaction (Su): A Mercane can create any item out of thin air, provided it is given the proper payment. For example, by being offered 2200 gp, a Mercane could create a ring of feather falling. It is also amenable to being paid in planar currency or bartering though it will typically begin haggling for better prices when bartering. A Mercane cannot pay itself to activate this ability, nor can another Mercane pay it (and it's not usually interested in obtaining items for itself anyways, only caring about the trade and the accumulation of wealth).

Spells: A mercane casts spells as a 10th level wizard.

Spell-Like Abilities: Constant: Greater Arcane Sight, True Seeing, Mind Blank, At Will: Persistent Image, Detect Magic, Read Magic, Greater Teleport (Self plus objects carried only), Planeshift (Self plus objects carried only)
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PostPosted: Tue May 09, 2017 3:53 am    Post subject: Reply with quote Add User to Ignore List

Hellfire Engine

Size/Type: Macro-Tiny Construct (Evil, Extraplanar, Lawful)
Hit Dice: 20dX (800hp)
Initiative: +5
Speed: 100ft. Fly: 300ft (Good) 5000ft. (Clumsy)
Armor Class: HAHA no
Base Attack/Grapple: +15
Attack: See Below
Full Attack: See Below
Space/Reach: 500ft./200ft.
Special Attacks: Annihilation Cannon, Apocalypse Rain, Wave of Damnation, Meteor of Spite, Special Beam Cannon,
Special Qualities: Immunity to Fire and Electricity, SR35, See in Darkness, Blindsight 200ft.
Saves: Fort +40 Reflex +11 Will -
Abilities: Str (See below) Dex 20 Con - Int 1 Wis 12 Cha 1
Skills: -
Feats: -
Environment: Nine Hells of Baator
Organization: ...
Challenge Rating: 20
Treasure: -
Alignment: Always True Neutral
Advancement: -
Level Adjustment: -

Standing at roughly 500 feet tall, the hellfire engine is one of the most awesome, terrifying and deadly innovations of Baator. This machine is part automaton, part giant mecha, capable of laying armies to waste in an instant and felling fortresses in a single attack.

If it has not yet made the rest of the multiverse quake in terror that's simply because they are a recent invention and there aren't that many of them yet. Their construction is extremely costly, requiring immense amounts of souls, magical reagents, and raw mystical power.

Combat:

Giant Mecha: The Hellfire engine is capable of acting on it's own, but it's designed to be piloted by a crew. The Hellfire engine can be crewed by up to four beings of small to huge size, and may take a standard action on all their initiative counts as well as a move action 1/round. If in automaton mode, it may only act on it's own initiative count and take actions normally.

Juggernaut: The Hellfire Engine is nigh-unstoppable when it moves. It may freely enter and move through the spaces of creatures at least 3 size categories smaller than it without provoking attacks of opportunity or stopping, and they are automatically overrun, taking 20d6 damage that is simultaneously slashing, bludgeoning, and piercing. They must make a fort save (DC33) or fall prone as well.

Hellfire: Hellfire is the wicked flame of hate and sorrow that burns away at the very soul. It ignores all resistance or immunity. Any creature with a soul (or equivilent in the case of outsiders and elementals) who suffers damage from hellfire suffers a negative level, even undead. Especially undead. In fact, hell with it, incorporeal undead take 2 negative levels!

Arsenal: The Hellfire engine has a wide arsenal of attacks. Each is by default a standard action to use. Once an ability is used it cannot be used again in the same round with the exception of Channel Magic.
Annihilation Cannon: Everything within a 1000ft. long, 35 foot wide beam is subject to a disintegration effect (DC33). At the end of the line, or at any point, the beam may explode into a 100ft. wide burst. Creatures in both areas aren't affected twice.
Apocalypse Rain: The Hellfire Engine can fire a barrage of 20 missiles anywhere within 1200 feet. Each missile explodes in a 50ft. burst dealing 20d6 hellfire damage (Reflex DC33 half). Damage overlaps instead of stacks, meaning that hitting a creature multiple times only forces it to make multiple saves.
Wave of Damnation: The Hellfire Engine can breathe hellfire in an 800ft. cone, dealing 200 hellfire damage (reflex DC33 half).
Meteor of Spite: The Hellfire Engine strikes with it's fists anywhere within it's reach. This deals 30d6 damage that is simultaneously slashing, bludgeoning, and piercing, as well as 10d6 extra hellfire damage in a 60ft. radius area. All creatures within another 60 feet of the affected area suffer the 10d6 hellfire damage as well as being affected by the violent thrust effect of telekinisis with no weight limit (will DC33 to negate). The entire area is also affected by an Earthquake. Creatures in the first 60 feet may make a reflex save (DC33) if successful, they are instead affected as if in the secondary area (no save).
Special Beam Cannon: The Hellfire Engine (using copied technology), can project a beam in a 1000ft. long, 5-25 foot wide line that causes one of the following effects: Petrified, Blinded (permanately), Confused (20 rounds), Panicked (20 rounds), Dazed (1 round), Calm Emotions (20 rounds), Plane Shifted. A DC33 will save negates the effects.
Channel Magic: A creature piloting the Hellfire Engine can channel it's instantenous spells, spell-like, psionic, or psi-like abilities with the following areas [burst, cone, spread, cylinder, cube, line] through the hellfire engine. The effects area becomes one of the following: 100ft. burst anywhere within 2000 feet or 800ft. cone or 1000ft line with up to 15 foot width or 100ft. emanation centered on the Hellfire Engine that lasts for 1 round. Any save DC's or effects use the creatures stats. The creature channeling the ability takes 1 point of damage that bypasses any damage reduction, regeneration or immunity.

Scanners: The Hellfire Engine is under a constant Detect Alignment, Detect Magic, Scan, True Seeing and Greater Arcane Sight effects that go out to long range. It acts as if wearing goggles of X-Ray vision with the range equal to line of sight (though the penetration distance remains the same. All information from these effects is relayed to it's pilots.

Destroyer of Fortifications: The Hellfire Engine ignores all damage reduction save DR/Epic, bypasses any regeneration, and deals full double damage to objects. Whenever the Hellfire Engine moves on the ground, for every 5 feet it may cause an earthquake, with double the area.

Indomitable: The Hellfire Engine is treated as an object with Hardness 50 for the purposes of damage being dealt to it. It is immune to critical hits, and immune to any effects that bypass immunity to critical hits. The Hellfire engine is immune to all effects with a fort save unless they effect objects (and is assumed to have a +35 bonus to such saves), immunity to all effects with will saves entirely, and is under a permanent Freedom of Movement. The Hellfire Engine is immune to ability damage and drain. It's body is made of Vile Platinum.

Fuck Hit Dice: I don't feel like doing a bunch of complicated math for this and trying to balance Hit Die with (even harder than Con) the fucking HP/Size rules for constructs with no Con score. So again, fuck it. It has 800 hp. Deal.

Death Throes: Upon being destroyed, the Hellfire Engine self-destructs, creating an explosion dealing 100 hellfire damage in a 300ft. burst. Reflex DC33 half.

Eject: As a free action usable out of turn, a pilot may eject from the Hellfire Engine, propelled anywhere within 1 mile. This happens automatically just before the Hellfire Engine self destructs.

Creating a Hellfire Engine
A hellfire engine is formed from 1 million pounds of Vile Platinum, and brought to life by 150,000gp worth of planar currency, at least 50,000gp of which must be from souls, 50,000gp worth of Concentration, and at least 25,000gp worth of Liquid Pain extracted from Celestials. The creator must be at least CR20.
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PostPosted: Thu Aug 10, 2017 3:09 am    Post subject: Malboro Reply with quote Add User to Ignore List

Malboro

Size/Type: Large Plant
Hit Dice: 11d8+132 (200hp)
Initiative: +7
Speed: 30ft.
Armor Class: 26 (+7 dex, +10 natural, -1 size)
Base Attack/Grapple: +8/+23
Attack: Bite +15 (2d6+4d6[acid]+11) and 2 Vines +10 (1d8+11+improved grab)
Space/Reach: 10ft./10ft.
Special Attacks: Bad Breath, Spell-Like Abilities
Special Qualities: Immunity to Acid, Immunity to Poison, Medium Fortification, All-Around Vision, Wilderness Stride, Regeneration 5/Fire
Saves: Fort +19 Reflex +10 Will +8
Abilities: Str 25 Dex 24 Con 34 Int 2 Wis 20 Cha 22
Skills: Hide +14
Feats: Weapon Focus, Toughness, Binding Growth
Environment: Forests and Jungles
Organization: Solitary, Pair, or Garden (3-12)
Challenge Rating: 11
Treasure: Standard
Alignment: Usually Neutral
Advancement: Malboro King
Playable: No

Being a hideous creature with brownish-green mottled skin, and writhing tentacles. It eats only of flesh, drawing no sustenance from photosynthesis as common plants do. Favoring stealth, it approaches its prey in silence, then strikes without warning, swallowing its victim whole. Its maw is filled with powerfully acidic saliva, and breathing the miasma that is its foul breath causes poisoning and madness. The question of how exactly malboros produce their infamous bad breath has puzzled researchers for generations. A situation made all the more frustrating by the knowledge that understanding the production process would be the first step toward creating a neutralizing agent, not to mention adapting the stench for military use. However, years of painstaking inquiry have revealed only that the noxious fumes emanate from the foul liquid that constitutes the creature's saliva: a substance which can be manufacted by no means known to Man.

Combat:

Bad Breath (Ex): The malboro may breathe a foul gas in a cone out to close range (80ft.) All creatures in this area must make a fort save (DC27) or become permanently blinded, confused for 5 minutes, slowed for 5 minutes, stunned for 2 rounds, dazed for 1 round, silenced for 5 minutes, poisoned (1con/round for one minute after which make a second save or fall asleep), sickened for 30 minutes, Migraned for 30 minutes, Numbed for 1 minute, nauseated for 5 rounds, and exhausted. Once used, this breath weapon cannot be used in the following round.

Spell-Like Abilities (Ex): At Will: Plant Growth, Entangle 1/day: Wall of Thorns

Treasure
Completed phase three of inquiry into the nature of putrid breath. Unable to annul stench, though have developed several deodorant solutions of passable strength, and three fragrances withal, such as may be marketable with further refinement. Indeed, three of my most experienced researchers have joined a small venture marketing these scents, and so spend their days mixing, culling, and sniffing. They have even achieved some measure of financial success with a particular fragrance derived from putrid liquid, the public being none the wiser! I know not if I will see them in my laboratory again. - Research notes, page 7

From a fresh (under 24 hours dead) malboro corpse, venom can be extracted from the body with 5 minutes and a DC22 craft alchemy check. Afterwards, with an hour of work and another DC22 craft alchemy check, a putrid liquid may be created. Upon consuming the foul-tasting liquid like one would a potion, any conditions that can be caused by the Malboro's bad breath are cured (they don't have to originate from the Bad Breath ability). They also perversely exude a pleasant scent, granting them +2 to diplomacy and bluff checks against any creature with a sense of smell. If the venom is not processed or preserved within 24 hours it decays and becomes useless.

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PostPosted: Thu Aug 10, 2017 4:05 am    Post subject: Bomb Reply with quote Add User to Ignore List

Bomb

Size/Type: Small Elemental (Fire)
Hit Dice: 4d12+4 (30hp)
Initiative: +3
Speed: Fly 30ft.
Armor Class: 15 (+1 size, +3 dex, +1 natural)
Base Attack/Grapple: +4/-1
Attack: Ram +7 melee touch (2d6[fire])
Space/Reach: 5ft./5ft.
Special Attacks: Death Throes, Explode, Spell-Like Abilities
Special Qualities: Absorb Fire, Elemental Traits
Saves: Fort +1 Reflex +7 Will +1
Abilities: Str 8 Dex 16 Con 13 Int 1 Wis 10 Cha 18
Skills: -
Feats: -
Environment: Any
Organization: Solitary, Pair, or Cluster (3-50)
Challenge Rating: 4
Treasure: N/A
Alignment: Usually Neutral
Advancement: -
Playable: No

Being a bomb built as a weapon of war, augmented by infusions of Mist. Its explosive power is many times that of regular bombs, releasing Mist from its body in a devastating shock wave. Though possessed of a particularly evil smile, this fiend has no thoughts as such, its expression being crafted as a means to threaten foes and harm morale. There is a tale sometimes told of a great battle that took place in a land of deep snows, a conflict between invader and invaded. Though the invaders took the day, too weary were they to take their leave of the battlefield, for the snow was very deep, and the footing treacherous. And so snows came in the night, killing the invaders as they slept. Of those who fought in that battle, only one man, a villager, survived to make the journey home. Finding a bomb fragment from one of invaders' cruel weapons, he used its fire to set light to the bodies of both friend and foe, and by that warmth did he cling to life, and by that glow did he mend his wounds.

Combat:
Bombs are fairly simple creatures. When not under the direction of a mage, they tend to wander about the area they were left last, and are hostile to displays of magic.

Death Throes (Ex): Upon it's death, a Bomb explodes, dealing 1d6/CR (normally 4d6) fire damage in a 20ft. burst (reflex DC16 half).

Explode (Ex): As a standard action, a Bomb can self-destruct. If it does this, the save DC is boosted by 2.

Absorb Fire: A bomb is healed by fire damage on a point-for-point basis.

Spell-Like Abilities: Constant: Detect Magic

Creating a Bomb:
With a Fire Gem, 8 hours of work, a DC20 Craft (alchemy) check, and access to an alchemical lab, creature capable of using Supernatural, Spell-Like, Psi-like, Psionic or Spellcasting abilities may create 10 bombs under their control. Should the creator perish, the bombs are freed. Should the creator be returned to life, control of the bombs is not reestablished.

Variant Bombs: There are methods to creating different types of bombs.

Ice Bomb:
Ram and explosion deals cold damage. [Cold and Water] Subtypes. Healed by Cold. Created with Water Gems.

Acid Bomb:
Ram and explosion deals acid damage. [Earth] Subtype. Healed by Acid. Created with Earth Gems.

Thunder Bomb:
Ram and explosion deals electricity damage. [Air] Subtype. Healed by Electricity. Created with Air Gems.

Life Bomb:
Ram and explosion deals positive energy damage (healing living creatures and harming undead. Created with Positive Gems.

Death Bomb:
Ram and explosion deals negative energy damage (healing undead and harming living creatures). [Negative] Subtype. Created with Negative Gems.
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PostPosted: Tue Aug 22, 2017 7:55 am    Post subject: Reply with quote Add User to Ignore List

Behemoth Brute

Size/Type: Large Outsider
Hit Dice: 14d8+182 (250hp)
Initiative: +10
Speed: 60ft. Climb: 60ft.
Armor Class: 36 (+10 dex, +17 natural, -1 size)
Base Attack/Grapple: +14/+33
Attack: +5 Speed Earthshaker Giant Blade +33/+33/+28/+28 (6d6+37) and Crush Claw +33 (2d6+20) and Venom Fang +33 (3d6+27) and Tail Smash +33 (3d6+27)
Space/Reach: 10ft./10ft. (15ft. with blade and tail)
Special Attacks: Spell-Like Abilities, Maneuver Like Abilities, Breath Weapon, Crush Claw, Venom Fang, Tail Smash,
Special Qualities: Acid, Cold, Fire, Light, Electricity, and Sonic resistance 30, Spell Resistance 23, DR30/-, Immunity to Stunning, Mind Affecting, and Fear, Scent 60ft., Heavy Fortification, Resistance +5
Saves: Fort +26 Reflex +23 Will +21
Abilities: Str 40 Dex 30 Con 36 Int 10 Wis 26 Cha 30
Skills: Intimidate +27
Feats: Bleeding Strike, Power Attack
Environment: Prime Material Plane
Organization: Solitary, Pair, or Force (3-12)
Challenge Rating: 14
Treasure: Double Standard + Behemoth Steak
Alignment: Usually Evil (any)
Advancement:
Playable: Yes

Being a giant lord of darkness, fashioned by the gods during the creation of heaven and earth. Its muscles are hard as steel, and its bones are made of bronze. Originally appearing as a great ox, the souls of the many warriors it killed in battle have altered its form forever. This diet of death has added to it skill in combat withal, as it draws strength and knowledge from the warrior-souls imprisoned within its veins.

Combat:

If you've confidence in your abilities as an adventurer, it's said the behemoth is the perfect test of one's mettle. Should you defeat one, your confidence with grow still further, and the vitality you gain by consuming a behemoth steak will help you to yet greater feats. In this world where the strong eat of the weak, there can be no mistaking but that this is the true path of those who would succeed.

Monkey Grip (Ex): The Behemoth Brute may wield a two-handed weapon in one hand, although they are still treated as using both hands for all beneficial effects. If they actually wield the weapon in two hands, they add twice their strength to damage.

Oversized Weapon (Ex): The Behemoth Brute may wield a weapon one size category larger than normal for it without penalty.

Crush Claw (Ex): The Behemoth's claws tear through defenses. Any creature struck by one has either it's armor or natural armor bonus reduced by 4 (behemoth's choice with each attack). With worn armor, this can be repaired with an hour of work and a craft DC equal to the DC to make the item. With innate armor, or natural armor, this is treated as ability damage, and healed as such (1 AC point equaling 1 ability damage point). If the armor or natural armor comes from a spell or temporary effect it is automatically dispelled or ended. If it comes from a magic item the item ceases to function, until a Knowledge (Arcana/Religion/Nature/Psionics) check (DC32) is made.

Venom Fang (Ex): The Behemoth's bite is toxic, injecting it's victim with a poison dealing 1 con damage per round for 1 minute (Fort DC32 negates), after which it make another save or be paralyzed for 1 hour.

Tail Smash (Ex): The behemoth's tail ignores all hardness and DR save DR/epic. Any creature struck must make a fort save (DC32) or be stunned for 1 round and knocked prone. Creatures immune to stunning are dazed instead.

Breath Weapon (Su): The behemoth may breath energy in a cone out to close range dealing 14d10 damage of it's choice of Fire, Cold, Electricity, Light, Sonic, or Acid, with a reflex save (DC27) for half damage. Once used, this cannot be used again for 1d4 rounds.

Spell-Like Abilities: Constant: Speak With Animals, Detect Magic, At Will: Rage, Empowered Chain Lightning, Explosive Ur Fireball, Ur Cone of Cold, True Seeing, Dimension Door, Telekinesis, Slow, 3/day: Fear, 1/day: Meteor Swarm

Maneuver-Like Abilities: Lunar Strike (Strike), Night Howl (Strike), Crimson Moon Fang (Strike), Anger Overwhelming (Stance), Pressing Wall (Strike), Devil in the Mirror (Boost), Penumbra of Destruction (Strike) Comet Crush (Strike), Madness in the Soul (Boost), Primal Bloodlust (Stance),
With a minute of concentration, all spent maneuvers may be recovered.

Treasure

From the remains of a behemoth have enough meat to produce one behemoth steak. Preparing and eating this steak (1 hour to cook, 1 minute at minimum to eat) permanently increases the eaters hit points by 1.

Alternately, with an hour and a DC25 craft (alchemy) check, a behemoth steak can be used to create a drought that creates the effects of a Heal spell on the drinker (caster level 10th).
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Last edited by Wiseman on Wed Sep 13, 2017 7:29 pm; edited 1 time in total
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JonSetanta
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Joined: 07 Mar 2008
Posts: 5073
Location: interbutts

PostPosted: Mon Aug 28, 2017 11:36 am    Post subject: Reply with quote Add User to Ignore List

I like the Bomb. Very well done. Simple.
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