The New/Redone Monsters Thread
Moderator: Moderators
Assassin Devil (Dogai)
Size/Type: Medium Outsider (Baatorian, Evil, Extraplanar, Lawful)
Hit Dice: 11d8+55 (100hp)
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, Disease, Electricity, Force, and Poison, Resist Fire and Cold 20, 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, 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, known only as the Baatorians, of whom few examples of their kind remain.
Combat:
A Dogai's primary advantage is it's stealth and deception abilities. It prefers to attack from places of shadow and concealment, utelizing it's sneak attack and death attack abilities.
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, Major Image, Greater Teleport (Self+Objects carried only), 3/day: Minor Wish, 1/day: Persistent 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.
Size/Type: Medium Outsider (Baatorian, Evil, Extraplanar, Lawful)
Hit Dice: 11d8+55 (100hp)
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, Disease, Electricity, Force, and Poison, Resist Fire and Cold 20, 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, 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, known only as the Baatorians, of whom few examples of their kind remain.
Combat:
A Dogai's primary advantage is it's stealth and deception abilities. It prefers to attack from places of shadow and concealment, utelizing it's sneak attack and death attack abilities.
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, Major Image, Greater Teleport (Self+Objects carried only), 3/day: Minor Wish, 1/day: Persistent 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.
Last edited by Wiseman on Thu Feb 21, 2019 8:47 pm, edited 4 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
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) or +3 Speed Snake Sword (Whip) +20/+20/+15 (1d8+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., Trapfinding
Saves: Fort +11 Reflex +13 Will +10
Abilities: Str 24 Dex 24 Con 20 Int 18 Wis 18 Cha 20
Skills: Hide +18, Move Silently +18, Spot +15, Listen +15, Search +15, Bluff +16, Sense Motive +15, Diplomacy +16, Disable Device +18, Knowledge (The Planes) +5, Survival +15, Concentration +16, Tumble +17
Feats: Weapon focus, Power Attack, Point Blank Shot, Bat Out of HellB, TrackB
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.
Whip it Good (Ex): An Erinyes is automatically proficient with any sort of "whip" weapon. When using one, they can deal lethal damage and regardless of armor or natural armor, do not provoke attacks of opportunity for using one, and threaten every square in their reach.
Boost Weapon (Su): As a swift action, an Erinyes can add an enchantment to any weapon it wields. It may select one non-epic 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.
Trapfinding: As the Rogue.
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, Arcane Mark, Vampiric Touch, Produce Flame, Invisibility,
1/Minute: Telekinesis, Ruin Delvers Fortune, Major Image,
1/Hour: Unholy Blight, Orders Wrath, Charm Monster, Fear, Hold Monster
1/Day: Minor Wish
Summon (Sp): 1/day an Erinyes can attempt to summon 1d4 lesser CR'd devils with a 100% chance of success, or an equal CR'd Devil with a 75% chance of success. This is the equivilent of a 4th level spell.
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) or +3 Speed Snake Sword (Whip) +20/+20/+15 (1d8+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., Trapfinding
Saves: Fort +11 Reflex +13 Will +10
Abilities: Str 24 Dex 24 Con 20 Int 18 Wis 18 Cha 20
Skills: Hide +18, Move Silently +18, Spot +15, Listen +15, Search +15, Bluff +16, Sense Motive +15, Diplomacy +16, Disable Device +18, Knowledge (The Planes) +5, Survival +15, Concentration +16, Tumble +17
Feats: Weapon focus, Power Attack, Point Blank Shot, Bat Out of HellB, TrackB
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.
Whip it Good (Ex): An Erinyes is automatically proficient with any sort of "whip" weapon. When using one, they can deal lethal damage and regardless of armor or natural armor, do not provoke attacks of opportunity for using one, and threaten every square in their reach.
Boost Weapon (Su): As a swift action, an Erinyes can add an enchantment to any weapon it wields. It may select one non-epic 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.
Trapfinding: As the Rogue.
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, Arcane Mark, Vampiric Touch, Produce Flame, Invisibility,
1/Minute: Telekinesis, Ruin Delvers Fortune, Major Image,
1/Hour: Unholy Blight, Orders Wrath, Charm Monster, Fear, Hold Monster
1/Day: Minor Wish
Summon (Sp): 1/day an Erinyes can attempt to summon 1d4 lesser CR'd devils with a 100% chance of success, or an equal CR'd Devil with a 75% chance of success. This is the equivilent of a 4th level spell.
Last edited by Wiseman on Tue Feb 05, 2019 8:46 pm, edited 7 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
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, See Invisibility,
At Will: Persistent Image, Detect Magic, Read Magic, Greater Dispel Magic, Detect Lies, Greater Teleport (Self plus objects carried only), Planeshift (Self plus objects carried only)
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, See Invisibility,
At Will: Persistent Image, Detect Magic, Read Magic, Greater Dispel Magic, Detect Lies, Greater Teleport (Self plus objects carried only), Planeshift (Self plus objects carried only)
Last edited by Wiseman on Thu Feb 14, 2019 7:58 pm, edited 2 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
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.
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.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
Malboro
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.[/b]
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.[/b]
Last edited by Wiseman on Thu Aug 24, 2017 3:37 am, edited 3 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
Bomb
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.
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.
Last edited by Wiseman on Thu Feb 14, 2019 8:05 pm, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
Behemoth Brute
Size/Type: Large Spirit
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, Mettle
Saves: Fort +26 Reflex +23 Will +21
Abilities: Str 40 Dex 30 Con 36 Int 16 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. A fell creature, some calling it the 'Lord of the Beasts' for its vicious temperament and snarling, lightning-fast manner of attack. 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. A giant entity with the power to cross the divide between this world and the spirit world.
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, Plane Shift (self+objects carried only)
3/day: Fear,
1/day: Meteor Swarm
Psi-Like Abilities: At Will: Energy Current, Energy Bolt, Energy Wall, Energy Ray
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).
Size/Type: Large Spirit
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, Mettle
Saves: Fort +26 Reflex +23 Will +21
Abilities: Str 40 Dex 30 Con 36 Int 16 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. A fell creature, some calling it the 'Lord of the Beasts' for its vicious temperament and snarling, lightning-fast manner of attack. 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. A giant entity with the power to cross the divide between this world and the spirit world.
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, Plane Shift (self+objects carried only)
3/day: Fear,
1/day: Meteor Swarm
Psi-Like Abilities: At Will: Energy Current, Energy Bolt, Energy Wall, Energy Ray
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).
Last edited by Wiseman on Thu Feb 14, 2019 8:18 pm, edited 4 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
- JonSetanta
- King
- Posts: 5579
- Joined: Fri Mar 07, 2008 7:54 pm
- Location: interbutts
I like the Bomb. Very well done. Simple.
The Adventurer's Almanac wrote: ↑Fri Oct 01, 2021 10:25 pmNobody gives a flying fuck about Tordek and Regdar.
Nigawarai
Size/Type: Medium Fey (Youkai)
Hit Dice: 3d6+3 (15hp)
Initiative: +3
Speed: 30ft.
Armor Class: 14 (+3 dex, +1 natural)
Base Attack/Grapple: +1/+2
Attack: 2 claws +4 (1d6+3+poison)
Space/Reach: 5ft./5ft.
Special Attacks: Aura of Displeasure, Poison, Spell-Like Abilities
Special Qualities: Fey Traits
Saves: Fort +1 Reflex +6 Will +4
Abilities: Str 14 Dex 17 Con 12 Int 10 Wis 12 Cha 14
Skills: Hide +11, Move Silently +11, Sleight of Hand +9, Bluff +8, Survival +7, Disable Device +9
Feats: Stealthy, Ability Focus (Aura)
Environment: Any Land or Underground
Organization: Solitary
Challenge Rating: 3
Treasure: Standard Coins, Standard Goods, No items
Alignment: Usually Chaotic Evil
Playable: Yes
A youkai that feeds of arguments, conflict and discomfort among others, it's name meaning "bitter smile". To this end, they use their abilities to weaken the bonds between friends and families.
Combat:
A Nigawarai's primary goal is to feed, and despite loving to cause conflict in others, avoids getting involved itself, when possible.
Poison: Injury, DC12, Primary Damage: 1d4 Dex, 1d4 Cha, Secondary Damage: Paralysis 10 minutes
Aura of Displeasure (Su): A Nigawarai projects an aura of displeasure out to medium range around itself. All creatures in this area who fail a will save (DC15) have their disposition to others around them drop by one step (to a minimum of hostile) and cannot benefit from flanking or aid another bonuses. All attempts at Diplomacy take a -10 penalty. A successful save renders one immune to this particular Nigawarai's aura for 24 hours.
Spell-Like Abilities: At Will: Invisibility, Disguise Self, 1/hour: Detect Thoughts, Gaseous Form
Treasure
A Nigawarai's claws, ground up in a process requiring 1 hour DC12 Craft (Alchemy) or Craft/Profession (Culinary) check can create a medicine that when drunk like a potion cures the sickened and nauseated conditions (in the case of nauseated, the drinker may spend their move action to do so).
Size/Type: Medium Fey (Youkai)
Hit Dice: 3d6+3 (15hp)
Initiative: +3
Speed: 30ft.
Armor Class: 14 (+3 dex, +1 natural)
Base Attack/Grapple: +1/+2
Attack: 2 claws +4 (1d6+3+poison)
Space/Reach: 5ft./5ft.
Special Attacks: Aura of Displeasure, Poison, Spell-Like Abilities
Special Qualities: Fey Traits
Saves: Fort +1 Reflex +6 Will +4
Abilities: Str 14 Dex 17 Con 12 Int 10 Wis 12 Cha 14
Skills: Hide +11, Move Silently +11, Sleight of Hand +9, Bluff +8, Survival +7, Disable Device +9
Feats: Stealthy, Ability Focus (Aura)
Environment: Any Land or Underground
Organization: Solitary
Challenge Rating: 3
Treasure: Standard Coins, Standard Goods, No items
Alignment: Usually Chaotic Evil
Playable: Yes
A youkai that feeds of arguments, conflict and discomfort among others, it's name meaning "bitter smile". To this end, they use their abilities to weaken the bonds between friends and families.
Combat:
A Nigawarai's primary goal is to feed, and despite loving to cause conflict in others, avoids getting involved itself, when possible.
Poison: Injury, DC12, Primary Damage: 1d4 Dex, 1d4 Cha, Secondary Damage: Paralysis 10 minutes
Aura of Displeasure (Su): A Nigawarai projects an aura of displeasure out to medium range around itself. All creatures in this area who fail a will save (DC15) have their disposition to others around them drop by one step (to a minimum of hostile) and cannot benefit from flanking or aid another bonuses. All attempts at Diplomacy take a -10 penalty. A successful save renders one immune to this particular Nigawarai's aura for 24 hours.
Spell-Like Abilities: At Will: Invisibility, Disguise Self, 1/hour: Detect Thoughts, Gaseous Form
Treasure
A Nigawarai's claws, ground up in a process requiring 1 hour DC12 Craft (Alchemy) or Craft/Profession (Culinary) check can create a medicine that when drunk like a potion cures the sickened and nauseated conditions (in the case of nauseated, the drinker may spend their move action to do so).
Last edited by Wiseman on Wed Jan 20, 2021 5:10 pm, edited 4 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
Memitim
Size/Type: Medium Spirit (Extraplanar, Psychopomp)
Hit Dice: 16d8+160 (240hp)
Initiative: +10
Speed: 150ft. Fly: 150ft. (perfect), Swim: 150ft.
Armor Class: 40 (+10 dex, +6 deflection, +6 insight, +8 natural)
Base Attack/Grapple: +16/+26
Attack: +6 Absolute Speed Lifestealing Grand Scythe +36/+36/+31/+31/+31 (2d6+25)
Space/Reach: 5ft./10ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Psychopomp Traits, Immunity to Cold, Electricity, Disease, and Poison, Resistance to Light and Fire 20, SR26, DR15/-, Soulsight 160ft.**, Telepathy 20 miles**,
Saves: Fort +20 Reflex +20 Will +22
Abilities: Str 30 Dex 30 Con 30 Int 30 Wis 34 Cha 36
Skills: Hide +29, Move Silently +29, Listen +31, Spot +31, Disable Device +29, Search +29, Diplomacy +32, Bluff +32, Intimidate +32, Sense Motive +31, Sleight of Hand +31, Knowledge (Religion) +29, Knowledge (The Planes) +29, Knowledge (any 1) +29, Craft +29, Survival +31, Escape Artist +29, Heal +31
Feats: Weapon Focus, Wave Strike, Bleeding Strike, Flensing Strike, Track, High Draconic
Environment: Astral Plane
Organization: Solitary
Challenge Rating: 16
Treasure: Double Standard
Alignment: Usually Neutral
Advancement: By Class Level
Level Adjustment: +0
Great reapers, takers of life, ghost-kin in name but gods of death in truth. Being originally sent from on high to work upon mortals, texts in all religions mention these beings with fear and awe. While each account differs, all agree on one thing: that the reapers exist only to free the soul of its earthly bonds. They appear before us to foretell our deaths, appearing again only when the time for severing worldly ties has come.
Thus are called those reapers, deities of death, that wander the darkness devouring the souls of men. Some are known for the strength of their blades, others for the strength of their magicks. They are feared as demons for their cruelty, and indeed the sight of them devouring a man's soul is said to be worse than a lifetime of torture, yet, oddly, the expressions left upon the faces of those whose souls have been devoured are not masks of pain, but of beatific calm. This has led some to speculate that it is not, perhaps, the Inferno to which they bear their victims, but Paradise.
Combat:
Link Between Worlds: A Psychopomp is able to affect certain creatures from the border region of a transitive plane into it's coterminous plane or vice versa. Abilities capable of transitive to coterminous are marked with an asterisk (*) abilities which are capable of going both ways are marked with two asterisks (**)
Spirit Sight: A Memitim can see into the border area of a single transitive plane and the corresponding plane as if it was present in both locations at the same time. It does not suffer any penalty to it's visibility distance due to planar effects.
Reap** (Ex): As a standard action, a Memitim can make a melee touch attack to sever the very soul from it's vessel. If it hits, the target must make a fort save (DC30) or die. This is not a [Death] effect, and even undead creatures are subject to this effect. Creatures that are Venerable or at less than 50% hit points or suffering from a disease suffer a -2 penalty to this save (these penalties are cumulative). Creatures that do not have souls or that do not have souls separate from their bodies are unaffected by this ability. A creature who successfully saves cannot be affected by this ability again for 24 hours.
Mirror (Ex): As a standard action, a Memitim may travel between a Transitive Plane, and the exact location it corresponds to on a coexistent plane (and vice versa) like greater plane shift. It may also gain or lose the [Incorporeal] subtype at will as a free action.
Psi-Like Abilities: At Will: Energy Ball, Energy Burst, Energy Wave, Energy Cone, Energy Bolt, Energy Current, Energy Wall, Energy Stun, Energy Ray, Energy Missile, Object Reading, Weapon of Energy, 3/day: Ego Whip**,
Soulsight (Su): A Memitim is aware of every creature with a soul out to 160 feet. This also allows them to get a sense of the creatures general state of being (physical health, emotional state). The Memitim gains a +4 bonus to sense motive against any creature it can detect with this sense. This ability is blocked by Mind Blank.
Spell-Like Abilites: Constant: Greater Arcane Sight**, True Seeing**, Planar Tolerance, At Will: Greater Teleport (Self plus objects carried only), Shadow Walk, Sending, Mass Inflict Critical Wounds, Detect Alignment**, Detect Thoughts*, Detect Magic**, Mass Cure Critical Wounds, Greater Telekinesis(usable as an immediate action), Telekinisis**, Sending, Calm Emotions*, Persistent Image**, Force Missile, Empowered Chain Lightning, Explosive Ur Fireball, Explosive Ur Lightning Bolt, White Chains of Corpora**, Black Chains of Durance**, Bloodied Chains of Pyrrhos**, Empowered Ur Cone of Cold, Deathwatch** (no evil descriptor), Consecrate**, Desecrate**, Prestidigitation**, Flying Deathscythes, Fear**, Slow**, Invisibility, Greater Invisibility, Polymorph Self, Gravehorde (as seventh), Hold Monster** (not mind-affecting), Minor Wish, Power Word: Any, Plane Shift, 7/day: Limited Wish, 5/day: Finger of Death, Undeath to Death, True Resurrection, 1/day: Golden Chains of Kronos**, Wall of Force*, Heal, Harm, Suddenly Phantom Train**, Discern Location, Hiss of Sleep*, Soul Bind
Time Sense: Due to their master Death also being the personification of Time, a Memitim has limited influence over time. The Memitim can determine the speed of time in any location within long range, whether or not it has line of sight to it. This also allows it to locate creatures under the influence of time manipulating abilities like Haste or Slow. like In addition, it can keep track of time perfectly, simultaneously counting both real and perceived time. If a creature activates a Time Stop ability within one mile of it, or comes within one mile of it while under it's effects, the Memitim may also benefit from the Time Stop in the same manner as the creature. This is not an action.
Psychopomp Traits: This will probably get moved into the subtypes post, but for now...
Beyond Life and Death: A psychopomp is Healed by both negative and positive energy. They are immune to death effects and negative levels and nothing can overcome that immunity.
Ghost Hunter: A psychopomp may interact with incorporeal creatures as normal with no miss chance and may see into the Ethereal plane as if it were normally there (or the Border Astral if you'd like a system that makes more sense), as well as the Plane of Shadow as well. It may only look one way at a time (thus from the prime material, it can see into the Astral or the Shadow, from the Shadow it could only see the material)
Size/Type: Medium Spirit (Extraplanar, Psychopomp)
Hit Dice: 16d8+160 (240hp)
Initiative: +10
Speed: 150ft. Fly: 150ft. (perfect), Swim: 150ft.
Armor Class: 40 (+10 dex, +6 deflection, +6 insight, +8 natural)
Base Attack/Grapple: +16/+26
Attack: +6 Absolute Speed Lifestealing Grand Scythe +36/+36/+31/+31/+31 (2d6+25)
Space/Reach: 5ft./10ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Psychopomp Traits, Immunity to Cold, Electricity, Disease, and Poison, Resistance to Light and Fire 20, SR26, DR15/-, Soulsight 160ft.**, Telepathy 20 miles**,
Saves: Fort +20 Reflex +20 Will +22
Abilities: Str 30 Dex 30 Con 30 Int 30 Wis 34 Cha 36
Skills: Hide +29, Move Silently +29, Listen +31, Spot +31, Disable Device +29, Search +29, Diplomacy +32, Bluff +32, Intimidate +32, Sense Motive +31, Sleight of Hand +31, Knowledge (Religion) +29, Knowledge (The Planes) +29, Knowledge (any 1) +29, Craft +29, Survival +31, Escape Artist +29, Heal +31
Feats: Weapon Focus, Wave Strike, Bleeding Strike, Flensing Strike, Track, High Draconic
Environment: Astral Plane
Organization: Solitary
Challenge Rating: 16
Treasure: Double Standard
Alignment: Usually Neutral
Advancement: By Class Level
Level Adjustment: +0
Great reapers, takers of life, ghost-kin in name but gods of death in truth. Being originally sent from on high to work upon mortals, texts in all religions mention these beings with fear and awe. While each account differs, all agree on one thing: that the reapers exist only to free the soul of its earthly bonds. They appear before us to foretell our deaths, appearing again only when the time for severing worldly ties has come.
Thus are called those reapers, deities of death, that wander the darkness devouring the souls of men. Some are known for the strength of their blades, others for the strength of their magicks. They are feared as demons for their cruelty, and indeed the sight of them devouring a man's soul is said to be worse than a lifetime of torture, yet, oddly, the expressions left upon the faces of those whose souls have been devoured are not masks of pain, but of beatific calm. This has led some to speculate that it is not, perhaps, the Inferno to which they bear their victims, but Paradise.
Combat:
Link Between Worlds: A Psychopomp is able to affect certain creatures from the border region of a transitive plane into it's coterminous plane or vice versa. Abilities capable of transitive to coterminous are marked with an asterisk (*) abilities which are capable of going both ways are marked with two asterisks (**)
Spirit Sight: A Memitim can see into the border area of a single transitive plane and the corresponding plane as if it was present in both locations at the same time. It does not suffer any penalty to it's visibility distance due to planar effects.
Reap** (Ex): As a standard action, a Memitim can make a melee touch attack to sever the very soul from it's vessel. If it hits, the target must make a fort save (DC30) or die. This is not a [Death] effect, and even undead creatures are subject to this effect. Creatures that are Venerable or at less than 50% hit points or suffering from a disease suffer a -2 penalty to this save (these penalties are cumulative). Creatures that do not have souls or that do not have souls separate from their bodies are unaffected by this ability. A creature who successfully saves cannot be affected by this ability again for 24 hours.
Mirror (Ex): As a standard action, a Memitim may travel between a Transitive Plane, and the exact location it corresponds to on a coexistent plane (and vice versa) like greater plane shift. It may also gain or lose the [Incorporeal] subtype at will as a free action.
Psi-Like Abilities: At Will: Energy Ball, Energy Burst, Energy Wave, Energy Cone, Energy Bolt, Energy Current, Energy Wall, Energy Stun, Energy Ray, Energy Missile, Object Reading, Weapon of Energy, 3/day: Ego Whip**,
Soulsight (Su): A Memitim is aware of every creature with a soul out to 160 feet. This also allows them to get a sense of the creatures general state of being (physical health, emotional state). The Memitim gains a +4 bonus to sense motive against any creature it can detect with this sense. This ability is blocked by Mind Blank.
Spell-Like Abilites: Constant: Greater Arcane Sight**, True Seeing**, Planar Tolerance, At Will: Greater Teleport (Self plus objects carried only), Shadow Walk, Sending, Mass Inflict Critical Wounds, Detect Alignment**, Detect Thoughts*, Detect Magic**, Mass Cure Critical Wounds, Greater Telekinesis(usable as an immediate action), Telekinisis**, Sending, Calm Emotions*, Persistent Image**, Force Missile, Empowered Chain Lightning, Explosive Ur Fireball, Explosive Ur Lightning Bolt, White Chains of Corpora**, Black Chains of Durance**, Bloodied Chains of Pyrrhos**, Empowered Ur Cone of Cold, Deathwatch** (no evil descriptor), Consecrate**, Desecrate**, Prestidigitation**, Flying Deathscythes, Fear**, Slow**, Invisibility, Greater Invisibility, Polymorph Self, Gravehorde (as seventh), Hold Monster** (not mind-affecting), Minor Wish, Power Word: Any, Plane Shift, 7/day: Limited Wish, 5/day: Finger of Death, Undeath to Death, True Resurrection, 1/day: Golden Chains of Kronos**, Wall of Force*, Heal, Harm, Suddenly Phantom Train**, Discern Location, Hiss of Sleep*, Soul Bind
Time Sense: Due to their master Death also being the personification of Time, a Memitim has limited influence over time. The Memitim can determine the speed of time in any location within long range, whether or not it has line of sight to it. This also allows it to locate creatures under the influence of time manipulating abilities like Haste or Slow. like In addition, it can keep track of time perfectly, simultaneously counting both real and perceived time. If a creature activates a Time Stop ability within one mile of it, or comes within one mile of it while under it's effects, the Memitim may also benefit from the Time Stop in the same manner as the creature. This is not an action.
Psychopomp Traits: This will probably get moved into the subtypes post, but for now...
Beyond Life and Death: A psychopomp is Healed by both negative and positive energy. They are immune to death effects and negative levels and nothing can overcome that immunity.
Ghost Hunter: A psychopomp may interact with incorporeal creatures as normal with no miss chance and may see into the Ethereal plane as if it were normally there (or the Border Astral if you'd like a system that makes more sense), as well as the Plane of Shadow as well. It may only look one way at a time (thus from the prime material, it can see into the Astral or the Shadow, from the Shadow it could only see the material)
Last edited by Wiseman on Mon Apr 01, 2019 9:04 pm, edited 10 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
Steel Devil (Bueroza)
Size/Type: Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 6d8+36+6 (80hp)
Initiative: +6
Speed: 30ft.
Armor Class: 28 (+2 dex, +10 armor, +6 shield)
Base Attack/Grapple: +6/+12
Attack: +2 Flaying Iron Longblade,+16 (1d10+12)
Space/Reach: 5ft./5ft., (10ft. with longblade)
Special Attacks: Screech, Spell-Like Abilities, Maneuver-Like Abilities
Special Qualities: DR10/Silver, Good, or Chaotic, Immunity to Cold and Fire, Resist Acid 10, Armored Movement, Mettle, Evasion
Saves: Fort +11 Reflex +7 Will +8
Abilities: Str 23 Dex 14 Con 22 Int 12 Wis 16 Cha 16
Skills: Concentration +15, Climb +15, Spot +12, Listen +12, Intimidate +12, Craft (any 1) +10, Survival +12, Balance +13, Use Rope +13
Feats: Improved Initiative, Weapon Focus, Toughness, Blood of Stone(B)
Environment: Nine Hells of Baator
Organization: Solitary, Pair, Squad (3-10), Platoon (11-30)
Challenge Rating: 6
Treasure: Standard Coins, No goods, Standard Items and +2 Full Plate and +2 Tower Shield
Alignment: Always Lawful Evil
Advancement: By Character Class (Favored Classes: Fighter and Ranger)
Playable: Yes
Steel devils are the heavy defensive troopers of the Baatezu, set to guard vital areas. They are blindly loyal, fighting to the death, and are absolutely devoted to their duty. When not engaged in combat they will even stand at attention until orders are given or a threat presents itself, where upon they will throw themselves entirely into the battle. They will follow every order to the letter no matter how despicable or horrid, and for these qualities they are valued as frontline soldiers in hell's wars with it's enemies. This also makes them ideal subjects for calling spells.
Combat:
Spell-Like Abilities: At Will: Haste, Greater Command, Scare, Produce Flame, Deeper Darkness, Arcane Mark, Greater Teleport (Self + objects carried only), Slow 3/day: Ruin Delvers Fortune, 1/day: Indomitable
Maneuver-Like Abilities: Samurai's Salute (Boost), Heart of a Champion (Rush), Hammer and Anvil (Counter), Absolute Maneuver Mastery (Stance), Solar Strike, Lunar Strike, Endure Destruction (Counter), Arcane Bastion
Metal Sound: As a Swift action, the Steel Devil start producing a horrid screeching sound, like metal grinding on metal amplified immensely, for 1 minute afterwards. All enemies within 80 feet must make a concentration check (DC20+spell level) to successfully perform any such action that requires concentration. For every other Steel Devil performing this ability in the same area, the DC increases by one.
Formation Fighting (Ex): The Steel Devil gains a +2 bonus to attacks, damage, and saves for every adjacent Steel Devil. These bonuses stack.
Reactive (Ex): A Steel Devil may take two immediate actions in a round, one without sacrificing it's swift action in the next round.
Armored Movement: A Steel Devil suffers no penalty to it's move speed or max dex for wearing armor, nor does it suffer a penalty to attack rolls for wielding a tower shield.
Size/Type: Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 6d8+36+6 (80hp)
Initiative: +6
Speed: 30ft.
Armor Class: 28 (+2 dex, +10 armor, +6 shield)
Base Attack/Grapple: +6/+12
Attack: +2 Flaying Iron Longblade,+16 (1d10+12)
Space/Reach: 5ft./5ft., (10ft. with longblade)
Special Attacks: Screech, Spell-Like Abilities, Maneuver-Like Abilities
Special Qualities: DR10/Silver, Good, or Chaotic, Immunity to Cold and Fire, Resist Acid 10, Armored Movement, Mettle, Evasion
Saves: Fort +11 Reflex +7 Will +8
Abilities: Str 23 Dex 14 Con 22 Int 12 Wis 16 Cha 16
Skills: Concentration +15, Climb +15, Spot +12, Listen +12, Intimidate +12, Craft (any 1) +10, Survival +12, Balance +13, Use Rope +13
Feats: Improved Initiative, Weapon Focus, Toughness, Blood of Stone(B)
Environment: Nine Hells of Baator
Organization: Solitary, Pair, Squad (3-10), Platoon (11-30)
Challenge Rating: 6
Treasure: Standard Coins, No goods, Standard Items and +2 Full Plate and +2 Tower Shield
Alignment: Always Lawful Evil
Advancement: By Character Class (Favored Classes: Fighter and Ranger)
Playable: Yes
Steel devils are the heavy defensive troopers of the Baatezu, set to guard vital areas. They are blindly loyal, fighting to the death, and are absolutely devoted to their duty. When not engaged in combat they will even stand at attention until orders are given or a threat presents itself, where upon they will throw themselves entirely into the battle. They will follow every order to the letter no matter how despicable or horrid, and for these qualities they are valued as frontline soldiers in hell's wars with it's enemies. This also makes them ideal subjects for calling spells.
Combat:
Spell-Like Abilities: At Will: Haste, Greater Command, Scare, Produce Flame, Deeper Darkness, Arcane Mark, Greater Teleport (Self + objects carried only), Slow 3/day: Ruin Delvers Fortune, 1/day: Indomitable
Maneuver-Like Abilities: Samurai's Salute (Boost), Heart of a Champion (Rush), Hammer and Anvil (Counter), Absolute Maneuver Mastery (Stance), Solar Strike, Lunar Strike, Endure Destruction (Counter), Arcane Bastion
Metal Sound: As a Swift action, the Steel Devil start producing a horrid screeching sound, like metal grinding on metal amplified immensely, for 1 minute afterwards. All enemies within 80 feet must make a concentration check (DC20+spell level) to successfully perform any such action that requires concentration. For every other Steel Devil performing this ability in the same area, the DC increases by one.
Formation Fighting (Ex): The Steel Devil gains a +2 bonus to attacks, damage, and saves for every adjacent Steel Devil. These bonuses stack.
Reactive (Ex): A Steel Devil may take two immediate actions in a round, one without sacrificing it's swift action in the next round.
Armored Movement: A Steel Devil suffers no penalty to it's move speed or max dex for wearing armor, nor does it suffer a penalty to attack rolls for wielding a tower shield.
Last edited by Wiseman on Tue Oct 24, 2017 7:05 am, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
Slime
Size/Type: Medium Ooze
Hit Dice: 7d12+49 (115 hp)
Initiative: -5
Speed: 30ft.
Armor Class: 5 (-5 dex)
Base Attack/Grapple: +7/+14
Attack: 3 Slams +14 (1d8+2d6[light]+7)
Space/Reach: 5ft./5ft.
Special Attacks: Flash
Special Qualities: Ooze Traits, Fast Healing 3, Blindsight 100ft, DR7/-, Immunity to Acid and Fire, Absorb Light, Shock Division,
Saves: Fort +12, Reflex -3, Will -3
Abilities: Str 24 Dex 1 Con 24 Int 1 Wis 1 Cha 1
Skills: -
Feats: -
Environment: Any Land or Underground
Organization: -
Challenge Rating: 7
Treasure: Slime Oil
Alignment: Always Neutral
Advancement: 8HD: Large Size, 9HD: Light damage +1d6, 10HD: Huge size, 11HD: Move speed +10 and 4th slam, 12HD Gargantuan Size and +1d6 light damage,
Playable: No
'Should I chance to gaze upon but one more of these foul, fetid, green-slime-coated atrocities, I shall surely lose what wit remaineth to me,' wrote the naturalist Merlose after encountering this vile strain of Flan. Their bodies absorb light which they then emit to lure prey in the gloom of caverns. They are also able to release light in a dazzling flash, temporarily blinding foes. With their giant mouths, they swallow prey whole, using the nutrients from their food to divide and multiply, creating ever more flan-kin to terrorize and disgust.
Combat:
Absorb Light: A Slime is healed by light damage on a point for point basis. While in an area of bright light, it's fast healing is also doubled. After being healed by light damage, it also radiates light like a daylight spell for 10 minutes per caster level of the effect (or CR of the source if it lacks a caster level). In this glowing state, it's light damage with it's slam attack is doubled. By spending an hour in an area of bright light, it can also enter this state for 1 hour.
Flash (Su): By expending all the light it has absorbed, the Slime can project a blinding flash out to medium range. All creatures in this area must make a fort save (DC20) or be blinded for 1 minute. Success leaves one occluded (everything is treated as having concealment relative to the creature) for the same duration. This expends the slimes glowing state.
Shock Division: A Slime is unharmed by electricity damage. Instead, when struck by one, it divides, creating a duplicate of itself with the same amount of HP in an adjacent square.
Treasure
A pure extract of oil from the creature known as the slime has been garnering the attention of natural philosophers. This slime oil has been found to have wondrous properties when used as a base or reagent in the making of medicines and various tinctures. Though the specific means of its use are closely guarded, it is clear that the special attributes of slime oil make it better than oil from other sources. We can but hope that our chefs do not discover it to well-suited to cookery!
From the fresh (under 24 hours dead) remains of a slime, one can distill it's ooze down into an oil (a 1 hour process requiring a DC12 Craft (Alchemy) check). One slime produces 1d4 vials of oil. This oil preserves well, and can be drunk like a potion, healing 1d6 points of ability damage, and if the drinker is suffering from a disease, they may make a fort save with a +5 bonus to rid themselves of it. Additionally, if the vial is clear, the oil can absorb light. It will continue to glow once removed from the light for however long it was held in the light, for up to 24 hours maximum.
Size/Type: Medium Ooze
Hit Dice: 7d12+49 (115 hp)
Initiative: -5
Speed: 30ft.
Armor Class: 5 (-5 dex)
Base Attack/Grapple: +7/+14
Attack: 3 Slams +14 (1d8+2d6[light]+7)
Space/Reach: 5ft./5ft.
Special Attacks: Flash
Special Qualities: Ooze Traits, Fast Healing 3, Blindsight 100ft, DR7/-, Immunity to Acid and Fire, Absorb Light, Shock Division,
Saves: Fort +12, Reflex -3, Will -3
Abilities: Str 24 Dex 1 Con 24 Int 1 Wis 1 Cha 1
Skills: -
Feats: -
Environment: Any Land or Underground
Organization: -
Challenge Rating: 7
Treasure: Slime Oil
Alignment: Always Neutral
Advancement: 8HD: Large Size, 9HD: Light damage +1d6, 10HD: Huge size, 11HD: Move speed +10 and 4th slam, 12HD Gargantuan Size and +1d6 light damage,
Playable: No
'Should I chance to gaze upon but one more of these foul, fetid, green-slime-coated atrocities, I shall surely lose what wit remaineth to me,' wrote the naturalist Merlose after encountering this vile strain of Flan. Their bodies absorb light which they then emit to lure prey in the gloom of caverns. They are also able to release light in a dazzling flash, temporarily blinding foes. With their giant mouths, they swallow prey whole, using the nutrients from their food to divide and multiply, creating ever more flan-kin to terrorize and disgust.
Combat:
Absorb Light: A Slime is healed by light damage on a point for point basis. While in an area of bright light, it's fast healing is also doubled. After being healed by light damage, it also radiates light like a daylight spell for 10 minutes per caster level of the effect (or CR of the source if it lacks a caster level). In this glowing state, it's light damage with it's slam attack is doubled. By spending an hour in an area of bright light, it can also enter this state for 1 hour.
Flash (Su): By expending all the light it has absorbed, the Slime can project a blinding flash out to medium range. All creatures in this area must make a fort save (DC20) or be blinded for 1 minute. Success leaves one occluded (everything is treated as having concealment relative to the creature) for the same duration. This expends the slimes glowing state.
Shock Division: A Slime is unharmed by electricity damage. Instead, when struck by one, it divides, creating a duplicate of itself with the same amount of HP in an adjacent square.
Treasure
A pure extract of oil from the creature known as the slime has been garnering the attention of natural philosophers. This slime oil has been found to have wondrous properties when used as a base or reagent in the making of medicines and various tinctures. Though the specific means of its use are closely guarded, it is clear that the special attributes of slime oil make it better than oil from other sources. We can but hope that our chefs do not discover it to well-suited to cookery!
From the fresh (under 24 hours dead) remains of a slime, one can distill it's ooze down into an oil (a 1 hour process requiring a DC12 Craft (Alchemy) check). One slime produces 1d4 vials of oil. This oil preserves well, and can be drunk like a potion, healing 1d6 points of ability damage, and if the drinker is suffering from a disease, they may make a fort save with a +5 bonus to rid themselves of it. Additionally, if the vial is clear, the oil can absorb light. It will continue to glow once removed from the light for however long it was held in the light, for up to 24 hours maximum.
Last edited by Wiseman on Tue Oct 24, 2017 7:26 am, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
Okubi
Size/Type: Large Fey (Youkai)
Hit Dice: 4d6+12 (25hp)
Initiative: +2
Speed: Fly: 40ft. (Perfect)
Armor Class: 15 (+2 dex, +4 natural, -1 size)
Base Attack/Grapple: +2/+11
Attack: Bite +6 (3d6+5)
Space/Reach: 10ft./5ft.
Special Attacks: Breath Weapon
Special Qualities: N/A
Saves: Fort +4 Reflex +6 Will +4
Abilities: Str 20 Dex 14 Con 16 Int 8 Wis 10 Cha 10
Skills:
Feats: Ability Focus (Breath Weapon), Flyby Attack
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: N/A
Alignment: Often Chaotic Neutral
Playable: No
These creatures appear as gigantic flying heads, usually of old women, and are known to harass and attack villages.
Combat:
Breath Weapon (Su): An Okubi can breathe in a 30ft. cone. All creatures in this are must make a fort save (DC17) or suffer 1d4 strength and dex damage, and be sickened for 1 minute. Once used, it cannot be used again for 1d4 rounds. This is a [Disease] effect.
Size/Type: Large Fey (Youkai)
Hit Dice: 4d6+12 (25hp)
Initiative: +2
Speed: Fly: 40ft. (Perfect)
Armor Class: 15 (+2 dex, +4 natural, -1 size)
Base Attack/Grapple: +2/+11
Attack: Bite +6 (3d6+5)
Space/Reach: 10ft./5ft.
Special Attacks: Breath Weapon
Special Qualities: N/A
Saves: Fort +4 Reflex +6 Will +4
Abilities: Str 20 Dex 14 Con 16 Int 8 Wis 10 Cha 10
Skills:
Feats: Ability Focus (Breath Weapon), Flyby Attack
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: N/A
Alignment: Often Chaotic Neutral
Playable: No
These creatures appear as gigantic flying heads, usually of old women, and are known to harass and attack villages.
Combat:
Breath Weapon (Su): An Okubi can breathe in a 30ft. cone. All creatures in this are must make a fort save (DC17) or suffer 1d4 strength and dex damage, and be sickened for 1 minute. Once used, it cannot be used again for 1d4 rounds. This is a [Disease] effect.
Last edited by Wiseman on Tue Oct 24, 2017 7:28 am, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
double post
Last edited by Wiseman on Tue Nov 10, 2020 8:59 pm, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
Otherworldly Creatures
Fiendish Treant
Spiritual beings that reside on the outer planes. They often resemble mortal creatures, and may even mimic their abilities, though they are usually formed purely from the essence of the outer plane. Some may confuse these beings for the souls of the dead, though those are petitioners. Although occasionally petitioners may be turned into an otherworldly creature though they rarely retain memories of their former lives.
Celestial
Celestial creatures are lesser holy spirits that inhabit the upper planes.
Size/Type: Size is unchanged. Type becomes Spirit with the [Good] subtype. Do not recalculate Hit points, saves, BAB, or skills.
Special Attacks:
Smite Evil: Whenever the Celestial creature attacks an evil creature, it adds 1/3 its CR (round up) to the damage it deals. 1/day, a celestial creature may add it's charisma to attack and it's CR to damage against one evil creature. If the creature turns out not to be evil, then the smite is not wasted (however, the attack has no effect whatsoever, not even damage).
Special Qualities: Spell Resistance 5+CR, DR/Evil equal to 1/2CR
Acid Cold and Electricity resistance 5 (10 at CR10+)
Challenge Rating: If original CR is 7 or less then +1
Variant: The Celestial Creature may be given the [Archon], [Guardinal], [Eladrin], or [Angel] subtype as well. This increases the CR by 1. Also, Archons gain the [Lawful] subtype, and Eladrin gain the [Chaotic] subtype as well.
Axiomatic
Axiomatic creatures are lesser order spirits that inhabit the planes of law.
Size/Type: Size is unchanged. Type becomes Spirit with the [Lawful] subtype. Do not recalculate Hit points, saves, BAB, or skills.
Special Attacks:
Smite Chaos: Whenever the Axiomatic creature attacks a chaotic creature, it adds 1/3 its CR (round up) to the damage it deals. 1/day, an Axiomatic creature may add it's charisma to attack and it's CR to damage against one chaotic creature. If the creature turns out not to be chaotic, then the smite is not wasted (however, the attack has no effect whatsoever, not even damage).
Special Qualities: Spell Resistance 5+CR, DR/Chaos equal to 1/2CR
Fire, Cold and Electricity resistance 5 (10 at CR10+)
Challenge Rating: If original CR is 7 or less then +1
Variant: The Axiomatic Creature may be given the [Archon] [Modron] [Formian] or [Baatezu] subtype as well. This increases the CR by 1. Also, Archons gain the [Good] subtype, and Baatezu gain the [Evil] subtype as well.
Fiendish
Fiendish creatures are lesser wicked spirits that inhabit the lower planes.
Size/Type: Size is unchanged. Type becomes Spirit with the [Evil] subtype. Do not recalculate Hit points, saves, BAB, or skills.
Special Attacks:
Smite Good: Whenever the Fiendish creature attacks a good creature, it adds 1/3 its CR (round up) to the damage it deals. 1/day, a Fiendish creature may add it's charisma to attack and it's CR to damage against one good creature. If the creature turns out not to be good, then the smite is not wasted (however, the attack has no effect whatsoever, not even damage).
Special Qualities: Spell Resistance 5+CR, DR/Good equal to 1/2CR
Acid Cold and Fire resistance 5 (10 at CR10+)
Challenge Rating: If original CR is 7 or less then +1
Variant: The Fiendish Creature may be given the [Baatezu] [Yugoloth] [Ghereleth], [Tanar'ri], [Loumara] or [Obyrith] subtype as well. This increases the CR by 1. Also, Baatezu gain the [Lawful] subtype, and Tanar'ri, Loumara, and Obyrith gain the [Chaotic] subtype as well.
Anarchic
Anarchic creatures are lesser chaos spirits that inhabit the chaotic planes.
Size/Type: Size is unchanged. Type becomes Spirit with the [Chaotic] subtype. Do not recalculate Hit points, saves, BAB, or skills.
Special Attacks:
Smite Law: Whenever the Anarchic creature attacks a lawful creature, it adds 1/3 its CR (round up) to the damage it deals. 1/day, an Anarchic creature may add it's charisma to attack and it's CR to damage against one lawful creature. If the creature turns out not to be lawful, then the smite is not wasted (however, the attack has no effect whatsoever, not even damage).
Special Qualities: Spell Resistance 5+CR, DR/Lawful equal to 1/2CR
Electricity, Acid, and Sonic resistance 5 (10 at CR10+)
Challenge Rating: If original CR is 7 or less then +1
Variant: The Anarchic Creature may be given the [Eladrin] [Slaad] [Protean], [Tanar'ri], [Loumara], or [Obyrith] subtype as well. This increases the CR by 1. Also, Eladrin gain the [Good] subtype, and Tanar'ri, Loumara, and Obyrith gain the [Evil] subtype as well.
Counterpoised
Counterpoised creatures are lesser neutral spirits that inhabit the neutral planes.
Smite Extreme: Whenever the Counterpoised creature attacks a creature without a neutral component to it's alignment, it adds 1/3 its CR (round up) to the damage it deals. 1/day, a Counterpoised creature may add it's charisma to attack and it's CR to damage against one creature without a neutral component to it' alignment. If the creature turns out not to be this, then the smite is not wasted (however, the attack has no effect whatsoever, not even damage).
Special Qualities: Spell Resistance 5+CR, DR/any 2 alignment descriptors equal to 1/2CR.
Electricity, light, and Sonic resistance 5 (10 at CR10+)
Challenge Rating: If original CR is 7 or less then +1
Variant: The Counterpoised Creature may be given the [Guardinal] [Slaad], [Yugoloth], [Ghereleth], [Modron], [Formian], [Rilmani] [Psychopomp] or [Aeon] subtype as well. This increases the CR by 1. Also, Guardinals gain the [Good] subtype, Yugoloths and Ghereleths gain the [Evil] subtype, Modrons and Formians gain the [Lawful] subtype, and Slaadi and Proteans gain the [Chaotic] subtype.
Fiendish Treant
Spiritual beings that reside on the outer planes. They often resemble mortal creatures, and may even mimic their abilities, though they are usually formed purely from the essence of the outer plane. Some may confuse these beings for the souls of the dead, though those are petitioners. Although occasionally petitioners may be turned into an otherworldly creature though they rarely retain memories of their former lives.
Celestial
Celestial creatures are lesser holy spirits that inhabit the upper planes.
Size/Type: Size is unchanged. Type becomes Spirit with the [Good] subtype. Do not recalculate Hit points, saves, BAB, or skills.
Special Attacks:
Smite Evil: Whenever the Celestial creature attacks an evil creature, it adds 1/3 its CR (round up) to the damage it deals. 1/day, a celestial creature may add it's charisma to attack and it's CR to damage against one evil creature. If the creature turns out not to be evil, then the smite is not wasted (however, the attack has no effect whatsoever, not even damage).
Special Qualities: Spell Resistance 5+CR, DR/Evil equal to 1/2CR
Acid Cold and Electricity resistance 5 (10 at CR10+)
Challenge Rating: If original CR is 7 or less then +1
Variant: The Celestial Creature may be given the [Archon], [Guardinal], [Eladrin], or [Angel] subtype as well. This increases the CR by 1. Also, Archons gain the [Lawful] subtype, and Eladrin gain the [Chaotic] subtype as well.
Axiomatic
Axiomatic creatures are lesser order spirits that inhabit the planes of law.
Size/Type: Size is unchanged. Type becomes Spirit with the [Lawful] subtype. Do not recalculate Hit points, saves, BAB, or skills.
Special Attacks:
Smite Chaos: Whenever the Axiomatic creature attacks a chaotic creature, it adds 1/3 its CR (round up) to the damage it deals. 1/day, an Axiomatic creature may add it's charisma to attack and it's CR to damage against one chaotic creature. If the creature turns out not to be chaotic, then the smite is not wasted (however, the attack has no effect whatsoever, not even damage).
Special Qualities: Spell Resistance 5+CR, DR/Chaos equal to 1/2CR
Fire, Cold and Electricity resistance 5 (10 at CR10+)
Challenge Rating: If original CR is 7 or less then +1
Variant: The Axiomatic Creature may be given the [Archon] [Modron] [Formian] or [Baatezu] subtype as well. This increases the CR by 1. Also, Archons gain the [Good] subtype, and Baatezu gain the [Evil] subtype as well.
Fiendish
Fiendish creatures are lesser wicked spirits that inhabit the lower planes.
Size/Type: Size is unchanged. Type becomes Spirit with the [Evil] subtype. Do not recalculate Hit points, saves, BAB, or skills.
Special Attacks:
Smite Good: Whenever the Fiendish creature attacks a good creature, it adds 1/3 its CR (round up) to the damage it deals. 1/day, a Fiendish creature may add it's charisma to attack and it's CR to damage against one good creature. If the creature turns out not to be good, then the smite is not wasted (however, the attack has no effect whatsoever, not even damage).
Special Qualities: Spell Resistance 5+CR, DR/Good equal to 1/2CR
Acid Cold and Fire resistance 5 (10 at CR10+)
Challenge Rating: If original CR is 7 or less then +1
Variant: The Fiendish Creature may be given the [Baatezu] [Yugoloth] [Ghereleth], [Tanar'ri], [Loumara] or [Obyrith] subtype as well. This increases the CR by 1. Also, Baatezu gain the [Lawful] subtype, and Tanar'ri, Loumara, and Obyrith gain the [Chaotic] subtype as well.
Anarchic
Anarchic creatures are lesser chaos spirits that inhabit the chaotic planes.
Size/Type: Size is unchanged. Type becomes Spirit with the [Chaotic] subtype. Do not recalculate Hit points, saves, BAB, or skills.
Special Attacks:
Smite Law: Whenever the Anarchic creature attacks a lawful creature, it adds 1/3 its CR (round up) to the damage it deals. 1/day, an Anarchic creature may add it's charisma to attack and it's CR to damage against one lawful creature. If the creature turns out not to be lawful, then the smite is not wasted (however, the attack has no effect whatsoever, not even damage).
Special Qualities: Spell Resistance 5+CR, DR/Lawful equal to 1/2CR
Electricity, Acid, and Sonic resistance 5 (10 at CR10+)
Challenge Rating: If original CR is 7 or less then +1
Variant: The Anarchic Creature may be given the [Eladrin] [Slaad] [Protean], [Tanar'ri], [Loumara], or [Obyrith] subtype as well. This increases the CR by 1. Also, Eladrin gain the [Good] subtype, and Tanar'ri, Loumara, and Obyrith gain the [Evil] subtype as well.
Counterpoised
Counterpoised creatures are lesser neutral spirits that inhabit the neutral planes.
Smite Extreme: Whenever the Counterpoised creature attacks a creature without a neutral component to it's alignment, it adds 1/3 its CR (round up) to the damage it deals. 1/day, a Counterpoised creature may add it's charisma to attack and it's CR to damage against one creature without a neutral component to it' alignment. If the creature turns out not to be this, then the smite is not wasted (however, the attack has no effect whatsoever, not even damage).
Special Qualities: Spell Resistance 5+CR, DR/any 2 alignment descriptors equal to 1/2CR.
Electricity, light, and Sonic resistance 5 (10 at CR10+)
Challenge Rating: If original CR is 7 or less then +1
Variant: The Counterpoised Creature may be given the [Guardinal] [Slaad], [Yugoloth], [Ghereleth], [Modron], [Formian], [Rilmani] [Psychopomp] or [Aeon] subtype as well. This increases the CR by 1. Also, Guardinals gain the [Good] subtype, Yugoloths and Ghereleths gain the [Evil] subtype, Modrons and Formians gain the [Lawful] subtype, and Slaadi and Proteans gain the [Chaotic] subtype.
Last edited by Wiseman on Sat Oct 19, 2024 3:14 am, edited 4 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
Hezrou
Size/Type: Large Spirit (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 11d8+121 (190hp)
Initiative: +5
Speed: 40ft.
Armor Class: 27 (+5 dex, +13 natural, -1 size)
Base Attack/Grapple: +11/+26
Attack: Bite +21 (3d6+11+grab+disease) and 2 Claws (2d6+11+grab+disease)
Space/Reach: 10ft./10ft.
Special Attacks: Grab, Spell-Like Abilities, Aura of Hunger, Stench
Special Qualities: Immunity to Fire, Acid and Poison, Resistance to Electricity and Cold 10, SR21, DR12/Good or Lawful, Telepathy 100ft.
Saves: Fort +15 Reflex +12 Will +10
Abilities: Str 32 Dex 20 Con 34 Int 11 Wis 17 Cha 20
Skills: Intimidate +25, Survival +17, Spot +17, Listen +17, Search +14, Swim +25, Climb +25, Jump +25
Feats: Ability Focus (Aura of Hunger), Power Attack, Projectile Vomiting, Slime Trail, Diehard, Deformity: Blood(B), Deformity: Black Blood(B), ,
Environment: Infinite Layers of the Abyss
Organization: Solitary or Pair
Challenge Rating: 11
Treasure: Standard Coins, Double Goods, Standard Items
Alignment: Always Chaotic Evil
Playable: Yes (Favored Classes: Barbarian and Fiendish Brute) or by HD: 12+ (Huge) 15+ (Gargantuan)
Hezrou are the demons of gluttony, content with consuming all in their path, and befouling their environment to better suit their temperament. Their horrid stench is legendary, to the point where most other demons can't stand to be around them for long. This, combined with their immense strength, does however make them effective shock troopers, the stench disabling many enemies and aura of hunger, and sheer strength taking care of the rest.
Combat:
Stench (Ex): A hezrou smells so monumentally bad, the result of chemical produced in it's skin. The fact that such creatures rarely bathe, and love to coat themselves in filth and excrement doesn't help. All creatures within 30feet of a hezrou must make a fort save (DC27) or become nauseated for as long as it remains in the area and for 1d4 rounds afterwards. Success doesn't confer immunity on future saves. Creatures with scent take an -3 penalty to this save. Hezrou are immune to the effects of this, whether their own stench or another Hezrou's.
Aura of Hunger (Su): A Hezrou radiates an aura out to close range that causes all non-demons in the area to become ravenous. Creatures who fail a will save (DC22) must spend next 1 round attempting to eat. They will prioritize first any immediate food in the vicinity (eating provokes an attack of opportunity in the same manner as a potion). Lacking that, they will attack creatures in an attempt to eat them (if they lack a natural bite attack, they gain one dealing 1d6 for medium, that they are both not proficient in and provoke an attack of opportunity for using), prioritizing first non-demons, then other demons, but never a Hezrou. Lacking any other options, they will attempt to eat themself (the bite attack is an automatic critical hit against themself). This replaces the Tanar'ri's normal aura of primal emotion.
Disease (Ex): A creature who comes into contact with the Hezrou or it's body fluids, must make a fort save (DC27) or contract Filth Fever and immediately advance to the first stage. If they are are touched again, and fail the save again, they advance to the next stage.
Improved Grab (Ex): When a Hezrou hit's with a natural weapon attack, it may attempt to start a grapple as a free action without provoking an attack of opportunity.
Spell-Like Abilities: At Will: Greater Teleport (Self+objects carried only) 3/day: Stinking Cloud, Acid Arrow, 1/day: Blasphemy/Word of Chaos, Unholy Blight/Chaos Hammer, Gaseous Form
Size/Type: Large Spirit (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 11d8+121 (190hp)
Initiative: +5
Speed: 40ft.
Armor Class: 27 (+5 dex, +13 natural, -1 size)
Base Attack/Grapple: +11/+26
Attack: Bite +21 (3d6+11+grab+disease) and 2 Claws (2d6+11+grab+disease)
Space/Reach: 10ft./10ft.
Special Attacks: Grab, Spell-Like Abilities, Aura of Hunger, Stench
Special Qualities: Immunity to Fire, Acid and Poison, Resistance to Electricity and Cold 10, SR21, DR12/Good or Lawful, Telepathy 100ft.
Saves: Fort +15 Reflex +12 Will +10
Abilities: Str 32 Dex 20 Con 34 Int 11 Wis 17 Cha 20
Skills: Intimidate +25, Survival +17, Spot +17, Listen +17, Search +14, Swim +25, Climb +25, Jump +25
Feats: Ability Focus (Aura of Hunger), Power Attack, Projectile Vomiting, Slime Trail, Diehard, Deformity: Blood(B), Deformity: Black Blood(B), ,
Environment: Infinite Layers of the Abyss
Organization: Solitary or Pair
Challenge Rating: 11
Treasure: Standard Coins, Double Goods, Standard Items
Alignment: Always Chaotic Evil
Playable: Yes (Favored Classes: Barbarian and Fiendish Brute) or by HD: 12+ (Huge) 15+ (Gargantuan)
Hezrou are the demons of gluttony, content with consuming all in their path, and befouling their environment to better suit their temperament. Their horrid stench is legendary, to the point where most other demons can't stand to be around them for long. This, combined with their immense strength, does however make them effective shock troopers, the stench disabling many enemies and aura of hunger, and sheer strength taking care of the rest.
Combat:
Stench (Ex): A hezrou smells so monumentally bad, the result of chemical produced in it's skin. The fact that such creatures rarely bathe, and love to coat themselves in filth and excrement doesn't help. All creatures within 30feet of a hezrou must make a fort save (DC27) or become nauseated for as long as it remains in the area and for 1d4 rounds afterwards. Success doesn't confer immunity on future saves. Creatures with scent take an -3 penalty to this save. Hezrou are immune to the effects of this, whether their own stench or another Hezrou's.
Aura of Hunger (Su): A Hezrou radiates an aura out to close range that causes all non-demons in the area to become ravenous. Creatures who fail a will save (DC22) must spend next 1 round attempting to eat. They will prioritize first any immediate food in the vicinity (eating provokes an attack of opportunity in the same manner as a potion). Lacking that, they will attack creatures in an attempt to eat them (if they lack a natural bite attack, they gain one dealing 1d6 for medium, that they are both not proficient in and provoke an attack of opportunity for using), prioritizing first non-demons, then other demons, but never a Hezrou. Lacking any other options, they will attempt to eat themself (the bite attack is an automatic critical hit against themself). This replaces the Tanar'ri's normal aura of primal emotion.
Disease (Ex): A creature who comes into contact with the Hezrou or it's body fluids, must make a fort save (DC27) or contract Filth Fever and immediately advance to the first stage. If they are are touched again, and fail the save again, they advance to the next stage.
Improved Grab (Ex): When a Hezrou hit's with a natural weapon attack, it may attempt to start a grapple as a free action without provoking an attack of opportunity.
Spell-Like Abilities: At Will: Greater Teleport (Self+objects carried only) 3/day: Stinking Cloud, Acid Arrow, 1/day: Blasphemy/Word of Chaos, Unholy Blight/Chaos Hammer, Gaseous Form
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
Reaper
Size/Type: Medium Spirit (Extraplanar, Psychopomp)
Hit Dice: 11d8+66 (150hp)
Initiative: +10
Speed: Fly: 60ft. (Perfect)
Armor Class: 29 (+6 dex, +6 deflection, +7 natural)
Base Attack/Grapple: +11/+17
Attack: 2 +4 Scythes +21/+17/+17 (2d4+10; 20/x4)
Space/Reach: 5ft./5ft.
Special Attacks: Link Between Worlds, Mirror, Reap, Spell-Like Abilities, Psi-Like Abilities,
Special Qualities: Immunity to Cold and Electricity, Resistance to Fire and Light 10, SR21, DR10/-, Telepathy 1 mile**,
Saves: Fort +13 Reflex +13 Will +13
Abilities: Str 22 Dex 22 Con 22 Int 22 Wis 22 Cha 22
Skills: Spot +20, Listen +20, Survival +20, Knowledge (The Planes) +20, Knowledge (Religion) +20, Hide +20, Move Silently +20, Intimidate +20, Knowledge (Arcana) +13, Craft +13, Sense Motive +20, Search +20, Knowledge (Dungeoneering) +13, Knowledge (Nature) +20, Knowledge (Psionics) +13, Autohypnosis +20
Feats: Improved Initiative, Flyby Attack, Quicken Spell-Like Ability (Greater Teleport), Track
Environment: Astral Plane
Organization: Solitary, Pair, or Hunt (3-10)
Challenge Rating: 11
Treasure: Standard
Alignment: Usually Neutral
Playable: No
Often called Shinigami or Reapers (among other names) Psychopomps oversee the passing of souls, ensuring things happen on the right course. The passing, judgement, and placement of souls is not a perfect process as many think. Souls do sometimes become lost on the way, or end up in the wrong afterlife, and it is the job of a Psychopomp to ensure that such problems are corrected.
There are some issues that Psychopomps concern themselves with, and some which they do not. Creatures becoming undead, or extending their lifespans are not things they particularly care about (that's a job for a Marut or Kishin after all). Psychopomps focus more on creatures who steal souls, trapping them in gems, eating them, or using them to create magic items with. Those who would taint the river of souls are the enemies of all Psychopomps.
Combat:
Link Between Worlds: A Psychopomp is able to affect certain creatures from the border region of a transitive plane into it's coexistant plane or vice versa. Abilities capable of transitive to coexistant are marked with an asterisk (*) abilities which are capable of going both ways are marked with two asterisks (**)
Spirit Sight: A Psychopomp can see into the ethereal/border astral and the corresponding plane as if it was present in both locations at the same time. It does not suffer any penalty to it's visibility distance due to planar effects.
Mirror (Ex): As a standard action, a Psychopomp may travel between a Transitive Plane, and the exact location it corresponds to on a coexistent plane (and vice versa) like greater plane shift. It can also gain or lose the incorporeal subtype at will as a free action.
Reap** (Ex): As a standard action, a Reaper can make a melee touch attack. If it hits the target must make a fort save (DC21) or die. Creatures that are Venerable or at less than 50% hit points or suffering from a disease suffer a -2 penalty to this save (these penalties are cumulative). Creatures that do not have souls or that do not have souls separate from their bodies (with the exception of incorporeal undead) are unaffected by this ability. Should a creature succeed on it's save it is immune to further attempts from the Reaper for 24 hours.
Spell-Like Abilities: Constant: Greater Arcane Sight**, True Seeing**
At Will: Deathwatch (no evil descriptor), Dream, Consecrate*, Desecrate*, Slow*, Mass Inflict Serious Wounds, Mass Cure Serious Wounds, Telekinesis**, Greater Telekinesis* Calm Emotions*, Detect Thoughts*, Enlarged Major Image**, Blacklight**, Deeper Darkness**, Invisibility, Greater Invisibility, Greater Teleport (Self+objects carried only), Plane Shift (Self+objects carried only), Rusting Grasp, Heat Metal, Prestidigitation, Augury, Omen of Peril, Widened Fog Cloud**, Doom**,
3/day: Divination, Quickened Greater Teleport (Self+objects carried only), Fear, Sending
1/day: Enervation, Contact Other Plane, Resurrection, Foresight
Psi-Like Abilities: At Will: Energy Bolt, Energy Ray, Energy Wave, Energy Wall, Energy Current, Energy Ball, Energy Missile, Weapon of Energy[/url]
Size/Type: Medium Spirit (Extraplanar, Psychopomp)
Hit Dice: 11d8+66 (150hp)
Initiative: +10
Speed: Fly: 60ft. (Perfect)
Armor Class: 29 (+6 dex, +6 deflection, +7 natural)
Base Attack/Grapple: +11/+17
Attack: 2 +4 Scythes +21/+17/+17 (2d4+10; 20/x4)
Space/Reach: 5ft./5ft.
Special Attacks: Link Between Worlds, Mirror, Reap, Spell-Like Abilities, Psi-Like Abilities,
Special Qualities: Immunity to Cold and Electricity, Resistance to Fire and Light 10, SR21, DR10/-, Telepathy 1 mile**,
Saves: Fort +13 Reflex +13 Will +13
Abilities: Str 22 Dex 22 Con 22 Int 22 Wis 22 Cha 22
Skills: Spot +20, Listen +20, Survival +20, Knowledge (The Planes) +20, Knowledge (Religion) +20, Hide +20, Move Silently +20, Intimidate +20, Knowledge (Arcana) +13, Craft +13, Sense Motive +20, Search +20, Knowledge (Dungeoneering) +13, Knowledge (Nature) +20, Knowledge (Psionics) +13, Autohypnosis +20
Feats: Improved Initiative, Flyby Attack, Quicken Spell-Like Ability (Greater Teleport), Track
Environment: Astral Plane
Organization: Solitary, Pair, or Hunt (3-10)
Challenge Rating: 11
Treasure: Standard
Alignment: Usually Neutral
Playable: No
Often called Shinigami or Reapers (among other names) Psychopomps oversee the passing of souls, ensuring things happen on the right course. The passing, judgement, and placement of souls is not a perfect process as many think. Souls do sometimes become lost on the way, or end up in the wrong afterlife, and it is the job of a Psychopomp to ensure that such problems are corrected.
There are some issues that Psychopomps concern themselves with, and some which they do not. Creatures becoming undead, or extending their lifespans are not things they particularly care about (that's a job for a Marut or Kishin after all). Psychopomps focus more on creatures who steal souls, trapping them in gems, eating them, or using them to create magic items with. Those who would taint the river of souls are the enemies of all Psychopomps.
Combat:
Link Between Worlds: A Psychopomp is able to affect certain creatures from the border region of a transitive plane into it's coexistant plane or vice versa. Abilities capable of transitive to coexistant are marked with an asterisk (*) abilities which are capable of going both ways are marked with two asterisks (**)
Spirit Sight: A Psychopomp can see into the ethereal/border astral and the corresponding plane as if it was present in both locations at the same time. It does not suffer any penalty to it's visibility distance due to planar effects.
Mirror (Ex): As a standard action, a Psychopomp may travel between a Transitive Plane, and the exact location it corresponds to on a coexistent plane (and vice versa) like greater plane shift. It can also gain or lose the incorporeal subtype at will as a free action.
Reap** (Ex): As a standard action, a Reaper can make a melee touch attack. If it hits the target must make a fort save (DC21) or die. Creatures that are Venerable or at less than 50% hit points or suffering from a disease suffer a -2 penalty to this save (these penalties are cumulative). Creatures that do not have souls or that do not have souls separate from their bodies (with the exception of incorporeal undead) are unaffected by this ability. Should a creature succeed on it's save it is immune to further attempts from the Reaper for 24 hours.
Spell-Like Abilities: Constant: Greater Arcane Sight**, True Seeing**
At Will: Deathwatch (no evil descriptor), Dream, Consecrate*, Desecrate*, Slow*, Mass Inflict Serious Wounds, Mass Cure Serious Wounds, Telekinesis**, Greater Telekinesis* Calm Emotions*, Detect Thoughts*, Enlarged Major Image**, Blacklight**, Deeper Darkness**, Invisibility, Greater Invisibility, Greater Teleport (Self+objects carried only), Plane Shift (Self+objects carried only), Rusting Grasp, Heat Metal, Prestidigitation, Augury, Omen of Peril, Widened Fog Cloud**, Doom**,
3/day: Divination, Quickened Greater Teleport (Self+objects carried only), Fear, Sending
1/day: Enervation, Contact Other Plane, Resurrection, Foresight
Psi-Like Abilities: At Will: Energy Bolt, Energy Ray, Energy Wave, Energy Wall, Energy Current, Energy Ball, Energy Missile, Weapon of Energy[/url]
Last edited by Wiseman on Thu Dec 21, 2023 5:40 pm, edited 3 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
Barbazu
Size/Type: Medium Spirit (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 5d8+20 (50hp)
Initiative: +8
Speed: 40 ft.
Armor Class: 20 (+4 dex, +6 natural)
Base Attack/Grapple: +5/+10
Attack: +2 Shred Spear +12 (1d8+9+1d4[bleed]) and Beard +10 (1d6+5+1[bleed]+devil chills) or 2 Claws +10 (1d6+5+1[bleed]) and Beard +5 (1d6+5+1[bleed]+devil chills)
Space/Reach: 5ft./5ft. (10 feet with shred spear)
Special Attacks: Spell-Like Abilities, Maneuver-Like Abilities, Beard, Rage
Special Qualities: Immunity to Cold, Fire and Poison, Resist Acid 5 and Disease +4, DR5/Good, Chaotic, or Silver, SR16
Saves: Fort +8 Reflex +7 Will +4
Abilities: Str 20 Dex 19 Con 18 Int 8 Wis 10 Cha 14
Skills: Intimidate +13,
Feats: Short Haft, Improved Initiative, Combat Reflexes (B), Power Attack (B), Nightmare Fuel (B),
Environment: Nine Hells of Baator
Organization: Solitary, pair, team (3-5), or squad (6-10), (Force 10-25), Raid (26-100), Legion (101-200), Army (201-1000)
Challenge Rating: 5
Treasure: Standard
Alignment: Always Lawful Evil
Playable: Yes (Favored Classes: Fighter and Barbarian)
Barbazu (meaning Razor Beard in Infernal) serve as the primary frontline troops in the diabolical armies, alongside their counterpart the Triezu and the Merregon. While Merregon triumph through sheer numbers, and Triezu through precision, Barbazu fight with raw power and force. They are the shock troopers, sent charging headlong into enemy forces, breaking up formation for other devils to pick off.
Combat:
A Barbazu is always considered to be in Challenge the Many Stance.
Aura of Cold Logic (Su): A Barbazu's Aura extends out to 35 feet, deals 5 cold damage, and has a save DC of 12.
Beard (Ex): A Barbazu's beard is a lethal weapon all it's own. In addition to being usable as a natural weapon, it automatically hits in the case of a grapple. Any creature struck must make a fort save (DC16) or contract Devil Chills and immediately advance to the first stage. Subsequent hits advance them another stage.
Cursed Wound: Any time the Barbazu inflicts bleed damage, that damage is also considered vile damage. If it has no other means of dealing bleed damage, it always deals 1 bleed damage with it's melee attacks.
Maneuver-Like Abilities: At Will: Driving Lance (Strike), Break the Tide (Counter), Ominous Presence (Boost), Push Back (Strike), 1/minute: Cathartic Inferno (Boost) (All creatures within range), Blitzkrieg (Strike), Terror Tactics (Strike).
Rage (Ex): When dealing melee damage to a foe or being struck by a foe, a Barbazu may fly into a rage. It gains a +2 bonus to attacks and damage, a +2 bonus to saves, and a -2 penalty to AC. It gains an extra 1d6 damage on melee attacks and it's DR becomes DR5/-.
While Raging, a Barbazu may not cast spells, activate magic items, use spell-like abilities, or drop it's weapons or shield. Rage lasts until it has neither struck an enemy for three consecutive rounds nor suffered damage from an enemy for three consecutive rounds. It may voluntarily end a Rage as a full-round action.
Psi-Like Abilities: At Will: Control Flames
Spell-Like Abilities: 1/Minute: Produce Flame, 1/hour: Greater Teleport (Self+objects carried only)
Size/Type: Medium Spirit (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 5d8+20 (50hp)
Initiative: +8
Speed: 40 ft.
Armor Class: 20 (+4 dex, +6 natural)
Base Attack/Grapple: +5/+10
Attack: +2 Shred Spear +12 (1d8+9+1d4[bleed]) and Beard +10 (1d6+5+1[bleed]+devil chills) or 2 Claws +10 (1d6+5+1[bleed]) and Beard +5 (1d6+5+1[bleed]+devil chills)
Space/Reach: 5ft./5ft. (10 feet with shred spear)
Special Attacks: Spell-Like Abilities, Maneuver-Like Abilities, Beard, Rage
Special Qualities: Immunity to Cold, Fire and Poison, Resist Acid 5 and Disease +4, DR5/Good, Chaotic, or Silver, SR16
Saves: Fort +8 Reflex +7 Will +4
Abilities: Str 20 Dex 19 Con 18 Int 8 Wis 10 Cha 14
Skills: Intimidate +13,
Feats: Short Haft, Improved Initiative, Combat Reflexes (B), Power Attack (B), Nightmare Fuel (B),
Environment: Nine Hells of Baator
Organization: Solitary, pair, team (3-5), or squad (6-10), (Force 10-25), Raid (26-100), Legion (101-200), Army (201-1000)
Challenge Rating: 5
Treasure: Standard
Alignment: Always Lawful Evil
Playable: Yes (Favored Classes: Fighter and Barbarian)
Barbazu (meaning Razor Beard in Infernal) serve as the primary frontline troops in the diabolical armies, alongside their counterpart the Triezu and the Merregon. While Merregon triumph through sheer numbers, and Triezu through precision, Barbazu fight with raw power and force. They are the shock troopers, sent charging headlong into enemy forces, breaking up formation for other devils to pick off.
Combat:
A Barbazu is always considered to be in Challenge the Many Stance.
Aura of Cold Logic (Su): A Barbazu's Aura extends out to 35 feet, deals 5 cold damage, and has a save DC of 12.
Beard (Ex): A Barbazu's beard is a lethal weapon all it's own. In addition to being usable as a natural weapon, it automatically hits in the case of a grapple. Any creature struck must make a fort save (DC16) or contract Devil Chills and immediately advance to the first stage. Subsequent hits advance them another stage.
Cursed Wound: Any time the Barbazu inflicts bleed damage, that damage is also considered vile damage. If it has no other means of dealing bleed damage, it always deals 1 bleed damage with it's melee attacks.
Maneuver-Like Abilities: At Will: Driving Lance (Strike), Break the Tide (Counter), Ominous Presence (Boost), Push Back (Strike), 1/minute: Cathartic Inferno (Boost) (All creatures within range), Blitzkrieg (Strike), Terror Tactics (Strike).
Rage (Ex): When dealing melee damage to a foe or being struck by a foe, a Barbazu may fly into a rage. It gains a +2 bonus to attacks and damage, a +2 bonus to saves, and a -2 penalty to AC. It gains an extra 1d6 damage on melee attacks and it's DR becomes DR5/-.
While Raging, a Barbazu may not cast spells, activate magic items, use spell-like abilities, or drop it's weapons or shield. Rage lasts until it has neither struck an enemy for three consecutive rounds nor suffered damage from an enemy for three consecutive rounds. It may voluntarily end a Rage as a full-round action.
Psi-Like Abilities: At Will: Control Flames
Spell-Like Abilities: 1/Minute: Produce Flame, 1/hour: Greater Teleport (Self+objects carried only)
Last edited by Wiseman on Thu Dec 21, 2023 5:22 pm, edited 6 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
Kapak Draconian
Size/Type: Medium Monstrous Humanoid (Draconic, Earth)
Hit Dice: 4d8+8 (25hp)
Initiative: +5 (+9)
Speed: 30ft. Glide: 30ft. (Average)
Armor Class: 19 (+2 leather, +5 dex, +2 natural)
Base Attack/Grapple: +4/+7
Attack: Mwk. Scimitar +10 (1d6+3) and Claw +9 (1d6+3) or 2 Claws +9 (1d6+3)
Space/Reach: 5ft./5ft.
Special Attacks: Sneak Attack 2d6, Saliva, Breath Weapon
Special Qualities: Immunity to Acid and Poison, Darkvision 120ft.,
Saves: Fort + 6 Reflex +9 Will +4
Abilities: Str 16 Dex 20 Con 14 Int 14 Wis 10 Cha 12
Skills: Sleight of Hand +12, Hide +15, Move Silently +15, Bluff +8
Feats: Weapon Finesse, Ability Focus (Saliva) (Male), Improved Initiative (Female)
Environment: Any
Organization: Solitary or Pair
Challenge Rating: 4
Treasure: Standard
Alignment: Often Lawful Evil
Playable: Yes (Favored Classes: Rogue and Ranger)
In the dragonarmies, Kapaks serve roles as scouts, saboteurs and assassins, making expert use of poisons and traps.
Combat:
Saliva: The Male Kapak's saliva is toxic. As a standard action that provokes an AoO he may lick a weapon or object, coating it in contact poison (Kapak's sleight of hand check opposed by Spot to notice). This poison deals 1d4 Dex&Con/2d4Dex (Fort DC16, con based). A Kapak (regardless of gender) never risks poisoning itself when applying poison. A female Kapak's saliva has healing properties. As a standard action that provokes an AoO, she can lick a wound, healing the creature of 2d6 damage (this is not positive energy and thus doesn't harm undead or lunarians, undead are not healed however) curing it of any poison and healing 1 point of ability damage to a physical ability score. Once used, both genders must wait one minute to work up enough saliva to use again.
Death Throes (Ex): Upon it's death, a Kapak's body sublimates into powerful toxic cloud, all creatures within it's natural reach +5 feet must make a fort save or be affect by Tasha's Hideous Laughter at a caster level equal to the Kapak's CR. They do not receive a bonus to their saves for being a different type from the Kapak. This doesn't affect other [Draconic] creatures.
Breath Weapon (Su): A kapak can breathe acid in a 5ft./CR cone (20ft. normally) or 10ft./CR line (40ft. normally) dealing 1d6/CR damage (normally 4d6). (Reflex DC14 half). Once used this cannot be used again for 1d4 rounds.
Glide: A Kapak's wings aren't normally capable of true flight. They can glide however. This functions like flight with average maneuverability, save that they cannot rise in altitude and instead their altitude decreases by 5 feet each round.
Stealthy: A Kapak has a +3 racial bonus to hide and move silently.
Soldiers Ration (Ex): A Draconian only needs 1/10th the ammount food and drink a normal human does. and can go four times as long without such things. It also has Endurance as a bonus feat.
Size/Type: Medium Monstrous Humanoid (Draconic, Earth)
Hit Dice: 4d8+8 (25hp)
Initiative: +5 (+9)
Speed: 30ft. Glide: 30ft. (Average)
Armor Class: 19 (+2 leather, +5 dex, +2 natural)
Base Attack/Grapple: +4/+7
Attack: Mwk. Scimitar +10 (1d6+3) and Claw +9 (1d6+3) or 2 Claws +9 (1d6+3)
Space/Reach: 5ft./5ft.
Special Attacks: Sneak Attack 2d6, Saliva, Breath Weapon
Special Qualities: Immunity to Acid and Poison, Darkvision 120ft.,
Saves: Fort + 6 Reflex +9 Will +4
Abilities: Str 16 Dex 20 Con 14 Int 14 Wis 10 Cha 12
Skills: Sleight of Hand +12, Hide +15, Move Silently +15, Bluff +8
Feats: Weapon Finesse, Ability Focus (Saliva) (Male), Improved Initiative (Female)
Environment: Any
Organization: Solitary or Pair
Challenge Rating: 4
Treasure: Standard
Alignment: Often Lawful Evil
Playable: Yes (Favored Classes: Rogue and Ranger)
In the dragonarmies, Kapaks serve roles as scouts, saboteurs and assassins, making expert use of poisons and traps.
Combat:
Saliva: The Male Kapak's saliva is toxic. As a standard action that provokes an AoO he may lick a weapon or object, coating it in contact poison (Kapak's sleight of hand check opposed by Spot to notice). This poison deals 1d4 Dex&Con/2d4Dex (Fort DC16, con based). A Kapak (regardless of gender) never risks poisoning itself when applying poison. A female Kapak's saliva has healing properties. As a standard action that provokes an AoO, she can lick a wound, healing the creature of 2d6 damage (this is not positive energy and thus doesn't harm undead or lunarians, undead are not healed however) curing it of any poison and healing 1 point of ability damage to a physical ability score. Once used, both genders must wait one minute to work up enough saliva to use again.
Death Throes (Ex): Upon it's death, a Kapak's body sublimates into powerful toxic cloud, all creatures within it's natural reach +5 feet must make a fort save or be affect by Tasha's Hideous Laughter at a caster level equal to the Kapak's CR. They do not receive a bonus to their saves for being a different type from the Kapak. This doesn't affect other [Draconic] creatures.
Breath Weapon (Su): A kapak can breathe acid in a 5ft./CR cone (20ft. normally) or 10ft./CR line (40ft. normally) dealing 1d6/CR damage (normally 4d6). (Reflex DC14 half). Once used this cannot be used again for 1d4 rounds.
Glide: A Kapak's wings aren't normally capable of true flight. They can glide however. This functions like flight with average maneuverability, save that they cannot rise in altitude and instead their altitude decreases by 5 feet each round.
Stealthy: A Kapak has a +3 racial bonus to hide and move silently.
Soldiers Ration (Ex): A Draconian only needs 1/10th the ammount food and drink a normal human does. and can go four times as long without such things. It also has Endurance as a bonus feat.
Last edited by Wiseman on Wed Jan 10, 2018 11:35 pm, edited 2 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
Bozak Draconian
Size/Type: Medium Monstrous Humanoid (Draconic, Water)
Hit Dice: 7d8+35 (70hp)
Initiative: +5
Speed: 30ft. Fly: 60ft. (Average) Swim: 30ft.
Armor Class: 23 (+5 breastplate, +5 dex, +3 natural)
Base Attack/Grapple: +7/+12
Attack: +3 Speed Longsword +15/+15/+10 (1d8+8) or 2 Claws +12 (1d6+5)
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Breath Weapon, Death Throes, Boost Weapon
Special Qualities: Armored Casting, Immunity to Electricity, SR17
Saves: Fort +10 Reflex +10, Will +9
Abilities: Str 20 Dex 20 Con 20 Int 18 Wis 18 Cha 22
Skills: Swim +23, Spot +14, Listen +14, Hide +15, Move Silently +15, Knowledge (Arcana) +14, Diplomacy +16, Sense Motive +14
Feats: Silent Spell, Spell Focus (Enchantment), Power Attack
Environment: Any
Organization: Solitary, Squad (self + 2 kapak and 5 bozak) or Troop (2 Bozak, 5 Kapak, 10 bozak)
Challenge Rating: 7
Treasure: Standard
Possessions: +3 Speed Longsword, 2 Potions of Cure Moderate Wounds, 1 Potion of Invisibility
Alignment: Often Lawful
Playable: Yes (Favored Classes: Sorcerer and Fighter)
Bozaks are magic wielding Draconians. In the Dragonarmies, they serve as officers, commanders, and military intelligence. They typically fight with other soldiers at their command.
Combat:
Proficiencies: Simple and Martial Weapons. Light and Medium Armor. Non-tower shields.
Armored Casting: A Bozak does not suffer arcane spell failure for any armor or shield it is proficient in.
Boost Weapon (Su): As a standard action that provokes an attack of opportunity, a Bozak can add any one non-epic special ability to a weapon or natural weapon. If it does not already have a higher bonus, it also gains an enhancement bonus equal to 1/3CR of the bozak (round up). It may only have one boosted weapon active at a time. Boosting a new weapon, or the same weapon ends the old boost. This has not already been factored into the Bozak's stat block.
Spells: A bozak Casts spells as a Sorcerer with a level equal to their HD-2. If they take a class that advances sorcerer casting, then it advances normally.
Spells per day: ?/8/7/4
Typical Spells Known:
0th: Prestidigitation, Mending, Ghost Sound, Dancing Lights, Detect Magic, Read Magic, Message
1st: Unseen Servant, Color Spray, Silent Image, Alarm, Chill Touch
2nd: Web, Pyrotechnics, Whispering Wind, Protection from Arrows
3rd: Stinking Cloud, Suggestion, Fireball
Breath Weapon: A Bozak can breathe electricity in a 5ft./CR (35 normally) cone or 10ft./CR (70ft.) line as a standard action, dealing 1d6/CR damage (reflex DC18 half). Once used this cannot be used again for 1d4 rounds. The Save DC is con based.
Death Throes (Ex): Upon death, a Bozak draconian's body sublimates into a gas out to a spread equal to 5 feet beyond it's natural reach. All creatures in this area must make a fort save (DC18) or fall asleep for 1 hour. The save DC is con based.
Soldiers Ration (Ex): A Draconian only needs 1/10th the ammount food and drink a normal human does. and can go four times as long without such things. It also has Endurance as a bonus feat.
Size/Type: Medium Monstrous Humanoid (Draconic, Water)
Hit Dice: 7d8+35 (70hp)
Initiative: +5
Speed: 30ft. Fly: 60ft. (Average) Swim: 30ft.
Armor Class: 23 (+5 breastplate, +5 dex, +3 natural)
Base Attack/Grapple: +7/+12
Attack: +3 Speed Longsword +15/+15/+10 (1d8+8) or 2 Claws +12 (1d6+5)
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Breath Weapon, Death Throes, Boost Weapon
Special Qualities: Armored Casting, Immunity to Electricity, SR17
Saves: Fort +10 Reflex +10, Will +9
Abilities: Str 20 Dex 20 Con 20 Int 18 Wis 18 Cha 22
Skills: Swim +23, Spot +14, Listen +14, Hide +15, Move Silently +15, Knowledge (Arcana) +14, Diplomacy +16, Sense Motive +14
Feats: Silent Spell, Spell Focus (Enchantment), Power Attack
Environment: Any
Organization: Solitary, Squad (self + 2 kapak and 5 bozak) or Troop (2 Bozak, 5 Kapak, 10 bozak)
Challenge Rating: 7
Treasure: Standard
Possessions: +3 Speed Longsword, 2 Potions of Cure Moderate Wounds, 1 Potion of Invisibility
Alignment: Often Lawful
Playable: Yes (Favored Classes: Sorcerer and Fighter)
Bozaks are magic wielding Draconians. In the Dragonarmies, they serve as officers, commanders, and military intelligence. They typically fight with other soldiers at their command.
Combat:
Proficiencies: Simple and Martial Weapons. Light and Medium Armor. Non-tower shields.
Armored Casting: A Bozak does not suffer arcane spell failure for any armor or shield it is proficient in.
Boost Weapon (Su): As a standard action that provokes an attack of opportunity, a Bozak can add any one non-epic special ability to a weapon or natural weapon. If it does not already have a higher bonus, it also gains an enhancement bonus equal to 1/3CR of the bozak (round up). It may only have one boosted weapon active at a time. Boosting a new weapon, or the same weapon ends the old boost. This has not already been factored into the Bozak's stat block.
Spells: A bozak Casts spells as a Sorcerer with a level equal to their HD-2. If they take a class that advances sorcerer casting, then it advances normally.
Spells per day: ?/8/7/4
Typical Spells Known:
0th: Prestidigitation, Mending, Ghost Sound, Dancing Lights, Detect Magic, Read Magic, Message
1st: Unseen Servant, Color Spray, Silent Image, Alarm, Chill Touch
2nd: Web, Pyrotechnics, Whispering Wind, Protection from Arrows
3rd: Stinking Cloud, Suggestion, Fireball
Breath Weapon: A Bozak can breathe electricity in a 5ft./CR (35 normally) cone or 10ft./CR (70ft.) line as a standard action, dealing 1d6/CR damage (reflex DC18 half). Once used this cannot be used again for 1d4 rounds. The Save DC is con based.
Death Throes (Ex): Upon death, a Bozak draconian's body sublimates into a gas out to a spread equal to 5 feet beyond it's natural reach. All creatures in this area must make a fort save (DC18) or fall asleep for 1 hour. The save DC is con based.
Soldiers Ration (Ex): A Draconian only needs 1/10th the ammount food and drink a normal human does. and can go four times as long without such things. It also has Endurance as a bonus feat.
Last edited by Wiseman on Mon Dec 21, 2020 2:34 am, edited 2 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
Lightning Draconian
Lightning Draconian
Size/Type: Large Monstrous Humanoid (Air, Draconic)
Hit Dice: 9d8+63 (120hp)
Initiative: +7
Speed: 40ft. Fly: 80ft. (Average)
Armor Class: 27 (+3 dex in armor, +8 armor, +8 natural, -1 size)
Base Attack/Grapple: +9/+22
Attack: +3 Lightning Slice Conductive Stormbringer Greatsword +20/+15 (3d6+4d6+4[electricity]+16) and Bite +17 (3d6+3d6+3[elec]+13) and Tail +17 (3d6+3d6+3[elec]+13) or 2 Claws +17 (1d8+3d6+3[elec]+9) and Bite +17 (3d6+3d6+3[elec]+13) and Tail +17 (3d6+3d6+3[elec]+13)
Space/Reach: 10ft./10ft.
Special Attacks: Smite of the Storm, Spell-Like Abilities, Spells, Breath Weapon, Conductive, Piercing Lightning, Electrical Pulse,
Special Qualities: Lightning Rod, Immunity to Wind and Weather, Resist Sonic 20, DR10/Magic, SR19
Saves: Fort +13 Reflex +13 Will +13
Abilities: Str 28 Dex 24 Con 24 Int 16 Wis 24 Cha 22
Skills:
Feats: Power Attack, Improved Initiative, Electrocute (B), Electrical Torment (B), Lightning Rod (B),
Environment: Any
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Usually Lawful, Often Good
Possessions: +3 Breastplate, +3 Greatsword (above)
Playable: Yes (Favored Classes: Paladin and Cleric)
Electrical Aura (Su): The Lightning Draconian does an additional 1d6 electricity damage per 3 CR (round up) with each melee or thrown attack. Any creature hitting the draconian with unarmed attacks, or natural or metal weapons or in any way comes into direct contact with it takes this damage as well. The draconian also deals this damage to any creature it grapples with. The Lightning Draconian can activate or deactivate this ability as a free action.
Electrical Pulse (Su): Any time the Lightning Draconian deals electricity damage, the enemy must make a fort save (DC21) or be staggered for one round. No matter how many times they are hit, the target need only make one save per round.
Conductive (Su): The Lightning Draconian can channel it's electricity through conductive materials. If the lightning draconian beats the touch AC of a target plus any other sources of AC that don't come from metal, but fails to beat it's total AC it still deals it's electrical aura damage.
Piercing Lightning: The Lightning Draconian ignores any electricity resistance and deals half damage to creatures with immunity.
Lightning Rod: The Lightning Draconian is healed by electricity damage on a point for point basis.
Breath Weapon (Su): A lightning draconian may breath lighting in a 5ft./CR Cone (45ft. normally) or 10ft./CR Line (90ft. normally) as a standard action with a reflex save (DC21 for half)
Spells: A Lightning Draconian casts spells as a cleric equal to it's CR-2. It does not receive any domains.
Smite of the Storm (Su): 1/Minute a Lighting Draconian can channel the true power of the storm into a melee attack. It adds it's Charisma as an extra bonus to it's attack roll and deals 1d6/CR extra electricity damage (9d6 by default). This is resolved as a touch attack and a creature struck by this must make a Fort Save (DC21) or be Numbed for a number of rounds equal to half the Lightning Draconian's CR (normally 4).
Spell-Like Abilities: At Will: Electric Jolt, Constant Lighting (2 bolts/round), Gust of Wind
3/day: Orb of Electricity, Blast of Sand, Gale Force
1/day: Call Lightning Storm (bolts may be called as a swift action), Chain Lightning, Control Weather, Control Sand, Lightning Strikes Twice, Control Winds, Sandstorm
Death Throes: When slain, a Lightning Draconian explodes into a cloud of magnetized sand in a spread out to 5 feet beyond the draconians natural reach (15 feet normally). All creatures must make a reflex save (DC21, con based) or become occluded (everything has concealment relative to them) for 1 round per CR of the lighting draconian and be disarmed of any metal weapons they are wielding. If they are wearing metal armor or mostly made of metal, they are also knocked prone and suffer the armor locking effects of Ohm's Electrified Equipment for 1 round/CR of the Draconian.
Variation: Instead of Cleric spellcasting, the Lighting Draconian has the class abilities of a 7th level paladin, minus the mount class feature. Advancing in paladin levels adds to these levels for determining class features and their effects.
Size/Type: Large Monstrous Humanoid (Air, Draconic)
Hit Dice: 9d8+63 (120hp)
Initiative: +7
Speed: 40ft. Fly: 80ft. (Average)
Armor Class: 27 (+3 dex in armor, +8 armor, +8 natural, -1 size)
Base Attack/Grapple: +9/+22
Attack: +3 Lightning Slice Conductive Stormbringer Greatsword +20/+15 (3d6+4d6+4[electricity]+16) and Bite +17 (3d6+3d6+3[elec]+13) and Tail +17 (3d6+3d6+3[elec]+13) or 2 Claws +17 (1d8+3d6+3[elec]+9) and Bite +17 (3d6+3d6+3[elec]+13) and Tail +17 (3d6+3d6+3[elec]+13)
Space/Reach: 10ft./10ft.
Special Attacks: Smite of the Storm, Spell-Like Abilities, Spells, Breath Weapon, Conductive, Piercing Lightning, Electrical Pulse,
Special Qualities: Lightning Rod, Immunity to Wind and Weather, Resist Sonic 20, DR10/Magic, SR19
Saves: Fort +13 Reflex +13 Will +13
Abilities: Str 28 Dex 24 Con 24 Int 16 Wis 24 Cha 22
Skills:
Feats: Power Attack, Improved Initiative, Electrocute (B), Electrical Torment (B), Lightning Rod (B),
Environment: Any
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Usually Lawful, Often Good
Possessions: +3 Breastplate, +3 Greatsword (above)
Playable: Yes (Favored Classes: Paladin and Cleric)
Electrical Aura (Su): The Lightning Draconian does an additional 1d6 electricity damage per 3 CR (round up) with each melee or thrown attack. Any creature hitting the draconian with unarmed attacks, or natural or metal weapons or in any way comes into direct contact with it takes this damage as well. The draconian also deals this damage to any creature it grapples with. The Lightning Draconian can activate or deactivate this ability as a free action.
Electrical Pulse (Su): Any time the Lightning Draconian deals electricity damage, the enemy must make a fort save (DC21) or be staggered for one round. No matter how many times they are hit, the target need only make one save per round.
Conductive (Su): The Lightning Draconian can channel it's electricity through conductive materials. If the lightning draconian beats the touch AC of a target plus any other sources of AC that don't come from metal, but fails to beat it's total AC it still deals it's electrical aura damage.
Piercing Lightning: The Lightning Draconian ignores any electricity resistance and deals half damage to creatures with immunity.
Lightning Rod: The Lightning Draconian is healed by electricity damage on a point for point basis.
Breath Weapon (Su): A lightning draconian may breath lighting in a 5ft./CR Cone (45ft. normally) or 10ft./CR Line (90ft. normally) as a standard action with a reflex save (DC21 for half)
Spells: A Lightning Draconian casts spells as a cleric equal to it's CR-2. It does not receive any domains.
Smite of the Storm (Su): 1/Minute a Lighting Draconian can channel the true power of the storm into a melee attack. It adds it's Charisma as an extra bonus to it's attack roll and deals 1d6/CR extra electricity damage (9d6 by default). This is resolved as a touch attack and a creature struck by this must make a Fort Save (DC21) or be Numbed for a number of rounds equal to half the Lightning Draconian's CR (normally 4).
Spell-Like Abilities: At Will: Electric Jolt, Constant Lighting (2 bolts/round), Gust of Wind
3/day: Orb of Electricity, Blast of Sand, Gale Force
1/day: Call Lightning Storm (bolts may be called as a swift action), Chain Lightning, Control Weather, Control Sand, Lightning Strikes Twice, Control Winds, Sandstorm
Death Throes: When slain, a Lightning Draconian explodes into a cloud of magnetized sand in a spread out to 5 feet beyond the draconians natural reach (15 feet normally). All creatures must make a reflex save (DC21, con based) or become occluded (everything has concealment relative to them) for 1 round per CR of the lighting draconian and be disarmed of any metal weapons they are wielding. If they are wearing metal armor or mostly made of metal, they are also knocked prone and suffer the armor locking effects of Ohm's Electrified Equipment for 1 round/CR of the Draconian.
Variation: Instead of Cleric spellcasting, the Lighting Draconian has the class abilities of a 7th level paladin, minus the mount class feature. Advancing in paladin levels adds to these levels for determining class features and their effects.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
Observer
Size/Type: Large Spirit (Evil)
Hit Dice: 5d8+15 (45hp)
Initiative: +1
Speed: 30ft.
Armor Class: 17 (+1 dex, +7 natural, -1 size)
Base Attack/Grapple: +5/+14
Attack: 2 Claws +9 (1d8+5)
Space/Reach: 10ft./10ft.
Special Attacks: All-Seeing Eye, Spell-Like Abilities
Special Qualities: Acid Resistance 15, SR15, All-Around Vision, Telepathy 100ft.
Saves: Fort +7 Reflex +5 Will +5
Abilities: Str 20 Dex 13 Con 16 Int 10 Wis 12 Cha 14
Skills:
Feats: Ability Focus (All-Seeing Eye)
Environment: A Lower Plane
Organization: Solitary, Pair, or Pack (5-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Always Evil (Any)
Playable: Not Recommended
These strange spirits dwell in the lower planes. Their eyes not only see in all directions around them, but also into minds of others, and into the future as well.
Combat:
All-Seeing Eye (Su): An Observer's eyes project a gaze attack out to 60ft. Creatures who meet it's gaze must make a will save (DC16) or be stunned and confused for 1 minute.
Spell-Like Abilities: Constant: True Seeing, At Will: Detect Alignment, Detect Magic, Detect Poison, Detect Snares and Traps, Detect Thoughts, Detect Undead, Detect Plants and Animals, Arcane Eye, Detect Lies,
3/day: Gaseous Form, Augury, Suggestion
1/week: Divination
Size/Type: Large Spirit (Evil)
Hit Dice: 5d8+15 (45hp)
Initiative: +1
Speed: 30ft.
Armor Class: 17 (+1 dex, +7 natural, -1 size)
Base Attack/Grapple: +5/+14
Attack: 2 Claws +9 (1d8+5)
Space/Reach: 10ft./10ft.
Special Attacks: All-Seeing Eye, Spell-Like Abilities
Special Qualities: Acid Resistance 15, SR15, All-Around Vision, Telepathy 100ft.
Saves: Fort +7 Reflex +5 Will +5
Abilities: Str 20 Dex 13 Con 16 Int 10 Wis 12 Cha 14
Skills:
Feats: Ability Focus (All-Seeing Eye)
Environment: A Lower Plane
Organization: Solitary, Pair, or Pack (5-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Always Evil (Any)
Playable: Not Recommended
These strange spirits dwell in the lower planes. Their eyes not only see in all directions around them, but also into minds of others, and into the future as well.
Combat:
All-Seeing Eye (Su): An Observer's eyes project a gaze attack out to 60ft. Creatures who meet it's gaze must make a will save (DC16) or be stunned and confused for 1 minute.
Spell-Like Abilities: Constant: True Seeing, At Will: Detect Alignment, Detect Magic, Detect Poison, Detect Snares and Traps, Detect Thoughts, Detect Undead, Detect Plants and Animals, Arcane Eye, Detect Lies,
3/day: Gaseous Form, Augury, Suggestion
1/week: Divination
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
Nightcharger
Size/Type: Medium Undead/Spirit (Dark-Minded, Extraplanar, Nightshade)
Hit Dice: 5d12+15 (50hp)
Initiative: +5
Speed: 30ft.
Armor Class: 20 (+5 dex, +5 natural)
Base Attack/Grapple: +5/+10
Attack: 2 Claws +11 (1d6+7)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Aura of Desecration,
Special Qualities: See in Darkness, Shadow Cloak, DR5/Silver, Immunity to Cold, Resistance to Acid and Electricity 10, SR15, Vulnerability to Light
Saves: Fort +9 Reflex +11 Will +9
Abilities: Str 20 Dex 20 Con - Int 10 Wis 16 Cha 16
Skills: Hide +13, Move Silently +13, Jump +13, Climb +13, Balance +13, Spot +11, Listen +11, Intimidate +11
Feats: Power Attack, Touch of Shadow,
Environment: Plane of Shadow
Organization: Solitary, Pair or Horde (3-20)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Neutral Evil
Playable: Yes (Favored Classes: Ninja and Barbarian)
Nightchargers are the footsolders of the Nightshades, functioning as guards, agents, and warriors, fighting at the command of more powerful Nightshades. These creatures relish combat, and are well equipped for such endeavors.
Aura of Desecration: A Nightshade radiates a constant Desecrate effect, as if it were a shrine to a deity. The benefits have already been factored into it's stat block. If the aura enters the area of a consecrate or hallow, the two effects cancel each other out.
See in Darkness (Ex): A Nightshade can see in any kind of darkness, even magical darkness, in full color at no penalty.
Shadow Cloak: A Nightshade has total concealment in areas of shadowy illumination. Even against creatures with Darkvision (but not See in Darkness), it still retains concealment.
Spell-Like Abilities: At Will: Deeper Darkness, Shadowplay, Detect Undead, Arcane Mark, 1/minute: Chill Touch, 1/hour: True Strike
Vulnerability to Light: A Nightshade suffers an extra 50% damage from light effects, and it bypasses any regeneration they might possess. When exposed to true sunlight (not merely a daylight spell), they suffer a -4 penalty to attacks, checks, saves, and damage, have their move speeds halved, and are occluded (everything has concealment to them). When in an area of bright light, the Nightshade is dazzled (this doesn't stack with the penalty for being in true sunlight.
Size/Type: Medium Undead/Spirit (Dark-Minded, Extraplanar, Nightshade)
Hit Dice: 5d12+15 (50hp)
Initiative: +5
Speed: 30ft.
Armor Class: 20 (+5 dex, +5 natural)
Base Attack/Grapple: +5/+10
Attack: 2 Claws +11 (1d6+7)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Aura of Desecration,
Special Qualities: See in Darkness, Shadow Cloak, DR5/Silver, Immunity to Cold, Resistance to Acid and Electricity 10, SR15, Vulnerability to Light
Saves: Fort +9 Reflex +11 Will +9
Abilities: Str 20 Dex 20 Con - Int 10 Wis 16 Cha 16
Skills: Hide +13, Move Silently +13, Jump +13, Climb +13, Balance +13, Spot +11, Listen +11, Intimidate +11
Feats: Power Attack, Touch of Shadow,
Environment: Plane of Shadow
Organization: Solitary, Pair or Horde (3-20)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Neutral Evil
Playable: Yes (Favored Classes: Ninja and Barbarian)
Nightchargers are the footsolders of the Nightshades, functioning as guards, agents, and warriors, fighting at the command of more powerful Nightshades. These creatures relish combat, and are well equipped for such endeavors.
Aura of Desecration: A Nightshade radiates a constant Desecrate effect, as if it were a shrine to a deity. The benefits have already been factored into it's stat block. If the aura enters the area of a consecrate or hallow, the two effects cancel each other out.
See in Darkness (Ex): A Nightshade can see in any kind of darkness, even magical darkness, in full color at no penalty.
Shadow Cloak: A Nightshade has total concealment in areas of shadowy illumination. Even against creatures with Darkvision (but not See in Darkness), it still retains concealment.
Spell-Like Abilities: At Will: Deeper Darkness, Shadowplay, Detect Undead, Arcane Mark, 1/minute: Chill Touch, 1/hour: True Strike
Vulnerability to Light: A Nightshade suffers an extra 50% damage from light effects, and it bypasses any regeneration they might possess. When exposed to true sunlight (not merely a daylight spell), they suffer a -4 penalty to attacks, checks, saves, and damage, have their move speeds halved, and are occluded (everything has concealment to them). When in an area of bright light, the Nightshade is dazzled (this doesn't stack with the penalty for being in true sunlight.
Last edited by Wiseman on Mon Jul 29, 2019 9:10 pm, edited 2 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
Formian Worker
Size/Type: Medium Spirit (Extraplanar, Formian, Lawful)
Hit Dice: 2d8+2 (15hp)
Initiative: +2
Speed: 30ft. Climb 30ft.
Armor Class: 14 (+2 dex, +2 natural)
Base Attack/Grapple: +2/+5
Attack: Bite +5 (1d8+5)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Formian Traits, Immunity to Mind Affecting, Poison, Petrification, Electricity, Fatigue, Exhaustion, Resistance to Acid and Light 10,
Saves: Fort +4 Reflex +5 Will +2
Abilities: Str 16 Dex 14 Con 12 Int 8 Wis 10 Cha 10
Skills: Craft +14, Spot +5, Climb +8, Disable Device +4, Knowledge (Architecture and Engineering) +14, Heal +5, Search +4
Feats:
Environment: Clockwork Nirvana of Mechanus, Infernal Battlefield of Acheron, Peaceable Kingdoms of Arcadia
Organization: Solitary,
Challenge Rating: 2
Treasure: N/A
Alignment: Always Lawful Neutral
Playable: Not Recommended
Workers are the lowest in the hierarchy of insect spirits known as Formians, born from spirits of the lawful dead, who have ascended to join a collective greater than themselves. Such creatures are aught to spend their days laboring for their society in complete contentment. Though Formians do have a language of their own, Workers are incapable of speech, relying on signals and gestures to communicate concepts. Like all Formians, however, such beings possess a hive mind, unifying them through unique mental networks created by greaters of their kind, allowing them to communicate rapidly among each other.
Combat:
Though possessing of a dangerous bite attack, Workers are not designed for combat. Generally when faced with danger they flee and let more combat inclined Formians do the fighting unless ordered to join the battle.
Great Endurance (Ex): A Worker can carry immense loads. A Worker counts as two size categories larger (it's already a quadruped) for the purpose of carry capacity. Likewise, a Formian is immune to Fatigue and Exhaustion.
Laborer (Ex): A Worker has a +10 racial bonus to Knowledge (Architecture and Engineering) and Craft checks.
Spell-Like Abilities: At Will: Cure Minor Wounds, Detect Chaos, Greater Mage Hand, 1/Minute: Make Whole
Formian Subtype
Immunity to Mind-Affecting, Acid, Poison, and Petrification
Resistance to Cold and Light 10 (More powerful formians might have stronger resistances)
Hive Mind (Ex): Formians share a sort of mental network, allowing them to be in constant communication with one another. This hive mind network is dependant on high-ranking formians to maintain it. A Formian of at least CR10 can project a network out to 5 miles per CR (50 miles default for CR10), allowing all Formians in this area to connect to and communicate with this network as a free action (a formian can also disconnect as a free action). In the case of mutiple Formians creating a network, the areas can overlap, expanding the range of the unified network. Alternatively, the two networks can exist separately of one another (as is often the case when Formian colonies go to war with one another). While connected to a network, a Formian can communicate effectively instantly with any or all other Formians within range, even the Formians incapable of normal speech. They also share sensory data, allowing all Formians to perceive anything another Formian perceives. If one Formian on the Hive Mind is not flanked, none of them are. A Formian's ability to create or connect to a network comes from it's antennae. Should these be severed, it looses this ability, though the antennae will grow back in 2d4 days.
Size/Type: Medium Spirit (Extraplanar, Formian, Lawful)
Hit Dice: 2d8+2 (15hp)
Initiative: +2
Speed: 30ft. Climb 30ft.
Armor Class: 14 (+2 dex, +2 natural)
Base Attack/Grapple: +2/+5
Attack: Bite +5 (1d8+5)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Formian Traits, Immunity to Mind Affecting, Poison, Petrification, Electricity, Fatigue, Exhaustion, Resistance to Acid and Light 10,
Saves: Fort +4 Reflex +5 Will +2
Abilities: Str 16 Dex 14 Con 12 Int 8 Wis 10 Cha 10
Skills: Craft +14, Spot +5, Climb +8, Disable Device +4, Knowledge (Architecture and Engineering) +14, Heal +5, Search +4
Feats:
Environment: Clockwork Nirvana of Mechanus, Infernal Battlefield of Acheron, Peaceable Kingdoms of Arcadia
Organization: Solitary,
Challenge Rating: 2
Treasure: N/A
Alignment: Always Lawful Neutral
Playable: Not Recommended
Workers are the lowest in the hierarchy of insect spirits known as Formians, born from spirits of the lawful dead, who have ascended to join a collective greater than themselves. Such creatures are aught to spend their days laboring for their society in complete contentment. Though Formians do have a language of their own, Workers are incapable of speech, relying on signals and gestures to communicate concepts. Like all Formians, however, such beings possess a hive mind, unifying them through unique mental networks created by greaters of their kind, allowing them to communicate rapidly among each other.
Combat:
Though possessing of a dangerous bite attack, Workers are not designed for combat. Generally when faced with danger they flee and let more combat inclined Formians do the fighting unless ordered to join the battle.
Great Endurance (Ex): A Worker can carry immense loads. A Worker counts as two size categories larger (it's already a quadruped) for the purpose of carry capacity. Likewise, a Formian is immune to Fatigue and Exhaustion.
Laborer (Ex): A Worker has a +10 racial bonus to Knowledge (Architecture and Engineering) and Craft checks.
Spell-Like Abilities: At Will: Cure Minor Wounds, Detect Chaos, Greater Mage Hand, 1/Minute: Make Whole
Formian Subtype
Immunity to Mind-Affecting, Acid, Poison, and Petrification
Resistance to Cold and Light 10 (More powerful formians might have stronger resistances)
Hive Mind (Ex): Formians share a sort of mental network, allowing them to be in constant communication with one another. This hive mind network is dependant on high-ranking formians to maintain it. A Formian of at least CR10 can project a network out to 5 miles per CR (50 miles default for CR10), allowing all Formians in this area to connect to and communicate with this network as a free action (a formian can also disconnect as a free action). In the case of mutiple Formians creating a network, the areas can overlap, expanding the range of the unified network. Alternatively, the two networks can exist separately of one another (as is often the case when Formian colonies go to war with one another). While connected to a network, a Formian can communicate effectively instantly with any or all other Formians within range, even the Formians incapable of normal speech. They also share sensory data, allowing all Formians to perceive anything another Formian perceives. If one Formian on the Hive Mind is not flanked, none of them are. A Formian's ability to create or connect to a network comes from it's antennae. Should these be severed, it looses this ability, though the antennae will grow back in 2d4 days.
Last edited by Wiseman on Thu Jan 07, 2021 8:36 pm, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.
Irda (High Ogre)
Size/Type: Medium Giant
Hit Dice: 6d10+12 (50hp)
Initiative: +2
Speed: 30ft.
Armor Class: 16 (+2 dex, +4 natural)
Base Attack/Grapple: +6/+12
Attack: By Spell
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Spell-Like Abilities, Change Shape
Special Qualities: Powerful Build
Saves: Fort +7 Reflex +4 Will +7
Abilities: Str 14 Dex 14 Con 14 Int 20 Wis 20 Cha 20
Skills:
Feats: Extend Spell, Empower Spell,
Environment: Tropical Islands
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Often True Neutral
Playable: Yes (Favored Class: Whatever spellcasting type they choose).
Irda are the ancient ancestors of ogres, who's true name has been lost to history. Once, the ogres were a great and powerful people, strong in both might and magic. They built the first civilizations in the world and enslaved the other races as they were created by the gods. Many ancient ruins, cities, temples and dungeons were created by the High Ogres. However, their corruption would eventually come to cost them. Magical rituals intended to bring their race to even greater heights of power were sabotaged members of a slave revolt, and the backlash warped the High Ogres, causing the vast majority of their kind to over generations degrade into the Fallen Ogres of today. Today, the Fallen Ogres live in shadows of their former might, the magic that once powered their great civilization beyond them, their ancient ciites, once the most prosperous and beautiful cities in the world, have fallen into ruin.
However, the High Ogres who sided with the slaves were protected by the forces of Light, and spirited away to hidden areas of the world. Caverns beneath the world, islands far from the continents, hidden mountain peaks, deep jungles away from civilization, or even other planes of existence. The Irda now in general live calm, medatative lives, focused on faith and research.
Occasionally, Irda might travel the world, most often out of curiosity, but sometimes in order combat some great threat. When traveling away from others of their own kind, they are always under disguise.
While most Irda retain their devotion to good over evil, there are some rogue factions that embrace the old ways. These are often the threats traveling Irda come to thwart.
Combat:
Though strong in many areas, the Irda favor magic as a means of combat over physical fights.
Spells: An irda casts spells as either a Sorcerer, Wizard, Cleric, Mystic, or Druid with a level equal to their CR-1.
Spell-Like Abilities: At Will: Prestidigitation, Detect Magic, Read Magic, Arcane Mark, Dancing Lights,
Change Shape (Su): As a standard action an Irda can assume the form of any Humanoid, Monstrous Humanoid, Fey, or Giant with a CR equal to or less than their own.
Size/Type: Medium Giant
Hit Dice: 6d10+12 (50hp)
Initiative: +2
Speed: 30ft.
Armor Class: 16 (+2 dex, +4 natural)
Base Attack/Grapple: +6/+12
Attack: By Spell
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Spell-Like Abilities, Change Shape
Special Qualities: Powerful Build
Saves: Fort +7 Reflex +4 Will +7
Abilities: Str 14 Dex 14 Con 14 Int 20 Wis 20 Cha 20
Skills:
Feats: Extend Spell, Empower Spell,
Environment: Tropical Islands
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Often True Neutral
Playable: Yes (Favored Class: Whatever spellcasting type they choose).
Irda are the ancient ancestors of ogres, who's true name has been lost to history. Once, the ogres were a great and powerful people, strong in both might and magic. They built the first civilizations in the world and enslaved the other races as they were created by the gods. Many ancient ruins, cities, temples and dungeons were created by the High Ogres. However, their corruption would eventually come to cost them. Magical rituals intended to bring their race to even greater heights of power were sabotaged members of a slave revolt, and the backlash warped the High Ogres, causing the vast majority of their kind to over generations degrade into the Fallen Ogres of today. Today, the Fallen Ogres live in shadows of their former might, the magic that once powered their great civilization beyond them, their ancient ciites, once the most prosperous and beautiful cities in the world, have fallen into ruin.
However, the High Ogres who sided with the slaves were protected by the forces of Light, and spirited away to hidden areas of the world. Caverns beneath the world, islands far from the continents, hidden mountain peaks, deep jungles away from civilization, or even other planes of existence. The Irda now in general live calm, medatative lives, focused on faith and research.
Occasionally, Irda might travel the world, most often out of curiosity, but sometimes in order combat some great threat. When traveling away from others of their own kind, they are always under disguise.
While most Irda retain their devotion to good over evil, there are some rogue factions that embrace the old ways. These are often the threats traveling Irda come to thwart.
Combat:
Though strong in many areas, the Irda favor magic as a means of combat over physical fights.
Spells: An irda casts spells as either a Sorcerer, Wizard, Cleric, Mystic, or Druid with a level equal to their CR-1.
Spell-Like Abilities: At Will: Prestidigitation, Detect Magic, Read Magic, Arcane Mark, Dancing Lights,
Change Shape (Su): As a standard action an Irda can assume the form of any Humanoid, Monstrous Humanoid, Fey, or Giant with a CR equal to or less than their own.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
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.