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

Assassin Devil (Dogai)

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

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

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

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

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

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

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

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

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

Master of Deceit (Ex): True seeing does not automatically see through a Dogai's illusions and shapeshiftings. In the case of an illusion they instead recieve an immediate save to disbelieve. If they fail they are stuck believing the illusion until a save would normally be called for.

Spell-Like Abilities At Will: Deeper Darkness, Blacklight, Shadow Evocation, Spider Climb, Shadow Conjuration, Creeping Darkness, Prestidigitation, Polymorph Self, Unholy Blight, Orders Wrath, Telekinisis, Veil, Persistent Image, 3/day: Dimension Door, Minor Wish, 1/day: Permanent Image, Greater Shadow Evocation, Greater Shadow Conjuration, Black Chains of Durance

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

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

Erinyes

Size/Type: Medium Outsider (Baatezu, Extraplanar, Evil, Lawful)
Hit Dice: 8d8+40 (100hp)
Initiative: +7
Speed: 60ft. Fly: 60ft (Perfect), Swim: 60ft
Armor Class: 27 (+3 dex in armor, +8 adamantine breastplate, +6 adamantine shield, +1 natural)
Base Attack/Grapple: +8/+15
Attack: +3 Speed Snake Sword (Blade) +20/+20/+15 (1d8+10) or +3 Speed Composite Longbow +20/+20/+15 (1d8+10) 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, Vampiric Touch, Produce Flame, Invisibility, 3/day: Telekinesis, Ruin Delvers Fortune, Major Image, 1/day: Unholy Blight, Orders Wrath, Charm Monster, Fear, Hold Monster, 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.
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PostPosted: Tue May 09, 2017 3:19 am    Post subject: Reply with quote Add User to Ignore List

Mercane

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

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

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

Combat:

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

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

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

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

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

Hellfire Engine

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

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

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

Combat:

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

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

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

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

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

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

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

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

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

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

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

Malboro

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

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

Combat:

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

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

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

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

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

Bomb

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

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

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

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

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

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

Spell-Like Abilities: Constant: Detect Magic

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

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

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

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

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

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

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

Behemoth Brute

Size/Type: Large 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
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. Its muscles are hard as steel, and its bones are made of bronze. Originally appearing as a great ox, the souls of the many warriors it killed in battle have altered its form forever. This diet of death has added to it skill in combat withal, as it draws strength and knowledge from the warrior-souls imprisoned within its veins.

Combat:

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

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

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

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

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

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

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

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

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

I like the Bomb. Very well done. Simple.
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PostPosted: Mon Oct 23, 2017 9:48 pm    Post subject: Reply with quote Add User to Ignore List

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 unfrlendly) and cannot benefit from flanking or aid another bonuses. A successful save renders one immune to this particular Nigawarai's aura for 24 hours.

Spell-Like Abilities: At Will: Invisibility, 1/day: 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).
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PostPosted: Tue Oct 24, 2017 7:03 am    Post subject: Reply with quote Add User to Ignore List

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

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.

Memitim are a high ranking form of Psychopomp who manage entire areas on a plane. There they oversee the passing of souls and guard the area against soul predators.

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 deals any damage, 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 sucessfully saves cannot be affected by this ability again for 1 hour.

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*, 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)
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PostPosted: Tue Oct 24, 2017 7:05 am    Post subject: Reply with quote Add User to Ignore List

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.
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PostPosted: Tue Oct 24, 2017 7:18 am    Post subject: Reply with quote Add User to Ignore List

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.
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PostPosted: Tue Oct 24, 2017 7:26 am    Post subject: Reply with quote Add User to Ignore List

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.
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PostPosted: Mon Oct 30, 2017 1:33 am    Post subject: Reply with quote Add User to Ignore List

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: 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.
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: 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.
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: 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.
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 Good: 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.
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.
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PostPosted: Mon Oct 30, 2017 1:33 am    Post subject: Reply with quote Add User to Ignore List

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: 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.
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: 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.
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: 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.
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 Good: 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.
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.
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PostPosted: Sat Nov 11, 2017 2:55 am    Post subject: Reply with quote Add User to Ignore List

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
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PostPosted: Sun Dec 10, 2017 2:16 am    Post subject: Reply with quote Add User to Ignore List

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

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 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]
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PostPosted: Thu Dec 14, 2017 6:20 am    Post subject: Reply with quote Add User to Ignore List

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)
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 10 and Disease +4, DR5/Good, Chaotic, or Silver, SR15
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 infernum, 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.

Spell-Like Abilities: At Will: Greater Teleport (Self+objects carried only)
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