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The New/Redone Monsters Thread
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Wiseman
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PostPosted: Wed Mar 05, 2014 5:05 pm    Post subject: Reply with quote Add User to Ignore List

Cloud Giant
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Size/Type: Huge Giant (Air)
Hit Dice: 14d10+140+14 (270 HP)
Initiative: +3
Speed: 60ft. Fly 120 ft. (Good)
Armor Class: 34 (+9 armor, +3 dex, +12 natural)
Base Attack/Grapple: +14/+35
Attack: +4 Gargantuan Shocking Burst Morningstar +29 (4d6+1d6[electricity]+23) or Slam +25 (3d6+13) or Thrown Object
Full Attack: +4 Gargantuan Shocking Burst Morningstar +29/+24/+24 (4d6+1d6[electricity]+23) and Slam +25/+20/+20 (3d6+13) or Thrown Object +25/+20/+20 (3d6+13/range incr 50ft.)
Space/Reach: 15ft./15ft.
Special Attacks: Flying Nimbus, Spell-Like Abilities, Foggy Weather, Cloud Building
Special Qualities: Cloud Sight, Fog Movement, Oversized Weapon, Cold and Electricity Resistance 20
Saves: Fort +23 Reflex +11 Will +18
Abilities: Str 36 Dex 16 Con 30 Int 20 Wis 30 Cha 30
Skills:
Feats: Toughness Blood of Stone Power Attack Diehard Flyby AttackB, Improved Flyby AttackB Burst of SpeedB DashB
Environment: Clouds (duh)
Organization: Solitary, Pair or Family (3-6)
Challenge Rating: 14
Treasure: +4 Shocking Morningstar, +4 Breastplate, Ring of Resistance +4, Double Standard
Alignment: Whatever

"FEE FI FO FUM!"

Cloud giants consider themselves above all other giants, save storm giants, whom they consider equals. They are creative, appreciate fine things, and are master strategists in battle.

Cloud giants have muscular human builds and handsome, well-defined features. The typical cloud giant is 24 feet tall and weighs 11,500 pounds. Female cloud giants can be 1 to 2 feet shorter and 1,000 to 2,000 pounds lighter. Cloud giants’ skin ranges in color from a milky-white tinged with blue to a light sky blue. Their hair is silvery white or brass and their eyes are an iridescent blue. Cloud giants can live to be 400 years old.

Although they will wear no armor, these giants prize magical protection devices, and one in 20 will have such a device. Cloud giants dress in clothing made of the finest materials available and wear jewelry. Many of the giants consider their appearance an indication of their station; the more jewelry and the better the clothes, the more important the giant. Cloud giants also appreciate music, and the majority of giants are able to play one or more instruments (their favorite is the harp). Unlike most other giant races, cloud giants leave their treasure in their lairs, carrying with them only food, throwing rocks, 10-100 (10d10) coins, and a musical instrument.

Cloud giants live in small clans of no more than six giants. However, these clans know the location of 1-8 other clans and will band together with some of these clans for celebrations, battles, or to trade. These joined clans will recognize one among them to be their leader – this is usually an older cloud giant who has class levels

The majority of cloud giants live on cloud-covered castles atop clouds themselves in temperate and sub-tropical areas.

Cloud giants prefer food that is carefully prepared with spices and sauces, and they relish fine, aged wines.

Good cloud giants trade with human and demi-human communities for food, wine, jewelry, and cloth. Some cloud giant clans will establish good relations with such communities, and will come to the communities' aid if they are endangered. Evil cloud giants raid human and demi-human communities to get what they want.

Cloud giants speak their own tongue and the language of all other giants. In addition, 60% of all cloud giants speak common.

Combat:
Cloud giants fight in well-organized units, using carefully developed battle plans. They prefer to fight from a position above their opponents. A favorite tactic is to circle the enemy, barraging them with rocks others create fog to block the enemies sight.

Flying Nimbus (Su): A cloud giant flies atop a solid cloud that it conjures beneath it, granting it a fly speed of 120 feet with good maneuverability.

Foggy Weather (Su): A cloud giant can cause thick fog to fill the region, up to a 5 mile radius. This can be shaped as desired.

Cloud Building (Su): Cloud Giants may create or dismiss solid clouds anywhere out to long range with a minute of concentration. This material is completely solid and capable of supporting weight. Dealing at least 15 points of damage to square made of solid clouds (hardness 10) transforms it into a solid fog effect for five rounds, after which it dissipates.

Cloud Sight (Ex): Cloud giants may see through clouds and fog as if they weren't there.

Fog Movement (Ex): Cloud Giants are immune to the effects of Solid Fog or any of it's derivative spells.

Oversized Weapon (Ex): Cloud Giants may wield weapons one size category larger without penalty.

Spell-Like Abilities: Fog Cloud, Control Winds, Control Weather (five mile radius), Obscuring Mist, Cloudburst, Solid Fog, 3/day Freezing Fog, Cloudkill

Monkey Grip (Ex): The Cloud Giant 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.
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Last edited by Wiseman on Wed Sep 03, 2014 4:40 am; edited 1 time in total
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PostPosted: Wed Mar 19, 2014 11:24 pm    Post subject: Reply with quote Add User to Ignore List

Sword Archon
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Size/Type: Medium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 11d8+77 (130hp)
Initiative: +6
Speed: 40ft. Fly 90ft. (Good)
Armor Class: 26 (+6 dex +10 natural)
Base Attack/Grapple: Base Attack: +11/+21
Attack: +4 Holy Flaming Bastard Sword +25 (1d10+2d6[holy]+1d6[fire]+14) and +4 Holy Flaming Bastard Sword +25 (1d10+2d6[holy]+1d6[fire]+14)
Full Attack: +4 Holy Flaming Bastard Sword +25/+20/+20 (1d10+2d6[holy]+1d6[fire]+14) and +4 Holy Flaming Bastard Sword +25/+20/+20 (1d10+2d6[holy]+1d6[fire]+14)
Space/Reach: 5ft./5ft.
Special Attacks: Armblades, Spell-Like Abilities, Discorporating Dive
Special Qualities: Perfect Two-Weapon Fighting Outsider Traits, Archon Traits, Aura of Menace, Teleport, Immunity to Fire, Electricity and Petrification, DR10/Evil, Magic Circle against Evil
Saves: Fort +14 Reflex +13 Will +10
Abilities: Str 30 Dex 22 Con 25 Int 14 Wis 16 Cha 20
Skills:
Feats: Power Attack Barreling ChargeB Close Miss Wave Strike Dash
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary, Pair, or Squad 3-6
Challenge Rating: 11
Treasure: Standard
Alignment: Always Lawful Good
Advancement: By Character Class (Favored Classes: Fighter and Paladin)
Level Adjustment: +0

Combat

Armblades (Ex): As a free action, a Sword Archon may transform it's forearms into any one handed melee weapon or back to normal. It is automatically considered proficient in these weapons and they recieve an enhancement bonus equal to 1/3 it's CR rounded up as well as the flaming and holy enhancements.

Discorporating Dive (Su): Whenever the Sword Archon does a flying charge, it may attempt to kill it's opponent instantly, by drilling straight through it. If the attack hits, the opponent must make a Fort Save (DC22) or be slain and have their soul sent to imprisonment in Celestia.

Perfect Two-Weapon Fighting (Su): The Sword Archon may fight with two weapons at no penalty.

Spell-Like Abilities: Aid, Continual Flame, Blade Barrier, Scrying, Fireball, Locate Object, Locate Creature, 3/day: Dispel Chaos, Dispel Evil, Holy Smite, 1/day: Find the Path
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Last edited by Wiseman on Sun Sep 21, 2014 5:58 pm; edited 2 times in total
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PostPosted: Wed Mar 19, 2014 11:24 pm    Post subject: Phoenix Reply with quote Add User to Ignore List

Phoenix
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Size/Type: Colossal Magical Beast (Fire)
Hit Dice: 20d12+200 (350hp)
Initiative: +15
Speed: 60ft. Fly: 300ft. (Perfect)
Armor Class: 39 (+15 dex, -8 size, +15 natural +7 deflection)
Base Attack/Grapple: +20/+46
Attack: Bite +22 (6d6+10)
Full Attack: Bite +22 (6d6+10) and 2 Claws +22 (4d6+10)
Space/Reach: 30ft./30ft.
Special Attacks: Spells, Spell-Like Abilities, Phoenix Song, Immolation, Blessing, Change Size, Change Shape
Special Qualities: Rebirth, Glory, True Fire, Body of the Sun, Telepathy 20 Miles, Blindsight 60ft. SR35
Saves: Fort +22 Reflex +34 Will +34
Abilities: Str 30 Dex 40 Con 30 Int 30 Wis 40 Cha 40
Skills322: Knowledge (Religion) +33 Knowledge (The Planes) +33 Knowledge (any 1 other) +33 Spot +38 Listen +38 Diplomacy +38 Sense Motive +38 Intimidate +38 Heal +38 Concentration +33 Spellcraft +33 Survival +38 Search +33 Craft +33 (any 1)
Feats: Quicken Spell,
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: Phoenix Down plus anything else the DM deems suitable
Alignment: Always Good (Any)

The phoenix is a majestic creature that embodies rebirth, fire and transformation. Such is it's power that many revere it as a deity.

Occasionally, they come to warn others of dire portents in the future. Other times, adventurers seek them out for knowledge or wisdom.

In general, phoenixes are reclusive creatures, tending to make their lairs away from the worlds of humanoid beings. Though they have been seen in all environments, they typically prefer high peaks, away from civilization. There, they meditate on the nature of the multiverse. Though they have the ability to travel through the Astral and Ethereal planes (and thus to any inner and outer plane), they will generally tend to stay on Elysium or in a secluded place on the Prime Material plane.

There are as many legends of the phoenix as there are cultures, each with its own slightly differing viewpoint. Some believe the phoenix to be the benevolent symbol of death, only appearing when someone’s time is up among the living. Other cultures – primarily evil – see the phoenix as the symbol of destruction and rage, bringing fiery devastation in its wake. Still other cultures record their phoenix to be a friend and benefactor of good beings.

Although a wealth of mystery surrounds the phoenix, still there are some things that are known for sure. It is obvious that the phoenix is a champion of good. Although is seems these creatures do not actively seek out evil to destroy, they will rarely pass up such an opportunity when it presents itself. Also, despite the vast differences in ideology, belief, and philosophy in the various cultures that revere the phoenix, one thing remains constant: the phoenix is the symbol of creation by destruction. Some cultures believe that fire is the one great purifier, cleansing all that it touches. Others believe that fires merely destroys. With the phoenix, both are true.

Phoenixes speak Celestial, Ignan, Sylvan, Draconic, and Common.

Combat:

Phoenixes prefer to talk things out rather than fight, though are more than capable of defending themselves should the situation require it. In combat they use their superior maneuverability and spellcasting to attack from a distance.

Spells: The Phoenix casts spells as a 20th level cleric with access to the Healing, Sun, Destruction, and Fire domains.

Change Size (Su): The phoenix may shift anywhere from fine to colossal size as a standard action.

Change Shape (Su): The phoenix may transform into any large or smaller humanoid, monstrous humanoid, giant or animal as a standard action.

True Fire: Whenever the Phoenix deals fire damage, it ignores any fire resistance and deals half damage to creatures with immunity.

Phoenix Song (Su): As a standard action, the Phoenix can begin to sing. All allied creatures within long range gain the benefit of Greater Heroism and all enemies must save (DC35) or be shaken and suffer the effects of a Crushing Despair. After activation, maintaining this effect is a swift action.

Immolation (Su): As a standard action, the phoenix can create or dismiss an aura of fire in anywhere from a 5-100ft. radius. All creatures in this aura take 20d10 fire damage (Undead [regardless of alignment] and Evil Ousiders take double damage). The phoenix may exclude creatures from this effect if it wishes and is aware of them.

Rebirth (Ex): Whenever the phoenix is slain, it explodes in a massive inferno, dealing 20d10 fire damage to any creatures within 60ft and leaves behind nothing but ashes (it may exclude creatures if it wishes and is aware of them). 1 minute later it arises from the ashes as if by True Resurrection. If the Phoenix is slain by a [Death] effect, it arises 1 round later. If the Phoenix dies within the area of a Descecrate or Unhallow spell this effect is delayed until either the effect or the ashes are removed.

Glory (Ex): The phoenix gains a sacred bonus to saves and a deflection bonus to AC equal to half it's charisma modifier. All allies within long range gain half this bonus.

Body of the Sun: The Phoenix is healed by fire and light damage on a point for point basis.

Sonic Flight (Ex): The Phoenix may fly at supersonic speeds, moving 1.5 miles every round. While flying like this, it's able to keep up with it's super speed but it's maneuverability changes to clumsy and it may only take move and free actions. The Phoenix, and anything it is in contact with are protected from debris as if by wind wall.

Blessing (Su): Whenever the Phoenix revives a creature (for example, with it's True Resurrection ability) it may choose to grant that creature the Phoenix-Blessed template. Nothing can force the Phoenix to grant this template against it's will.

Spell-Like Abilities: Constant: Freedom of Movement, Mind Blank, True Seeing, At Will: Merton, Firestorm, Ishara's Fiery Transfiguration, True Resurrection, Mass Heal, Foresight, Produce Flame, Greater Restoration, Shield Other, Deathwatch (no evil descriptor), Dimension Door, Revivify, Remove Fear, Remove Curse, Break Enchantment, Sunburst, Sunbeam, Daylight, Etherealness, Plane Shift, 1/day: Wish, Miracle

Treasure
The undying phoenix is said to call back souls from the heavens, but to win the attention of such fabled bird, you must give up a feather as an offering. The best are the downy feathers of the tail... hence the term phoenix down, see? Mark well that not just any feather will do. Depending on quality and size, the blessing received varies greatly. Displeased? You get what you pay for.

The downy feathers of a Phoenix have the ability to revive a creature. Phoenixes may pluck them out and grant them to those they wish. Treat this as a scroll of True Resurrection, save that it can be activated as a standard action by anyone with no chance of failure. Such an item is worth 5000gp.
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PostPosted: Wed Mar 19, 2014 11:43 pm    Post subject: Reply with quote Add User to Ignore List

Sea Giant
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Size/Type: Gargantuan Giant (Aquatic, Water)
Hit Dice: 16d10+224 (360hp)
Initiative: +3
Speed: 60ft. Swim: 200ft.
Armor Class: 36 (+3 dex, +27 natural, -4 size)
Base Attack/Grapple: +16/+43
Attack: +5 Acidic Trident +32 (4d6+20+1d6[acid]) or Slam +27 (4d6+15) Thrown Object +27/+22/+22/+22 (4d6+15)
Full Attack: +5 Acidic Trident +32/+27/+27/+27 (4d6+20+1d6[acid]) and Slam +27/+22/+22/+22 or (4d6+15) or Thrown Object +27/+22/+22/+22 (4d6+15)
Space/Reach: 20ft./20ft.
Special Attacks: Lord of the Sea, Whirlpool, Spell-Like Abilities
Special Qualities: Immunity to Cold, Darkvision 200ft. Giant Traits, Acid Resistance 30, Fire Resistance 10, Telepathy 5 miles,
Saves: Fort +27 Reflex +17 Will +23
Abilities: Str 40 Dex 16 Con 36 Int 22 Wis 28 Cha 30
Skills:
Feats: Toughness Blood of Stone Power Attack Diehard Weapon Focus Stone Power
Environment: Underwater
Organization: Solitary, or Court (Self plus numerous aquatic creatures)
Challenge Rating: 16
Treasure: Ring of Resistance +4, +5 Acidic Trident and double standard.
Alignment: Often Chaotic Neutral

Sea Giants rule vast undersea kingdoms, full of subjects of various other undersea races. Their skin color varies from normal human tones, to blues, greens and even purples. They often adorn themselves with jewelery and ornaments made out of coral.

They are know for being capricious and vengeful, quick to take offense, and many a ship has been capsized by an angered sea giant. To placate them, many sailors and fishermen drop offerings into the sea.

Combat:

Sea Giants tend to be arrogant and proud of their power. They are unlikely to flee, even if combat goes against them.

They prefer to close to melee, often with a teleport, and make power attacks with their tridents. They also make use of their spell like abilities to create conditions to their advantage, often surrounding themselves with whirling currents.

Lord of the Sea (Su): The sea giant is under a constant Control Water effect, with it's area being multiplied by ten. Additionally it suffers no penalties for any actions it takes underwater.

Whirlpool (Su): The sea giant may create an effect similar to an elder water elemental's vortex ability, anywhere within long range. It lasts for as long as the sea giant concentrates and then an additional 16 rounds. Save DC is Cha based (DC28)

Allies of the Deep (Su): The Sea Giant is aware of every creature with the aquatic or water subtype within 5 miles, and may enact a charm monster effect on them (Will DC28). Success confers immunity for 24 hours.

Spell-Like Abilities: At Will: Water Breathing, Waterball (deals lethal damage), Control Weather (five mile radius, and limited to coastal and overseas regions only), Control Currents, Dark Tide, Greater Teleport (must begin and end completely immersed in water) Flashflood, Submerge Ship, Wall of Water, Waterwalk 1/day: Infinite Geyser, Tsunami
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Last edited by Wiseman on Thu Mar 20, 2014 9:22 pm; edited 2 times in total
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PostPosted: Thu Mar 20, 2014 3:42 pm    Post subject: Reply with quote Add User to Ignore List

Added some new monsters. Changed the thread to a general monsters thread.
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PostPosted: Sun Mar 23, 2014 10:27 pm    Post subject: Reply with quote Add User to Ignore List

Bralani Eladrin
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Size/Type: Medium Outsider (Air, Chaotic, Eladrin, Extraplanar, Good)
Hit Dice: 6d8+27 (45hp)
Initiative: +5
Speed: 40ft. Fly 100ft.
Armor Class: 22 (+5 dex, +7 natural)
Base Attack/Grapple: +6/+9
Attack: +2 Holy Scimitar +13 (1d6+2d6[holy]+5/18-20) or +2 Holy Composite Longbow +13 (1d8+2d6[holy]+5/x3)
Full Attack: +2 Holy Scimitar +13/+8 (1d6+2d6[holy]+5) or +2 Holy Composite Longbow +13/+8 (1d8+2d6[holy]+5) or +2 Holy Composite Longbow +11/+11/+6 (1d8+2d6[holy]+2)
Space/Reach: 5ft./5ft.
Special Attacks: Whirlwind Blast, Spell-Like Abilities
Special Qualities: DR10/Iron, Lawful, or Evil, Alternate Form, Fire and Cold Resistance 10, Immunity to Electricity, SR 16, Tongues
Saves: Fort +8 Reflex +10 Will +8
Abilities: Str 16 Dex 20 Con 17 Int 14 Wis 16 Cha 18
Skills:
Feats: Point Blank Shot, Rapid Shot, Weapon Finesse,
Environment: Olympian Glades of Arborea
Organization: Solitary, Pair, or Band (3-6)
Challenge Rating: 6
Treasure: Standard
Alignment: Always Chaotic Good
Advancement: By Class Level (Favored Classes: Barbarian and Ranger)
Level Adjustment: +0

The snowy, sandy wastes of Pelion are home to the bralani eladrins. They’re the wildest and most feral of their kind, existing from heartbeat to heartbeat in a glorious, never-ending passion. No eladrin can match the fury of an angry bralani, or the keening depths of her grief or sorrow, or the blissful heights of her joy. Bralani are tied to the plains of Pelion, but may occasionally be found dancing in the desert winds or arctic wastes of other realms, exulting in their freedom and the beauty of the open land.

Bralani in their natural form resemble short, stocky elves, broad in the shoulders but graceful nonetheless. Their hair is usually a bright silvery-white, and their eyes are an everchanging rainbow of hues that flicker and shift with the vagaries of the bralani’s mood. Bralani can also take the shape of a whirlwind of dust, sand, or snow, racing across their beloved plains like living zephyrs.

Bralani are the most distant and fey of the eladrins, dangerous to approach and fickle in temperament. Strangers might be greeted with wild celebration or attacked in a towering rage. Although the bralani’s purpose seems to be to dance and race about in the wastes, they’ll drop their endless dance in a moment if they come across evil in their domain. A few rare and unusual bralani sojourning in other worlds ally themselves with the local forces of good, siding with a tribe of noble desert savages or aiding a group of northern herdsmen.

In their native layer of Pelion, the bralani travel in loose bands in an unending dance of wind and sand. Each day the band travels hundreds of miles, stopping only to play pranks on travelers or deal with any unwanted intruders they find. The bralani don’t acknowledge any one individual as leader. The entire band acts merely on spontaneous impulses, which can make these eladrins very hard to deal with.

When the bralani leave Pelion, they travel in small groups of only 1 to 3 individuals. In the rare instances where the bralani have mobilized for war, they act as scouts and skirmishers, harrying the enemies flanks and rear.

Combat:

Spell Like Abilities: At Will: Blur, Lightning Bolt, Wind Wall, Major Image, Mirror Image, Dancing Lights, Ghost Sound, Prestidigitation, 1/day: Charm Monster, Control Winds

Alternate Form (Su): A Bralani may shift between it's humanoid form and it's whirlwind form as a standard action. While in humanoid form it may attack with it's weapons, while in whirlwind form it attacks with whirlwind blast and may fly. It gains medium fortification. It may use it's spell-like abilities in both forms.

Whirlwind Blast (Su): While in whirlwind form, the Bralani may shoot blasts of air. These have the same effect as a Gust of Wind except that they take 1d6 damage per CR of the Bralani (6d6 by default) and if the save fails they are blinded for one round by dust spray.
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PostPosted: Sun Mar 23, 2014 10:31 pm    Post subject: Firre Eladrin Reply with quote Add User to Ignore List

Firre Eladrin
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Size/Type: Medium Outsider (Chaotic, Eladrin, Extraplanar, Fire, Good)
Hit Dice: 10d8+40 (90hp)
Initiative: +11
Speed: 40ft. Fly 100ft.
Armor Class: 25 (+6 dex, +10 natural)
Base Attack/Grapple: +10/+13
Attack: +3 Holy Longsword +20 (1d8+2d6[holy)+3) or Slam +17 (1d8+2d6[fire]+3)
Full Attack: +3 Holy Longsword +20/+15 (1d8+2d6[holy)+3) Two Slams +17 (1d8+2d6[fire]+3)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Inspiring Song, Spells
Special Qualities: Flame On!, Eladrin Traits, Immunity to Electricity, Fire and Petrification, Vulnerability to Cold, DR10/Evil, Lawful or Iron, SR20 Magic Circle against Evil and Law, Resistance to Acid 10
Saves: Fort +11 Reflex +14 Will +12
Abilities: Str 16 Dex 24 Con 18 Int 14 Wis 20 Cha 22
Skills:
Feats: Improved Initiative, Weapon Finesse, Pyrokinisis
Environment: Olympian Glades of Arborea
Organization: Solitary or Pair
Challenge Rating: 10
Treasure: Double Standard
Alignment: Always Chaotic Good

It shouldn’t be any surprise that there are eladrins who devote themselves to art, music, and magic. The firres (pronounced feers) are creatures who live for beauty; their lives are consumed by a fiery passion for art of any kind, and they strive to make their own existence a living image of wonder and delight.

The firre eladrins live as wandering minstrels and bards in Arborea, attending the courts of more powerful eladrins or tarrying to entertain a circle of coures in a forgotten dell. Their pursuit of beauty leads them to any place where art, skill, or grace is held in high esteem. A body could run across a firre traveling the Outlands or visiting the palaces of neutral-aligned powers just as easily as he’d find one in Arborea. Firres have a deep love and appreciation of mortal art, and often embark on lengthy sojourns on the Prime Material Plane to seek out works of excellence. On Arborea, they typically travel between the four principal realms of the Seldarine, Seelie Court, Mount Olympus, and the Court of Stars.

In their natural form, firre eladrins resemble stocky elves with brilliant red hair and fiery red eyes. At first glance, a firre might be taken for a half-elf, but her eyes give her away; they have no iris or pupil, and glow brightly with the firre’s inner flame. Firres can also transform themselves into man-size pillars or balls of fire; in this form they can fly at the listed rate.

Combat:

Flame On! (Su): As a standard action, a Firre may switch between it's humanoid form and one made of fire. In it's humanoid form, it can make weapon attacks, cast spells, use it's spell like abilities and sing. In it's fiery form, it makes natural attacks, flies, has medium fortification, and uses it's spell like abilities.

Song of Inspiration (Su): While in it's humanoid form, a Firre Eladrin can sing, giving all allied creatures the benefit of a Good Hope spell. This requires a swift action to initiate, and additional swift actions to mantain on subsequent rounds.

Spells: A Firre Eladrin casts spells as a 8th level Cleric with access to the Fire, Magic, Good, and Chaos domains.

Burning Gaze (Su): While in humanoid form a firre projects a gaze attack out to 60ft. Enemy creatures within range of this ability must make a Fort Save (DC21) or take 1d6/2CR of the Firre (normally 5d6) fire damage and be blinded for 5 rounds.

Spark (Su): As a swift action, the Firre can cause an unattended object within close range to spontaneously ignite.

Spell-Like Abilities: Constant: See Invisibility, At will: Delayed Blast Fireball, Ur Fireball, Orb of Fire, Scorching Ray, Wall of Fire, Heat Metal, Detect Law, Detect Evil, Rage, Prestidigitation, Cure Serious Wounds, Fire Shield (warm only, no cold resistance), Flame Blade, Inflict Serious Wounds, Produce Flame, Persistent Image, Sleet Storm (Ashes), Burning Hands, Erupting Firebolt, Gaseous Form, Fire Flash, Polymorph Self, Control Temperature (hotter only), Greater Invisibility, Telekinesis, Invisibility, 3/day: Holy Smite/Chaos Hammer, 1/day Prismatic Spray, Scorching Column
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PostPosted: Sun Mar 23, 2014 10:33 pm    Post subject: Reply with quote Add User to Ignore List

Coure Eladrin

Size/Type: Tiny Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice: 2d8 (8hp)
Initiative: +11
Speed: 20ft. Fly 60ft. (Perfect)
Armor Class: 20 (+7 dex +2 size +1 natural)
Base Attack/Grapple: +2/-10
Attack: Dagger +11 (1d2-2)
Full Attack: Dagger +11 (1d2-2)
Space/Reach: 2 1/2ft./0ft.
Special Attacks: Spells, Spell-Like Abilities, Refreshing Song
Special Qualities: Eladrin Traits, Alternate Form, Magic Circle Against Evil, DR5/Iron, Evil, or Lawful. SR12 Immunity to Electricity and Petrification, Resistance to Fire, Cold, and Acid 10.
Saves: Fort +3 Reflex +10 Will +4
Abilities: Str 6 Dex 24 Con 10 Int 14 Wis 12 Cha 18
Skills: Perform (Lyre) +9 Perform (Flute) +9 Perform (Sing) +9 Hide +20 Move Silently +12 Knowledge (Arcana) +7 Knowledge (The Planes) +7 Bluff +9 Diplomacy +9 Sense Motive +6
Feats: Weapon FinesseB Improved Initiative
Environment: Olympian Glades of Arborea
Organization: Solitary, Pair, Flight (3-6) or Dance (7-20)
Challenge Rating: 2
Treasure: Standard
Alignment: Always Chaotic Good
Advancement: By Class Level (Favored Classes: Rogue and Sorcerer)
Level Adjustment: +0

Coures are the least form of Eladrin. They typically inhabit forests on their home plane, where they play harmless pranks on travelers. A Coure loves nothing more than to laugh, and have others laugh with it.

Great numbers of Coure eladrins live within the wild forests and deep-riven gorges of Arvandor, the first layer of Arborea. They gather in bands known as faerie circles or faerie courts. Unlike their larger cousins, the coures have a much closer connection to the land and linger in a favorite grove or mountainside for centuries before moving on. The coures of a faerie circle can be fiercely protective of their enchanted homes and may stand up to far more powerful invaders if necessary.

The coures are the commoners of the eladrins. Like most eladrins, they look after their own affairs, but swarms of them can also be found as attendants to more powerful firre or tulani courts. Among more powerful eladrins, coures’re messengers, heralds, or pages.

Coures are creatures of starlight and darkness. By day they spend much of their time sleeping, wrapping themselves in their gossamer wings.

Combat:
Coures avoid combat when they can, usually fleeing to seek the help of a more powerful Eladrin. They use their illusions to misdirect opponents until the opportunity to escape presents itself.

Spell-Like Abilities: At Will: Minor Image, Dancing Lights, Detect Evil, Ghost Sound, Faerie Fire, Prestidigitation, Invisibility, Detect Magic, Cure Light Wounds, Magic Missile, Summon Instrument, 3/day: Sleep

Refreshing Song (Su): As a full round action, a Coure can make a DC12 perform check. If successful, all creatures who can hear it are cured of any fatigue or exhaustion.

Alternate Form (Su): As a standard action a Coure can shift between it's humanoid form and glowing sphere. While in this form it cannot make weapon attacks or cast spells, but it gains the incorporeal subtype and it's natural armor bonus becomes a deflection bonus that stacks with other deflection sources.
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PostPosted: Sun Mar 23, 2014 10:35 pm    Post subject: Reply with quote Add User to Ignore List

Leonal

Size/Type: Medium Outsider (Extraplanar, Good, Guardinal)
Hit Dice: 12d8+84 (150hp)
Initiative: +5
Speed: 60ft.
Armor Class: 30 (+15 natural, +5 dex)
Base Attack/Grapple: +12/+21
Attack: 2 Claws +25 (2d6+13+rend)
Full Attack: 2 Claws +25 (2d6+13+rend) and Bite +20 (3d6+17)
Space/Reach:5ft./5ft.
Special Attacks: Rend, Pounce, Spell-Like Abilities, Spells, Roar
Special Qualities: Guardinal Traits, DR10/Silver and Evil, SR22, Feral Combat, Master of the Wild, Scent, Tongues,
Saves: Fort +15 Reflex +13 Will +15
Abilities: Str 28 Dex 20 Con 24 Int 18 Wis 24 Cha 24
Skills:
Feats: Power Attack Toughness, Diehard, Improved Natural Weapons, Track
Environment: Blessed Fields of Elysium, Wilderness of the Beastlands
Organization: Solitary, Pride (2-10 Leonals plus 2-20 Celestial Dire Lions)
Challenge Rating: 12
Treasure: Double Standard
Alignment: Always Neutral Good
Advancement: 13+HD Large or By Class Level (Favored Classes: Barbarian or Druid)

"THUNDERCATS! HO!"

Leonals are among the wisest and most powerful of the guardinals. They’re chieftains and leaders when guardinals gather, but a leonal prefers to keep to itself when the forces of good allow it to rest. A leonal resembles a tall, muscular human with short, tawny-golden fur covering its body and a great red mane for hair. Its lower legs are formed like a great cat’s, and its arms conceal steal-hard talons. The leonal’s face is noble and terrifying at the same time: its mouth and nose meet in a subtle, flattened, lionlike muzzle, and a yawn reveals long, sharp fangs.

Leonals’re at home in the wilds of Eronia, but they travel widely throughout Elysium. When they’re not marshalling the guardinals against the threat of evil, they’re often busy on some important mission or task. At rest, a leonal’s a patient and regal creature; but when it confronts the forces of darkness, it’s a remorseless and tireless warrior of good.

Even in peaceful Elysium, leonals are loners. They keep to themselves, roaming the forests and mountains of the more remote areas of the plane. Among other guardinals, leonals are considered to be nobility or royalty; at their command, other guardinals embark on missions or organize armies. The leonals use their authority carefully and only when they feel that a matter can’t be attended to personally.

Leonals travel the planes extensively, keeping an eye open for trouble and dealing with it whenever they can. On rare occasions a leonal serves under a good power, acting as a proxy or adviser of some kind.

Combat:
A leonal charges into combat, roaring and slashing with it's claws. If it has time to prepare for a fight, it gathers animals in the area to it's side, and buffs with spells before entering combat.

Rend (Ex): If a Leonal strikes with both of it's claws on one opponent, it rends them for additional claw damage.

Feral Combat (Su): All Guardinals natural weapons gain a +1 enhancement bonus per 3 CR (rounded up).

Master of the Wild (Su): All Guardinals are aware of every creature of the Animal and Vermin type within 100ft per CR (1200 for the Leonal) and may communicate telepathically with them. They may enact a Charm Monster effect against any such creature they can sense as a swift action, once per round.

Noble Roar (Su): As a standard action, the Leonal can roar in a 60ft. cone. All creatures are subject to a Holy Word effect and take 1d6/CR (12d6 normally) sonic damage (Fort Half). Once used, the Leonal must wait 1d4 rounds before using it again.

Spell-Like Abilities: At Will: Detect Thoughts, Detect Evil, Invisibility, Major Image, Hold Monster, Fireball, Wall of Force, Cure Critical Wounds, Neutralize Poison, Remove Disease, Dominate Animal, Summon Natures Ally VI, Telekinisis, Holy Smite, 1/day: Heal

Spells: A leonal casts spells as a 12th level druid.
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PostPosted: Sun Mar 23, 2014 10:40 pm    Post subject: Avoral Reply with quote Add User to Ignore List

Avoral Guardinal
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Size/Type: Medium Outsider (Extraplanar, Good, Guardinal)
Hit Dice: 9d8+27 (70hp)
Initiative: +8
Speed: 30ft. Fly 100ft. Good
Armor Class: 25 (+8 Dex +7 natural)
Base Attack/Grapple: +9/+12
Attack: Talon +20 (1d8+6) or Wing +20 (1d8+6)
Full Attack: 2 Talons +20 (1d8+6) or 2 Wings +20 (1d8+6)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Eagle Eye, True Seeing, Master of the Wild, Feral Combat, Immunity to Electricity and Petrification, Resistance to Acid and Cold 10
Saves: Fort +9 Reflex +14 Will +11
Abilities: Str 16 Dex 26 Con 16 Int 18 Wis 20 Cha 20
Skills:
Feats: Weapon Finesse, Flyby Attack, Improved Flyby Attack, Track
Environment: Blessed Fields of Elysium, Wilderness of the Beastlands
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always Neutral Good
Advancement: 10+HD (Large) or By Class Level (Favored Classes: Ranger or Fighter)
Level Adjustment: +0

Avorals’re guardinals with the wings of mighty eagles. They’re the scouts and skirmishers of their race, keeping watch over the peaceful skies of Amoria. No other guardinals save Draconals can fly, so aerial vigilance falls to the avorals who confront any invaders who try that avenue. Avorals are born with a deep-rooted wanderlust that can take them on fantastic journeys through hundreds of worlds. Some leave Elysium and never return because they’ve just got to see what lies over the next hill or beyond the next sea.

Avorals have the bodies of tall, muscular men or women, but their arms are long, powerful wings and their lower legs feature strong talons and feathery vanes to act as a tail in flight. Their faces are more human than avian, but their hair seems to be a feathery cowl around their heads, and their eyes are bright and golden. Avorals’ chests are exceptionally deep and powerful, anchoring their wing muscles; their bones are strong but hollow, so even the largest avorals weigh no more than 120 pounds despite their appearance.

An avoral’s wings feature small hands at the midpoints. When its wings are folded beside its body, these wing-hands are carried about where a human’s would be, and can do just about anything a human hand could do.

Like most guardinals, avorals don’t often gather together. They prefer to spend their time soaring on the winds of Elysium. Eronia and Belierin are their favorite layers, since they’re particularly fond of the isolation of these wild places. On rare occasions, a family group may be encountered in a temporary aeriyon some spectacular mountain peak.

Avorals are excelent hunters that enjoy stalking small game. They don’t kill needlessly or just for sport, however, and prefer their dinners prepare in a civilized fashion.

Combat:

An avoral attacks with it's wings when on the ground, and with it's talons while in the air.

Feral Combat (Su): All Guardinals natural weapons gain a +1 enhancement bonus per 3 CR (rounded up).

Master of the Wild (Su): All Guardinals are aware of every creature of the Animal and Vermin type within 100ft per CR (900 for the Avoral) and may communicate telepathically with them. They may enact a Charm Animal effect on any animal they can sense as a swift action, once per round.

Eagle Eye (Ex): An Avoral's Spot checks suffer a -1 penalty per one mile and it has a +8 racial bonus on such checks.

True Sight (Ex): An Avoral always benefits from a True Seeing effect that goes out to line of sight.

Spell-Like Abilities: At Will: Magic Missile, Blur, Aid, Command, Dimension Door, Greater Dispel Magic, Hold Monster, Gust of Wind, Wind Wall, Daylight, 3/day Lightning Bolt
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PostPosted: Sun Mar 23, 2014 10:42 pm    Post subject: Reply with quote Add User to Ignore List

Ursinal Guardinal

Size/Type: Medium Outsider (Extraplanar, Good, Guardinal)
Hit Dice: 11d8+77 (140hp)
Initiative: +7
Speed: 30ft. Fly 60ft.
Armor Class: 28 (+3 Dex, +10 natural +5 deflection)
Base Attack/Grapple: +11/+18
Attack: Claw +22 (1d8+11+grab)
Full Attack: 2 Claws +22 (1d8+11+grab) and Bite +17 (2d6+11)
Space/Reach: 5ft./5ft.
Special Attacks: Improved Grab, Spells, Spell-Like Abilities
Special Qualities: Guardinal Traits, SR21 DR10/Evil and Silver, Immunity to Electricity and Petrification, Acid and Cold resistance 10, Master of the Wild, Feral Combat
Saves: Fort +14 Reflex +10 Will +14
Abilities: Str 24 Dex 16 Con 24 Int 28 Wis 24 Cha 24
Skills: Knowledge (Arcana) +23 Knowledge (The Planes) +23 Knowledge (Religion) Knowledge (Nature) +23 Knowledge (Any other) +23 Spellcraft +23 Concentration +21 Diplomacy +21 Craft (any 1) +23 Search +23 Intimidate +21 Sense Motive +21 Spot +21 Listen +21 Appraise +23
Feats: Extend Spell, Improved Initiative, Spell Penetration, Quicken Spell
Environment: Blessed Fields of Elysium, Wilderness of the Beastlands
Organization: Solitary or Party
Challenge Rating: 11
Treasure: Double Standard
Alignment: Always Neutral Good
Advancement: By Class Level (Favored Classes: Wizard and Archivist)

The scholars and philosophers of the guardinals are the ursinals, benevolent beings who resemble huge men and women with distinctive bearlike attributes. They’re advisers to the leonals, and the record-keepers and magic-users of their race. Ursinals are open with their knowledge but love to digress endlessly and often free-associate through many iterations until they’re holding forth on a subject with no relation to the original topic.

Ursinals stand 8 feet tall, with thick-set bodies. They’re covered with light golden, red, or golden-brown fur that’s long on their forearms, backs, and lower legs and too fine to see on their torsos and faces. An ursinal’s face has a pronounced muzzle and high ear-tufts, but its expression is kindly. It’s very difficult to move an ursinal to anger, but the powers pity the poor sod who manages the trick – it’s said that a fighting-mad ursinal can tear his way through any three gehreleths.

The advice of an ursinal is a much sought-after commodity. As librarians, scholars, teachers, and record-keepers, they carefully catalogue and sort all manner of information. They’re especially knowledgeable about magical matters and also have a keen interest in prime-material histories and linguistics. In Elysium it’s said that if an ursinal doesn’t know something, he knows where to go to find out.

Ursinals are solitary creatures, but almost all are linked by constant correspondence and magical communications. They’re also fond of the company of lesser guardinals or petitioners who can “benefit” from the ursinal’s wisdom. Some view ursinals as intrusive busybodies, but most of their advice is strikingly accurate and always well intended.


Combat:
Though they possess formidable strength, Ursinals prefer to fight with their spells, generally from behind other Guardinals or summoned creatures who take front line positions.

Feral Combat (Su): All Guardinals natural weapons gain a +1 enhancement bonus per 3 CR (rounded up).

Master of the Wild (Su): All Guardinals are aware of every creature of the Animal and Vermin type within 100ft per CR (1100 for an Ursinal) and may communicate telepathically with them. They may enact a Charm Animal effect against any animal they can sense as a swift action, once per round.

Improved Grab (Su): Whenever an Ursinal hit's with a claw attack, it may start a grapple. If it succeeds, it deals additional claw damage, and can hold it's opponent in it's mouth with a -5 penalty, dealing automatic bite damage every round.

Lore (Ex): An ursinal has amassed much knowledge and lore over it's existence. This functions as a bardic knowledge check with a level equal to the ursinal's CR.

Spells: An ursinal casts spells as either an 10th level Wizard or Archivist.

Spell-Like Abilities: Constant: Fly, At Will: Blur, Detect Evil, Magic Missile, Polymorph, True Seeing, Greater Dispel Magic, Cure Moderate Wounds, Daylight, Detect Thoughts, Hold Monster, 1/day: Holy Word
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PostPosted: Sun Mar 23, 2014 10:43 pm    Post subject: Reply with quote Add User to Ignore List

Hound Archon
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Size/Type: Medium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 6d8+36 (70hp)
Initiative: +4
Speed: 40ft.
Armor Class: 24 (+4 dex +10 natural)
Base Attack/Grapple: +6/+12
Attack: +2 Holy Greatsword +14 (2d6+2d6[holy]+11) or Bite +12 (2d6+9)
Full Attack: +2 Holy Greatsword +14/+9 (2d6+2d6[holy]+11) and Bite +12 (2d6+9) or 2 Slams (1d6+6) and Bite (2d6+9)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Howl
Special Qualities: DR10/Evil or Chaotic, Scent, Canine Form, Aura of Menace, Teleport, Immunity to Electricity and Petrification, Magic Circle against Evil, SR16, Tongues
Saves: Fort +10 Reflex +9 Will +8
Abilities: Str 22 Dex 18 Con 20 Int 14 Wis 16 Cha 16
Skills: Survival +12 (+14 other planes), Knowledge (The Planes) +11, Diplomacy +12, Sense Motive +12, Craft +11, Hide +13, Move Silently +13, Spot +12, Listen +12, Search +11
Feats: Power Attack, Toughness, Track
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary, Pair, Squad (3-6) or Platoon (10-20)
Challenge Rating: 6
Treasure: Standard
Alignment: Always Lawful Good
Advancement: By Class Level (Favored Classes: Paladin and Ranger)
Level Adjustment: +0

Hound archons are powerfully muscled humans who have canine heads. Their broad shoulders and large fists mark them as able hand-to-hand combatants; likewise, their strong legs indicate that fleeing enemies might not get very far before being brought down. The hounds are the guardians of the first and second layers, and they command the lantern archons in the defense of Mount Celestia. They wear simple metal collars.

Guardians of the lanterns and of the first and second layers of Mount Celestia, hounds also serve as planar hosts. Much like the helpful lanterns, the hound archons welcome travelers to Mount Celestia. They will gladly direct a planewalker to where he wants to go – though often with a watchful eye.

Combat:

Canine Form (Su): A hound archon can assume the form of any canine animal of large or smaller size. It does not revert to any particular form when slain.

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a close range of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.

Smite (Su): Every melee attack against an evil or chaotic creature deals extra damage equal to the Hounds CR. If the creature is chaotic evil then it doubles.

Howl (Su): Once per hour, a Hound Archon may howl, granting all allies out to medium range the benefit of a Good Hope effect for a number of rounds equal to it's CR (typically 6).

Spell-Like Abilities: At Will: Aid, Continual Flame, Detect Evil, Detect Chaos, Message
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PostPosted: Thu Mar 27, 2014 3:05 am    Post subject: Reply with quote Add User to Ignore List

Justice Archon

Size/Type: Medium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 8d8+56 (100hp)
Initiative: +4
Speed: 40ft. Fly 80ft. (good)
Armor Class: 26 (+8 armor +4 dex +4 natural)
Base Attack/Grapple:
Attack: +2 Holy Greatsword +17 (2d6+2d6[holy]+13) or Slam +15 (1d8+10)
Full Attack: +2 Holy Greatsword +17/+12 (2d6+2d6[holy]+13) or 2 Slams +15 (1d8+10)
Space/Reach: 5ft./5ft.
Special Attacks: Smite Evil, Justice Strike, Spell-Like Abilities
Special Qualities: Aura of Menace, Outsider Traits, Armored Movement, Aura of Truth, Teleport, Magic Circle Against Evil, Immunity to Fire and Electricity
Saves: Fort +13 Reflex +10 Will +9
Abilities: Str 24 Dex 18 Con 24 Int 16 Wis 20 Cha 22
Skills:
Feats: Power Attack Improved Charge Power Charge
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary or Pair
Challenge Rating: 8
Treasure: +2 Holy Greatsword, Mwk Full Plate, plus Standard
Alignment: Always Lawful Good
Advancement: By Class Level (Favored Classes: Paladin and Fighter)

Justice Archons are special forces of Celestia, sent to hunt down wrongdoers, and specially difficult foes. When not in battle, they are used to interrogate those captured.

Combat:

Armored Movement (Ex): Justice Archons suffer no reduction in movement for wearing armor of any kind.

Smite (Su): The Justice Archons melee attacks deal extra damage equal to it's CR against chaotic or evil creatures. This is doubled against creatures that are chaotic evil.

Justice Strike (Su): Whenever the Justice Archon hits with a melee attack, it may use this ability. Instead of it's own damage, the Archon uses the damage of it's opponents primary melee attack. Any effects that occur with that attack are also applied.

Aura of Truth (Su): Everyone within 50ft. of a Justice Archon is affected as if by a Zone of Truth, although they are not initially aware that they are under it's effect. (Will DC20)

Spell-Like Abilities: At Will: Fire Shield (warm only), Cure Light Wounds, Detect Thoughts, Continual Flame, Message, Aid, 3/day: Hold Monster, Delayed Blast Fireball, 1/day: Telekinisis, Hiss of Sleep
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PostPosted: Thu Mar 27, 2014 3:07 am    Post subject: Reply with quote Add User to Ignore List

Per
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Size/Type: Medium Outsider (Good, Extraplanar)
Hit Dice: 10d8+80 (140hp)
Initiative: +5
Speed: 50ft.
Armor Class: 28 (+11 full plate +5 dex +2 shield)
Base Attack/Grapple: +10/+18
Attack: +3 Frost Longsword +23 (1d8+1d6[cold]+15) or Slam +18 (1d8+8)
Full Attack: +3 Frost Longsword +23/+18 (1d8+1d6[cold]+15) and Slam +18 (1d8+8)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Scan
Special Qualities: Magic Circle Against Evil, Telepathy 100ft.
Saves: Fort +14 Reflex +12 Will +13
Abilities: Str 26 Dex 20 Con 24 Int 14 Wis 22 Cha 24
Skills:
Feats: Power Attack Toughness Diehard Weapon Focus
Environment: Any Upper Plane
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Any Good
Advancement: By Class Level (Favored Classes: Crusader and Fighter)

Pers guard the portals of the Upper Planes. They are tireless warriors at those gates.

Pers look like muscular human fighters. They wear bronze or steel armor with elaborate decoration and huge helmets adorned with large plumes or other ornaments. They carry frost-covered swords of intelligence and magical power. Although these guardians are not evil, their appearance is grim and foreboding.

Pers speak celestial and common.

Combat:

Scan (Su): The Per may gain information as if from a Scan on any creature it can see.

Spell-Like Abilities: Constant: True Seeing, Detect Evil, Detect Magic, Greater Arcane Sight, At Will: Cure Serious Wounds, Detect Thoughts, Charm Monster, Light, Mirror Image, Blade Barrier
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PostPosted: Thu Mar 27, 2014 4:03 am    Post subject: Reply with quote Add User to Ignore List

Oread

Size/Type: Medium Fey (Earth)
Hit Dice: 12d6+120 (172hp)
Initiative: +4
Speed: 30ft. Earth Glide: 200 ft.
Armor Class: 30 (+4 dex +16 natural)
Base Attack/Grapple: +6/+13
Attack: +4 Frost Quarterstaff +17 (1d6+1d6[cold]+14)
Full Attack: +4 Frost Quarterstaff +17/+12 (1d6+1d6[cold]+14)
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Spell-Like Abilities Song of the Mountain
Special Qualities: DR10/Adamantine, Fey Traits, SR22, Endurance of Stone, Mountain Awareness
Saves: Fort +13 Reflex +11 Will +15
Abilities: Str 24 Dex 18 Con 30 Int 14 Wis 26 Cha 26
Skills:
Feats: Extend Spell, Quicken Spell
Environment: Mountains (duh)
Organization: Solitary or Mountain Protectors (Oread plus 1-3 stone giants plus 2-4 greater earth elementals)
Challenge Rating: 12
Treasure: Double Standard
Alignment: Usually Chaotic Good
Advancement: By Class Level (Favored Classes: Druid or Sorcerer) or Snowhair (See Below)

Oreads are to mountains what dryads are to oak forests: They are guardian spirits, protectors, and shepherds. Oreads are lithe, stony women with skin the color of the rock of the mountain they protect. Some Oreads are soft and round and tawny like limestone or sandstone; others are grainy red, white, and black like granite; or sharp, angular, and brittle like dark gray gneiss. Their eyes are always the color or clear gemstones and their hair resembles lichen: pale gray, whitish green, or a dark yellow-brown. In winter, their hair and their shoulders always turn white, like the snow-capped peaks. Like dryads, all Oreads are female.

Oreads wear loose gowns in black, gray, or gold, if clothed at all. They are very fond of ornaments, such as ribbons resembling white, plunging waterfalls, crowns of gold and jewels, and glowing shawls that somehow bend light into rainbows.

Oreads attempt to keep the peace on their mountains, often working with tribes of Stone Giants. Oread's tolerate miners, provided their operations are not too disruptive.

Oreads are tied to a single mountain peak. They can travel anywhere on their mountain, from the valley to the heights, but they may never go more than 1 mile from the foot of their mountain. Unlike dryads, they are not vulnerable to the death of their mountain – after all, a mountain cannot die – but they are pained by excessive mining, deforestation, and magical erosion.

Although oreads are solitary, up to four have been encountered in one place. These meetings are usually in mountain valleys surrounded by many peaks, and the oreads are usually related. Arboreans say this is why mountains that stand near one another are sometimes called sisters.

The mountain spirits dwell alone for most of their lives, though once a century they may raise a daughter. Like dryads, the children of oreads are born of satyr or korred fathers, though the fathers have nothing to do with (and no interest in) raising their young.

Oreads devour certain minerals – especially clear gemstones such as quartz, topaz, emeralds, sapphires, and diamonds – and they gladly accept such gifts from visitors and admirers. They are quite brash about their desires and are not ashamed to bluntly ask for gems that they admire. They enjoy metal jewelry but don’t eat metals of any kind. Oreads are on good terms with dryads, korred, satyrs, galeb duhr, and most faerie creatures. They are rivals of sylphs, who often tease and harass the earthbound oreads.

Oread's speak Sylvan, Terran, and Common.

Combat:
Though as durable and tough as the mountains they protect, Oreads prefer to hang back and cast spells from a distance. If enemies close in, they typically earth glide away.

Mountain Dependant (Su): An Oread is dependant on the mountain it lives on. If she ever moves more than one mile from it, she takes five points of Con damage every day until she returns.

Song of the Mountain (Su): Once per day, the Oread may sing for a round. All creatures within long range who hear this song must make a Will save (DC24) or be affected as if by Charm Monster for a year and a day. This is a [Sonic, Mind-Affecting] effect.

Spells: An Oread casts spells as a 12th level druid.

Endurance of Stone (Ex): Oreads are as tough as their mountains. They recieve maximum hit points per HD.

Mountain Awareness (Su): An Oread may create a Clairvoyance effect anywhere on or underneath her mountain.

Spell-Like Abilities: At Will: Spike Stones, Greater Teleport (to and from anywhere on her mountain) Move Earth, Stone Shape, Stone Tell, Stalagmite, Stoneskin, Wall of Stone, Soften Earth and Stone, Giants Wrath, Meld into Stone, Transmute Rock to Mud, Transmute Mud to Rock, Earthshaking Growl, Tremors, 1/day Earthquake.

Snowhair
Size/Type: Medium Fey (Earth)
Hit Dice: 17d6+204 (306hp)
Initiative: +5
Speed: 30ft. Earth Glide: 200ft.
Armor Class: 36 (+5 dex +21 natural)
Base Attack/Grapple: +8/+17
Attack: +4 Frost Quarterstaff +21 (1d6+1d6[cold]+14)
Full Attack: +4 Frost Quarterstaff +21/+16 (1d6+1d6[cold]+14)
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Spell-Like Abilities Song of the Mountain
Special Qualities: DR10/Adamantine, Fey Traits, SR27, Endurance of Stone, Mountain Awareness
Saves: Fort +17 Reflex +15 Will +21
Abilities: Str 28 Dex 20 Con 34 Int 18 Wis 32 Cha 32
Skills: Knowledge (Nature) +24
Feats: Extend Spell, Augment Summoning, Quicken Spell, Improved Initiative, Craft Wondrous Item,
Environment: Mountains (duh)
Organization: Solitary or
Challenge Rating: 17
Treasure: Double Standard
Alignment: Usually Chaotic Good
Advancement: By Class Level (Favored Classes: Druid and Sorcerer)

Snowhairs are elderly Oreads who have spread their influence to encompass entire mountain ranges. The mountains they control typically have Oreads of their own, which the Snowhairs watch over in a grandmotherly sort of manner. Snowhairs appear as elderly women, though this belies their potent strength. Like Oreads they are sociable, and eager to talk with travelers, though they will not hesitate to fight anyone who threatens their mountains. All snowhair oreads are peaceful, smiling, and talkative, full of the tranquil strength that comes with age. Some are even proxies of the powers. A group of seven ancient snowhair oreads are said to be the guardian nature spirits of Mount Olympus.

Unlike lesser Oreads, Snowhairs may leave their mountains freely, though they rarely do so.

Combat:

Song of the Mountain (Su): Once per day, the Snowhair may sing for a round. All creatures within long range who hear this song must make a Will save (DC33) or be affected as if by Charm Monster for a year and a day. This is a [Sonic, Mind-Affecting] effect.

Spells: A Snowhair casts spells as a 17th level druid.

Endurance of Stone (Ex): Snowhairs are as tough as their mountains. They recieve maximum hit points per HD.

Mountain Awareness (Su): A Snowhair may create a Greater Scrying effect anywhere on or underneath her mountians.

Boulder Shift (Su): When a Snowhair strikes a creature in melee, they may transform that creature into a boulder. This functions as a Flesh to Stone effect save that reversing it requires shaping or carving the boulder before using Stone to Flesh.

Spell-Like Abilities: At Will: Spike Stones, Greater Teleport (to and from anywhere on her mountains), Move Earth, Stone Shape, Stone Tell, Stalagmite, Stoneskin, Meld into Stone, Soften Earth and Stone, Giants Wrath, Transmute Rock to Mud, Transmute Mud to Rock, Magic Stone, Wall of Stone, Mass Cure Moderate Wounds, Earthshaking Growl, Tremors, 1/day Earthquake
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PostPosted: Thu Mar 27, 2014 4:06 am    Post subject: Ghaele Reply with quote Add User to Ignore List

Ghaele Eladrin

Size/Type: Medium Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice: 12d8+72 (150hp)
Initiative: +6
Speed: 50ft. Fly 150ft. (Perfect)
Armor Class: 30 (+11 mithril suit +6 dex +3 mithril shield) or 25 (+6 dex +9 deflection)
Base Attack/Grapple: +12/+20
Attack: +4 Holy Speed Longsword +26/+26 (1d8+2d6[holy]+16) or Light Ray +18 ranged touch (6d6)
Full Attack: +4 Holy Speed Longsword +26/+26/+21/+21 (1d8+2d6[holy]+16) or 2 Light Rays +18 ranged touch (6d6)
Space/Reach: 5ft./5ft.
Special Attacks: Light Ray, Spell-Like Abilities, Spells, Evil-Slaying Gaze
Special Qualities: Alternate Form, DR10/Lawful or Evil and Iron, Immunity to Electricity and Light, Eladrin Traits, Resistance to Acid, Fire, and Cold 20, SR27, Telepathy 300ft.
Saves: Fort +14 Reflex +14 Will +16
Abilities: Str 26 Dex 22 Con 22 Int 16 Wis 26 Cha 26
Skills:
Feats: Power Attack Weapon Focus Close Miss Burst of Speed Wave Strike
Environment: Olympian Glades of Arborea
Organization: Solitary, Pair, or CAPTAIN PLANET! (Ghale plus Firre plus Bralani plus Noviere plus Shire plus Coure).
Challenge Rating: 12
Treasure: +4 Holy Longsword, +4 Mithril Suit, double standard
Alignment: Always Chaotic Good
Advancement: By Class Level (Favored Classes: Cleric and Fighter)

The ghaeles are the knights errant of the eladrins. Wherever evil and tyranny raise their ugly heads, the ghaeles respond. Working behind the scenes, they quietly muster resistance and offer guidance to any creatures of good heart with the courage to stand against their oppressors. More than any other eladrins, the ghaeles are accustomed to working from behind the veil.

Ghaeles resemble tall, athletic high elves. They might easily be taken noble elves if not for their pearly, opalescent eyes and radiant aura. Of course, a ghaele may be wearing any manner of mortal guise when encountered away from Arborea. Ghaele eladrins can also take the form of an incorporeal globe of eldritch colors, 5’ in diameter.

The ghaeles are advisers and counselors to the great tulani eladrins, lords of the eladrin courts. It’s quite rare to find two or more ghaeles gathered together, but on rare occasions several may be in the service of one tulani. A ghaele is kind-hearted and compassionate, but his mission against evil weighs on his mind; even in blissful Arborea, he’s wondering how things arc going back on the last prime world he left. His frequent work with mortals and use of mortal veils makes him the most serious and heavy-hearted of the eladrins. Better than any others of his kind, he knows how hard it is to be human.

Combat:

A Ghaele will typically attempt to close to melee with a teleport, hoping to catch it's enemy within the range of it's gaze. Should the gaze attack fail to work against the enemy, it will wield it's weapons in melee combat. Should melee go against it, it will then typically use greater teleport to put distance between it and its foe and heal and buff, either resuming the attack or assuming globe form to attack from a distance.

Spells: A Ghale casts spells as an 12th level cleric with access to the Air, Chaos, Earth, Fire, Good, and Water domains. It does not receive the granted powers of these domains.

Alternate Form (Su): A Ghaele may shift between it's humanoid form and a globe of swirling colors. While in globe form, it may not cast spells, use it's gaze or make weapon attacks, though it may fly and use it's light rays. It is incorporeal. It may use it's spell-like abilities in both forms.

Light Rays (Su): While in globe form the Ghaele may fire rays of light out to 300 feet. These deal 1d6/2CR it possesses (6d6 by default) and subject the victim to a targeted Greater Dispel Magic with a caster level equal to the Ghale's CR.

Spell-Like Abilities: At Will: Detect Evil, Detect Law, Continual Flame, Daylight, Detect Thoughts, Dancing Lights, Prestidigitation, Persistent Image, Mirror Image, Cure Light Wounds, Aid, Holy Word, Word of Chaos, Holy Smite, Chaos Hammer, Disguise Self, Polymorph Self, Alter Self, Greater Dispel Magic (area only), Hold Monster, Charm Monster, Telekinisis, Greater Invisibility, Invisibility, See Invisibility, Greater Teleport (Self plus objects carried only). 3/day: Minor Wish 1/day: Chain Lightning, Prismatic Spray, Wall of Force.

Foe-Slaying Gaze (Su): While in humanoid form, the Ghaele possesses a gaze attack out to 60ft. Evil or Lawful creatures of 5CR or less are instantly slain with no save. Evil Creatures of 6CR or higher (but still less than the Ghaele's CR) may make a Will Save (DC24) or die. Success leaves them shaken instead. This is not a [Death] effect and works normally on creatures immune to such. The Ghaele can exclude creatures from this effect if it wishes.

Protective Aura (Su): Against attacks made or effects created by evil or lawful creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the ghaele. Otherwise, it functions as a magic circle against evil/law effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals Ghaele’s CR). (The defensive benefits from the circle are not included in a Ghaele’s statistics block.)
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PostPosted: Thu Mar 27, 2014 4:09 am    Post subject: Reply with quote Add User to Ignore List

Mortai

Size/Type: Colossal Outsider (Air, Extraplanar)
Hit Dice: 20d12 (500hp)
Initiative: +10
Speed: Fly 300ft. (Perfect)
Armor Class: 46 (+10 dex, -8 size, +8 natural, +26 deflection)
Base Attack/Grapple: +20/+51
Attack: Thunderbolt +30 ranged touch (20d6[elec])
Full Attack: Thunderbolt +30 ranged touch (20d6[elec])
Space/Reach: 50ft./30ft.
Special Attacks: Spell-Like Abilities, Spells, Summon, Lord of Storms, Shaper of Clouds
Special Qualities: Great Knowledge, Heavy Fortification, Lightning Rod, Storm Force, Electrical Pulse
Saves: Fort +25 Reflex +22 Will +25
Abilities: Str 40 Dex 30 Con 36 Int 40 Wis 36 Cha 36
Skills:
Feats:
Environment: Wilderness of the Beastlands, Elemental Plane of Air, Quasimental Plane of Electricity
Organization: Solitary (see text)
Challenge Rating: 20
Treasure: Anything the DM deems acceptable
Alignment: Any

Mortai are massive living clouds, whose size stretches for miles. So big are these creatures, that often they can play host to entire cities made of clouds. The mortai can shape it's own clouds, solidifying or reshaping portions of it.

Combat:
Fighting a Mortai resembles more an entire adventure that a simple encounter. The statblock above represents one of the Mortai's cores. Most have 5 although others may have more or less. To slay a Mortai, one must destroy all of it's cores, which is not an easy task. Would be slayers must navigate through confusing layers of clouds, fighting their way past legions of air creatures and fortifications, towards the chambers where each core lies, protected by even more defenses.

Summon (Sp): A Mortai may summon any creature with the [Air] subtype with a CR of 16 or less as a full round action.

Living Sky: Mortai are incredibly tough creatures, and thus use d12s for HD instead of d8.

Spells: A mortai casts spells as a 20th level druid.

Lord of Storms (Su): The Mortai is under a constant Control Weather effect. It may change the type of weather as a swift action, and the change takes place immediately. The weather created is not limited by the season, and the Mortai may create evil weather[sup]BoVD[/sup] (any save DC's are 10+1/2HD+Cha [usually DC33]). This can effect up to a 100 mile radius that may be shaped as desired. A Mortai suffers no penalties for any kind of weather effects.

Electrical Pulse (Su): Any time the Mortai deals electricity damage, the enemy must make a fort save (DC33) or be staggered for one round. No matter how many times they are hit, the target need only make one save per round.

Storm Force (Su): The Mortai ignores any electrical or sonic resistance, and deals half damage to any creature with immunity.

Spell-Like Abilities: Constant: Freedom of Movement, Water Breathing. Mind Blank At Will: Call Lightning Storm, Chain Lightning, Ur Lightning Bolt Self Bolt, Control Winds, Ice Storm (up to 100ft. area), Sleet Storm, Lightning Strikes Twice, Gust of Wind 3/day: Bolt of Indra Lightning Strikes Twice (usable as swift action), Wall of Thunderbolts 1/day: Greater Shout Stasis Energy Field Delilah's Dispersal Current

I wanted to create a monster that was less encounter and could in fact be it's own adventure. Am I going about it in the right way?
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PostPosted: Mon Mar 31, 2014 6:24 pm    Post subject: Reply with quote Add User to Ignore List

Wood Giant
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Size/Type: Large Giant
Hit Dice: 10d10+70 (130hp)
Initiative: +8
Speed: 50ft.
Armor Class: 25 (+8 dex, +8 natural, -1 size)
Base Attack/Grapple: +10/+21
Attack: +3 Poison Composite Longbow +20 (2d6+2[con]+10) or +3 Poison Spear +18 (2d6+2[con]+10) or Slam +16 (1d8+7) or Thrown Object +16 (1d8+7)
Full Attack: +3 Poison Composite Longbow +20/+15 (2d6+2[con]+10) or +19/+14 +3 Poison Spear (2d6+2[con]+10) or Slam +16/+11 (1d8+7) or Thrown Object +16/+11 (1d8+7)
Space/Reach: 10ft./10ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Giant Traits, Immunity to Poison, Woodland Stride, Trackless Step, Blendin' In Like a Ninja!,
Saves: Fort +14 Reflex +11 Will +5
Abilities: Str 24 Dex 26 Con 24 Int 12 Wis 14 Cha 16
Skills: Hide +17 Move Silently +21 Knowledge (Nature) +14 Survival +15 Climb +14 Jump +13
Feats: ToughnessB, Diehard, Point Blank Shot, Precise Shot, Improved Precise Shot, Far ShotB
Environment: Forests, Jungles,
Organization: Solitary, Pair, Party (3-6) or Tribe (20-40)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually True Neutral
Advancement: By Class Level (Favored Classes: Scout and Ranger)
Level Adjustment: +0

Wood Giants are vengeful protectors of the forests. They defend the wildlife and the trees themselves from incursions by civilization, often attacking woodcutters who dare act in their beloved homes.

Combat:

Wood Giant's primary method of attack is to snipe opponents while hidden in the undergrowth. Should opponents close the distance towards them, wood giants switch to their spears.

Blendin' In Like a Ninja! (Ex): Wood Giants recieve a +10 bonus to hide checks while areas of thick growth.

Trackless Step (Ex): Wood Giants leave no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if so desired.

Woodland Stride (Ex): A Wood Giant may move through any sort of undergrowth (such as thorns, briars, overgrown areas, and similar terrain) at it's normal speed and without taking damage or suffering any other impairment.

Spell-Like Abilities: At Will: Entangle, Wall of Thorns, Plant Growth, Tree Stride, Tree Shape, Command Plants
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PostPosted: Mon Mar 31, 2014 6:29 pm    Post subject: Reply with quote Add User to Ignore List

Hill Giant

Size/Type: Large Giant
Hit Dice: 7d10+56 (100hp)
Initiative: +0
Speed: 40ft.
Armor Class: 20 (-1 dex, +11 natural)
Base Attack/Grapple: +7/+18
Attack: Greatclub +13 (2d8+10) or Slam +13 (2d6+7) or Thrown Object +13 (2d6+7)
Full Attack: Greatclub +13/+8 (2d8+10) and Slam +13/+8 (2d6+7) or Thrown Object +13 (2d6+7)
Space/Reach: 10ft./10ft.
Special Attacks: SMASH!, WAUUGH!
Special Qualities: Giant Traits
Saves: Fort +12 Reflex +1 Will +1
Abilities: Str 25 Dex 9 Con 24 Int 6 Wis 10 Cha 8
Skills: Intimidate +17 Survival +3 Climb +10 Jump +10 Swim +8
Feats: Power Attack Toughness Diehard
Environment: Guess
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding party (6-9 plus 2-4 dire wolves), or tribe (21-30 plus 35% noncombatants plus 12-30 dire wolves, 2-4 ogres, and 12-22 orcs)
Challenge Rating: 7
Treasure: Standard
Alignment: Often Chaotic Evil
Advancement: By Class Level (Favored Classes: Barbarian and Gargantuan Creature)
Level Adjustment: +0

Hill giants are selfish, cunning brutes who survive through hunting and by terrorizing and raiding nearby communities. Despite their low intelligence, they are capable fighters.

Hill giants are oddly simian and barbaric in appearance, with overly long arms, stooped shoulders, and low foreheads. Even though they are the smallest of the giants, their limbs are more muscular and massive than those of the other giant races. The average hill giant is 16 feet tall and weighs about 4,500 pounds. Females have the same builds as males. Their skin color ranges from a light tan to a deep ruddy brown. Their hair is brown or black, and their eyes are black. Hill giants can live to be 200 years old.

Hill Giants clothe themselves in crude hides. These are a sign of prestige in most communities. The more a giant has, the more kills to his name.

Occasionally a hill giant with an average intelligence can be found. Such a giant is capable of rallying bands of his peers so 2, 3, or 4 times the number of giants usually appearing can be encountered. These “giant kings”, as they call themselves, stage raids on human towns or against other races of giants.

Although hill giants prefer temperate areas, they can be found in practically any climate where there is an abundance of hills and mountains. They lair in caves, excavated dens, or crude huts. Those who live in colder climates have developed more skills with preparing and using skins to keep themselves warm and to keep the harsh winds out of their lairs.

Combat:

SMASH! (Ex): Opponents hit by a hill giants melee attacks must succeed on a DC20 fortitude save or be knocked prone and stunned.

WAUUGH! (Ex): The hill giant may use it's strength modifier instead of charisma on intimidate checks.
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PostPosted: Fri Apr 04, 2014 1:33 am    Post subject: Reply with quote Add User to Ignore List

Spyglass Archon
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Size/Type: Medium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 3d8+6 (25hp)
Initiative: +10
Speed: 30ft. Fly 50ft. (Average)
Armor Class: 21 (+6 dex, +2 leather, +3 natural)
Base Attack/Grapple: +3/+5
Attack: Mwk. Short Sword +10 (1d6+2)
Full Attack: 2 Mwk. Short Sword +10 (1d6+2/1)
Space/Reach: 5ft./5ft.
Special Attacks: Sneak Attack 2d6, Spell-Like Abilities
Special Qualities: Shadow Cloak, Perfect Two-Weapon Fighting, Aura of Menace, Teleport
Saves: Fort +4 Reflex +9 Will +6
Abilities: Str 14 Dex 22 Con 14 Int 16 Wis 14 Cha 16
Skills: Hide +12 Move Silently +12 Sleight of Hand +12 Disable Device +9 Bluff +9 Sense Motive +8 Use Magic Device +9 Search +9 Spot +8 Listen +8 Escape Artist +12 Disguise +9
Feats: Improved Initiative, Weapon Finesse
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary or Pair
Challenge Rating: 3
Treasure: Standard
Alignment: Always Lawful Good
Advancement: By Class Level (Favored Classes: Ninja and Assassin)

Spyglass Archons are stealth agents of Celestia. They are not widely known about, and are dispatched in secret in order to gather information or infiltrate facilities. Occasionally, they are sent to assassinate dangerous targets.

Spyglass Archons actually spend a good amount of their time on the prime material plane, keeping watch over various areas Celestia wishes observed.

Combat:

Shadow Cloak (Su): While in areas of less than bright illumination, the Spyglass Archon gains total concealment. In total darkness, they have concealment against even creatures with darkvision or see in darkness.

Perfect Two-Weapon Fighting (Ex): The Spyglass suffers no attack penalty for fighting with two weapons.

Spell-Like Abilities: At Will: Disguise Self, Deeper Darkness, Aid, Message, Continual Flame, 1/day: Invisibility, Suggestion
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PostPosted: Fri Apr 04, 2014 2:30 am    Post subject: Reply with quote Add User to Ignore List

Drowned
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Size/Type: Medium Undead (Dark Minded, Water)
Hit Dice: 8d12+48 (130hp)
Initiative: -1
Speed: 30ft. Swim 60ft.
Armor Class: 22
Base Attack/Grapple: +4/+12
Attack: Slam +12 (1d8+8)
Full Attack: 2 Slams 12 (1d8+8)
Space/Reach: 5ft./5ft/
Special Attacks: Drowning Aura
Special Qualities: Undead Traits, Unholy Toughness, Fast Healing 5, DR5/-
Saves: Fort +7 Reflex +1 Will +7
Abilities: Str 26 Dex 9 Con - Int 9 Wis 12 Cha 20
Skills:
Feats: Toughness, Diehard, Power Attack
Environment: Coastal Regions
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Usually Chaotic Evil

Drowned are born of those who lost their lives at sea. They are constantly sopping wet and their bodies have been bloated by their drowning. They are cruel and vengeful, wishing for everyone to suffer as they have.

Combat

Drowned are a serious threat to air-breathers, and they take full advantage of it. They charge into combat, hoping to catch as many enemies in their aura as possible. If any enemy proves immune to it's aura, the drowned becomes enraged and typically focuses all it's attacks on that foe.

Drowning Aura (Su): All creatures within 30ft. of a drowned must succeed on a fort save (DC19) every round or suffer the effect of a Drown spell. Creatures that do not need to breathe, or who can breath water are unaffected by this.

Unholy Toughness (Ex): A Drowned adds it's Charisma modifier to hit points for each HD and to fort saves.
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PostPosted: Fri Apr 04, 2014 2:37 am    Post subject: Reply with quote Add User to Ignore List

Justicator

Size/Type: Large Outsider (Extraplanar, Lawful)
Hit Dice: 16d8+144 (250hp)
Initiative: +12
Speed: 60ft. Fly 140ft. (Good)
Armor Class: 36 (+13 mithril suit, +8 dex, +6 natural, -1 size)
Base Attack/Grapple: +16/+32
Attack: +5 Speed Axiomatic Geometrium Greatsword +34/+34 (3d6+2d6(axiomatic)+23) or Slam +27 (2d6+2d6[axiomatic]+12)
Full Attack: +5 Speed Axiomatic Geometrium Greatsword +34/+34/+29/+29/+29 (3d6+2d6(axiomatic)+23)
Space/Reach: 10ft./10ft.
Special Attacks: Smite Chaos, Spell-Like Abilities,
Special Qualities: Weapon of Order, Champion of Order, Telepathy 100ft., SR26, DR10/Chaotic, Regeneration 10/Chaotic, Magic Circle Against Chaos, Immunity to Paralysis, Pattern, and Mind Affecting, Resistance to Fire, Cold, Electricity, Acid, Sonic, and Light 30
Saves: Fort +19 Reflex +18 Will +19
Abilities: Str 34 Dex 26 Con 28 Int 24 Wis 28 Cha 28
Skills: Knowledge (the planes) +26, knowledge (any 2 others) +26, Diplomacy +28, Sense Motive +28, Spot +28, Listen +28, Search +26, Craft (any 1) +26, Intimidate +28, Swim +31, Survival +28, Heal +28, Spellcraft +26, Concentration +28
Feats: Power Attack, Improved Initiative, Weapon Focus Wave Strike, Track,
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary or Pair or Task Force (2 Justicators plus 6 12th level axiomatic human fighters)
Challenge Rating: 16
Treasure: Standard
Alignment: Always Lawful (Any)
Advancement: By Class Level (Favored Classes: Fighter and Monk)
Level Adjustment: +0

Justicators are an ancient race who are stalwart champions of law, and wage war against the forces of chaos. Though originating from Mechanus, they are often found elsewhere, engaging in battle against slaadi or hunting down those who stray from the law.

In the early days of the multiverse, the Justicators were one of the first planar races to begin exploration of planes other than their own. In their ancient fortresses they may have hidden knowledge of locations and planar power sources otherwise lost to history.

Being the original race of Order (as Angels are to Good, Proteans are to Chaos and Baernaloths are to Evil), they had a hand in the origination of other lawful spirits and creatures. They were the direct creators of the Inevitables, and aided the One and the Prime in it's expansion to planar power.

Combat:
Champion of Order (Su): As a full round action, a Justicator may grant a willing eligible creature the Axiomatic Creature template for 24 hours.

Weapon of Order (Su): The Justicator may grant any weapon or natural weapon it touches the Axiomatic property and a +5 enhancement bonus.

Smite Chaos (Su): A justicators attacks carry the power of law. Any successful attack against a chaotic creature deals extra damage equal to the Justicators CR (normally 16). Twice per battle, the Justicator may imbue it's attack with greater power. The next melee attack it makes adds it's charisma modifier to hit and if successful deals twice it's CR in extra damage to chaotic foes and causes a bestow curse effect (Will DC27 negates) creatures with the [Chaotic] subtype take an -2 penalty on this save and take double damage from the smite.

Spell-Like Abilities: Constant: True Seeing, Detect Chaos, Greater Arcane Sight, At Will: Bless, Invisibility Purge, Prestidigitation, Dimensional Anchor, Cure Critical Wounds, Inflict Critical Wounds, Dispel Chaos, Greater Dispel Magic, Greater Teleport (self plus objects carried only), Wall of Gears, Hold Monster, Wall of Law, Axiomatic Water, Axiomatic Storm, Dictum, Empowered Maximized Orders Wrath, Mechanus Mind, Plane Shift, Banishment, Calm Emotions, Guards and Wards, Locate Object, Locate Creature, Shield of Law, Greater Telekinisis, Scan, Power Word: Any, E=MC^2, Slow, 3/day: Limited Wish, Heal, Harm, Greater Scrying, 1/day: Forcecage, Find the Path, Discern Location. Time Stop, Wish, Geas, Dominate Monster, Call Marut, Galaxy Stop, Antimagic Field, Data Form, Wall of Quark Soup
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PostPosted: Fri Apr 04, 2014 2:44 am    Post subject: Reply with quote Add User to Ignore List

Arrow Demon

Size/Type: Medium Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 10d8+90 (140hp)
Initiative: +9
Speed: 40ft.
Armor Class: 28 (+9 dex +9 natural)
Base Attack/Grapple: +10/+16
Attack: +4 Composite Greatbow +25 (2d8+17/17-20/x4) and +4 Composite Greatbow +25 (2d8+17/17-20/x4) or Claw +16 (1d6+6)
Full Attack: +4 Composite Greatbow +25/+20 (2d8+17/17-20/x4) and +4 Composite Greatbow +25/+20 (2d8+17/17-20/x4) or 4 Claws +16 (1d6+6)
Space/Reach: 5ft./5ft.
Special Attacks: Perfect Archer, Close Combat Shot, Perfect Two-Weapon Fighting, Spell-Like Abilities, Arrow Storm
Special Qualities: Aura of Primal Emotion, Immunity to Fire and Poison, Resistance to Acid, Cold, and Electricity 10,
Saves: Fort +16 Reflex +16 Will +10
Abilities: Str 22 Dex 28 Con 29 Int 14 Wis 16 Cha 18
Skills:
Feats: Weapon Focus, Point Blank Shot, Rapid ShotB, Far Shot, Precise Shot, Improved Precise Shot, Improved CriticalB
Environment: Infinite Layers of the Abyss
Organization: Solitary, Pair, Squad (3-6) or Force (8-12 plus 10-20 Armanites)
Challenge Rating: 10
Treasure: 2 +4 Composite Greatbows, Plus standard
Alignment: Always Chaotic Evil
Advancement: By Class Level (Favored Classes: Ranger or Fiendish Brute
Level Adjustment: +0

Arrow demons are long ranged units in demonic armies. They often work with groups of armanites, provinding ranged support while the armanites keep foes at a distance.

Combat:

Aura of Primal Emotion (Su): An Arrow Demon projects an aura of fear, (Will DC19)

Close Combat Shot (Ex): An Arrow Demon provokes no attacks of opportunity for firing a ranged weapon. Additionally, it adds it's BAB to damage to ranged attacks within the first range increment.

Perfect Archer (Ex): The Arrow Demon ignores any cover less than total. It may make attacks of opportunity with ranged weapons out to 30 feet. It's critical threat range with with ranged weapons is doubled, and the multiplier is increased by 1. Additionally, any creature struck by an Arrow Demons ranged attacks are subjected to a targeted Greater Dispel Magic effect.

Oversized Weapon (Ex): The arrow demon may wield weapons one size category larger than normal without penalty.

Perfect Two-Weapon Fighting (Ex): The Arrow Demon may fight with two weapons at no penalty. Additionally, it may attack with both weapons as a standard action.

Arrow Storm (Su): As a full round action, an Arrow Demon can fire a single ranged attack against any amount of targets within the first range increment. Roll once and compare against each targets AC. This does not trigger it's Dispel Magic ability, nor can it land critical hits.

Spell-Like Abilities: Constant: True Seeing At Will: Invisibility, Levitate, Greater Teleport (self plus objects carried only), Telekinesis, Slow.
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PostPosted: Mon Apr 07, 2014 6:27 pm    Post subject: Reply with quote Add User to Ignore List

Arcanaloth
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Size/Type: Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 12d8+24 (90hp)
Initiative: +7
Speed: 30ft. Fly 60ft.
Armor Class: 29 (+3 dex, +11 natural, +5 deflection)
Base Attack/Grapple: +12/+13
Attack: Claw +13 (1d6+1+poison)
Full Attack: 2 Claw +13 (1d6+1+poison) and Bite +13 (1d8+1)
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Spell-Like Abilities, Poison, Summon
Special Qualities: Immunity to Poison, Mind-Affecting and Acid, Resistance to Cold, Fire, and Electricity 20, SR22, DR10/Good, Telepathy 100ft., Tongues
Saves: Fort +14 Reflex +15 Will +19
Abilities: Str 12 Dex 16 Con 14 Int 28 Wis 24 Cha 26
Skills:
Feats: Extend Spell, Quicken Spell, Improved Initiative, Empower Spell, Violate Spell
Environment: Bleak Eternity of Gehenna, Gray Wastes of Hades
Organization: Solitary, Pair or Embassy (3-4)
Challenge Rating: 12
Treasure: Ring of Resistance +4, Double Standard
Alignment: Always Neutral Evil
Advancement: By Class Level (Favored Classes: Wizard and Archivist)

"Ah yes, so we've come to an agreement? Good! Sign here on the dotted line..."

Arcanaoloths are the faces of the Yugoloths, the creatures that those bargaining with the fiendish race most often see. They are charismatic and polite, yet this conceals a manipulative nature. Though they possess formidable magical power, they prefer to rarely exercise it. An Arcanaloth is at it's best when it is surrounded by a web of labyrinthine and fiendish plots, misleading and manipulating it's enemies into their own destruction.

Combat:

Most Arcanaloths see combat as a last resort, something to engage in when all other possibilities have failed. Many will flee outright should they face combat. However, if escape is not an option, or there is in fact profit to be made from it, the Arcanaloth with bring down the full wrath of their magical might.

Poison (Ex): Injury, Fort DC18, Primary: 1d6 Str plus 1d6 Con Secondary: Paralysis

Spells: An Arcanaloth casts spells as either a 12th level Diviner or Archivist.

Spell-Like Abilities: Constant: Fly At Will: Produce Flame, Major Image, Deeper Darkness, Heat Metal, Polymorph, Greater Invisibility, Telekinesis, Magic Missile, Greater Teleport (self plus objects carried only), Plane Shift,

Summon (Sp): An Arcanaloth may summon any lesser CR yugoloth with a 75% chance of success or another Arcanaloth with a 50% chance of success 1/day. This is the equivalent of a 6th level spell.
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PostPosted: Mon Apr 07, 2014 6:34 pm    Post subject: Reply with quote Add User to Ignore List

Musteval

Size/Type: Tiny Outsider (Extraplanar, Good, Guardinal)
Hit Dice: 2d8+2 (10hp)
Initiative: +5
Speed: 40ft.
Armor Class: 20 (+5 Dex +3 natural +2 size)
Base Attack/Grapple: +2/-7
Attack: Bite +10 (1d4+1)
Full Attack: Bite +10 (1d4+1) and 2 Claws +10 (1d3+1)
Space/Reach: 2 1/2ft./0ft.
Special Attacks: Spell-Like Abilities, Master of the Wild, Sneak Attack 1d6, Spell-Like Abilities
Special Qualities: Feral Combat, Immunity to Electricity and Petrification, Resistance to Acid and Cold 10, Focused Movement
Saves: Fort +4 Reflex +8 Will +4
Abilities: Str 8 Dex 20 Con 12 Int 14 Wis 12 Cha 14
Skills:
Feats: Weapon Finesse
Environment: Blessed Fields of Elysium, Wilderness of the Beastlands
Organization: Solitary or Squad (2-6)
Challenge Rating: 2
Treasure: Standard
Alignment: Always Neutral Good
Advancement: +3 HD (Small) or By Class Level (Favored Classes: Rogue and Assassin)
Level Adjustment: +0

Mustevals are the least form of Guardinal, serving as stealth agents and messengers. They spend a good amount of their time on the prime material, keeping watch over wild areas, and keeping track of potential heroes the celestials can support.

Combat:

Mustevals prefer to attack from positions of concealment, often ambushing enemies in groups.

Feral Combat (Su): All Guardinals natural weapons gain a +1 enhancement bonus per 3 CR (rounded up).

Master of the Wild (Su): All Guardinals are aware of every creature of the Animal and Vermin type within 100ft per CR (200 for the Musteval) and may communicate telepathically with them. They may enact a Charm Monster effect against any they can sense as a swift action, once per round, ignoring vermin's immunity to mind affecting.

Focused Movement (Ex): A musteval may move before and after taking a standard action, though it may not move more than it's normal distance.

Spell-Like Abilities: At Will: Detect Evil, Invisibility, Disguise Self, Magic Missile, Protection from Evil 1/day See Invisibility, Minor Image
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