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Wiseman
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PostPosted: Mon Apr 07, 2014 7:10 pm    Post subject: Reply with quote Add User to Ignore List

Lupinal

Size/Type: Medium Outsider (Extraplanar, Good, Guardinal)
Hit Dice: 8d8+32 (80hp)
Initiative: +7
Speed: 50ft.
Armor Class: 27 (+7 dex, +10 natural)
Base Attack/Grapple: +8/+14
Attack: +3 Keen Longsword +17 (1d8+9/17-20) and +3 Keen Longsword +17 (1d8+9/17-20) or Bite +17 (2d6+12+trip)
Full Attack: +3 Keen Longsword +17 (1d8+9/17-20) and +3 Keen Longsword +17 (1d8+9/17-20) and Bite +17 (2d6+12+trip) or 2 claws +17 (1d6+9) and Bite +17 (2d6+12+trip)
Space/Reach: 5ft./5ft.
Special Attacks: Favored Enemy, Spell-Like Abilities, Master of the Wild, Improved Trip, Howl of Terror
Special Qualities: Feral Combat, Immunity to Electricity and Petrification, Resistance to Acid and Cold 10, Scent, DR10/Evil or Silver
Saves: Fort +10 Reflex +13 Will +9
Abilities: Str 22 Dex 24 Con 18 Int 14 Wis 16 Cha 18
Skills:
Feats: Track, Power Attack, Dodge
Environment: Blessed Fields of Elysium, Wilderness of the Beastlands
Organization: Solitary, or Pack (2-10)
Challenge Rating: 8
Treasure: Standard
Alignment: Always Neutral Good
Advancement: 9+HD (Large) or By Class Level (Favored Classes: Ranger and Scout)
Level Adjustment: +0

The lupinals’re the front-line troops of Elysium. Packs of ’em roam all over the plane, and often into the Outlands, Bytopia, or the Beastlands, searching aggressively for any hint of evil intrusion. While the other guardinals take their rest in Elysium, the lupinals hold themselves ready for battle at a moment’s notice. Their organization and outlook are distinctly lawful at times, far more so than those of the other guardinals.

Lupinals are half-man and half-wolf. Their bodies are long, lean, and rangy. Their rear legs are bent like a wolfs, and they have long, pronounced muzzles with rows of sharp teeth. Lupinals are covered in short, fine, silvery-gray fur. At a distance, a lupinal could be taken for a werewolf in its hybrid form, but on closer inspection the lupinal is far less bestial and has a much more intelligent and expressive face - until it finds an evil quarry encroaching on its hunting grounds.

Like the equinals, lupinals are social creatures who often gather in small packs that hunt, play, and fight together. However, they’re also comfortable being alone, and many lupinals prefer to keep their own company.

Lupinals like to run in packs, but have little loyalty to any particular group. A lupinal might run with three different groups on three consecutive nights, or stay with the same band for months or years at a time. The most intelligent or wisest lupinal is always recognized as the pack leader, and the others obey him or her without reservation.

Lupinals’re naturally suspicious of strangers and evaluate almost any creature they meet in terms of threat potential. They’re wary of humanoids and the like, since they regard any mortal adventurer as a disaster waiting to happen. However, once the friendship of a lupinal is won, a body couldn’t have a more loyal or steadfast companion.

Lupinals celebrate the hunt as a social gathering and bonding ritual. They never take sentient prey, but love the challenge and excitement of tracking a quarry that’s trying to evade them. Lupinal packs are Elysium’s first line of defense against invasion, and they take their responsibilities seriously.


Combat:

Favored Enemy (Ex): As a ranger equal to the Lupinals CR.

Improved Trip (Ex): A Lupinal that hits with it's bite attack can trip it's opponent as a free action that does not provoke an attack of opportunity. If it succeeds, it gets an extra attack against them as a free action. If it fails, the opponent may not try to trip the Lupinal back.

Howl of Terror (Su): As a standard action, a Lupinal may howl, forcing all enemies within long range to save (Will DC18) or become panicked for 4d6 rounds. Success leaves them merely shaken for the same duration. Creatures with a higher CR than the Lupinals are unaffected by this.

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, Magical Beast, and Vermin type within 100ft per CR (800 for the Lupinal) 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 a Vermin's immunity to mind control). A Magical Beast who succeeds on it's save becomes immune to further attempts for 24 hours.

Spell-Like Abilities: At Will: Blur, Blink, Ethereal Jaunt, Magic Missile, Invisibility, Greater Mage Hand, Cure Light Wounds, Alter Self (humanoids only), Widened Deeper Darkness 3/day Cone of Cold, Fly, Wraithstrike, 1/day: Cure Disease, Neutralize Poison
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Last edited by Wiseman on Wed Sep 03, 2014 2:32 am; edited 2 times in total
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Wiseman
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PostPosted: Mon Apr 07, 2014 7:44 pm    Post subject: Reply with quote Add User to Ignore List

Solar
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Size/Type: Large Outsider (Angel, Extraplanar, Good)
Hit Dice: 20d8+300 (450hp)
Initiative: +19
Speed: 60ft. Fly 200ft. (Perfect)
Armor Class: 50 (+15 dex, +19 natural, +7 deflection -1 size)
Base Attack/Grapple: +20/+39
Attack: +7 Holy Dancing Vorpal Greatsword +41 (3d6+2d6[holy]+29) or +7 Holy Speed Composite Longbow +41/+41 (2d6+2d6[holy]+22) or Slam +36 (2d6+2d6[holy]+15)
Full Attack: +7 Holy Dancing Vorpal Greatsword +41/+36/+36/+36 (3d6+2d6[holy]+29) or +7 Holy Speed Composite Longbow +41/+41/+36/+36/+36 (2d6+2d6[holy]+22) or 2 Slams +36 (2d6+2d6[holy]+15)
Space/Reach: 10ft./10ft.
Special Attacks: Smite Evil, Spells, Spell-Like Abilities,
Special Qualities: Sacred Armaments, Radiance, Champion of Justice, Judgement, Glory, Purpose, Immortal Eyes Immunity to Acid, Cold, Electricity and Petrification, Resistance to Fire 20, Regeneration 20/Evil and Epic, Spell Resistance 35, Damage Reduction 20/Evil and Epic,
Saves: Fort +34 Reflex +34 Will +35
Abilities: Str 40 Dex 40 Con 40 Int 40 Wis 42 Cha 40
Skills:
Feats: Improved Initiative, Power Attack, Extend Spell, Quicken Spell, Empower Spell,
Environment: Any Good-Aligned Plane
Organization: Solitary or Host (Solar plus any number of non-evil creatures the DM deems suitable)
Challenge Rating: 20
Treasure: Anything the DM deems suitable
Alignment: Always Good (Any)
Advancement: 21+HD (Huge) or Class Level (Favored Classes: Cleric and Paladin)

Also called Seraphim, Solars are the greatest of the angels, or indeed of any of the celestial race. All but the mightiest of evildoers quake in the boots at the thought of facing the wrath of such a being.

Though powerful, Solars rarely stride into battle themselves, usually taking a backseat role, directing other celestials and heroes in the never ending battle against evil. In this, they fill a role similar to the Pit Fiends and Balors of the lower planes, manipulating events from behind the scenes and only stepping in themselves at the crucial moment.

Solar's, like all angels, have a varied appearance, depending on what sort of purpose they serve. Some have bodies tattooed in holy scripture, while others constantly drip blood from the wounds of war. Some have burning eyes and hair, some have animal heads, while others have completely featureless heads. Their appearances range from the beautiful to the horrifying. There are a few similarities though. Most stand at around 12 feet tall, and have wings (though even the wings vary in appearance).

Solars are the parents and ancestors of many half-celestials and Aasimar. These descendants contain the power of good within them and often become adventurers and powerful heroes in their own right, some powerful enough to rival the Solars themselves.

Combat

Like most celestials, Solars disdain combat, and would prefer to talk things out. However, they realize that given their line of work, once an enemies weapons are drawn, they're rarely put away until violence has passed. Thus they possess formidable combative abilities. If caught alone they will use their ability to call more celestials (usually 4 planetars) to aid them in their fight. After this, or if they already have sufficient allies, they will typically fight at a range, using their dancing weapons and arrows, supplementing their assault with spells and spell-like abilities. If there is nothing worthwhile to be gained from their sacrifice, a Solar has no qualms about retreating from a losing battle and possibly returning with an advantage prepared.

Judgement (Su): An angel automatically knows the alignment of any creature it is aware of. This bypasses any attempts to conceal alignment if the caster level of the ability or CR of the creature is equal to or lower than the angels.

Purpose: An angel serves a deity or represents some great concept. All angels select two domains and gain their granted powers and access to their spells as if they were spheres with expert access.

Champion of Justice (Su): As a full-round action, a solar may grant a willing, eligible creature the celestial template for 24 hours with a touch.

Smite Evil (Su): Any time the Solar deals damage to an evil creature, it is increased by the Solar's CR.

Radiance (Su): A solar is healed by light damage on a point for point basis.

Glory (Ex): The Solar 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.

Immortal Eyes (Ex): A Solar's wings are covered in eyes. This grants it all-around vision. It is also under constant true seeing and greater arcane sight effects that go out to line of sight, as well as X-Ray vision with the same range (and the normal penetrating ability).

Sacred Weaponry: Any weapon the Solar touches gains an enhancment bonus equal to the wielders CR/3 rounded up. Melee weapons gain the Holy, Dancing and Vorpal traits, while ranged weapons gain the Holy and Speed traits, produce their own ammunition, and any foe struck must make a fort save (DC35, Cha based) or die, this is a [Death] effect, however creatures who succeed on their saves or are immune instead take 50 points of damage and are staggered for 1 round. These traits last for 24 hours. The save DC is determined by the wielders stats.

Heavenly Host: Once per hour, the Solar may call a CR20 encounter's worth of [Good] creatures as per gate. It may not call another Solar.

Spells: A solar casts spells as a 20th cleric with access to the Good and Celestial Domains.
Typical Cleric Spells Prepared (6/10/10/10/10/9/8/8/7/7; save DC 26+spell level)

Spell-Like Abilities: Constant: True Seeing, See Invisibility, Detect Snares and Pits, Detect Lies, Mind Blank, Holy Aura, At Will: Holy Word, Imprisonment, Limited Wish, Lesser Miracle, Greater Teleport (self plus objects carried only), Etherealness, Righteous Smite, Improved Telekinisis, Greater Telekinisis, Power Word: Any, Prismatic Spray, Smiting Lightning, Abolishing Flames, Invincible Golden Body 3/day: Waves of Exhaustion, Earthquake, Resurrection, Mass Charm Monster, Arrow of White Bloom 1/day: Divine Retribution, Wish, True Resurrection, Miracle Supernova
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Last edited by Wiseman on Sun Dec 31, 2017 10:40 pm; edited 10 times in total
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PostPosted: Tue Apr 08, 2014 7:40 pm    Post subject: Reply with quote Add User to Ignore List

Astral Deva
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Size/Type: Medium Outsider (Angel, Extraplanar, Good)
Hit Dice: 12d8+72 (150hp)
Initiative: +10
Speed: 50ft. Fly 120ft. (Good)
Armor Class: 30 (+6 dex, +14 natural)
Base Attack/Grapple: +12/+22
Attack: +4 Holy Mace of Disruption +26 (1d8+2d6[holy]+14) or Slam +22 (1d8+10)
Full Attack: +4 Holy Mace of Disruption +26/+21/+21 (1d8+2d6[holy]+14) and Slam +22 (1d8+10) or 2 Slams +22 (1d8+10)
Space/Reach: 5ft./5ft.
Special Attacks: Stunning Blow, Spell-Like Abilities,
Special Qualities: Judgement, Purpose, DR10/Evil Immunity to Acid, Cold, Electricity, and Petrification, Resistance to Fire and Light 20, SR27 Change Shape, Tongues, Uncanny Dodge, Protective Aura
Saves: Fort +17 Reflex +14 Will +18
Abilities: Str 30 Dex 22 Con 28 Int 20 Wis 26 Cha 24
Skills:
Feats: Power Attack, Improved Initiative, Blood of Stone, Iron Will, Flyby Attack,
Environment: Any Good-Aligned Plane
Organization: Solitary or Pair
Challenge Rating: 12
Treasure: Double Standard
Alignment: Always Good (Any)
Advancement: By Class Level (Favored Classes: Fighter and Paladin)
Level Adjustment: +0

Astral Deva's tend to deal with matters in the Lower Planes. There, they lead celestials against armies of fiends, or single-handedly fight their way through evil fortifications. They also watch over good-aligned adventurers as they make their way through the lower planes, rescuing them if needed.

Combat:

Judgement (Su): An angel automatically knows the alignment of any creature it is aware of. This bypasses any attempts to conceal alignment if the caster level of the ability or CR of the creature is equal to or lower than the angels.

Purpose: An angel serves a deity or represents some great concept. All angels select two domains and gain their granted powers and access to their spells (up to a level equal to their CR/2+1) as spell-like abilities usable at will.

Planar Adaptation (Ex): The Astral Deva is immune to any hostile planar effects.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the Deva. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals Astral Deva’s CR). (The defensive benefits from the circle are not included in a Deva’s statistics block.)

Stunning Blow (Ex): Any creature who takes damage from an Astral Deva's melee attacks must make a Fort Save (DC26) or be stunned for 1 round.

Uncanny Dodge (Ex): As a 12th level rogue.

Spell-Like Abilities: At Will: Plane Shift, Blade Barrier, Holy Smite, Holy Word, Dispel Evil, Bless Water, Greater Dispel Magic, Invisibility, Greater Invisibility, Charm Monster, Hold Monster, Remove Paralysis, Remove Curse, Remove Fear, Remove Disease, Neutralize Poison, Cure Serious Wounds, Telekinisis, Holy Aura, Polymorph, Detect Evil, Arcane Sight, 3/day Greater Vigor, Wall of Good, Holy Storm, Crown of Flame 1/day: Heal, Hallow
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Last edited by Wiseman on Wed May 18, 2016 8:18 pm; edited 4 times in total
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PostPosted: Tue Apr 08, 2014 7:43 pm    Post subject: Reply with quote Add User to Ignore List

Movanic Deva
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Size/Type: Medium Outsider (Angel, Extraplanar, Good)
Hit Dice: 8d8+48 (90hp)
Initiative: +5
Speed: 50ft. Fly 100ft.
Armor Class: 23 (+5 dex +8 natural)
Base Attack/Grapple: +8/+15
Attack: +3 Flaming Greatsword +18 (2d6+1d6[fire]+13) or Slam +15 (1d8+7)
Full Attack: +3 Flaming Greatsword +18/+13 (2d6+1d6[fire]+13) or 2 Slams +15 (1d8+7)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Nature's Pacifism, Judgement, Purpose, Immunity to Acid, Cold, Electricity, and Petrification, Resistance to Fire and Light 20, DR10/Evil, SR18, Uncanny Dodge,
Saves: Fort +12 Reflex +11 Will +11
Abilities: Str 24 Dex 20 Con 22 Int 18 Wis 20 Cha 22
Skills:
Feats: Power Attack, Weapon Focus, Flyby Attack
Environment: Any Good-Aligned Plane
Organization: Solitary, Pair, or Squad (3-6)
Challenge Rating: 8
Treasure: Standard
Alignment: Always Good (any)
Advancement: By Class Level (Favored Classes: Fighter and Ranger)

Movanic devas are the most privileged of all the devas, for they are sent to many other planes to aid prominent mortal followers of good deities in moments of dire need. They are able to pass into the Prime Material at will.

Movanic devas rarely appear in their natural form, instead polymorphing themselves into people or animals. Sometimes, however, the shock value of their natural form better serves their needs.

Combat:

Judgement (Su): An angel automatically knows the alignment of any creature it is aware of. This bypasses any attempts to conceal alignment if the caster level of the ability or CR of the creature is equal to or lower than the angels.

Purpose: An angel serves a deity or represents some great concept. All angels select two domains and gain their granted powers and access to their spells (up to a level equal to their CR/2+1) as spell-like abilities usable at will.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the Deva. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals Deva’s CR). (The defensive benefits from the circle are not included in a Deva’s statistics block.)

Soothing Presence of Nature (Ex): Unless magically compelled to do so, animal and plant creatues will not attack a Movanic Deva that does not attack them first.

Spell-Like Abilities: At Will: Plane Shift, Cure Light Wounds, Holy Smite, Dispel Evil, Greater Dispel Magic, Invisibility, Polymorph Self, Create Food and Water, Consecrate, Continual Flame, Neutralize Poison, Remove Fear, Remove Disease, Remove Poison, Aid, Entangle, 3/day: Telekinisis 1/day: Power Word Maladroit
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Last edited by Wiseman on Wed Mar 08, 2017 4:06 am; edited 3 times in total
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PostPosted: Tue Apr 08, 2014 7:45 pm    Post subject: Reply with quote Add User to Ignore List

Abiorach

Size/Type: Medium Outsider (Extraplanar, Rilmani)
Hit Dice: 5d8+10 (30hp)
Initiative: +3
Speed: 30ft.
Armor Class: 18 (+2 armor, +3 dex, +3 natural)
Base Attack/Grapple: +5/+9
Attack: +2 Trident +11 (1d8+1) or Slam +9 (1d8+4)
Full Attack: +2 Trident +11 (1d8+1) and Slam +9 (1d8+4)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities,
Special Qualities: Aura of Passive Balance, Elemental Attunement, Immunity to Light and Poison, Resistance to Acid 20 and Sonic 20, Tongues,
Saves: Fort +6 Reflex +7 Will +7
Abilities: Str 18 Dex 16 Con 14 Int 16 Wis 16 Cha 16
Skills:
Feats: Power Attack, Danger Intuition
Environment: Concordant Domain of the Outlands
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always True Neutral
Advancement: By Class Level (Favored Classes: Rogue and Monk)
Level Adjustment: +0

The Elemental Planes are a theater of conflict between the forces of good and evil, just as the Prime Material and the Outer Planes are. Malicious demielementals such as dao or efreet pursue wars of expansion and aggression against the lawful or good residents of those planes. The creatures known as the princes of elemental evil seek to control all of their kind. The rilmani’re as watchful over these arenas of conflict as they are of any others, and the abiorachs’re their agents in the Elemental Planes.

Generally, abiorachs avoid conflict with the powerful denizens of the Elemental Planes. They’re among the weakest of the rilmani and look for ways to solve problems thrqugh manipulation and trickery rather than open battle. Abiorachs aren’t often called upon to intervene in the affairs of the Elemental Planes, since the elements have a natural inclination to neutrality, but there’s always some blood who wants to change that, so the abiorachs rarely let down their guard.

Abiorachs bear a passing resemblance to adolescent humans, with slight builds and youthful features. However, their bodies gleam with a liquid, silver shine that flows and shifts with every movement. Their eyes are crystalline and tend to catch a rainbow of colors. Abiorachs’re a little more open and carefree than most of their kind, but they can be temperamental and capricious creatures; they’re used to looking at things om an elemental, not human, viewpoint.

Abiorachs often travel the Elemental Planes in small bands, easily shifting from one to the other by usng their elemental immunity. They rarely remain in one area for long. Normally, the most intelligent and experiences abiorach acts as informal captain for the group, directing its activities. On the Outlands, abiorachs are more subdued and reserved – being under the noses of the auromachs and argemachs brings out their serious side.

Combat:

Aura of Passive Balance (Su): All creatures within close range of a Rilmani are affected by a calm emotions effect every round and lose all alchemical, sacred, profane, and enhancement bonuses (Will DC15 negates for one round). Additionally, everything is subject to an area greater dispel magic at a caster level equal to the Rilmani's CR. The Rilmani may exclude creatures from it's aura effect if it is aware of them.

Elemental Attunement (Su): While on an inner plane, the Abiorach may attune itself to that plane as a non-action, gaining the movement capabilities, subtype, and immunities of that planes native elemental. It also gains additional at-will spell-like abilities depending on it's new subtype. This lasts until the Abiorach attunes itself to a new plane.
Air: Gust of Wind, Fog Cloud
Fire: Pyrotechnics, Wall of Fire
Water: Grease, Control Water
Earth: Magic Stone, Wall of Stone
Cold: Sleet Storm, Polar Ray
Positive: Cure Light Wounds, Aid
Negative: Inflict Light Wounds, Doom

Spell-Like Abilities: At Will: Shocking Grasp, Greater Teleport (Self plus objects carried only), Plane Shift (Outlands and Inner Planes only, not impeded), Invisibility, Greater Dispel Magic, Glitterdust, Detect Alignment, Mirror Image, Charm Monster, Detect Thoughts,
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PostPosted: Tue Apr 08, 2014 7:45 pm    Post subject: Reply with quote Add User to Ignore List

Cuprilach

Size/Type: Medium Outsider (Extraplanar, Rilmani)
Hit Dice: 9d8+36 (70hp)
Initiative: +10
Speed: 50ft.
Armor Class: 28 (+5 armor, +8 dex, +5 natural)
Base Attack/Grapple: +9/+12
Attack: 2 +3 keen shortsword +20 (1d6+6/17-20/x2)
Full Attack: 2 +3 keen shortswords +20/+15 (1d6+6/17-20/x2)
Space/Reach: 5ft./5ft.
Special Attacks: Death Attack, Spell-Like Abilities
Special Qualities: Aura of Passive Balance, Immunity to Electricity, Acid Resistance 20, SR19 DR10/magic
Saves: Fort +10 Reflex +16 Will +10
Abilities: Str 16 Dex 26 Con 18 Int 18 Wis 18 Cha 24
Skills:
Feats: Danger Intuition Weapon Finesse, Improved Initiative, Lightning Reflexes
Environment: Concordant Domain of the Outlands
Organization: Solitary
Challenge Rating: 9
Treasure: +3 leather armor, 2 +3 keen shortswords and Standard
Alignment: Always True Neutral
Advancement: By Class Level (Favored Classes: Rogue and Assassin)
Level Adjustment: +0

Cuprilachs’re the spies, assassins, and secret soldiers of the rilmani. The argenachs act as advisers, and the ferrumachs stand bravely on the field of battle, but the cuprilachs strike from the shadows using stealth and speed to accomplish their goals. Cuprilachs believe that the only way the Balance’ll ever be safe is by neutralizing high-up creatures of extreme alignment. They’re easily the most dangerous rilmani, simply because they’re the ones who’re most likely to decide on the spot that a basher needs to be lost.

Cuprilachs appear as slight and wiry humans, with the easy grace and trim build of an elf or half-elf. Their features are human enough, except for the coppery sheen of their skins and their featureless, ruby-red eyes. There aren’t many bloods in the Outlands who’re as cocky or arrogant as a cuprilach, but their attitude stems from a professional pride – they’re some of the best assassins on the planes, and they know it.

While cuprilachs make no secret o their calling or beliefs in the rilmani strongholds of the Spire, they’re extremely capable and clever spies when they’re about their business. They’ll use their polymorph self ability to great effect, and consider no ruse, charade, or dirty trick to be beneath them when there’s work to be done. It’s said that no one’s ever spotted a cuprilach before he struck, but this is an exaggeration… probably.

Cuprilachs rank below argenachs and above the ferrumachs and abiorachs in the society of the Spire. They’re hardly model citizens, though. Cuprilachs’re hot-tempered, violent, and rebellious at the best of times. Despite this, they never refuse a target and serve to the best of their ability when an aurumach tells ’em to put some cutter under.

When cuprilachs aren’t on the job, they’re often pursuing rigorous training and driving themselves at a brutal pace, or tearing up the Spire in wild celebration. Other rilmani stay out of their way when cuprilachs get together and “relax”.

Combat:

Aura of Passive Balance (Su): All creatures within close range of a Rilmani are affected by a calm emotions effect every round and lose all alchemical, sacred, profane, and enhancement bonuses (Will DC21 negates for one round). Additionally, everything is subject to an area greater dispel magic at a caster level equal to the Rilmani's CR. The Rilmani may exclude creatures from aura effect if it is aware of them.

Death Attack: If the Cuprilach studies an opponent unnoticed for a full turn, on their next turn, every attack against that opponent adds 1d6*(CR+2) to their damage. This is not precision damage.

Spell-Like Abilities: At Will: Charm Monster, Enervation, Detect Thoughts, Fog Cloud, Greater Invisibility, Persistant Image, Telekinisis, Confusion, Polymorph Self, Power Word: Fatigue, Modify Memory, Poison, Wraithstrike, See Invisibility,
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PostPosted: Tue Apr 08, 2014 7:49 pm    Post subject: Reply with quote Add User to Ignore List

Goristro
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Size/Type: Gargantuan Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 16d10+208 (330hp)
Initiative: +1
Speed: 80ft.
Armor Class: 27 (+1 dex, +20 natural, -4 size)
Base Attack/Grapple: +16/+43
Attack: Slam +33 (4d6+29) or Thrown Object +27 (3d6+15)
Full Attack: 2 Slams +33 (4d6+29) and Gore +33 (6d6+21) or Thrown Object +27/+22/+22/+22 (3d6+15)
Space/Reach: 20ft./20ft.
Special Attacks: Powerful Strikes, Spell-Like Abilities, Brutal Charge, Destroyer of Fortifications, Stamp, Awesome Blow
Special Qualities: DR20/Good and Iron, SR26, Aura of Primal Emotion, WAAUGH!, Natural Cunning, Scent
Saves: Fort +23 Reflex +11 Will +10
Abilities: Str 40 Dex 12 Con 36 Int 6 Wis 10 Cha 8
Skills: Intimidate +34 Spot +19 Listen +19 Jump +34
Feats: Power Attack, Blood of Stone, Diehard, Cleave, Great Cleave, Brutal Thrower
Environment: Infinite Layers of the Abyss
Organization: Solitary or Wrecking Crew (Self plus 2 hezrou 5-10 Armanites and 10-15 Tiefling fighters [5th level])
Challenge Rating: 16
Treasure: None
Alignment: Always Chaotic Evil
Advancement: By Class Level (Favored Class: Fiendish Brute or Gargantuan Creature

Goristro are bred by demon lords as living siege engines. They exist only for combat, and spend most of their time fighting or seeking out a fight. A Goristro not in combat either sleeps or searches for something to fight. Goristro are rarely found wild, as their talents are highly valued, and those that are are quickly recruited. A rogue Goristro that refuses to ally with anyone is quickly hunted down as they can become a severe liability.

Combat:

Aura of Primal Emotion (Su): A Goristro projects an aura of rage (DC17).

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

Powerful Strikes (Ex): A goristro's natural weapons gain enhancement bonus equal to it's CR/3 rounded up. It's slam attacks are treated as two handed weapons for all beneficial effects. Any creature struck by them must make a fort save (DC33) or be stunned for one round.

Awesome Blow (Ex): In addition, if it wishes, the Goristro may send an opponent flying 10 feet for every point of Str modifier (150ft.) For every size smaller than the Goristro the victim is, the distance is doubled. A creature one size larger than the goristro only moves half distance, and doesn't move at all on creature 2 or more sizes larger. Opponents affected by this must make a reflex save (DC33) or land prone. If they impact with an object they take 1d6 per CR of the Goristro (16d6) dealing damage to the object. If this is enough to destroy it, they go flying through, their flight unimpeded. If they would hit a creature, that creature may make a reflex save (same DC) to avoid the attack. If they fail they are also knocked prone.

Brutal Charge (Ex): When a Goristro charges, it moves up to triple it's move speed, and overruns any creatures smaller than it in it's path, dealing triple it's gore damage. In addition, any creatures struck by this are affected by a targeted greater dispel magic at a caster level equal to the Goristro's CR.

Stamp (Ex): As a standard action, the goristro can strike the ground, creating an earthquake effect, and dealing 1d6 damage per CR (normally 16d6) (reflex DC33 half) damage to any creatures within it's radius. Goristros are immune to this effect.

Throw Anything (Ex): Goristro can throw objects (whether they be rocks, wooden planks, or other pieces of debris) up to four sizes smaller than themselves in one hand. In this case, ‘size’ refers to the size of the projectile itself, not the creature by whom it is wielded (thus, a Fine object can be up to six inches in diameter). Such a projectile deals 1d6 points of damage per size category it possesses (beginning at 1d6 damage for a Fine-sized projectile and advancing accordingly) and has a range increment of 10 feet per size category of the Goristro throwing it. Goristro add their Strength modifier to both attack and damage rolls with these weapons.

Catch (Ex): When a Goristro is targeted with a ranged weapon that they would be capable of throwing and is aware of the attack, it may attempt to catch the projectile as an immediate action by making an attack roll opposing that of the thrower. It must have at least one hand free in order to attempt to catch something. A Goristro who successfully catches a projectile may elect to throw it at another creature within its normal throwing range as part of the same immediate action. A Goristro may only block weapons with enhancement bonuses up to its CR divided by four; anything with a higher bonus cannot be caught.

Natural Cunning (Ex): Like the minotaurs they are modeled after (or perhaps the other way around...) goristroi though not especially intelligent, possess innate cunning and logical ability. They are immune to maze spells, they never become lost, and have the ability to track, and are never flat-footed.

WAUUGH! (Ex): The Goristro may use it's strength modifier instead of charisma on intimidate checks.

Spell-Like Abilities: At Will: Greater Shout, Fear, Spider Climb, Levitate, Unholy Aura.
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PostPosted: Wed Apr 09, 2014 11:14 pm    Post subject: Reply with quote Add User to Ignore List

Planetar

Size/Type: Large Outsider (Angel, Extraplanar, Good)
Hit Dice: 16d8+144 (200hp)
Initiative: +11
Speed: 50ft. Fly 140ft.
Armor Class: 40 (+7 Dex, +18 natural, +5 deflection)
Base Attack/Grapple: +16/+31
Attack: +5 Holy Vorpal Greatsword +31 (3d6+2d6[holy]+21) or Slam +26 (2d6+2d6[holy]+11)
Full Attack: +5 Holy Vorpal Greatsword +31/+26/+26/+26 (3d6+2d6[holy]+21) 2 Slams +26 (2d6+2d6[holy]+11)
Space/Reach: 10ft./10ft.
Special Attacks: Spell-Like Abilities, Spells,
Special Qualities: Regeneration 10/Evil, DR10/Evil, Fast Healing 5, Immunity to Acid, Cold, Electricity and Petrification, Resistance to Fire and Light 20, Glory, Purpose, Judgement,
Saves: Fort +24 Reflex +22 Will +26
Abilities: Str 32 Dex 24 Con 28 Int 24 Wis 32 Cha 30
Skills:
Feats: Power Attack, Extend Spell, Quicken Spell, Flyby Attack, Improved Initiative, Cleave
Environment: Any Good-Aligned Plane
Organization: Solitary, Pair or Force (Planetar plus 2-4 Astral Devas)
Challenge Rating: 16
Treasure: Double Standard
Alignment: Always Good (any)
Advancement: By Class Level (Favored Classes: Marshal and Cleric)

Planetars are generals of the celestials, leading their armies into glorious battle against the forces of the lower planes. Other times, they aid powerful mortal heroes in their quests to vanquish evil.

When not in combat, Planetars are often the rulers of the larger, celestial cities.

Combat:

Judgement (Su): An angel automatically knows the alignment of any creature it is aware of. This bypasses any attempts to conceal alignment if the caster level of the ability or CR of the creature is equal to or lower than the angels.

Purpose: An angel serves a deity or represents some great concept. All angels select two domains and gain their granted powers and access to their spells (up to a level equal to their CR/2+1) as spell-like abilities usable at will.

Spells: A planetar casts spells as a 14th level Cleric with access to the Good and Celestial domains.

Glory (Ex): The Planetar gains a sacred bonus to saves and a deflection bonus to AC equal to half it's charisma modifier (normally +5). All allies within long range gain half this bonus. This otherwise functions as a double strength magic circle against evil and globe of invulnerability save that it only applies to unwanted spells.

Spell-Like Abilities:Constant: Death Ward, Mind Blank, True Seeing, See Invisibility, Discern Lies, Detect Snares and Pits, At Will: Heroism, Greater Teleport (self plus objects carried only), Greater Invisibility, Mass Cure Critical Wounds, Continual Flame, Daylight, Flame Strike, Greater Dispel Magic, Telekinisis, Animate Objects, Holy Smite, Holy Word, Holy Aura, Dispel Evil, [url=https://dnd-wiki.org/wiki/Minor_Wish_(3.5e_Spell)]Minor Wish[/url], Speak With Dead, Smiting Lightning 3/day: Power Word (Any), Raise Dead, Waves of Fatigue, 1/day: Earthquake, Resurrection, Greater Restoration, Mass Charm Monster, Waves of Exhaustion, Lesser Miracle

Change Shape (Su): A Planetar can assume the form of any Large or smaller Humanoid, Monstrous Humanoid, Giant, or Animal. It may retain it's ability scores in these forms if it wishes.


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PostPosted: Wed Apr 09, 2014 11:17 pm    Post subject: Reply with quote Add User to Ignore List

This qorrashi entry has been replaced by an updated one on page 6.
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PostPosted: Wed Apr 09, 2014 11:21 pm    Post subject: Reply with quote Add User to Ignore List

Baernaloth

Size/Type: Medium Outsider (Evil, Extraplanar)
Hit Dice: 15d8+105 (200hp)
Initiative: +7
Speed: 40ft. Fly 60ft.
Armor Class: 34 (+7 dex, +17 natural)
Base Attack/Grapple: +15/+25
Attack: Claw +25 (1d8+2d6[unholy]+10)
Full Attack: 2 Claws +25 (1d8+2d6[unholy]+10) and Bite +20 (2d6+2d6[unholy]+15)
Space/Reach: 5ft./5ft.
Special Attacks: Reopen Wounds, Spell-Like Abilities, Smite Good, Champion of Darkness
Special Qualities: DR15/Good Regeneration 10/Good, SR30, Fiendish Knowledge, Magic Circle Against Good, Immunity to Poison, Disease, and Mind Affecting, Resistance to Fire, Cold, Acid, Electricity, Sonic and Light 30.
Saves: Fort +15 Reflex +15 Will +21
Abilities: Str 30 Dex 25 Con 24 Int 40 Wis 36 Cha 30
Skills: Hide +25, Move Silently +25, Concentration +25, Spot +31, Listen +31, Sense Motive +31, Bluff +28, Diplomacy +28, Disable Device +25, Knowledge (The Planes) +33, Knowledge (Arcana) +33, Knowledge (Religion) +33, Knowledge (Nature) +33, Knowledge (Psionics) +33, Knowledge (Architecture and Engineering) +33, Craft +33, Knowledge (History) +33, Swim +28, Use Rope +25, Autohypnosis +31, Heal +31, Handle Animal +28, Intimidate +28
Feats: Darkstalker,
Environment: Gray Wastes of Hades
Organization: Solitary
Challenge Rating: 15
Treasure: Standard
Alignment: Always Evil (Any)
Advancement: By Class Level: (Favored Classes: Fiendish Brute, Conduit of the Lower Planes)

Baernaloths are ancient enigmatic creatures. They live like hermits on the Gray Wastes, rarely seen. Though similar in name, Baernaloths are not actually yugoloths, though they have strange ties to that fiendish race. Yugoloth leaders and others occasionally seek out Baernaloths in their caves, to receive advice or wisdom from them, although this information often comes with a price not always readily apparent to the recipient.

Though not the most powerful of fiends, other fiends respect and fear them. Though rarely leaving their lairs, when they do it's to head towards some sort of leader among fiends (not always Yugoloth), although what they discuss is unknown.

Rumor has it that the Baernaloths are actually the progentiors of the Yugoloth race and by proxy every other fiendish race in the lower planes. Whether this is true or false, the Baernaloths do not answer this question themselves.

Combat:

Reopen Wounds (Su): A baernaloth can, with a melee touch, deal damage equal to another single amount of damage or imitate any sort of harmful effect the victim has suffered within the last 24 hours (Will DC27 negates). (Upon touching the creature it automatically knows all such applicable effects).

Fiendish Knowledge: A Baernaloth is an ancient creature and has over the eons picked up countless secrets and legends. This ability functions like Bardic Knowledge with the Baernaloth's effective bard level equal to it's CR. It also has maximum ranks in all knowledge skills with no expenditure of skill points.

Champion of Darkness (Su): As a Full-Round Action, a Baernaloth can grant a willing, eligible creature the fiendish creature template for 24 hours.

Master of Evil: A Baernaloth is considered to have every spell with the [Evil] descriptor on it's spell list for the purpose of activating magic items.

Smite Good (Su): Any time a Baernaloth deals damage to a good aligned creature, that damage is increased by it's CR.

Spell-Like Abilities: Constant: Mind Blank, Greater Arcane Sight, True Seeing, Detect Traps, At Will: Contagion, Greater Teleport (self plus objects carried only), Plane Shift, Delayed Blast Fireball, Acid Storm, Swamp of the Underworld (300ft area), Widened Io's Tears (no terrain limits) Cloudkill, Stinking Cloud, Deeper Darkness, Greater Orb of Acid, Blacklight, Flesh to Stone, Telekinisis, Horrid Wilting, Detect Good, Blasphemy, Unholy Aura, Antipathy, Sympathy, Wretched Blight, Blindness/Deafness, Dispel Good, Greater Contagion, Poison, Greater Invisibility, Suggestion, Wall of Evil, Mass Charm Monster, Hiss of Sleep, True Seeing, Detect Magic, Greater Arcane Sight, Detect Thoughts, Hold Monster, Chain Lightning, Probe Mind, Shrink Item, Analyze Dweomer, Brain Spider, Major Creation, Detect Good, Greater Scrying (no detectable sensor), Faerie Fire, Dancing Lights, Greater Shadow Conjuration, Greater Shadow Evocation, Glitterdust, Prestidigitation, Summon Swarm, Fear, Greater Bestow Curse, Power Word: Any, Polymorph, Legend Lore, Vision, Divination, Augury, Crushing Despair, Psychic Poison, Guards and Wards, Greater Glyph of Warding (knows every Sor/Wiz/Clr/Drd spell of 6th level or lower for the purposes of spell glyph), Permanent Image, Programmed Image, Evil Eye, Symbol of Death, Symbol of Fear, Symbol of Pain, Symbol of Sleep, Symbol of Insanity, Symbol of Spell Loss, Symbol of Stunning, Symbol of Thirst, Symbol of Persuasion, Symbol of Weakness, Waves of Fatigue, Wall of Fire, Wall of Water, Wall of Stone, Wind Wall, Wall of Ice, Minor Wish, 3/day: Baleful Polymorph, Limited Wish, Greater Planar Binding, Waves of Exhaustion 1/day: Wish, Acid Fog, Pestilence, Evil Weather, Permanency


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PostPosted: Wed Apr 09, 2014 11:27 pm    Post subject: Reply with quote Add User to Ignore List

Blue Slaad

Size/Type: Large Outsider (Chaotic, Extraplanar, Slaad)
Hit Dice: 8d8+56 (110hp)
Initiative: +2
Speed: 40ft.
Armor Class: 24 (+2 dex, +13 natural, -1 size)
Base Attack/Grapple: +8/+19
Attack: Claw +13 (4d6+14)
Full Attack: 2 Claws +13 (4d6+14) and Bite +13 (3d6+7+chaos fang)
Space/Reach: 10ft./10ft.
Special Attacks: Chaos Fang, Snikt!, Spell-Like Abilities, Giant Frog
Special Qualities: Immunity to Sonic, Resistance to Fire, Acid, Electricity, and Cold 10 DR10/Lawful, Regeneration 5/Lawful
Saves: Fort +13 Reflex +8 Will +8
Abilities: Str 24 Dex 14 Con 24 Int 8 Wis 14 Cha 14
Skills:
Feats: Power Attack, Cleave, Great Cleave
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or Giant Frog (2-6)
Challenge Rating: 8
Treasure: Standard
Alignment: Always Chaotic Neutral
Advancement: 10+HD (Huge) or Class Level (Favored Classes: Barbarian and Fiendish Brute [reflavored for chaos])
Level Adjustment: +0

Combat:

Giant Frog (Su): Slaad warp reality around them. The area within 5ft per CR of the Slaad gains Limbo's Highly Morphic trait. THe slaad recieves a +2 bonus to checks to shape the area. Additionally, Slaad are always under Subjective Gravity.

Snikt! (Ex): Blue Slaad have wolverine claws, so their claw damage is doubled, and has a crit range 17-20, (already reflected in the stat block above).

Chaos Fang (Su): A bite from a Blue Slaad infects the victim with chaotic energy, causing them to take 1d4 chaotic damage per round for a number of rounds equal to the Blue Slaad's CR (normally 8). If a victim dies while under this affect they transform into a red slaad. If they are an arcane spellcaster, they instead transform in to a green slaad. No part of the character survives this transformation, and it can only be undone by a limited wish, wish, miracle or reality revision. A Protection from Chaos (or similar) effect negates this. Creatures with the [Lawful] subtype take double damage but don't transform into Slaad upon death.

Spell-Like Abilities: At Will: Chaos Hammer, Shout, Confusion, Shatter.
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PostPosted: Thu Apr 10, 2014 11:52 pm    Post subject: Reply with quote Add User to Ignore List

Primatal
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Size/Type: Medium Outsider (Extraplanar, Good, Guardinal)
Hit Dice: 9d8+54 (100hp)
Initiative: +6
Speed: 60ft.
Armor Class: 27 (+8 armored in life, +6 dex, +3 natural)
Base Attack/Grapple: +9/+16
Attack: +3 Holy Quarterstaff +19 (1d6+2d6[holy]+10/1d6+2d6[holy]+10) or Slam +19 (1d8+7)
Full Attack: +3 Holy Quarterstaff +19/+14 (1d6+2d6[holy]+10/1d6+2d6[holy]+10) and Slam +19 (1d8+7)
Space/Reach: 5ft./5ft.
Special Attacks: Fighting Styles, Master of the Wild, Spell-Like Abilities
Special Qualities: Armored in Life, Feral Combat, SR19, DR10/Evil and Silver, Immunity to Electricity, Resistance to Acid 10 and Cold 10,
Saves: Fort +12 Reflex +12 Will +11
Abilities: Str 24 Dex 22 Con 22 Int 14 Wis 20 Cha 16
Skills: Bluff +15 Diplomacy +15 Spot +17 Listen +17 Hide +18 Move Silently +18 Sense Motive +17 Balance +18 Jump +19 Climb +19
Feats: Power Attack, Combat Expertise, Combat Reflexes, Improved Trip
Environment: Blessed Fields of Elysium, Wilderness of the Beastlands
Organization: Solitary or Pair
Challenge Rating: 9
Treasure: Standard
Alignment: Always Neutral Good
Advancement: By Class Level (Favored Classes: Monk and Sohei)
Level Adjustment: +0

Primatals are martial artists, constantly traveling and fighting evil to hone their techniques. They wander the fields of Elysium or the Beastlands, and often the Prime Material, leaving legends in their wake.

Primatals are typically loud and boisterous, throwing insults and taunts to their foes as they duck and dodge during combat.

Combat:

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 Primatal) and may communicate telepathically with them. They may enact a Charm Monster effect on any such creature they can sense as a swift action, once per round.

Armored in Life (Su): A Primatal has a special Armor bonus whenever they are not using armor or shields that he is not proficient in. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks, and has a value of +4. For every 2 CR, the Armored in Life bonus increases by 1. If the Primatal wears armor which he is proficient in (for example: normal clothing) that has an enhancement bonus, that enhancement bonus applies to his Armored in Life Armor Bonus.

Taunt (Ex): A Primatal may use the bluff skill to demoralize an opponent like a use of intimidate as a swift action.

Fighting Styles: A Primatal has three basic fighting styles as a tome monk.
Typical Fighting Styles:
While Active, your Fighting Style provides a +4 Dodge Bonus to AC.
While Active, your Fighting Style allows you to make an attack of opportunity against any opponent who attacks you. This attack of opportunity must be a trip or disarm attempt.

While Active, your Fighting Style provides you with blindsense and scent.
While Active, your Fighting Style allows your slam attacks to ignore hardness and DR.

While Active, your Fighting Style provides you with concealment.
While Active, your Fighting Style allows you to move through occupied spaces as if they were unoccupied and you provoke no attacks of opportunity for your movement.

Perfect Two-Weapon Fighting: A Primatal may fight with two weapons at no penalty.

Spell-Like Abilities: At Will: Jump, Invisibility, Mirror Image, Aid, Cure Light Wounds, Magic Missile, Fireball.
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PostPosted: Thu Apr 10, 2014 11:54 pm    Post subject: Reply with quote Add User to Ignore List

Thunderbird
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Size/Type: Huge Magical Beast (Air)
Hit Dice: 14d12 (250hp)
Initiative: +9
Speed: 20ft. Fly 200ft. (Good)
Armor Class: 30 (+9 dex, +13 natural -2 size)
Base Attack/Grapple: +14/+30
Attack: Talon +20 melee (2d6+1d6[elec]+8)
Full Attack: 2 talons +20 melee (2d6+1d6[elec]+8) and bite +20 (3d6+1d6[elec]+12)
Space/Reach: 15ft./10ft.
Special Attacks: Lord of Storms, Spell-Like Abilities, Overload, Spells
Special Qualities: Lightning Rod, Resistance to Fire and Cold 30, SR24,
Saves: Fort +12 Reflex +18 Will +20
Abilities: Str 26 Dex 28 Con 26 Int 12 Wis 32 Cha 24
Skills:
Feats: Flyby Attack, Improved Flyby Attack, Snatch,
Environment: Mountains
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Usually Chaotic Good
Advancement: 15+HD Gargantuan, 20+HD Colossal or by Class Level (Favored Classes: Magical Beast and Druid).

Combat:

Lord of Storms (Su): The Thunderbird is under a constant control weather effect. It may change the type of weather as a swift action, and it takes effect immediately. The type of weather it can create is not limited by the season and the range of this effect is 10 miles, shaped as desired. The Thunderbird also suffers none of the negative effects of weather or wind effects.

Overload (Su): If the Thunderbird succeeds on a grapple check, it unleashes a vast amount of electricity into it's victim. The target takes 100 electricity damage, and must make a fort save (DC25) or die. Immunity to electricity grants one a +5 bonus to the save.

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

Spells: A Thunderbird casts spells as a 12th level druid.

Lightning Rod (Ex): The Thunderbird is healed by electrical and sonic damage on a point for point basis.

Electrical Pulse (Su): Any time the Thunderbird deals electricity damage, the enemy must make a fort save (DC25) or be staggered for one round. No matter how many times they are hit, the target need only make one save per round.

Spell-Like Abilities: At Will: Lightning Strikes Twice, Ur Lightning Bolt, Self Bolt, Electric Jolt, Control Winds, Gust of Wind, Call Lightning Storm Shout 3/day: Greater Shout, Sandstorm, Solid Fog, 1/day: Earthquake
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PostPosted: Fri Apr 11, 2014 6:30 pm    Post subject: Reply with quote Add User to Ignore List

Gelugon
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Size/Type: Large Outsider (Baatezu, Cold, Evil, Extraplanar, Lawful)
Hit Dice: 16d8+160 (270hp)
Initiative: +11
Speed: 60ft. Fly 60ft.
Armor Class: 36 (+7 dex, +20 natural, -1 size)
Base Attack/Grapple: +16/+32
Attack: +5 Freezing Whirl Cryo Supercooled Greatspear +34/+29/+29/+29 (3d6+10d6[cold]+23) and Bite +27 (3d6+1d6[cold]+18) and Tail +27 (3d6+1d6[cold]+18+chill) or Bite +27 (3d6+1d6[cold]+18) and Tail +27 (3d6+1d6[cold]+18+chill) and 2 claws +27 (1d8+1d6[cold]+12+chill)
Space/Reach: 10ft./20ft. (10ft. with claws and bite, 15ft. with tail)
Special Attacks: Spell-Like Abilities, Maneuver-Like Abilities, Chill,
Special Qualities: Aura of Cold Logic, Immunity to Cold and Poison, Resistance to Acid and Fire 20, Magitech Training, DR15/Good, Chaotic and Silver, SR26, Regeneration 5/Good, Chaotic, and Silver, Telepathy 300ft., See in Darkness, Snowsight, Snow Movement
Saves: Fort +20 Reflex +17 Will +18
Abilities: Str 34 Dex 24 Con 30 Int 40 Wis 26 Cha 28
Skills: Knowledge +34, Spot +27, Listen +27, Diplomacy +28, Intimidate +28, Hide +26, Move Silently +26, Craft +34, Search +34, Survival +27, Disable Device +26, Heal +27, Bluff +28, Sense Motive +27, Swim +31, Concentration +29, Handle Animal +28, Sleight of Hand +26, Escape Artist +26, Use Rope +26, Tumble +26, Ride +26, Appraise +34, Disguise +26
Feats: Power Attack, Weapon Focus, Short Haft, Improved Initiative, Quicken Spell-Like Ability, Combat Expertise
Environment: Nine Hells of Baator
Organization: Solitary, team (2-4), squad (6-10), or troupe (1-2 ice devils, 7-12 bearded devils, and 1-4 bone devils)
Challenge Rating: 16
Treasure: Double Standard
Alignment: Always Lawful Evil
Advancement: By Class Level (Favored Classes: Fiendish Brute or Blackguard)
Level Adjustment: +0

"Surrender now, there is no hope for victory. Every action you could possibly take has been accounted for and countermeasures are in place."

Gelugons are diabolical officers, leading the baatezu legions against the forces of freedom and goodness wherever it rears it's ugly head.

Combat:
A gelugon is a shrewd tactician, able to quickly survey the obstacles before it and reason out a strategy. If initially outmatched it doesn't hesitate to teleport away, and then teleport back alongside reinforcements. If it has the element of surprise, it creates illusions to mislead and scatter groups of enemies. If it has other devils to back it up, it sends them into melee, while using it's spell-like abilities from the back.

Aura of Cold Logic (Su): A Baatezu radiates an aura of pure, piercing cold that makes non-devils within Close range (determined by their HD) recognize the futility of their fight. In addition to automatically dealing 1 point of cold damage per CR of the baatezu at the beginning of each of the baatezu's turns (without a save), the aura breaks the opponents will, forcing non-devils to make a Will save upon first coming into range (DC 10 + ½ the devil’s CR + its Charisma modifier) or fall under the effect of a calm emotions spell (with a duration of 1 round per HD of the baatezu). More powerful devils have superior versions of this same ability. If the auras of multiple baatezu overlap, only the strongest has any effect, and if there are multiple baatezu with auras of the same power only one save is required to ignore the effect of both. A successful save renders the subject immune to the baatezu's aura of cold logic for 1 hour.

Magitech Training: Baatezu are automatically proficient with any weapon with the word ‘hellfire’ in its name.

Chill (Su): A Gelugon is filled with the power of cold. Any creature that takes cold damage from a Gelugon must make a Fort Save (DC27) or be slowed and frostbitten (if you don't have It's Cold Outside, treat as fatigued). A creature already under these conditions must save or be encased in ice, becoming helpless and contracting hypothermia (again, treat as exhausted if you don't have Frostburn). A creature may break free with a DC27 Escape Artist or Strength check.

Genius: A Gelugon has maximum ranks in all Knowledge skills without expending any skill points. It also has access to bardic knowledge as a bard of it's level.

Piercing Cold (Su): A Gelugon ignores cold resistance and deals half damage to creatures with immunity.

Maneuver-Like Abilities: At Will: Winter's Blade (Boost), Chill Bones (Strike), Rimed Armor (Stance), Bonechilling Wind Guard (Boost), Pressing Wall (Strike), Avalanch Surge (Strike), Freezing Blood (Counter), Slick Barrier (Counter), Shattering Strike (Strike) 1/day: Foul Frost (Strike)

Spell-Like Abilities: Constant: Greater Arcane Sight, True Seeing, At Will:Ur Cone of Cold, Widened Ice Storm, Quickened Greater Command, Fear, Ray of Frost, Polar Ray, Persistant Image, Programmed Image, Greater Invisibility, Invisibility, Polymorph Self, Greater Teleport (self plus objects carried only), Shield of Law, Unholy Aura, Wretched Blight, Orders Wrath, Detect Good, Detect Chaos, Detect Thoughts, Greater Dispel Magic, Dispel Good, Dispel Chaos, Wall of Ice, Blacklight, Widened Sleet Storm, Greater Telekinisis, Blasphemy, Dictum, Orb of Cold, Freezing Sphere,
3/day: Freezing Fog, Limited Wish, Ur Polar Ray, Widened Control Weather (may create winter weather regardless of season), Quickened Greater Teleport (self plus objects carried only), Greater Shards of Winter, 1/day: Fimblewinter, Blizzard, Glacial Juggernaut

Uttercold: Whenever a Gelugon deals cold damage, it may opt for half of that damage to be negative energy damage. Against creatures healed by negative energy, this effectively does 0 damage to them.

Snowsight (Ex): As the spell.

Snow Movement (Ex): A Gelugon suffers no penalties from snow, ice or anything of the like.
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PostPosted: Fri Apr 11, 2014 7:53 pm    Post subject: Reply with quote Add User to Ignore List

Mud Slaad

Size/Type: Small Outsider (Chaotic, Extraplanar, Slaad)
Hit Dice: 2d8+4 (12 hp)
Initiative: +8
Speed: 40ft.
Armor Class: 20 (+4 dex, +5 natural, +1 size)
Base Attack/Grapple: +2/-4
Attack: Bite +7 (1d8-2+chaos fang)
Full Attack: Bite +7 (1d8-2+chaos fang) and Claw +2 (1d4-2)
Space/Reach: 5ft./5ft.
Special Attacks: Chaos Fang, Spell-Like Abilities, Scream Like a Little Girl, Wuss Out, Cringe, Play Dead
Special Qualities: Immunity to Sonic, Resistance to Acid, Electricity, Fire and Cold 5, Fast Healing 5,
Saves: Fort +5 Reflex +7 Will +4
Abilities: Str 6 Dex 18 Con 14 Int 8 Wis 12 Cha 12
Skills: Bluff +6, Hide +13, Move Silently +9, Climb +3, Swim +3, Spot +6 Listen +6
Feats: Weapon Finesse, Improved InitiativeB RunB
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary
Challenge Rating: 2
Treasure: Giant Frog
Alignment: Always Chaotic Neutral
Advancement: Transformation (Red Slaad) or Class Level (Favored Classes: Rogue and Beguiler)
Level Adjustment: +0

Mud Slaadi are the lowest form of slaad, of which the most basic form of chaotic petitioner take when ascending to become a slaad. They are cowardly, and have a strong survival instinct, usually fleeing from just about anything that might be moderately threatening.

Combat:

A Mud Slaad's top priority is to get the hell away from combat.

Giant Frog (Su): Slaad warp reality around them. The area within 5ft per CR of the Slaad gains Limbo's Highly Morphic trait. The slaad recieves a +2 bonus to checks to shape the area. Additionally, Slaad are always under Subjective Gravity.

Chaos Fang (Su): A bite from a Mud Slaad infects the victim with chaotic energy, causing them to take 2 chaotic damage per round for a number of rounds equal to the Mud Slaad's CR (normally 2). If a victim dies while under this affect they transform into a mud slaad. No part of the character survives this transformation, and it can only be undone by a limited wish, wish, miracle or reality revision. A Protection from Chaos (or similar) effect negates this. Creatures that have the [Lawful] subtype take double damage, but don't transform into Slaad upon death. Creatures with the [Chaotic] subtype are immune to this ability.

Wuss Out (Ex): When using the Run feat a Mud Slaad moves at ten times it's move speed, and may run indefinately, provided it is fleeing from something.

Play Dead (Ex): As an immediate action a Mud Slaad can feign death. It takes a Sense Motive check opposed by the Mud Slaad's bluff check to see through the trick.

Cringe (Su): As an immediate action, the Mud Slaad can cower, taking all usual penalties. Opponents must succeed on a will save (DC12) or be unable to take any harmful action against the Mud Slaad until the end of their next turn.

Scream Like a Little Girl (Su): Once per encounter, a Mud Slaad may let out a piercing screech. All creatures within 30ft. take 1d6 sonic damage per CR of the Mud Slaad (normally 2d6).
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PostPosted: Fri Apr 11, 2014 8:06 pm    Post subject: Red Slaad Reply with quote Add User to Ignore List

Red Slaad

Size/Type: Medium Outsider (Chaotic, Extraplanar, Slaad)
Hit Dice: 5d8+30 (55hp)
Initiative: +7
Speed: 30ft.
Armor Class: 21 (+3 dex, +8 natural)
Base Attack/Grapple: +5/+10
Attack: Bite +10 (2d6+7)
Full Attack: Bite +10 (2d6+7) and Claw +10 (1d6+5)
Space/Reach: 5ft./5ft.
Special Attacks: Chaos Fang, Spell-Like Abilities, Stunning Croak, Pounce
Special Qualities: Giant Frog, Immunity to Sonic, Resistance to Fire, Electricity, Acid and Cold 10, Regeneration 1/Lawful, DR5/Lawful, Fast Healing 5
Saves: Fort +10 Reflex +7 Will +4
Abilities: Str 20 Dex 16 Con 22 Int 6 Wis 10 Cha 12
Skills: Intimidate +9 Jump +13 Swim +13 Spot +8 Listen +8 Search +6
Feats: Power Attack, Improved Initiative
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, Gang (2-6) or Pack (7-12)
Challenge Rating: 5
Treasure: Standard
Alignment: Always Chaotic Neutral
Advancement: By Class Level (Favored Classes: Barbarian and Fighter)
Level Adjustment: +0

Red Slaad are anarchic brutes, who are at the low end of the totem pole of slaad. They have little power on their home plane, so they often journey to others, where the become leaders of groups of barbarians.

Combat:

Giant Frog (Su): Slaad warp reality around them. The area within 5ft per CR of the Slaad gains Limbo's Highly Morphic trait. The slaad recieves a +2 bonus to checks to shape the area. Additionally, Slaad are always under Subjective Gravity.

Chaos Fang (Su): A bite from a Red Slaad infects the victim with chaotic energy, causing them to take 1 chaotic damage per CR of the slaad per round for a number of rounds equal to the Red Slaad's CR (normally 5). If a victim dies while under this affect they transform into a blue slaad. If they are an arcane spellcaster, they instead transform in to a green slaad. No part of the character survives this transformation, and it can only be undone by a limited wish, wish, miracle or reality revision. A Protection from Chaos (or similar) effect negates this. Creatures that have the [Lawful] subtype take double damage, but don't transform into Slaad upon death. Creatures with the [Chaotic] subtype are immune to this ability.

Stunning Croak (Su): As a standard action once per minute, a Red Slaad may release a loud croak. Every non-slaad within 20ft. must succeed a DC18 fort save (con based) or be stunned for 1d4 rounds.

Pounce (Ex): A Red Slaad may make a full attack on a charge.

Spell-Like Abilities: At Will: Shatter, Ghost Sound, Confusion 1/day: Shout, Chaos Hammer
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PostPosted: Sat Apr 12, 2014 2:40 am    Post subject: Reply with quote Add User to Ignore List

Shiere

Size/Type: Medium Outsider (Chaos, Earth, Eladrin, Extraplanar, Good)
Hit Dice: 10d8+80 (140hp)
Initiative: +4
Speed: 50ft.
Armor Class: 28 (+11 Silksteel Armor, +4 dex, +3 Mithril Shield)
Base Attack/Grapple: +10/+17
Attack: +4 Holy Keen Longsword +23 (1d8+2d6[holy]+15) or Slam +18 (2d6+13)
Full Attack: +4 Holy Keen Longsword +23/+18 (1d8+2d6[holy]+15) or 2 Slams +18 (2d6+13)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Alternate Form, Immunity to Electricity and Petrification, Magic Circle Against Chaos and Evil, Resistance to Cold and Acid 10, SR20, DR5/Iron, Lawful, or Evil, Tongues
Saves: Fort +14 Reflex +11 Will +12
Abilities: Str 24 Dex 18 Con 24 Int 16 Wis 20 Cha 24
Skills: Ride +19
Feats: Mounted Combat, Ride by Attack, Spirited Charge, Power Attack, ToughnessB Weapon FocusB
Environment: Olympian Glades of Arborea
Organization: Solitary, Mounted (Shiere+celestial pegasus), Pair or Company (3-10, all mounted on celestial pegasi)
Challenge Rating: 10
Treasure: +4 Holy Keen Longsword, +4 Silksteel Armor, and Standard
Alignment: Always Chaotic Good
Advancement: By Class Level (Favored Classes: Knight and Fighter)
Level Adjustment: +0

The warriors of Arborea are the shieres, graceful eladrin knights who fight with skill, strength, and honor. They’re the defenders of the eladrin courts, a shining host that seeks out evil intruders and ensures that no darkness will trouble the Queen of Stars or her people. By night the shieres gather together in bright companies to ride the wilds of Olympus and drive away any who would do the folk of Arborea harm.

The shieres appear to be exceptionally tall high elves of some kind. They’re long-limbed and slender, with lanky frames and long, narrow faces and hands. A shiere’s as strong as the mightiest mortal warrior despite his slender build. All shieres are very fair-skinned, with pale golden or silver hair and piercing eyes of blue, green, or violet.

The shieres’re the most numerous eladrins that regularly inhabit the tulani courts, and are the highest of the common eladrins. Shieres of unusual wisdom or experience are often acknowledged as hunt leaders or captains in the service of a tulani lord, but when the battle is over all shiere companies share the same rank. Shieres’re exceptionally honorable and courageous creatures who celebrate similar qualities in others. They can be cold as ice when dealing with those who don’t measure up to their own high standards of behavior.

Combat:

Alternate Form (Su): As a standard action, a Shiere may take on a form composed of solid rock or back to normal. It's size increase to large (this does not change it's ability scores), it gains damage reduction 15/adamantine, a +11 bonus to natural armor, medium fortification, Strength +4, and it may earth glide. Also it loses 10ft. of move speed, it's Dexterity drops by -4 and it's weapons and armor meld into it's new form, become unusable.

Spell-Like Abilities: At Will: Spike Stones, Wall of Stone, Magic Stone, Stalagmite, Major Image, Ghost Sound, Prestidigitation, Dancing Lights, Continual Flame, Detect Evil, Detect Law, See Invisibility, Cure Light Wounds, 1/day: Heal
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PostPosted: Sat Apr 12, 2014 2:41 am    Post subject: Reply with quote Add User to Ignore List

Tulani
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Size/Type: Medium Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice: 18d8+180 (300hp)
Initiative: +12
Speed: 70ft. Fly 200ft. (Perfect)
Armor Class: 40 (+12 dex, +10 natural, +8 deflection)
Base Attack/Grapple: +18/+28
Attack: Lightsaber +36 melee touch (2d8+2d6[holy]+2d6[anarchic]+1d6[fire]+1d6[shock]+16) or Dream Ray +30 ranged touch (2d8 cha)
Full Attack: Lightsaber +36/+31/+31/+31 melee touch (2d8+2d6[holy]+2d6[anarchic]+1d6[fire]+1d6[shock]+16) or Dream Ray +30 ranged touch (2d8 Cha)
Space/Reach: 5ft./5ft.
Special Attacks: Lightsaber, Spell-Like Abilities, Dream Ray, Song of Perfection
Special Qualities: Immunity to Electricity and Petrification, Resistance to Acid and Cold 20, DR15/Iron, Lawful, and Evil, SR33, Tongues,
Saves: Fort +21 Reflex +23 Will +21
Abilities: Str 30 Dex 34 Con 30 Int 30 Wis 30 Cha 34
Skills: Bluff +33, Diplomacy +33, Sense Motive +31, Knowledge (the Planes) +31, Knowledge (Religion) +31, Knowledge (Arcana) +31, Knowledge (any 1 other) Perform (Song) +33, Perform (Dance) +33, Perform (any 1 other) +33, Craft (any 1) +31, Spot +31, Listen +31, Search +31, Hide +33, Move Silently +33, Spellcraft +31, Swim +31
Feats: Weapon Finesse, Power Attack
Environment: Olympian Glades of Arborea
Organization: Solitary or Court (Tulani plus 3-12 Courres, 2-8 Firres, 1-4 Ghales, 1-6 Bralani, and 3-6 Shieres and 1 shiradi)
Challenge Rating: 18
Treasure: Triple Standard
Alignment: Always Chaotic Good
Advancement: By Class Level (Favored Classes: Bard or Beguiler)
Level Adjustment: -

The greatest of the eladrins are the tulani, or faerie lords. Their courts are scattered throughout Olympus, never staying in the same place more than one night. The tulani are peaceful in nature and take up arms only when Arborea itself is threatened or the direst of emergencies requires their attention.

Tulani’re creatures of unearthly beauty and grace; their voices are living music, and their faces shine so brightly that mortals find it difficult to look at them. In form they’re tall, stately elven lords dressed in shimmering robes of shifting color. A tulani is surrounded by a magical aura that evil creatures cannot bear to be near.

Visitors to Arborea who seek out the tulani courts soon find out that the eladrins aren’t easy to find when they want to avoid someone. When a cutter finally gets to meet with a tulani, he’s wise to keep his bone-box shut and mind his manners. The tulani don’t tolerate insolence or disrespect from mortals, but are gracious hosts when their guests behave themselves.

As rulers over the lesser eladrins, tulani rarely may be encountered. The tulani watch over Arborea and act as stewards over the realms of the eladrins. Typically, a tulani will have a host of shiere wamors, several ghaeles and firres, and uncounted numbers of coures in his domain.

The tulani eladrins answer only to the Queen of Stars, who share Arborea with them. Within their own realms, tulani are free to rule as they see fit; generally, they’re compassionate but distant overlords who allow their subjects to do as they please.

When not readying for war, Tulani show an appreciation for the arts, as talented singers, poets, and artists. Many well known books of poetry or songs in the Prime Material have actually been penned by a Tulani.

Combat:

Lightsaber (Su): As a swift action, a Tulani can conjure a lightsaber in it's hand. This weapon deals 2d8 base damage, threatens on a 19-20 for x2 damage, has an enhancement bonus equal to 1/3 the Tulani's CR rounded up (normally +6) and has the Holy, Anarchic, Shocking, Flaming, and Vorpal traits. Additionally it resolves every attack as a touch attack.

Alternate Form (Su): As a standard action, a tulani can transform into a globe of swirling, eldritch colors. It gains the [incorporeal] subtype. While in this form, it cannot make weapon attacks, use it's gaze or sing, although it may fly and use it's Dream Ray.

Dream Ray (Su): While in globe form, a Tulani may fire a beam of light as a standard action. Opponents struck with this beam take 2d8 Cha damage. If a targets Cha drops to 0 they fall unconscious. Non-evil creatures have pleasant dreams, while evil creatures fall into a nightmare wracked coma, taking 2d6 Wis and Con damage every hour. This lasts until the targets charisma rises back to at least 1.

Evil-Slaying Gaze: While in humanoid form, the Tulani possesses a gaze attack out to 60ft. Evil creatures of 5CR or less are instantly slain with no save. Evil Creatures of 6CR or higher (but still less than the Tulani's CR) may make a Will Save (DC31) or die. Success leaves them shaken instead. This is not a death effect, and works normally on creatures immune to such.

Song of Perfection (Su): As a swift action, a Tulani can begin to sing. All allied creatures within long range gain the benefit of a Greater Heroism effect for as long as the Tulani sings (taking a swift action to maintain on subsequent rounds).

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the Tulani. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals’s Tulani's CR). (The defensive benefits from the circle are not included in the Tulani's statistics block.)

Spell-Like Abilities: Constant: Mind Blank, True Seeing, See Invisibility, Freedom of Movement, Death Ward, At Will: Greater Teleport (self plus objects carried only), Mass Charm Monster, Empowered Chain Lighting, Holy Smite, Holy Word, Mass Suggestion, Word of Chaos, Chaos Hammer, Permanant Image, Persistant Image, Ghost Sound, Prestidigitation, Hold Monster, Disguise Self, Invisibility, Dancing Lights, Telekenisis, Continual Flame, Confusion, Wall of Force, Haste, Polymorph any Object, Greater Invisibility, Limited Wish, Greater Dispel Magic, Detect Thoughts, Cure Critical Wounds, Mass Cure Moderate Wounds, Divine Favor, Plane Shift, Ethereal Jaunt, Prismatic Spray 1/day: Wish, Heal, Time Stop, Meteor Swarm, Power Word Kill, Prismatic Wall, Prismatic Sphere, Permanency
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PostPosted: Sat Apr 12, 2014 4:10 am    Post subject: Reply with quote Add User to Ignore List

Spectral Death

Size/Type: Large Elemental (Extraplanar, Incorporeal, Negative)
Hit Dice: 10d8+50 (100hp)
Initiative: +7
Speed: Fly 50ft.
Armor Class: 16 (+3 dex +4 deflection, -1 size)
Base Attack/Grapple: +7/-
Attack: Incorporeal Touch +10 (1d6 Wis)
Full Attack: 2 Incorporeal Touches +10 (1d6 Wis)
Space/Reach: 10ft./10ft.
Special Attacks: Soul Devour
Special Qualities: Elemental Traits, DR5/-, Soulsight
Saves: Fort +12 Reflex +6 Will +6
Abilities: Str - Dex 16 Con 20 Int 10 Wis 16 Cha 18
Skills:
Feats: Improved Initiative, Track, Weapon Finesse, Flyby Attack,
Environment: Quasielemental Plane of Vacuum
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Usually Neutral
Advancement: 11+HD (huge) 16+HD (gargantuan)
Level Adjustment: -

Also called soul eaters, spectral deaths are negative energy beings that look like boiling clouds of blackness. A spectral death’s vaporous body is always surrounded by a faint radius that glows a sickly black-green. At rest, a spectral death looks like an irregular lump of darkness. In motion, the creature looks like an ominous storm cloud rolling through the air.

Combat:

Soul Devour (Su): A creature who's wisdom is reduced to 0 by a Spectral Death, has their soul eaten by it, preventing their resurrection until the Spectral Death is slain.

Soulsight (Su): The Spectral Death is aware of every creature with a soul out to medium range.
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PostPosted: Sun Apr 13, 2014 2:50 pm    Post subject: Reply with quote Add User to Ignore List

Lantern Archon

Size/Type: Tiny Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 2d8+2 (10hp)
Initiative: +7
Speed: Fly 60ft (Perfect)
Armor Class: 16 (+3 dex, +2 size, +1 natural)
Base Attack/Grapple: +2/-11
Attack: Lantern Beam +5 (1d8)
Full Attack: 2 Lantern Beam +5 (1d8)
Space/Reach: 2 1/2.ft/0ft.
Special Attacks: Lantern Beam, Spell-Like Abilities
Special Qualities: Aura of Menace, Teleport, Immunity to Light, Electricity and Petrification, Magic Circle Against Evil, Tongues, Comprehend Languages
Saves: Fort +4 Reflex +6 Will +3
Abilities: Str 4 Dex 16 Con 12 Int 10 Wis 12 Cha 12
Skills: Diplomacy +6, Spot +6, Listen +6 Knowledge (the planes) +5, Concentration +6, Survival +6, Handle Animal +6
Feats: Improved Initiative
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary, pair, squad (3-5), swarm (6-12) or bullet hell (15-30)
Challenge Rating: 2
Treasure: None
Alignment: Always Lawful Good
Advancement: Transformation (Hound Archon, Spyglass Archon) or Class Level (Favored Classes: Cleric or Sorcerer)
Level Adjustment: -

Lanterns are one of the two base forms of the Archon race (the other being Harbinger Archons). They are formed from souls who valued courage and quick action. Lanterns are valiant creatures, who serve as ranged units and scouts in battles. On their home plane they serve as guides to travelers to the plane.

Lanterns take the form of glowing balls of lights, and vary in color and give off light as bright as a torch. They are actually capable of manipulating objects, by partially engulfing them. They are the equivalent of the infantry in prime-material armies. Newly arrived to Mount Celestia, these petitioners struggle to prove their worth in order to advance in station. However, their desire is not so much advancement as a longing to help those in need. Alone of archons, they bear no metal appointments.

Lanterns are very friendly, often helping neophyte adventurers. (Accordingly, they’re a perfect introduction to Mount Celestia for prime-material player characters.) They act as sources of information about Mount Celestia, as guides to the plane, or as fonts of inspiration (often in the form of parables and metaphors).

The most common archon, lanterns are typically found only on the first layer of Mount Celestia. There they absorb the light and essence of the plane, needing nothing more to sustain them. Sometimes they serve as messengers to the upper layers, and they can teleport to wherever needed when summoned by a hound archon. Their only goal is to reach the next station of goodness – that of the hounds.

Combat:

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a Close Range (35ft.) 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 (DC14 for the lantern). 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.

Lantern Beam (Su): The Lantern Archon may fire a light ray. This has a range of close, and deals 1d8 light damage per 2 CR of the Archon.

Spell-Like Abilities: At Will: Cure Light Wounds, Aid, Detect Evil, Dancing Lights, Continual Flame, 1/day Mass Cure Light Wounds
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PostPosted: Mon Apr 14, 2014 12:11 am    Post subject: Reply with quote Add User to Ignore List

Trumpet Archon

Size/Type: Medium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 14d8+140 (240hp)
Initiative: +11
Speed: 40ft. Fly: 90ft. (good)
Armor Class: 37 (+10 breastplate, +7 dex, +10 natural)
Base Attack/Grapple: +14/+24
Attack: +5 Holy Greatsword +29 (2d6+2d6[holy]+20) or Slam +24 (1d8+10)
Full Attack: +5 Holy Greatsword +29/+24/+24 (2d6+2d6[holy]+20) or 2 Slams +24 (1d8+10)
Space/Reach: 5ft./5ft.
Special Attacks: Trumpet, Spells, Spell-Like Abilities
Special Qualities: Aura of Menace, Immunity to Electricty, Sonic, and Petrification, Teleport, SR29, Magic Circle Against Evil
Saves: Fort +19 Reflex +16 Will +19
Abilities: Str 30 Dex 24 Con 30 Int 20 Wis 30 Cha 27
Skills: Perform (Brass Instruments) +25 Perform (Wind Instruments) +25 Perform (1 other) +25, Diplomacy +25, Sense Motive +27, Spot +27, Listen +27 Knowledge (the planes) +22, Knowledge (religion) +22 Knowledge (1 other) +22 Search +22 Craft (any 1) +22, Spellcraft +22
Feats: Extend Spell, Quicken Spell, Power Attack, Flyby Attack, Improved Initiative
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary, pair, squad (3-5) or Host (3-5 trumpets plus 2-10 hound archons plus 5-20 lanterns)
Challenge Rating: 14
Treasure: Double Standard
Alignment: Always Lawful Good
Advancement: By Class Level (Favored Classes: Cleric and Bard)
Level Adjustment: -

Trumpet archons look much like avariel, or winged elves, save that trumpets are even more fair. Each archon of this type wears a collar and breastplate. Each also carries a single silver trumpet, which it blows to announce its arrival upon reaching any destination and upon its return to Mount Celestia. The sound emitted from this trumpet is one of utter clarity and piercing beauty.

Interestingly, trumpets are the only archon group in which one rules over others of the same station. Israfel, a trumpet, is known as the lord of heralds. He assigns the other trumpets to their duties.

Combat:

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a close range (95ft) of an archon must succeed on a Will save (DC27) 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.

Holy Trumpet (Su): Each Trumpet Archon carries a special trumpet. On command as a swift action, the trumpet can switch between it's instrument form and weapon form. In weapon form it takes the form of a +5 Holy Axiomatic Silver Greatsword. In trumpet form, it can be used to activate musical effects as a standard action. (All save DC's are Cha based. If taken from against it's will (in either form) it transforms into a useless chunk of lead. Woe betide any thief caught with one.
Stunning Song: A blast of music so powerful that all enemies within close range must make a Will save (DC25) or be paralyzed for 1d4 rounds.
Song of Insipiration: A performance of uplifting music. All allies within long range gain the effects of Greater Heroism, for a number of rounds equal to half the Trumpet Archon's CR.
Swiftfoot Song: A fast paced, energizing song. All allies within long range gain the benefit of Haste for a number of rounds equal to half the Trumpet Archons CR (normally 7).
Song of Solidarity: A strong, steady song that grants all allies within long range DR5/- for a number of rounds equal to half the archons CR.
Song of Peace: A soft, soothing song that grants all allies within Long Range Fast Healing 5 for a number of rounds equal to half the Trumpet Archons CR (normally 7).
Song of Discord: A wild, almost random song, that sows chaos among enemies. All enemies within medium range must make a will save (DC25) or be confused for 3 rounds.
Power Blast: By blowing as hard as they can into the trumpet, they can duplicate an Explosive Greater Shout effect (DC25).

Spell-Like Abilities: At Will: Message, Sending, Continual Flame, Detect Evil, Detect Chaos, Daylight, Ghost Sound, Magic Circle Against Evil, Magic Circle Against Chaos, Telekinisis, 1/day: Holy Aura, Shield of Law, Demand

Spells: The Trumpet Archon casts spells as a 12th level cleric with access to the Good, Law, Travel and Song domains.
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Wiseman
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PostPosted: Mon Apr 14, 2014 12:20 am    Post subject: Reply with quote Add User to Ignore List

Malakim
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Size/Type: Medium Outsider (Angel, Extraplanar, Good)
Hit Dice: 6d8+30 (60hp)
Initiative: +3
Speed: 40ft. Fly 80ft. (Good)
Armor Class: 20 (+5 breastplate, +2 heavy shield +3 dex)
Base Attack/Grapple: +6/+13
Attack: +2 Holy Longsword +15 (1d8+2d6[holy]+9) or +2 Holy Composite Longbow +11 (1d8+2d6[holy]+9) or Slam +13 (1d8+7)
Full Attack: +2 Holy Longsword +15/+10 (1d8+2d6[holy]+9) or +2 Holy Composite Longbow +11/+6 (1d8+2d6[holy]+9) or 2 Slams +13 (1d8+7)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Maneuver-Like Abilities
Special Qualities: Judgement, Purpose, Protective Aura, Immunity to Acid, Cold, Electricity, and Petrification, Resistance to Fire and Light 10, DR5/Evil, SR16, Tongues, Telepathy 100ft.
Saves: Fort +10 Reflex +9 Will +8
Abilities: Str 24 Dex 16 Con 20 Int 12 Wis 16 Cha 16
Skills: Tumble +12 Spot +12 Listen +12 Sense Motive +12 Swim +16 Intimidate +12 Knowledge (the Planes) +10, Knowledge (history) +10, Diplomacy +12
Feats: Power Attack, Variable Wing, Red Wings of Glory, Flyby AttackB
Environment: Any Good-Aligned Plane
Organization: Solitary, Pair, Squad (3-6) Batallion (7-12 plus 1 Monadic Deva Commander) or Host (15-50 with 1-4 Deva Commanders)
Challenge Rating: 6
Treasure: Standard
Alignment: Always Good (Any)
Advancement: By Class Level (Favored Classes: Fighter and Warblade)
Level Adjustment: +0

Malakim are the common folk of the angels, and form the rank and file soldiers of the angelic armies. They spend most of their time stationed at fortresses, some on their home plane, although most often on fortresses on other planes, fighting off the forces of the fiends.

Often, they are called by good spellcasters needing aid.

Combat:

Judgement (Su): An angel automatically knows the alignment of any creature it is aware of. This bypasses any attempts to conceal alignment if the caster level of the ability or CR of the creature is equal to or lower than the angels.

Purpose: An angel serves a deity or represents some great concept. All angels select two domains and gain their granted powers and access to their spells (up to a level equal to their CR/2+1) as spell-like abilities usable at will.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the Angel. Otherwise, it functions as a magic circle against evil effect with a radius of 20 feet (caster level equals Angel’s CR). (The defensive benefits from the circle are not included in a Angel’s statistics block.)

Change Shape (Su): A Malakim can as a standard action take on the appearance of any Humanoid, Monstrous Humanoid or Giant with a CR no higher than their own.

Spell-Like Abilities: At Will: Cure Serious Wounds, Inflict Serious Wounds, Daylight, Detect Evil, Detect Magic, Greater Dispel Magic, Invisibility, Consecrate, Mage Hand, Continual Flame, Neutralize Poison, Remove Disease, Remove Fear, Make Whole, Searing Light 1/day: Hallow, Holy Smite, Minor Wish, Celestial Brilliance

Maneuver-Like Abilities: Barrel Roll (Counter) High Ground Low Blow (Strike), Dogfighting (Strike), Cloak of Dust (Stance), Tailwind (Rush)
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PostPosted: Mon Apr 14, 2014 12:36 am    Post subject: Reply with quote Add User to Ignore List

Cassisian

Size/Type: Tiny Outsider (Angel, Extraplanar, Good)
Hit Dice: 2d8+2 (10hp)
Initiative: +2
Speed: Fly 60ft. (Perfect)
Armor Class: 17 (+2 dex, +3 natural, +2 size)
Base Attack/Grapple: +2/-10
Attack: Ram +2 (1d4-4)
Full Attack: Ram +2 (1d4-4)
Space/Reach: 2.5ft./0ft.
Special Attacks: Breath Weapon, Spell-Like Abilities
Special Qualities: Living Equipment, Judgement, Purpose, Protective Aura, Immunity to Acid, Cold, Electricty, and Petrification, Tongues, SR12
Saves: Fort +4 Reflex +5 Will +4
Abilities: Str 3 Dex 14 Con 12 Int 10 Wis 12 Cha 12
Skills: Ride +7, Knowledge (the planes) +5 Knowledge (religion) +5 Craft (headgear) +5 Hide +7 Move Silently +7 Diplomacy +6 Search +5
Feats: Mounted Combat
Environment: Any Good-Aligned Plane
Organization: Special (See Text)
Challenge Rating: 2
Treasure: None
Alignment: Always Good (any)
Advancement: Transformation (Malikim) or Class Level (Favored Classes: Cleric and Favored Soul)
Level Adjustment: +0 (But seriously, your playing as somebody else's freaking headgear.)

Cassissians are the least form of angels, directly transformed from virtuous souls. Though not very powerful on their own, they have a special ability to bond with other creatures, in the form of headgear. Cassissians take the forms of helms, helmets, hat's, circlets, and various other kinds of headgear (appearance and style depends on the Cassisian's Purpose or it's wearers tastes). They are then worn by others, granting them symbiotic abilities.

Combat:

Judgement (Su): An angel automatically knows the alignment of any creature it is aware of. This bypasses any attempts to conceal alignment if the caster level of the ability or CR of the creature is equal to or lower than the angels.

Purpose: An angel serves a deity or represents some great concept. All angels select two domains and gain their granted powers and access to their spells (up to a level equal to their CR/2+1) as spell-like abilities usable at will.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the Angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals Angel’s CR). (The defensive benefits from the circle are not included in an Angel’s statistics block.)

Breath Weapon (Su): As a standard action, a Cassisian can let lose a blast of fire or cold in a 15 ft. cone or 30ft. line (+5 ft per 2 additional CR). It deals 1d6 damage per CR of the Cassisian.

Living Equipment (Su): As a full round action, a Cassisian may bond itself to another creature, granting both of them bonuses. The Cassisian resizes it's self to fit the wearers head, and counts as one of the wearers magic items (taking up the head slot, or one of the eight magic item slots). While in hat form, the Cassisians breath weapon's range, damage and save, purpose, and spell-like abilities caster level and save DC's are based on either the Cassisian's CR and abilities or the wearers, whichever is greater and the Cassisian may choose to act on it's own or it's wearers initiative count, once chosen, it can't be changed for the rest of the encounter. The wearer gains the Cassisian's Judgement, Darkvision, Protective Aura, and Spell-Like Abilities, Tongues, as well as the effect of Sriep's Haste Vision. The wearer and Cassisian may speak telepathically to each other.

Change Shape (Su): A Cassisian may take the form a small sized child wearing a whatever the Cassisian's current headgear appearance. If the headgear is removed, the Cassisian reverts to it's true form.

Spell-Like Abilities: At Will: Cure Light Wounds, Detect Evil, Know Direction, Aid, Daylight, Scan, 1/week Commune (six questions).

So I saw this thing in a pathfinder source book, and I was like "A hat angel! Sweet!" and then realized that nothing particularly happens if you wear it. So I fixed that.
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Aryxbez
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PostPosted: Wed Apr 16, 2014 6:16 am    Post subject: Reply with quote Add User to Ignore List

Some of these are pretty cool, and have seemed promising once got past all that Thor jazz.

Other than my recommendation ye continue this, do you have a particular system for figuring out the desired values/RNG to these given monsters? I myself have an idea of what numbers should look like in my current campaign, curious if whatever system you use might be better.
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"the thing about being Mister Cavern [DM], you don't blame players for how they play. That's like blaming the weather. Weather just is. You adapt to it. -Ancient History
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PostPosted: Fri Apr 18, 2014 2:43 am    Post subject: Reply with quote Add User to Ignore List

I don't really have a system, though I base my work off of the monster designs in Liber Demonica.

Also
http://www.dnd-wiki.org/wiki/Monster_Level_Equivalency_Theory_%283.5e_Other%29
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