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Post by Wiseman »

Burning Bull
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Size/Type: Large Spirit Brute (Evil, Extraplanar, Fire, Lawful)
Hit Dice: 9d12+54 (140hp)
Initiative: +3
Speed: 40ft.
Armor Class: 24 (+8 armor, +4 natural, +3 dex, -1 size)
Base Attack/Grapple: +9/+22
Attack: +3 Flaming Greataxe +20/+15 (3d6+1d6+1[fire]+20)
Space/Reach: 10ft./10ft.
Special Attacks: Spell-Like Abilities, Blazing Charge
Special Qualities: Natural Cunning, Immunity to Poison, Resist Sonic 10, Resist Cold 18 (item), Resist Disease +4, DR5/Chaotic or Good, SR19
Saves: Fort +12 Reflex +6 Will +7
Abilities: Str 28 Dex 17 Con 22 Int 12 Wis 18 Cha 18
Skills: Intimidate +16, Athletics +18, Perception +16
Feats: Power Attack, Pyrokinesis, Weapon Focus, Track (B)
Environment: Infernal Battlefield of Acheron (Red Arena)
Organization: Solitary, Pair, or Flame Squad (3-6)
Challenge Rating: 9
Treasure: Standard
Equipment: +3 Flaming Greataxe, +3 Cold Resistance Breastplate
Alignment: Always Lawful Evil
Playable:

These fiery creatures are the divine servants of Sargonnas, the bull-headed god of war, wrath, vengance, and fire. Minotaur worshippers of him are turned into these creatures upon pleasing him as petitioners in the red arena, mainly by becoming the champion of one of the many tournaments and war games held there. Worshippers who serve Sargonnas often gain the service of these creatures from Planar Ally spells.


Combat:

Backlash: Whenever a creature within medium range (normally 190ft.) damages the Blazing Bull, the Bull may cause them to take 9 points of untyped damage once as a free action usable outside of turn.

Blazing Charge (Su): As a full round action the Burning Bull can transform it's body into fire and move in a straight line for double it's move speed in any direction (even into the air, though it then needs some means of staying aloft else it will fall). It provokes no attacks of opportunity for this movement and automatically passes through the squares of any creatures in it's path. This deals 1d6/CR+Str fire damage (normally 9d6+18 with feats) damage to any creature or object it passes with a reflex save (DC23) for half, creatures that fail their save are knocked prone. The deals full damage to objects. If for whatever reason something might damage it, it is treated as being in gaseous form for the duration if this ability. Once used, this ability cannot be used again in the following round.

Natural Cunning (Ex): Burning Bulls possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Spell-Like Abilities: Constant: Unlucky Backlash
At Will: Flame Shield (warm only), Scorching Ray, Lesser Orb of Fire, Protection from Arrows, Produce Flame, Bull's Strength (others only), Rage
1/Minute: Bestow Curse, Wall of Fire, Black Chains of Durance
1/Hour: Greater Teleport (Self+Objects Carried Only),
1/Day: Bloodied Chains of Pyrrhos, Air Walk,

Vengeance: On it's turn, the Blazing Bull gains +4 to it's attack and damage rolls and it's Save DC's are increased by 2 against creatures who damaged it in the previous round.
Last edited by Wiseman on Wed Feb 23, 2022 8:15 am, edited 6 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Aspect of Bahamut
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Size/Type: Large Spirit Master (Draconic, Extraplanar, Good, Lawful)
Hit Dice: 12d8+72 (168hp)
Initiative: +5
Speed: 60ft. Fly: 120ft. (Good)
Armor Class: 30 (+5 dex, +12 armor, +4 natural, -1 size)
Base Attack/Grapple: +12/+26
Attack: +4 Shock Holy Platinum Greatsword +27/+22/+22 (3d6+2d6[holy]+1d6[elec]+24)
Space/Reach: 10ft./10ft.
Special Attacks: Breath Weapon, Spell-Like Abilities
Special Qualities: DR10/-, SR22, Godly Might
Saves: Fort +16 Reflex +13 Will +16
Abilities: Str 30 Dex 20 Con 26 Int 20 Wis 26 Cha 28
Skills:
Feats: Power Attack, Strong Grip, Sniper Breath Weapon, Strafing Breath, Weapon Focus,
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: Triple Standard
Equipment: +4 Shock Holy Platinum Greatsword, +4 Holy Platinum Armor
Alignment: Always Lawful Good
Playable: Not recommended

A fragment of the Platinum Dragon. Such aspects are typically called forth with summoning or calling spells. This warrior form (known as Draco Paladin) is usually a manifestation of his portfolios of Protection and Dragon.

Combat:

Godly Might: The Aspect has a portion of the gods immense power. An Aspect of Bahamut does not automatically fail rolls on a 1, and may perform skill checks relating to his portfolio as a free action 1/round. It is unaffected by [Mind-Affecting], [Compulsion], [Charm], [Pattern], [Fear], [Disease] and [Poison] effects that originate from sources with a CR less than 20. His is immune to all non-magical forms of harm. 1/minute, it may automatically get the best possible result on a roll.

Master of Wealth (Ex): Dragons are masters of the domain of wealth. Bahamut automatically knows the value of anything he can see, knowing what price it would fetch buying or selling with any vendor and currency he is aware of. (In essence, automatically succeeding on his appraise check.) Bahamut automatically identifies any magic item and it's effects, as if through Analyze Dweomer. Bahamut automatically receives the effects of a Scan on any creature he can see. This ability does not function on Artifacts or on creatures of CR20 or higher.

Mega Flare (Su): 1/Minute, Bahamut may unleash a burst of immense power as a breath weapon, destroying all in it's path. Everything within a 120ft. cone, a 240ft line, or a 30ft. burst out to Long Range (normally 880ft) is subjected to a Disintegration effect (DC25 and normally 24d6 damage).

Protection (Su): Attacks do not automatically hit Bahamut on a natural 20.

Spell-Like Abilities: Constant: True Seeing, Arcane Sight,
At Will: Detect Magic, Shield (others only), Shield of Faith (others only), Cure Critical Wounds, Greater Teleport (Self+objects carried only), Arcane Mark, Prestidigitation, Major Image,
1/day: Heal, Greater Restoration, Blade Barrier, Guards and Wards, Wall of Force, Field of Blades
Last edited by Wiseman on Mon Sep 20, 2021 2:11 pm, edited 2 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Night Hag
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Size/Type: Medium Spirit/Giant Controller (Evil, Extraplanar)
Hit Dice: 12d4+60 (100hp)
Initiative: +5
Speed: 30ft. Fly: 80ft. (Perfect)
Armor Class: 24 (+5 dex, +5 deflection, +4 natural)
Base Attack/Grapple: +12/+23
Attack: 2 Claws +19 (1d8+7+disease)
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Spell-Like Abilities, Coven, Dreamride
Special Qualities: Immunity to Fire, Cold, Charm, Sleep, and Fear, Resist Acid 30, DR10/Iron or Silver, SR22
Saves: Fort +9 Reflex +9 Will +15
Abilities: Str 24 Dex 20 Con 20 Int 22 Wis 24 Cha 24
Skills:
Feats: Quicken Spell, Evil Eye, Agony's Caress, Empower Spell
Environment: Any Lower Plane
Organization: Solitary or Coven (Self + 2 other hags)
Challenge Rating: 12
Treasure: Standard
Alignment: Always Evil (Any)
Playable: Yes

"Yonot fyngrot velink velink
Inhale the vapor and the stink
Take this wretched scattered stew
And turn it into a haggish brew"

Night hags inhabit the Gray Waste and, practically speaking, rule it. They are wretched females with hideous dark blue-violet skin, jet black hair, and glowing red eyes; long, wicked claws on their hands and feet; and foul rotting fangs protruding from their dry, festering lips.
Night hags rule the Waste by default. They round up and herd larvae for barter with fiends of all types. Tanar’ri and baatezu alike require larvae for their quasits and imps, and some liches use larvae to maintain their undead condition.
Night hags are said to see the multiverse as a place of eternal conflict. They believe it is unwise to form permanent alliances, for those who rule today are apt to be slaves tomorrow. Nevertheless, their keen minds and perfect memories cause many to seek the hags for wisdom and counsel.
Night hags are always willing to trade for knowledge, magical items, and spirits. However, if those trading with them do not match or exceed the hags in strength, the hags later track them down and make them into larvae.
Some lords of the Lower Planes take night hags for wives. From such unions are only born more night hags, equal to others of their race and not partaking of the characteristics of their sire. It is said that occasionally hags travel to other planes, assume the forms of beautiful women, and become wives of powerful wizards, that they might thereby gain further secrets of the universe.
Hags have no particular hatred for any one race or type of beings, even their own. Their inability to form permanent alliances is probably the only thing that has kept them from wielding greater power on the Lower Planes. Likewise, the only thing that keeps a hag’s cruelty in check is her burning desire to know all things. Certain human colleges were founded by night hags, and some research projects – even those carried out by the most moral of wizards – have been ultimately found to be financed by hag gold.
Very few beings have ever outwitted a hag. In such cases the hag spends years coming up with an intricate plot to outtrick the trickster. Night hags do remember any kindness shown to them, as well, but they appear less motivated to repay it.
Night hags are the only lower-planar inhabitants that actually seek out humans and kill them for their spirits. They destroy any life form they can overpower. Night hags are mercilessly wicked.

Combat:

Coven: Hags can combine their magics to create rituals that a single hag could not perform on their own. When at least 3 hags join together, they can spend an hour chanting in a circle/dancing around a fire/playing Fallout 76/cackling over a cauldron/whatever, to produce one of the following magical effects. These effects can be targeted at or centered around any creature or area within 10 miles/CR of the highest level hag participating in the ritual. The Coven needs neither line of sight, nor effect, but they must know that the target or area exists. A CR indicator requires a hag of a minimum CR to be participating in the Coven. This list isn't intended to be all inclusive, and should be expanded at your game groups option.
Rituals: Control Weather (20 mile radius, not limited by season), Deep Slumber, Bestow Curse, Greater Bestow Curse (CR10), Contagion, Greater Contagion (CR10), Insanity (CR14), Feeblemind (CR12), Dominate Monster (CR16), Nightmare, Lesser Planar Ally, Planar Ally (CR8), Greater Planar Ally (CR14), Lesser Planar Binding, Planar Binding (CR8), Greater Planar Binding (CR14), Gate (CR17), Brain Spider (CR12), Major Image, Prestidigitation, Arcane Mark, Desecrate, Unhallow (CR8), Hiss of Sleep (CR14)

Disease (Ex): A creature struck by a Night Hag's claws must make a fort save (DC23) or contract Demon Fever and immediately advance to the first stage. Further hits and failed saves advance to further stages.

Dream Haunting (Su): 1/day, while Ethereal, a Night Hag can hover over a sleeping or unconscious creature on the coexistent plane, riding on them while they sleep, inflicting them with horrific nightmares, causing them to take 1 point of Con and Wis drain upon awakening.

Spell-Like Abilities: At Will: Major Image, Gaseous Form, Wind Walk, Dream, Nightmare, Telekinesis, Confusion, Invisibility, Message, Prestidigitation, Detect Magic, Detect (Alignment), Greater Arcane Eye, Polymorph Self,
1/Minute: Tasha's Hideous Laughter, Minor Wish, Deep Slumber,
1/Hour: Etherealness
1/day: Mirage Arcana, Maddening Whispers,
Save DC23

Spells: A Night Hag casts spells as either a Sorcerer, Cleric, or Druid equal to their CR.

Treasure
A night hag carries a special peraipt called a Heartstone. This is what allows them to perform their Dream Haunting ability, as well as granting them True Seeing and a +2 circumstance bonus on saves (already factored into it's stats). In the hands of other creatures, it provides a +1 profane bonus to saves and allows the wearer to perceive Ethereal creatures and objects.
Last edited by Wiseman on Sun May 10, 2020 7:39 pm, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Turaga

Post by Wiseman »

Turaga
Image
Size/Type: Small Construct (Biomechanical)
Hit Dice: 4d10+8 (30hp)
Initiative: +1
Speed: 30ft.
Armor Class: 11 (+1 dex)
Base Attack/Grapple: +3/+4
Attack: By Weapon
Space/Reach: 5ft./5ft.
Special Attacks: See Below
Special Qualities: Element
Saves: Fort +6 Reflex +2 Will +9
Abilities: Str 12 Dex 12 Con 14 Int 16 Wis 20 Cha 18
Skills: Diplomacy +11, Sense Motive +12, Knowledge (History) +10, Knowledge (1 other) +10, Craft (any 1) +10
Feats:
Environment: Any
Organization: Solitary or Village (Self+40-200 matoran)
Challenge Rating: 4
Treasure: Kanohi Mask
Alignment: Usually Lawful Good
Playable: Not Recommended

"Gathered friends, listen again to our legend of the Bionicle..."

Turaga are the final form of a Toa. Once a Toa has completed their destiny, they have the option of giving up the majority of their powers, essentially retiring. Turaga frequently serve as leaders of Matoran communities, as protectors of outposts or sacred sites, or as trainers for new Toa, offering guidance and wisdom to those under their care.

Combat:

Element: Though not as powerful or versatile as they were as Toa, Turaga still retain a portion of their elemental abilities:

Fire: [Fire] subtype.
Spell-Like Abilities: At Will: Control Temperature (hotter only, min. 1 temperature band)
1/Minute: Produce Flame
Psi-Like Abilities: At Will: Control Flames
+5 to Craft [Metalworking] and Search

Water: [Water] subtype.
Spell-Like Abilities: At Will: Create Water
1/Minute: Control Water,
Swim speed equal to land speed.
+5 Diplomacy and Sense Motive

Air: [Air] subtype.
Spell-Like Abilites: 1/minute: Gust of Wind, Favorable Wind,
Psi-Like Abilities: At Will: Control Air
+5 Jump, Balance and Climb

Stone: [Earth] subtype.
Spell-Like Abilities: At Will: Magic Stone, Telekinesis (Limited to stone objects), Stone Shape
Stonecunning (as a dwarf).
Stability (as a dwarf)
+5 to Craft (Stoneworking) and Craft (Woodworking).

Earth: [Earth] subtype.
Have the [Earth] subtype.
Spell-Like Abilities: At Will: Move Earth, Telekinesis (limited to earthen objects)
10ft. Burrow Speed
+5 to Profession [Miner] and Knowledge [Dungeoneering] and [History]
Have low-light vision and Darkvision 60ft. and Stonecunning as a dwarf.
Light Sensitivity: Is blinded for 1 round upon first entering an area of bright light, and is dazzled for as long as it remains in the area.

Ice: [Cold] subtype
Spell-Like Abilities: At Will: Move Snow and Ice, Ice Shape, Telekinesis (limited to ice and snow objects), Control Temperature (colder only, min. 1 temperature band)
Snowsight (As the spell)
Movement not hindered by snow or ice.
+5 to any two knowledge skills of their choice. +5 to Survival

Light:
May Generate Light like a Daylight spell at will.
Spell-Like Abilities: At Will: Searing Light, Dancing Lights, Silent Image
Psi-Like Abilities: At Will: Control Light
Immune to Light damage.
May alter the color of their armor at will.
+5 to Spot, Listen, and Sense Motive

Iron:
Spell-Like Abilities: At Will: Telekinesis (Metal objects only)
DR5/-
+5 to Craft [Metalworking], Concentration, and Appraise.

Sonics:
Immune to Sonic damage.
Spell-Like Abilities: At Will: Ghost Sound, 1/Minute: Sound Burst
Psi-Like Abilities: At Will: Control Sound
+5 to Listen and Sense Motive. Suffers a -1 penalty to listen checks per 100 feet rather than 10.

Psionics: [Psionic] subtype
Spell-Like Abilities: 1/Minute: Daze Monster
Psi-Like Abilties: At Will: Detect Thoughts
+5 Bonus PP
+5 to saves against [Mind-Affecting] effects.
+5 to Sense Motive and Concentration.

Gravity:
Spell-Like Abilities: At Will: Alter Gravity
Immune to the negative effects of differing gravity.
May alter the gravity within close range to be either Light, Normal, or Heavy gravity.
+5 to Balance, Climb and Jump.

Plasma:
Resistance to fire and electricity 30.
May Project a Plasma bolt out to Close range that deals 2d6 damage that is half fire/ half electricity.
+4 to saves against blindness or any other effect that would inhibit vision.
+5 to Spot, Jump, and Survival

Electricity:
Immune to Electricity.
Turaga of Electricity can generate usable electrical power, able to power electricial devices they are in contact with.
Spell-Like Abilities: At Will: Electric Jolt, 1/Minute: Shocking Grasp,
+5 to pilot and craft checks.

Magnetism:
Spell-Like Abilties: At Will: Telekinesis (ferrous objects only)
Possess an innate sense of depth and direction, automatically able to intuit their elevation and what direction is north.
Blindsense 5ft.
+5 to Climb, Balance, and Survival checks

Plantlife:
Never hindered by natural plants in any way.
Spell-Like Abilities: 1/Minute: Plant Growth, Diminish Plants, Entangle, Vine Mine,
Immunity to Poison.
+5 to Heal, Climb, Survival, and Knowledge (Nature)

Shadows:
Spell-Like Abilities: At Will: Deeper Darkness, Darkbolt, Control Darkness and Shadow
May see in any kind of darkness (even magical darkness) in full color at no penalty.
Light Sensitivity: Is blinded for 1 round upon first entering an area of bright light, and remains dazzled for as long as it remains in that area.
+5 to Hide, Move Silently, and Bluff
Last edited by Wiseman on Sun Feb 07, 2021 5:25 pm, edited 4 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Wiseman
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Abishai

Post by Wiseman »

Abishai
Size/Type: Medium Spirit (Draconic, Evil, Extraplanar, Lawful)
Hit Dice: 8d8+36 (75hp)
Initiative: +4
Speed: 30ft. Fly: 50ft. (Average)
Armor Class: 22 (+4 dex, +8 natural)
Base Attack/Grapple: +8/+13
Attack: Bite +13 (1d8+7) and 2 Claws +8 (1d6+5), See Below
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities (See Below)
Special Qualities: Immunity to Sleep, Poison, and Paralysis. +4 against Disease, SR18, DR5/Good or Chaotic
Saves: Fort +10 Reflex +10 Will +11
Abilities: Str 20 Dex 18 Con 18 Int 12 Wis 20 Cha 20
Skills:
Feats: Track, Bat out of Hell, Burst of Speed
Environment: Nine Hells of Baator (Avernus)
Organization: Solitary, Pair, or Flight (3-10)
Challenge Rating: 8
Treasure: Double Coins, Double Goods, Standard Items
Alignment: Always Lawful Evil
Advancement: 9HD (Large Size), 10HD (Dragonfear {as true dragon}) 11HD (Secondary breath weapon of Dragon Type, as Dragon age category that equals CR.)
Playable: Yes (Favored Classes: Conduit of the Lower Planes and Sorcerer[blue], Cleric [red], Rogue [Black], Druid [green], Fighter [white])

Though they are devils who dwell in the Nine Hells, Abishai are not part of the Baatezu race. Rather, they are fiends created to serve Tiamat, the Queen of Evil Dragons, born out of her non-dragon worshippers. They are imbued with a wide variety of abilities to suit her goals.

Breath Weapon (Su): Each abishai has a breath weapon that deals 1d6/CR damage in it's choice of a cone out to close range, a line out to double close range, or a 20ft. burst out to medium range (Save DC19). An abishai also deals an extra 1d6/3 CR (normally 2d6) damage of the same type as it's breath weapon with all melee attacks. In the green abishai's case, it deals 1 point of damage to a physical ability score of it's choice with each melee attack. Once used, a breath weapon cannot be used again for 1d4 rounds.

Champion of the Dragonqueen: As a Full-Round action, an Abishai may grant a willing, eligible, creature the Draconic Creature template for 24 hours with a touch.

Spell-Like Abilities: At Will: Darkness, Detect Magic, Detect Good, Detect Chaos,
1/Minute: Command
Save DC 19

Red Abishai
Image
Red Abishai are the priest caste, interpreting the Dark Queen's will. They have the [Fire] subtype.

Breath Weapon: A Red Abishai's breath weapon deals fire damage (reflex half).

Weapons: +3 Flaming Heavy Mace +16 (1d8+3d6[fire]+8)

Spell-Like Abilities: At Will: Flare, Burning Hands, Produce Flame,
1/Minute: Pyrotechnics,
1/Hour: Wall of Fire, Locate Creature, Locate Object

Spells: A red abishai casts spells as a Cleric 2 levels lower than it's HD with access to Tiamat's domains. If it takes a class that advances Cleric casting, then it still only gains 1 cleric level.
Typical Spells Prepared: 7/5/4/3
0: Cure Minor Wounds, Guidance (x2), Virtue, Mending, Read Magic, Resistance,
1: Cure Light Wounds, Inflict Light Wounds, Divine Favor, Shield of Faith, Entropic Shield,
2: Cure Moderate Wounds, Bulls Strength, Resist Energy, Spiritual Weapon
3: Cure Serious Wounds, Bestow Curse, Blindness/Deafness

Psi-Like Abilities: At Will: Control Flames

Blue Abishai
Image
Blue Abishai serve as the spellcasters, masters of arcane magic. They have the [Air] subtype.

Breath Weapon: A Blue Abishai's breath weapon deals electricity damage (reflex half).

Weapon: +3 Shock Staff +16/+11 (1d6+3d6[elec]+8)

Immunities: A Blue Abishai is immune to electricity and the negative effects of wind and weather. It is not affected by sand storms nor is it's movement impeded by difficult terrain created by sand.

Spell-Like Abilities: At Will: Shocking Grasp, Electric Jolt, Major Image, 1/Minute: Lightning Bolt, Call Lightning Storm, Control Sand

Spells: A Blue Abishai casts spells as Sorcerer 2 levels lower than it's HD. If it takes a class that advances sorcerer spellcasting then it still only gains one spellcaster level per level.
Spells per Day: ?/8/7/5
Typical Spells Known: 8/6/5/4
0: Prestidigitation, Mending, Mage Hand, Dancing Lights, Resistance, Arcane Mark, Message, Read Magic
1: Alarm, Grease, Mage Armor, Hypnotism, Shield, Magic Missile,
2: Invisibility, Glitterdust, Mirror Image, Blindness/Deafness, Eagle's Splendor,
3: Fireball, Clairaudience/Clairvoyance, Suggestion, Sleet Storm,

Green Abishai
Image

Green Abishai have the [Earth] subtype. They are masters of primal magic.

Breath Weapon: A Green Abishai breathes a poison that deals 1 point of damage every 2 rounds to each of a creatures physical ability scores, for 1 minute and causes them to become fatigued (fort negates).

Weapon: +3 Forest Scimitar +16 (1d6+5)

Immunities: A Green Abishai is immune to acid.

Nature Stride: A Green Abishai's movement is not hindered by natural plants in any way.

Spell-Like Abilities: At Will: Speak with Animals, 1/Minute: Plant Growth, Diminish Plants, Dominate Animal, Poison, 1/hour: Stinking Cloud

Spells: A Green Abishai casts spells as a Druid equal to it's HD. If it takes a class that advances druid spellcasting, it still only gains one spellcaster level per level.
Typical Spells Prepared: 7/6/4/4/3
0: Read Magic, Create Water (x2), Mending, Flare, Resistance, Guidance
1: Entangle (x2), Obscuring Mist, Cure Light Wounds, Produce Flame, Longstrider
2: Barkskin, Summon Swarm, Gust of Wind, Bear's Strength
3: Summon Nature's Ally III, Sleet Storm, Protection from Energy, Cure Moderate Wounds,
4: Summon Nature's Ally IV, Dispel Magic, Flame Strike,

Trackless Step: As a druid.

Black Abishai
Image
Black Abishai have the [Water] subtype. They are the stealthy agents of Tiamat.

Breath Weapon: A Black Abishai's breath weapon deals acid damage (reflex half).

Perfect Two-Weapon Fighting: A Black Abishai suffers no penalty for fighting with two weapons.

Weapon: 2 +3 Acidic Shortswords +16/+11 (1d6+3d6[acid]+8)

Immunities: A Black Abishai is immune to Acid.

Spell-Like Abilities: At Will: Deeper Darkness, Blur, Acid Splash, 1/Minute: Acid Arrow, Orb of Acid, Major Image, 1/Hour: Invisibility (self only), Summon Swarm, Detect Thoughts, Charm Monster

Sneak Attack: An Black Abishai has 3d6 sneak attack dice.

Swim: A Black Abishai has a swim speed equal to it's land speed.

White Abishai
Image
White Abishai are peerless, brutal, and cruel warriors. They have the [Cold] subtype.

Breath Weapon: A White Abishai's breath weapon deals cold damage (reflex half).

Weapon: +3 Frost Greatsword +18/+13 (2d6+3d6[cold]+14)

Bonus Feats: A White Abishai has 4 [Fighter] bonus feats. Typical Feats: Weapon Focus, Combat Reflexes, Attack on the Run, Power Attack

Spell-Like Abilities: At Will: Ray of Frost, 1/Minute: Orb of Cold, Ice Storm, Freezing Sphere, 1/Hour: Widened Sleet Storm, Widened Wall of Ice,
Last edited by Wiseman on Wed Feb 23, 2022 8:44 am, edited 8 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Chasme
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Size/Type: Large Spirit Master (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 10d8+50 (100hp)
Initiative: +9
Speed: 30ft. Climb: 30ft. Fly: 80ft. (Perfect)
Armor Class: 25 (+9 dex, +7 natural -1 size)
Base Attack/Grapple: +10/+19
Attack: Gore +19 (3d6+9+2[bleed]+blood drain) and 2 Claws +17 (2d6+9+bleed)
Space/Reach: 25ft./25ft.
Special Attacks: Drone, Spell-Like Abilities, Aura of Primal Emotion, Summon
Special Qualities: Immunity to Electricity, and Poison, Resist Sonic 20, Resist Fire, Cold and Acid 10, Resist Disease +4, DR10/Good, Lawful, or Iron, SR20, Improved Evasion, Improved Uncanny Dodge, Telepathy 100ft.
Saves: Fort +12 Reflex +16 Will +10
Abilities: Str 20 Dex 28 Con 20 Int 16 Wis 16 Cha 20
Skills: Perception +16, Psychology +16, Dowsing +16, Intimidate +18, Athletics +18, Acrobatics +22, Bluff +18, Arcana +16, Survival +16, Stealth +22, Heal +18
Feats: Breath Weapon (Contagion), Bat out of Hell, Multiattack, Burst of Speed, Agony Caress(B), Flyby Attack(B), Improved Flyby Attack(B), Dash(B)
Environment: Infinite Layers of the Abyss
Organization: Solitary or Swarm (3-10)
Challenge Rating: 10
Treasure: Standard Coins, Standard Goods, Double Items
Alignment: Always Chaotic Evil
Advancement: 11HD (Huge Size) or by class.
Playable: Not Recommended

The horrid insects of the Abyss, these tanari combine the worst traits of a fly and a mosquito. In demonic armies, they function as scouts and harriers, using their lightning fast speed to harass and weaken their enemies before closing in for the killing blow. Elsewhere, they function as the torturers of the Abyss, orchestrating the torment of damned souls.

Combat:

A Chasme fights on the wing, staying mobile and keeping it's distance, using it's spell-like abilities to weaken its enemies before closing in for the kill with it's claws and blood drain. If it finds itself unable to escape from melee, it makes use of it's drone ability to put enemies to sleep, or at least slow them down.

Aura of Primal Emotion (Su): A Chasme radiates an aura of Fear (DC20).

Bleed (Ex): A Chasme deals an extra 1d4 points of Bleed damage with all it's natural attacks. This bleeding persists for 10 rounds or until the victim receives magical healing or a DC20 Heal check.

Blood Drain (Ex): A Chasme deals 1 point of Con damage with it's Gore attack, draining it's victims blood. On a successful grapple check or against a helpless or unresisting creature, the Chasme may deal 1d4 points of Con damage. Regardless, it heals 5 HP for each point of con damage dealt with this ability. If this would go past it's max HP, it receives the excess as temporary hit points up a maximum of it's normal HP total, that last for 1 hour.

Drone (Su): As a Full Round action (provoking an AoO), a Chasme can vibrate it's wings in a hypnotic pitch and frequency that forces all non-demons within a 60ft. spread to make a Will Save (DC20) or fall asleep for 1 hour. Sleeping creatures cannot be woken by noise, though slapping (as a standard action) or damaging them will do the trick. If a creature succeeds on it's save by less than 5 it is instead staggered for 1 round. If a creature succeeds on it's save by 5 or more, it cannot be affected by this ability again for 1 hour. This is a [Sonic] effect. The save DC is Cha based.

Spell-Like Abilities: Constant: See Invisibility
At Will: Contagion, Deeper Darkness, Detect [Alignment], Detect Magic, Confusion, Ray of Enfeeblement (usable as a swift action), Ray of Exhaustion, Poison (range of close [50ft.]), Summon Swarm, Greater Dispel Magic, Spitting Swarm, Insect Plague, Greater Teleport (Self + Objects carried only), Telekinesis, Prestidigitation, Ghost Sound, Shape Sound, Seeker Bee, Hivecraft
1/Minute: Slow, Unholy Blight/Chaos Hammer, Blur, Detect Thoughts, Fog Cloud, Protection from Good/Law
1/Hour: Unholy Aura/Cloak of Chaos, Giant Vermin, Mirror Image, Repel Vermin, Lesser Crown of Vermin, Stinking Cloud
1/Day: Sending,
Save DC20

Summon (Sp): 1/day, a Chasme may attempt to summon 1d4 Rutterkin with a 70% chance of success or another Chasme with a 40% chance of success. This is the equivilent of a 5th level spell.
Last edited by Wiseman on Wed Dec 30, 2020 8:04 pm, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Kahgarak
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Size/Type: Large Construct Brute (Rahi)
Hit Dice: 11d12+55 (130hp)
Initiative: +3
Speed: 60ft. Climb: 60ft.
Armor Class: 26 (+3 dex, +12 natural, -1 size)
Base Attack/Grapple: +11/+25
Attack: Bite +20 (3d6+15+venom) and 2 Claws +18 (1d8+10) or Rhotuka +13 (Varies)
Space/Reach: 10ft./10ft.
Special Attacks: Rhotuka, Web, Venom,
Special Qualities: See in Darkness, DR10/-
Saves: Fort +12 Reflex +8 Will +4
Abilities: Str 30 Dex 16 Con 20 Int 10 Wis 12 Cha 20
Skills:
Feats: Multiattack, Power Attack, Lightning Reflexes
Environment: Any Land or Underground
Organization: Solitary, Pair, or Strike (2 plus 6 normal visorak)
Challenge Rating: 11
Treasure: Standard
Advancement: 12HD (Huge)
Alignment: Usually Lawful Evil
Playable: Not Recommended

The elite soldiers of the Visorak armies, far larger and stronger than normal Visorak, often leading their lessers in assaults. Their durability and strength sometimes had them be used as living battering rams while the larger of the Kahagarak could be used as mobile weapons platforms.

Kahgarak also have the power to call forth a mighty and terrifying Rahi from the Zone of Darkness known as the Zivon. While the Zivon is indeed powerful, it's an 'ally' the Visorak would rely upon only as a last resort, as it only truly fights on the side of the Visorak to protect it's favorite food. Them.

Combat:

Web (Ex): Like a normal and monstrous spider, a Visorak is capable of producing it's own webs. It can throw or shoot them like a net or ball (treat as a ranged touch attack out to 50 feet that causes the victim to become entangled and anchored, The victim can break free with a DC20 Strength or escape artist check.).

Visorak can also create sheets of sticky webbing from 5 to 60 feet in area. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the 30 hit points and hardness 10. When spinning a web, a Visorak may lace it with it's Venom as a contact poison.

Destroyer of Fortifications: A Kahgarak ignores all hardness and material damage reduction, bypasses any Regeneration, and deals full damage to objects.

Rhotuka (Su): A Kahgarak has a Rhotuka much the same as other Visorak, with varying effects. The Rhotuka can be launched as a standard action as a Medium Range touch attack, with varying effects with a save DC of 20 (Cha based). A Kahgarak cannot use a Rhotuka if it has used one in the previous round.
In addition to the standard Visorak Rhotuka's ability to paralyze for 10 minutes (Fort negates) the Kahgarak can create a 30ft. radius sphere of total darkness. All creatures within the sphere suffer total sensory deprivation in relation towards anything outside of the sphere, and vice versa. The target of the Rhotuka is allowed a will save, if failed, the dark sphere is anchored to them and moves with them, if successful, the dark sphere remains stationary.
Alternatively, the Kahgarak can create the effect of a Plane Shift (will negates) on the target, with the only possible destination being the Plane of Shadow or if on said Plane, back to their previous location.
Finally, the Kahgarak can use it's Rhotuka to duplicate the effect of Gate with the only possible destination for the travel version being the Plane of Shadow. The calling version is only capable of calling forth a Zivon and once it arrives it is not under the Kahgarak's control. It receives no save against the Kagharak's plane shift ability.

Venom: Injury or Contact, Fort DC20 (Con based), Primary Effect: Numbed 1 hour, Secondary Effect: Unconscious 24 hours. By means of a 1 hour process, the Visorak can use their venom to cause mutations in a creature [rules coming later or pick some mutation table you like]. Fort DC20 negates, though this is usually done on helpless, unconscious or unresistant subjects. These mutations can only be reversed by a Greater Restoration, Wish, Miracle, Reality Revision, or similar effects.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Vanth
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Size/Type: Medium Spirit (Extraplanar, Psychopomp)
Hit Dice: 8d8+40 (90hp)
Initiative: +5
Speed: 30ft. Fly: 60ft. (Perfect)
Armor Class: 23 (+5 dex, +4 insight, +4 natural)
Base Attack/Grapple: +8/+15
Attack: +3 Keen Dancing Scythe +18/+13 (2d4+13|19-20/x4)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities,
Special Qualities: Psychopomp Traits, Immunity to Cold, Electricity, Disease, Poison, and Death, Resistance to Light and Fire 10, SR18, DR5/-, Soulsense 30ft.**, Telepathy 1 mile**,
Saves: Fort +11 Reflex +11 Will +10
Abilities: Str 24 Dex 20 Con 20 Int 18 Wis 18 Cha 22
Skills: Stealth +16, Arcana +15, Intimidate +17, Dowsing +15, Perception +15, Psychology +15, Thaumaturgy +17, Concentration +15, Cultures +17, Psychogenia +15, Geomancy +15 Affability +12, Athletics +16
Feats: Cursed Body (DC20), Power Attack, Pressure,
Environment: Astral Plane
Organization: Solitary, Pair, or Hunt (3-10)
Challenge Rating: 8
Advancement: 9hd: Spirit Pulse also may affect targets within close range as per Dimensional Anchor (SR applies, CL=CR). 10hd: Large Size
Treasure: Standard
Alignment: Usually True Neutral
Playable: Not Recommended

Vanth's form the lower echelons of the Psychopomp order and their duties can vary widely. Some serve as bodyguards and agents of higher ranked psychopomps, others guide lost souls on their proper paths, still others guard key locations that the Judges deem important while others serve as the military force of the Psychopomps. Duty comes above all else for them and they have a tendency to be coldly dispassionate in their conduct. They treat all beings other than Psychopomps with indifference, they are all equal in their eyes, irrelevant unless part of their mission.

Combat:

Link Between Worlds: A Psychopomp is able to affect certain creatures from the border region of a transitive plane into it's coexistent plane or vice versa. Abilities capable of transitive to coexistent are marked with an asterisk (*) abilities which are capable of going both ways are marked with two asterisks (**)

Spirit Sight: A Psychopomp can see into the border area of a single transitive plane and the corresponding plane as if it was present in both locations at the same time. It does not suffer any penalty to it's visibility distance due to planar effects.

Mirror (Ex): As a standard action, a Psychopomp may travel between a Transitive Plane, and the exact location it corresponds to on a coexistent plane (and vice versa) like greater plane shift. It may also gain or lose the [Incorporeal] subtype at will as a free action once per round.

Psi-Like Abilities: At Will: Energy Ray, 1/Hour: Energy Wave/Energy Ball/Energy Bolt, 1/day: Object Reading

Spirit Pulse** (Su): As a standard action, 1/hour, a Vanth can release a pulse of energy out to medium range spread (180ft. normally). All creatures with a soul in this area are outlined in Faerie Fire as per the spell (CL=CR). This makes even ethereal and shadowy creatures visible, and they are treated as incorporeal for the purposes of being attacked while under this effect. Actually incorporeal creatures lose their incorporeality while under this effect. The Vanth resolves all melee and ranged attacks as touch attacks against creatures under this effect. The Vanth can exclude creatures in the area from this effect if it is aware of them.

Spell-Like Abilities: At Will: Detect Magic**, Greater Mage Hand, Deeper Darkness*, Major Image**, See Invisibility**, Read Magic, Prestidigitation**, Arcane Mark**, Daylight**, Chill Touch, Detect Undead**, Invisibility, Detect Thoughts**, Deathwatch**, Cure Serious Wounds, Inflict Serious Wounds, Tongues, Comprehend Languages
1/Hour: Greater Teleport (self+objects carried only) Wraithstrike, Fear, Gaseous Form, Slow, Shadow Conjuration, Telekinesis, Clairaudience/Clairvoyance**
1/day: Vision, Dismissal, Halt Undead, Animate Dead,
Save DC20
Last edited by Wiseman on Tue Feb 23, 2021 4:57 pm, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Bluespawn Stormlizard
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Size/Type: Large Magical Beast (Air, Draconic)
Hit Dice: 5d12+25 (60hp)
Initiative: +2
Speed: 50ft. Burrow: 10ft.
Armor Class: 20 (+2 dex, +9 natural, -1 size)
Base Attack/Grapple: +5/+14
Attack: Gore +13 (2d6+2d6[elec]+12)
Space/Reach: 10ft./5ft.
Special Attacks: Electrical Link, Electric Aura
Special Qualities: Immunity to Electricity, Sand Adaptation
Saves: Fort +9, Reflex +6 Will +1
Abilities: Str 27 Dex 14 Con 20 Int 2 Wis 10 Cha 10
Skills: Spot +5
Feats: Power Attack, Improved Charge, Power Charge, Electrical Torment(B)
Environment: Warm Deserts
Organization: Solitary, Pair, or Pack (4-10)
Challenge Rating: 5
Treasure: N/A
Alignment: Always True Neutral
Playable: No

Stormlizards are recent creations of the dragonarmies, partially an attempt at weapons innovation, partially to replace the numerous draconians who have gone rogue since the previous wars. Created from the blood of ordinary dragons, instead of dragon eggs, Dragonspawn are generally less powerful and intelligent, but also less ambitious and more compliant to orders as well.

Stormlizards instinctively understand Draconic, but cannot speak it.

Combat:
Stormlizards tactics are simple, using their electricity link to corral foes and prey, preventing their escape. This works the same in battles, blocking off enemy forces or running their link between to moving stormlizards, catching all enemies inbetween them.

Charging Horn (Ex): A Stormlizard deals double damage with it's gore on a charge attack.

Power Line (Su): Stormlizards can channel electricty in an arc between each other. As a swift action, a Stormlizard can direct a line of lighting from the tip of its horn to that of another Stormlizard up to 120 feet away. The link lasts for as long as the two Strormlizards are within range of each other and have line of effect, or until one ends the effect. This line deals 1d6/CR electricity damage (normally 5d6) with a reflex save (DC17) for half damage.

Electricty Aura (Su): A Stormlizard deals an extra 1d6/3CR (round up) electricty damage (normally 2d6) with it's melee attacks. This is also dealt to any creature it grapples it, strikes it with unarmed, natural or metal weapons or comes into direct contact with it in any way. This may be activated or deactivated as a free action.

Sand Adaptation (Ex): Sand does not count as difficult terrain for a Stormlizard.

Soldiers Ration (Ex): A stormlizard needs only 1/10th the amount of food and drink a normal human does and can go four times as long without such things.
Last edited by Wiseman on Sun Sep 27, 2020 5:49 pm, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by radthemad4 »

Qorrashi Genie might as well link directly to the new one in the index

Tiefling Fighter is listed as Tiefling Warrior in the index

Lumberjack Robot, Angeloid, Bohrok-Kal, Bohrak-Va, Doom Viper, Piraka and Nightflyer are missing from the index.

Mercane is listed as CR 10

Oni is listed as Ogre Mage

Is Decaton CR 10 or CR 12? It has 12 HD, but Challenge Rating says 10 (since you're following a CR=HD thing)?
Last edited by radthemad4 on Sun Oct 18, 2020 12:33 pm, edited 6 times in total.
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Post by Wiseman »

Shadow
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Size/Type: Small Spirit (Extraplanar, Evil, Heartless)
Hit Dice: 1/2d8 (4hp)
Initiative: +1
Speed: 30ft.
Armor Class: 11 (+1 dex)
Base Attack/Grapple: +1/+1
Attack: Claw +1 (1d4)
Space/Reach: 5ft./5ft.
Special Attacks: Flatten
Special Qualities: Heartless Traits
Saves: Fort +2 Reflex +3 Will +1
Abilities: Str 10 Dex 12 Con 10 Int - Wis 8 Cha 10
Skills: -
Feats: -
Environment: Realm of Darkness
Organization: Solitary, Squad (3-10) or Horde (20-50)
Challenge Rating: 1/2
Treasure: N/A
Alignment: Evil
Playable: Not Recommended

The most basic form of Heartless, these creatures are born from those Hearts with very little darkness within them.

Combat:

Flatten: A Shadow can compress it's body becoming two dimensional as a standard action, lasting for 1d4 rounds. While in this state it cannot make attacks nor can it be harmed except with Ghost Touch effects and similar.

See In Darkness (Ex): Heartless can see perfectly in darkness of any kind, even that of the magical variety.

Reconstitute: Like other spirits, being killed doesn't necessarily spell the end for a heartless. Unlike other spirits, this is quicker and not dependent on plane. If a Heartless is killed, it is restored to life as per True Resurrection in the Realm of Darkness after 1 day/CR. The only thing that can destroy a heartless permanently is a Keyblade. If it is killed by an attack originating from a Keyblade, then it's captive heart is set free.

Create Spawn: A creature killed by a Heartless becomes a Heartless itself of it's own CR or lower. If the creature was of evil alignment, then it's Heartless may be up to 4 CR higher.
Last edited by Wiseman on Thu Dec 28, 2023 7:51 pm, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by OgreBattle »

Flatten sounds like it will have a lot of weird interactions, or is that already baked into the rules for growing and shrinking.
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Post by JigokuBosatsu »

OgreBattle wrote:Flatten sounds like it will have a lot of weird interactions
Could a monk with Gloves of Ghost Touch use the Shadow as a weapon?
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
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Post by Wiseman »

Kenmun
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Size/Type: Medium Monstrous Humanoid (Water, Youkai)
Hit Dice: 7d8+21 (50hp)
Initiative: +5
Speed: 30ft. Braciation: 30ft., Swim: 30ft., Climb: 30ft.
Armor Class: 19 (+5 dex, +4 natural)
Base Attack/Grapple: +7/+12
Attack: 2 Claws +12 (1d6+5)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Sneak Attack 1d6, Improved Grab,
Special Qualities: Wilderness Stride, Uncanny Dodge, Octopus Phobia,
Saves: Fort +5 Reflex +12 Will +8
Abilities: Str 20 Dex 20 Con 17 Int 12 Wis 16 Cha 18
Skills: Climb +23, Jump +15, Swim +23,
Feats: Improved Grapple, Lightning Reflexes
Environment: Forests and Lakes
Organization: Solitary, Pair, or Troop (6-20)
Challenge Rating: 7
Treasure: Standard Coins, Double Goods, Standard Items
Alignment: Any
Playable: Yes (Favored Classes: Barbarian, and Monk)

Kenmun are monkey-like water youkai related to kappa. They tend to be mischevious, but are rarely actively malicious, and tales of them helping people or rescuing them from dangerous situations are not unheard of. Likewise, one who helps a kenmun in trouble is likely to have the favor repaid. They are also known to love competition, especially sumo wrestling.

Combat:

Improved Grab: If a Kenmun hits with it's natural weapons, it may attempt to start a grapple as a free action without provoking an attack of oppornutity.

Improved Uncanny Dodge: As the Rogue.

Wilderness Stride: As the Druid.

Spell-Like Abilities: At Will: Produce Flame, Control Water, Polymorph Self, Tree Shape, Dancing Lights, Daylight, Prestidigitation, Invisibility, Create Water, Deeper Darkness

Octopus Phobia: When a Kenmun sees an octopus, squid, or part thereof, it is automatically shaken.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Amnizu
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Size/Type: Medium Spirit Caster (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 12d4+60 (100hp)
Initiative: +9
Speed: 20ft. Fly: 60ft (Good)
Armor Class: 25 (+4 armor, +4 shield, +5 dex, +2 natural)
Base Attack/Grapple: +6/+10
Attack: 2 Claws +10 (1d6+4) or By Spell (+11 ranged touch)
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Spell-Like Abilities, Summon, Stupefying Touch, Greed
Special Qualities: Immunity to Fire, Intelligence Damage/Drain and Poison, Resist Disease +4, DR5/Good, Chaotic, or Silver, Regen 5/Good, Chaotic, or Silver, SR22, Styx Immunity
Saves: Fort +9 Reflex +9 Will +11
Abilities: Str 18 Dex 20 Con 20 Int 24 Wis 17 Cha 20
Skills: Appraise +32
Feats: Improved Initiative, Quicken Spell, Pressure, Empower Spell, Twin Spell
Environment: Nine Hells of Baator
Organization: Solitary
Challenge Rating: 12
Treasure: Triple Coins, Triple Goods, Standard Items
Alignment: Always Lawful Evil
Advancement: By Class Level: Favored Classes (Wizard and Conduit)
Playable: Yes

Wicked spirits of exploitation, these devils primarily dwell in Hell's fifth circle, though they have been seen all over Baator where they function as bureaucrats, accountants, and lorekeepers for Hell. When on other planes, they advance the cause of hell by involving themselves in various businesses and governments where they use their influence to manipulate economies and encourage acts of greed such as acceptance of bribes and exploitation of workers.

Combat:

Greed (Su): As a full-round action useable at will the Amnizu can drain the life force from all creatures within 60 feet, dealing 12 points of damage. It then gains the damage dealt as temporary HP that does not stack with other temporary HP. This ability replaces it's normal Aura of Cold Logic

Spell-Like Abilities: Constant: Mage Armor, Shield,
At Will: Detect Thoughts, Telekinesis, Greater Teleport (Self+objects carried only), Produce Flame, Major Image, Detect Magic, Detect Minerals,
3/day: Fireball (Usable as a swift action), Cain's Curse of Covetousness, Enervation
1/day: Imprisonment,

Spells: The Amnizu casts spells as a 12th level Wizard.

Stupefying Touch (Su): Creatures struck by the Amnizu's claw attack suffer 2d10 points of Intelligence damage. Additionally, they must make a Will Save (DC21) or lose all memory of the past 24 hours. If it wants, the Amnizu can make a single melee touch attack as a standard action to apply this effect.

Summon (Sp): 1/day, the Amnizu can attempt to summon an Erinyes with a 30% chance of success or 2 Barbazu with a 70% chance of success. This is the equivilent of a 6th level spell.

Styx Immunity: The Amnizu has immunity to the memory draining effects of the River Styx.

Skills: The Amnizu has a +10 racial bonus to Appraise Checks.
Last edited by Wiseman on Tue Oct 12, 2021 3:24 pm, edited 5 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Axiomite

Post by Wiseman »

Axiomite
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Size/Type: Medium Spirit Master (Extraplanar, Lawful)
Hit Dice: 10d8+40 (100hp)
Initiative: +8
Speed: 50ft. Fly: 50ft. (Perfect)
Armor Class: 29 (+4 dex, +4 armor, +4 shield, +5 deflection, +2 natural)
Base Attack/Grapple: +10/+14
Attack: +4 Axiomatic Geometrium Longsword +20/+15 (1d8+2d6[axiomatic]+12) or Slam +14 (1d8+4)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Use Magic Device, Champion of Order, Summon, Alternate Form
Special Qualities: Immunity to Fire, Cold, and Electricity, DR5/Chaotic, Regen 5/Chaotic, Resist Mind-Affecting +4, SR21, Telepathy 200ft.
Saves: Fort +11 Reflex +11 Will +12
Abilities: Str 19 Dex 18 Con 18 Int 22 Wis 20 Cha 22
Skills: Knowledge (any 3) +19, Craft (any 1) +19, Diplomacy +19, Spot +18, Listen +18, Search +19, Disable Device +17, Swim +17, Balance +17, Concentration +17, Gather Information +19, Spellcraft +19,
Feats: Power Attack, Improved Initiative, Pressure, Weapon Focus, Terminology of Concordance (B)
Environment: Clockwork Nirvana of Mechanus, Peacable Kingdoms of Arcadia, Infernal Battlefield of Acheron
Organization: Solitary or Squad (2-10)
Challenge Rating: 10
Treasure: Standard Coins and Goods, Double Items
Alignment: Always Lawful (Any)
Playable: Yes (Favored Classes: Summoner and Conduit)

Spirits of order and civilization, these beings form great societies on lawful planes. Originally children of the Justicators, while some have gone down their separate paths, others yet serve the original beings of Law. Under the supervision of the Justicators, the Axiomites brought forth great cities and even created the Inevitables.

Despite what many might thing, Axiomites can have a variety of appearances though they are nearly all idealized. Axiomites have been recorded looking like Humans, Elves, Dwarves, Orcs, Halflings, Gnomes, Tieflings, Aasimar, Giants or yet stranger creatures. All however, are capable of shedding this appearance to take one comprised of multicolored dust and energy in the shape of various symbols and equations. These creatures are in truth pure mathematical law given form.

Axiomite natively speak Modron, Celestial and Infernal, though they can communicate with near anyone considering their Tongues ability.


Combat:
Though they are no slouches in melee combat, an Axiomite typically fights from afar with it's spells, though it an opponent closes range, it will not hesitate to switch to melee attacks. If threatened it will attempt to make some distance and then use it's Summon ability if it hadn't already done so in preparation for the fight.

Alternate Form: An Axiomite may as a standard action assume a form of pure logic comprised out of mathematical symbols, equations, and graphs. While in this state, it gains the [Incorporeal] subtype and can fly at it's listed speed. It cannot make weapon attacks, cast spells or use items though it may use it's Spell-Like and Psi-Like Abilities.

Psi-Like Abilities: Constant: Mental Barrier
At Will: Control Object,
3/day: Body Purification,
1/day: Instant Calculation, Intellect Fortress, Tower of Iron Will, Time Hop, Hypercognition, Wall of Ectoplasm
1/month: Construct (ML20)

Spell-Like Abilities: Constant: Mage Armor, Shield, Tongues, Comprehend Languages,
At Will: Repair Critical Damage, Cause Critical Damage, Telekinesis, Detect [Alignment], Detect Magic, Read Magic, Magic Circle against Chaos, Empowered Orders Wrath, True Strike, Detect Thoughts, Discern Lies, Make Whole, Minor Creation, Major Creation, Axiomatic Water, Arcane Mark, Prestidigitation
1/Hour: Minor Wish, Dispel Chaos, Greater Teleport (Self+objects carried only), Slow, Understand Object
1/day: True Seeing, Shield of Law, Wall of Gears, Hardening, Geas/Quest, Mark of Justice, Dictum, Axiomatic Storm, Zone of Truth, Fabricate, Invisibility Purge

Summon (Sp): 1/day, an Axiomite may summon a Zeklehut with a 100% chance of success. Four Axiomites working together may expend their Summon abilities simultaneously to summon a Kolyarut. More powerful or higher level Axiomites may have stronger versions of this ability.

Use Magic Device: An Axiomite counts as whatever Race/Class/Whatever equal to it's HD for the purpose of activating magic items.
Last edited by Wiseman on Thu Oct 12, 2023 5:07 pm, edited 3 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Re: The New/Redone Monsters Thread

Post by Wiseman »

Hexton
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Size/Type: Large Outsider Master (Extraplanar, Lawful, Modron)
Hit Dice: 16d8+160 (220hp)
Initiative: +8
Speed: 10ft. Fly: 100ft. (Perfect)
Armor Class: 35 (+8 dex, +4 armor, +4 shield, +8 natural)
Base Attack/Grapple: +16/+30
Attack: 2 Slams +29 (2d6+14) and 4 Tentacles +29 (2d6+14+energy)
Space/Reach: 10ft./10ft. (20ft with tentacles)
Special Attacks: Constrict, Energy Lash, Spell-Like Abilities, Psi-Like Abilities,
Special Qualities: Modron Traits, Immunity to Mind-Affecting, Subdual, Ability Damage/Drain, Energy Drain, Vorpal, Resist Fire, Cold and Electricity 30, DR15/Chaotic, SR26, All-Around Vision, Telepathy 216 miles,
Saves: Fort +20 Reflex +18 Will +18
Abilities: Str 30 Dex 26 Con 30 Int 26 Wis 25 Cha 26
Skills: Diplomacy +27, Spot +26, Listen +26, Search +27 Knowledge (the Planes) +27, Knowledge (Architecture and Engineering) +27, Knowledge (History) +27,
Feats: Improved Initiative,
Environment: Clockwork Nirvana of Mechanus (Regulus)
Organization: Solitary or with guard (12–48 pentadrones)
Challenge Rating: 16
Treasure: Half Coins and Goods, Double Items
Alignment: Always Lawful Neutral
Playable: Not Recommended

Hextons function as the generals of Modron armies. They area also frequently the overseers of Modron operations on other planes, establishing bases from which to execute their objectives. Such objectives are usually military in nature, involving the capture of a position, the pacification of a region, the defeat on an enemy, or the acquisition of some sort of prize, usually a magical item of some sort.

Combat:
A Hexton typically fights at a range with it's magical abilities, using teleportation to keep it's distance, though it if can pick off individuals, typically casters, it will move in to grapple.

Energy Lash: A Hexton can wreath it's tentacles in energy, dealing an extra 6d6 points of damage in it's choice of Fire, Electricity, Cold, Acid, Sonic, or Light damage. If the tentacle is currently successfully grappling a creature, that creature takes double damage. The Hexton may change which energy type each of it's tentacles deal as a swift action.

Improved Grab (Ex): If a Hexton hits a creature with it's tentacle attack it may immediately make a grapple attempt, it it succeeds the creature is pinned and the Hexton may constrict dealing it's tentacle damage plus double it's Energy Lash damage. The Hexton can maintain a grapple using only one of it's tentacles.

Psi-Like Abilities: At Will: Tower of Iron Will, Ego Whip (4d4), Mind Thrust (16d10), Energy Bolt (16d6), Energy Ray (16d6), Detect Hostile Intent
1/minute: Astral Construct, Energy Wall, Intellect Fortress, Wall of Ectoplasm,
1/day: Hypercognition, Matter Manipulation, Retrieve, Broadcast, World Map, Construct,

Spell-Like Abilities: Constant: True Seeing, Greater Arcane Sight, Shield, Mage Armor
At Will: Empowered Orders Wrath (Usable as a swift action), Power Word: Blind, Power Word: Maladroit, Shield of Law, Greater Teleport (Self+objects carried only), Wall of Law, Wall of Stone, Wall of Ice, Minor Wish, Scrying, Command (Usable as a swift action), Greater Command, Telekinesis, Greater Telekinesis, Sending, Dispel Chaos, Axiomatic Water
1/Minute: Dictum,
1/hour: Limited Wish, Wall of Force, Widened Axiomatic Storm
1/day: Wall of Gears, Forcecage, Wall of Iron, Moment of Prescience, Dimensional Lock, Guards and Wards, Demand,
1/week: Mind Blank
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Re: The New/Redone Monsters Thread

Post by Wiseman »

Vargheist
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Size/Type: Large Undead Brute (Dark-Minded, Unliving)
Hit Dice: 9d12+54 (130hp)
Initiative: +10
Speed: 40ft. Fly: 80ft. (Average)
Armor Class: 21 (+6 dex, +6 natural, -1 size)
Base Attack/Grapple: +9/+23
Attack: Wing/Claw +18 (1d8+10) and Bite +18 (2d6+10)
Space/Reach: 10ft./10ft.
Special Attacks: Improved Grab, Blood Frenzy
Special Qualities: Immunity to Fear, Resist Cold and Electricity 20, DR10/Silver or Wood, Regen 5/Light, Wood, or Silver, Scent 30ft., See in Darkness, TR4,
Saves: Fort +12 Reflex +9 Will +6
Abilities: Str 30 Dex 22 Con 22 Int 5 Wis 16 Cha 20
Skills: Intimidate +10, Listen +6, Survival +4
Feats: Improved Initiative, Improved Grapple, Track, Power Attack, Flyby Attack(B), Improved Flyby Attack(B)
Environment: Any Land or Underground
Organization: Solitary, Pair or Pack (3-10)
Challenge Rating: 9
Treasure: N/A
Alignment: Usually Chaotic Evil
Playable: Not Recommended

Vargheists are the darkness in a Vampire's soul made manifest. They are towering winged humanoids, each several times the size of a man. Though the Vargheists once walked and talked as lords amongst the chattel, these curse-born Vampires have devolved into ravenous predators desperate for the taste of blood. Though the intelligence and cunning the once possessed has been lost to them, the Vargheist more than makes up for this loss in sheer strength. They prowl the battlefield in packs, ready to pounce upon the least sign of weakness and tear a hole in the enemy ranks with crimson claw and bloody fang.

Combat:

Blood Drain: If the Vargheist succeeds on a grapple attempt, it may immediately deal 10 points of Con damage to it's victim. It likewise heals 5hp for each point so drained. If at maximum HP it gains the excess as temporary HP up to it's maximum HP total lasting for 1 hour.

Blood Frenzy (Su): 3/day a Vargheist can whip itself into a Blood Frenzy as a free action. They gain a +4 bonus to attack and damage, gain Powerful Build, their natural weapons add an additional 1d6 bleed damage, and they take a -2 penalty to AC. This frenzy lasts for one minute, or until it has neither damaged a creature or been damaged by a creature for 3 rounds, whichever is longer.

Create Spawn: A creature killed by a Vargheist's Blood Drain attack may arise as a free-willed Vampire or Vampire Spawn depending on it's level. If the Vargheist is under the control of a creature it may instruct the Vargheist to transform it's victims into Ghouls or Lacedon instead. Ghouls, Lacedon, and Vampire Spawn are under the control of it's master (or free willed if the Vargheist is free willed). If the Vargheist's master has the Path of Blood feat, then created Vampires are under their control, provided they are within the appropriate CR range.

Frightful Presence (Ex): If a Vargheist attacks, charges, roars, or flies overhead, all enemies within 100ft. must make a will save (DC19) or become shaken for 1 minute.

Improved Grab: If a Vargheist hits with it's natural weapons, it may immediately start a grapple without provoking an AoO. If it establishes a hold it may immediately use Blood Drain.

Vulnerability to Light: A Vargheist is blinded for 1 round upon entering areas of bright light, and dazzled for as long as it remains in that area. It takes 50% extra damage from light effects, and is also dazzled for 5 rounds. While in actual sunlight, it takes 1d6 damage and is staggered and occluded. The damage increases by one die for every round it remains in the sun and can't be healed until it is out of the sun.

Vulnerability to Silver and Wood: A Vargheist takes maximum base damage from weapons made of silver or wood and can be critically hit normally by such weapons.

Creating a Vargheist
Requires Path of Blood, Creator must be at least 11th level. Requires the sacrifice of a full Vampire.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Re: The New/Redone Monsters Thread

Post by Wiseman »

Earth Minion
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Size/Type: Medium Elemental Striker (Earth, Extraplanar)
Hit Dice: 6d10+24 (60hp)
Initiative: +0
Speed: 30ft. Burrow: 10ft.
Armor Class: 20 (+8 natural, +2 shield)
Base Attack/Grapple: +6/+11
Attack: +2 Caustic Stone Warhammer +13/+8 (1d8+1d6[acid]+7) or 2 Slams +11 (1d8+5)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities,
Special Qualities: Elemental Traits, Earth Mastery, DR3/-, Fast Healing 5
Saves: Fort +9 Reflex +5 Will +3
Abilities: Str 20 Dex 10 Con 18 Int 6 Wis 12 Cha 14
Skills: Spot +10, Listen +10
Feats: Toughness, Blood of Stone, Stone Power
Environment: Elemental Plane of Earth
Organization: Solitary, Pair or Squad (3-8)
Challenge Rating: 6
Treasure: 1/10th Coins, Half Goods, No items
Alignment: Usually True Neutral
Playable: Yes (Favored Class: Fighter and Elemental Brute)

These elementals are often called forth by Ally, Binding or Summoning spells to serve mages and priests as soldiers, agents, and protectors. On their home plane, they serve a similar role in the armies of genies and elemental lords.

Combat:

Earth Mastery (Ex): While both the Earth Minion and it's opponent are touching the ground, the Earth Minion gains a +3 bonus to attack and damage, has the Edge and it's opponent takes a -3 penalty to attack and damage against it.

Fast Healing: An Earth Minion retains its fast healing as long as it is in contact with the ground.

Spell-Like Abilities: At Will: Magic Stone,
1/day: Soften Earth and Stone, Shape Stone, Spike Stones, Stone Tell
Last edited by Wiseman on Wed Jun 23, 2021 10:26 pm, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Re: The New/Redone Monsters Thread

Post by Wiseman »

Leg Eater
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Size/Type: Small Plant
Hit Dice: 1d8 (8hp)
Initiative: +1
Speed: 30ft. Climb: 20ft.
Armor Class: 13 (+1 dex, +1 natural, +1 size)
Base Attack/Grapple: +0/-4
Attack: Bite +0 (1d6)
Space/Reach: 5ft./5ft.
Special Attacks: N/A
Special Qualities: N/A
Saves: Fort +2 Reflex +1 Will +0
Abilities: Str 10 Dex 12 Con 10 Int 1 Wis 10 Cha 10
Skills: Hide +2, Move Silently +2, Spot +3, Listen +3
Feats: Alertness
Environment: Any Land or Underground
Organization: Solitary or Grove (3-6)
Challenge Rating: 1
Treasure: N/A
Alignment: Always True Neutral
Advancement: 2 HD: Heal 1/2 damage dealt by bite. 3HD: Medium Size 4HD: Bite inflicts poison dealing 1d6con/1d6 con 5HD: Large Size
Playable: Not Recommended

These predatory carnivorous plants are a common sight in the wilderness, and a frequent nuisance to travelers and adventurers. While they mostly hunt rodents and birds, they will not pass up the opportunity for larger sources of food.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Re: The New/Redone Monsters Thread

Post by Wiseman »

Pyreen
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Size/Type: Medium Fey (Dwarf, Elven, Gnoll, Gnome, Goblinoid, Human, Halfling, Orc, Psionic, Reptilian)
Hit Dice: 16d6+32 (120hp)
Initiative: +9
Speed: 30ft.
Armor Class: 29 (+9 dex, +10 deflection)
Base Attack/Grapple: +8/+9
Attack: +6 Speed Frost Scimitar +23/+23/+18 (1d6+1d6[cold]+15|18-20/x2)
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Powers, Spell-Like Abilities, Psi-Like Abilities, Alternate Form
Special Qualities: Fey Traits, Immune to Defiling and Disease. DR10/Iron, Unearthly Grace
Saves: Fort +17 Reflex +29 Will +30
Abilities: Str 12 Dex 28 Con 14 Int 30 Wis 30 Cha 30
Skills: Knowledge (Nature) +29, Knowledge (History) +29, Knowledge (Psionics) +29, Knowledge (1 other) +29, Handle Animal +29, Heal +29, Concentration +21, Hide +28, Move Silently +28, Bluff +29, Craft (any 1) +29, Spot +29, Listen +29, Diplomacy +29, Sense Motive +29, 1 other
Feats: Twin Power, Quicken Spell, Overchannel, Talented, Empower Spell, Extend Spell
Environment: Any
Organization: Solitary
Challenge Rating: 16
Treasure: Half Standard
Alignment: Usually Neutral Good
Playable: Not Recommended

Pyreens (or Peace-Bringers) are mysterious beings that roam the world of Athas. They are powerful psionicists and very powerful druids. They travel about Athas attempting to set things right, although it looks like a hopeless battle. Few know of their existence, and fewer still have ever met one. They are sworn enemies of defilers, and their actions indicate they are bent on the destruction of the sorcerer-kings.

Pyreens appear humanoid, although they are not identifiable as any of the current humanoid or demi-human races – rather, they have characteristics of all of them. They have the broad bodies of dwarves, the pointed ears of the elves, the eyes of a human or giant, and the childlike face of the halflings. Pyreens are almost never seen in their natural form, for with their druidic abilities they can take the form of any animal. Peace-bringers also have forms in each race and generally travel about looking like any of a thousand faceless wanderers on the roads.

Pyreens are solitary creatures, even in the midst of a city. They usually have a mission to perform, something connected with restoring the land or defeating a defiler (the ultimate defilers, of course, being the sorcerer-kings). Alar Ch’Aranol’s current mission is the ultimate destruction of the dragon of Tyr. While Alar is very powerful, he knows that he is no match for the Dragon. So, he is trying to see that good adventurers survive to reach levels of power even greater than his own. Much of his time is spent helping the land recover from visits by the Dragon, aiding enslaved humans and demihumans, and doing what he can to prevent the further destruction of the land. This has been his mission for almost a thousand years now, and it looks like it may take many more. He knows that his mission is virtually impossible, but he also knows that given enough time, anything can be accomplished.

Peace-bringers have no permanent home, although they may take up residence in one place for 50 or 100 years. Generally, they are travellers, seeking to do what they can to restore the land. This includes aiding druids in defending or restoring their guarded lands.

Pyreens have vast knowledge concerning the way Athas was before its ecology was ruined. They never reveal this knowledge, even to save their own lives. (They are also some of the very few beings who have traveled extensively in the Hinterlands.) The knowledge they possess might be shared with a deserving party, but only regarding the current condition of the land. A pyreen will never talk about the land’s state as it used to be. They are perhaps the only beings who might know just where and how the dragon came to be, for it is thought that they even predate the dragon.

These noble beings can always recognize one another, in whatever form they are currently using. Only rarely do they work together, for each has slightly different ideas on what needs to be done to restore the world to its former state.

It is not known whether their extremely long life spans are a racial trait or are due to their incredible druid powers. There is no record of a pyreen ever dying of old age. There were once many more of them. Pyreens are able to sustain themselves without water or nourishment anywhere on Athas, just as a high level druid in his guarded lands. They can and do eat and enjoy fine wines and foods.

Peace-bringers use their powers to aid the land and the people in it. Legends tell of a man dying of thirst in the desert finding a bottle of fresh cold water. Most people put this down to an “old elves” tale, but the man in question was actually helped by a pyreen. In general, if a pyreen can help without revealing himself, and if he feels it will benefit the land, he will help. A favorite trick is to shapechange into human or half-elven form and approach the party claiming to be a low-level druid. The pyreen is very careful never to reveal any of his powerful magic, even moderating the effects of his spells if necessary. Thus, he might use a create water that only creates two or three gallons of water, rather than the eight to ten he could normally create. A pyreen never becomes too involved with any individual or group of adventurers; if they need help more than once in their lifetimes, they are not the type of adventurers that a pyreen is looking for to aid his great mission.

Combat:

Change Shape (Su): At will Pyreen can transform into any creature the Humanoid or Animal type.

Manifesting: A Pyreen manifests powers as a 14th level psion. Most are either Egoists or Shapers though some may become others types like Seers, ect. or more rarely Erudites. The example Pyreen is a Shaper.
PP/Day: 240
Typical Powers Known (Shaper):
1st: Astral Construct, Energy Ray, Conceal Thoughts, Minor Creation, Detect Psionics, Force Screen, Inertial Armor,
2nd: Bestow Power, Ego Whip
3rd: Body Purification, Dispel Psionics, Greater Concealing Amorpha, Telekinetic Force,
4th: Aura Sight, Correspond, Divination, Wall of Ectoplasm, Dimension Door, Fabricate,
5th: Major Creation, Catapsi,
6th: Mass Cloud Mind, Aura Alteration, Crystallize, Retrieve
7th: Personal Mind Blank, Mass Ectoplasmic Cocoon,

Spellcasting: A Pyreen Casts spells as a 16th level druid.
Typical Spells Prepared:
6/8/8/7/6/6/5/4/3
0th: Create Water, Cure Minor Wounds, Detect Magic, Purify Food and Drink, Guidance, Mending
1st: Cure Light Wounds (x2), Faerie Fire, Goodberry, Entangle, Obscuring Mist, Longstrider, Produce Flame
2nd: Animal Messenger, Barkskin, Fog Cloud, Gust of Wind, Resist Energy, Owl's Wisdom, Bear's Endurance, Bull's Strength
3rd: Cure Moderate Wounds, Call Lightning (x2), Daylight, Sleet Storm, Stone Shape, Neutralize poison
4th: Cure Serious Wounds, Ice Storm, Scrying, Reincarnate, Elemental Strike, Summon Nature's Ally 4
5th: Animal Growth, Call Lightning Storm, Quickened Entangle, Wall of Fire, Transmute Rock to Mud, Transmute Mud to Rock
6th: Empowered Elemental Strike, Greater Dispel Magic, Quickened Lesser Restoration, Find the Path, Summon Nature's Ally 6
7th: Elemental Storm, True Seeing, Heal, Wind Walk
8th: Finger of Death, Summon Nature's Ally 8, Word of Recall


Spell-Like Abilities: Constant: Tongues, Comprehend Languages,
1/Day: Commune with Nature,
1/Month: Reticulating Splines (as Druid)

Unearthly Grace (Su): A Pyreen gains it's charisma as a grace bonus to saves and a deflection bonus to AC.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Re: The New/Redone Monsters Thread

Post by Wiseman »

Obcisiloth
Image
Size/Type: Gargantuan Spirit Striker (Extraplanar, Evil, Yugoloth)
Hit Dice: 19d10+228 (350hp)
Initiative: +15
Speed: 100ft. Fly: 100ft. (Good)
Armor Class: 34 (+11 dex, +13 armor, +4 natural, -4 size)
Base Attack/Grapple: +19/+46
Attack: +7 Breaching Unholy Siege Axe +37/+32/+32/+32 (8d8+2d6[unholy]+33)
Space/Reach: 20ft./20ft.
Special Attacks: Spell-Like Abilities, Cloak of Souls
Special Qualities: Yugoloth Traits, Immunity to Acid, Disease, and Poison, Resist Cold, Fire, Electricity and Sonic 30, SR29, DR15/Stone and Good, Telepathy 1000ft. Scent,
Saves: Fort +23 Reflex +22 Will +15
Abilities: Str 40 Dex 33 Con 34 Int 30 Wis 28 Cha 32
Skills: Intimidate +33, Knowledge (History) +32, Knowledge (Dungeoneering) +32, Knowledge (The Planes) +32, Spot +31, Listen +31, Bluff +33, Swim +37,
Feats: Weapon Focus, Axe Mastery, Axe King, Improved Initiative, Bat Out of Hell
Environment: Gray Waste of Hades, Bleak Eternity of Gehenna
Organization: Solitary
Challenge Rating: 19
Treasure: Triple Standard
Alignment: Always Neutral Evil
Advancement: 20HD: Colossal size
Playable: Not Recommended

These twisted spirits are born of and embody the worst of mortal sins, genocide. These beings are the cruel, calculating warlords of the Yugoloth, directing brutal and bloody campaigns against their many enemies. On the mortal plane, some involve themselves with bigoted governments and organizations engaged in the systemic elimitation of peoples and cultures. Other Obcisiloths cut a bloody swath of their own across the multiverse, leaving in their wake ruined towns and destroyed cultures. Many draw connections between these fiends and the Death Giants. Indeed they have similar abilities, addtionally, many Death Giants venerate and worship Obcisiloths, devoting shrines and temples to them.

Combat:

Aura of Blasphemous Power (Su): A yugoloth radiates an aura of pure evil. The area within close range of it is subject to an Unhallow effect. The parameters of the spell (which spell is attuned, who is affected) may be changed as a move-equivilant action. The yugoloth may supress this aura if it wishes.

Cloak of Souls: An Obcisiloth is surrounded by a cloud of wailing tormented souls consumed by it. This causes all attacks against it to have a 20% miss chance. As a full round action, an Obcisiloth can release a soul it has captured, either to go on to it's deserved afterlife, or into some sort of receptacle, to later be used for other purposes. Alternatively, an Obcisiloth can use a stolen soul to heal itself of 5d10hp or grant itself the benefits of Heroism for 1 minute as a standard action. Once used in such a manner, a soul cannot be used again like this, while it is in the possession of an Obcisiloth. Assume an average Obcisiloth has in it's possession 8 usable souls.

Genocide: Once per turn, as a free action, a Obcisiloth may cause any number of creatures within close range of it to take 10 points of damage.

Psi-Like Abilities: Constant: Inertial Armor
At Will: Energy Ray, Energy Wall, Inflict Pain, Mass Ectoplasmic Cocoon, Mind Probe
1/day: Temporal Acceleration
1/Month: Victor's History
DC30

Soul Thief (Su): Any creature killed by an Obcisiloth has it's soul absorbed by the creature, forming into it's cloak of souls. Technically, there's a Will Save involved (DC30, cha based), but since a dropped creature is considered "willing" this won't normally come up. A soul so absorbed is woven into the Obcisiloth's soul cloak and cannot be brought back unless the Obcisiloth releases the soul (though they rarely decide to do so) or is slain.

Spell-Like Abilities: Constant: True Seeing, Unholy Aura
At Will: Widened Cloudkill, Minor Wish, Widened Firestorm, Detect Survivors, Telekinesis, Wind Walk, Wall of Fire (usable as a swift action), Greater Teleport (self+objects carried only, usable as an immediate action), Greater Invisibility, Mass Inflict Critical Wounds (usable as a swift action), Contagion, Poison, Animate Dead, Create Undead,
1/Hour: Circle of Death, Destruction, Incendiary Cloud, Finger of Death, Blade Barrier
1/day: Widened Earthquake, Brain Spider, Discern Location, Widened Wail of the Banshee, Rain of Fireballs, Control Weather, Limited Wish, Pure Incendiary Cloud, Greater Consumptive Field, Create Greater Undead,
1/week: Apocalypse from the Sky
1/month: Form Philosophers Stone
DC30
Last edited by Wiseman on Tue Jul 06, 2021 4:07 am, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Re: The New/Redone Monsters Thread

Post by Wiseman »

Bythos Aeon
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Size/Type: Large Spirit Master (Aeon)
Hit Dice: 16d8+128 (200hp)
Initiative: +12
Speed: 60ft. Fly: 60ft. (Perfect) Swim: 60ft.
Armor Class: 34 (+8 dex, +4 armor, +4 shield, +6 deflection, +2 natural)
Base Attack/Grapple: +16/+30
Attack: 4 Slams +26 (2d6+10)
Space/Reach: 10ft./10ft.
Special Attacks: Psi-Like Abilities, Spell-Like Abilties
Special Qualities: Immunity to Force, Charm, and Fear, Resist Fire, Cold, Electricity, Acid, Sonic, and Light 30, DR10/Adamantium, SR26, Regen 5/Adamantium
Saves: Fort +18 Reflex +18 Will +20
Abilities: Str 30 Dex 26 Con 26 Int 30 Wis 30 Cha 26
Skills: Knowledge (the planes) +29, Knowledge (History) +29, Knowledge (Nature) +29, Knowledge (1 other) +29, Survival +29, Spot +29, Listen +29, Search +29,
Feats: Improved Initiative, Adamantine Skin, Arena Trap, Pressure, Track, Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 16
Treasure: N/A
Alignment: Always True Neutral
Playable: Not Recommended

Spirits of the universe, these creatures oversee and tamper with time and space, correcting whatever mysterious imbalances they perceive. At times, they have appeared to correct time-space anomalies, while at others they have created such anomalies themselves.

Combat:

Portal Sense: The Bythos is aware of disturbances in the fabric of space-time. It knows the location of any portals and breaches and spacial distortions as well as the usage of planar travel abilities within 1 mile.

Psi-Like Abilities: Constant: Mental Barrier
At Will: Quintessence, Mind Thrust, Time Hop, Mass Time Hop, Wall of Ectoplasm, Metaphysical Claw, Body Adjustment, Body Purification, Transdimensional Step
3/day: Temporal Acceleration, Greater Precognition, Fate of One, Bend Reality,
1/day: Time Regression, Timeless Body, Fission, Temporal Denial
DC26

Spell-Like Abilities: Constant: Mage Armor, Shield,
At Will: Haste, Slow, Greater Teleport (Self+objects carried only), Invisibility, Telekinesis, Dimensional Anchor, Greater Plane Shift (Self+objects carried only), Major Image, Telekinesis
3/day: Dimensional Lock, Precipitate Breach, Rope Trick, Gaseous Form,
1/day: Foresight, Moment of Prescience, Gate (travel version only), Turn Back the Pendulum, Vision, Golden Chains of Kronos
1/month: Precipitate Complete Breach
DC26

Time Sense: The Bythos is aware of the flow of time. It knows the speed of time in any location within 1 mile, whether or not it has line of effect to it. In addition, it can keep track of time perfectly, simultaneously counting both real and perceived time. Likewise, it can act in any Time Stop provided it is within 1 mile of it's source.

Aeon Traits
Immunity to Force Effects, Charm, and Fear,
Resist Fire, Cold, Acid, Electricity, Sonic and Light 10 (more powerful aeons might have stronger resistance)
Eldritch Mind: An Aeon's mind is alien to most other creatures. It receives a +4 save against [Mind-Affecting] effects and when it falls under one, it may make additional saves at the beginning of each of it's turns.
Will of All: An Aeon is an expression of the universe itself. It never has the Extraplanar subtype, rather it is considered to be native to all planes.
Planar Tolerance (Ex): An Aeon is under a constant Planar Tolerance as the spell.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Re: The New/Redone Monsters Thread

Post by Wiseman »

Deathlock
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Size/Type: Medium Undead (Dark Minded)
Hit Dice: 5d12 (40hp)
Initiative: +2
Speed: 30ft.
Armor Class: 14 (+2 natural. +2 dex)
Base Attack/Grapple: +2/+3
Attack: 2 Claws +3 (1d6+1) or Magical Arts +4 (2d6+4[see below])
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Magical Arts
Special Qualities: Undead Traits, TR+2
Saves: Fort +1 Reflex +3 Will +6
Abilities: Str 13 Dex 14 Con - Int 18 Wis 16 Cha 18
Skills: Knowledge (Arcana) +12, Knowledge (Religion) +12, Knowledge (1 other) +12, Intimidate +12, Disguise +12, Spellcraft +12
Feats: Quicken Spell-Like Ability (Magic Missile), Cadaver Transformation
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Neutral Evil
Playable: Not Recommended

The undead form of an arcane spellcaster. This form of undeath is not one usually sought out by magicians (they would usually prefer a Necropolitan or Lich) but rather one that comes about by spontaneous undead formation, or forced on them by more powerful necromancers. Hence why they are often minions.


Combat:
A Deathlock avoids melee wherever possible, instead focusing on it's magical abilities.

Magical Arts (Su): As an attack action, the Deathlock can project bolts of magical power as a ranged touch attack out to 40ft.. This does 1d6/2hd+int damage (normally 2d6+4) in the Deathlocks choice of Fire, Electricity, Acid, or Cold damage.

Sphere Access: Each day, a Deathlock chooses one sphere (or domain as sphere) to which it gains advanced access. This has not been factored into it's stat block.

Spell-Like Abilities: At Will: Detect Magic, Read Magic, Inflict Minor Wounds, Death Knell, Prestidigitation, Arcane Mark, Detect Undead, Ghost Sound
1/Hour: Cause Fear, Desecrate, Greater Dispel Magic, Charm Person, Disguise Self
3/day: Quickened Magic Missile, Silent Image, Arcane Lock, Deeper Darkness, Summon Monster III
1/day: Glyph of Warding
Save DC16

Use Arcane Device: A Deathlock counts as having every arcane spell on it's spell list for the purpose of activating magic items.

Creating a Deathlock
Requires Wrappings of the Ages: Creator must be at least 7th level. Knowledge (Arcana) 6 ranks, Requires the body of an arcane spellcaster.
Last edited by Wiseman on Fri Mar 08, 2024 4:42 am, edited 3 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Re: The New/Redone Monsters Thread

Post by Sunwitch »

Just wanted to say I'm glad you're keeping this updated!
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