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The New/Redone Monsters Thread
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Schleiermacher
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Joined: 05 Sep 2012
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PostPosted: Mon Mar 07, 2016 11:57 am    Post subject: Reply with quote Add User to Ignore List

Okay, a 9th level human Sorcerer may not actually be CR 9 because of the staggered spell progression thing, but you're still doing the "monster has full casting = CR, better than caster HD and a bunch of special abilities" -thing. Stop that.

Last edited by Schleiermacher on Mon Mar 07, 2016 11:57 am; edited 1 time in total
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Wiseman
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PostPosted: Mon Mar 07, 2016 7:22 pm    Post subject: Reply with quote Add User to Ignore List

*Fixed*

Really though, this happens because sometimes I'm going on autopilot when I do some of these.
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Last edited by Wiseman on Mon Mar 07, 2016 7:34 pm; edited 1 time in total
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PostPosted: Mon Mar 07, 2016 7:25 pm    Post subject: Reply with quote Add User to Ignore List

Baaz Draconian

Size/Type: Medium Monstrous Humanoid (Draconic)
Hit Dice: 2d8+9 (20hp)
Initiative: +1
Speed: 30ft. Glide: 30ft. (Average)
Armor Class: 19 (+2 natural, +1 dex, +4 chain shirt, +2 shield)
Base Attack/Grapple: +2/+6)
Attack: Mwk. Longsword +7 (1d8+4) or Mwk. Light Crossbow +4 (1d6) or Claw +6 (1d6+4)
Full Attack: Mwk. Longsword +7 (1d8+4) or Mwk. Light Crossbow +4 or Claw +6 (1d6+4)
Space/Reach: 5ft./5ft.
Special Attacks: Death Throes, Breath Weapon,
Special Qualities: Soldiers Ration, Glide, Immunity to Disease, Fire, Paralysis, and Sleep, Darkvision 60ft.
Saves: Fort +5 Reflex +1 Will +0
Abilities: Str 18 Dex 12 Con 16 Int 8 Wis 10 Cha 10
Skills:
Feats: Power attack
Environment: Any
Organization: Section (2-5), Troop (20-40+1 leader of 3rd to 6th level), Squadron (40-60+2 commanders of 3rd to 6th level+1 Bozak)
Challenge Rating: 2
Treasure: Half Standard
Alignment: Often Lawful Evil
Advancement: By Class Level (Favored Classes: Barbarian and Fighter)
Level Adjustment: +0

Creatures created in the semblance of dragons from magic, their methods of creation can vary. However, almost invariably, they are created for the purpose of war, serving as super-soldiers of a sort.

Breath Weapon: A Baaz draconian can breathe fire in a 5ft./CR cone or 10ft./CR line. This deals 1d6 damage per CR with a reflex save (DC14) for half. After breathing, the draconian must wait 1d4 rounds before breathing again.

Glide (Ex): A Baaz's wings are incable of true flight. However, they can glide. This works like flight with average maneuverability at their land speed, except that each round their altitude decreases by 10 feet.

Death Throes (Su): A Baaz's body turns to stone upon it's death, trapping any weapon penetrating it within. If the baaz is killed by a slashing or piercing attack the weapon is trapped within it's stone body unless a reflex save (DC14) is made. The Baaz's body crumbles to dust after 1 minute.

Soldiers Ration (Ex): A Draconian needs only 1/10th the amount of food and drink a normal human does.
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PostPosted: Mon Mar 14, 2016 8:11 pm    Post subject: Reply with quote Add User to Ignore List

Draugr

Size/Type: Medium Undead (Dark-Minded)
Hit Dice: 3d12 (20hp)
Initiative: +1
Speed: 30ft.
Armor Class: 16 (+1 dex, +1 light shield, +4 scale mail))
Base Attack/Grapple: +3/+7
Attack: Mwk Longsword +10 (1d8+4) or Mwk Composite Longbow +7 (1d8+4)
Full Attack: Mwk Longsword +10 (1d8+4) or Mwk Composite Longbow +7 (1d8+4)
Space/Reach: 5ft./5ft.
Special Attacks: Unrelenting Force
Special Qualities: Undead traits, Cold Resistance 10, Warrior
Saves: Fort +1 Reflex +2 Will +4
Abilities: Str 18 Dex 12 Con - Int 10 Wis 12 Cha 15
Skills:
Feats: Power Attack, Weapon Focus
Environment: Underground/Crypts
Organization: Solitary, Pair, Squad (3-6), Force (10-20 led by stronger draugr)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: By Class level: (Favored Classes: Barbarian and Fighter)
Level Adjustment: +0

Draugr are the remnants of long dead warriors. They are most typically found in ancient burial mounts, barrows, and crypts, where they guard the resting places of the dead from intruders and graverobbers. They retain all of the combative skill they had in life, now aided by their undying bodies.

Combat:

Unrelenting Force (Su): As a standard action, a draugr can make a ranged touch attack out to close range, subjecting that creature to a bull rush attempt. The draugr does not move with it's target. Once used, this ability cannot be used again for 1d4 rounds.

Warrior: A draugr has full BAB for it's racial HD.
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PostPosted: Thu Mar 24, 2016 11:32 pm    Post subject: Reply with quote Add User to Ignore List

Merfolk

Size/Type: Medium Humanoid [Aquatic]
Hit Dice: 2d8+2 (10hp)
Initiative: +1
Speed: 5ft. Swim: 60ft.
Armor Class: 16 (+1 dex, +4 chain shirt, +1 Steel Shield)
Base Attack/Grapple: +1/+2
Attack: Trident +5 (1d8+3)
Full Attack: Trident +5 (1d8+3)
Space/Reach: 5ft./5ft.
Special Attacks: -
Special Qualities: Amphibious, Low-Light Vision
Saves: Fort +4 Reflex +4 Will +0
Abilities: Str 12 Dex 12 Con 12 Int 10 Wis 10 Cha 10
Skills:
Feats: -
Environment: Underwater
Organization: Solitary, Company (2-4), patrol (11-20 plus 2 3rd-level lieutenants and 1 leader of 3rd-6th level), or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises)
Challenge Rating: 1
Treasure: Standard
Alignment: Any
Advancement: By Class Level: (Favored Class: Any)
Level Adjustment: +0

Merfolk are one of the most numerous of the aquatic races (only exceeded in number by the Sahuagin). They run a wide range of personalities and cultures, much like the humans of the surface world.

Combat:

Amphibious (Ex): A merfolk can breath air as easily as it breathes water.

Weapon and Armour Proficiency: Warriors are proficient with all simple and martial weapons. They are proficient with light and medium armour, and all shields (including tower shields). Additionally, they can either begin proficient in heavy armour or in one exotic weapon of their choice.

Martial Arts (Ex): All warriors, regardless of what else they might learn, are trained to fight with no weapons. They gain a natural slam attack dealing 1d4 damage (for a Medium creature), and may use it as a secondary attack if they wish. They are, of course, proficient with it.

Replaceable (Ex): Warriors represent the faceless hordes of mooks that wander the land. They are intended to be easy to use, and very easy to replace. Instead of worrying about the feats that a warrior has, simply give warriors +1 to attack and damage rolls with any weapons they are proficient in for each feat they would be eligible for.

Additionally, instead of worrying about allocating a warrior's skill points, simply select 4 + the warrior's Intelligence modifier in skills (1 extra for a human or any other race with a similar ability) and give warriors maximum ranks (3 + their level) in them.

Signature Weaponry (Ex): From 2nd level, warriors get additional training with all the equipment they can be expected to find nearby. They become proficient in all armour and weapons that are specific to their race. If such equipment does not exist, they become proficient with one exotic armour and one exotic weapon of their choice.

Special Training (Ex): 2nd level warriors have been taught a few things by their experiences. They choose one fighting style from the list below, and gain all the benefits of that style:
Sword and board: If wielding a shield, the warrior adds the shield's bonus to AC to their touch AC as well.

Merfolk as Characters
Medium: As Medium creatures, merfolk have no special bonuses or penalties due to their size.
Merfolk base land speed is 5 feet and base swim speed is 60 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common & Aquan. Bonus Languages: Any
Favored Class: Any.
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PostPosted: Sun Apr 24, 2016 3:50 am    Post subject: Reply with quote Add User to Ignore List

Ultroloth

Size/Type: Large Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 20d8+200 (300hp)
Initiative: +10
Speed: 100ft. Fly: 100ft. (perfect) Swim: 100ft. Burrow: 100ft.
Armor Class: 43 (+10 dex, +16 natural, +8 deflection, -1 size)
Base Attack/Grapple: +20/+36
Attack: Claw +34 (2d6+7d6(unholy)+15+corruption)
Full Attack: 2 Claws +34 (2d6+7d6(unholy)+15+corruption) and Tail +34 (3d6+7d6[unholy]+21+grab)
Space/Reach: 10ft./15ft.
Special Attacks: Aura of Blasphemous Power, Spell-Like Abilities, Corruption, Summon,
Special Qualities: Amorphous, Immunity to Acid, Disease, Poison, Mind Affecting, Death Effects, Telepathy 1 mile, DR20/Good and Wood, SR 30, Fire, Cold, Electricity and Sonic resistance 20.
Saves: Fort +22 Reflex +22 Will +25
Abilities: Str 40 Dex 30 Con 30 Int 40 Wis 36 Cha 36
Skills:
Feats:
Environment: Gray Wastes of Hades, Bleak Eternity of Gehenna
Organization: Solitary
Challenge Rating: 20
Treasure: Triple Standard
Alignment: Always Neutral Evil
Advancement: -
Level Adjustment: +0

Ultroloths are the mighty rulers of the Yugoloth, on par with other great fiends such as Pit Fiends and Balors. Ultroloths, though possessed of immense physical and magical power, are more cerebral than their apperance would suggest. They are master manipulators and tempters, as well as legendary generals and tacticians.

Combat:

Amorphous (Ex): An Ultroloth's body is comprised of pure, evil essence. It can manipulate it's shape, allowing to adapt any kind of movement type. It's undiffirentated body makes it immune to flanking and immune to critical hits from anything that is not good aligned. It can flow through any space that water could flow through without slowing down and it though it has "eyes" it does not use them to see, instead having all around vision.

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.

Corruption (Su): Any creature struck by an ultroloths claw attack suffers a Greater Bestow Curse.

Improved Grab (Ex): If an ultroloth hits with it's tail attack it can start a grapple as a free action, without provoking an attack of opportunity. If it establishes a hold, it can constrict if it wishes, dealing it's tail damage every round. Also, the Ultroloth may teleport or planeshift with the creature, ignoring is usual limitations to objects only.

Spell-Like Abilities: Constant: Mind Blank, True Seeing, See Invisibility, Freedom of Movement, Greater Arcane Sight, Detect Lies, At Will: Blasphemy, Unholy Blight, Confusion, Dominate Monster, Telekinisis, Greater Teleport (Self plus objects carried only), Desecrate, Greater Invisibility, Persistent Image, Polymorph Self, Prestidigitation, Fear, Mass Charm Monster, Shout, Solid Fog, Wall of Fire, Mirage Arcana, Greater Dispel Magic, Animate Objects, Mass Suggestion, Control Wind, Power Word: Any, Deeper Darkness, Blacklight, Gaseous Form, Chain Lightning, Delayed Blast Fireball, Cone of Cold, Orb of Acid, Lightning Bolt, Deep Slumber, Magic Missile, Limited Wish, Greater Plane Shift (Self plus objects carried only), Antipathy, Sympathy, 1/day: Wish, Time Stop, Foresight, Discern Location, Astral Projection, Dark Reckoning, 1/Week: Miracle

Summon (Sp): 3/day an Ultroloth may summon any two lesser CR'd yugoloth with a 100% chance of success. This is the equivilent of a 9th level spell.
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PostPosted: Mon Apr 25, 2016 4:15 am    Post subject: Reply with quote Add User to Ignore List

Vahki

Size/Type: Medium Construct
Hit Dice: 5d10+20 (40hp)
Initiative: +3
Speed: 40ft. Climb: 40ft.
Armor Class: 20 (+3 dex, +7 natural)
Base Attack/Grapple: +3/+8
Attack: Blade +10 (1d8+element+9) or Disk Launcher +6 (Varies)
Full Attack: 2 Blade +10 (1d8+element+9) or Disk Launcher +6 (Varies)
Space/Reach: 5ft./5ft.
Special Attacks: Element
Special Qualities: Construct Traits, DR5/magic,
Saves: Fort +1 Reflex +4 Will +3
Abilities: Str 20 Dex 17 Con - Int 12 Wis 14 Cha 14
Skills: Spot +10 Sense Motive +10 Listen +10
Feats: Power Attack, Weapon Focus
Environment: Any
Organization: Solitary, Pair, Team (3-6), Squad (7-12), Supression (13-20), Force (21+)
Challenge Rating: 5
Treasure: Half Standard
Alignment: Usually Lawful Neutral
Advancement: -
Level Adjustment: -

Machines created to be soldiers, protectors, and law enforcement. They have various abilities designed for various tasks.

Combat:

Element: Each Vahki has a specific energy type that they use. Their weapons add 2d6 of this damage to melee attacks, and they may fire a ranged attack that deals 3d6 damage of their energy type, as well as being immune to that energy.

The above is the base form of the Vahki. Modify it according to the templates below for each individual type.

Nuurakh:
Fiery and swift vahki, they tend to be the most aggressive of the Vahki.
Element: Fire
Speed: 60ft.
Attack: +2 to attack rolls.
Special Ability: A Nuurakh may create a supernatural Suggestion effect at will (Save DC 14). If a creature succeeds on it's save, it is immune to this ability from all Nuurakh for 24 hours.

Bordakh
Skilled trackers and hunters. Enjoy the thrill of the hunt.
Element: Acid
Speed: Swim: 40ft.
Skill: +3 to survival and track bonus feat.
Special Ability: A Bordakh may create a supernatural Charm Monster effect (Save DC14). If a creature succeeds on it's save, it is immune to this ability from all Bordakh for 24 hours.

Zadakh
Peerless strength and bullheadedness.
Element: Sonic
Attack: Whenever a Zadakh strikes with a melee attack, it may make a bull rush attempt as a free action that does not provoke an attack of opportunity. It does not move with it's opponent.
Special Ability: A Zadakh may create a Supernatural Greater Command effect at will (Save DC14). If a creature succeeds on it's save, it is immune to this ability from all Zadakh for 24 hours.

Keerakh
Cunning logical ability.
Element: Ice
Prediction: A Keerakh may use a supernatural Locate Creature 1/hour.
Special Ability: A Zadakh may create a supernatural Confusion effect at will (Save DC14). A creature that succeeds on it's save is immune to this ability from all Keerakh for 24 hours.

Vorzakh
Sheer destructive ability.
Element: Electricity
Attack: A Vorzakh deals full, double, damage to objects with any attack it makes.
Special Ability: A Vorzakh may create a supernatural Calm Emotions effect targeting a single creature within close range (Save DC 14). If a creature succeeds on it's ave, it is immune to this ability from all Vorzakh for 24 hours.

Rorzakh
Relentless pursuit no matter the cost.
Element: Light
Speed: Burrow 20ft.
Special Ability: A rorzakh may create a supernatural Clairaudience/Clairvoyance and use both effects at once.
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Last edited by Wiseman on Mon May 30, 2016 12:50 am; edited 2 times in total
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PostPosted: Mon Apr 25, 2016 4:19 am    Post subject: Reply with quote Add User to Ignore List

Rahkshi

Size/Type: Medium Construct
Hit Dice: 10d10+50 (120hp)
Initiative: +6
Speed: 50ft. Hover: (See Below)
Armor Class: 26 (+6 dex, +10 natural)
Base Attack/Grapple: +7/+15
Attack: Rakshi Staff +20/+20 (2d6+15+effect/2d6+15+effect) or Claw +15 (1d6+8)
Full Attack: Rakshi Staff +20/+20/+15/+15 (2d6+15+effect/2d6+15+effect) or 2 Claws +15 (1d6+8)
Space/Reach: 5ft./5ft.
Special Attacks: Special Ability, Rakshi Staff, Hover
Special Qualities: Construct Traits, DR5/-
Saves: Fort +8 Reflex +9 Will +7
Abilities: Str 27 Dex 22 Con 20 Int 14 Wis 18 Cha 20
Skills:
Feats: Weapon Focus, Power Attack, Double Weapon Specialist
Environment: Any
Organization: Solitary, Pair, Team (3-6), Wrath (7-20)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Evil (Any)
Advancement: -
Level Adjustment: +0

Rahkshi are monstrous constructs created to be hunters and warriors. There are many varieties of Rahkshi, each with a different ability, allowing the Rahkshi to be deployed into a wide variety of environments and situations.

Combat:

Hover: As a standard action, a Rahkshi can enter a mode where it flies. In this mode it can move at 300ft, though it cannot attack.

Rahkshi Staff: Each Rahkshi wields a double-sided weapon called a Rahkshi staff. These staffs have a +3 enhancement bonus. A Rahkshi takes no penalty for attacking with both sides of the weapon.

Special Abilities: There are varying types of Rahkshi, each with different abilities. Apply them to the base stat block above. All save DC's are Cha-Based (DC20 by default)

Accuracy: May reroll any missed attack roll once, and take the better result. Ignores concealment, treats total concealment as regular concealment, ignores cover. May use True Strike as a swift action every other round. Ignores size bonuses to AC. Has a blue body with purple limbs.

Adaptation: When struck by an energy type, gains immunity to that energy type and causes it's melee attacks to do 2d6 extra damage of that energy type. Is under a permanant Endure Elements and Planar Tolerance. Immune to pressure damage. Has a black body with purple limbs.

Anger: May project a ranged touch attack that causes a target who fails a will save to go berserk, gaining the benefits of a Rage, spell, but attacking the nearest creature (or the creature which attacked them last since they were raged) to the best of their ability. This lasts for 1 minute. Has a white body and limbs.

Chameleon: May alter it's skin color at will as a free action to blend in with it's environment, avoiding sight. This is not invisibility, and cannot be seen through by effects that detect invisibility. Has a red body with gold limbs.

Confusion: May use Confusion at will as a supernatural ability, will negates. Has an aura of Confusion out to 15 ft. Has a gray body with green limbs.

Cyclone: May use Whirlwind, Gust of Wind and Control Wind at will as supernatural abilities. May fly at 60ft. round with average maneuverability. Immune to the negative effects of wind. Has a black body with white limbs.

Darkness: May use Darkness, Deeper Darkness and Blacklight at will as supernatural abilities. May see in darkness at no penalty. Always has concealment in dim or darker illumination. Has a black body with red limbs.

Density Control: May alter an objects or creatures hardness by up to 10 points in either direction (creatures without a listed hardness are considered to have a hardness of 0 for the purposes of this ability). Should hardness drop below zero it counts as a negative, causing that creature or object to take extra damage from attacks (for example, a creature with -10 hardness would take 10 extra damage from attacks). Creatures and Magical Items receive a fortitude save to negate this. This ability lasts for 1 minute. May gain the [Incorporeal] subtype for 1 round as a standard action. Has a black body with green limbs.

Disintegration: May use Disintegrate 3/day as a supernatural ability. Adds 2d6 disintegration damage to any melee attack it makes. Immune to disintegration effects. Has a burrow speed of 30 feet, and can burrow through anything it could disintegrate. Has a blue body and limbs.

Dodge: Forces any attack roll against to be rolled twice and the worse result taken. Has Uncanny dodge of a rogue equal to it's level, and Evasion. Has a red body with silver limbs.

Elasticity: Is under a permanant, supernatural, Hotherain's Elastic Enhancement. Has a tan body and limbs.

Electricity: May use a supernatural Lightning Bolt, Chain Lightning, Scintilating Sphere, Orb of Electricity, Shocking Grasp, and Shock Shield (like Fire Shield but electricity and halves sonic damage) at will. Deals an extra 2d6 electricity damage with all melee attacks. Creatures who fail their saves against it's electrical effects are staggered for 1 round. Immune to electricity. Has a blue body with white limbs.

Fear: May use Fear 1/minute as a supernatural ability. Any creature struck with it's melee attacks must make a will save or become shaken, stacking into frightened, panicked, and cowering. A creature can only be affected 1/round. Has a red body and limbs.

Fire: May use a supernatural Fireball, Fire Shield, Burning Hands, Scorching Ray Fire Shield, Orb of Fire and Wall of Fire at will. Deals an extra 2d6 fire damage with all melee attacks. A Fire Rahkshi can create delicate shapes and walls made of fire. The Fire is fully shapeable, but cannot pass through more than 2 squares per level. Any creature passing through a square with fire in it suffers 5d6 fire damage. A creature which is in a square that is being filled with fire is entitled to a Reflex Save to move to the nearest non-flaming square. These fires persist for 10 rounds. Any creature that fails a save against one of it's fire effects becomes Burned for 1 minute. Has the [Fire] subtype. Has a aquamarine body and limbs.

Gravity: May use a supernatural Reverse Gravity at will. May alter the environment within close range or in a 50 area out to long range to have light, normal, heavy, objective (fixed to a point or direction) or no gravity as a supernatural ability. This lasts as long as the Rahkshi is in range. May cause a single creature to count as if lifting double their maximum load off the ground (no dex to AC, 5ft move speed, no flight) or any lesser load, for 1 minute, Fort Negates. May cause a single creature to become pinned for 1 round as a standard action (fort negates). Always acts as if under subjective gravity. Has a blue body with silver limbs.

Heat Vision: May fire a beam of heat from it's eyes out to 200 feet as a supernatural ranged touch attack. This deals 1d6/CR of the Rahkshi (normally 10d6). Deals an extra 2d6 fire damage with all melee attacks. Has the [Fire] subtype. Has a yellow body and limbs.

Hunger: May fire a beam out to close range as a ranged touch attack that causes a creature to take 5d6 points of nonlethal damage and become fatigued (fort negates the fatigued, but not the damage). This damage is treated as if it comes from starvation and thirst. Has a black body and limbs.

Ice: May use a supernatural Cone of Cold, Ice Storm, Sleet Storm, Chill Shield, Orb of Cold and Polar Ray at will. Deals an extra 2d6 cold damage with all melee attacks. Has the [Cold] subtype. Possesses Snowsight and it suffers no penalty from snow, ice or anything similar. Has a red body with yellow limbs.

Illusion: May use a supernatural Persistant Image and Invisibility at will, and a supernatural Mirage Arcana 1/day. True seeing and similar abilities do not automatically pierce through an Illusion Rahkshi's illusions, instead granting an immediate save to disbelieve. Should the save fail, they are stuck believing the illusion until a save would normally be called for. Has a tan body with blue limbs.

Insect Control: May use a supernatural Summon Swarm at will, as a standard action. May take control of vermin as if by Dominate Monster (ignoring their immunity to mind-affecting), as a standard action. Has an orange body and limbs.

Laser Vision: May project breams of light from it's eyes out to 200 feet as a ranged touch attack, dealing 1d6/CR (normally 10d6) light damage and causing the target to be dazzled for 1 round. Deals an extra 2d6 light damage with it's melee attacks. May use a supernatural Daylight at will. Is immune to Light damage. Has a red body with orange limbs.

Magnetism: May use a supernatural Telekinesis at will, but can only affect metal objects, may move up to 1000lb. May use Magnetic Pulse at will. May warp metal like Warp Wood. May cling to ferrous surfaces as if by spider climb, though it may keep it's hands free. May cause a creature within close range that is made of metal or wearing metal to become pinned for 1 round as a standard action (fort negates). Has a black body with gold limbs.

Mind Reading: Has telepathy out to long range. May activate a supernatural Detect Thoughts on any creature it is aware that is within this area. The creature is not usually aware of this effect (regardless of save success or failure) unless it is [Psionic]. If a creature succeeds on it's save it is immune to having it's thoughts read from this ability from any Mind Reading Rahkshi for 1 hour. Has a light purple body and limbs.

Plant Control: May use Plant Growth, Diminish Plants, Wall of Thorns, and Entangle at will as supernatural abilities. Is never impeded by natural plants in any way. As a standard action, it may manipulate plants with fine control and shape. They can cause plants within close range to grow in a shape they desire, filling 2 5ft. cubes per CR (Normally 20) with vines, wood or leaves as plants shape themselves to the Rahkshi's desire. Has a green body with brown limbs.

Plasma: May fire a beam as a supernatural ranged touch attack out to 200ft that deals 1d6/CR (normally 10d6) damage that is half fire, half electricity (plasma damage. Deals 2d6 extra plasma damage with all melee attacks. Has the [Fire] subtype and is immune to electricity. Has a tan body with red limbs.

Poison: May fire a ranged touch attack out to close range that causes a creature to become poisoned, taking 1 point of damage/round to each of it's physical ability scores for 1 minute. It's melee attacks cause a creature to also become afflicted with a poison that deals 3d4 Con/Death. May as a standard action poison the ground within 30ft, causing all creatures to take 1 point of con damage per round of exposure. (fort negates all these effects). Has a green body and limbs.

Quick Healing: Has fast healing 10. Has a black body with brown limbs.

Rahi Control: May use a supernatural Dominate Animal at will. Has a magenta body and limbs.

Shapeshifting: May use a supernatural Polymorph Self at will. Has a blue body and gold limbs.

Shattering: May use a supernatural Shatter and Sympathetic Vibrations at will. May use Earthquake 1/day. Deals an extra 2d6 sonic damage with all melee attacks. Is immune to sonic damage. Has a brown body and limbs.

Slowness: May use a supernatural Slow at will. Any creature it strikes in melee must succeed on a fort save or be slowed for 1 minute. Has an aura of Slow (as the spell) out to 15 feet. Has a blue body with yellow limbs.

Sonics: May fire a line out to 100 feet that deals 1d6/CR (normally 10d6) sonic damage, reflex half. Deals an extra 2d6 sonic damage with all melee attacks. May use a supernatural Greater Shout, Amplify, Control Sound, Orb of Sound, Silence, Sound Burst, Sound Lance, and Great Thunderclap at will. Is immune to sonic damage. Has a yellow body with green limbs.

Stasis Field: May project a 30ft. radius sphere as a standard action. All creatures in this area become paralyzed for 1 minute unless they succeed on a fort save. Should they succeed, they become immune to this ability for 1 minute. Has a blue body with black limbs.

Teleport: May teleport out to long range as a move action. Has a blue body with green limbs.

Vacuum: May as a standard action, drain the air out of a 30ft. radius area. Creatures that need to breathe must make a fort save or immediately begin to suffocate. Has an orange body with black limbs

Weather Control: May use a supernatural Control Weather (takes place immediately), Fog Cloud, Call Lightning Storm (always treated as stormy weather) and Cloudburst at will as a standard action. Immune to the negative effects of wind and weather. Has a gold body and limbs
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PostPosted: Wed Apr 27, 2016 10:01 pm    Post subject: Reply with quote Add User to Ignore List

Bohrok

Size/Type: Medium Construct
Hit Dice: 4d10+8 (25hp)
Initiative: +2
Speed: 30ft. or 100ft (see below)
Armor Class: 16 (+2 dex, +4 natural)
Base Attack/Grapple: +3/+6
Attack: Claw +6 (1d6+3) or Headbutt +6 (2d6+6)
Full Attack: 2 Claws +6 (1d6+3) OR Headbutt +6 (2d6+6)
Space/Reach: 5ft./5ft.
Special Attacks: Special Ability, Rollout
Special Qualities: Construct Traits
Saves: Fort +3 Reflex +3 Will +2
Abilities: Str 17 Dex 14 Con 14 Int 8 Wis 12 Cha 14
Skills:
Feats: -
Environment: Any
Organization: Solitary, Pair, Squad (3-6), Force (7-15), Swarm (16-50)
Challenge Rating: 4
Treasure: N/A
Alignment: Usually Neutral
Advancement: -
Level Adjustment: +0

Bohrok are insectiod constructs created for cleansing the land barren. They possess a variety of abilities towards this purpose.

Combat:

Rollout (Ex): As a standard action a Bohrok can roll itself into a sphere-like mode giving it a move speed of 100 ft. It cannot attack in this mode however.

Special Attacks: Each Bohrok possesses a special mode of attack. All save DC's are Cha based (DC14)

Tahnok: May project fire in a 15 foot cone, dealing 3d6 points of damage, reflex half. This fire ignores hardness and deals full double damage to objects. Melee attacks deal an extra 1d6 points of fire damage. Has the [Fire] subtype.

Gahlok: May project water in a 15foot cone, forcing all creatures in the area to make a reflex save or be knocked prone (stability applies). Melee attacks deal an extra 1d6 points of dessication damage. Has the [Water] subtype. Has a 30ft. swim speed.

Lehvak: May project acid in a 15 foot cone dealing 3d6 damage (reflex half), ignoring hardness and dealing double damage to objects. Melee attacks deal an extra 1d6 points of acid damage. Immune to acid.

Pahrak: May project sonic energy in a 15 foot cone, dealing 3d6 damage (reflex half), ignoring hardness and dealing double damage to objects. Melee attacks deal an extra 1d6 points of sonic damage. Immune to sonic damage. Has the [Earth] subtype.

Kohrak: May project cold in a 15 foot cone, dealing 3d6 damage (reflex half), ignoring hardness and dealing double damage to objects. Melee attacks deal an extra 1d6 cold damage. Has the [Cold] subtype.

Nuhvok: May project a wave of earth and grit in a 15 foot cone, causing all creatures in the area to treat everything as if it had concealment relative to them for 5 rounds. Deals an extra 1d6 piercing damage with it's melee attacks. Has a 20ft burrow speed. Has the [Earth] subtype.
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PostPosted: Thu Apr 28, 2016 4:35 am    Post subject: Visorak Reply with quote Add User to Ignore List

Visorak

Size/Type: Medium Construct
Hit Dice: 7d10+21 (60hp)
Initiative: +3
Speed: 40ft. Climb: 40ft.
Armor Class: 20 (+3 dex, +7 natural)
Base Attack/Grapple: +5/+10
Attack: Bite +10 (2d6+5)
Full Attack: Bite +10 (2d6+5) and 2 Claws +5 (1d6+5)
Space/Reach: 5ft./5ft.
Special Attacks: Rhotuka, Special Abilities
Special Qualities: Construct Traits, DR5/-
Saves: Fort +5 Reflex +5 Will +4
Abilities: Str 20 Dex 17 Con 16 Int 10 Wis 14 Cha 18
Skills:
Feats: Power Attack, Dodge, Improved Trip
Environment: Any
Organization:
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: -
Level Adjustment: +0

These spider-like constructs are known for attacking in vast swarms, overrunning defenders. They are fiercely loyal to their commanders, and will even lay down their lives for 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, The victim can break free with a DC17 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 10 hit points and damage reduction 5.

Rhotuka (Su): From the space on it's back, a Visorak can fire a burst of spinning energy called a Rhotuka out to medium range, creating a variety of effects. A Visorak cannot use a Rhotuka if it has used on in the previous round.

Special Abilities: Each type of visorak has a special trait and Rhotuka ability. All saving throws are Cha based (DC17)

Vohtarak: Highly agressive and tend to disregard their own safety. Red/orange bodies and green eyes.
Traits: Melee Attacks add 2d6 fire damage. May 1/day enter a rage as a barbarian, gaining +4 to strength and con, and DR10/-. Has the [Fire] subtype.
Rhotuka: Deals 5d6 fire damage, and has causes such severe burning pain that the victim takes -3 to attacks, checks, saves, and damage and must make a DC25 concentration check for any action that requires concentration for 1 minute.

Boggarak: Fiercly loyal to the point of self-sacrifice. Blue/light blue bodies, red eyes.
Traits: Melee attacks add 2d6 dessication damage. May walk on the surface of liquids as per Water Walk. May project a wave of energy from their mouths that forces a creature into gaseous form for 1 minute.
Rhotuka: Boggarak possess two different powers depending on whether they are underwater or not. Out of water, they deals 5d6 dessication damage. In water, they force the opponent to make a fort save or swell up (treat as entangled) and drift to the surface at a rate of 60ft. round for 1 minute. Should they reach the surface, this effect ends prematurely.

Keelerak: Highly unpredictable in tactics and actions. Green bodues and red eyes.
Traits: Melee Attacks add 2d6 acid damage. May make a whirlwind attack, attacking all creatures within reach of them (make one attack roll and compare against each creature).
Rhotuka: Deals 5d6 acid damage, ignoring hardness.

Suukorak: Effecient at planning and strategy. White body and blue eyes.
Traits: Melee attacks add 2d6 cold damage. Possesses Darkstalker as a bonus feat. Has the [Cold] subtype.
Rhotuka: Create's an electrical cage around the target that lasts for 1 minute. When the victim takes a standard action, they are shocked for 1d6 damage. Each additional time they take a standard action, the damage increases by 1d6.

Roporak: Quiet and stealthy: Brown body and blue eyes.
Traits: May alter the color of it's body, disappearing from sight. This is not invisibility, and can not be detected by effects that detect invisibility.
Rhotuka: Target must make a fort save or become fatigued. A second application makes the target exhausted. The range on this Rhotuka is doubled.

Oohnorak: Extreme subordinancy. Black/orange body and yellow eyes.
Traits: Detect thoughts at will, and may mimic any voice they have heard.
Rhotuka: Target must make a fort save or become Numbed for 1 minute.
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PostPosted: Fri Apr 29, 2016 4:52 am    Post subject: Reply with quote Add User to Ignore List

Matoran

Size/Type: Small Construct
Hit Dice: 1d8 (4hp)
Initiative: +0
Speed: 30ft.
Armor Class: 10
Base Attack/Grapple: +0/+0
Attack: Club +0 (1d6)
Full Attack: Club +0 (1d6)
Space/Reach: 5ft./5ft.
Special Attacks: Special Traits
Special Qualities: Special Traits
Saves: Fort +0 Reflex +0 Will +2
Abilities: Str 10 Dex 10 Con 10 Int 10 Wis 10 Cha 10
Skills: (Pick 6)
Feats: -
Environment: Any
Organization: ...
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Lawful (Any)
Advancement: By Class Level (Favored Class: Toa and Gadgeteer)
Level Adjustment: +0

Matoran are a race of biomechaical creatures. Their homes and traits vary depending on type. They were created to be laborors and value fulfilling one's duty and destiny above all else. Matoran tend to group and live around others of the same type, though this is merely instinct. There is no discrimination between types, though they do realize that some types are better suited to certain tasks than others.

(The above stats are for a 1st level expert.)

Ta-Matoran
The matoran of fire. They value diligence and responsibility. Tend to perform jobs involving high heat, such as metalworking, lava farming, and mask making. Armor was varying shades of red.
+2 Con +2 Cha
Have the [Fire] subtype.
+3 to Craft [Metalworking] and Search checks

Ga-Matoran
The matoran of water. Tend to be peaceful and friendly and are all female. Ga-Matoran perform jobs involving water, such as sailing, fishing, and flax making. Many also functioned as teachers. Armor comes in varying shades of blue.
+2 Wis, +2 Cha
Have the [Water] subtype.
Swim speed equal to land speed.
+3 to Diplomacy and Sense motive.

Le-Matoran
The matoran of air. Tend to be light hearted and enjoy a good prank. Generally perform jobs involving movement or transport, such as pilots, vehicle engineers, or navigators. Armor is varying shades of green.
+2 Dex, +2 Cha
Have the [Air] subtype.
+3 to Jump, Balance, and Climb

Po-Matoran
Matoran of stone. Tend to be down to earth and practical. Most jobs involve working with stone, such as carvers, sculptors and architects. Armor comes in shades of brown.
+2 Str +2 Wis
Have the [Earth] subtype.
+3 to Craft (Stoneworking) and Craft (Woodworking).

Onu-Matoran
Matoran of earth. Have great respect for the past, and tend to function as miners, and archivists. Armor is in shades of black and gray.
+2 Str, +2 Con
Have the [Earth] subtype.
+3 to Profession [Miner] and Knowledge [Dungeoneering]
Have Darkvision and Stonecunning as a dwarf.
Are dazzled in areas of bright light.

Ko-Matoran
Matoran of Ice. Value knowledge and planning, and tend to avoid others except when necessary. Usually work as scholars, astronomers, and researchers. Armor tends to be shades of white and blue.
+2 Int, +2 Wis
Have the [Cold] subtype.
+3 to any two knowledge skills of their choice.

Av-Matoran
Matoran of light. Armor comes in white and gold. Could be either male or female.
+2 Wis, +2 Cha
May generate light like a daylight effect at will.
+3 to Spot and Sense Motive

Fe-Matoran
Matoran of Iron. Tend to be skilled with metalworking.
Armor comes in orange or metallic shades.
+2 Con, +2 Wis
Have DC3/-
+3 to Craft [Metalworking] and Appraise.

De-Matoran
Matoran of Sonics. Armor comes in shades of gray (hopefully not 50).
+2 Dex, +2 Wis
Immune to Sonic damage.
+3 to Listen and Sense Motive.

Ce-Matoran
Matoran of psionics. Armor tends to come in shades of blue and gold. Were all female.
+2 Int, +2 Cha
+3 to saves against mind-affecting effects.

Ba-Matoran
Matoran of gravity. Armor tends to come in shades of purple and black.
+2 Str, +2 Con.
Immune to the negative effects of differing gravity.

Su-Matoran
Matoran of plasma. Armor comes in shades of orange and white.
+2 Dex, +2 Cha
Resistance to fire and electricity 15.

Vo-Matoran
Matoran of Electricity. Armor comes in blue and white. Were all female.
Immune to Electricity.
+3 to pilot checks.

Fa-Matoran
Matoran of magnetism. Come in gray and black.
Possess an innate sense of depth and direction.

Bo-Matoran
Matoran of plantlife. Come in shades of green and blue.
Never hindered by natural plants in any way.
+3 to Heal and Profession (Botanist)
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PostPosted: Sun May 08, 2016 4:08 am    Post subject: Glatorian Reply with quote Add User to Ignore List

Glatorian
Machine beings created to be peerless warriors. Glatorians are fearless in battle. They are more than mere brutes, however, being capable of tactics and strategy. Often, if they have time to prepare for a combat, they will manipulate and alter the field to their advantage, setting up choke points, traps, and ambushes.

Jungle Glatorian

Size/Type: Medium Construct
Hit Dice: 12d10+108 (150hp)
Initiative: +6
Speed: 60ft. Braciation: 60ft.
Armor Class: (+6 dex, +14 natural)
Base Attack/Grapple: +12/+22
Attack: Venom Talon +26 (3d6+3d6[acid]+2[con]+14; 20/x4) or Venom Talon +22 (poison)
Full Attack: Venom Talon +26/+21/+21 (3d6++3d6[acid]+14; 20/x4) or Venom Talon +22/+17/+17 (poison)
Space/Reach: 5ft./5ft.
Special Attacks: Special Traits,
Special Qualities: Special Traits, DR10/-, Warrior
Saves: Fort +17 Reflex +14 Will +9
Abilities: Str 30 Dex 22 Con 28 Int 20 Wis 20 Cha 24
Skills:
Feats: Power Attack, Toughness, Bleeding Strike, Burst of Speed, Attack on the Run, SidestepB
Environment: Any
Organization:
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Neutral
Advancement:
Level Adjustment: +0

Jungle Glatorians have control over plantlife and poisons.

Combat:
There are various types of glatorians, each with their own array of abilities and weapons, and each adapted to a different environment.

Warrior: Glatorians have full BAB and good Fort and Reflex saves.

Venom Talon: One end of this polearm functions like a scythe that deals an extra 3d6 points acid damage, as well as two points of con damage. The other end can fire needles as an attack action. These carry a poison that deals 2d6 con/2d6 con (fort DC25 negates).

Plant Control (Su): As a standard action, a Jungle Glatorian can manipulate plants with fine control and shape. They can cause plants within close range to grow in a shape they desire, filling 2 5ft. cubes per CR (Normally 24) with vines, wood or leaves as plants shape themselves to the Glatorian's desire. This can create areas of light or heavy growth as the Jungle Glatorian desires.

Woodland Stride: A Jungle Glatorian is never hindered by natural or magical plants in any way.

Spell-Like Abilities: At Will: Plant Growth, Diminish Plants, Welcome to the Jungle, Goodberry, Animate Plants, Entangle, Tree Stride, Tree Shape, Control Plants, Delay Poison, Poison, Neutralize Poison, Magic Mushroom Dust, Fungal Infection, Poison Needle, Improved Tree Shape, Detect Animals or Plants (Plants Only), Spore Field, Briar Web, Trip Vine, Vine Mine, Transport Via Plants.

Fire Glatorian

Medium Construct (Fire)
Hit Dice: 12d10+108 (150hp)
Initiative: +6
Speed: 60ft.
Armor Class: (+6 dex, +14 natural)
Base Attack/Grapple: +12/+22
Attack: Flame Sword +26 (6d6+14[fire]; 19-20/x2) or Flame Launcher +22 (5d6+5[fire])
Full Attack: Flame Sword +26/+21/+21 (6d6+26[fire]; 19-20/x2) or Flame Launcher +22/+17/+17 (5d6+5[fire])
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities
Special Qualities: DR10/-, Warrior
Saves: Fort +17 Reflex +14 Will +9
Abilities: Str 30 Dex 22 Con 28 Int 20 Wis 20 Cha 24
Skills:
Feats: Power Attack, Toughness, Bleeding Strike, Burst of Speed, Attack on the Run, IncinerateB, PyrokinisisB,
Environment: Any
Organization: Solitary, Pair, Squad (3-10)
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Neutral
Advancement:
Level Adjustment: +0

Fire Glatorian are much like their namesake, fierce, destructive and powerful.

Combat:
There are various types of glatorians, each with their own array of abilities and weapons, and each adapted to a different environment.

Warrior: Glatorians have full BAB and good Fort and Reflex saves.

Piercing Flame: A Fire Glatorian ignores fire resistance and deals half damage to creatures with immunity.

Flame Sword: A flame sword deals it's entire damage as fire damage.

Burn (Su): The Fire Glatorian adds 3d6 fire damage to all melee attacks.

Fire Launcher: A fire may let loose blasts of fire as a medium range touch attack dealing 5d6+5 damage. A creature struck must make a reflex save (DC21) or take a -3 penalty to attacks checks and saves for 1 minute.

Fire Aura (Su): A Fire Glatorian can surround itself with a nimbus of flames that extends for 10' in all directions from itself All other targets in this area suffer 5d6 fire damage (reflex DC21 half). Activating this ability is a standard action. Deactivating this ability is a free action.

Sculpt Flames (Su): A Fire Glatorian can create delicate shapes and walls made of fire. The Fire is fully shapeable, but cannot pass through more than 2 squares per level. Any creature passing through a square with fire in it suffers 5d6 fire damage. A creature which is in a square that is being filled with fire is entitled to a Reflex Save (DC21) to move to the nearest non-flaming square. These fires persist for 1 round per level. Alternately, the Glatorian can replicate a wall of fire which persists for 1 minute per level.

Melt (Ex): A fire glatorians fire ignores hardness and deals full, double damage to objects. If it wishes, a Fire Glatorian may cause any stone or rock it it deals fire damage to to be affected as if by Transmute Rock to Lava save that it can function on worked or dressed stone.

Spell-Like Abilities: At Will: Fireball, Burning Hands, Produce Flames, Heat Metal, Fire Shield (warm only), Incendiary Cloud, Flaming Sphere, Control Temperature (warmer only), Erupting Firebolt, Orb of Fire, Wall of Smoke, Fog Cloud (smoke),

Water Glatorian

Medium Construct (Water)
Hit Dice: 12d10+108 (150hp)
Initiative: +6
Speed: 60ft. Swim: 100ft.
Armor Class: (+6 dex, +14 natural)
Base Attack/Grapple: +12/+22
Attack: 2 Water Blades +26/+26 (3d6+3d6[dessication]+14;19-20/x2)
Full Attack: 2 Water Blades +26/+26/+21/+21/+21/+21 (3d6+3d6[dessication]+14)
Space/Reach: 5ft./5ft.
Special Attacks: Special Traits,
Special Qualities: Special Traits, DR10/-, Warrior
Saves: Fort +17 Reflex +14 Will +9
Abilities: Str 30 Dex 22 Con 28 Int 20 Wis 20 Cha 24
Skills:
Feats: Power Attack, Toughness, Bleeding Strike, Burst of Speed, Attack on the Run, Drowning GraspB
Environment: Any
Organization:
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Neutral
Advancement:
Level Adjustment: +0

Water Glatorian as the name suggests have power over water and are adapted for underwater combat.

Combat:

Warrior: Glatorians have full BAB and good Fort and Reflex saves.

Water Blades: A Water Glatorian's water blades may be used underwater at no penalty. A Water Glatorian may fight with them both at the same time without penalty. Each attack with a water blade deals 3d6 desiccation damage. A creature who suffers any desiccation must make a fort save (DC21) or become fatigued. A creature that is fatigued who fails the save becomes exhausted.

Underwater Action: A Water Glatorian suffers no penalty for any action it takes underwater. It may also move on the surface of water at it's swim speed.

Spell-Like Abilities: At Will: Create Water, Purify Food and Drink, Control Currents, Wall of Water, Tidal Surge, Geyser, Spirit Water Spears, Tides of Fury, Waterball (deals lethal damage), Control Water (x3 area)


Ice Glatorian

Medium Construct (Cold)
Hit Dice: 12d10+108 (150hp)
Initiative: +6
Speed: 60ft. Ice Glide: 60ft.
Armor Class: (+6 dex, +14 natural)
Base Attack/Grapple: +12/+22
Attack: Ice Axe +26 (3d6+3d6[cold]+14) or Ice Shooter +22 (5d6+5[cold])
Full Attack: Ice Axe +26/+21/+21 (3d6+3d6[cold]+14) or Ice Shooter +22/+17/+17 (5d6+5[cold])
Space/Reach: 5ft./5ft.
Special Attacks: Special Traits,
Special Qualities: Special Traits, DR10/-, Warrior
Saves: Fort +17 Reflex +14 Will +9
Abilities: Str 30 Dex 22 Con 28 Int 20 Wis 20 Cha 24
Skills:
Feats: Power Attack, Toughness, Bleeding Strike, Burst of Speed, Attack on the Run, IcewalkerB, Deep FreezeB
Environment: Any
Organization:
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Neutral
Advancement:
Level Adjustment: +0

Glatorians of ice, adapted for winter environments and fighting in the fiercest blizzards.

Combat:

Warrior: Glatorians have full BAB and good Fort and Reflex saves.

Ice Axe: An Ice axe deals an extra 3d6 cold damage with all attacks. A creature struck by an ice axe must make a fort save (DC21) or become entangled for 1 round. Each additional time their struck adds another round to the duration. Should the duration ever become more than 4 rounds, they instead become helpless until the duration drops to 4 or less rounds.

Ice Shooter: An ice shooter fires a bolt of pure cold as a medium range touch attack. This deals 5d6+5 damage and forces a creature struck to make a fortitude save (DC21) or become slowed for 1 round. Each additional time they're struck adds another round to the duration.

Snowsight (Ex): As the spell.

Snow Movement (Ex): An Ice Glatorian suffers no penalties from snow, ice or anything of the like.

Spell-Like Abilities: At Will: Polar Ray, Cone of Cold, Widened Obscuring Snow, Sleet Storm, Ice Storm, Wall of Ice, Freezing Sphere, Fire Shield (chill only), Orb of Cold, Move Snow and Ice, Grease (ice slick), Cold Snap, Crack ICe, Ray of Frost, Animate Snow, Control Temperature (colder only), Column of Ice, 1/day: Blizzard

Stone Glatorian

Medium Construct (Earth)
Hit Dice: 12d10+108 (150hp)
Initiative: +6
Speed: 60ft. Burrow: 30ft.
Armor Class: (+6 dex, +14 natural)
Base Attack/Grapple: +12/+22
Attack: Stone Hammer +26 (3d6+3d6[sonic]+14)
Full Attack: Stone Hammer +26/+21/+21 (3d6+3d6[sonic]+14)
Space/Reach: 5ft./5ft.
Special Attacks: Special Traits,
Special Qualities: Special Traits, DR10/-, Warrior
Saves: Fort +17 Reflex +14 Will +9
Abilities: Str 30 Dex 22 Con 28 Int 20 Wis 20 Cha 24
Skills:
Feats: Power Attack, Toughness, Bleeding Strike, Burst of Speed, Attack on the Run, Blood of StoneB, Stone PowerB, Tremorsense,
Environment: Any
Organization:
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Neutral
Advancement:
Level Adjustment: +0

Rock Glatorians have power over their namesake. They are capable defensive fighters, easily altering the terrain to their advantage.

Combat:

Warrior: Glatorians have full BAB and good Fort and Reflex saves.

Earth Step: Stone Glatorians are not affected by difficult terrain, provided the difficulty comes from stone or earth.

Rock Throw(Su): The Stone Glatorian can levitate a chunk of rock into the air and then propel it at an enemy as an attack action out to medium range. This attack deals 5d6 bludgeoning damage.

Geokinisis (Su): A Stone Glatorian can move up to 24 5ft cubes of rock and stone anywhere within close range as a standard action.

Shatter (Su): The Rock Glatorian can make any number of squares within close range into difficult terrain as a standard action.

Spell-Like Abilities: At Will: Move Earth, Wall of Stone, Giant's Wrath, Magic Stone, Transmute Mud to Rock, Transmute Rock to Mud, Spike Stones, Major Creation (May only create stone, which is permanent), Tetsubo of Earth, Tremors, Earthshaking Growl, Impale, Rolling Boulder, Bones of the Earth,

Sand Glatorian

Medium Construct (Earth)
Hit Dice: 12d10+108 (150hp)
Initiative: +6
Speed: 60ft.
Armor Class: (+6 dex, +14 natural)
Base Attack/Grapple: +12/+22
Attack: Sand Blade +26 (3d6+3d6+14) and Tail +26 (2d6+14+poison)
Full Attack: Sand Blade +26/+21/+21 (3d6+3d6+14) and Tail (2d6+14+poison)
Space/Reach: 5ft./5ft.
Special Attacks: Special Traits,
Special Qualities: Special Traits, DR10/-, Warrior
Saves: Fort +17 Reflex +14 Will +9
Abilities: Str 30 Dex 22 Con 28 Int 20 Wis 20 Cha 24
Skills:
Feats: Power Attack, Toughness, Bleeding Strike, Burst of Speed, Attack on the Run
Environment: Any
Organization:
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Neutral
Advancement:
Level Adjustment: +0

Sand Glatorian have a somewhat different appearance from others, and use rather unorthodox tactics.

Combat:

Warrior: Glatorians have full BAB and good Fort and Reflex saves.

Spell-Like Abilities: At Will: [url=dndtools.pw/spells/sandstorm--85/control-sand--3171/]Control Sand[/url], Blast of Sand Sandstorm, Haboob, Scimitar of Sand, Storm Mote, Wall of Sand 1/day: Awaken Sand,

Sand Blade: A Sand Glatorian wields a blade that constantantly has sand swirling around it. This adds 3d6 extra slashing damage and causes any creature struck to take a -2 penalty to attack rolls for 1 round.

Poison (Ex): 1d4Str,Dex,Con/Paralysis, Fort DC25.

Sand Form (Su): As a standard action, a sand glatorian may transform itself and it's equipment into living sand. The has the effects of a Gaseous Form save that the glatorian's fly speed is twice it's land speed, it may burrow through sand at half it's land speed, it may lie settled on the ground blending in with normal sand. Any creature whose square it passes through takes 10d6 slashing damage, this does not affect other sand glatorians. It may not use it's spell like abilities while in this form.
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PostPosted: Sat May 14, 2016 10:56 pm    Post subject: Makhai Reply with quote Add User to Ignore List

Makhai

Size/Type: Large Outsider (Extraplanar)
Hit Dice: 14d8+98 (180hp)
Initiative: +6
Speed: 80ft. Fly: 80ft. (Perfect)
Armor Class: 34 (+6 dex, +10 breastplate, +7 shield, +2 natural, -1 size)
Base Attack/Grapple: +14/+29
Attack: Weapon +30 (3d6+21) or Slam +25 (2d6+16)
Full Attack: Weapon +30/+25/+25 (3d6+21) or 2 Slams +25 (2d6+16)
Space/Reach: 10ft./10ft.
Special Attacks: Create Weapon, Spell-Like Abilities, Rage, Maneuver-Like Abilities
Special Qualities: Armored Movement, DR10/-, SR24, Immunity to Sonic, Resist Cold and Fire 15, Blindsense 30ft.
Saves: Fort +16 Reflex +15 Will +14
Abilities: Str 32 Dex 22 Con 25 Int 20 Wis 20 Cha 24
Skills: Intimidate +24
Feats: Power Attack, Toughness, Bleeding Strike, Burst of Speed, Attack on the Run, SidestepB, Blood of StoneB, Stone PowerB, Awesome BlowB, CleaveB, Great CleaveB, Improved TripB, CopypastaB, Whirlwind AttackB,
Environment: Infernal Battlefield of Acheron
Organization: Solitary
Challenge Rating: 14
Treasure: Double Standard, Shifting Weapon, +5 Steel Shield,
Alignment: Usually Neutral
Advancement: By Class Level (Favored Classes: Fighter and Barbarian)
Level Adjustment: +0

Makhai are spirits (sometimes revered as minor gods) of battle and combat. They are peerless warriors, and devastating combatants. Makhai often serve gods of warfare. While they will follow orders and plans, and are capable of using intellegent tactics in combat, they care little for battlefield strategy beyond that, as they are concerned primarily with the spilling of blood.

Combat:

Shifting Weapon: As a swift action, a Makhai may create a shifting weapon in it's hands. This weapon deals 3d6 base damage and the wielder may alter it's form, causing the weapon to deal either slashing, bludgeoning, or piercing damage and be treated as a reach weapon or not as a free action. Should the weapon be separated from it while the Makhai still lives, it vanishes.

Brute Force (Ex): All of the Makhai's one-handed attacks deal damages as if they were two-handed attacks.

Rage (Ex): A Makhai may rage like a barbarian 3/day. They are not fatigued after raging and in fact raging will cure them of any fatigue or exhaustion.

Spell-Like Abilities: At Will: Confusion, Greater Shout, Fear, Rage, Crushing Despair, Song of Discord.

Maneuver-Like Abilities: At Will: Master of the Field (Stance), Ominous Presence (Boost), Thousand Swords Bulwark (Stance), Vanguard Feint (Strike), Foe Drawing Challenge (Strike), Anvil-Striking Charge (Strike), Legion Slaying Strike (Strike),1/day: Legion of One
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PostPosted: Tue May 24, 2016 2:41 am    Post subject: Barraki Reply with quote Add User to Ignore List

Barraki

Medium Construct (Aquatic)
Hit Dice: 12d10+108 (150hp)
Initiative: +6
Speed: 60ft. Swim: 200ft.
Armor Class: 30 (+6 dex, +14 natural)
Base Attack/Grapple: +12/+22
Attack: +4 Claw +26 (2d6+14+poison) or Cordak Blaster +18 (6d6) or Squid Launcher +18 (See below)
Full Attack: +4 Claw +26/+21/+21 (2d6+14+poison) or Cordak Blaster +18/+13/+13 (6d6) or Squid Launcher +18 (See below)
Space/Reach: 5ft./5ft.
Special Attacks: Electric Spines, Poison Claws, Hypnotic Eyes,
Special Qualities: Immunity to Electricity, Resistance to Cold and Sonic 20, DR10/-, Warrior, Scent 200ft., Blindsight 30ft.,
Saves: Fort +17 Reflex +14 Will +9
Abilities: Str 30 Dex 22 Con 28 Int 20 Wis 20 Cha 24
Skills:
Feats: Power Attack, Toughness, Bleeding Strike, Burst of Speed, Attack on the Run,
Environment: Any
Organization: Solitary, Pair or Squad (3-6)
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Evil (Any)
Advancement:
Level Adjustment: +0

Barraki are fierce, ruthless underwater warriors. They lead an army of aquatic minions in conquest.

Combat:

Warrior: Barraki have full BAB and good Fort and Reflex saves.

Poison (Ex): Fort DC25 Primary: Slowed 1 minute and taking 1 point of dex damage/round for 1 minute. Secondary: Paralysis 1 hour.

Electricity Spines (Su): As a standard action, a Barraki can project electricity around it in a 15 foot burst dealing 12d6 damage (Reflex DC25 half). Should a creature fail their save, they are Numbed for 5 rounds. When underwater, the area of this effect is doubled. Once used the spines must recharge for 1d3 rounds.

Hypnotic Eyes (Su): As a standard action, a Barraki can attempt to enchant a creature. Treat this as a gaze attack out to 30ft that causes creatures that fail a will save (DC23) to follow a Suggestion. When underwater, the range of this gaze is doubled.

Cordak Blaster (Ex): A cordak blaster is a weapon that fires mini torpedos. It can hold up to six torpedos at once, and fire them as an attack action. It requires a full round action that provokes an attack of opportunity to reload. It has a range increment of 80ft. and a maximum range of 10 increments. Each shot explodes in a 10ft. burst that deals 6d6 damage that is half fire, half bludgeoning (reflex DC22 negates), the initial target doesn't get a save. If the torpedo misses, it still explodes but the initial target receives a save. This damage ignores all hardness and material damage reduction, and deals double damage to objects.

Squid Launcher (Ex): A Barraki can fire a squid like creature that latches onto it's targets and drains their energy. This requires a ranged touch attack out to close range. Should it succeed, the target is considered grappled (using the Barraki's grapple bonus). Each round, the target suffers 1 negative level until they successfully remove the squid. A Barraki typically carries 3 squids on it at a time.
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PostPosted: Wed May 25, 2016 2:01 am    Post subject: Reply with quote Add User to Ignore List

Bohrok-Kal

Size/Type: Medium Construct
Hit Dice: 8d10+32 (70hp)
Initiative: +3
Speed: 40ft.
Armor Class: 21 (+3 dex, +8 natural)
Base Attack/Grapple: +6/+11
Attack: Claw +11 (1d6+5) or Headbutt +11 (2d6+10)
Full Attack: 2 Claws +11 (1d6+5) and Headbutt +11 (2d6+10)
Space/Reach: 5ft./5ft.
Special Attacks: Special Ability, Rollout, Krana-Kal
Special Qualities: Construct Traits, DR3/Adamantine
Saves: Fort +6 Reflex +5 Will +5
Abilities: Str 20 Dex 17 Con 18 Int 18 Wis 16 Cha 18
Skills:
Feats:
Environment: Any
Organization: Solitary, Pair, or Squad (3-6)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Neutral
Advancement: -
Level Adjustment: -

Advanced forms of Bohrok. Bohrok-Kal are much more intelligent and aware, capable of planning and strategizing, and better functioning as a team and army.

Combat:

Rollout (Ex): As a standard action a Bohrok-Kal can roll itself into a sphere-like mode giving it a move speed of 150 ft. It cannot attack in this mode however.

Special Abilities: Each Bohrok possesses a special mode of attack. All save DC's are Cha based (DC18).

Tahnok-Kal: May use a supernatural Lightning Bolt, Electric Jolt, Scintillating Sphere, Orb of Electricity, Shocking Grasp, and Shock Shield (like fire shield, but electricity and halves sonic damage), at will. Melee attacks add 2d6 electricity damage. Immune to Electricty.

Gahlok-Kal: May use a supernatural Telekinesis at will, but can only affect metal objects, may move up to 800lb. May use Magnetic Pulse at will. May warp metal like Warp Wood. May cling to ferrous surfaces as if by spider climb, though it may keep it's hands free.

Lehvak-Kal: May as a standard action, drain the air out of a 30ft. radius area centered on it. Creatures that need to breathe must make a fort save or immediately begin to suffocate. When doing so, it may choose to cause creatures to be drawn any amount of space towards it (Reflex negates, those who fail land prone). It may also release blasts of compressed air as a close range touch attack, dealing 8d6 bludgeoing damage and bullrushing the target 50ft. (the Lehvak-Kal does not move with it's opponent). The target lands prone.

Pahrak-Kal: May fire a beam as a supernatural ranged touch attack out to 200ft that deals 1d6/CR (normally 8d6) damage that is half fire, half electricity (plasma damage). This attack ignores hardness and deals full damage to objects. Deals 2d6 extra plasma damage with all melee attacks. Has a burrow speed of 30 feet and leaves a tunnel behind, can burrow without problem through any substance with a hardness less than 10 Has the is immune to fire and electricity.

Nuhvok-Kal: May alter the environment within close range or in a 50 area out to long range to have light, normal, heavy, objective (fixed to a point or direction) or no gravity as a supernatural ability. This lasts as long as the Rahkshi is in range. May cause a single creature to count as if lifting double their maximum load off the ground (no dex to AC, 5ft move speed, no flight) or any lesser load, for 1 minute, Fort Negates. May cause a single creature to become pinned for 1 round as a standard action (fort negates). Always acts as if under subjective gravity.

Kohrak-Kal: May fire a line out to 100 feet that deals 1d6/CR (normally 10d6) sonic damage, reflex half. Deals an extra 2d6 sonic damage with all melee attacks. May use a supernatural Greater Shout, Amplify, Control Sound, Orb of Sound, Silence, Sound Burst, Sound Lance, and Great Thunderclap at will. Is immune to sonic damage.


Krana-Kal: Each Bohrak-Kal has an additional organic component called a Krana-Kal that grants it additional powers. Roll a D6 to determine the effects of the Krana-Kal.

D6Krana-Kal
1Za-Kal: Has telepathy to 100 feet, and can use a supernatural Detect Thoughts at will.
2Vu-Kal: Land speed increases by 50 feet, and gains a fly speed equal to that with average maneuverability.
3Yo-Kal: Has Tremorsense out to 40ft and can ignore immunity to critical hits on anything it can sense with this.
4Ja-Kal: Gains track as a bonus feat as well as Scent. Gains +5 to Spot, Listen, and Survival.
5Su-Kal: Carry capacity is that of a Quadruped 3 size categories larger. Gain Cold and Fire resistance 10. Attacks ignore hardness and deal full, double damage to objects.
6Bo-Kal: Can see in any kind of darkness (even magical darkness) in full color at no penalty. Gain earth glide 40ft.

[table]
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PostPosted: Thu May 26, 2016 11:26 pm    Post subject: Reply with quote Add User to Ignore List

Bohrak-Va

Size/Type: Small Construct
Hit Dice: 1d10 (5hp)
Initiative: +1
Speed: 30ft.
Armor Class: 13 (+1 dex, +2 natural)
Base Attack/Grapple: +0
Attack: Weapon +1
Full Attack: Weapon +1
Space/Reach: 5ft./5ft.
Special Attacks: Repair
Special Qualities: Construct Traits, Special Traits
Saves: Fort +0 Reflex +1 Will +0
Abilities: Str 10 Dex 12 Con 10 Int 14 Wis 10 Cha 10
Skills: Craft (Mechanical) +6, Disable Device +5, Knowledge (Architecture and Engineering) +6
Feats: -
Environment: Any
Organization: Solitary, Pair, Squad (3-6), Force (7-15), Swarm (16-50)
Challenge Rating: 1
Treasure: Half-Standard
Alignment: Usually Neutral
Advancement: -
Level Adjustment: -

Bohrak-Va are lesser versions of Bohrak. In the Bohrak swarms these drones served in support roles as scouts, engineers, and repairers.

Combat:

Repair (Ex): As a standard action, a Bohrak-Va can use tools and materials to repair a damaged construct or mechanical object. A Bohrak-Va usually carries 50 hitpoints worth of repair materials on it at a time, although it can only repair up to 5 hit points per action.

Traits and Weapons: Each Bohrak-Va wields a different weapon. Each of these is treated as a masterwork weapon. Each also has a special trait.

Tahnok-Va: Tahnok-Va wield a firestaff (1d4+1[fire] for a small character). May attempt a touch attack to deal just the fire damage. This damage ignores hardness up to 10. Tahnok-Va have the [Fire] subtype.

Gahlok-Va: Gahlok-Va wield a hook (1d4 for a small character), and may make a free trip attempt upon a successful hit. Have a swim speed of 30ft., a climb speed of 15ft. and the [Water] subtype.

Lehvak-Va: Wield twin short swords and may attack with both of them at only a -2 penalty. HAs a braciation speed of 30 feet, woodland stride, and is immune to acid.

Pahrak-Va: Wield a hammer (1d6 for small). Has the [Earth] subtype and immunity to sonic.

Nuhvok-Va: Has two claws (1d4 for small). Has a burrow speed of 20ft. and the [Earth] subtype.

Kohrak-Va: Has two picks (1d4 for small). May attack with both weapons at a -2 penalty. Has the [Cold] subtype and it's movement is not impeded by snow or ice.
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PostPosted: Sun May 29, 2016 11:12 pm    Post subject: Reply with quote Add User to Ignore List

Energy Hound
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Size/Type: Medium Construct (Rahi)
Hit Dice: 4d10+8 (22hp)
Initiative: +3
Speed: 50ft.
Armor Class: 16 (+3 dex, +3 natural)
Base Attack/Grapple: +3/+7
Attack: Bite +7 (1d8+4)
Full Attack: Bite +7 (1d8+4) and 2 Claws +2 (1d4+2)
Space/Reach: 5ft./5ft.
Special Attacks: Energy Track, Trip
Special Qualities: Construct Traits, Scent 60ft.
Saves: Fort +3 Reflex +4 Will +4
Abilities: Str 18 Dex 16 Con 15 Int 5 Wis 16, Cha 14
Skills: Survival +10
Feats: Track, Skill Focus (Survival)
Environment: Any
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 4
Treasure: N/A
Alignment: Usually Neutral
Advancement: -
Level Adjustment: -

An energy hound is a construct that is capable of locking onto a targets unique energy signature, and tracking it across any distance.

Combat:

Energy Track (Su): An Energy Hound may use Discern Location at will.

Trip (Ex): If an Energy Hound hits with it's bite attack, it may make an free trip attempt (at +1). If it fails, the opponent may not attempt to trip the energy hound back.
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PostPosted: Sun May 29, 2016 11:28 pm    Post subject: Reply with quote Add User to Ignore List

Fader Bull (Rahi)

Size/Type: Large Construct
Hit Dice: 5d10
Initiative: +1
Speed: 40ft.
Armor Class: 17 (+1 dex, +7 natural, -1 size)
Base Attack/Grapple: +3/+8
Attack: Gore +7 (2d6+5)
Full Attack: Gore +7 (2d6+5)
Space/Reach: 10ft./5ft.
Special Attacks: Fade, Charging Horn
Special Qualities: Construct Traits,
Saves: Fort +4 Reflex +2 Will +1
Abilities: Str 20 Dex 12 Con 17 Int 4 Wis 10 Cha 13
Skills:
Feats: Run,
Environment: Plains
Organization: Solitary or Herd (5-20)
Challenge Rating: 5
Treasure: N/A
Alignment: Usually Neutral
Advancement: -
Level Adjustment: -

Fader Bulls are a curious type of machine, capable of teleportation, making capture of one difficult.

Combat:

Fade (Su): A Fader Bull may teleport out to Medium Range as a swift action. When it does so, it leaves an image of itself behind, that slowly fades away. (Treat as Persistant Image that lasts for 1 minute).

Charging Horn (Ex): A Fader Bull deals double damage with it's gore attack on a charge.
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PostPosted: Mon May 30, 2016 12:27 am    Post subject: Reply with quote Add User to Ignore List

Kikanalo

Size/Type: Large Construct (Rahi)
Hit Dice: 9d10+45 (110hp)
Initiative: +3
Speed: 60ft.
Armor Class: 25 (+3 dex, +13 natural -1 size)
Base Attack/Grapple: +6/+18
Attack: Claw +13 (1d10+2d6+2[sonic]+8) or Gore +13 (2d6+8)
Full Attack: 2 Claws +13 (1d10+2d6+2[sonic]+8) and Gore +13 (2d6+8)
Space/Reach: 10ft./10ft.
Special Attacks: Sonic Roar, Charging Horn
Special Qualities: Immunity to Sonic, Construct Traits, DR5/-
Saves: Fort +8 Reflex +6 Will +6
Abilities: Str 26 Dex 16 Con 20 Int 12 Wis 16 Cha 18
Skills:
Feats: Power Attack Improved Charge Power Charge, Catastrophic Cacaphony, RunB
Environment: Any Land or Underground
Organization: Solitary or Herd (10-30)
Challenge Rating: 9
Treasure: N/A
Alignment: Usually Neutral
Advancement: -
Level Adjustment: -

Kikanalo roam fields and plains in packs. They have deadly claws, and an even deadlier sonic roar.

Combat:

Sonic Roar (Su): A Kikanalo can roar, letting lose a blast of sonic energy in a 50 foot cone or 100ft. line dealing 9d6+9 points of damage (fort DC19 half). This damage ignores hardness and deals double damage to objects. Creatures who fail their save are blasted back 50 feet and land prone. If they impact with an object, they take an extra 1d6 points of damage for every 5 feet they had to go. Once used, this ability cannot be used again for 1d4 rounds. A Kikanalo also deals an extra 2d6 damage with each of it's claw attacks.

Charging Horn (Ex): A Kikanalo deals double damage with it's gore attack on a charge.
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PostPosted: Tue May 31, 2016 7:40 pm    Post subject: Reply with quote Add User to Ignore List

Aspect of Nerull

Size/Type: Medium Outsider/Undead (Dark Minded, Evil)
Hit Dice: 12d12+96 (150hp)
Initiative: +6
Speed: 60ft.
Armor Class: 27 (+6 dex, +8 deflection, +3 natural)
Base Attack/Grapple: +12/+19
Attack: +4 Lifestealing Scythe +23 (2d4+14+1 neg level)
Full Attack: +4 Lifestealing Scythe +23 (2d4+14+1 neg level)
Space/Reach: 5ft./10ft.
Special Attacks: Spell-Like Abilities, Spells, Death Touch, Rebuke Undead
Special Qualities: Godly Power, Dual Type, Immunity to Mind Affecting, Acid, Cold, Electricty, and Fire resistance 20, SR22, DR10/Good, Fast Healing 5
Saves: Fort +8 Reflex +14 Will +16
Abilities: Str 24 Dex 22 Con - Int 26 Wis 26 Cha 26
Skills:
Feats: Extend Spell, Chain Spell, Reach Spell,
Environment: Any
Organization: Solitary or Cult (Nerull plus various clerics of nerull)
Challenge Rating: 12
Treasure: Triple Standard
Alignment: Always Neutral Evil
Advancement: -
Level Adjustment: -

Aspects of Nerull are a small fragment of the gods power. They are occasionally called by worshippers of nerull through Planar Ally or Binding spells. Other times, Nerull sends an aspect to aid his followers.

Combat:

Spells: Aspects of Nerull casts spells as a 10th level Cleric with the Death and Undeath Domains. He does not receive the domains granted powers.

Spell-Like Abilities: At Will: Animate Dead, Create Undead, Enervation, Telekinisis, Crushing Despair, Mass Inflict Serious Wounds, Gravehorde, 1/day: Bonetitan Frame

Rebuke Undead (Su): The Aspect of Nerull may Rebuke/Command/Bolster undead as a cleric of his level.

Godly Might (Ex): The Aspect has a portion of the gods immense power. An Aspect of Nerull does not automatically fail rolls on a 1, and may perform skill checks relating to his portfolio as a free action 1/round.

Dual-Typed: The Aspect of Nerull counts as both an Outsider and an Undead. Whenever the two types would conflict, use the more beneficial result.

Unholy Toughness: The Aspect of Nerull adds it's Cha modifier to hit points for each HD.
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PostPosted: Thu Jun 02, 2016 10:49 pm    Post subject: Incarnate Reply with quote Add User to Ignore List

Incarnate

Size/Type: Tiny Outsider (Extraplanar, Incorporeal)
Hit Dice: 10d8 (50hp)
Initiative: +5
Speed: Fly 100ft. (Perfect)
Armor Class: 24 (+2 size, +5 dex, +7 deflection)
Base Attack/Grapple: +10/-
Attack: -
Full Attack: -
Space/Reach: 2.5ft./0ft.
Special Attacks: Infuse, Spell-Like Abilities
Special Qualities: Embodiment, Telepathy: 800ft. Mindsight: 800ft. Soulsight: 800ft.
Saves: Fort +7 Reflex +12 Will +14
Abilities: Str - Dex 20 Con 10 Int 20 Wis 24 Cha 24
Skills:
Feats: -
Environment: Any Outer Plane
Organization: Solitary or Host (See text)
Challenge Rating: 10
Treasure: N/A
Alignment: Any
Advancement: N/A
Level Adjustment: -


Incarnates are sapient embodiments of the pure energy of abstract principles. For instance, an evil incarnate is formed of pure living evil energy, and a courage incarnate is the living energy of pure courage. They appear as a wispy ball of light that glows in colors that differ depending on both it's mood and embodiment.. Incarnates inhabit many of the Outer Planes, primarily the upper and lower, though some inhabit the inner and transitive planes as well. They gravitate toward planes and planar layers that suit their individual alignments and temperaments, and have alignments that correspond as such.

Combat:

Infuse (Su): An Incarnate is virtually powerless on it's own, thus they act through hosts, which they fuse with. By touching a creature, an incarnate may fuse with that creature (treat as possession (Will DC22 negates). With the Bless option, it may grant it's host the benefit of it's embodiment (it may do this simultaneously with it's Control option. With the bane option, it causes the host to fall asleep and suffer from a Dream or Nightmare (Will DC22 negates).

Embodiment: Each Incarnate embodies a concept or ideal, represented by a single sphere or domain. However, the Incarnate cannot use these abilities directly, instead it must use them through a host (who gains the sphere or domain with expert access) by using the Bless or Control action of it's Infuse. The caster level for the abilities and abilities available are dependent on the hosts level. Also, an Incarnate that has an elemental or alignment embodiment gains the appropriate subtype.

Passage of the Spirit (Ex): When entering solid material, an Incarnate does not need to remain adjacent to the objects exterior.

Piercing Mind: An Incarnate ignores any resistance or immunity to mind affecting effects. Creatures with immunity instead recieve a +3 bonus to their saves. Regardless of save success or failure, they are not aware of being affected by default unless the Incarnate wishes it.

Spell-Like Abilities: At Will: Invisibility (Self Only), Greater Invisibility (Self Only), Dimension Door (Self Only), Detect Thoughts, Probe Mind, Brain Spider, Dream.
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PostPosted: Mon Jun 06, 2016 1:24 am    Post subject: Doom Viper Reply with quote Add User to Ignore List

Doom Viper

Size/Type: Large Construct (Rahi)
Hit Dice: 8d10+40 (70hp)
Initiative: +3
Speed: 40ft. Burrow 10ft. Swim: 40ft.
Armor Class: 18 (+3 dex, +6 natural, -1 size)
Base Attack/Grapple:
Attack: Bite +9 (1d6+4+poison)
Full Attack: 6 Bites +9 (1d6+4+poison)
Space/Reach: 10ft./15ft.
Special Attacks: DOOM BREATH!!!!!!!!!!!11!!one!, Poison
Special Qualities: Construct Traits,
Saves: Fprt +7 Reflex +5 Will +2
Abilities: Str 18 Dex 17 Con 20 Int 6 Wis 10 Cha 10
Skills:
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Neutral
Advancement: -
Level Adjustment: -

These mechanical creatures are known for being able to exhale a deadly breath, killing anyone it comes into contact with.

Combat:
Doom Vipers tend to open with the breath weapon, and then move into melee range striking with their poisonous bites.

DOOM BREATH!!!!!!!!!!!11!!one! (Su): The Doom Viper can, as a standard action, exhale a cloud of deadly fumes in a cone out to 60ft. Anything in this area is treated as if it were inside a Cloudkill (Fort DC19). Once used, this cannot be used again for 1d4 rounds.

Poison (Ex): Injury (Bite), 1d6con/1d6con. Fort DC19.
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PostPosted: Mon Jun 06, 2016 2:52 am    Post subject: Reply with quote Add User to Ignore List

Sentinel

Size/Type: Large Construct
Hit Dice: 16d10+160 (240 hp)
Initiative: +3
Speed: 50ft. Fly: 100ft. (Good)
Armor Class: 30 (+3 dex, -1 size, +18 natural)
Base Attack/Grapple: +12/+31
Attack: Sentinel Weapon +31 (3d6+20)
Full Attack: 2 Sentinel Weapons +31 (3d6+20)
Space/Reach: 10ft./10ft.
Special Attacks: Adaptation, Sentinel Weapon
Special Qualities: Hardness 10, Fast Healing 10, Blindsight 30ft. Scent, Analysis, X-Ray Vision, Construct Traits, See In Darkness, Reaction,
Saves: Fort +14 Reflex +8 Will + 10
Abilities: Str 40 Dex 16 Con 30 Int 20 Wis 20 Cha 24
Skills:
Feats: Power Attack
Environment: Any
Organization: Solitary or Pair or Whatever
Challenge Rating: 16
Treasure: N/A
Alignment: Usually Neutral
Advancement: -
Level Adjustment: -

Machines created to fight an enemy who's capabilities and powers vary wildly. Through the use of adapting technology, they can react to any number of circumstances.

Combat:

Sentinal Weapon (Ex): A Sentinal may alter the shape of its arms, allowing it's attacks to deal slashing, bludgeoning or piercing damage at it's choice. These weapons have a critical threat range of 16-20/x4.

Reaction (Ex): A Sentinal may take an extra immediate action without sacrificing it's next swift action.

Adaptation: The sentinal can adapt it's body and weaponry to counter a wide variety of obstacles. It may alter many of the traits about itself as an immediate action.


Body
Durability: The Sentinel's hardness increases by 20. It is treated as an object for the purpose of damage being dealt to it. The Sentinel ignores all hardness and DR save for DR/Epic.
Fire: The sentinel gains immunity to fire, resistance to cold 30, and it's melee attacks deal an extra 6d6 fire damage. This is also dealt to anything coming into contact with the sentinel.
Cold: The sentinel gains immunity to cold, resistance to fire 30, and it's melee attacks deal an extra 6d6 cold damage. This is also dealt to anything coming into contact with the sentinel.
Acid: The sentinel gains immunity to acid, and it's melee attacks deal an extra 6d6 acid damage. This is also dealt to anything coming into contact with the sentinel. It's melee attacks ignore hardness.
Sonic: The sentinel gains immunity to sonic, it's melee attacks ignore hardness. It deals an extra 6d6 sonic damage with it's melee attacks. This is also dealt to anything coming into contact with the sentinel.
Electricity: The sentinel gains immunity to electricity, it is also immune to the negative effects of wind or weather. It's melee attacks deal an extra 6d6 electricity damage. This is also dealt to anything coming into contact with the sentinel.
Light: The sentinel gains immunity to light. Creatures within 20feet of it are automatically dazzled. It radiates bright light out to 120 feet (this counts as actual sunlight for anything affected by that), and dim light out to 360 feet. It's melee attacks deal an extra 6d6 light damage. This is also dealt to anything coming into contact with the sentinel.
Force: The sentinel gains immunity to force. It may freely interact with incorporeal creatures. It's melee attacks deal an extra 6d6 force damage. This is also dealt to anything coming into contact with the sentinel.



Beam: A sentinal can project a ranged attack dealing a specified damage in either a line out to 120 feet, a cone out to 60 feet, a medium ranged touch, or a burst out to long range, each dealing 16d8 damage (that ignores the hardness of objects and deals full damage to them). The area of effect attacks have a reflex save for half (DC25).
Fire: Any creature struck catches fire, taking 1d6 damage per round until doused in water, an airless environment, or a standard action to put it out. Each additional hit increases the damage per round by 1d6.
Cold: Any creature struck becomes entangled. A second strike causes them to become anchored. A third strike causes them to become helpless until a DC25 strength or escape artist check is made, or they take any amount of fire damage (which also cures the other 2 effects).
Electricity: Any creature struck becomes staggered for 1 round, unless a DC25 fort save is made.
Acid: Any creature struck becomes nauseated for 1 round unless a DC25 fort save is made.
Sonic: Any creature struck becomes deafened for 1 minute unless a DC25 fort save is made.
Light: Any creature struck is blinded for 5 rounds and then dazzled for 5 rounds unless a DC25 fort save is made. Also, they are treated as if being exposed to sunlight for 1 round.
Force: Any creature who fails a DC25 fort save is knocked prone. If they are flying, they fall (and take appropriate falling damage).



Movement: These would replace the sentinels fly speed.
Swim 100ft.
Burrow 50ft.
Movement is not impeded by snow, ice or anything the like.
Ignores difficult terrain.


X-Ray Vision (Ex): The sentinel can see through solid matter out to line of sight. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.

Analysis (Ex): The sentinel is capable of near instantly analyzing the capabilities of a creature or object. It automatically does this to anything it can see, telling the sentinel the anything about the creatures or objects stats or character sheet that it wishes to know.

Spell-Like Abilities: Constant: True Seeing (out to line of sight), Greater Arcane Sight (out to line of sight), Detect Poison (out to line of sight), Snowsight, See Through Fog, At Will: Locate Creature, Locate Object, Find the Path, 1/day: Foresight
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PostPosted: Wed Jun 08, 2016 7:07 pm    Post subject: Reply with quote Add User to Ignore List

Piraka

Size/Type: Medium Construct
Hit Dice: 14d10+140+14 (230hp)
Initiative: +7
Speed: 60ft.
Armor Class: 32 (+7 dex, +15 natural)
Base Attack/Grapple: +14/+28
Attack: Weapon +31/+26/+26 or Zamor Launcher +21
Full Attack: Weapon +31/+26/+26 or Zamor Launcher +21
Space/Reach: 5ft./5ft.
Special Attacks: Special Abilities
Special Qualities: Construct Traits, DR10/-, Warrior
Saves: Fort +19 Reflex +16 Will +10
Abilities: Str 34 Dex 24 Con 30 Int 16 Wis 22 Cha 24
Skills:
Feats: Power Attack, Toughness, Bleeding Strike, Called Shot,
Environment: Any
Organization: Solitary, Pair, or Squad (3-6)
Challenge Rating: 14
Treasure: Double Standard
Alignment: Usually Chaotic Evil
Advancement: -
Level Adjustment: -

Piraka are cruel, vicious, and warlike constructs. They love-combat and embrace villainhood. Piraka are skiled fighters and aren't afraid or ashamed of using dirty tricks and traps.

Combat:

Warrior: Piraka have full BAB and good Fort and Reflex saves.

Zamor Launcher: Each piraka wields a Zamor launcher. The launcher fires a sphere as a ranged touch attack out to 100ft. Any creature struck by this is affected by Dominate Monster (CL14), save that it is not a [Mind-Affecting] but instead [Disease]. Will DC24 negates.

Each Piraka has a wide set of powers that aid them in combat.

Hakann
Has the [Fire] subtype.

Piercing Flame: Hakann ignores fire resistance and deals half damage to creatures with immunity.

Burn (Su): Hakann adds 3d6 fire damage to all melee attacks.

Fire Aura (Su): A Hakann can surround itself with a nimbus of flames that extends for 10' in all directions from itself All other targets in this area suffer 5d6 fire damage (reflex DC24 half). Activating this ability is a standard action. Deactivating this ability is a free action.

Sculpt Flames (Su): A Hakann can create delicate shapes and walls made of fire. The Fire is fully shapeable, but cannot pass through more than 2 squares per level. Any creature passing through a square with fire in it suffers 5d6 fire damage. A creature which is in a square that is being filled with fire is entitled to a Reflex Save (DC21) to move to the nearest non-flaming square. These fires persist for 1 round per level. Alternately, Hakann can replicate a wall of fire which persists for 1 minute per level.

Melt (Ex): Hakann's fire ignores hardness and deals full, double damage to objects. If it wishes, Hakann may cause any stone or rock it it deals fire damage to to be affected as if by Transmute Rock to Lava save that it can function on worked or dressed stone.

Heat Vision (Su): Hakann may fire a beam of heat from it's eyes out to 200 feet as a supernatural ranged touch attack. This deals 1d6/CR of fire damage (normally 14d6).

Lava Launcher: Hakann's weapon is a lava launcher. One end possesses a barrel that can shoot spheres of lava at a target within 150 feet as a ranged touch attack. The weapon deals 10d6 damage in the first round, and 5d6 in the second and third round, before cooling. The other end of the weapon is a claw thats stats are [2d6+17;17-20/x3).

Mental Blast (Su): As a standard action, Hakann may duplicate the effects of a Mind Thrust, enhanced to 14 points. Any creature that fails the save is also staggered for 1 round.

Spell-Like Abilities: At Will: Fireball, Burning Hands, Produce Flames, Heat Metal, Fire Shield (warm only), Incendiary Cloud, Flaming Sphere, Control Temperature (warmer only), Erupting Firebolt, Orb of Fire, Wall of Smoke, Fog Cloud (smoke),

Vezok
Vezok has a Swim Speed of 150ft. Also has the [Water] subtype.

Water Harpoon: Vezok wields a water harpoon, a double ended weapon. One end is a harpoon [2d6+Str;19-20/x2] that can be fired out to 50 feet, latching onto to a target as a ranged attack. If it hits a creature it impales that creature, trapping the weapon within them. Afterwards, they must always stay within 50feet of Vezok, and suffer the weapons damage every round. The weapon can be removed, dealing double the weapons damage, unless a DC25 heal check is made. The other end of the weapon is a buzzsaw [3d6+1.5str;18-20/x3] any creature struck by this weapon suffers 1 point of damage to each of it's physical ability scores. This end can also fire bolts of water as a close range touch attack that deals 7d6 damage as an attack action.

Impact Beams (Su): Vezok may fire impact beams from it's eyes out to 200 feet as a supernatural ranged touch attack. This deals 1d6/CR of force damage (normally 14d6).

Underwater Action: A Vezok suffers no penalty for any action it takes underwater. It may also move on the surface of water at it's swim speed.

Spell-Like Abilities: At Will: Create Water, Purify Food and Drink, Control Currents, Wall of Water, Tidal SurgeGeyser, Spirit Water SpearsTides of Fury, Waterball (deals lethal damage), Control Water (x5 area)

Reidak
Reidak has a burrow speed of 30ft. Also has the [Earth] subtype.

Buzzsaw Drill: Reidak wields a double ended weapon. One end is a drill [3d6+1.5str piercing;19-20/x4] that ignores all hardness and material damage reduction. The other end of the weapon is a buzzsaw [3d6+1.5str;18-20/x3] any creature struck by this weapon suffers 1 point of damage to each of it's physical ability scores.

Infrared Vision (Su): Reidak can detect heat sources visually as per Detect Heat save that it goes out to line of sight.

Shatter Ground (Su): As a standard action, Reidak may turn any number of squares of earth or stone within close range into difficult terrain. Any creatures in these squares must make a reflex save (DC24) or fall prone.

Stone Movement (Ex): Reidak ignores difficult terrain provided the difficulty comes from earth or stone.

Spell-Like Abilities: Transmute Rock to Mud, Transmute Mud to Rock, Move Earth, Soften Earth and Stone, Dust Bomb, Fog Cloud (dust), Tremors, 1/day: Earthquake

Zaktan

Has the [Air] subtype.

Three-Scissor: Reidak wields a double sided weapon. One end consists of three blades, [3d6+16;18-20/x4] while the other is a pair of tongs [1d8+16;19-20/x3] which make make a free grapple attempt that doesn't provoke attacks of opportunity.

Particulate Body (Ex): Reidak's body is composed completely of nanomachines. As such, he is immune to critical hits, has all around vision, and can slip through even minuscule cracks without losing any movement. He may disperse into a large cloud anywhere from 5-30 feet in radius, shaped as desired. It may pass through creatures spaces, and any creature within takes 10d6 damage and must make a fort save DC24 or be nauseated for 1 round.

Wind Immunity: Reidak is immune to the negative effects of wind and weather.

Laser Vision (Su): Reidak can project beams from his eyes out to 200 feet that deal 14d6 light damage.

Spell-Like Abilities: At Will: Gust of Wind, Control Winds, Whispering Wind, Whirlwind, Capricious Zephyr, Cyclonic Blast, Fan, Downdraft, Wind Walk, Quickwind Shield, Air Lance, Hurricane Force, Wind Wall.

Thok

Has the [Cold] subtype and Ice Glide 60ft.

Ice Blaster: Thok's weapon is on one side a gun that fires bursts of ice as a medium ranged touch attack (10d6 damage). Creatures struck become slowed for 1 round (fort DC24 negates). Each additional hit increases the duration by 1 round. Should the number of rounds rise above 4 the target becomes helpless until the duration drops to 4 or less rounds. The other end is a pick [3d6+16;19/20 x3].

Cold to the Touch: Thok deals an extra 5d6 cold damage with all melee attacks. This is also dealt to any creature that strikes Thok with natural weapons or in any way comes into contact with Thok. This can be supressed and resumed as a free action.

Piercing Cold (Ex): Thok ignores cold resistance and deals half damage to creatures with immunity.

Icewalking (Ex): This ability works like the spider climb spell but applies to all icy surfaces and they may keep their hands free. Thok can move normally on any icy surface.

Snowsight (Ex): As the spell.

Snow Movement (Ex): Thok suffers no penalties from snow, ice or anything of the like.

Spellbinder Vision (Su): Thok projects a gaze attack out to 60 feet that causes creatures that fail a will save (DC24) to become Confused for 1 minute.

Animation (Su): Thok may bring objects to life as per Animate Objects at will, and may animate up to a CR12 encounters worth of objects at one time. He can shape them (often causing stone figures to tear free of the ground), giving them any special abilities that animated objects may have. If the object is animated from a substance that is normally harmful (say, lava) then it deals the half damage it would normally deal to anything it comes into contact with (so animated lava would deal an extra 10d6 damage with it's melee attacks). Animating a Gargantuan or Colossal object causes Thok to become fatigued (ignoring any immunity he may possess to such.).

Spell-Like Abilities: Polar Ray, Cone of Cold, Widened Obscuring Snow, Sleet Storm, Ice Storm, Wall of Ice, Freezing Sphere, Fire Shield (chill only), Orb of Cold, Move Snow and Ice, Grease (ice slick), Cold Snap, Crack Ice, Ray of Frost, Animate Snow, Control Temperature (colder only), Column of Ice, 1/day: Blizzard

Avak
Has the [Earth] subtype.

Seismic Pickaxe: One end of this weapon is a jackhammer that deals (3d6+16;19-20/x3), and ignores hardness and material DR and deals double damage to objects. The other end is a pick that deals (2d6+16;18-20/x4). The jackhammer end can be used to strike and shake the ground causing all creatures on the ground within close range to take 10d6 damage and fall prone. Reflex DC24 halves and negates prone. The pick end can fire bolts of sonic energy as an attack action medium ranged touch, dealing 7d6 damage).

Resonance (Su): Avak deals an extra 5d6 sonic damage with all melee attacks. This is also dealt to anything he comes into direct contact with. This can be supressed and resumed as a free action.

Prison (Su): Avak can create a 10ft. barred force cage in which is contained an antimagic field. A reflex save (DC24) allows the target to move to the nearest free square when the ability is activated. Avak must spend a standard action each round to maintain the effect.

X-Ray Vision (Su): Avak can see through solid matter out to line of sight. X-ray vision can p0enetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.

Enhanced Sight (Ex): Avak suffers -1 to spot checks per 100ft instead of 10 feet.

Spell-Like Abilities: At Will: Move Earth, Wall of Stone, Giant's Wrath, Magic Stone, Spike Stones, Major Creation (May only create stone, which is permanent),Tetsubo of Earth, Tremors Impale, Rolling Boulder, Bones of the Earth
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PostPosted: Fri Jun 10, 2016 9:48 pm    Post subject: Reply with quote Add User to Ignore List

Gazer

Size/Type: Large Abberation
Hit Dice: 10d8+30 (90hp)
Initiative: +3
Speed: Fly 50ft.
Armor Class: 20 (+3 dex, +8 natural, -1 size)
Base Attack/Grapple: +7/+14
Attack: Bite +9 (2d6+3) or 3 Eye Beams +11
Full Attack: Bite +9 (2d6+3) or 6 Eye Beams +11
Space/Reach: 10ft./5ft.
Special Attacks: Eye Beams, Gaze
Special Qualities: All-Around Vision,
Saves: Fort +6 Reflex +6 Will +10
Abilities: Str 16 Dex 16 Con 16 Int 18 Wis 16 Cha 20
Skills:
Feats: Weapon Focus
Environment: Any Underground
Organization: Solitary
Challenge Rating: 10
Treasure: Double Standard
Alignment: Usually Lawful Evil
Advancement: -
Level Adjustment: -

Gazers are strange, alien-like creatures, known for their terrifying eye beams, and paralyzing gaze from their central eye. There are some that claim them to be similar to another eye based creature, though that's probably just nonsense.

Combat:

Eye Beams (Su): A Gazer possesses a different eye beam for each of it's six stalks. All of these effects are at CL10 and can be fired out to 200 feet as a ranged touch attack. A Gazer can only target up to 3 beams at a single creature.
Disintegration: As the spell. Fort DC20.
Charm Monster: As the spell. Will DC20.
Elemental Beam: Deals the 10d6 damage in gazers choice of Fire, Electricity, Cold, Acid, Sonic, or Light.
Flesh to Stone: As the Spell, Fort DC20.
Dispel Magic: Targeted version only.
Telekinesis: Single target only.

Paralyzing Gaze (Su): The Gazer projects a gaze attack out to 60feet. Any creature in this area must make a Will Save (DC20) or be Dazed for 1d4 rounds.
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