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The New/Redone Monsters Thread
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Kaelik
ArchDemon of Rage


Joined: 07 Mar 2008
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PostPosted: Fri Jun 10, 2016 9:51 pm    Post subject: Reply with quote Add User to Ignore List

1) Flesh to Stone doesn't have a Will Save.
2) Why do people who behold the Gazer using his attacks get to decide what energy type he uses? What if multiple people behold the attack, and they call different things?
3) What kind of save prevents Daze.
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angelfromanotherpin
King


Joined: 07 Mar 2008
Posts: 7455

PostPosted: Fri Jun 10, 2016 10:19 pm    Post subject: Reply with quote Add User to Ignore List

Wiseman wrote:
Elemental Beam: Deals the 10d6 damage in beholders choice of Fire, Electricity, Cold, Acid, Sonic, or Light.

Scrub harder.
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Wiseman
Duke


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PostPosted: Sat Jun 11, 2016 7:57 pm    Post subject: Reply with quote Add User to Ignore List

Fairy

Size/Type: Diminutive Fey (Youkai)
Hit Dice: 1/2D6 (3hp)
Initiative: +1
Speed: 15ft. Fly (30ft). perfect
Armor Class: 15 (+1 dex, +4 size)
Base Attack/Grapple: +0/-8
Attack: Curtain Fire (1d3)
Space/Reach: 2.5ft/0ft
Special Attacks: Curtain Fire,
Special Qualities: Immortality, Embodiment
Saves: Fort +0 Reflex +3 Will +0
Abilities: Str 6 Dex 12 Con 10 Int 4 Wis 7 Cha 12
Skills:
Feats: -
Environment: Any
Organization: Solitary, Pair, Group (3-10), Dance (11-20), Swarm (30+)
Challenge Rating: 1/2
Treasure: Half-Standard
Alignment: Usually Chaotic Neutral
Advancement: 2-4 HD (Tiny) 5+HD (Small)
Playable: No

Fairies are small fey creatures that exist as minor embodiments of aspects of nature. They're not especially bright, though they are mischievous. They are prone to stealing things and harassing people near their area. However, they're rather weak, and even commoners regard them mostly as pests. They're fairly easy to control with magic, and many magic users use them as cannon fodder.

Combat:

Curtain Fire (Su): A fairy can fire a short burst of energy spheres that deals 1d3 nonlethal damage in a 15ft. cone (reflex DC11 negates).

Immortality (Su): A fairy always returns after being killed. Should an effect kill them, a fairy discorporates into a pile of fairy dust, 3d100 minutes later the fairy is returned to life where the dust is like True Resurrection. If some effect would prevent the fairy's resurrection, this effect delays until that effect, or the dust, is removed. This effect also frees the fairy from any sort of control it might be under.

Embodiment: Fairies typically embody some aspect of nature, giving them minor traits.

Ice/Snow: Have the [Cold] subtype. Curtain fire deals cold damage.
Fire: Have the [Fire] subtype. Curtain fire deals fire damage.
Rock/Mountain: Have the [Earth] subtype. Have a burrow speed of 10ft. Curtain Fire deals magic bludgeoning damage.
Plant: Movement is not hindered by natural plants. Curtain Fire deals magic piercing damage.
Sun: May project light like a torch. Curtain Fire deals light damage.
Rain: Has the [Water] subtype. Movement and sight is not hindered by rainfall. Curtain fire deals magic bludgeoning damage.
Water: Has the [Water] subtype. Has swim speed of 30ft. and can breathe underwater. Curtain fire deals magic bludgeoning damage.
Storm: Has the [Air] subtype. Immune to electricity. Curtain fire deals electricity damage.
Wind: Has the [Air] subtype. Immune to the harmful effects of wind. Curtain fire deals magic slashing damage.
Moon: Immune to the negative effects of light/heavy gravity. Curtain fire deals sonic damage.

Controlling a Fairy: By making a DC11 (10+1/2hd+cha) Knowledge (Arcana/Divine/Nature/Psionic) check, a character capable of using supernatural, spell-like, psi-like, psionic or spellcasting abilities can take control of an uncontrolled fairy or rebuke them like an evil cleric does with undead.
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Schleiermacher
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PostPosted: Sun Jun 12, 2016 9:48 pm    Post subject: Reply with quote Add User to Ignore List

You misspelled "Danmaku" everywhere except in the "Sun" ability description. Wink
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Wiseman
Duke


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PostPosted: Mon Jun 13, 2016 2:10 am    Post subject: Reply with quote Add User to Ignore List

Cactoid

Size/Type: Tiny Plant
Hit Dice: 1d8 (7 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 12 (+2 size) touch 10, flatfooted 10
Base Attack/Grapple: 0/-2
Attack: Slam -2 (1d4+1d4-2)
Full Attack: 2 slams
Space/Reach: 5ft./0ft.
Special Attacks: N/A
Special Qualities: Needles, Immune to confusion
Saves: Fort +2 Reflex +0 Will +0
Abilities: Str 6, Dex 10 Con 10 Int 5 Wis 10 Cha 6
Skills:
Feats: Toughness
Environment: Deserts
Organization: Solitary Pair or Group (1d6)
Challenge Rating: 1
Treasure: None
Alignment: True Neutral

Being a mischievous, mean-spirited beastie, mercifully lacking the intelligence to do any real damage. Sproutlings are called cactites. A rare strain is notable for its proclivity to sprout a scarlet blossom; that being seldom seen, of the highest value, and considered a sign of miraculous good fortune by sensitive young lovers with a tolerance for needles.

Combat:
Cactoids are fairly docile and rarely attack unless attacked first.

Needles (Ex): A cactoid is covered in sharp needles. These add an extra 1d4 damage to it's natural weapons, and this damage is also dealt to any creature that grapples the cactoid or strikes it with natural weapons or unarmed attacks.


I just remembered I had a bunch of old monsters from the defunct Ivalice D20. I'll start posting the better ones here.
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Wiseman
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PostPosted: Mon Jun 13, 2016 2:13 am    Post subject: Reply with quote Add User to Ignore List

Ichthon

Size/Type: Small Magical Beast (Aquatic)
Hit Dice: 2d10 (11hp)
Initiative: +2
Speed: 20ft. Fly: 20ft. Swim: 30ft.
Armor Class: 14 (+1 Natural +1 size +2 dodge) Touch: 12 Flatfooted: 12
Base Attack/Grapple: 1/+1
Attack: Bite +3 1d6+2
Space/Reach: 5ft./5ft.
Special Attacks: Water Cannon
Special Qualities: Vulnerability to Electricity
Saves: Fort +4 Reflex +5 Will +0
Abilities: Str 14, Dex 14 Con 12 Int 3 Wis 10 Cha 6
Skills:
Feats:
Environment: Marshes or Underwater
Organization: Solitary or Pair
Challenge Rating: 2
Treasure: N/A
Alignment: True Neutral

Deceptively joyful colorations adorn this carnivorous ichthian of vicious temperament. Of its armaments, the naturalist Merlose has called it 'a beast most fierce, it having a lower mandible which jutteth out like a war-spear, this being used to rend and tear the flesh of its prey, and a voracious appetite quite exceeding its diminutive size.' When feeding in shoals, they are known to devour large creatures such as the wild saurian in the blink of an eye."

Combat:
An Ichython is generally calm, but fierce when riled up.

Water Cannon (Ex): Ranged touch 30ft., 2d6 damage, every 1d4 rounds.
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Wiseman
Duke


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PostPosted: Mon Jun 13, 2016 2:16 am    Post subject: Reply with quote Add User to Ignore List

Happy Bunny

Size/Type: Tiny Magical Beast
Hit Dice: 1d10-1 (4hp)
Initiative: +3
Speed: 40 ft
Armor Class: 15 (+3 dodge +2 size) Flatfooted: 12 Touch: 13
Base Attack/Grapple: +1/-9
Attack: Slam -1 (1d4-2)
Full Attack: Slam -1 (1d4-2)
Space/Reach: 2 1/2ft./0ft.
Special Attacks: Spell Like Abilities
Special Qualities: N/A
Saves: Fort +1 Reflex +5 Will +1
Abilities: Str 6 Dex 16 Con 8 Int 8 Wis 12 Cha 14
Skills:
Feats:
Environment: Temperate plains
Organization: Solitary or Pair
Challenge Rating: 1/2
Treasure: N/A
Alignment: True Neutral

Being a fiendish creature taking the form of an adorable bunny (for which, indeed, it is all the more fiendish), living in the dry savannah lands, such as can be found in Giza Plains during the Dry, or Ozmone Plains. The name of the beastie in given to change according to its location, so that those of Giza Plains are called giza rabbits, and those of Ozmone Plains called ozmone hares. They are wont to migrate during periods of inclement weather, and one may find that, depending on the season, a given specimen may be found in Giza Plains or Ozmone Plains.

Combat:

Happy Bunnies are docile and if attacked will attempt to flee and hide. If not attacked they tend to help others with their spell like abilities.

Spell-Like Abilities: At will: Cure Light Wounds, Shield
Caster level 3rd.
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Wiseman
Duke


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PostPosted: Mon Jun 13, 2016 2:20 am    Post subject: Sleipnir Reply with quote Add User to Ignore List

Sleipnir

Size/Type: Large Magical Beast
Hit Dice: 4d10+12 (40 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +4/+12
Attack: Gore +8 (2d6+4)
Full Attack: Gore +8 (2d6+4) and 2 hooves +3 (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful Charge
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 4, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Solitary
Challenge Rating: 4
Alignment: Often True Neutral
Advancement:
Level Adjustment:

Being the result of much breeding in a now long forgotten land, the aim of which being the creation of a superior war charger around which to build a cavalry without equal in all of Ivalice. In this time when a cavalry's strength mean victory or defeat, there was one knight whose feats in the saddle shone above all others. This hero named his horse 'Sleipnir,' a name later given to those steeds chosen by his disciples. In more recent days, the great cavalries of old are gone, their once proud steeds grown wild and feral at heart.

Combat

Powerful Charge (Ex): A sleipnir deals double damage on a charge attack.

Carrying Capacity: A light load for a Sleipnir is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A Sleipnir can drag 4,500 pounds.
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Wiseman
Duke


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PostPosted: Mon Jun 13, 2016 2:26 am    Post subject: Reply with quote Add User to Ignore List

Flan

Size/Type: Medium Ooze
Hit Dice: 4d12+16+4 (50hp)
Initiative: +1
Speed: 20ft. Climb: 20ft.
Armor Class: 17 (+1 dodge +6 natural)
Base Attack/Grapple: +4/+6
Attack: Slam +6 (1d8+2)
Full Attack: 2 Slams +6 (1d8+2)
Space/Reach: 5ft./5ft.
Special Attacks: N/A
Special Qualities: Fast Healing 2, Ooze Traits, Vulnerability to Fire
Saves: Fort+8 Reflex +2 Will +0
Abilities: Str 14 Dex 12 Con 18 Int 3 Wis 8 Cha 8
Skills:
Feats: Toughness
Environment: Underground
Organization: Solitary, Pair, Or Group 3-6
Challenge Rating: 4
Treasure: Whatever
Alignment: True Neutral

Being an amorph, coated in slime, its eyes and mouth having an evil aspect. They know no distinction of sex, instead absorbing prey until enough bulk has been gleaned, whereupon they divide their mass, creating offspring in this manner. Recent research has shown striking similarities in the magickal ordering of these creatures with the ordering seen in naturally occurring Mist, leading some to believe that their generation is tied to Mist at a fundamental level.

Combat:
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Shrapnel
Prince


Joined: 06 Jan 2012
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PostPosted: Sat Jun 18, 2016 2:42 am    Post subject: Reply with quote Add User to Ignore List

So, do they not fight?
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Wiseman
Duke


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PostPosted: Thu Aug 25, 2016 2:27 am    Post subject: Reply with quote Add User to Ignore List

Tiamat
Alternative Names: Queen of the Evil Dragons, Dragon of Many Colors and of None, Takhisis, Tamex the False Metal, Her Dark Majesty,
Symbol: 5 Headed Dragon, Black Crescent
Portfolio: Evil Dragons, Conquest, Tyrants, Fear, Wealth
Domains: Conquest, Destruction, Dragon, Evil, Fright, Greed, Law, Pride, Tyranny, Want

Welcome to the final boss battle.
Size/Type: Titanic Outsider (Draconic, Evil, Lawful)
Hit Dice: 24dX (1000hp)
Initiative: +10
Speed: 60ft. Fly: 200ft. (Poor) 500ft (Clumsy)
Armor Class: 50
Base Attack/Grapple: +24/+74
Attack: Bite +46 (10d6+38+effect) or Tail +46 (10d6+38+poison)
Full Attack: see below
Space/Reach: 100ft./150ft.
Special Attacks: See below
Special Qualities: See below
Saves: Fort +37 Reflex +26 Will +37
Abilities: Str 70 Dex 18 Con 40 Int 40 Wis 40 Cha 40
Skills:
Feats:
Environment: Nine Hells of Baator
Organization: Self plus any creatures the DM feels fitting.
Challenge Rating: 24
Treasure: You win D&D.
Alignment: Lawful Evil
Advancement: -
Level Adjustment: -


Fuck Hit Dice: I don't feel like doing a bunch of complicated math for this and trying to balance Hit Die and Con, so fuck it, Tiamat just has a default of 1000 hit points. Deal.

Fuck Immunities: Tiamat may choose to ignore all energy resistance or immunity. Creatures with immunity instead take half damage. Against effects requiring saving throws (but not saves to reduce damage), Tiamat ignores any resistance or immunity, though creatures with immunity receive a +3 bonus to their save (that can't be ignored).

Fuck Your Fortifications (Ex): Tiamat if she chooses ignores all forms of hardness and damage reduction, bypasses any regeneration, and deals full maximized triple damage to objects. Whenever Tiamat moves on the ground, for every 5 feet she moves she may opt to cause an Earthquake with triple the area. Tiamat any any creature she chooses are immune to it's effects.

Fuck the Action Economy: Tiamat has 5 heads. Each head can take it's own standard actions and swift actions. When rolling initiative, roll once for each head, each time subtracting two from the initiative amount. Should Tiamat suffer an effect which denies her actions (such as stunning or dazing, only one of her heads is affected [attackers choice]). For every 200 points of HP tiamat loses, she loses one head (if by damage, then the attacker decides which head is lost, if by sacrificing hit points, she decides which head is lost). Should Tiamat rise above this threshold, she may regain one head of her choice.
Each head of tiamat has its own abilities. Any immunities apply to Tiamat as a whole as long as the head remains.
Breath Weapon: Each head has a breath weapon in either a 500ft cone, a 1000 foot line, or a 200ft burst out to 1 mile. Once it breathes a head cannot use it's breath weapon in the next round. Individual effects are listed in the head's entry. Save DC's are 37 (cha based)
Bite: Each head has a bite attack dealing 10d6+38 damage plus an effect listed in it's entry.
Heads
Red: Breath weapon deals 150 fire damage (reflex half). Any creature which fails it's saving throw catches fire, taking 30 points of damage per round until it takes a total of 30 points of cold damage, is immersed in water or some other fire retardant substance, is exposed to an airless environment, or makes a reflex save on it's turns. Bite attack adds 10d6 points of fire damage. Is immune to fire and miss chances. Locate Object, Find the Path, Suggestion, and Discern Location usable at will as spell-like abilities.
Blue: Breath weapon deals 150 points of electricity damage (reflex half). Any creature which fails it's saving throw is Numbed for 1 minute. Bite deals an additional 10d6 electricity damage. Immune to electricity and the stunned condition. May create or despoil up to 240 gallons of water (also ruining potions unless a will save is made). May mimic any voice or sound Tiamat has heard (will save reveals the trick). May use Hallucinatory Terrain, Ventriloquism, and Mirage Arcana as spell-like abilities at will.
Green: Breath weapon deals 3d6 points of damage to an ability score of it's choice, and then causes the victim to suffer an additional point of damage to that score every round for 1 minute (fort negates). The victim is also permanently blinded, is nauseated for 1 round, and fatigued. This is a [Poison] effect. Bite causes the victim to suffer 2d6 points of damage to an ability score of the heads choice (fort negates). This is also a [Poison] effect. Is immune to poison. May act freely underwater, having a swim speed of 150 feet (this applies to Tiamat as a whole as long as the green head remains). May use Plant Growth, Dominate Monster, Suggestion, and Plant Growth at will as spell-like abilities.
Black: Breath weapon deals 150 acid damage (reflex half), creatures who fail are nauseated for 5 rounds. Bite attack deals an additional 10d6 acid damage. Is immune to acid and the nauseated and sickened conditions. May corrupt up to 1000 cubic feet of water, like a black dragon. May at will charm up to 24 reptilian creatures within line of sight (will negates). May act freely underwater and has a 150 ft swim speed (this applies to Tiamat as a whole as long as the black head remains). May use Blacklight, Insect Plague, and Plant Growth at will as spell-like abilities.
White: Breath weapon deals 150 points of cold damage (reflex half). Creatures who fail are frozen solid, becoming helpless for 3 rounds. Bite attack deals an additional 10d6 cold damage. Immune to cold and any effect which would restrict movement. Movement and sight is not impeded by snowfall, and may cling to icy surfaces like spider climb. May use Freezing Fog, Fog Cloud, Wall of Ice, Gust of Wind and Control Weather at will as spell-like abilities.

I'm a Fuck-Mothering Goddess!: Tiamat is a goddess and as a result has several innate powers. She is immune to antimagic effects, death effects, effects that would change her form against her will, harmful planar effects and any non-magical form of harm. She is immune to mind-affecting effects, and any creature attempting to use one on her must instead make a will save (DC37) or become permanently insane. If any creature attempts to use a divination effect within 1 mile of her, she becomes aware of the effect, and may cause the creature to become dazed (will negates) and instantly move to within close range of that creature (regardless of plane). She is aware of everything that happens within 10 miles of her worshipers, holy sites, or any other objects or locales sacred to her. She is aware of everything that happens within 1 mile of anywhere one of her names is spoken or an event related to her portfolio occurs, and for 1 hour afterwards.

Tiamat has a +8 enhancement bonus to her attack and damage rolls, a +8 resistance bonus to her saving throws and a +6 bonus to initiative. She may take 20 without any additional time on any non-opposed skill check, and does not automatically fail rolls on a natural 1. She may use Miracle once per minute as a standard action supernatural ability. All of her abilities have deific origins.

If Tiamat is ever subject to a condition she does not wish to be (excluding hit point damage, disabled, dying and death) she may immediately cure herself of that condition as a free action usable outside of turn (even if she could not normally take the action) by dealing 100 points of untyped damage to herself (this cannot be resisted, reduced or negated by any means short of plot).

Tiamat is under a permanent, extraordinary, Shapechange, Foresight

Tiamat's very presence is a blight on the surrounding area. The area within 20 miles of her is subject to a desecrate effect, with the innermost mile also subject to an unhallow effect. The specifics of this spell may be changed as a free action.

Dragonfear (Su): All non-draconic creatures within 1 mile of Tiamat must make a will save (DC37) or become panicked for 1 hour. Creatures with line of sight to Tiamat instead cower until line of sight is broken where upon they become panicked for 1 hour. Success grants immunity (that can't be ignored) to this effect for 1 hour.

Queen of Dragons (Su): All non-good draconic creatures within 1 mile of Tiamat must make a will save (DC37) or have their disposition towards her become fanatic for as long as they are within range. All good draconic creatures must make a will save (DC37) or suffer a greater bestow curse of Tiamat's choice for as long as they are within range. Success confers immunity (that can't be ignored) to these effects for 1 hour.

Beware My Stinger Tail (Ex): Once per round as a free action, Tiamat can strike with her tail, dealing damage and causing a creature to suffer 1 point of damage per round for one minute to an ability score of her choice.

Perfect Dragon (Ex): Tiamat is the ultimate dragon. She is immune to Paralysis and Sleep, has Blindsense and Tremorsense out to 1000 feet, and is capable of judging the worth and value of anything she can perceive. On objects, this functions as if she automatically succeeded on an appraise check, automatically knowing it's value in any currency and what it would be worth buying or selling at any vendor she knows of. On creatures this translates into her knowing anything about their statistics that she wishes. She may also use an extraordinary Analyze Dweomer at will as a free action.

Spell-Like Abilities: All spells and abilities of her domains at will save for the 8th level spells usable 2/day and the 9th level spells 1/day. Plus At will: Greater Teleport, Greater Plane Shift, Telekinesis 1/day: Dark Reckoning

Spells: Tiamat casts spells as a 20th level sorcerer save that she may also learn spells from the cleric list of equal level. She may ignore all components of the spell. No matter how many heads she has, she may only cast one spell per round.
Spells Known: 9/5/5/4/4/4/3/3/3/3
Spells Per Day: 6/10/10/10/9/9/9/9/8/8
0: Cure Minor Wounds, Prestidigitation, Detect Magic, Read Magic, Mending, Inflict Minor Wounds
1: Blood Wind, Power Word Pain, Greater Mage Hand, Grease, Unseen Servant
2: Fog Cloud, Web, Hideous Laughter, Mirror Image, Essence of the Dragon, Scent,
3: Major Image, Displacement, Fly, Venomfire
4: Minor Wish, Black Tentacles, Orb of Fire, Greater Invisibility,
5: Freezing Fog, Cloudkill, Wall of Stone, Divine Retribution
6: Heal, Antimagic Field, Greater Dispel Magic,
7: Limited Wish, Forcecage, Lesser Miracle
8: Apocalypse, Delilah's Dispersal Current, Maze
9: Wish, Gate, Time Stop
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Schleiermacher
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PostPosted: Tue Aug 30, 2016 11:22 pm    Post subject: Reply with quote Add User to Ignore List

That works, although I think the condition-negating power is a bit dull.

Also, what Sorcerer spells does she know?
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Wiseman
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PostPosted: Wed Aug 31, 2016 3:27 am    Post subject: Reply with quote Add User to Ignore List

Going to get around to that eventually.
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JonSetanta
King


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PostPosted: Sat Sep 03, 2016 5:35 am    Post subject: Reply with quote Add User to Ignore List

Wiseman wrote:

Alternate Form (Su): As a standard action a Coure can shift between it's humanoid form and glowing sphere. While in this form it cannot make weapon attacks or cast spells, but it gains the incorporeal subtype and it's natural armor bonus becomes a deflection bonus that stacks with other deflection sources.


Ehh.. this rubs me the wrong way. It should be, and always had been, immutable game law that deflection doesn't stack with deflection, and for good reason; it's the best AC bonus there is!

Sorry for digging through your old creations Wiseman but this one stuck out.


Also, quite a lot of Bionicles. Your age is showing. ROFL
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OgreBattle
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PostPosted: Mon Oct 03, 2016 1:47 pm    Post subject: Reply with quote Add User to Ignore List

FFXII art makes it more enjoyable to read
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Wiseman
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PostPosted: Fri Nov 25, 2016 7:38 am    Post subject: Reply with quote Add User to Ignore List

Asura

Size/Type: Medium Outsider (Extraplanar, Good)
Hit Dice: 11d8+66 (130hp)
Initiative: +5
Speed: 100ft. Fly: 100ft. (Perfect)
Armor Class: 28 (+5 dex, +6 deflection, +8 natural)
Base Attack/Grapple: +11/+18
Attack: +4 Speed Holy Bastard Sword +22/+22 (1d10+2d6[holy]+4d6[fire]+11) or Slam +18 (1d8+4d6[fire]+7)
Full Attack: +4 Speed Holy Bastard Sword +22/+22/+17/+17 (1d10+2d6[holy]+4d6[fire]+11) or 2 Slams +18 (1d8+4d6[fire]+7)
Space/Reach: 5ft./5ft.
Special Attacks: Kill the Infidel, Holy Fire, Burning Wind, $&%#^@!, Destroyer of Fortifications, Spell-Like Abilities
Special Qualities: Immunity to Fire, Resistance to Cold, Light, and Sonic 20, SR21, Blindsight 30ft. DR15/-
Saves: Fort +13 Reflex +12 Will +12
Abilities: Str 25 Dex 20 Con 22 Int 14 Wis 20 Cha 22
Skills:
Feats: Power Attack, Pyrokinisis, Incinerate, Called Shot
Environment: Any Upper Plane
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Always Good, Often Chaotic
Advancement: By Class Level (Favored Classes: Barbarian and Paladin)
Level Adjustment: +0

"Fuck you I'm a celestial, that's why!"

Asura's are celestial spirits in the same vein as Angels, Archons, and so forth. Unlike other celestials however, they tend much more towards passion and even violence. They are eager to fight and tend towards bloodlust and fanaticism. Their zealotry has earned them more than a few criticisms from other forces of good, though none can fault their loyalty to the cause, or their caring towards the downtrodden and innocent.

Combat:

Kill the Infidel: In relation to the Asura's abilites, change any mention of "evil creature(s)" (or similar) to "creature(s) or object(s) the Asura doesn't like".

Burning Wind (Su): As a full round action, an Asura can generate a burning wind from their fiery wings in a line 5-15 feet wide out to medium range. All evil creatures in this area additionally take 1d6/CR fire damage every round and are subject to tornado force winds.

Holy Fire (Su): An asura deals an extra 1d6/3CR (round up) fire damage to any creature it strikes with it's melee attacks. Additionally, evil creatures who suffer fire damage from an asura continue to burn for 1 round/2 CR, taking the holy fire damage every round.

$&%#^@! (Ex): An Asura can let loose a stream of profanity and insults that is at once constant, impressive and distracting, causing any abilities that require concentration used by an evil creature to fail, unless a concentration check (DC21) is made. Activating and maintaining this ability is a swift action. This is a [language dependent] effect.

Destroyer of Fortifications (Ex): An Asura ignores all hardness and damage reduction (Save DR/Epic), bypasses any regeneration, and deals full double damage to objects.

Dynamic Entry (Su): When the Asura is in a form other than their original form (such as through it's polymorph self) then as a standard action it may return to it's original form in a spectacular burst of holy fire out to it's threatened area. All evil creatures in this area take 1d6/CR fire damage (Reflex DC21 half, creatures who fail are set on fire for 1 minute).

Piercing Fire: An Asura ignores fire resistance and deals half damage against creatures with immunity.

Spell-Like Abilities: Constant: Tongues, Comprehend Languages, At Will: Magic Circle Against Evil, Detect Evil, Ur Fireball, Incendiary Cloud, Prestidigitation, Wall of Fire, Fire Shield (Warm only), Mass Cure Critical Wounds, Mass Inflict Critical Wounds, Scorching Ray, Produce Flame, Control Temperature (Hotter only), Rage, Burning Hands, Telekinesis, Greater Telekinesis, Flame Blade, Orb of Fire, Invisibility, Shout, Flame Pillars, Polymorph Self, Scorching Column, Holy Smite, Protection from Evil, Consecrate, 1/day: Heal Minute Meteors, Hallow, True Seeing, Abolishing Flames
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Wiseman
Duke


Joined: 09 Mar 2012
Posts: 1150
Location: lost... HELP!

PostPosted: Fri Nov 25, 2016 7:51 am    Post subject: Reply with quote Add User to Ignore List

In celebration of my 1000th post, I present...
True Dragons

Wyrmling Dragon
Size/Type: Tiny Magical Beast (Draconic)
Hit Dice: 2d12+4 (20hp)
Initiative: +2
Speed: 20ft. Fly 40ft. (Good)
Armor Class: 16 (+2 dex, +2 size, +2 natural)
Base Attack/Grapple: +2/-5
Attack: Bite +3 (1d6-1) or Claw +3 (1d4-1)
Full Attack: Bite +3 (1d6-1) and 2 Claws +3 (1d4-1)
Space/Reach: 2.5ft./5ft
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +5 Reflex +5 Will +3
Abilities: Str 8 Dex 14 Con 14 Int 10 Wis 10 Cha 12
Skills:
Feats:
Challenge Rating: 2
Treasure: Double Standard

Very Young Dragon
Size/Type: Small Magical Beast (Draconic)
Hit Dice: 3d12+9 (35hp)
Initiative: +1
Speed: 30ft. Fly: 60ft.
Armor Class: 18 (+1 dex, +1 size, +6 natural
Base Attack/Grapple: +3/+0
Attack: Bite +5 (1d8+1) or Claw +5 (1d6+1)
Full Attack: Bite +5 (1d8+1) and 2 Claws +5 (1d6+1)
Space/Reach: 5ft./5ft.
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +6 Reflex +4 Will +4
Abilities: Str 12 Dex 12 Con 16 Int 12 Wis 12 Cha 14
Skills:
Feats:
Challenge Rating: 3
Treasure: Triple Standard

Young Dragon
Size/Type: Small Magical Beast (Draconic)
Hit Dice: 4d12+16 (45hp)
Initiative: +1
Speed: 30ft. Fly: 60ft. (Average)
Armor Class: 20 (+1 dex, +1 size, +8 natural)
Base Attack/Grapple: +4/+2
Attack: Bite +7 (1d8+1) or Claw +7 (1d6+1)
Full Attack: Bite +7 (1d8+1) and 2 Claws +7 (1d6+1)
Space/Reach: 5ft./5ft.
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +7 Reflex +4 Will +5
Abilities: Str 14 Dex 12 Con 18 Int 12 Wis 14 Cha 16
Skills:
Feats:
Challenge Rating: 4
Treasure: Triple Standard

Juvenile Dragon
Size/Type: Medium Magical Beast (Draconic)
Hit Dice: 5d12 (80hp)
Initiative: +0
Speed: 30ft. Fly 60ft. (Poor)
Armor Class: 22 (+12 natural)
Base Attack/Grapple: +5/+10
Attack: Bite +10 (2d6+7) or 2 Claws +10 (1d8+5)
Full Attack: Bite +10 (2d6+7) or 2 Claws +10 (1d8+5)
Space/Reach: 5ft./5ft.
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +9 Reflex +4 Will +7
Abilities: Str 20 Dex 10 Con 20 Int 15 Wis 16 Cha 20
Skills:
Feats:
Challenge Rating: 5
Treasure: Triple Standard

Young Adult Dragon
Size/Type: Large Magical Beast (Draconic)
Hit Dice: 7d12+49 (100hp)
Initiative: +0
Speed: 40ft. Fly: 80ft (Poor)
Armor Class: 23 (14 natural, -1 size)
Base Attack/Grapple: +7/+18
Attack: Bite +13 (3d6+10) or 2 Claws +13 (2d6+7) or Tail +13 (3d6+10)
Full Attack: Bite +13 (3d6+10) and 2 Claws +13 (2d6+7) and Tail +13 (2d6+10)
Space/Reach: 10ft./10ft. (15ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +12 Reflex +5 Will +9
Abilities: Str 24 Dex 10 Con 24 Int 17 Wis 19 Cha 22
Skills:
Feats:
Challenge Rating: 7
Treasure: Triple Standard

Adult Dragon
Size/Type: Large Magical Beast (Draconic)
Hit Dice: 8d12+64 (130hp)
Initiative: +0
Speed: 40ft. Fly 80ft. (Poor)
Armor Class: 24 (+15 natural, -1 size)
Base Attack/Grapple: +8/+20
Attack: Bite +15 (3d6+10) or 2 Claws +15 (2d6+7) or Tail +15 (3d6+10)
Full Attack: Bite +15 (3d6+10) and 2 Claws +15 (2d6+7) and Tail +15 (2d6+10)
Space/Reach: 10ft./10ft. (15ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +14 Reflex +6 Will +11
Abilities: Str 26 Dex 10 Con 26 Int 18 Wis 20 Cha 22
Skills:
Feats:
Challenge Rating: 8
Treasure: Triple Standard

Mature Adult Dragon
Size/Type: Huge Magical Beast (Draconic)
Hit Dice: 10d12+90 (180hp)
Initiative: +0
Speed: 50ft. Fly: 100ft. (Clumsy)
Armor Class: 25 (+17 natural, -2 size)
Base Attack/Grapple: +10/+
Attack: Bite +18 (4d6+15) or 2 Claws +18 (3d6+10) or 2 Wings +18 (3d6+10) or Tail +18 (4d6+15)
Full Attack: Bite +18 (4d6+15) and 2 Claws +18 (3d6+10) and 2 Wings +18 (3d6+10) and Tail +18 (4d6+15)
Space/Reach: 15ft./15ft. (20ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +16 Reflex +7 Will +13
Abilities: Str 30 Dex 10 Con 28 Int 20 Wis 22 Cha 26
Skills:
Feats:
Challenge Rating: 10
Treasure: Triple Standard

Old Dragon
Size/Type: Huge Magical Beast (Draconic)
Hit Dice: 12d12+132 (240hp)
Initiative: +0
Speed: 50ft. Fly: 100ft. (Clumsy)
Armor Class: 28 (+20 natural, -2 size)
Base Attack/Grapple: +12/+32
Attack: Bite +22 (4d6+15) or 2 Claws +22 (3d6+10) or 2 Wings +22 (3d6+10) or Tail +22 (4d6+15)
Full Attack: Bite +22 (4d6+15) and 2 Claws +22 (3d6+10) and 2 Wings +22 (3d6+10) and Tail +22 (4d6+15)
Space/Reach: 15ft./15ft. (20ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +20 Reflex +8 Will +16
Abilities: Str 34 Dex 10 Con 32 Int 22 Wis 26 Cha 30
Skills:
Feats:
Challenge Rating: 12
Treasure: Triple Standard

Very Old Dragon
Size/Type: Gargantuan Magical Beast (Draconic)
Hit Dice: 14d12+182 (300hp)
Initiative: +0
Speed: 100ft. Fly: 200ft (Clumsy)
Armor Class: 33 (+27 natural, -4 size)
Base Attack/Grapple: +14/+40
Attack: Bite +24 (6d6+21) or 2 Claws +24 (4d6+14) or 2 Wings +24 (4d6+14) or Tail +24 (6d6+21)
Full Attack: Bite +24 (6d6+21) or 2 Claws +24 (4d6+14) or 2 Wings +24 (4d6+14) or Tail +24 (6d6+21)
Space/Reach: 20ft./20ft. (30ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +22 Reflex +9 Will +18
Abilities: Str 38 Dex 10 Con 37 Int 26 Wis 28 Cha 33
Skills:
Feats:
Challenge Rating: 14
Treasure: Quadruple Standard

Ancient Dragon
Size/Type: Gargantuan Magical Beast (Draconic)
Hit Dice: 16d12+240 (400hp)
Initiative: +0
Speed: 100ft. Fly 300ft. (Clumsy)
Armor Class: 36 (+30 natural, -4 size)
Base Attack/Grapple: +16/+44
Attack: Bite +28 (6d6+21) or 2 Claws +28 (4d6+14) or 2 Wings +28 (4d6+14) or Tail +28 (6d6+21)
Full Attack: Bite +28 (6d6+21) or 2 Claws +28 (4d6+14) or 2 Wings +28 (4d6+14) or Tail +28 (6d6+21)
Space/Reach: 20ft./20ft. (30ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +25 Reflex +10 Will +21
Abilities: Str 42 Dex 10 Con 40 Int 30 Wis 32 Cha 36
Skills:
Feats:
Challenge Rating: 16
Treasure: Quadruple Standard

Wyrm Dragon
Size/Type: Colossal Magical Beast (Draconic)
Hit Dice: 18d12+324 (500hp)
Initiative: +0
Speed: 100ft. Fly: 500ft. (Clumsy)
Armor Class: 40 (+38 natural, -8 size)
Base Attack/Grapple: +18/+54
Attack: Bite +30 (8d6+30) or 2 Claws +30 (6d6+20) or 2 Wings +30 (6d6+20) or Tail +30 (8d6+30)
Full Attack: Bite +30 (8d6+30) and 2 Claws +30 (6d6+20) and 2 Wings +30 (6d6+20) and Tail +30 (8d6+30)
Space/Reach: 30ft./30ft. (40ft. with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +29 Reflex +11 Will +24
Abilities: Str 50 Dex 10 Con 46 Int 34 Wis 36 Cha 38
Skills:
Feats:
Challenge Rating: 18
Treasure: Quadruple Standard

Great Wyrm Dragon
Size/Type: Titanic Magical Beast (Draconic)
Hit Dice: 20d12+400 (600hp)
Initiative: +0
Speed: 100ft. Fly: 1000ft. (Clumsy)
Armor Class: 45 (+51 natural, -16 size)
Base Attack/Grapple: +20/+70
Attack: Bite +34 (12d6+45) or 2 Claws (8d6+30) or 2 Wings (8d6+30) or Tail (12d6+45)
Full Attack: Bite +34 (12d6+45) or 2 Claws +34 (8d6+30) or 2 Wings +34 (8d6+30) or Tail +34 (12d6+45)
Space/Reach: 60ft./60ft. (75 ft with tail)
Special Attacks: See Below
Special Qualities: See Below
Saves: Fort +32 Reflex +12 Will +25
Abilities: Str 70 Dex 10 Con 50 Int 36 Wis 38 Cha 40
Skills:
Feats:
Challenge Rating: 20
Treasure: Yes

Dragons are creatures of of legend both wondrous and horrifying. They are the focus of myths and fables, and are the most famous of monsters who inspire awe and dread wherever they go. Dragons grow larger and more powerful as they age, and have a natural lifespan of around 5000 years (though there are rare reports of dragons growing larger over the course of series of adventures instead of age...).

Dragon Abilties:
Draconic abilities vary by type, thought there are several that are universal.

Alternate Form (Su): As a standard action, a dragon can transform into a Humanoid, Monstrous Humanoid, Giant, Animal, or Native Outsider with a CR no higher than it's own as if through alter self.

Blindsight (Ex): A dragon has blindsight out to close range. A dragon of old or older has blindsight out to medium range. A wyrm or older has blindsight out to long range.

Breath Weapon: A dragon is most famous for it's breath weapon. This typically deals 1d10/CR damage in a type specified in it's entry with a reflex save for half damage. Any saving throws are DC10+1/2CR+Cha. Some dragons have special or unique breath weapons, and will also be indicated in it's entry. Once used, a dragon must wait 1d4 rounds before using it again. For breath weapons that deal damage, a dragon of mature adult or older ignores resistance and deals half damage to creatures with immunity. A dragon's breath weapon comes in the following shapes.
Cone: Close range. Doubled for dragons of mature adult or older. Medium range for ancient and older dragons.
Line: 5ft. wide. Double close range. Medium Range for mature adult or older. Doubled for ancient and older.
Burst: 20ft. out to medium range. May be increased by up to double for both range and area for mature adult. Long range for Ancient or older.

Damage Reduction (Ex): A dragon has DR/- equal to it's CR.

Dragonfear: Whenever of Dragon of at least large size charges, attacks, roars or flies overhead, all non-draconic creatures within medium range must make a will save (DC10+1/2CR+Cha) or become shaken. This stacks in to frightened and panicked. Creatures who are already panicked who fail a save can be made to cower if the dragon wishes. Should a creature succeed on it's save it is immune to this ability from all dragons of it's age and younger for 24 hours. Creatures 5 or more CR lower than the dragon who fail their saves instead immediately become panicked or cowering (dragon's choice). This ability extends out to long range for an Ancient or older dragon.

Immunities: A dragon is immune to Sleep and Paralysis effects.

Master of Wealth (Ex): Dragons are masters of the domain of wealth. A dragon automatically knows the value of anything it can see, knowing what price it would fetch buying or selling with any vendor and currency it is aware of. (In essence, automatically succeeding on it's appraise check.) A dragon automatically identifies any magic item and it's effects, as if through Analyze Dweomer. A dragon of Adult or older automatically receives the effects of a Scan on any creature it can see.

Spellcasting: A Dragon casts spells as a Sorcerer of it's CR-2. It may learn spells from the cleric list as well. A dragon ignores all components of the spell save XP costs.

Spell-Like Abilities: As a dragon ages, it gains spell-like abilities. These are at will unless stated otherwise.

Spell Resistance: A Dragon of very young or older has SR10+CR.

Dragon Types:

Gold Dragons
Gold Dragons reside in a variety of environments, from distant peaks, to coastal caves, to forests, cities, deserts, undersea, or even the underdark. They are associated with light and luck.

Gold dragons have the [Fire] subtype.

Breath Weapon (Su): A Gold Dragons first breath weapon deals fire damage. It's second breath weapon deals strength damage equal to it's CR (fort negates).

Burn (Su): A gold dragon may add 1d6/4CR (round up) fire damage to any melee attack it makes, or it may make a melee touch attack to deal just the fire damage. Anything that comes into direct contact with the dragon takes this damage as well. The dragon may activate or suppress this ability as a free action. An Old or older gold dragon ignores hardness and deals full damage to objects with this ability.

Detect Gems (Su): A young or older gold dragon can detect gems at will. This functions like Locate Object but only for gems.

Fire Aura (Su): A young adult or older gold dragon may surround itself with an aura of fire out to 10 feet that deals 1d6/5CR (round up) fire damage. This may be activated or suppressed as a swift action.

Immunities: A gold dragon is immune to harmful [Light] effects, light damage, and luck penalties.

Luck Gem (Su): An adult or older Gold Dragon may 1/day enchant a touched gem, giving a +1/4 CR (round up) luck bonus to attacks, damage, AC, checks and saves to the dragon, and any creature the dragon wishes within long range. In addition, these creatures may reroll any die roll they make 1/round, and force another creature to reroll a roll they make 1/minute. The gem may be given to another creature, but in that case the benefits only apply to the bearer. The enchantment lasts for 1 week.

Miracle (Su): 1/day, a Great Wyrm may create a Miracle as the spell.

Spell-Like Abilities: As a gold dragon ages, it gains spell like abilities. These are at will unless stated otherwise.
Very Young: Cheat, Detect Alignment, Flare, Divine Favor
Juvenile: Bless, Doom, Sasha's Searing Light
Young Adult: Daylight, Solar Flare,
Adult: Boomshine, Prayer, Unluck
Old: Geas/Quest, Sunlight Slash, Sunburst,
Very Old: Sunbeam, Sasha's Sunny Day Greater Bolster Spirit 1/day,
Ancient: Greater Boomshine
Wyrm: Orbital Laser 1/day
Great Wyrm: Foresight, Supernova 1/day,

Spells: A gold dragon may also learn spells from the Fire, Sun, and Luck domains.

Swift Flight (Ex): A gold dragon gains the fly speed (but not maneuverability) of a gold dragon one age category older. For Great Wyrms their fly speed becomes 2000ft. (clumsy).

Swim (Ex): A gold dragon has a swim speed equal to it's land speed and can breath water.

Silver Dragon
Silver dragons typically reside in mountainous areas, though they are also known for residing near or in cities as well, typically taking on a form resembling the locals. They are associated with weather.

Silver dragons have the [Cold] subtype.

Breath Weapon (Su): A silver dragon breath weapon deals cold damage. It has a secondary breath weapon that causes paralysis for 10 minutes (fort negates).

Cloudwalking (Su): A silver dragon can tread on clouds or fog as if it was solid ground.

Cold Aura (Su): A young adult or older silver dragon may surround itself with an aura of cold out to 10 feet that deals 1d6/5CR (round up) cold damage. This may be activated or suppressed as a swift action.

Cold to the Touch (Su): A silver dragon may add 1d6/5CR (round up) cold damage to any melee attack it makes, or it may make a melee touch attack to deal just the cold damage. Anything that comes into direct contact with the dragon takes this damage as well. The dragon may activate or suppress this ability as a free action.

Fog Vision (Ex): A Silver dragon can see through fog, smoke, and clouds as if they weren't there.

Graceful Flight (Ex): A silver dragon's flight maneuverability is always 2 steps better.

Immunities: A silver dragon is immune to acid and wind/weather effects.

Reflective Scales: Any spell that fails to overcome a Very Old or older silver dragons spell resistance may be reflected back at it's caster as if by spell turning.

Snow Movement: A Silver Dragon's movement is not impeded by snow, ice or anything similar.

Snowsight (Ex): As the spell.

Spell-Like Abilities:
Very Young: Sleet Storm, Detect Alignment
Juvenile: Fog Cloud, Featherfall
Adult: Ice Storm, Wall of Ice, Sleet Storm,
Mature Adult: Control Winds, Control Weather (x10 area)
Old: Frostfell 1/day
Very Old: Control Weather (x25 area),
Ancient: Reverse Gravity
Great Wyrm: White Incantation

Spells: A silver dragon may also learn spells from the Air, Cold, and Magic domains.

Bronze Dragons
Bronze dragons tend to reside in coastal and tropical regions. Some like to lair near port cities. They are associated with the ocean.

Bronze Dragons have the [Water] subtype and a swim speed equal to their fly speed.

Breath Weapon (Su): A Bronze dragon's breath weapon deals electricity damage. It's second breath weapon breathes out a cloud that forces all in the area to make a will save or fall asleep for 1 hour per age category of the dragon.

Electric Aura (Su): A young adult or older may Bronze Dragon may as a swift action activate or suppress an aura of electricity out to ten feet. This deals 1d6/5CR (round up) electricty damage.

Immunities: A Bronze dragon is immune to electricty, and any damage that comes from water sources.

Shock Touch (Su): A bronze dragon may add 1d6/5CR (round up) electrical damage to any melee attack it makes, or it may make a melee touch attack to deal just the electric damage. Anything that comes into direct contact with the dragon takes this damage as well. The dragon may activate or suppress this ability as a free action.

Spell-Like Abilities: A bronze dragon gains the following spell like abilities as it ages. All are at will unless stated otherwise.
Very Young: Speak With Animals, Purify Food and Drink
Juvenile: Waterball, Control Water, Create Water
Adult: Ur Lightning Bolt, Detect Thoughts
Mature Adult: Wall of Water, Poison, Control Weather (x5 area)
Ancient: Storm of Vengence, Maelstrom
Great Wyrm: Monsoon

Spells: A Bronze dragon may also learn spells from the Water, Storm, and Ocean domains.

Tidemaster (Su): As a standard action, an Old or older bronze dragon may create a control water effect at a caster level equal to it's CR, with 10x the area.

Tsunami (Su): As a full round action 1/day a very old bronze dragon can create a massive flood, causing the land or sea up to 5 miles (or less if the dragon wishes) to become flooded. On land a flash flood happens. Creatures must make a DC20 fort save. Large and smaller creatures who fail the save are swept away, taking 1d6 nonlethal damage every round (halved on a successful DC20 swim check). Huge creatures are knocked down. Gargantuan and Colossal creatures are checked. Titanic and larger creatures are unaffected. This wave destroys wooden buildings and 25% of stone buildings. At sea, ships are capsized.

Vortex (Su): A bronze dragon of Old or older can create a vortex that functions like the elder water elemental ability of the same name, anywhere within Long range. This takes a standard action to activate, and a swift action on subsequent turns to maintain, as long as the dragon is within range.

Copper Dragons
Copper Dragons usually reside in deserts, though they are no stranger to other regions (anywhere they can make people laugh. Anywhere.) They are associated with mischief and deciet.

Copper Dragons have the [Earth] subtype, and a burrow speed equal to half their land speed.

Breath Weapon: Deals acid damage. Secondary breath weapon forces a fort save (cha based) or be slowed for a number of rounds equal to the dragon's CR.

Immunities: A Copper Dragon is immune to slow effects, acid damage, and the confused condition.

Joker Venom (Su): A Copper Dragon of Mature Adult or older gains a third breath weapon. Any creature in the area must make a fort save (cha based) or suffer the effects of Tasha's Hideous Laughter at a caster level equal to the dragon's CR. They do not get a bonus to their save for being a different type from the dragon.

Killing Joke (Ex): 1/day an Ancient or older Copper Dragon can tell a joke so hilarious that whoever hears it dies. Any creatures within close range of the dragon who hear the joke must make a will save (cha based) or die. This is not a [Death] effect, but instead a [Language Dependant] effect.

Slow Aura (Su): A Copper Dragon of Young Adult or older is surrounded by an aura of slowness, warping time itself. All creatures within close range must make will save at the beginning of each of their turns or be slowed until the start of their next turn. The Copper Dragon can suppress or reactivate this ability as a free action.

Spell-Like Abilities: A copper dragon gains spell like abilities as it grows. All abilites are at will unless stated otherwise.
Very Young: Grease, Create Trap, Detect Traps and Snares
Young: Major Image, Hideous Laughter, Glitterdust
Young Adult: Persistent Image, Deep Slumber, Dream
Mature Adult: Stone Shape, Transmute Rock to Mud, Transmute Mud to Rock, Move Earth, Wall of Stone
Very Old: Summon Natures Ally VII, Flesh to Stone 1/day, Stone to Flesh 1/day
Ancient: Earthquake, Irresistible Dance 1/day
Great Wyrm: Time Stop 1/day

Spells: A Copper Dragon can also learn spells from the Trickery, Travel and Earth domains.

Trap Master (Ex): A Copper Dragon has a +1 racial bonus per CR to any checks create and find traps.

Uncanny Dodge (Ex): As a rogue equal to their CR.

Brass Dragon
Brass Dragons tend to reside near populated area, and often become friends with the residents, picking up on all the latest gossip. They are associated with interaction.

A brass dragon has the [Air] subtype.

Breath Weapon (Su): A Brass dragon has two breath weapons. The first deals sonic damage (reflex half). The second is a cloud of deadly poison that causes all creatures in it's area to take con damage equal to the dragons age category (fort negates) if the dragon is at least adult age those who fail their saves are also fatigued for 1 hour. At mature adult and older, a Brass dragon ignores resistance or immunity to poison, though a creature with immunity instead gets a +3 bonus to their save (this can't be ignored).

Gossip (Ex): A Brass dragon has a +1 racial bonus per CR to Knowledge (Local).

Immunities: A Brass dragon is immune to sonic damage and the deafened condition.

Never Shuts Up (Ex): An Adult or older Brass Dragon can always keep talking. Even in situations where it might seem impossible for them to do so. The brass dragon is always able to speak and use any ability the requires one to speak, and nothing short of unconsciousness or death can stop them from doing so (and even then they'll probably start annoying the denizens of whatever afterlife they end up in). They can even speak and be heard in environments where that might be thought impossible, like a vacuum or silence effect. The dragon also ignores any immunity or resistance to non damaging sonic effects.

Prattle (Ex): A brass dragon can prattle on endlessly about altogether trivial and annoying topics, driving everyone nearby into a state of agitation. This ability takes a swift action to activate, and another swift action on subsequent rounds to maintain. All creatures who can hear the dragon suffer a -3 penalty to attack rolls against it, and in order to perform any action that requires concentration they must make a concentration check (DC10+1/2CR+Cha).

Call Djinni (Su): 1/day a Wyrm Brass Dragon can call a Noble Djinni as per the spell Greater Planar Ally.

Spell-Like Abillties:
Wyrmling: Ghost Sound
Very Young: Magic Mouth
Juvenile: Whispering Wind, Eagles Splendor 3/day
Adult: Shout, Gust of Wind, Sending, Whirlwind 1/day
Old: Control Winds
Ancient: Greater Shout. Greater Whirlwind
Great Wyrm: Weird

Red Dragon
Red Dragons typically inhabit mountainous or volcanic regions. They are reputed as fierce, proud and intimidating. They are associated with fire and volcanoes.

Red Dragons have the [Fire] subtype.

Breath Weapon (Su): A Red Dragon's first breath weapon deals fire damage (reflex half). It's second breath weapon creates a cloud of smoke in it's area, obscuring sight and being dispersed like a fog cloud and forcing all in the area make a fort save or be nauseated for 1 round. The cloud lasts for 1 round per level.

Burn (Su): A red dragon may add 1d6/5CR (round up) fire damage to any melee attack it makes, or it may make a melee touch attack to deal just the fire damage. Anything that comes into direct contact with the dragon takes this damage as well. The dragon may activate or suppress this ability as a free action.

Fire Aura (Su): A young adult or older red dragon may surround itself with an aura of fire out to 10 feet that deals 1d6/5CR (round up) fire damage. This may be activated or suppressed as a swift action.

Ignite (Ex): Anything a juvenile or older Red dragon deals fire damage to must make a reflex save or catch fire, taking the dragons burn damage every round until the flames are extinguished (a full-round action that provokes an attack of opportunity).

Melt (Su): Any stone an old or older red dragon deals fire damage to transforms into lava.

No Escape (Ex): A Red Dragon is an excellent tracker. It recieves track as a bonus feat, and gains a racial bonus to survival checks equal to it's CR. It may move at normal speed when tracking and may track through any environment without penalty. If the target teleports or uses a similar effect, then upon reaching the location where it teleported from, it knows the destination of it's target (as if it had used trace teleport) and may follow if it has teleportation abilites.

Smoke Sight (Ex): A Red Dragon's sight is not blocked by smoke.

Spell-Like Abilites:
Very Young: Continual Flame, Burning Hands, Produce Flame
Juvenile: Fireball, Scorching Ray
Adult: Wall of Fire, Locate Object, Locate Creature
Mature Adult: Delayed Blast Fireball
Very Old: Meteor Swarm
Ancient: Meteor Strike 1/day, Discern Location 1/day
Wyrm: Meteor Span 1/day
Great Wyrm: Meteor (X10 area) 1/day

Spells: A Red Dragon can also learn spells from the Destruction, Fire, and Summer domains.

Green Dragon

Green dragons almost universally reside in forest or jungles, where they watch over area. Plants tend to become attache to them over time, so elder green dragons often resemble moving landscape. They are associated with the forests they reside in.

Green Dragons have the [Earth] subtype.

Beastmaster: All animals and plants are treated as one step friendlier to a Green Dragon, to a maximum of fanatic. A Green Dragon has a racial bonus to it's Handle Animal and Knowledge (Nature) checks equal to it's CR.

Breath Weapon: A green dragon's first breath weapon is a cloud of deadly poison that causes all creatures in it's area to take con damage equal to the dragons age category (fort negates). If the dragon is at least adult age those who fail their saves are also fatigued for 1 hour. A Green Dragon of mature adult or older ignores any resistance or immunity to poison, though creatures with immunity instead get a +3 bonus to their save that can't be ignored. It's second breath weapon is a wave of life energy, seeds, and growth. All creatures in the area must make a reflex save or become entangled and anchored. Creatures in the air become entangled and slowed. In the next round they must make a reflex save or escape artist check (same DC) or be treated as pinned. In the third round, they must make a reflex save or escape artist check (same DC) or become helpless until freed.

Immunities: A green dragon is immune to poison and acid.

Master of Nature: A green dragon of Juvenile age or older radiates an aura of either plant growth or diminish plants (controlled and shaped as desired) out to close range. This can be activated or suppressed as a free action.

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

Spell-Like Abilites
Very Young: Entangle, Goodberry, Welcome to the Jungle.
Adult: Poison, Tree Shape Black Tentacles 1/day
Mature Adult: Tree Stride, Wall of Thorns, Heal 1/day
Old: Animal Growth
Very Old: Reticulating Splines
Ancient: Entmoot 1/day
Great Wyrm: Sow the Seeds 1/day

Spells: A Green Dragon may learn spells from the Earth, Plant, and Animal domains.

Trackless Step: As a druid.

Black Dragon

Black dragons heavily favor swampland. They often form agreements with the natives (lizardfolk, swamp giants, ooze elementals, ect.) of protection and "protection" in exchange for a steady supply of treasure. Their lairs are usually only accessible through water. They are associated with swamps, acid, and death.

A Black Dragon has the [Water] subtype and a swim speed equal to it's fly speed.

Acid Pools: A mature adult or older Black Dragon may cause it's acidic breath to linger in the ground of area as a pool of acid for 1 hour per age category before it becomes neutralized.

Breath Weapon (Su): A black dragon's first breath weapon deals acid damage. It's secondary breath weapon exhales a swarm of biting stinging bugs. All creatures in the area take 1d6/2CR swarm damage. 1 swarm per age category of the dragon linger behind in the area (enough of the swarm dies after 24 hours to no longer qualify as a swarm). A wyrmling may create spider swarms. A young dragon may create locust swarms. An adult dragon may create centipede swarms. An Old dragon may create hellwasp swarms. The swarms created may be any mixture of the available swarms.

Charm Reptiles (Su): A young or older black dragon may create a Mass Charm Monster effect on reptilian animals as a standard action 1/hour.

Immunity (Su): A black dragon is immune to Acid damage and poisons.

Spell-Like Abilites
Very Young: Acid Arrow
Juvenile: Vitriolic Sphere
Young Adult: Ooze Puppet
Mature Adult: Io's Tears, Acid Fog 1/day
Old: Maggot Swarm, Swamp of the Underworld
Very Old: Reticulating Splines
Ancient: Shadow Landscape
Great Wyrm: Maleficent Poison

Spells: A Black dragon can learn spells from the Water, Plant, and Death domains.

Swamp Stride (Ex): A black dragon ignores difficult terrain if it is created by swampland.

Toxic Aura (Su): All creatures within 10 feet of an Adult or older black dragon are treated as if being adjacent to an acid pool (Save DC based on dragons).

Blue Dragon

Blue dragons reside in desert regions, and may form friendships with copper and brass dragons. They love to fly during storms and are associated with plains, deserts, and the skies above them.

A blue dragon has the [Air] subtype.

Breath Weapon: A blue dragons breath weapon deals electricity damage. It's second breath weapon is a blast of sand that deals 1d6/CR damage reflex half. Creatures who fail their saves suffer a penalty to attack rolls and spot checks equal to the dragon's age category for 1 minute.

Desert Thirst: A Blue dragon of young adult or older can create water at will. Alternatively it can despoil an equal amount of water, transforming it into sand or rendering it unsuitable to drink. Liquids in a creatures possession receive a will save to negate this effect.

Electric Aura (Su): A young adult or older Blue Dragon may as a swift action activate or suppress an aura of electricity out to ten feet. This deals 1d6/5CR (round up) electricity damage.

Graceful Flight (Ex): A Blue Dragons flight maneuverability is always two steps better than normal.

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

Shock Touch (Su): A bronze dragon may add 1d6/5CR (round up) electrical damage to any melee attack it makes, or it may make a melee touch attack to deal just the electric damage. Anything that comes into direct contact with the dragon takes this damage as well. The dragon may activate or suppress this ability as a free action.

Spell-Like Abilities
Wyrmling: Electric Jolt
Young: Gust of Wind
Juvenile: Move Sand
Adult: Control Winds, Sandstorm, Control Sand
Mature Adult: Scintilating Sphere, Ur Lightning Bolt
Old: Hallucinatory Terrain, Control Weather (10 mile radius, not limited by season)
Ancient: Veil, Horrid Wilting
Great Wyrm: Dessicate 1/day

Spells: A Blue Dragon may learn spells from the Air, Storm, and Weather Domains

Voice Mimicry (Su): A blue dragon can mimic any voice or sound it has heard. It takes a listen check (DC equals DC of the dragon's saves) to notice the ruse.

White Dragon

White dragons reside almost entirely in the cold remote regions of the world, such as tundras, glaciers, polar ice caps, frozen asteroids, ice caves and so forth. They are reputed as reclusive and vicious, though this is not always the case. They prefer their meals frozen solid, where they can keep for ages before being consumed. They are associated with tundra, glaciers, sleep, and winter.

A White Dragon has the [Cold] subtype. They possess a swim speed equal to their fly speed.

Breath Weapon: A white dragons first breath weapon deals cold damage. It's second breath weapon creates a Calm Emotions effect in it's area at a caster level equal to the dragons CR.

Cold Aura (Su): A young adult or older silver dragon may surround itself with an aura of cold out to 10 feet that deals 1d6/5CR (round up) cold damage. This may be activated or suppressed as a swift action.

Cold to the Touch (Su): A silver dragon may add 1d6/5CR (round up) cold damage to any melee attack it makes, or it may make a melee touch attack to deal just the cold damage. Anything that comes into direct contact with the dragon takes this damage as well. The dragon may activate or suppress this ability as a free action.

Frostbite (Ex): A White Dragon of Adult age or older is so cold that it's freezes part of it's enemies. If an enemy takes cold damage from the dragon, they must make a Fort Save or be frostbitten (treat as fatigued if you don't have It's Cold Outside) and entangled. If an enemy who his already frostbitten fails a save against this ability again, it contracts hypothermia (again, you can treat this as exhausted) and is slowed.

Snow Movement: A Silver Dragon's movement is not impeded by snow, ice or anything similar.

Snowsight (Ex): As the spell.

Spell-Like Abilities:
Wyrmling: Ray of Frost
Young: Polar Ray, Obscuring Snow, Deep Slumber
Juvenile: Sleet Storm
Adult: Wall of Ice
Mature Adult: Ur Cone of Cold, Dream
Old: Whiteout, Hiss of Sleep 1/day
Very Old: Blizzard, Frostfell 1/day
Great Wyrm: Fimbulvetr 1/day

Spells: A white dragon can learn spells from the Cold, Winter, and Dream domains.
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PostPosted: Fri Mar 03, 2017 4:15 am    Post subject: Behemoth Reply with quote Add User to Ignore List

Endbringer Behemoth

Size/Type: Gargantuan Magical Beast (Earth, Fire)
Hit Dice: 20d12+400 (600 hp)
Initiative: +5
Speed: 30ft. Burrow 200ft.
Armor Class: 40 (+5 dex, +29 natural, -4 size)
Base Attack/Grapple: +20/+56
Attack: Claw +36 (4d6+10d6[force]+20)
Full Attack: 2 Claws +36 (4d6+10d6[force]+20)
Space/Reach: 20ft./20ft.
Special Attacks: Dynakinisis, Shatterstep, Kinetic Strike, Radiation Field, Destroyer of Fortifications
Special Qualities: Endbringer, Immunity to Electricity, Sonic and Force, Resistance to Acid 20, Blindsight 120ft., Tremorsense 20 miles, All Around Vision, See in Darkness, Regeneration 100/-
Saves: Fort +32 Reflex +17 Will +22
Abilities: Str 50 Dex 20 Con 50 Int 30 Wis 30 Cha 30
Skills:
Feats: Pyrokinisis, Catastrophic Cacaphony, https://dnd-wiki.org/wiki/Electrocute_%283.5e_Feat%29
Environment: Any Land or Underground
Organization: Unique
Challenge Rating: 20
Treasure: N/A
Alignment: Neutral Evil
Advancement: -
Level Adjustment: -

An ancient, nigh unstoppable monster that has felled entire empires. It spends most of it's time near the core of the planet, occasionally rising to annihilate cities. None have been able to slay the creature, instead merely driving it off, though the cost of these battles are so high that it has been given the nickname Herokiller.

Combat:

Shatterstep (Su): Behemoth can channel kinetic energy into the ground as it walks, tearing it apart. Whenever behemoth moves or burrows 5ft. an Earthquake (Reflex DC30) with a radius of up to 200ft. is set off. Behemoth is immune to the effects of it's own earthquake. Behemoth can opt to not do this if it wishes.

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

Endbringer: Behemoth has a durability and resilience that defies the laws of physics. It's treated like an object with hardness 20 for the purposes of damage, and has Regeneration 100/-. Behemoth is immune ability damage, ability drain, Mind-Affecting effects, Compulsion effects, Fear effects, Antimagic effects, Pattern effects, and any effect with a fort save unless it effects objects and any effect with a will save period. It acts as if under a permanent Freedom of Movement as well. Behemoth is immune to the negative effects of it's own abilities.

Melt (Ex): Any stone Behemoth deals fire damage to can at it's option be turned into lava.

Radiation Field (Su): Behemoth projects an aura of immense radiation that destroys any creature within 30ft. All creatures within this range are exposed to radiation, suffering 15d6 damage per round and must make a fort save fort (DC30) or die. Regardless of save success or failure they contract radiation sickness. This area remains Exremely irradiated for 24 hours before reducing down to Dangerous radiation for 1 week. Every week after that the radiation levels drop by 1 step until it's gone completely. The area within 500 feet of Behemoth is exposed to average radiation, decreasing over time in the same way. Immunity to disease does not grant immunity to this effect, however, non-native Outsiders are immune to the effects of radiation as are creatures immune to light damage.

Kinetic Strike: Behemoth can channel additional kinetic force into it's strikes, dealing an extra 10d6 force damage with all melee attacks.

Dynakinisis (Su): Behemoth has command over all forms of energy. This affords it numerous abilities.
Electricity: Behemoth can project lightning in an up to 150ft. cone, a 1200ft. line, a 100ft. burst out to 2000ft. travel from itself or another source of electricity in any path up to 500 squares or a ranged touch out to 1500 feet. Each of these deal 20d10 damage and all but the ranged touch have a reflex save for half damage. A creature who fails a save is staggered for 1 round and entangled for 20 rounds.
Fire: As a standard action, Behemoth can project fire in an up to 400ft. cone, a 1000ft. line, a 100ft. burst out to 2000ft. travel from itself or another source of fire in any path up to 500 squares or a ranged touch out to 1500 feet. Each of these deal 20d10 damage and all but the ranged touch have a reflex save for half damage. A creature which fails a save is burning for 20 rounds unless it takes a standard action (provoking an attack of opportunity) to extinguish it. Behemoth can cause all fires not directly created by it within 3000ft. to burn twice as hot, dealing twice as much damage and creating twice as much light. Alternatively, it can reduce such fires, causing them to deal half damage and half light or extinguish them entirely. Doing this technique is a swift action, and it may individually choose for every fire.
Sonic: As a standard action, Behemoth can project sonic energy in an up to 300ft. cone, a 1000ft. line or a generate 100ft. burst anywhere within 2000ft. Each of these deal 20d10 damage and all but the ranged touch have a reflex save for half damage. A creature which fails a save is stunned for 1 round and sickened for 20 rounds. Behemoth can also augment sounds anywhere within 3000 feet of itself, causing all creatures within this area to become deaf (fort DC30 negates for 1 round). Alternatively, it may duplicate the effects of the Control Sound power anywhere within 3000 feet. Activating or deactivating this is a standard action, and it lasts for 5 rounds.
Kinetic: As an immediate action, Behemoth can absorb the damage from any one slashing, piercing or bludgeoning attack, or from fall damage. The damage it takes is negated, and instead added to one of it's melee attacks the next round or deal to one object it is in contact with.
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PostPosted: Mon Mar 06, 2017 2:49 am    Post subject: Reply with quote Add User to Ignore List

I've always wondered where you found your art for these things, 'cause that is pretty bitchrod.
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PostPosted: Tue Mar 14, 2017 9:44 am    Post subject: Reply with quote Add User to Ignore List

Kappa

Size/Type: Medium Monstrous Humanoid (Water, Youkai)
Hit Dice: 1d8+2 (10hp)
Initiative: +2
Speed: 30ft.
Armor Class: 11 (+1 dex)
Base Attack/Grapple: +0/+0
Attack: Shock Staff +0 (1d6 elec)
Space/Reach: 5ft./5ft.
Special Attacks: Class Features
Special Qualities: Race/Class Features
Saves: Fort +4 Reflex +3 Will -1
Abilities: Str 10 Dex 12 Con 14 Int 20 Wis 8 Cha 8
Skills:
Feats:
Environment: Any Land or Aquatic
Organization: Solitary, Pair, Argument (3-6), Village (7+)
Challenge Rating: 1
Treasure: Starting Gear
Alignment: Any
Advancement: By Class Level (Favored classes: Artificer and Gadgeteer)
Level Adjustment: +0

"Hello! Can I replace your kidneys with reactors?"

These youkai dwell in rivers, lakes, and oceans. They are industrious and inventive, being the most technologically advanced people on the plane. There's even some skilled engineers that advice the Emperor of the Land and the Empress of the Sea on technological matters.

Kappa are on average shorter than humans, and have hair that ranges from normal human tones to shades of blue. Despite their stature that are actually pretty durable.

Though friendly with Humans and Tengu, who they often trade with, Kappa aren't very social with each other and tend to have an arrogant streak. They don't work well with each other, their ideas often conflicting, and it's not an uncommon sight with groups of Kappa for one to declare the work to be done wrong, destroy it, and force everyone to start over. Then another does the same thing. And so forth (Kappa not responsible for any resulting collateral damage). Arguments are common. When groups of Kappa work together, there's a critical point depending on the size and nature of the project when the number of Kappa actually hinders progress (usually a fairly low threshold), though when they finally are finished the result is usually very impressive.

Kappa communities often reflect this individuality. Each home is it's own special snowflake, with a different size, look and varying features based on it's owners interests, needs, and tastes. Some might be bedecked in bright flashing lights and loudspeakers, another might double as a factory for machines, another might be essentially a gun nut's fortress, another is a massive freezer, while another might in some form be mobile. While impressive on an individual basis, this also has the habit of making Kappa towns clash horribly in design. There's no rhyme or reason to the organization and layout, streets are arranged seemingly at random, buildings are often very unclear as to what they are and even interiors are confusing to navigate (and probably full of traps). Add in the tendency for Kappa towns to be build in strange landscapes like the cliffs around a waterfall, across a series of small (flood prone) islands, near a lake inside a mountain, in a series of wet and winding caves, in the middle of a hot spring, an entire city floating on the ocean, or at the bottom of lakes, rivers, or the ocean (with similar landscape preferences) and the combination of these traits tends to give visitors severe disorientation.

Kappa relationships are generally fairly brief, friends going long stretches of time without interaction, save for the occasional collaboration on a project. Romances are similar even when they result in children. The child is typically raised by only one of the parents, though the other does usually visit often. Familial relationships appear distant to outside observation, including the rare case of siblings. This is actually no problem to the Kappa, who are very introverted by the standards of other races.

Kappa have no real leadership, and aren't really a community in the typical sense. At best summary, they live near each other for convenience and nothing more. They don't have any sort of community funds or treasury, or any real economy as a people, every trade with and between Kappa is essentially barter (and they often ask for some strange items or favors in return, and usually come up the better in the exchange regardless).

Nor do they organize well. Kappa tend to react to danger in an "Every Kappa for themself!" mindset. Those who can do so hole up in their homes and activate defense systems. Those who can't are still typically close to a large body of water or river, or even the ocean and use those as escape routes. Though the fleeing Kappa don't stick together, and reports of them getting into fights over hiding places are not unheard of.

In the rare instances that leadership or representation is required, the Kappa gather in whatever is (arbitrarily) declared the "town square" this time to elect someone. Usually from among whatever poor suckers didn't bother to show up for the meeting.

Combat:
The Above stats are for a Kappa Gadgeteer 1.
Inventions: Hover Pack, Shock Staff, Helper

Kappa as Characters:
+2 Con +2 Int, -2 Wis, -2 Cha
30ft. move speed
Monstrous Humanoid (Water, Youkai)
Swim speed equal to twice land speed.
+5 Disable Device, Craft, Knowledge (Architecture & Engineering) and Search, at 2nd level and every level beyond the bonus increases by +1.
Trapfinding: As the Rogue.
SCIENCE!: 1/day a Kappa may duplicate the effects of a 0-1st level Cleric, Druid or Wizard spell as an extraordinary ability with a caster level equal to their level, through the use of clever technology and scientific knowledge.
Repair: As a standard action, a Kappa can repair 5hp worth of damage to a machine or construct. This costs repair parts and supplies, worth 1sp for every 5 points.
Favored Classes: Artificer and Gadgeteer

On the [Youkai] subtype: (this will be here for now until I update the Types list)
Animal Affinity: Youkai have a +3 bonus to handle animal checks, and may speak with the type of animal their based off of as if they shared a language. For Tengu this applies to crows and ravens, or wolves, for Kappa, turtles, for Humanoid Youkai, primates. Oni, Plant Youkai, Magician Youkai and Tsukomogami do not have an animal affinity.

Youkai are vulnerable to certain effects. A youkai can be affected by a turn undead ability, although on a result of destroyed they instead suffer a number of Daunt levels equal to the turners level in addition to the turned effect. For every four levels/CR a youkai gains, they gain +1 turn resistance. Youkai can be rebuked and bolstered as well, though youkai with an int of 6 or higher cannot be commanded.
Vulnerability to Good: A youkai takes 50% extra damage from holy and suffers a -3 penalty to saving throws against effects with the [good] descriptor such as (holy smite, holy word, holy weapons). A youkai is sickened while within a Hallowed area. A youkai is always treated as evil for the purposes of any effects that work differently against them regardless of their actual alignment and radiate evil as if they were evil outsiders. If the youkai is not actually evil then they additionally suffer effects according to their real alignment as normal. This vulnerability doesn't apply if the youkai would radiate strong good (such as being a good cleric).

Take THAT Dragonlance Gnomes!
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PostPosted: Sun Mar 26, 2017 12:17 am    Post subject: Reply with quote Add User to Ignore List

Pit Fiend

Size/Type: Large Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 20d8+300 (400hp)
Initiative: +10
Speed: 100ft. Fly 200ft. (Good)
Armor Class: 47 (+10 dex, +15 deflection, +13 natural, -1 size)
Base Attack/Grapple: +20/+40
Attack: 2 Claws +40 (2d6+2d6[unholy]+2d6[axiomatic]+3d6[hellfire]+21+disease)
Full Attack: 2 Claws +40 (2d6+2d6[unholy]+2d6[axiomatic]+3d6[hellfire]+18) and Bite +40 (4d6+2d6[unholy]+2d6[axiomatic]+3d6[hellfire]+29+poison+disease) and 2 Wings +40 (2d6+2d6[unholy]+2d6[axiomatic]+3d6[hellfire]+21+disease) and Tail +40 (3d6+2d6[unholy]+2d6[axiomatic]+3d6[hellfire]+37+disease)
Space/Reach:10ft./10ft.
Special Attacks: Spell-Like Abilities, Aura of Crushing power, Maneuver-Like Abilities, Poison, Disease, Piercing Flames, Piercing Mind, Hellfire
Special Qualities: Immunity to Cold, Fire and Non-Magical Damage, Resistance to Acid 20, DR10/Good, Chaotic, and Silver, Medium Fortification, Regeneration 10/Good, Chaotic, and Silver, See in Darkness, Spell Resistance 30, Telepathy 1200ft.
Saves: Fort +27 Reflex +22 Will +27
Abilities: Str 42 Dex 30 Con 40 Int 40 Wis 40 Cha 40
Skills: Knowledge (History) +38, Knowledge (The Planes) +38, Knowledge (Arcana) +38, Knowledge (Religion) +38, Knowledge (Nature) +38, Knowledge (Psionics) +38, Craft (Any 1) +38, Disable Device +33, Spot +38, Listen +38, Hide +29, Move Silently +33, Sense Motive +38, Bluff +38, Diplomacy +38, Intimidate +38, Appraise +38, Search +38, Autohypnosis +38, Survival +38, Swim +39, Concentration +38, Use Rope +33
Feats: Pyrokinisis, Power Attack, Nightmare Fuel, Evil Eye, Agony Caress,
Environment: Nine Hells of Baator
Organization: Solitary, pair, team (3-4), or troupe (1-2 pit fiends, 2-3 horned devils, 2-4 ice devils, and 2-5 barbed devils)
Challenge Rating: 20
Treasure: Triple Standard
Alignment: Always Lawful Evil
Advancement: -
Level Adjustment: +0

The Lords of Hell, the Adversaries, the Generals of Darkness, the Corruptors of Kings. Many are the titles of the Pit Fiends, and they deserve each horrific name bestowed upon them. These creatures are the rulers of Devilkind, only exceeded in power by the Nobles, unique and immensely powerful devils.

Though cunning and powerful, they aren't always able to fully take advantage of their strength and position. Diabolical politics are filled with manipulation, backstabbing, and infighting on such a scale and intensity that it makes even the most corrupt of mortal governments look like playground fights in comparison. Now that they are at the top, the Pit Fiend must constantly guard itself against it's inferiors lest they betray and overthrow it to seize it's position and powers.

Pit Fiends are more involved in the day to day running of events in Hell than the Nobles and Princes, and are the grand overseers of operations of devils in events affecting entire nations, continents, or even sometimes worlds. They most frequently act through intermediaries, partially out of paranoia of exposing themselves, partially because like all great outsiders they realize that direct action will invite intervention from opposing forces, whether celestial or demonic.

Combat:

Aura of Crushing Power (Su): A Pit Fiend radiates an aura of sheer might and oppression out to medium range. Non-Baatezu within this range must make a will save (DC35) or immediately fall prone and cower 1 minute. Creatures who succeed on their saves instead are affected by crushing despair for 1 minute after which they become immune to the Aura of Crushing Power for 1 hour. This replaces the Baatezu's Aura of Cold Logic.

Disease (Ex): A creature who is struck by a Pit Fiend's natural weapons must make a Fort Save (DC38) or contract Devil Chills, and immediately advance to the first stage. If struck again and they fail the save, they immediately advance another stage. This ignores any resistance or immunity to disease, though creatures with immunity receive a +3 bonus to their save.

Poison (Ex): On a bite attack, a pitfiend can release poison into it's victim (Fort DC35 negates). On a failed save, the victim takes 1 point of con damage per round, and is slowed for this duration. At the end of one minute, they must make a fort save (DC35) or die (this is a [Poison] effect, not a [Death] effect).

Army of Darkness (Sp): Once per hour, a pit fiend can call up to a CR20 encounters worth of Baatezu as if by gate. It may not call another Pit Fiend.

Soulsight (Su): A Pit Fiend is aware of every creature with a soul out to medium range, as if through blindsight.

Piercing Flames: A Pit Fiend ignores fire resistance and deals half damage against creatures with immunity.

Hellfire: Any creature who takes fire damage from a pit fiend gains a negative level. The fort save to remove these levels is 35.

Piercing Mind: A Pit Fiend ignores any resistance or immunity to it's mind affecting effects. However, creatures with immunity instead receives a +3 bonus to their save (this can't be ignored).

Maneuver-Like Abilities: At Will: Masque of Red Death (Boost), Blade Grasp (Counter), Bloodlust (Strike), Devil in the Mirror (Boost), Arson Step (Rush), Psychological Warfare (Strike), Sadomasochism (Stance), Cathartic Inferno (Boost), 1/day: Reflections in a Rubicund Eye (Strike)

Spell-Like Abilities: Constant: Shield of Law, Unholy Aura, Greater Magic Fang, Detect Good, Detect Chaos, True Seeing, Greater Arcane Sight, Freedom of Movement, Fire Shield,
At Will: Wretched Blight (usable as a swift action), Widened Blacklight (usable as a swift action), Telekinesis (usable as a swift or immediate action), Greater Teleport (Self plus objects carried only, and usable as a swift or immediate action), Wall of Flame (usable as an immediate action), Meteor Swarm, Blasphemy, Dictum, Power Word: Any, Explosive Ur Fireball (usable as a swift action), Delayed Blast Fireball (120 foot area), Rain of Fireballs, Limited Wish, Lesser Miracle, Firestorm (Usable as a swift action),
3/day: Dominate Monster, Incendiary Cloud, Widened (x2) Earthquake, Schadenfreude,
1/day: Wish, Miracle, Dark Reckoning, Nightmare Steel Cage, Fire Breath, Greater, Apocalypse from the Sky, Planar Rip
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PostPosted: Tue May 09, 2017 1:35 am    Post subject: Reply with quote Add User to Ignore List

Codlagh Eladrin

Size/Type: Large Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice: 14d8+98 (160hp)
Initiative: +10
Speed: 100ft. Fly: 100ft. (Perfect)
Armor Class: 35 (+10 dex, +10 deflection, +5 dodge)
Base Attack/Grapple: +14/+22
Attack: Touch of Night +24 (Special)
Full Attack: 2 Touches of Night +24 (Special)
Space/Reach: 10ft./10ft.
Special Attacks: Alternate Form, Spell-Like Abilities
Special Qualities: Immunity to Cold, Electricity and Fear, See in Darkness, Resistance to Fire and Light 30, Eladrin Traits, SR24, DR10/Evil, Lawful, and Iron, Heavy Fortification, Telepathy 500ft.
Saves: Fort +16 Reflex +19 Will +16
Abilities: Str 18 Dex 30 Con 24 Int 24 Wis 24 Cha 30
Skills: Hide +27, Move Silently +27, Concentration +24,
Feats: Touch of Shadow
Environment: Olympian Glades of Arborea
Organization: Solitary
Challenge Rating: 14
Treasure: Double Standard (items only, no coins or gems)
Alignment: Always Chaotic Good
Advancement: By Class Level
Level Adjustment: +0

Codlagh Eladrin embody night, sleep, and death. They are capable of striking directly at a creatures lifeforce, weakening and killing them.

Shadow Cloak (Su): In areas of less than bright illumination, the Codlagh gains total concealment. If an opponent has darkvision (but not See in Darkness), it still has concealment.

Alternate Form (Su): As a standard action a Codlagh may shift between it's humanoid form and one made of pure shadow. In this form the Codlagh appears completely black. It cannot speak and does not make sound, as if it was under a silence effect. It may compress it's body until it is 2D, allowing it to appear as a simple shadow. It may shape this shadow in any way it wishes, provided the dimensions are no greater than it's natural reach. It gains a +10 competence bonus to hide checks and may hide in plain sight (usually by pretending to be an actual shadow). While in this form, a Codlagh may not use any of it's spell-like abilities or attack.

Size Shift (Su): As a standard action, a Codlagh may shift anywhere between tiny and large size. No ability scores or armor class change. A Codlagh does not gain size bonuses or penalties to attack or armor class while within the large to tiny range.

Shadow Magic: A Codlagh's shadow illusions are 10% more real.

Shadow Mirror (Su): As a standard action, a Codlagh may travel between the Plane of Shadow, and the exact location it corresponds to on a coexistent plane (and vice versa) like greater plane shift.

Master Illusionist: True Seeing and similar abilities do not automatically overcome a Codlagh's illusions. Instead, they are granted an immediate save to disbelieve. If they fail, they are stuck believing the illusion until a save would normally be called for.

Otherworldly (Su): A Codlagh may gain or lose the incorporeal subtype as a swift action.

Touch of Night: A Codlagh's melee touch attacks cause the target to take 1d6/CR (normally 14d6) negative energy damage, as well as 1d8+6 con damage and a negative level. Undead and other creatures immune to negative energy damage flee as if panicked for 5 rounds. As long as an evil creature suffers hit point or ability damage or has a negative level from this effect, they suffer a Nightmare everytime they try to sleep (no save).

Spell-Like Abilities: At Will: Dream, Nightmare, Greater Teleport (Self plus objects carried only), Telekinesis, Blacklight, Hiss of Sleep, Permanent Image, Programmed Image, Greater Shadow Evocation, Greater Shadow Conjuration, Shadow Double, Plane Shift, Fear, Chill Touch, Prestidigitation 1/day: Shades, Finger of Death, Displacement,
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Kaelik
ArchDemon of Rage


Joined: 07 Mar 2008
Posts: 12087

PostPosted: Tue May 09, 2017 2:13 am    Post subject: Reply with quote Add User to Ignore List

Permanent Image and Programmed image at will that aren't bypassed by True Seeing is CR infinity.

This monster is literally You Lose, the monster. Also, Displacement 1/day... when it has programmed image and permanent image at will. What a joke Big Grin
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Wiseman
Duke


Joined: 09 Mar 2012
Posts: 1150
Location: lost... HELP!

PostPosted: Tue May 09, 2017 2:22 am    Post subject: Reply with quote Add User to Ignore List

Star Archon

Size/Type: Medium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 16d8+128 (200hp)
Initiative: +10
Speed: 50ft. Fly 300ft (Perfect)
Armor Class: 38 (+10 dex, +12 deflection, +6 natural)
Base Attack/Grapple: +16/+26
Attack: +5 Holy Speed Staff +31/+31 (1d6+2d6[holy]+15) and +5 Holy Speed Staff +31/+31 (1d6+2d6[holy]+15)
Full Attack: +5 Holy Speed Staff +31/+31/+26/+26/+26 (1d6+2d6[holy]+15) and +5 Holy Speed Staff +31/+31/+26/+26/+26 (1d6+2d6[holy]+15)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Teleport, Aura of Menace, Brightfire, Starbolt, Starbomb, Star vs the Forces of Evil (and Chaos), Bright Charge, Death Throes, Master Plan, Dynamic Entry
Special Qualities: Perfect Two-Weapon Fighting, Genius, Master Analyst, Immunity to Disease, Electricity, Light, Mind Affecting and Pattern effects, Resistance to Fire, Cold, Acid and Sonic 20, SR26, +4 to saves against poison, DR20/Chaotic and Evil
Saves: Fort +18 Reflex +20 Will +22
Abilities: Str 30 Dex 30 Con 26 Int 40 Wis 34 Cha 34
Skills:
Feats:
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary or Force (Star plus 2 Trumpets and 10 Hounds)
Challenge Rating: 16
Treasure: Triple Standard
Alignment: Always Lawful Good
Advancement: By Class Level
Level Adjustment: +0

Star Archons are the scholars of Heaven, creating strategies and tactics to use against their enemies. They are highly intelligent, and holy positions of authority on the holy mountain, outranked only by the Throne Archons and the Celestial Paragons.

Star Archons are the highest rank of archon to regularly lead armies. They are blindingly fast, speeding throughout the battlefield, offering tactics and using their combative abilities to turn the tide. While incredibly skilled, they can develop an arrogant streak, and several celestial military blunders have been caused by a Star's overconfidence.

When not engaging in warfare, Stars serve many varied positions in Celestia. Some as governors of regions of the mountain, others as researchers in heavenly libraries like Xiranthador.

Combat:

Brightfire (Su): Whenever a Star Archon deals fire damage, it may opt for half of that damage to become light damage. It may also opt for any fires of it's choice within close range to become deal half light damage and also shed twice as much light. Whenever anything suffers light damage from the Star Archon, it may be treated as being exposed to real sunlight for 1 round.

Starbolt (Su): As an attack action, a Star Archon may hurl a bolt of light damage out to medium range (260ft by default) as a ranged touch attack. This deals 1d6/2CR light damage (8d6 by default).

Starbomb (Su): As a full round action a Star Archon may concentrate it's light power into a full sphere, dealing light damage equal to the total damage of it's starbolt attacks from BAB (32d6 by default) in a 10-50ft burst out to long range with a reflex save (DC30) for half.

Star vs the Forces of Evil (and Chaos): Whenever the Star Archon deals light damage against an evil or chaotic creature, that damage is increased by 50%. In addition, they must make a Fort Save (DC30) or suffer one of the following effects (chosen by the Star Archon): Permanently Blinded (success leaves one dazzled for 1 minute), Confused 3 rounds, Dazed 1 round or 1 Daunt level.

Bright Charge (Su): When charging, a Star Archon deals an extra 6d6 light damage with all weapon attacks. Alternatively, by spending a standard action charging up, in the next round, all weapon attacks deal this extra damage.

Perfect Two-Weapon Fighting (Ex): A Star Archon can fight with two weapons without penalty and may attack with both weapons at once as a standard action.

Aura of Menace (Su): A righteous aura surrounds Star Archons that fight or get angry. Any enemies within close range must succeed on a will save (DC32) or suffer the effects of a bestow curse (of the star archons choosing). The save DC is Cha based and has a +2 racial bonus.

Death Throes: A Star Archon that is slain explodes in a 50ft. radius burst, dealing 1d6/CR (normally 16d6) light damage (Reflex DC30 half).

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

Master Analyst: A Star Archon automatically knows the value of anything it can see, knowing what price it would fetch buying or selling with any vendor and currency it is aware of. (In essence, automatically succeeding on it's appraise check.) A Star Archon automatically identifies any magic item and it's effects, as if through Analyze Dweomer. A Star Archon automatically receives the effects of a Scan on any creature it can see.

Dynamic Entry: When teleporting, A Star archon may op to create a burst of light centered on itself, dealing 1d6/CR light damage in a 10-50ft. burst (reflex DC30 half).

Summon (Su): 1/day, a Star can summon up a CR14 encounters worth of Archons with a 100% chance of success. The Archons remain for 1 hour.

Master Plan: A Star Archon is highly intelligent, and capable of complex reasoning and planning. They are masters of strategy and tactics, and are fully capable of coming up with amazing battle plans. If a Star Archon has time to prepare for an encounter, it may formulate a Master Plan by making a knowledge check on the highest CR'd enemy creature. If successful, for the duration of the encounter, all allies involved gain a +5 insight bonus to attacks, damage, checks, saves, or armor class. What the bonus applies to is chosen at the beginning of the allies turn by the ally or the Star Archon, and may be changed once every turn as a free action. Alternatively, by studying a group of creatures within line of sight for a number of rounds equal to the highest CR among them the Star Archon and it's allies may gain a +2 insight bonus in the same way. Should an enemy of even higher CR join the encounter, the Star Archon must make a knowledge check against that enemy. If they fail, all benefits are lost for the rest of the encounter.

Spell-Like Abilities: Constant: Mind Blank, True Seeing, Comprehend Languages, At Will: Delayed Blast Fireball, Chain Lightning, Cone of Cold, Continual Flame, Daylight, Dream, Message, Sending, Sunburst, Sunbeam, Permanent Image, Programmed Image, Detect Thoughts, Probe Mind, Legend Lore, Arcane Eye, Dancing Lights, Flare, Faerie Fire, Light of Venya, Pearlescent Cloud, Field of Blades, Mass Cure Critical Wounds, Mass Inflict Critical Wounds, Cure Deadly Wounds, Animate Objects, Celestial Brilliance, Strobe Lights, Righteous Smite, Orders Wrath, Holy Word, Dictum, Holy Aura, Shield of Law, Detect Law, Detect Chaos, Detect Good, Detect Chaos, Magic Circle against Chaos, Magic Circle against Evil, Protection from Evil, Prestidigitation, Lavation, Invisibility, Polymorph Self, Create Water, Sunlight Spear, Sunlight Slash, Burning Sunlight Greatblade, Abolishing Flames, Smiting Lightning, Planeshift, Supreme Golden Body, Greater Restoration, E=MC^2, Sun Scepter, Greater Telekinisis, Minor Wish 3/day: Greater Heroism, Limited Wish, Lesser Miracle, Invincible Golden Body, Heal, Prismatic Spray, 1/day: Prismatic Wall, Wish, Miracle, Comet Flight, Supernova, Orbital Laser
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Wiseman
Duke


Joined: 09 Mar 2012
Posts: 1150
Location: lost... HELP!

PostPosted: Tue May 09, 2017 2:30 am    Post subject: Reply with quote Add User to Ignore List

Narzugon

Size/Type: Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 9d8+45 (100hp)
Initiative: +10
Speed: 30ft.
Armor Class: 27 (+6 dex, +11 Spiked armor)
Base Attack/Grapple: +9/+15
Full Attack: +3 Unholy Bladelance +18/+13 (3d6+2d6[unholy]+10) or Mwk. Hellfire Rocket Lance +16 (2d8+6/9d6[hellfire])
Space/Reach: 5ft./5ft. (10ft. with lance)
Special Attacks: Fiendish Cavalryman, Brutal Charge, Phantom Charge, Spell-Like Abilities, Face of Joy and Sorrow, Oversized Weapon
Special Qualities: Immunity to Cold, Fire, Fear, Charm, Slow, Acid Resist 10,
Saves: Fort +11 Reflex +12 Will +10
Abilities: Str 22 Dex 22 Con 20 Int 12 Wis 19 Cha 20
Skills: Ride +28
Feats: Mounted Combat, Revised, Ride-By-Attack, Mounted Archery, Bat Out of Hell (may be applied to mount), Improved Initiative,
Environment: Nine Hells of Baator
Organization: Self+nightmare, or Pair+nightmares or Calvary 3-10+mounts
Challenge Rating: 9
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: By Class Level (Favored Classes: Blackguard and Fighter)
Level Adjustment: +0

Narzugon are the cavalrymen of hell, riding on fiery nightmares to destroy hell's enemies. Such a creature strikes an intimidating form in battle, clad in black spiked armor, either wearing a face of sadistic glee or devouring sorrow.

Combat:

Brutal Charge (Ex): A narzugon deals double damage on a charge and any creature it strikes is subjected to a targeted Greater Dispel Magic at a caster level equal to the Narzugon's CR.

Face of Joy and Sorrow: A Narzugon wears one of two expressions on it's face in combat, and it may switch between the two as a free action 1/round. These abilities replace it's Aura of Cold Logic.
Joy: The Narzugon's face is filled with sadistic glee. For every 10 points of damage it deals to a sapient creature, it gains a cumulative +1 bonus to attack, damage, saves and checks. The bonus lasts for 1 round, though each new increase resets the timer.
Sorrow: The Narzugon's face is filled with despair. All enemies who are within 60 feet of the Narzugon at any point in it's movement must make a will save or become slowed and staggered for 1 round.

Fiendish Cavalryman (Ex): Narzugon are the cavalry of hell. They most often ride Nightmares, but are capable of riding most any creature. They receive a +10 racial bonus to ride checks, and create a link with their mount. Through this link they pool their hit points together, using this new pool for all effects. Whenever a saving throw is called for either of them, both the Narzugon and it's mount may roll and the better result is taken and applies to both. While mounted the Narzugon and it's mount benefit from Improved Evasion. If the two are separated, the link ends, and remaining hit points are divided equally among them, favoring the Narzugon for odd numbers.

Oversized Weapon (Ex): A Narzugon can wield a weapon one size category larger without penalty.

Phantom Charge (Su): 1/hour a Narzugon may transform itself and it's mount into an energy like state. It makes a charge attack in a straight line, rolling an attack roll once that applies against all creatures and is a touch attack. Brutal Charge and other abilites that affect charges apply as normal. It and it's mount do not provoke attacks of opportunity for this movement.

Spell-Like Abilities: Produce Flame, Fire Shield, Pyrotechnics, Greater Teleport (Self + objects carried only), 3/day: Blur, Freedom of Movement, Telekinesis, Power Word: Maladroit, 1/day: Fireball, Incendiary Cloud
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Last edited by Wiseman on Fri May 26, 2017 8:58 pm; edited 3 times in total
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