Monster Prestige Classes (A Reprint)

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Koumei
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Post by Koumei »

Infernal Supervisor
Erinyes are generally valued for a whole variety of roles in Baatezu society, which means they need a lot of specialists. The Infernal Supervisor is supposed to be a great guard, with access to divinations, dispelling, enchantments, hellfire use, summoning, and lock-down. If you squinted you could say they resembled guardian wizards or something.

Hit Die: d6
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Concentration, Diplomacy, Gather Information, Hide, Intimidate, Knowledge (The Planes), Listen, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival
Proficiency: the Infernal Supervisor gains proficiency with Light Armour
LevelBABFortRefWillSpecial
1+0+2+2+2Summon Hellhounds, Greater Dispelling, Produce Flame
2+1+3+3+3Enthrall, Vampiric Touch, Zone of Truth, Brand of the Nine Hells
3+2+3+3+3Summon Hellcats, Basic Sphere Access: Revelation
4+3+4+4+4Summon Orthon, Basic Sphere Access: Splendour
5+3+4+4+4Chosen Mark, Hellevator Access
6+4+5+5+5Summon Steel Devils, Advanced Sphere Access: Revelation
7+5+5+5+5Nightmare Terrain 3/day
8+6+6+6+6Advanced Sphere Access: Splendour, Dimensional Anchor
9+6+6+6+6Expert Sphere Access: Revelation
10+7+7+7+7Summon Cornugon, Hellfire Storm
11+8+7+7+7Gaze of Death, Disjunction 1/day

Summon Hellhounds (Sp): once per day, the Infernal Supervisor can summon four Hellhounds, plus an additional one per level thereafter. At levels ten and eleven, she instead adds a Nessian Warhound to the pack summoned. This otherwise functions the same as her Summon ability, except that it has a 100% chance of success and can be used in addition to it.

Spell-Like Abilities (Sp): as she gains levels, the Infernal Supervisor gains access to a number of Spell-Like Abilities. If no limit on usage is provided, a given ability can be used at will. The Caster Level equals her hit dice, and any Save DC is 8 + half her hit dice + her Charisma Bonus.

Brand of the Nine Hells: at second level, the Infernal Supervisor gains Brand of the Nine Hells as a Bonus Feat.

Summon Hellcats (Sp): once per day, the third-level Infernal Supervisor can summon a pair of Hellcats. She summons an additional one for every two levels thereafter. This otherwise functions the same as her Summon ability, except that it has a 100% chance of success and can be used in addition to it.

Sphere Access: at level three, the Infernal Supervisor gains Basic access to the Revelation Sphere. This improves to Advanced access at level six, and Expert Access at level nine. At level four, she gains Basic Access to the Splendor Sphere, increasing to Advanced Access at level eight.

Summon Orthon (Sp): once per day, the fourth-level Infernal Supervisor may summon a pair of Orthon, plus one more per three levels thereafter. This otherwise functions the same as her Summon ability, save that it has a 100% chance of success and can be used in addition to it.

Chosen Mark: at level five, the Infernal Supervisor gains the relevant Chosen of ___ feat as a Bonus Feat, according to her specific brand.

Hellevator Access (Su): starting at level five, the Infernal Supervisor can make use of the Hellevator planar network – when on any given Layer of the Nine Hells, she may use a Swift Action to transport herself precisely to another layer as though by Greater Planeshift. This functions on herself and anything she can physically carry.

Summon Steel Devils (Sp): once per day, the sixth-level Infernal Supervisor can summon eight Steel Devils. This otherwise functions the same as her Summon ability, save that it has a 100% chance of success and can be used in addition to it.

Summon Cornugon (Sp): once per day, the tenth-level Infernal Supervisor can, in place of one of her existing Summon abilities, summon a single Cornugon with a 100% chance of success. It otherwise functions the same.

Gaze of Death (Su): sometimes even supervisors need to take actions into their own hands, and in this case, her gaze means more than a verbal rebuke or being blacklisted. At level eleven, she may unleash a deadly glare at will. It requires a Standard Action, and affects a Cone out to Close Range. All in the area must pass a Fortitude Save against [Death] (DC 8 + half her hit dice + her Charisma Bonus) or die instantly.
Koumei
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Devil: Excruciarch
Fiendish Codex 2, page 132. CR 7, level 8

Painmaker
The Excruciarch likes to study foes and hurt them, which sounds like a decent enough thing you can progress through a prestige class. Unlike the Assassin, who always wants time to study a foe and then hit them for all the damage so they die, the Painmaker will sometimes want to get close and then use their turn studying and hitting for "damage and detriments", but will sometimes want to spread whirling attacks out amongst groups of enemies and do the crowd control deal. I created this before a killer mime called himself the Painmaker, so it doesn't have the Lion Tamer or Judas Effect.

Hit Die: d8
Skill Points: 6 + Int
Class Skills: Balance, Escape Artist, Hide, Intimidate, Jump, Knowledge (The Planes), Listen, Move Silently, Sense Motive, Tumble, Use Rope
LevelBABFortRefWillSpecial
1+1+2+0+2Study Foe (Weakness), Whirling Torture
2+2+3+0+3Tools of Torment, Draw Ire
3+3+3+1+3Curse of Contagious Hatred, Avasculate 3/day
4+4+4+1+4Study Foe (Withering), Infernal Anchor
5+5+4+1+4Finger of Agony at will
6+6+5+2+5Tempest of Anguish, Avascular Mass 1/day
7+7+5+2+5Study Foe (Vulnerability)
8+8+6+2+6Flensing 3/day
9+9+6+3+6Vortex of Torment, Soul Shackles 1/day
10+10+7+3+7Study Foe (Isolation)
11+11+7+3+7Horrid Wilting 3/day
12+12+8+4+8Energy Drain 3/day

Study Foe (Su): when the Painmaker uses its Torturer’s Eye ability, it can discern special weaknesses, finding vulnerabilities that allow it to cripple them with attacks made for as long as the Torturer’s Eye effect lasts. To begin with, this Weakens the foe if they fail a Fortitude Save (DC 10 + half its hit dice + its Intelligence Bonus). A Weakened target takes a Penalty to Strength equal to the Painmaker’s hit dice (to a minimum of 1) for the purpose of carrying, lifting and pushing, is unable to lose the Fatigued and Exhausted conditions if they gain them, and requires one and a half times as much sleep as normal.
At level four, it may instead cause a Withering effect on a failed Fortitude Save, rendering one limb of the Painmaker’s choice completely useless.
At level seven, it may instead cause Vulnerability on a failed Fortitude Save, ignoring all Resistances, Damage Reduction and Regeneration, and disabling such things against all future attacks.
At level ten, it may instead render the target Blind, Deaf and unable to speak or communicate.
Whichever is chosen, these effects last until healed, which requires a Restoration, Greater Restoration, Wish, Miracle or (for Withering) Regeneration effect (or naturally the signing of a pact).

Whirling Torture (Ex): with a Full Round Action, the Painmaker may whirl its hell scourge around, making a single attack roll and applying this result against every foe within range, just like the Whirlwind Attack feat. Furthermore, this activates the Storm of Pain ability, except the Storm of Pain is improved to deal regular weapon damage.

Tools of Torment (Su): it pays to have the right things for hurting – and killing – people. Starting at second level, any Spiked Chain (including the Hell Scourge) wielded by the Painmaker has the Wounding property, and has a minimum Enhancement Bonus of +1 per 3 hit dice (round up).

Draw Ire (Sp): the second-level Painmaker can cause pain and suffering in the world even when it is no longer present. With a Standard Action, it may place a curse upon someone (which can be removed the same as Bestow Curse) within 30 feet if they fail a Will Save (DC 10 + half its hit dice + its Charisma Bonus. This curse causes the target to automatically fail all Handle Animal and Diplomacy checks, and any new creature or NPC met by the target is instantly Hostile to them, irrationally so.

Curse of Contagious Hatred (Sp): at level three, the Painmaker gains the ability to bestow another curse that helps it spread suffering through the world. It may cast Bestow Curse with a Save DC of 10 + half its hit dice + its Charisma Bonus, with the added effect that all damage suffered until the curse is removed becomes Vile damage. There is, however, an extra way to remove the curse: to make an attack, to the best of their ability, against a non-Evil creature. If the target suffers damage, they must then save against this, and if the save is failed, the Curse transfers from the previous target (who is now cured of its effects) to the new target. They can remove it by transferring as well and so on.

Spell-Like Abilities (Sp): the Painmaker learns a few new Spell-Like Abilities as it gains levels. These have a Caster Level equal to its hit dice, and any Save DC is 10 + half its hit dice + its Charisma Bonus.

Infernal Anchor (Su): starting at level four, the Painmaker can simply throw one end of its Hell Scourge, letting it grow as it travels, until it lodges into someone and drags them back. With a Standard Action, it may make an attack out to Close Range. If it successfully hits, it may then make a free Trip attack which, if successful, drags the Prone target adjacent to the Painmaker. The target is also under the effects of a Dimensional Anchor until the Painmaker’s next turn.

Tempest of Anguish (Ex): at level six, the Painmaker’s Storm of Pain ability improves. The range increases out to 30 feet, and it also afflicts the target with an ongoing injury until healed by a DC 25 Heal check or any kind of magical healing: they suffer a -1 Morale Penalty to attack rolls, saving throws and skill checks and lose 2 hit points every turn. Multiple injuries from this will stack, increasing the Penalty size and the amount of damage suffered each turn. The Whirling Torture ability does not have its range increased by this, however the effects do apply to the Storm of Pain effect it creates.

Vortex of Torment (Ex): upon reaching ninth level, the Painmaker unlocks its greatest improvement to Storm of Pain. The range increases to sixty feet, and all who suffer damage from it take 4 points of Dexterity damage which can be healed normally. Again, this does not extend the range of Whirling Torture, however it does modify the Storm of Pain created by it.
Koumei
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Devil: Falxugon
Fiendish Codex 2, page 117. CR 7, level 8.

Pact Master
The Falxugon is the primary pact maker of Devils, and seduces people with offers of wealth and power and whatever it is they need. Most of their abilities revolve around causing pacts to be formed, straight-up making offers to people in exchange for their souls. If a Falxugon wants to advance, it needs to have this in mind, while still having things it can do at all in combat. So here we have the Pact Master - the Party in the Second Part. This is a bit like a summons-and-healing-and-affliction type Cleric. When it comes to fights, this chap summons more devils, and then afflicts foes with terrible conditions that are a pain to remove. Or he could remove them... for a price. And remember the words of the Million Dollar Man: everybody has a price.

Hit Die: d6
Skill Points: 8 + Int
Class Skills: Appraise, Bluff, Concentration, Craft (Any), Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Intimidate, Knowledge (any), Listen, Search, Spot
LevelBABFortRefWillSpecial
1+0+2+0+2Convincing Curse (Bestow Curse), Pact Formation
2+1+3+0+3Summoning (+10%, 1 Hellcat), Restoration 1/day, Detect Thoughts at will
3+2+3+1+3Reach of the Infernal Debt 1/day, Contagion 3/day
4+3+4+1+4Convincing Curse (Wrack), Remove Curse 1/day
5+3+4+1+4Summoning (+10%, 1d4 Bone Devils or Erinyes), Remove Disease at will
6+4+5+2+5Reach of the Infernal Debt 2/day, Poison 3/dat, Atonement 1/day
7+5+5+2+5Convincing Curse (Flensing or Pox), Raise Dead 1/day, Scrying 1/day
8+6+6+2+6Summoning (+10%, 1d4 Ice Devils or Barbed Devils), Break Enchantment 1/day
9+6+6+3+6Reach of the Infernal Debt 3/day, Plague of Nightmares 1/day
10+7+7+3+7Convincing Curse (Bestow Greater Curse), Greater Restoration 1/day
11+8+7+3+7Summoning (+10%, 1d3 Horned Devils or Malebranches), True Resurrection 1/day
12+9+8+4+8Reach of the Infernal Debt 4/day, Wish 1/day

Convincing Curse (Su): any time somebody bypasses the Sanctuary of a Pact Master and successfully attacks him, they incur the wrath of the Hells upon them. They must save immediately against a Bestow Curse effect, which will remain until they attack a Good creature or the effect is removed normally. The attack must not be non-lethal, and must be made to the best of the creature’s ability. They may warn their target, but either way, simply taking this easy way out incurs a single point of Corruption and Obeisance. As he gains levels, the Pact Master gains new options to inflict instead (but can always choose a lesser one). In any case, the Save DC is 5 + half his hit dice + his Charisma Bonus, and the duration is “until the effect would normally end (by duration or restorative effects) or they attack a Good creature”.
This may also be used to replace the normal penalties caused by Infernal Debt, if he wishes, in which case the Save DC, duration and ways out of it are the same as normal for this ability – Wrack won’t just last a full day, for instance.

Pact Formation (Ex): the Pact Master is very specifically able to form binding Infernal Pacts with mortal creatures, and will instantly know when any terms of any of his pacts have been violated, fulfilled, rendered void or called into question. He will also instantly know if their Alignment has changed, and the moment of their death.

Summoning (Sp): starting at second level, the Pact Master becomes better at summoning. While he can still only summon once per day, he gains additional things he may try to summon at the base 50% success rate, and gets a growing bonus to summon these things successfully. However, any time somebody makes a deal with him and signs a contract, or accepts the Convincing Curse and attacks a Good creature, if he has already used his Summon ability for the day it instantly refreshes. This can happen as many times in a day as he gets people to cut deals, because sometimes rewards really are both limitless and immediate.

Spell-Like Abilities (Sp): also starting at second level, the Pact Master gains new Spell-Like Abilities over time. Many of these are specifically designed to remove the very effects he places upon people, should he feel like offering such a remedy for some reason. The Caster Level is his class level plus eight, and any Save DC is 5 + half his hit dice plus his Charisma Bonus.

Reach of the Infernal Debt (Su): the third-level Pact Master doesn’t have to stand too close to somebody in order to use his Infernal Debt. Once per day, he may apply it against somebody within Close Range, though in this instance he does not add his weapon damage. Every three levels thereafter, he gains another daily reach.

New Feats:

Just Sign Here [Monstrous]
You don't want people reading the fine print, it's better they skip all the added stuff like "I prepared Explosive Runes this morning"
Requirement: Falxugon
Benefit: three times each per day, you may cast the following Spell-Like Abilities: Sepia Snake Sigil, Explosive Runes, Symbol of Pain. In the case of explosive runes, if cast on an Infernal contract, the contract takes no damage from this explosion. These symbols and runes can be as small as an ant, and thus placed far enough into a contract that maybe people don't want to keep reading.

Hidden Clause [Monstrous]
Once they sign their rights away, they will see neither hide nor hair of you again...
Requirements: Falxugon, Convincing Curse class feature
Benefit: you are perpetually Invisible to any creature that signs one of your Infernal Contracts or accepts the easy way out of a Convincing Curse. Invisibility Purge will only suppress this for 1d4 rounds, however See Invisibility and True Seeing both bypass it.

Legally Binding [Monstrous]
People often find themselves getting tripped up and entangled in the terms and conditions of your contracts. Literally.
Requirements: Falxugon, Convincing Curse class feature
Benefits: you may make Trip, Disarm and Grapple attempts from any distance against creatures that have signed Infernal Contracts with you or accepted the easy way out of one of your Convincing Curses. The target merely needs to be within Line of Sight of you, even through effects such as Scrying.
Last edited by Koumei on Wed Aug 12, 2020 7:54 am, edited 1 time in total.
Koumei
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Devil: Gelugon
Monster Manual, page 56. CR 13, level 15 - difficult Regeneration to bypass but at this level of play who cares?

Canian Overlord
Gelugons walk through the door at level fifteen. There are only five levels left, but for these last five levels, you might want them to be better at being Gelugons. They get to rule over an area and bring even more deadly icy doom.

Hit Die: d10
Skill Points: 4 + Int
Class Skills: Balance, Climb, Concentration, Escape Artist, Hide, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Spot, Survival, Swim
LevelBABFortRefWillSpecial
1+1+2+0+2Aura of Frozen Fear, Mass Frostburn at will, Death Hail 1/day
2+2+3+0+3Escalating Cold, Entomb at will, Iceberg 1/day
3+3+3+1+3Ice of Cania, Overlord's Domain, Mindfrost at will
4+4+4+1+4Ice Body, Summon Giants 3/day (Frost Giants Only)
5+5+4+1+4Uttercold Avalanche, Frostfell 1/day, Cometstrike at will

Aura of Frozen Fear (Su): the Canian Overlord can inspire icy dread that makes people unable to move. Anybody who fails to save against its Fear Aura additionally suffers 2 points of Dexterity damage and an amount of Cold damage equal to its hit dice.

Spell-Like Abilities (Sp): as it gains levels, the Canian Overlord gains access to more Spell-Like Abilities. The Caster Level equals its hit dice, and any Save DC is 8 + half its hit dice + its Charisma Bonus.

Escalating Cold (Su): starting at second level, the Canian Overlord slows people even more than usual and slowly turns their blood to ice. If it hits a target with its Spear or Tail and the foe is already Slowed, the hit deals 2 points of Dexterity damage and 5d6 points of Cold damage.

Ice of Cania (Su): any Cold damage dealt by the third-level Canian Overlord – whether through Spell-Like Ability, magic item, class feature or something else entirely – is Frostbite damage. Additionally, if a target is ever reduced below zero hit points by its Cold damage, the target is instantly and permanently encased in ice, ready to be harvested at Mephistopholes’ leisure.

Overlord’s Domain (Ex): at level three, the Canian Overlord is granted its own domain – a permanent Ice Castle (as the spell), with an Icicle trap and Binding trap in every entrance. If destroyed, another can be summoned (as a Spell-Like Ability) in nine days. The castle houses a suitable horde of low-level Devils, Petitioners and Undead (as an army of Followers).

Ice Body (Ex): the fourth-level Canian Overlord is almost entirely ice. Lawful Evil planar ice, yes, but ice nonetheless. It gains the [Cold] Subtype, however instead of being Immune to Cold damage, it absorbs it – being healed for an amount equal to the damage normally dealt. In strong snow storms or hail, its Regeneration value is tripled – or quadrupled in the case of Blood Snow or Death Hail or similar horrifying magical things.

Uttercold Avalanche (Sp): at level five, the Canian Overlord gains the ability to call down an Obedient Avalanche once per day, albeit an Uttercold one that deals half its damage as Negative Energy. Instead of the usual Ice of Cania effect, any Humanoid slain by the damage instantly rises as a Wight with the [Cold] Subtype, under the control of the Overlord.
Krusk
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Post by Krusk »

These are very cool, and I will be using them in my next 3.x games.
Koumei
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Devil: Hamatula
Monster Manual, page 51. CR 11, level 12

Master of the Spined Arts
The Master of the Spined Arts is a prestige class that emphasises the Hamatula's ability to stab people to death on its own spiny body, because of you're a creature named "Spined Devil" then chances are you want to be a Devil and want to make use of Spines. It gains a variety of special abilities, but essentially is a bit like a Monk.

Hit Die: d10
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Climb, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, Tumble
LevelBABFortRefWillSpecial
1+1+0+2+2Skewering Critical, Infernal Barbs, Toughness Training
2+2+0+3+3Blinding Gouge, Intercept Charge
3+3+1+3+3Anchoring Gouge, Eschew the Ground
4+4+1+4+4Greensteel Barbs, Soul Piercer
5+5+1+4+4Shower of Ten Thousand Needles
6+6+2+5+5Touch of Acupuncture
7+7+2+5+5Vile Barbs, Spike Driver
8+8+2+6+6Deadly Skewer, Pierce the Heavens

Skewering Critical (Ex): the Master of the Spined Arts is good at ramming giant barbs into internal organs. It has a Critical value of 20/x4 for its Natural Weapons, and any time it delivers a critical hit with a Natural Weapon, the target is automatically Staggered for one round.

Infernal Barbs (Ex): the Claw attacks, Impale Attack, and Barbed Defence damage are all treated as actual Magic Weapons for the Master of the Spined Arts. The Enhancement Bonus equals its hit dice divided by 3 (round up). Additionally, they are Unholy weapons.

Toughness Training (Ex): thanks to slamming itself into granite blocks and things, the Master of the Spined Arts is super resilient. Every level, its Natural Armour, Damage Reduction and Spell Resistance increase by 1 each.

Blinding Gouge (Ex): starting at second level, the Master of the Spined Arts can jam barbed spikes into the eyes of its foes. With a Standard Action, it may perform a Claw attack. If it hits, it deals regular damage and the foe must attempt a Reflex Save (DC 16 + half its class level + its Dexterity Bonus) or have their eyes pierced and plucked out. This causes permanent Blindness.

Intercept Charge (Ex): with an Immediate Action, the second-level Master of the Spined Arts can leap in to take a charge aimed at someone else within 30 feet. It moves in front of the initial target, and becomes the new target, as well as gaining an Attack of Opportunity against the attacker. Furthermore, any time it attacks a foe who has charged it in their last turn or who is in the process of charging it, all of its Natural Weapons deal twice as much damage to the foe.

Anchoring Gouge (Su): at level three, the Master of the Spined Arts can anchor barbs in such a way as to lock them to their current plane. With a Standard Action it can make a Claw attack. If it hits, it deals regular damage and the foe must attempt a Will Save (DC 16 + half its class level + its Strength Bonus) or be subject to a Dimensional Lock effect for a number of rounds equal to the Master’s hit dice.

Eschew the Ground (Su): starting at third level, the Master of the Spined Arts can use a Swift Action at will to gain an Air Walk effect for the entirety of its turn.

Greensteel Barbs (Ex): at level four, the natural weapons of the Master of the Spined Arts act as though forged from Baatorian Greensteel. Its Claws, Impale and Barbed Defence damage bypasses Damage Reduction as though made of Cold Iron. Additionally, they all have the Demon-Bane magic property.

Soul Piercer (Su): the fourth level Master of the Spined Arts can jab people in the soul. This ability is activated with a Swift Action, and until the start of its next turn, each of its attacks delivers a single Negative Level on a successful hit. From then on, it can return the levels with a Swift Action if requested, however doing so is grounds of a Pact Insidious, with a rating equal to the number of levels restored.

Shower of Ten Thousand Needles (Su): starting at level five, the Master of the Spined Arts can cast Rain of Spines once per minute. Furthermore, the entire affected area is then affected by a Spike Growth effect for a number of rounds equal to its hit dice. The Save DC is 16 + half its class level + its Charisma Bonus. For both spell effects, the damage is treated as Magical Cold Iron.

Touch of Acupuncture (Su): the sixth-level Master of the Spined Arts can use its needle-like spikes to perform a magical acupuncture that can heal others. With a Standard Action, it may bestow a Restoration effect on an adjacent creature by poking them.

Vile Barbs (Ex): the barbs of the seventh-level Master of the Spined Arts are truly evil. Its Claws, Impale, and Barbed Defence all deal Vile damage, and infect targets with Devil Chills. In this instance, if they contract the disease it instantly starts affecting them and they take damage instantly. From then on, every time it deals damage with any of these attacks, they must save again or suffer the effects of another day of the disease.

Crippling Critical (Ex): any time the seventh-level Master of the Spined Arts delivers a critical hit to a foe, barbs cripple them, instantly causing Paralysis for 3 rounds. After this, they regain some movement, but suffer 10 points of Dexterity Drain and a permanent Slow effect until their Dexterity is restored to full or they receive a Regenerate effect.

Deadly Skewer (Ex): starting at level eight, the Master of the Spined Arts can skewer someone through the heart or brain or whatever is considered vital for them, killing them instantly. With a Standard Action it makes a single Claw attack, and if it hits, it deals regular damage and they must pass a Fortitude Save (DC 16 + half its class level + its Dexterity Bonus) or die instantly.

Pierce the Heavens (Su): at any time, the eighth-level Master of the Spined Arts can use a Full Round Action to stab reality and tear a hole through the planes. This allows it to create a Gate as the spell, but only the travel version, with a Caster Level equal to its hit dice. It may also use this to create a Reality Maelstrom effect with a Caster Level equal to its hit dice and a Save DC of 16 plus its Charisma Bonus.
Last edited by Koumei on Sat Aug 08, 2020 1:39 pm, edited 1 time in total.
Koumei
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Devil: Imp
Monster Manual, page 56. CR 2, level 3 - Tiny

Sycophant
The Sycophant turns the Imp into a Wizard, and does a pretty good job of it too. They give up a single caster level over a Halfling Wizard, in return for the benefits of being an Imp as well as having some Familiar-like (Rogue-like) bonuses, and enhanced abilities for helping allies and then stabbing them in the back. This is absolutely the kind of thing you might find "gifted" to you if you're an Evil party cutting a deal with devils.

After level seven (total level ten), they can just jolly well take Wizard levels - or enter a Wizardly prestige class.

Hit Die: d4
Skill Points: 8 + Int
Class Skills: Appraise, Bluff, Concentration, Craft (Alchemy), Decipher Script, Disguise, Escape Artist, Forgery, Gather Information, Heal, Hide, Knowledge (any), Listen, Move Silently, Ride, Sense Motive, Sleight of Hand, Spellcraft, Spot, Tumble
LevelBABFortRefWillSpecialCasting
1+0+2+2+0Spellcasting, Scribe Scroll, Borrow Lore+2 Wizard Casting Levels
2+1+3+3+0Sing Praises, Evasion+1 Wizard Casting Level
3+1+3+3+1Good Advice+1 Wizard Casting Level
4+2+4+4+1Hellvetica Standard+1 Wizard Casting Level
5+2+4+4+1Improved Evasion+1 Wizard Casting Level
6+3+5+5+2Inspire Pride+1 Wizard Casting Level
7+3+5+5+2Spell Deal+1 Wizard Casting Level

Spellcasting: the Sycophant can learn, prepare and cast spells as a Wizard with a level equal to its own class level plus one. If it can already cast spells as a Wizard, these stack. If this is its first Wizard casting ability, it gains a Spellbook as normal for a Wizard but is not able to choose to Specialize or gain a Familiar.

Scribe Scroll: the Sycophant gains Scribe Scroll as a Bonus Feat.

Borrow Lore (Ex): the Sycophant is able to prepare spells from any spellbook or scroll it finds, without needing to translate or decipher it first. The spell merely needs to be on the Wizard class list and of a level the Sycophant is able to cast.

Sing Praises (Su): starting at second level, the Sycophant can literally sing the praises of its allies, boosting their prowess, though setting them up for any betrayal that might later be levied. It spends a Full Round Action to begin singing, at which point any allies in earshot can choose to gain the benefits, and then needs to spend a Move-Equivalent Action each round to keep the effects going but allies cannot choose to stop benefiting from the effects. While this is in effect, the allies gain Immunity to [Morale] Penalties and [Fear] effects, as well as Fire, Cold and Electricity Resistance equal to the Sycophant’s hit dice... but a -4 Penalty on Saving Throws against its own effects.

Evasion (Ex): at level two, the Sycophant gains Evasion like a Rogue.

Good Advice (Su): thanks to the Sycophant always telling people what they want to hear, at third level it gains the ability to cast Suggestion at will on those benefiting from any of its other Spells or effects. The Save DC is Charisma-based.

Hellvetica Standard (Su): starting at level four, the Sycophant can add Metamagic Feats, even those it doesn’t possess, to magical scrolls it is scribing. The total Spell Level must still be one it is high enough level to cast (so no Intensified Fireballs for a long time if you really want to do that).

Improved Evasion (Ex): at level five, the Sycophant’s Evasion improves to, rather predictably, Improved Evasion.

Inspire Pride (Su): upon reaching level six, the Sycophant gains the ability to inspire allies to greater heights. Doing so requires a Standard Action, but has no usage limit. All allies within earshot can choose to gain one of the following effects:
-Stoicism: the subject is cured of being Sickened, and immune to being Sickened or Staggered for the next three rounds.
-Vigour: the subject regains 1d10 hit points, and gains Fast Healing 1 for the next three rounds.
-Wakefulness: the subject ignores Fatigue and Exhaustion for the next minute.
Anybody benefiting from one of these effects is denied their Dexterity Bonus to Armour Class against the Sycophant’s attacks while the effect lasts.

Spell Deal (Su): once per day, the seventh-level Sycophant can strike a deal and transfer a Spell Slot to a willing recipient. It loses a prepared spell without gaining the effects of the spell, and if the target prepares spells, they regain a spell of equal level they had already cast. If the target casts spontaneously, they instead regain a spent spell slot of equal level. Accepting this spell slot is considered a Corrupt Act with a value of 1, and until they use that spell slot or cast that spell again, they are considered to be benefiting from the effect.
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Post by Koumei »

Offering
The Offering isn't simply a jump-start into another class, it's a class in its own right, all the way to twentieth level. As for what it is, it has a lot in common with Beguilers. It mostly casts Enchantment spells but has a splash of other types as well, it has useful skills, the ability to find traps... essentially, it's exactly what a lot of adventuring parties want, gifted to them by the Nine Hells in exchange for loyalty.

Hit Die: d6
Skill Points: 8 + Int
Class Skills: all skills except True Naming and Iaijutsu Focus.
LevelBABFortRefWillSpecial
1+0+0+2+2Sweetened Deal, Trap Finding, Charm Person 1/day
2+1+0+3+3Uncanny Dodge, Comprehend Languages at will
3+2+1+3+3Dispel Magic 3/day, Darkness at will
4+3+1+4+4Evasion, Glitterdust 1/day, Knock 3/day
5+3+1+4+4Telepathy at will, See Invisibility 3/day
6+4+2+5+5Invisibility Sphere 1/day, Tongues at will, Empowered Fireball 3/day
7+5+2+5+5Charm Monster 1/day, Nondetection at will, Solid Fog 1/day
8+6+2+6+6Improved Uncanny Dodge, Greater Dispel Magic 3/day
9+6+3+6+6Mass Suggestion 1/day, Break Enchantment 1/day, Repulsion 3/day
10+7+3+7+7Skill Mastery, True Seeing 1/day, Phase Door 1/day, Mislead 1/day
11+8+3+7+7Renegotiation, Incendiary Cloud 1/day
12+9+4+8+8Improved Evasion, Power Word: Blind 1/day
13+9+4+8+8Mind Blank 3/day, Renewal Pact 1/day
14+10+4+9+9Investment, Power Word: Stun 1/day
15+11+5+9+9Fade Into Violence, Plague of Undead 1/week
16+12+5+10+10Cunning Evasion, Power Word: Kill 1/day
17+12+5+10+10True Mind Switch 1/week, Wish 1/week

Sweetened Deal (Ex): the Offering is essentially given away to evildoers as a useful tool – and indeed a spy and instigator if need be. It gains a Bonus equal to its Intelligence Bonus to Diplomacy and Bluff checks, other than Feint attempts. Furthermore, it gains Brand of the Nine Hells and the appropriate Chosen of ___ feat as Bonus Feats. Finally, it may communicate with its patron at any time, across planes, but only to report information, not to ask for assistance or guidance.

Trap Finding (Ex): the Offering is used to being used as a minesweeper, and is able to find even magical traps and those with a Search DC higher than 20, just like a Rogue can do.

Spell-Like Abilities (Sp): as it gains levels, the Offering gains access to new Spell-Like Abilities. The Caster Level equals its hit dice, and any Save DC is 10 + half its hit dice + its Charisma Bonus.

Uncanny Dodge (Ex): at second level, the Offering gains Uncanny Dodge like a Rogue, and always retains its Dexterity Bonus to Armour Class. At level eight, this is upgraded to Improved Uncanny Dodge and it can never be Flanked.

Evasion (Ex): at level four, the Offering gains Evasion like a Rogue. At level twelve, this is upgraded to Improved Evasion.

Skill Mastery (Ex): the tenth-level Offering gains Skill Mastery, as the Rogue Special Ability.

Renegotiation (Sp): once per day, the eleventh-level Offering can summon a Harvester Devil. This has a 100% chance of success and works like the regular Summon ability of Devilkind.

Investment (Sp): starting at level fourteen, the Offering can bestow a wide swath of power upon its allies, providing they ask. With the one Full Round Action, it can cast any combination of the following spells, to a limit of one of each given spell: Investiture of the Amnizu, Investiture of the Barbed Devil, Investiture of the Bearded Devil, Investiture of the Chain Devil, Investiture of the Erinyes, Investiture of the Harvester Devil, Investiture of the Hellfire Engine, Investiture of the Horned Devil, Investiture of the Ice Devil, Investiture of the Malebranche, Investiture of the Narzugon, Investiture of the Orthon, Investiture of the Pit Fiend, Investiture of the Spined Devil, Investiture of the Steel Devil. It may not bestow this upon itself. Accepting one of these effects is an Act of Corruption (1) or Obeisance (1). Accepting two or three is considered to be both. Accepting any more than this number is only possible through a Faustian Pact – with a Reward Value equal to the number of spells bestowed, divided by four (round up).

Fade Into Violence: at level fifteen, the Offering gains Fade Into Violence as a Bonus Feat.

Cunning Evasion: at level sixteen, the Offering gains Cunning Evasion as a Bonus Feat.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Devil: Kyton
Monster Manual, page 53. CR 6, level 8, bear-proof Regeneration.

Hell Flayer
The Kyton who really specialises extra hardcore in fear and chain use becomes a Hell Flayer. It is the option for those who mostly want to be a Fiendish Brute, but feel that Fiendish Brute is too simple and brutish. The Hell Flayer is a front-line fighter, and one that is good at lock-down tactics.

Hit Die: d8
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Climb, Disguise, Escape Artist, Hide, Intimidate, Knowledge (The Planes), Listen, Sense Motive, Sleight of Hand, Spot, Tumble, Use Rope
Proficiencies: the Hell Flayer is proficient with Light and Medium Armour, and all flexible chain-based weapons (spiked chain, flail, morning star, kusari-gama etc)
LevelBABFortRefWillSpecialDancing Chains
1+1+2+2+0Shredding Chains, Liquid Pain5/15'
2+2+3+3+0Fleshtearing Barbs, Gaze of Agony5/20'
3+3+3+3+1Razor Armour, Demon Killer6/20'
4+4+4+4+1Howling Chain, Bleed-Out6/25'
5+5+4+4+1Wall of Deadly Chains 1/hour, Adaptive Grasp Style6/25'
6+6+5+5+2Vile Barbs, Death by Thorns 1/day6/30'
7+7+5+5+2Nightmare Terrain 1/hour, Blood Letting7/30'
8+8+6+6+2Thirsty for Blood, Aura of Pain7/35'
9+9+6+6+3Eternal Terror, Horror and Agony7/35'
10+10+7+7+3Eternal Torment, Righteous Might 1/day7/40'
11+11+7+7+3Demon Proof, Great Unholy Power8/40'
12+12+8+8+4Cenobyte Technique8/45'

Shredding Chains (Ex): any chain weapon wielded by a Hell Flayer (including those animated by its Dancing Chains ability) deals 1 point of Constitution damage with each hit, and is treated as having the Keen property.

Spell-Like Abilities (Sp): as it gains levels, the Hell Flayer gains new Spell-Like Abilities. If no usage limit is listed, a given ability can be used at will. The Caster Level equals its hit dice, and any Save DC is 10 + half its hit dice + its Charisma Bonus.

Dancing Chains (Su): as it gains levels, the Hell Flayer gets better at using its Dancing Chains ability. It can gradually extend the reach more (starting at the base 15’ of a Kyton and going all the way up to 45’) and control more at a time (starting at 5 – one more than a regular Kyton – and going up to eight total).

Fleshtearing Barbs (Ex): starting at second level, any chain weapon wielded by a Hell Flayer, including those animated by its Dancing Chains ability, is a Magic Weapon. The Enhancement Bonus is equal to its hit dice divided by three (round up).

Gaze of Agony (Su): the second-level Hell Flayer can glare at someone so hard that it actually hurts, making injuries do more damage. When any effect deals damage to someone suffering from its Unnerving Gaze, it can spend an Immediate Action to make them take extra damage equal to half its hit dice (round up). If the Hell Flayer is the one dealing the damage, it instead increases by 1d6 per 3 hit dice (round up). This extra damage always applies after any multipliers and only applies to living creatures that are not immune to pain.

Razor Armour (Ex): starting at level three, the Hell Flayer can wrap one Dancing Chain around itself as protective armour. This is treated as a Bladed Chain Shirt with no Maximum Dexterity Bonus, and both the Armour and Weapon aspects benefit from the Enhancement Bonus. Furthermore, the blades automatically hit a grappled foe every round at the start of its turn.

Demon Killer (Su): adept at killing demons that wish to steal souls (or generally ruin Hell), the third-level Hell Flayer treats all of its Dancing Chains as being made from Cold Iron. Furthermore, it can cast Deeper Darkness at will, and any time a creature is summoned into an area it threatens, it may make an Attack of Opportunity against the summoned creature.

Bleed-Out (Ex): starting at level four, the vicious barbed chains wielded by the Hell Flayer strip flesh from foes and cause blood to seep out. Any chain weapon it wields, including those animated by Dancing Chains, causes the target to lose an additional hit point per round until they receive any magical healing or a DC 20 Heal check. Multiple hits cause greater amounts of blood loss, but the one Heal check or dose of magical healing ends all of it. If a creature dies from the blood loss within line of sight, the Hell Flayer may feel good about itself with a Free Action.

Adaptive Grasp Style (Ex): at level five, the Hell Flayer grows even more adept at wielding spiked chains in its hands, perhaps even moreso than the animated ones. It may wield a Spiked Chain as a double-weapon, losing the added reach in this instance, and with zero penalties as though it had the Perfect Two Weapon Fighting feat. Alternatively, it may wield it as a single One Handed weapon without reach and reducing the damage to 1d6 plus bonuses, but wrapping the other half around its wrist as a makeshift shield. Doing so grants a Shield Bonus of +2, with an Enhancement Bonus equal to that of the weapon. Changing between the three grip styles takes a Swift Action.

Vile Barbs (Su): the chain weapons of the sixth-level Hell Flayer, including those affected by its Dancing Chains ability, all deal Vile damage. This includes that caused by the ongoing blood loss.

Blood Letting (Ex): starting at level seven, the Hell Flayer can sacrifice its own health to injure others and scare them. Whenever it makes an attack, it can choose to suffer 1d12 points of damage (ignoring all Damage Reduction and Regeneration). The amount rolled is also added to the damage of the attack (should it hit), and allows it to attempt to Demoralise the target with a Swift Action during that turn. The Demoralise attempt also gains a bonus equal to the d12 result.

Thirsty for Blood (Su): and the end of each of the eighth-level Hell Flayer’s turns, it draws in the blood of its victims and regains life. Add up all the damage it dealt to creatures with blood during the last turn (including Attacks of Opportunity, blood loss etc.) and halve it, rounding down. It regains that many hit points as healing – whether real or non-lethal damage.

Aura of Pain (Su): at level eight, the Hell Flayer learns to whirl chains and sheer agony around itself almost without thinking. Everything within 10 feet of it is Difficult Terrain, and any creature entering or starting its turn in the area suffers 1d10 points of damage per round and must pass a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) or be Entangled for one round.

Eternal Terror (Su): starting at level nine, the Hell Flayer’s Unnerving Gaze lasts until the Hell Flayer is destroyed. Until this happens, the target is plagued by a Nightmare effect whenever it tries to sleep.

Horror and Agony (Su): at level nine, the Hell Flayer’s Gaze of Agony improves. Whenever it uses the ability, it may add one of the following effects – chosen each time it uses the ability:
Opening Wounds: the target starts bleeding for another 1d6 damage per round (as Bleed-Out).
Horrifying Pain: the Hell Flayer may immediately make a Demoralise attempt against them.
Sickening Pain: the target becomes Sickened for 1 minute. If already Sickened, they become Nauseated for 1 round.
Distracting Wounds: the target needs to pass a Concentration check (same DC as the initial Gaze DC) in order to cast spells or maintain concentration on spells.
Pain and Lethargy: the target must pass a Fortitude Save (same DC as the initial Gaze) or become Fatigued for the usual duration. If already Fatigued they become Exhausted for 1 minute.

Eternal Torment (Sp): at level ten, the Hell Flayer can cast Eternity of Torture once per day, but only on a creature it has Pinned or Bound in some way. Doing so grants it a Heal effect. At any time, it can choose to end the effect if the subject wishes it, but doing so is the basis of a Pact Certain. As such, they are freed from one eternity of torture, only to be destined for another.

Demon Proof (Ex): the eleventh-level Hell Flayer is harder to kill by its fellow Fiend, meaning it stands well against Demons. Its Damage Reduction increases to 15/Good, and Regeneration increases to 5. Furthermore, its Spell Resistance increases by 5 against [Chaotic] creatures.

Great Unholy Power (Su): at level eleven, any chain wielded by the Hell Flayer, including those animated by its Dancing Chains ability, gains the Unholy Power property.

Cenobyte Technique (Su): the twelfth-level Hell Flayer has such sights to show you, and can call upon its chains to tear somebody to shreds. With a Full Round Action, it targets someone within reach of at least four of its Dancing Chains. They must attempt a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or be killed. This is not a [Death] effect, they just die from vast damage as strips of flesh and torn muscle are thrown about the environment. If they are within the threatened area of at least six of its Dancing Chains, the Save DC increases by 1. If within reach of all eight, the Save DC increases by 2 instead.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Nightmare Warden
When a Kyton becomes a Nightmare Warden, they become a cross between a Knight and a lockdown-style spellcaster. They gain a number of Spell-Like Abilities that penalise enemies and prevent their movement, and they also get the Designate Opponent ability of a Knight - fewer dice than a hypothetical twentieth-level Knight, but more than the actual limit of ten levels.

Hit Die: d8
Skill Points: 4 + Int
Class Skills: Balance, Climb, Concentration, Gather Information, Intimidate, Knowledge (any), Listen, Sense Motive, Spellcraft, Spot, Tumble, Use Rope
Proficiencies: the Nightmare Warden becomes proficient with Light Armour and all flexible chain-based weapons
LevelBABFortRefWillSpecialDesignate Opponent
1+1+2+0+2Razor Armour, Command+2d6
2+2+3+0+3Howling Chain, Shadow Well+3d6
3+3+3+1+3Black Tentacles, Spike Growth+5d6
4+4+4+1+4Wall of Force, Torrent of Tears+6d6
5+5+4+1+4Crushing Despair, Wrack+8d6
6+6+5+2+5Wall of Deadly Chains+9d6
7+7+5+2+5Gaze of Sheer Terror, Stone Spikes+10d6
8+8+6+2+6Forcecage, Binding+11d6
9+9+6+3+6Death by Thorns, Antipathy+12d6
10+10+7+3+7Rapture of Rupture+13d6
11+11+7+3+7Incendiary Cloud, Maze+14d6
12+12+8+4+8Imprisonment, Symbol of Death+15d6

Razor Armour (Ex): the Nightmare Warden can wrap one Dancing Chain around itself as protective armour. This is treated as a Bladed Chain Shirt with no Maximum Dexterity Bonus, and both the Armour and Weapon aspects benefit from the Enhancement Bonus. Furthermore, the blades automatically hit a grappled foe every round at the start of its turn.

Designate Opponent (Ex): the Nightmare Warden makes itself the centre of attention and will gladly challenge a foe to honourable combat such that they can either fight it or be slain rapidly. This functions exactly as the class feature of the Knight (Races of War), aside from the rate at which Designate dice are gained. Additionally, if a foe would be subject to this extra damage on a given turn, the Nightmare Warden may cast a targeted Spell-Like Ability at them as a Swift Action that turn.

Spell-Like Abilities (Sp): as it gains levels, the Nightmare Warden gains access to a variety of Spell-Like Abilities, each of which can be used once per hour. However, the Nightmare Warden also has a pool of bonus uses equal to its Charisma Bonus. These uses refresh each day, and allow abilities to ignore the one hour cooldown. The Caster Level equals its hit dice, and any Save DC is 10 + half its hit dice + its Charisma Bonus.

Example: a 3rd level Nightmare Warden with a Charisma of 16 could cast Command, Howling Chain, Shadow Well, Evard’s Black Tentacles and Spike Growth once each per hour. But over the course of the day, could cast any three of those one additional time within a single hour, or cast one of them an extra three times within the hour, or during three separate hours cast a single one an extra time.

Gaze of Sheer Terror (Su): starting at seventh level, the Nightmare Warden can use a Standard Action at will to focus on a target who is suffering from the penalties of its Unnerving Gaze. The foe must then attempt a Will Save (same DC as the Unnerving Gaze) or Panic for 1d6 minutes.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Devil: Logokron
Tome of Magic, page 265. CR 14, level 15.

Devil in the Details
The Logokron is already a high-level monster that doesn't leave much room for advancement. However what it has is ideal for progression up to the end, in those few games where levels 15-20 matter. The Devil in the Details improves its ability at speaking True Names, scheming, and commanding Barbed Devils. Also murdering people with halberds, but mostly it's a matter of killing them with Bad Language.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: Appraise, Bluff, Concentration, Decipher Script, Gather Information, Intimidate, Knowledge (any), Listen, Sense Motive, Spellcraft, Spot, Survival, Turespeak*, Use Magic Device
*The Devil in the Details automatically has maximum ranks in Truespeak without needing to invest Skill Points in it. Skill Points already invested are refunded to spend elsewhere.
LevelBABFortRefWillSpecial
1+0+0+0+2Utterances (Hidden Truth, Analyze Item), Contingent Words
2+1+0+0+3Utterances (Temporal Spiral, Fog from the Void, Suppress Weapon), Schemes of Study
3+2+1+1+3Utterances (Spell Rebirth, Energy Vortex), See the Named
4+3+1+1+4Utterances (Sensory Focus, Lore of the World), Sending
5+3+1+1+4Utterances (Singular Mind, Deny Passage). Barbed Sentence

Utterances (Sp): at each level, the Devil in the Details learns new Utterances. His Truenamer level for all Utterances equals his total hit dice. At level one, he accesses the Lexicon of the Crafted Tool, and at level two he accesses Lexicon of the Perfected Map.

Contingent Words (Sp): at the start of every day, the Devil in the Details may place a single detailed Contingency, with the ability to provide up to three “Or” or “And” stipulations and up to three exceptions, and select any one Power Word, or Blasphemy, or Dictum, or any Utterance, to be cast when the conditions are met. He does not actually have to have the ability to cast the spell or Utterance in question, it just happens, at a Caster Level equal to his Class Level plus 14. When the ability is regained at midnight, any existing Contingent Word is wiped clean.

Schemes of Study (Su): starting at second level, the Devil in the Details may “recall” information on a foe with a Swift Action, making use of previous research. This allows a reflexive Gather Information or Knowledge check to learn about a subject, and if the amount rolled is at least 10 + their Challenge Rating, he gains a +4 Bonus to Truespeak checks against them until they leave his sight.

See the Named (Su): at level three, the Devil in the Details gains the See the Named ability of the Truenamer: he may once per day make a Truespeak check against a creature in order to view them as though by a Scrying spell, without a mirror or pool of water. On a successful check, the target does not gain a saving throw to resist it, but can only be viewed for one round.

Sending (Su): at level four, the Devil in the Details may contact others across great distance three times per day. With a successful Truespeak check (DC 15 + 2x the target’s CR) he may send a message to the subject as a Sending spell (with a CL equal to his hit dice).

Barbed Sentence (Sp): once per day, the fifth-level Devil in the Details may speak a particularly spiky sentence and summon a number of Hamatula equal to a Truespeak check minus twenty one. They function in all ways as though summoned by the Summon ability of a Baatezu.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Devil: Narzugon
Fiendish Codex 2, page 125. CR 5, level 7

Narzugon Lancer
The Narzugon Lancer is essentially a Knight. Now, it is a special Knight of its own Order that goes all the way to level 20 and it doesn't have the stunted growth of a level six monster taking the first level of a class, but it handles like a Knight, which is what you'd expect from a fiend designed to ride horsies. Also it is more offensively focused than most Knights, but it still fits the same general roles.

Hit Die: d10
Skill Points: 2 + Int
Class Skills: Balance, Climb, Jump, Knowledge (The Planes), Ride, Spot, Survival, Tumble
Proficiencies: the Narzugon Lancer gains proficiency with Light, Medium and Heavy Armour, as well as all kinds of Shield, and all Simple and Martial Weapons.
LevelBABFortRefWillSpecialDesignate Opponent
1+1+2+2+0Mounted Combat, Knight's Challenge+3d6
2+2+3+3+0Hellfire Charge+4d6
3+3+3+3+1Nightmare Steed+5d6
4+4+4+4+1Carnage Sphere+6d6
5+5+4+4+1Head Hunter, Rallying Charge+7d6
6+6+5+5+2Fortify Steed+8d6
7+7+5+5+2Dispel Chaos 3/day, Shadow Sphere+9d6
8+8+6+6+2Mounted Supremacy+10d6
9+9+6+6+3True Seeing, Warcry 3/day+10d6
10+10+7+7+3Champion of Ruin+11d6
11+11+7+7+3Orderly Charge, Fire Sphere+11d6
12+12+8+8+4Terrifying Charge+12d6
13+13+8+8+4Ethereal Charge+12d6
14+14+9+9+4Demon-Dread Charge+13d6

Mounted Combat: if for some reason the Narzugon Lancer does not have Mounted Combat already, he gains Mounted Combat (Races of War) as a Bonus Feat. If he does have Mounted Combat (and he should), he can instead choose a [Combat] Feat, or any other Feat that has Mounted Combat as a Prerequisite.

Knight’s Challenge (Ex): with a Swift Action, the Narzugon Lancer can call an opponent out. If that foe fails to deal any damage to the Narzugon Lancer before the Lancer’s next turn, then on that turn his attacks gain the listed Designate Opponent amount as bonus damage against that foe. He can only apply this damage to one attack per round, plus one at BAB +6, and another at BAB +11 and BAB +16.

Hellfire Charge (Su): starting at second level, whenever the Narzugon Lancer charges a foe, his attacks deal an additional 3d6 points of damage. Half this damage is Fire, the other half is Untyped. This also sets the target on fire, and until the flames are extinguished, they are lit up as though by Faerie Fire.

Nightmare Steed: at level three, the Narzugon just straight-up gets a Nightmare as a loyal steed. For every level the Lancer has beyond third, the Nightmare gains an additional Outsider hit die or a level of Fiendish Brute (player’s choice). If it dies, he gains another 24 hours later.

Sphere Access: at level four, the Narzugon Lancer gains Basic Access to the Carnage Sphere. At level seven, he gains Basic Access to the Darkness Sphere. At level eleven, he gains Basic Access to the Fire Sphere.

Head Hunter (Su): whenever the fifth-level Narzugon Lancer slays a living target that has a sufficient Challenge Rating to grant him any experience (even if you’re not using kill-based XP), he gains a Good Hope effect for the next minute, and the benefits of having cast Death Knell on the target.

Rallying Charge (Ex): starting at level five, any time the Narzugon Lancer charges a foe and hits, this inspires his allies and makes them feel better. Any allies within Line of Sight instantly have any [Fear] effects removed from them.

Fortify Steed (Su): it helps to keep your steed alive, for obvious reasons. Starting at sixth level, the Narzugon Lancer can channel profane energy three times per day. This bestows a Heal effect upon it, but also grants a +4 Profane Bonus to the creature’s Strength, Saving Throws and Armour Class for the next hour.

Spell-Like Abilities (Sp): at level seven, the Narzugon Lancer gains the ability to cast Dispel Chaos three times per day. At level nine it can cast Warcry three times per day. The Caster Level equals its hit dice and the Save DC is Charisma-Based.

Mounted Supremacy (Ex): whenever the eighth-level Narzugon Lancer is mounted and fights a foe that is not mounted, he gains a +3 Bonus to Attack and Damage rolls against that foe, and to Armour Class against their attacks. Additionally, once per round a successful attack against such a foe allows his steed to make an Attack of Opportunity against the target.

True Seeing (Su): starting at level nine, the Narzugon Lancer constantly benefits from a True Seeing effect.

Champion of Ruin: at level ten, the Narzugon Lancer is recognised as a true champion of the Nine Hells. He is granted a castle somewhere in Baator, along with serfs/souls and a small standing army – he gains followers as though taking a [Leadership] Feat. Additionally, he may exchange his steed for a Gathra or Cauchemar Nightmare with racial hit dice equal to his own hit dice total.

Orderly Charge (Su): the eleventh-level Narzugon Lancer may cast Order’s Wrath with a Free Action at the end of a successful Charge attack once per round. Additionally, once per day it may instead cast Dictum at the end of the charge. In both cases, the Caster Level equals his Class Level plus six, and any Save DC is 10 + half his hit dice + his Charisma Bonus.

Terrifying Charge (Ex): starting at level twelve, the Narzugon Lancer causes fear when charging people. If he declares a charge and successfully hits a foe who has failed to save against his Baleful Gaze, their fear is upgraded to Panicked for one minute. There is no additional saving throw against this.

Ethereal Charge (Su): whenever the thirteenth-level Narzugon Lancer charges or runs towards an enemy or has his steed run at full speed towards an enemy, he may elect for both he and his steed to be Ethereal until they reach the enemy – ending either just before attacking (for foes who are not themselves Ethereal), or just after (for foes who are Ethereal).

Demon-Dread Charge (Su): at level fourteen, the Narzugon Lancer gains the most deadly benefits against Demons – and certain other Outsiders as well. When charging, his attacks, and those of his steed, gain the Dread property against [Chaotic] Outsiders. He and all allies within 120 feet then gain the Bane property against [Chaotic] Outsiders for one minute.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Devil: Orthon
Fiendish Codex 2, page 128. CR 8, level 9

Infernal Weaponmaster
The Orthon is a big brute of a fighter, but also a wielder of special fiendish weapons. There is nothing actually stopping it from being an Infernal Soldier who specialises in the fighting styles of his Devilish brethren, and that is what the Infernal Weaponmaster does. He doesn't just get better at fighting normally, he gets better at using his special weapons, and gains Soldier abilities specific to the Nine Hells.

Hit Die: d10
Skill Points: 4 + Int
Class Skills: Balance, Climb, Intimidate, Jump, Knowledge (The Planes), Listen, Ride, Sense Motive, Spot, Tumble
LevelBABFortRefWillSpecial
1+1+2+2+0Infernal Strike (Sickness), Infernal Stances (Imp, Barbazu, Erinyes, Excruciarch)
2+2+3+3+0Voracious Maggots, Greater Interference
3+3+3+3+1Infernal Strike (Fear)
4+4+4+4+1Infernal Stances (Bezekira, Amnizu, Dogai, Cornugon)
5+5+4+4+1Infernal Strike (Blindness)
6+6+5+5+2Wall of Hellfire, Battlefield Control
7+7+5+5+2Infernal Strikes (Nausea), True Seeing
8+8+6+6+2Infernal Stances (Malebranche, Narzugon, Gelugon, Pit Fiend)
9+9+6+6+3Infernal Strike (Stupor)
10+10+7+7+3Maggotstorm
11+11+7+7+3Infernal Strike (Imprisonment), War Machine

Infernal Strike (Su): with a Standard Action at will, the Infernal Weaponmaster may make a single attack. If the attack hits and deals damage, the target must also pass a Fortitude Save (DC 10 + half his hit dice + his Wisdom Bonus) or be rendered Sickened for one minute. At level three, he may instead force them to make a Will Save (same DC) or be Frightened for three rounds. At level five, he may instead cause them to be Blind for three rounds on a failed Fortitude Save. At level seven, he may instead cause them to be Nauseated for three rounds on a failed Fortitude Save. At level nine, he may instead bestow a Feeblemind effect for one minute on a failed Will Save. At level eleven, he may instead cause an Imprisonment effect (until removed by magic) on a failed Will Save.

Stances (Su): as he gains levels, the Infernal Weaponmaster gains access to a number of special Stances unique to the Baatezu. As long as he is not flat-footed, he may spend a Swift Action to enter a Stance, and remains in it until the start of his next turn. Each Stance has a special effect it applies.
  • Barbazu: any attack against a foe suffering from Constitution damage, Vile damage or ongoing damage will deal an extra 3d6 points of damage. If the target suffers from a disease, the disease is progressed by a full day so they must save against its effects.
  • Bezekira: against a foe who cannot see him or in a grapple with him, his attacks deal an extra 3d6 points of damage (the bonus doesn’t stack if both apply). He may also add his Base Attack Bonus as a Competence Bonus to his Move Silently checks.
  • Erinyes: his opponents provoke Attacks of Opportunity from him if they fall Prone within squares he threatens, and he may add his Wisdom Bonus as a Competence Bonus to Trip attempts and ranged attacks.
  • Excruciarch: every foe within ten feet instantly suffers Slashing damage equal to 1d6 plus his Wisdom Bonus, and suffer that result (after DR) as a Morale Penalty on any attack rolls or combat manoeuvres made against him, as well as Tumble or Concentration checks made to avoid Attacks of Opportunity from him.
  • Imp: any time he hits a foe afflicted by a poison, he deals 2 points of Ability Damage to each ability score that the poison in question damages.
  • Amnizu: he benefits from a Psychic Poison effect, and any time he hits a foe suffering from Ability Damage or Drain to their Intelligence, they must pass a Will Save (DC 9 + half his hit dice + his Wisdom Bonus) or be Stunned until the end of his next turn.
  • Dogai: he may move through impediments as though the subject of a Gaseous Form spell, cannot be Flanked, and may treat himself as Medium Size for the purpose of Hide checks. Against foes unaware of his presence, the first attack he makes will, if it hits, be upgraded to a critical hit that deals automatic maximum damage.
  • Malebranche: if he hits a foe who is suffering from a [Fear] effect, they must pass a Will Save (DC 9 + half his hit dice + his Wisdom Bonus) or be Paralyzed until the end of his next turn.
  • Cornugon: he may perform a Coup de Gras as a Move-Equivalent Action, even against a foe who is merely Stunned or Nauseated.
  • Narzugon: when mounted, he gains the Powerful Charge and Trample feats, and his steed also gains Powerful Charge.
  • Gelugon: against foes who are Slowed or suffering from [Fear] effects, all of his successful attacks are upgraded to critical hits.
  • Pit Fiend: he benefits from an Unholy Aura effect, however he may also discharge it on a successful melee attack or touch attack, dispelling an effect or banishing an outsider as though by Dispel Good, or discharge it to cast Unholy Blight. Either way, the Save DC is 9 + half his hit dice + his Wisdom Bonus.
Voracious Maggots (Ex): starting at second level, the Infernal Weaponmaster’s internal maggots are even more active, working harder to eat things. They grant him Fast Healing 5, and additionally when they burst out, they initially deal 5d6 damage, but all that take damage will then take 3d6 damage the following round, then 1d6 more the round after that.

Greater Interference (Su): for every two levels gained by the Infernal Weaponmaster, his Dimensional Interference ability extends out an additional 5 feet.

Wall of Hellfire (Sp): at level six, the Infernal Weaponmaster can cast Wall of Fire three times per day, with a Caster Level equal to his hit dice and a Save DC of 9 + half his hit dice + his Wisdom Bonus. Unlike normal for the spell, the flames are hellfire, which are half Fire and half Unholy.

Battlefield Control (Sp): starting at level six, the Infernal Weaponmaster becomes good at making nearby battlefield weapons smash things. He may use a Swift Action at will to activate any one war machine, magical or otherwise, within 250 feet. It must be ready to fire, and he cannot adjust its aim – it will just fire in the way it is positioned. Alternatively, he may use a Move-Equivalent Action to adjust the aim by up to 45 degrees in one direction or adjust the target square for catapult type weapons by up to 50 feet and then fire it, or a Full Round Action to completely arm, prep, aim and fire.

True Seeing (Su): at level seven, the Infernal Weaponmaster gains a permanent True Seeing effect.

Maggotstorm (Sp): once per day, the tenth-level Infernal Weaponmaster may call upon a horrific storm of gross maggots, replicating a Creeping Doom effect. However, the damage dealt is 50% Acid and 50% Unholy.

War Machine (Sp): upon reaching level eleven, the Infernal Weaponmaster may once per day summon a Hellfire Engine for one minute, with a 100% rate of success.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

And at last, the Devils are complete.

Devil: Osyluth
Monster Manual, page 52. CR 9, level 10

Stygian Overlord
The Stygian Overlord makes the Osyluth into a Necromancer of sorts. It has a large aura of fear, and it can throw Negative Levels at people, and it can create undead and cast other Necromancy spells. If you need a Necromancer, you can probably welcome a Stygian Overlord into the party. If you need a big devil that kills people, you can also welcome the Stygian Overlord, even as it sets up a castle full of undead, in the middle of your town. Also, this class uses the word Stygian about as often as Eye of Argon.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Climb, Concentration, Craft (any), Escape Artist, Heal, Hide, Intimidate, Jump, Knowledge (Arcana, The Planes, Religion), Listen, Move Silently, Ride, Spellcraft, Spot, Survival
LevelBABFortRefWillSpecial
1+1+2+0+2Bolt of Stygian Flames, Expanded Aura +5
2+2+3+0+3Create Undead 3/day, Eyebite at will, Harm 3/day
3+3+3+1+3Expanded Aura +10, Ghoul Gauntlet 1/day
4+4+4+1+4Pillar of Stygian Flames, Vile Death 3/day
5+5+4+1+4Expanded Aura +15, Skeletal Grasp, Stygian Aura
6+6+5+2+5Bone Armour, Control Undead at will, Create Greater Undead 1/day
7+7+5+2+5Aura of Stygian Flames, Expanded Aura +20
8+8+6+2+6Wail of the Banshee 1/day, Stygian Domination 1/day, Mass Harm 1/day
9+9+6+3+6Overlord's Wrath, Expanded Aura +25, Stygian Veil at will
10+10+7+3+7Deluge of Stygian Flames, Plague of Undead 1/day

Bolt of Stygian Flames (Su): the Stygian Overlord is highly attuned to the Negative (and outright Evil) energies of Stygia, and right from the start, can hurl bolts of horrible fire at people at will. With a Standard Action, it may unleash this with a Ranged Touch Attack out to 100 feet. If it hits, the target suffers 1d4 Negative Levels, which last for a number of hours equal to its class level. Undead instead gain 1d4*5 Temporary Hit Points (for an equal duration). A creature with as many Negative Levels as it has hit dice dies instantly.

Expanded Aura (Su): at every odd level, the Stygian Overlord’s Fear Aura extends by five feet.

Spell-Like Abilities (Sp): as it gains levels, the Stygian Overlord gains access to a variety of Spell-Like Abilities. The Caster Level equals its hit dice, and any Save DC is 10 + half its hit dice + its Charisma Bonus. In the case of Stygian Domination and Stygian Veil, they are cast with a Manifester Level equal to its hit dice, augmented as though manifest with Power Points equal to its full Manifester Level, but otherwise function the same.

Pillar of Stygian Flames (Su): starting at level four, the Stygian Overlord may unleash its Bolt of Stygian Flames as a pillar three times per day. It designates a 10’ radius, 60’ tall Pillar anywhere within 100 feet, and all in the area are affected, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). The effects are otherwise identical. Additionally, any use of its Stygian Flames increases to 1d6 Negative Levels (or 1d6*5 Temporary Hit Points for Undead).

Skeletal Grasp (Su): the fifth-level Stygian Overlord can completely liquefy the flesh of those already poisoned, pulling the skin and muscle away to leave just pure bone. If a creature fails the save against the primary effects of its Poison but has yet to attempt to save against the secondary effects, the Overlord may attempt a Touch Attack with a Standard Action. If the attack hits, the target must instantly attempt a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or be slain and reduced to an inanimate skeleton.

Stygian Aura (Su): at level five, the Fear Aura of the Stygian Overlord becomes infused with the deathly energies of its home plane. The entire area is treated as both Desecrated and Unhallowed, with the Overlord itself treated as being a shrine to an evil deity.

Bone Armour (Su): the sixth-level Stygian Overlord can use a Standard Action at will to pull adjacent corpses to its body for additional protection. For a number of minutes equal to the hit dice of a slain creature of Medium or larger size, the Overlord gains Temporary Hit Points equal to the hit dice, plus 10 for every Size Category larger than Medium. For the same duration, it also gains an Armour Bonus to Armour Class equal to its Class Level plus four. If it uses the ability again before it expires, the duration merely restarts at the new “minute per hit die” value of the latest corpse, and the previous Temporary Hit Points are lost and replaced with the new ones.

Aura of Stygian Flames (Su): starting at level seven, the Stygian Overlord can unleash its Bolt of Stygian Flames out to hit all creatures within the area of its Aura of Fear twice per day. This automatically hits every creature in the area with no saving throw, but otherwise works the same. Any use of its Stygian Flames increases to 2d4 Negative Levels (or 2d4*5 Temporary Hit Points for Undead).

Overlord’s Wrath (Sp): once per day, the ninth-level Stygian Overlord can call upon the mighty power of Infernal overlords to create a Hell Ball of sorts: with a Standard Action, it unleashes an explosion in a 40’ radius Spread out to anywhere in 300 feet. All creatures in the area suffer 20d6 points of Fire damage, 10d6 points of Acid damage, and 10d6 points of Cold damage, with a Reflex Save for half (DC 20 + its Charisma Bonus). Evasion and Improved Evasion cannot apply to this.

Deluge of Stygian Flames (Su): at level ten, the Stygian Overlord can cause the sky to rain horrible death once per day, affecting all creatures within a hundred foot radius with its Bolt of Stygian Flames. They are entitled to a Fortitude Save for half (DC 20 + its Charisma Bonus). Additionally, all uses of its Stygian Flames now deal 3d4 Negative Levels (or 3d4*5 Temporary Hit Points for Undead).
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Dread Guard
Monster Manual 2, page 87. CR 2, Level 4 - a Mindless Construct, it needs to be Awakened first and even then it's a Construct which is annoying for playability.

Angry Armour
The Dread Guard are supposed to be mindless animated suits of armour that function similarly to golems. However some of them have a malevolent force possessing them and driving them to commit acts of great violence while still probably protecting their makers. Maybe. They are well-armoured and mostly fight by hitting people with swords, but gain a few extra tricks on the side.

Hit Die: d12
Skill Points: 2 + Int
Class Skills: Balance, Concentration, Craft (Leather, Metal), Disguise, Jump, Listen, Search, Spot
Proficiencies: the Angry Armour is proficient with Simple and Martial Weapons, and all Shields
LevelBABFortRefWillSpecial
1+1+0+0+2Accursed Life, Secrets Unlocked
2+2+0+0+3Stalwart Defender, Accursed Steed
3+3+1+1+3Lesser Magic Quality
4+4+1+1+4Metal Sphere
5+5+1+1+4Bump in the Knight
6+6+2+2+5Moderate Magic Quality
7+7+2+2+5Fast Healing, Attunement
8+8+2+2+6Aegis Sphere
9+9+3+3+6Greater Magic Quality
10+10+3+3+7Demon Armour, Knight Rider

Accursed Life (Ex): the Angry Armour is an actual living creature. Its Type changes to Aberration, though its hit dice are unaltered. It gains a Constitution score, and that score is 15 though it can be changed in all of the normal ways, and has an Enhancement Bonus of +1 per 3 hit dice (round up). It retains the following Immunities: Fatigue, Exhaustion, Poison, Disease, Ability Damage/Drain to Physical Ability Scores. It even has a soul and can regain hit points in the normal ways. It is still treated as a Construct for the purpose of things like Favoured Enemy or Bane weapons.

Secrets Unlocked (Ex): the Angry Armour’s Armour Bonus has an Enhancement Bonus to one third its hit dice (round up). Furthermore, it ignores the usual requirements and flat-out has all of the abilities offered by its type of armour, depending on the system you are using – so for the typical Full Plate using basic Book of Gears rules, it would gain DR 10/Critical Hits, Universal Energy Resistance 3 and furthermore ignores the first five points of Nonlethal damage from all attacks. Alternatively if made from Umlaut Plate using Josh Kablack’s rules, it would have DR 20/-.

Stalwart Defender (Ex): the second-level Angry Armour is immune to [Fear] effects. Additionally, it protects its allies – every adjacent ally gains Evasion if they don’t already have it, and have any [Fear] effects removed at the start of their turn.

Accursed Steed (Sp): at second level, the Angry Armour can summon a ghostly steed once per day. It is a Phantom Steed clad in ghostly steel that remains as long as it does (providing an Armour Bonus of 8, with the same Enhancement Bonus that the Angry Armour itself has) and a total HP of 10 + 3 per hit die of the Angry Armour.

Lesser Magic Quality (Su): at level three, the Angry Armour gains a Lesser Magic Quality, applied to its own armour/body. It is considered to be its own wearer for this purpose.

Sphere Access: at level four, the Angry Armour gains Basic access to the Metal Sphere. At level eight, it gains Basic access to the Aegis Sphere.

Bump in the Knight (Ex): a fifth-level Angry Armour can slam into people at great speeds, not needing fear for its own safety. When charging, it gains a bonus attack – a Slam using its armoured body. This uses an Enhancement Bonus of +1 per 3 hit dice (round up) to the attack and damage rolls, and deals 2d6 base damage for a Medium creature, plus one and a half times its Strength Bonus. If the foe is denied their Dexterity Bonus to AC against this attack, they are knocked Prone upon being hit.

Moderate Magic Quality (Su): at level six, the Angry Armour can upgrade its Lesser Magic Quality to instead provide a Moderate one. It can hold off doing this, but once the choice is made to do so, there’s no going back.

Fast Healing (Su): thanks to the innate magic of its metal, the seventh-level Angry Armour gains Fast Healing equal to its hit dice divided by four (round up).

Attunement (Ex): at level seven, the Angry Armour can choose a single Weapon and Shield. These attune to it and forever become part of its body – always wielded and equipped. They cannot be Disarmed, Sundered and so on, and gain the constant Enhancement Bonus that its “Armour” does. They also each get a special quality of the same grade as the armour – a Moderate Quality when this ability is gained, then upgraded to a Greater Quality at level nine.

Greater Magic Quality (Su): at level nine, the Angry Armour can upgrade its innate Moderate Magic Quality to instead provide a Greater one. It may do the same for its attuned Weapon and Shield.

Demon Armour (Ex): at level ten, the Angry Armour transforms into a suit of Demon Armour. Its Basic Armour Bonus becomes +9 (before taking the Enhancement Bonus into account) with a Maximum Dexterity Bonus of +5. It replaces the special armour abilities with the following: all of its attacks are [Evil] aligned, it can see souls (able to view living and undead creatures within 120’ regardless of concealment, terrain and visibility), it regains 10 Hit Points whenever it kills something, and Outsiders with a CR more than 8 lower than its own cannot approach closer than 30 feet unless it allows them to. It also actually gains the [Tanar’ri] Subtype, but not the Summon ability. Finally, it automatically ignores all Requirements for Bone Rider, Death Knight (its race does not change, however), and Demon Samurai (ignore the bit about its armour changing). It doesn’t gain the Required feats and so on, it merely ignores the need for them so may enter those Prestige Classes freely.

Knight Rider (Sp): when the tenth-level Angry Armour summons its Accursed Steed, it may choose to instead summon a Nightmare.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Dryad
Monster Manual, page 90. CR 3, Level 4. Bound to a physical location, this is a real problem if you don't alter it with the first level of a prestige class, or let them be a regional variant who gets to carry a potted cactus or something.

Tree Speaker
The Tree Speaker advances the Dryad's ability to adventure at all, as well as her ability to gain the friendship of and aid from creatures and plants she encounters on these adventures. She gains a lot of Enchantment effects, as well as some Illusions, some Weather effects, and various things that allow for travel, survival and learning about the surroundings and communicating with stuff. They sort of fill a role half way between the Druid and the Beguiler.

Hit Die: d6
Skill Points: 4 + Int
Class Skills: Concentration, Craft (any), Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Knowledge (any), Listen, Move Silently, Sense Motive, Spot, Survival, Swim
Proficiencies: the Tree Speaker is proficient with Light Armour, Shields (but not Tower Shields), Simple Weapons and all "Druid" weapons
LevelBABFortRefWillSpecial
1+0+0+0+2Separation (1 month), Goodberry 1/day, Ghost Sound 3/day, Animal Friendship 1/day, Locate Object 1/day, Speak With Plants
2+1+0+0+3Ventriloquism 1/day, Charm Animal 3/day, Deep Slumber 2/day
3+1+1+1+3Separation (2 months), Snare 1/day, Goodberry 3/day, Wood Shape, Speak With Animals
4+2+1+1+4Major Image 1/day, Hold Person 1/day, Silent Image 1/day, Detect Poison
5+2+1+1+4Separation (6 months), Charm Monster 1/day, Hiss of Sleep 1/day
6+3+2+2+5Charm Monster 2/day, Dimension Door 1/day, Polymorph (Self Only) 1/day, Tongues
7+3+2+2+5Separation (1 year, 1 day), Seeming 1/day, Mirage Arcana 1/day, Teleport 1/day
8+4+2+2+6Transport via Plants, Ice Storm 1/day, Meld Into Stone
9+4+3+3+6Dream Casting 1/day, Control Wind 1/day, Speak With Anything
10+5+3+3+7Independence, Control Weather 1/day, Call Lightning storm 1/day, Hallucinatory Terrain
11+5+3+3+7Veil 1/day, Liveoak 1/day, Teleport 2/day, Hiss of Sleep 2/day
12+6+4+4+8Animate Plants 1/day, Wall of Thorns 1/day, Wind Walk 1/day
13+6+4+4+8Charm Monster 3/day, Mass Charm Person, Control Plants 1/day
14+7+4+4+9Whirlwind 1/day, Earthquake 1/day, Teleport 3/day, Freedom of Movement
15+7+5+5+9Shambler 1/day, Whirlwind 2/day, Storm of Vengeance 1/day
16+8+5+5+10Screen 3/day, Quickened Sunburst 3/day, Storm of Elemental Fury 1/day

Separation: the Tree Speaker can stay away from her tree for longer than a normal Dryad, but cannot initially stay apart indefinitely. She can leave her tree for up to one month before the sickness begins to claim her (taking 4d6 days instead of hours). Fortunately, she has the Tree Stride ability. As she rises in level, her ability to stay separated increases as noted in the table above.

Caster Levels: the Tree Speaker gains additional Spell-Like Abilities as she gains levels, and the Caster Level for all of her Spell-Like Abilities equals her class level plus six. Any Save DC is 10 + half her hit dice + her Charisma Bonus, and if a daily limit is not listed, it can be used at will.

Speak With Plants (Ex): a Tree Speaker’s ability to speak with plants is non-magical, but otherwise works like the spell.

Speak With Animals (Ex): a Tree Speaker of third level and higher can speak with animals as the spell, but non-magically.

Tongues (Ex): a Tree Speaker of sixth level can speak any language.

Speak With Anything (Ex): a Tree Speaker of 9th level can truly speak with anything, even objects and terrain. This is not a magical ability, but objects can typically only reply as a supernatural ability. Speaking with the terrain works as Commune With Nature.

Independence: at tenth level, a Tree Speaker need not ever return to her tree and will not sicken and die regardless of how much time is spent away from it. She is even unaffected if it dies, though might be saddened.

New Feat:

Tree Secretions [Monstrous]
You produce all sorts of useful stuff, like the very best of trees.
Requirements: Dryad
Benefits: Craft (Alchemy) is always a class skill for you. A number of times per day equal to your Constitution Bonus (minimum 1), you may use a Full Round Action to take 10 on a Craft Alchemy check, creating a single "dose" of anything your result could create (see below). While such a chemical is stored in you, you can consume it yourself with a Swift Action, bleed it out into a jar with one minute and at least 1 point of Slashing or Piercing damage, spit it on someone else with a Standard Action (requiring a Ranged Touch Attack out to 10 feet), apply it with a kiss with an Attack Action (requiring a Grapple check against an unwilling target), apply it to a blade with a Swift Action by taking 1d4 Piercing or Slashing damage, or bleed it out on an attacker with an Immediate Action if they are adjacent and deal any Piercing or Slashing damage.
Wine DC 15, Acid DC 15, Healing Salve DC 15, Vodare DC 15, Dreammist DC 20, Alchemist Fire DC 20, Smoking Oil DC 20, Motelight DC 20, Smelling Salts DC 20, Striped Toadstool Poison DC 20, Terinav Root DC 20, Malyss Root Paste DC 20, Sassone Leaf Residue DC 20, Devilweed DC 20, Mordayn Vapour DC 20, Sufferfume DC 20, Bloodroot DC 20, Sasson Juice DC 22, Polar Skin DC 25, Universal Solvent DC 25, Antitoxin DC 25, Antibiotics DC 25, Sovereign Glue DC 25, Softening Agent DC 25, Confusion Fumes DC 25, Id Moss DC 25, Mushroom Powder DC 25, Redflower Leaves DC 27, Ambrosia DC 30, Tranq DC 30, Black Lotus Extract DC 30
Last edited by Koumei on Mon Aug 31, 2020 1:19 pm, edited 1 time in total.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Thorn Tree
The Thorn Tree is also a class that allows the Dryad to adventure at all, letting her venture away from her tree for extended lengths of time. Beside this, it also advances her stealth and fighting prowess (or indeed, gives her fighting prowess at all). Thorn Trees fill a Rogue role, and function best as assassins.

Hit Die: d6
Skill Points: 6 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Craft (any), Disable Device, Disguise, Escape Artist, Forgery, Hide, Jump, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Rope
Proficiencies: the Thorn Tree is proficient with Light Armour, Simple Weapons, the Hand Crossbow, Repeating crossbows, the Shortbow, the Rapier, the Kukri, the Handaxe, the Throwing Axe, the Light Pick, the Short Sword, the Shuriken and the Kama.
LevelBABFortRefWillSpecial
1+0+0+2+2Separation (1 month), Trap Finding, Poison Use, Sneak Attack +2d6
2+1+0+3+3Climb Speed 15', Woodland Stride, Sneak Attack +3d6
3+2+1+3+3Separation (2 months), Poison Immunity, Evasion
4+3+1+4+4Trackless Step, Sneak Attack +4d6
5+3+1+4+4Separation (6 months), Death Attack
6+4+2+5+5Climb Speed 30', Sneak Attack +5d6
7+5+2+5+5Separation (1 year, 1 day), Dimension Door 1/day
8+6+2+6+6Unfettered Step, Sneak Attack +6d6
9+6+3+6+6Improved Evasion, Uncanny Dodge
10+7+3+7+7Independence, Poison Blood
11+8+3+7+7Hide in Plain Sight, Freedom of Movement, Sneak Attack +7d6
12+9+4+8+8Improved Uncanny Dodge, Crippling Strike, Vital Strike 1/day
13+9+4+8+8Defensive Roll, Sneak Attack +8d6, Deathsight 1/day
14+10+4+9+9Poisonous Thorns, Plane Shift 1/day, Cursed Blade 1/day
15+11+5+9+9Vulnerability 1/day, Assassin's Darkness 1/day, Sneak Attack +9d6
16+12+5+10+10Perfect Evasion, Teleport Without Error 1/day

Separation: the Thorn Tree can stay away from her tree for longer than a normal Dryad, but cannot initially stay apart indefinitely. She can leave her tree for up to one month before the sickness begins to claim her (taking 4d6 days instead of hours). Fortunately, she has the Tree Stride ability. As she rises in level, her ability to stay separated increases as noted in the table above.

Trap Finding (Ex): the Thorn Tree can find and disable traps in the same way as a Rogue.

Poison Use (Ex): the Thorn Tree can safely use poisons without accidentally poisoning herself.

Sneak Attack (Ex): the Thorn Tree gains Sneak Attack, as the Rogue class feature.

Climb Speed (Ex): at second level, the Thorn Tree gains a Climb Speed of 15 feet. This enables her to retain her Dexterity Bonus while Climbing, allows her to take 10 on Climb checks even in stressful situations, and gives her a +8 bonus on Climb checks. At sixth level her Climb Speed increases to 30 feet.

Woodland Stride (Ex): at second level, the Thorn Tree gains Woodland Stride, as the Druid ability.

Poison Immunity (Ex): at third level, the Thorn Tree is immune to all poisons. Even magic ones.

Evasion (Ex): at level three, the Thorn Tree gains Evasion, as a Rogue.

Trackless Step (Ex): at 4th level, the Thorn Tree leaves no scent or trail.

Death Attack (Ex): the fifth level Thorn Tree gains the Death Attack ability of an Assassin (PHB version). The Save DC is 10 + half her hit dice + her Intelligence Bonus.

Spell-Like Abilities (Sp): the Thorn Tree gains access to various Spell-Like Abilities as she gains levels. In the case of Dimension Door, it can be cast with just a Swift Action. Any Save DC is 10 + half her level + her Intelligence Bonus, and the Caster Level equals her class level.

Unfettered Step (Ex): at eighth level, the Thorn Tree can take 10 on Balance checks even under stressful circumstances, and gains a Bonus to Balance checks equal to four times her ranks in the Balance skill.

Improved Evasion (Ex): at level nine, the Thorn Tree gains Improved Evasion, as the Rogue special ability.

Uncanny Dodge (Ex): at level nine, the Thorn Tree gains Uncanny Dodge, treating her Rogue level as being equal to her class level (plus any levels in the Rogue class) plus four.

Independence: at tenth level, a Thorn Tree need not ever return to her tree and will not sicken and die regardless of how much time is spent away from it. She is even unaffected if it dies, though might be saddened.

Poison Blood (Ex): at tenth level, the Thorn Tree’s blood becomes an effective Injury-delivered poison. Any slashing or piercing weapon which damages her is considered poisoned next time it damages an opponent. The Thorn Tree’s poison inflicts 1d3 minutes of Paralysis for initial damage, with 1d4 Con damage as secondary damage. The Save DC is 10 + half her hit dice + her Con Bonus. She may deliberately cut herself with an applicable weapon for 1 damage, ignoring her own Damage Reduction, with a Move-Equivalent Action.

Hide in Plain Sight (Ex): at level eleven, the Thorn Tree can hide even when observed, just like an Assassin or Shadow Dancer.

Freedom of Movement (Su): the eleventh-level Thorn Tree has a constant Freedom of Movement effect.

Improved Uncanny Dodge (Ex): at level twelve, the Thorn Tree can no longer be flanked.

Crippling Strike (Ex): at level twelve, the Thorn Tree gains the Crippling Strike special ability of a Rogue.

Defensive Roll (Ex): the thirteenth-level Thorn Tree gains the Defensive Roll special ability of a Rogue.

Poisonous Thorns (Ex): at level fourteen, the Thorn Tree actually grows poisonous thorns, or more correctly, venomous/toxic prickles. Anyone who hits her with a Natural Weapon, Unarmed Strike, or non-reach Melee Weapon, or attempts a Trip or Grapple against her, is hit for 1d4 points of Piercing damage from a weapon that is considered Wood, a Natural Weapon, and Magical. It also delivers poison exactly like her Poison Blood.

Perfect Evasion (Ex): at level sixteen, the Thorn Tree is simply immune to any effect which calls for a Reflex Save.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Deva: Monadic
Fiend Folio, page 56. CR 12, level 13.

Elemental Steward
Monadic Devas have to spend a lot of time watching over the Elemental and Ethereal Planes. On the one hand, this grants them a lot of knowledge of these planes, and abilities suited to dealing with them. On the other hand, it often leaves them bored and looking forward to adventure and combat. An Elemental Steward is a bit like Kaelik's Elementalist. Or rather, it's a lot like it, but with fewer options for the abilities (being a seven-level class) and various Spell-Like Abilities added.

Hit Die: d10
Skill Points: 6 + Int
Class Skills: Balance, Concentration, Craft (any), Disguise, Escape Artist, Gather Information, Hide, Knowledge (Nature, The Planes, Religion), Listen, Move Silently, Spellcraft, Spot, Swim
Proficiencies: the Elemental Steward is proficient with Light Armour, and any weapon made primarily from wood, stone, metal, water, lightning or fire
LevelBABFortRefWillSpecial
1+1+2+2+0Elemental Affinity, Elemental Strike, Elemental Ward
2+2+3+3+0Channel Elemental Power, Ethereal Jaunt 1/day
3+3+3+3+1Contact Other Plane 1/day (Elemental Planes only), Heal 1/day
4+4+4+4+1Combined Elemental Ward, Etherealness 1/day
5+5+4+4+1Resurrection 1/day, Banishment 3/day, Elemental Wrath
6+6+5+5+2Combined Elemental Power, Etherealness 3/day
7+7+5+5+2Monadic Gate, Elemental Transformation, True Resurrection 1/day

Elemental Affinity (Ex): the Elemental Steward has an innate connection to the elements along the Fire-Water axis and the Earth-Air axis. At any time he is Favoured Earth, Balanced, or Favoured Air. At any time he is either Favoured Fire, Balanced, or Favoured Water. If he is not Favoured or Balanced regarding an element, he cannot utilise any of its powers or wards. Whenever he uses an element, he moves away from Favoured by one step. So a Fire-Favoured Steward could Channel Fire and in doing so become Balanced on that axis. He could then use either Fire or Water, each one pushing him Favoured in the opposite direction.

Elemental Strike (Su): once per round, whenever he is Balanced or Favoured towards an element, the Elemental Steward can augment a melee attack to channel that element. If he chooses to channel Fire, the target catches fire if hit. If he channels Water, the target is rendered Blind for one round if hit. If he channels Earth, the target is automatically knocked Prone if hit. If he channels Air, the target is pushed back 30 feet if hit, and on their next turn approaching him takes twice as much movement. This is considered a form of Channelling, so uses the rules on Elemental Affinity.

Elemental Ward (Su): the Elemental Steward can equip up to one Elemental Ward for each Element – as long as he can access that Element (ie is not Favoured in the opposite direction). Losing the ability to use such a Ward instantly de-activates it if it is active. Activating any number of Wards requires a Full Round Action – whether to activate only one or completely change them all. Activating a Ward does not move his position on Elemental Affinity.
  • Air: +5 Deflection Bonus to Armour Class or constant Wind Wall and Freedom of Movement
  • Earth: Damage Reduction 15/- or +5 Enhancement Bonus to Natural Armour
  • Fire: constant Fire Shield (burns up nonmagical projectiles) or Improved Evasion
  • Water: Mettle or Immunity to anything halted by a Calm Emotions effect
Channel Elemental Power (Sp): starting at level two, the Elemental Steward can Channel various Elemental Powers – using the rules for Elemental Affinity. Any Save DC is 10 + half his hit dice + his Intelligence Bonus. He can choose from the following:
  • Air: cast an invisible Solid Fog or Gust of Wind, or Whirlwind. If Favoured, Greater Whirlwind.
  • Earth: cast Move Earth or Rock to Mud or Mud to Rock. If Favoured, Earthquake.
  • Fire: cast Flamestrike or Wall of Fire. If Favoured, Extended Firestorm.
  • Water: cast watery Evard’s Black Tentacles or Fengut. If Favoured, Drown.
Spell-Like Abilities (Sp): the Elemental Steward gains a few Spell-Like Abilities as he gains levels. The Caster Level equals his hit dice and any Save DC is 10 + half his hit dice + his Charisma Bonus.

Combined Elemental Ward (Su): at level four, the Elemental Steward can combine the elements – instead of using two separate Wards he can use a Combined Ward – for instance if completely Balanced he could use a Fire Ward, an Air Ward, and a Mud (Water and Earth) Ward. If he then became Earth Favoured he would lose the Mud Ward.
  • Fog (Air and Water): constant 50% Miss Chance from Concealment
  • Lightning (Air and Fire): +30’ Enhancement Bonus to Movement Speed and Uncanny Dodge
  • Magma (Earth and Fire): Fireball erupts centred on him once per turn when hit. Foes get no saving throw.
  • Mud (Earth and Water): amorphous and immune to Grappling and Critical Hits
Elemental Wrath (Su): starting at level five, the Elemental Steward’s Elemental Strike lasts for his entire turn, working for multiple attacks. His Affinity changes at the end of his turn, and only once regardless of how many attacks he makes. Additionally, if such an attack hits an Elemental of the opposed element, it is subject to a Banishment effect (DC 10 + half his hit dice + his Intelligence Bonus).

Combined Elemental Power (Sp): the sixth-level Elemental Steward can combine elements when channelling powers. Doing so shifts his Affinity on both axis when used. Any Save DC is 10 + half his hit dice + his Charisma Bonus.
  • Fog (Air and Water): create a Cloudkill. If at least one of the elements is Favoured, it kills those below 6 HD with no saving throw, and is “Save or Die” for those below 9 HD.
  • Lightning (Air and Fire): create a Chain Lightning effect. If at least one of the elements is Favoured, those who fail their Saving Throw are Stunned and Dazed for one round.
  • Magma (Earth and Fire): cast Wall of Magma or Scalding Mud. If at least one of the elements is Favoured, the effects are Extended.
  • Mud (Earth and Water): cast Mudslide. If at least one of the elements is Favoured, those affected instantly begin suffocating/drowning as if they had held their breath for twice as many rounds as their Constitution score.
Monadic Gate (Sp): three times per day, the seventh-level Elemental Steward may cast a travel version of the Gate spell with the destination of the Ethereal Plane or an Elemental Plane.

Elemental Transformation: at level seven, the Elemental Steward gains all the benefits and drawbacks of being en Elemental: Immunity to Poison, Sleep, Paralysis, Stunning, Flanking, Critical Hits, and no need to breathe. However, he is treated as both a [Good] Outsider and an Elemental for the purpose of things like Favoured Enemy and Bane weapons.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

And at last, we finish off those Ds.

Deva: Movanic
Fiend Folio, page 57. CR 9, level 10.

Worldly Dominion
Movanic Devas are focused on three planes: the Positive Energy Plane, the Negative Energy Plane, and the Prime Material Plane. Of those, the Prime Material is considered the most interesting (and is certainly the most hospitable). As such, though they take their tasks seriously, many find themselves caught up in worldly affairs more often, with actual things that need their attention. The Worldly Dominion is an angel dedicated to overseeing the Material Plane and preventing its destruction. She influences mortals, goes adventuring, and also deals with problems arising from Positive and Negative energy - nine times out of ten being Undead. Similarly, she harnesses the innate joy and happiness of the Deva and, being an equal amongst the greatest, shares this with others. She functions rather like a Cleric with more social prowess.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Gather Information, Hide, Knowledge (Geography, Local, The Planes), Listen, Move Silently, Perform (any), Ride, Sense Motive, Spellcraft, Spot
LevelBABFortRefWillSpecial
1+0+0+2+2Divine Energy, Charm Person at will, Quickened Command at will, Divine Happiness
2+1+0+3+3Greater Equilibrium, Animate Objects 3/day, Seeming 1/day, Energy Infusion
3+2+1+3+3Positive Energy Sight, Suggestion 3/day, Restoration at will, Slay Living 1/day
4+3+1+4+4Greater Dispel Magic 3/day, Quickened Righteous Might 1/day, Joy Domain
5+3+1+4+4Overwhelm 3/day, Mass Charm Person 1/day, Energised Light and Darkness
6+4+2+5+5Heal 3/day, Harm 3/day, Greater Restoration 1/day
7+5+2+5+5Quickened Suggestion 1/day, Heavenly Redirection
8+6+2+6+6Brilliance, Spread of Contentment 1/day, Pleasure Domain
9+6+3+6+6Disjunction 1/day, True Resurrection 1/day, End to Strife 3/day
10+7+3+7+7Mass Heal 1/day, Greater Harm 1/day, Righteous Exile 1/day

Divine Energy (Su): a Worldly Dominion gains a pool of Divine Energy – both positive and negative – equal to her (Class level + 10), multiplied by her Wisdom Bonus, times two. This energy can be used to channel positive or negative energy with a simple touch (for a willing target) or a Touch Attack (for an unwilling target). With a Swift Action she can channel an amount up to her hit dice, or with a Standard Action she can channel any amount she wishes. Negative Energy heals Undead and harms the living, and Positive Energy heals the living and harms Undead. In the case of damage, a successful Will Save (DC 15 + half her class level + her Wisdom Bonus) negates the damage.

Spell-Like Abilities (Sp): as she gains levels, the Worldly Dominion gains access to various Spell-Like Abilities. The Caster Level equals her hit dice, and any Save DC is 10 + half her hit dice + her Charisma Bonus.

Divine Happiness (Ex): the Worldly Dominion is just happier and more fulfilled than a human, to the point that she is Immune to any emotional effect she doesn’t like, such as [Fear] effects, Rage spells or Crushing Despair. Note that Confusion, Insanity, Dazing, Stunning, Fatigue and Exhaustion are typically not Emotions unless specifically caused by a spell effect that says they are.

Greater Equilibrium (Ex): starting at second level, the Worldly Dominion is healed by both Positive and Negative energy. Additionally, she is immune to Negative Levels/Energy Drain, as well as Ability Drain.

Energy Infusion (Su): the second-level Worldly Dominion is able to move life energy from one creature to another at will. She chooses two targets within sixty feet, one that donates the energy and one that receives. The donor is allowed a Will Save (DC 15 + half her class level + her Wisdom Bonus) to negate the effect, otherwise they lose an amount of hit points equal to her hit dice total plus her Wisdom Bonus, and the recipient receives an equal amount. Undead creatures are healed when donating life energy, and harmed by receiving it (though as a recipient they would receive no saving throw).

Positive Energy Sight (Su): starting at level three, the Worldly Dominion has Lifesight and a constant Deathwatch effect. This allows her to pinpoint the position of living or undead creatures, even if she can’t see their physical forms.

Domains: at level four, the contentment of the Worldly Dominion manifests in the Joy Domain. At level eight she is so happy as to receive the Pleasure Domain. Upon receiving a Domain, she gains the Domain Power, and can cast each of the Domain Spells once per day as Spell-Like Abilities.

Energised Light and Darkness (Sp): the fifth-level Worldly Dominion can radiate her choice of Ravenous Darkness and Rejuvenating Light at will.

Heavenly Redirection (Su): upon reaching seventh level, the Worldly Dominion can not just deflect projectiles away, but reflect them back at her attacker. If her attack roll would be enough to hit the attacker’s Armour Class, the attack or Spell hits the attacker rather than simply being negated. This does not change the types of effects that can be deflected – she still eats Fireballs normally.

Brilliance (Su): starting at level eight, any weapon wielded by the Worldly Dominion has either the Ghost Touch or Brilliant Energy property, as she prefers.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Eladrin: Bralani
Monster Manual, page 93. CR 6, level 8

Hero of the Storm
The Hero of the Storm is a giant pillar of elemental energy, even when it isn't actually in the form of a whirlwind. It gets angry and goes into a rage, it hits things up close and personal and gains elemental damage, and it can throw a handful of elemental-themed Spell-Like Abilities around. Despite the splash of casting ability gained, it mostly fills the same role as a Barbarian.

Hit Die: d8
Skill Points: 4 + Int
Class Skills: Balance, Concentration, Diplomacy, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Knowledge (The Planes), Listen, Sense Motive, Spellcraft, Spot, Survival, Tumble
LevelBABFortRefWillSpecial
1+1+0+2+2Weatherproof, Shocking Weapons, Rage
2+2+0+3+3Icestorm, Haboob 3/day
3+3+1+3+3Thundering Rage, Unearthly Heat 1/day
4+4+1+4+4Forms of Righteous Vengeance
5+5+1+4+4Holy Resiliency, Whirling Rage
6+6+2+5+5Chain Lightning, Flaywind Burst
7+7+2+5+5Body Blaze, Stormwalk 1/day
8+8+2+6+6Bellowing Rage, Parboil 3/day
9+9+3+6+6Celestial Vortex, Whiteout 3/day
10+10+3+7+7Glacier 3/day, Impervious Rage
11+11+3+7+7Aether Storm
12+12+4+8+8Deadly Rage

Weatherproof (Ex): the Hero of the Storm is practically immune to bad weather, increasing his Fire and Cold Resistance by 10 points each, and gaining 10 points of Acid, Sonic, and Dehydration/Dessication Resistance. He is also immune to Sunstroke/Heatstroke, Frostbite, and the semi-permanent effects of Frostburn, treating it as regular Cold.

Shocking Weapons (Su): any weapon the Hero of the Storm wields gains the Shocking property, and bestows this property upon any ammunition. This also applies to his Slam when he is in non-Humanoid form.

Rage (Ex): the Hero of the Storm gains the ability to enter a Rage once per ten minutes. This grants a +4 Bonus to Strength and a +2 Dodge Bonus to AC and to Reflex Saves. It additionally allows him to make an extra attack when making a Full Attack, though every attack is made at a -2 Penalty when doing this. It lasts for a number of rounds equal to his Constitution Bonus plus 3. It does not leave him Fatigued afterwards, he just needs a little time to build up enough excess energy.

Spell-Like Abilities (Sp): at various levels, the Hero of the Storm gains various additional Spell-Like Abilities. Unless a number of uses per day is specified, a given ability can be used at will. They have a Caster Level equal to his hit dice and a Save DC of 10 + half his hit dice + his Charisma Bonus.

Thundering Rage (Su): starting at level three, whenever the Hero of the Storm is in a Rage, all of his weapons gain the Thundering quality and he may cast Shout once per round as a Swift Action.

Forms of Righteous Vengeance (Su): upon reaching fourth level, the Hero of the Storm can take on slightly different forms from that of the whirlwind. He retains the basic abilities of it, but it is slightly modified based on his environment: in an area with a lot of loose sand, ash or dust, he may become a sandstorm, where any target hit by his Slam suffers the effects of a full round in a Flensing Sandstorm (Hurricane strength winds). In an area with a lot of frost, snow, sleet or slush, he may become a blizzard, where adjacent foes suffer the penalties of being caught in a Blizzard.

Holy Resiliency (Ex): the fifth-level Hero of the Storm is completely Immune to Stunning and Poison, and his Damage Reduction improves to 15/Cold Iron and Evil.

Whirling Rage (Ex): at level five, the Rage of the Hero of the Storm becomes even better. The bonus to Strength increases to +6, and the bonus to AC and Reflex Saves increases to +3. Additionally, he is treated as having the following PHB Feats as Bonus Feats: Combat Reflexes, Cleave, Great Cleave, Whirlwind Attack.

Bellowing Rage (Su): upon reaching eighth level, the Hero of the Storm makes even more noise when in a Rage. He may cast Greater Shout with a Swift Action each round, and constantly benefits from a Sonic Shield effect.

Celestial Vortex (Su): while in whirlwind form (or a variant), the ninth-level Hero of the Storm can drag people to Celestia: any time he hits someone with a Slam, they must pass a Will Save (Charisma-based) or be sucked into the vortex and sent to a random part of Celestia.

Impervious Rage (Ex): at level ten, the Hero of the Storm cares not for your puny ways. When in a Rage, his Damage Reduction becomes 15/- and he is immune to [Mind-Affecting] effects.

Aether Storm (Su): all Spell-Like Abilities of the eleventh-level Hero of the Storm work normally on Incorporeal and Ethereal creatures as though they lacked those traits. Additionally, in whirlwind form his attacks are all made as though with a Ghost-Touch weapon.

Deadly Rage (Ex): at level twelve, the Hero of the Storm can just kill people by hitting them when sufficiently angry and motivated. While in a Rage, he may make a single attack with a Standard Action, and if it hits, the opponent just dies. This is a [Death] effect.
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Post by Wiseman »

You might want to make an index for this thread, for easier navigation.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
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The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
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Post by Koumei »

Yeah, I should have done that for the first post, but I'll make a separate one later, maybe in the Bookmark Thread. That said, my client is manually bookmarking everything in a personal file.
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Post by Koumei »

Eladrin: Courre
Book of Exalted Deeds, page 168. CR 2, level 5 – Tiny, and can take on a bear-proof form.

Navi
The Courre is a very pixie-like good-natured celestial, one that shares a lot of design space with fae creatures. Also, it can become a floating ball of light. You knew this was coming. I haven’t even played Zelda and I know about this. Anyway it’s a creature that can cheer allies on, annoy enemies and make them easier to kill, find traps and stuff, and either be really hard to hurt or cast spells like a Sorcerer, but not both at the same time. It ends up at level ten with seven hit dice and the casting ability of an eighth-level Sorcerer, then goes on into a prestige class that advances Sorcerer casting.

Hit Die: d4
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Craft (any), Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Spot, Use Magic Device
LevelBABFortRefWillSpecialCasting
1+0+0+2+2Z-Target, Trap Finding+2 Sorcerer Casting Levels
2+1+0+3+3Irritation+1 Sorcerer Casting Level
3+1+1+3+3Incessantly Cheerful+2 Sorcerer Casting Levels
4+2+1+4+4Magic Colours+1 Sorcerer Casting Level
5+2+1+4+4Life Saver+2 Sorcerer Casting Levels

Spellcasting: to begin with, the Navi can cast spells as a second-level Sorcerer (ideally using the Kaelik Sorcerer). At levels two and four, the spellcasting ability increases by one level, and at levels three and five, it increases by two levels. Thus, at level five (character level ten), she casts as an eighth-level Sorcerer, then goes on into some Prestige Class that advances casting.

Z-Target (Su): any time the Navi casts a Spell or Spell-Like Ability at a creature and has any effect (ie it won’t function if it misses, or they successfully save to negate, or it fails to bypass Spell Resistance, or they are entirely immune), the creature becomes targeted by her special magic. They glow in such a way that, for the next three rounds, the Navi and her allies ignore all of its Damage Reduction, Hardness, Energy Resistances, Cover (other than Full Cover), Concealment (even Total), and Immunity to Critical Hits. Her Charisma Bonus is also applied as a Penalty to their Armour Class and Saving Throws for the three rounds.

Trap Finding (Ex): the Navi can find and disable traps in the same manner as a Rogue, regardless of the DC or if they are magic.

Irritation (Ex): starting at level two, the Navi understands how to be particularly annoying to those around her when she so wishes. With a Standard Action, she may chatter incessantly, typically just repeating “Hey! Listen! Hey! Hey! Listen! Hey!” and all adjacent creatures must attempt a Concentration check opposed by her own Diplomacy check. If her roll is greater than theirs, they are rendered Flat-Footed, and denied their Dexterity Bonus to Armour Class until their next turn starts. Additionally, if her roll is higher, they immediately lose concentration on any ongoing effects that require it. Should an adjacent creature attempt to cast a spell when she has used this ability in her previous turn, they must attempt a Concentration check (against her previous roll) or lose the spell, just as though failing a Concentration check after taking damage. This may be used in either of her forms.

Incessantly Cheerful (Ex): at level three, the Navi may add all spells on the Joy domain to her Spells Known (and her Class Spell List). These bonus spells do not count against her normal spells known, and cannot be traded out for others. It still doesn’t grant the ability to cast spells of a higher level than normal – the higher-level ones are merely known, not yet castable. Furthermore, so happy is she that she cannot be saddened, and is Immune to Morale Penalties. All adjacent allies gain a +4 Morale Bonus on Saving Throws against things which grant Morale Penalties, because it turns out that happiness is contagious even if it at first seems annoying.

Magic Colours (Su): when the fourth-level Navi is a ball of light, her magical nature reacts to the hidden, letting her and her allies know about secrets before they normally would. She is entitled to an automatic Search check whenever there is something within 50 feet that could normally be uncovered by such a check (Secret Doors, Traps, Hidden Mechanisms etc.) A successful roll reveals the nature of the hidden thing (whether it is a door, trap, mechanism or whatever, but not specifically its activation method or what kind of trap) and its direction (and thus, unless teleporting into a room, its location – awareness will happen at 50 feet, so you know it is 50 feet away in that direction). Her colour actually changes to indicate this. She also changes colours when an Invisible creature (but not one that is merely hiding) or object is within 50 feet, granting awareness that something invisible is within range, and the direction, but not its exact square.

Life Saver (Sp): upon reaching fifth level, the Navi is able to restore life to fallen allies by expending magical energy. She may use a Full Round Action to cast True Resurrection on somebody who has been dead no more than 3 rounds, by spending ten Spell Slots of level 4, or five of level 5, or three of level 6, or two of level 7, or a single level 8 Spell Slot. The spells are not cast as normal, so there is no additional effect or casting time, she just burns off a lot of energy with a Full Round Action and her ally ceases being dead. This leaves her Exhausted until she rests.
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Post by Koumei »

Eladrin: Firre
Book of Exalted Deeds, page 169. CR 10 [Awesome], level 14

Hashmallim
The Hashmallim is an angelic pillar of fire, and that’s what the Firre can be. It sweeps along in a blaze of song and actual fire, inspiring and confounding where necessary, and also killing things with fire. There aren’t many levels remaining in its life due to all that baseline Cleric casting, but those remaining levels continue to advance Cleric casting, but with other stuff, and you end up being a level 20 character who casts like an eighteenth-level Cleric. But with more fire and some other abilities.

Hit Die: d8
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Concentration, Diplomacy, Escape Artist, Gather Information, Intimidate, Jump, Knowledge (any), Listen, Perform (Dance, Oratory, Song), Spot, Tumble
LevelBABFortRefWillSpecialSpellcasting
1+0+0+2+2Bonus Spells, Song+1 Cleric Casting Level
2+1+0+3+3Dance of Rising Smoke+1 Cleric Casting Level
3+2+1+3+3The Lure of Flames+1 Cleric Casting Level
4+3+1+4+4Dance of Rising Flames+1 Cleric Casting Level
5+3+1+4+4Song of True Freedom+1 Cleric Casting Level
6+4+2+5+5Rain of Embers+1 Cleric Casting Level

Spellcasting: at every level, the Hashmallim’s casting ability as a Cleric improves by 1 level.

Bonus Spells: the Hashmallim gains a number of bonus spells available, which are added to his Class List, so they may be cast in normal spell slots. These fiery spells are particularly adept at making people move around the place, can be cast in fiery pillar form (unlike all other spells) and all are found here
Orisons: Hotfoot
Level 1: Gaban’s Scorching Embers
Level 2: Fire Path
Level 3: Scorching Column
Level 4: Phosphorus River
Level 5: Fire Sweeper
Level 6: Great Flaming Sphere
Level 7: Contagious Fireball
Level 8: Molten Steel Ray
Level 9: Molten Tornado

Song: the Hashmallim’s singing ability continues to improve. Although he does not gain access to new Bard Song abilities, the effects still grow as though his PHB Bard level equalled his hit dice (such as the size of the bonus awarded by Inspire Courage).

Dance of Rising Smoke (Su): at second level, the Hashmallim has a special unique performance that only works as a Dance – it can therefore be used in conjunction with Song, and can be used in either form, but has its own Somatic Components that prevent spellcasting at the same time. It creates a cloud of thick smoke within Medium Range with a radius of 5 feet, plus 5 additional feet for every 10 points rolled on a Perform (Dance) check. The smoke lasts until the start of his next turn, but every turn he may continue the performance to extend the effects by another round. This smoke blocks Line of Sight, and anything inside has Concealment from adjacent creatures and Total Concealment against creatures further than 5 feet away. However, they must also pass a Fortitude Save every round or be Blind and Sickened for that round.

The Lure of Flames (Su): when in the “pillar of flame” form, the third-level Hashmallim may use a Standard Action to burn the air and draw everyone in. It makes a Perform (Dance) check, and uses this as a Bullrush check against all creatures within Close Range. All such creatures must try to resist this, and if the Hashmallim succeeds, they are drawn closer and closer to the Hashmallim (as though somebody were moving with them, so they can move more than one square). Any unattended object that touches the Hashmallim is incinerated (Magic items are allowed a Fortitude Save – DC 10 + half his hit dice + his Charisma Bonus), and any creature that makes contact suffers 20d6 points of Fire damage and catches fire, with a Reflex Save (same DC) to halve the damage and avoid catching fire.

Dance of Rising Flames (Su): at level four, the Hashmallim has a special unique performance that only works with Dance (much like Rising Smoke). Up to one target per level within Close Range must pass a Reflex Save or catch fire. The ongoing damage for being on fire increases on any round in which he has used this Performance, increasing by +1d6 for every 10 points rolled on a Perform (Dance) check.

Song of True Freedom (Sp): at level five, the Hashmallim may use Perform (Sing) to create an effect equivalent to a Break Enchantment or Freedom spell with one minute of singing. This can only be performed in humanoid form, and for Break Enchantment, instead of a Caster Level check, just uses the Perform check, with no limit.

Rain of Embers (Su): any time the sixth-level Hashmallim is in fiery pillar form or uses Dance of Rising Flames, embers fall from the sky in a fifty foot radius until the end of its next turn. The entire area becomes Difficult Terrain for the duration, and any creature in the area or that enters the area suffers 5d6 Fire damage. Furthermore, if the Hashmallim casts a Spell with the [Fire] Descriptor while the embers are falling, the spell is cast at +2 Caster Level, +2 to the Save DC, and dealing +2 damage per die rolled.
Last edited by Koumei on Tue Aug 18, 2020 7:06 am, edited 1 time in total.
Koumei
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Post by Koumei »

Elemental: Small
Monster Manual (for normal Elementals at least), page 95. CR 1, level 3 and arguably an amorphous blob that lacks thumbs.

Chosen of the Inner Source
Elementals have a closer connection with the Inner Planes than anything else can. The Chosen of the Inner Source is a class which allows the Elemental to build on that connection to channel divine power from the Inner Planes themselves. The Chosen do not have gods, but they do worship a force, an element of which they are wholly composed. The Chosen can be of any alignment, but always work to spread the ideals of their element - their inanimate and ambivalent element. Their Alignment practically is their element. Talk to them, it's an interesting experience to learn what Water really cares about. Basically they are Clerics.

Hit Die: d8
Skill Points: 2 + Int
Class Skills: Concentration, Craft (any), Diplomacy, Heal, Knowledge (Arcana, The Planes, Religion), Listen, Profession (any), Sense Motive, Spellcraft, Swim
Proficiencies: the Chosen is proficient with all Simple Weapons, Shields of all kinds, Light, Medium and Heavy Armour, and either the Scimitar, Trident, Pick or Flail.
LevelBABFortRefWillSpecialSpellcasting
1+0+0+0+2Domains, Elemental Resiliency+2 Cleric Casting Levels
2+1+0+0+3-+1 Cleric Casting Level
3+2+1+1+3Size Increase+1 Cleric Casting Level
4+3+1+1+4-+1 Cleric Casting Level
5+3+1+1+4Chosen+1 Cleric Casting Level

Spellcasting: the Chosen of the Inner Source casts spells as a Cleric of its Chosen level plus one. It gains Domain Slots just like a Cleric, and can spontaneously convert spells to either Inflict or Cure spells, depending on its Alignment, just like a Cleric. Alternatively, you may have them cast as a Kaeleric, although they don't have the pool of divine healing energy.

Domains: the Chosen gains two Clerical Domains, as a Cleric. One of these domains must be the Elemental domain corresponding to its own subtype. It uses its total hit dice in place of its Cleric level for the purpose of Domain Abilities (and if using the Kaeleric it also gains the bonus skills at maximum ranks). The other domain can be anything except other Elemental domains, racial domains (Elf, Drow, Scalykind, Spider etc), Death, Sun, War, Family, Moon, Repose, Spell and Undeath. Some Prestige Domains such as Watery Death (for a Water Chosen) may be allowed if Mister Cavern is fine with it. If using a Para-Elemental or some other weird kind, you may have both your domains be from your composite elements (Magma Elementals choosing Fire and Earth), or your first one may be something more closely fitting your nature - Darkness for a Shadow Elemental, Cold for an Ice Elemental and so on.

Elemental Resiliency: if the Chosen is an Earth or Water Elemental, it has a Good Fortitude Save (the same as its Will Save). If it is a Fire or Air Elemental, it has a Good Reflex Save (the same as its Will Save). If using a Para-Elemental or some other weird kind, then choose one that you feel is more appropriate, but you don't get to choose "both".

Size Increase: at level three, the Chosen of the Inner Source grows to Medium Size. Its Strength and Constitution scores each increase by four, but its race does not actually change to Medium Elemental.

Chosen: at level five, the Chosen of the Inner Source casts as a sixth level Cleric so can just keep taking actual Cleric levels or go into a Clerical Prestige Class or something. If taking actual Cleric levels, add six to the effective level for the purpose of any base Cleric abilities that are newly gained so they match the Caster Level (Turn/Rebuke Undead, Divine healing pool etc)
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