Monster Prestige Classes (A Reprint)

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Koumei
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Post by Koumei »

Spectre
Monster Manual, page 232. CR 7, Level 9 - Spawning Incorporeal Undead with Daylight Powerlessness. [Dark Minded] Subtype.

Spectral Reaper
There obviously needs to be some kind of Incorporeal Undead that kills people with a Scythe. Everyone expects that, everyone wants that. So that's what the Spectral Reaper does: it floats around and murders the shit out of people with a scythe, and also ends spell effects that it doesn't like.

Hit Die: d12
Skill Points: 4 + Int
Class Skills: Hide, Intimidate, Knowledge (any), Listen, Move Silently, Sense Motive, Spot
Proficiencies: the Spectral Reaper gains Proficiency with the Scythe
LevelBABFortRefWillSpecial
1+1+2+2+0Master of the Scythe, Detect Thoughts at will, Foestalker
2+2+3+3+0Beckon Foes, Detect Magic at will
3+3+3+3+1Snuff the Light, Instil Fear, Invisibility Purge 1/day
4+4+4+4+1Augmented Critical, Aura of Weakness
5+5+4+4+1Scrying 1/day, Ruinous Weapons
6+6+5+5+2Whirlwind of Ruin, Greater Dispel Magic 3/day
7+7+5+5+2Heighten Fear, Dismissal 1/day, True Seeing 3/day
8+8+6+6+2Gloomy Sanctuary, See Invisibility at will
9+9+6+6+3Dimensional Anchor 1/day, Tyrant's Terror
10+10+7+7+3Teleport Without Error 3/day, Banishment 1/day
11+11+7+7+3Deadly Vortex, Greater Plane Shift 3/day

Master of the Scythe (Ex): the Spectral Reaper is particularly adept at wielding scythes. It can use a scythe one size larger than normal (typically sized for Large creatures) with no penalty (though this does not affect its ability to wield regular ones for its size), and gains the Great Cleave and Whirlwind Attack PHB feats as Bonus Feats when wielding one. Finally, once per round it can channel its Energy Drain ability through a successful hit with a scythe.

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

Foestalker (Ex): when the Spectral Reaper is after you, you can try to run or hide, but it always has a way of catching up. If someone is adjacent to the Spectral Reaper and attempts a 5’ step away from it, the Reaper may follow it with a 5’ step of its own with an Immediate Action. If they instead attempt a Full Retreat, it may Charge them with an Immediate Action.

Beckon Foes (Su): at level two, the Spectral Reaper gains the ability to call out to foes, reaching into their minds and drawing them closer so it can hurt them. With a Standard Action it may force a target in Medium Range to attempt a Will Save (DC 10 + half its hit dice + its Charisma Bonus). If they fail, on their next turn they may take no action other than attempting to move closer to the Spectral Reaper. They will take the most direct path safely possible (to their knowledge), and if they reach an adjacent square, they simply stand idly by as though Fascinated. At the end of each of their turns, they may attempt another save to break free – though the Fascination can also be ended in the usual ways.

Snuff the Light (Su): starting at level three, even the sun poses little threat to the Spectral Reaper. It emanates an aura of darkness out to the limit of its Unnatural Aura that suppresses even Daylight spells and natural daylight. Spells that deal light-based damage still have their full effect, but the Reaper is shrouded from simply being rendered powerless by light. The darkness is sufficient that anyone in the area has Concealment against adjacent attackers and Total Concealment against those further away, however the Reaper can see through its own darkness. This aura is very obvious if the surroundings are not very dark, and can be suppressed or resumed with a Swift Action at will.

Instil Fear (Su): at level three, the Spectral Reaper can terrify those around it. Any time it successfully Demoralises a foe it may choose to, instead of the usual effects, afflict them with either Paranoia or Despair – both of which are [Mind-Affecting] [Fear] effects.
Paranoia: the target immediately makes an Attack of Opportunity (if it has one available) upon a randomly selected creature within a threatened square, then suffers a Morale Penalty to Armour Class of -1 per 3 hit dice of the Reaper (round up). If the Attack of Opportunity hits, Paranoia then spreads to the hit target and so on. The penalty lasts for one round per hit die.
Despair: the target suffers a Morale Penalty to Attack Rolls and Saving Throws of -1 per 3 hit dice the Reaper has (round up). Each turn, they must also pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be so demotivated as to count as Staggered for that turn. The effects last for one round per hit die.

Augmented Critical (Ex): upon reaching level four, the Spectral Reaper is horrifyingly dangerous with scythes. It enjoys a doubled Critical Threat Range and Critical Multiplier with them (typically changing the profile to 19-20/x7). This does not stack with similar skill-based modifiers such as Improved Critical or Insightful Strike, but does stack with effects bestowed on weapons such as the Keen property. Have fun with that.

Aura of Weakness (Su): starting at level four, the Spectral Reaper’s Unnatural Aura starts to sap the strength from anyone within it. Any living creature in the area suffers a temporary Penalty to their Strength equal to a third of the Reaper’s hit dice (round up), until one minute after they leave the area. Additionally, once per round, if it attacks and hits a foe suffering from this affliction, they must pass a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or become Fatigued. If already Fatigued, this upgrades to Exhaustion until the next time they rest.

Ruinous Weapons (Su): the fifth-level Spectral Reaper can cut anything down. When wielding a scythe, it ignores Damage Reduction, Hardness, Regeneration, and Resistance or Immunity to Critical Hits.

Whirlwind of Ruin (Ex): at level six, the Spectral Reaper gains the ability to slice everybody down and maim them in one smooth action. With a Full Round Action at will, it may make a single attack roll with a wielded scythe, and apply this against all targets within fifteen feet. Those hit suffer damage as normal and Energy Drain as well. Those who suffer a critical hit are slain outright as a [Death] effect, even if the damage somehow does not kill them.

Heighten Fear (Su): by Demoralising a foe who is already suffering from a [Fear] effect, the seventh-level Spectral Reaper can create intense fear within them. If they are already Panicked or Cowering, they pass out for 2d4 rounds. If they are Frightened, Paranoid or Despairing, they Cower for one minute. If they are Shaken or suffering from a non-specific penalty from a [Fear] effect, they become Frightened for one minute. Additionally, regardless of what the effect was, once it is heightened by the Reaper, they also suffer a 25% failure chance on all of their non-movement actions, much like Arcane Spell Failure or the “Chance of Failure” effect of Bestow Curse.

Gloomy Sanctuary (Su): at level eight, the Unnatural Aura of the Spectral Reaper becomes a barrier against the outside world. Foes within the aura must attempt a Will Save (DC 10 + half its hit dice + its Charisma Bonus) against a [Mind-Affecting] [Compulsion] in order to attack the Reaper at all, with failure resulting in their action being wasted. Furthermore, against Spells cast from outside the aura, the Reaper has Spell Resistance equal to its hit dice plus ten.

Tyrant’s Terror (Su): at level nine, the terror of the Spectral Reaper knows few bounds, and it can cause new forms of terrible fear in others. When heightening someone’s existing fear, it gains two new options it can upgrade any [Fear] effect to: Haunting and Death.
Haunting: the target is Paralyzed for one round per 3 hit dice (round up), and suffers 10 points of Non-Lethal Damage per round while this is in effect.
Death: in three rounds’ time, the target must succeed on a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or die of a [Mind-Affecting] [Fear] [Death] effect. If the target takes no action during this time (beyond those forced by the initial [Fear] effect), they succeed on the saving throw automatically. Otherwise, they have to hope for the best at the end of the three rounds.

Deadly Vortex (Su): at level eleven, the Spectral Reaper can just lash out and kill people with its Whirlwind of Ruin. The ability reaches out to thirty feet, and even if a Critical Hit is not scored, targets that are hit must pass a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or die instantly, their heads cut clean from their bodies.
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Post by Koumei »

Soul Eater
The Soul Eater is a homage to the Spirit Eater from Mask of the Betrayer. It is a Spectre that casts a variety of Spell-Like Abilities, throws Negative Levels around like confetti, and straight-up eats "Spirit" creatures for sustenance.

Hit Die: d6 (not increased to d12)
Skill Points: 8 + Int
Class Skills: Bluff, Concentration, Craft (any), Hide, Intimidate, Knowledge (any), Listen, Move Silently, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival
LevelBABFortRefWillSpecial
1+0+2+0+2Inescapable Craving, Detect Spirits, Devour Spirits
2+1+3+0+3Provoke Spirits, Enervation 3/day, Vampiric Touch 3/day
3+1+3+1+3Improved Draining (3), Ray of Enfeeblement at will
4+2+4+1+4Create Husk, Quickened Spirit Worm at will
5+2+4+1+4Pluck Soul, Ray of Exhaustion 3/day
6+3+5+2+5Improved Draining (4), Blackfire 1/day
7+3+5+2+5Spiritwall 3/day, Escalating Enfeeblement 3/day
8+4+6+2+6True Seeing, Energy Ebb 3/day
9+4+6+3+6Soul Gorge, Improved Draining (5)
10+5+7+3+7Energy Drain 3/day, Retributive Enervation 3/day
11+5+7+3+7Form of Hunger, Wail of the Banshee 1/day

Inescapable Craving: the Soul Eater has an Inescapable Craving (Libris Mortis, pages 8-10), and is satiated by using its Energy Drain ability or consuming a soul via its Devour Spirits ability. Additionally, it has the Unholy Toughness ability, adding its Charisma Bonus to its Hit Points gained per hit die (instead of its nonexistent Constitution Bonus), but only when satiated – whenever it starts going hungry and needing to save against Wisdom Damage, it loses the ability (and the hit points). This can cause it to die if it begins hungering while badly damaged.

Detect Spirits (Su): the Soul Eater has the Lifesense ability. Additionally, it knows when any Spirit (Fey, Elementals, Incorporeal Undead and creatures with the [Spirit] Subtype) is within 250 feet, as well as the general direction. When adjacent to such a creature, it instinctively knows that the creature is indeed a spirit.

Devour Spirits (Su): whenever a Spirit (see above) is adjacent to the Soul Eater and either Helpless or below 25% of its Maximum Hit Points, the Soul Eater can use a Full Round Action to eat its essence entirely. The target is allowed a Fortitude Save (DC 10 + half its Hit Dice + its Charisma Bonus) to resist, but even if successful it still delivers its Energy Drain. If they fail, they are killed instantly. If this kills them (whether through failure or through Energy Drain), they are unable to be brought back to life short of destroying the Soul Eater and then calling upon a Miracle. Additionally, this fully invigorates the Soul Eater, removing any Wisdom damage suffered from its hunger, satisfying its cravings for the day, and restoring 10 lost hit points per hit die of the consumed target.

Provoke Spirits (Su): starting at level two, the Soul Eater can lash out and provoke nearby spirits, drawing their ire towards itself to better enable it to feed upon them. Any Spirit (as defined above) within its Unnatural Aura is automatically Unfriendly at best, regardless of how it felt before getting that close. With a Standard Action, it may unleash a pulse of hatred such that all Spirits within the area of its Aura turn Hostile and must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or enter a Rage (as the Spell) and focus all of their attacks against the Soul Eater until the effect ends. It lasts for one round per hit die of the Soul Eater.

Spell-Like Abilities (Sp): the Soul Eater gains a variety of Spell-Like Abilities as it gains levels. These have a Caster Level equal to its hit dice, and a Save DC of 10 + half its hit dice + its Charisma Bonus. Any time it successfully devours a spirit, it may regain a single expended Daily use of one Spell-Like Ability of choice. Any Spell-Like Ability that requires a Melee Touch Attack also channels its Energy Drain ability.

Improved Draining (Ex): at every third class level, the Soul Eater’s Energy Drain ability bestows one additional Negative Level.

Create Husk (Su): starting at level four, any time the Soul Eater kills a corporeal creature through either its Energy Drain or its Devour Spirits ability, the creature’s corpse rises as a Zombie at the next sunset. These zombies are not under its control.

Pluck Soul (Su): the fifth-level Soul Eater can Devour Spirits even better: it only requires a Standard Action as it reaches out and simply pulls the soul free to consume. Additionally, it can consume the soul of any creature that has one, not needing to feed specifically on Spirits. The first time a given creature witnesses this being used, they are subject to Shock (Heroes of Horror, page 60) if the campaign uses those rules. The Save DC is 10 + half its hit dice + its Charisma Bonus, +2 if the witness knew the target well. Failure results in them being Dazed for one round.

True Seeing (Ex): from level eight onwards, the Soul Eater has a constant True Seeing effect.

Soul Gorge (Su): the ninth-level Soul Eater can extend its reach and try to feast on as many souls as it can grasp at a time. By using its Pluck Soul ability as a Full Round Action, it can attempt to use it against every viable target within its Unnatural Aura, all at once. The first time any target is exposed to this ability, assuming they survive, they are also subject to Shock if the campaign uses those rules. The Save DC is 12 + half its hit dice + its Charisma Bonus, +2 if any other targets were successfully devoured. Success results in them being Stunned for one round, failure results in them being Paralyzed for one round instead. An Evil target, or someone with more hit dice than the Soul Eater, is only Stunned on a failed save and suffers no ill effects on a successful one.

Form of Hunger (Su): the eleventh-level Soul Eater is able to, at great cost to itself, let the hunger briefly take over, transforming into an avatar of hunger and craving itself. It cannot do this if it has not yet fed that day. Using this ability requires a Standard Action, and for the next two minutes, the following changes are in effect:
  • All attacks force the target to attempt a Fortitude Save (DC 20 + Charisma Bonus) or suffer Paralysis for 3 rounds.
  • Damage Reduction 15/-
  • Immunity to Divine Spells, Holy Weapons, Cold and Electricity
  • Vulnerability (+50% damage) to Positive Energy damage (but see above)
  • A constant Haste effect – including a second Touch Attack per round
  • Devour Spirit/Pluck Soul (not Soul Gorge) uses just a Swift Action
  • No usage limits on Spell-Like Abilities
  • Unnatural Aura becomes an Aura of Fear – those in the area are Stunned with horror until they leave the area if they fail a Will Save (DC 20 + Charisma Bonus)
After the transformation ends, all Spell-Like Abilities with usage limits are instantly exhausted as though used up, and it begins to hunger, losing the benefits of Unholy Toughness and needing to save against Wisdom Damage until it feeds again.
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Post by Koumei »

Tengu: Human-Headed
Oriental Adventures, page 194. CR 6, Level 6.

Kaze Mahoujin
The Human-Headed Tengu is a bit of an oddity compared to its normal brethren. Because you might be thinking of Nyotengu from Dead or Alive, but that is not the case: they're Halfling sized, and aside from the human head, the body is basically that of a crow that also has arms. And they're innately fifth-level casters (albeit in a casting class that isn't as good as it could be). All together, it seems about right to be playable at the same level as its CR - compared to a regular human or elf who becomes a caster, it loses a casting level in exchange for better ability scores and wings.

So what we're doing is giving it a way to adjust its casting to fit a better class, keep advancing, gain a few extra abilities along the way and then it becomes an actual Elementalist who is focused in Air magic and has Fire magic banned. The Kaze Mahoujin focuses on casting air spells, and is particularly good at resisting the storms and casting storm-focused spells.

Hit Die: d4
Skill Points: 4 + Int
Class Skills: Appraise, Balance, Bluff, Concentration, Decipher Script, Diplomacy, Forgery, Gather Information, Hide, Jump, Knowledge (Arcana, Geography, Nature), Sense Motive, Spellcraft, Spot, Use Magic Device
Proficiencies: the Kaze Mahoujin is Proficient with Simple Weapons, the Shortbow and the Katana
LevelBABFortRefWillSpecialSpellcasting
1+0+0+2+2Elemental Magic, Create AirSee Below
2+1+0+3+3Resistance to Energy: 5+1 Elementalist Casting Level
3+1+1+3+3Alternate Forms+1 Elementalist Casting Level
4+2+1+4+4Storm Immunities+1 Elementalist Casting Level
5+2+1+4+4Elemental Traits, Initiation+1 Elementalist Casting Level

Elemental Magic: the Kaze Mahoujin completely changes his magical casting ability. He no longer casts spells as a Shugenja, instead gaining the ability to cast spells as a sixth-level Elementalist, but without the ability to cast [Fire] spells (and any that utilise Fire, Heat, Ash, Smoke or Magma/Lava even if they lack the Descriptor), and adding the [Air] school of Shugenja spells to his class list and Spells Known. Every level after this, his casting ability improves by one level. Even should he later take actual Elementalist levels, he will still never gain the ability to cast [Fire] spells – they are forever denied.

Create Air (Su): the Kaze Mahoujin can create air at will as if he were an open Bottle of Air.

Resistance to Energy (Ex): starting at second level, the Kaze Mahoujin has accumulated an inherent resilience in the face of elemental danger. He has an Energy Resistance of 5 against Acid, Cold, Electricity, Fire and Sonic damage.

Alternate Forms (Sp): the third-level Kaze Mahoujin gains two alternate forms it can assume at will. The first is of a completely regular Crow, and the second is of a Medium-sized human with Crow wings. In both cases, the Fly speed is retained and ability scores do not change. He can even speak in Crow form if he wants to creep people out.

Storm Protection (Ex): starting at level four, the Kaze Mahoujin increases his Resistance to Sonic and Electricity by 25 points each, and is Immune to all effects outlined under the heading “Weather” in the DMG. This includes being able to see through weather effects such as sleet and fog, even if created by spells – however it does not provide immunity to spell effects that aren’t covered by the “Weather” section, so it can see through Solid Fog but not walk through it, and Incendiary Cloud spells burn just as badly.

Elemental Traits: at level five, the Kaze Mahoujin gains certain aspects of Air Elementals, improving his Flight to 40’ (Perfect) and gaining the Air Mastery ability. He additionally gains an extra Spell Slot of every Spell Level above zero, which can only be used to cast [Air] spells. He gains the following spells added to his Spells Known (and class list) as well: Cyclonic Burst (Level 5), Storm of Elemental Fury (Level 7), Lightning Ring (Level 8), Whirlwind (Level 8), Storm of Vengeance (Level 9), Greater Whirlwind (Level 9). These are all considered [Air] spells.

Initiation: at level five, the Kaze Mahoujin is considered to have mastered the fundamentals of Elemental magic, with the exception of fire. If he starts taking actual Elementalist levels, then skip the first eleven levels of class features – at Character Level twelve, he would be a Tengu with five levels of Kaze Mahoujin and one level of Elementalist, the casting ability of an eleventh-level Elementalist, and no extra class features. But on his next level, he would gain Advanced Learning and his Resistance to Energy would increase to 10. Upon gaining the Elemental Wildshape ability, he cannot take on the form of Fire Elementals.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Thunderbird
It's Hot Outside, page 189. CR 12, level 15

Stormbeak
From the moment a Thunderbird hatches, there isn't much of a career left. It wakes up as a CR 12 monster with the Caster Level, hit dice and Spell Resistance of a 15th level character, and it can see the end of the campaign even without taking to the skies for a better vantage point. However, maybe someone lost a character towards the end and wants to bring in a replacement everyone else can ride on the overworld. Or maybe this is a boss monster.

Either way, the Stormbeak just does more of what the Thunderbird already did - being a giant eagle that can rip monsters up, while also calling upon the powers of the storms. Usually these magical effects are not so much designed to end the fight themselves as a means of augmenting its prowess and helping it fight in close combat, as well as various effects that could be thought of as out-of-combat abilities, like giving people the weather they want.

Hit Die: d10
Skill Points: 2 + Int
Class Skills: Balance, Intimidate, Knowledge (Geography, Nature), Listen, Sense Motive, Spot, Survival
LevelBABFortRefWillSpecial
1+1+0+2+2Wings of Burden, Shocking Strikes, Control Weather at will
2+2+0+3+3Cloud Barrier, Stormwalk at will, Whirlwind 3/day, Storm of Elemental Fury 1/day
3+3+1+3+3Thunderous Charge, Flashflood 1/day, Thunder Field 3/day
4+4+1+4+4Shadow Over the Land, Storm of Vengeance 1/day
5+5+1+4+4Etherealness 1/day, Greater Whirlwind 3/day, Storm Tower at will

Wings of Burden (Ex): the Stormbeak is particularly good at bearing things aloft. It can carry other creatures and objects as though one Size Category larger than it really is, and its Overland Flight speed is 15 miles per hour, or 24 miles when Hustling.

Shocking Strikes (Su): all of the natural weapons of the Stormbeak carry powerful magic of the skies. They are Magic Weapons with an Enhancement Bonus of +1 per 3 hit dice (round up). They also deal an extra 1d10 points of damage, and half the total damage is Electricity.

Spell-Like Abilities (Sp): the Stormbeak gains more Spell-Like Abilities every level. The Caster Level for any SLA it casts equals its hit dice, and any Save DC is 10 + half its hit dice + its Wisdom Bonus.

Cloud Barrier (Ex): any time the second-level Stormbeak moves through fog, mist or clouds, it remains wreathed in them, the moisture in the air choosing to protect it. For the duration, and one full round thereafter, it has Concealment.

Thunderous Charge (Su): at level three, the natural weapons of the Stormbeak become even more powerful, rumbling with powerful thunder. Any time it charges a foe, its natural weapons also deal 5d6 points of Sonic damage, or 10d6 on a Critical Hit. Other creatures within 15 feet of the target (but not including the Stormbeak itself) automatically suffer 5 points of Sonic damage, or 10 on a Critical Hit.

Shadow Over the Land: when the Stormbeak reaches level four, it grows even larger in size. It becomes Gargantuan, with the following changes: +4 Strength, +2 Constitution, +2 Natural Armour, Fly Speed 150’ (with an Overland speed of 20 miles per hour, 40 miles Hustling), +5’ to Space and Reach, and the usual changes to Grapple checks, Attack Rolls, Hide checks, natural weapon size and so on. Furthermore, as a Supernatural Ability, whenever its Cloud Barrier is in effect it may draw upon the clouds to bulk its size up even more. With a Standard Action, it transforms to Colossal Size (with a further +4 to Strength and Natural Armour but no other changes to Ability Scores, a base Fly Speed of 200’, +10 feet to Space and Reach, and the usual changes to Natural Weapons, Attack rolls and so on), remaining this way for one minute. Using this ability actually absorbs all clouds and fog within one mile, meaning it takes a bit of effort to find more for another transformation.
Last edited by Koumei on Mon Sep 14, 2020 5:01 am, edited 1 time in total.
Koumei
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Post by Koumei »

Troll
Monster Manual, page 247. CR 5, level 6 but it has Regeneration that makes it Immune to Bears.

World Changer
Trolls are big dumb brutes - they leap out of a cave and try to eat your face. But they should totally have leaders that cast an array of Spell-Like Abilities. The World Changer has worked out how to make magic happen, and how to perceive other realms and make things happen in its own realm. This makes it highly respected by Trolls.

The World Changer plays much like a Spirit Shaman or casting-focused Druid, albeit in the body of a troll and without changing its spell set up every morning.

Hit Die: d6
Skill Points: 6 + Int
Class Skills: Balance, Climb, Concentration, Craft (any), Handle Animal, Intimidate, Jump, Knowledge (Geography, Nature, The Planes), Listen, Sense Motive, Spellcraft, Spot, Survival
Proficiencies: the World Changer is proficient with Light Armour and the Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle, Shortspear, Sling, and Spear
LevelBABFortRefWillSpecial
1+0+2+0+2Detect Spirits, Woodland Stride, Blink 1/day, Clairvoyance 1/day, Detect Thoughts 1/day
2+1+3+0+3See the Unseen, Understanding (Languages), True Seeing 1/day, Animate Plants 1/day
3+2+3+1+3Remove Curse 3/day, Baleful Polymorph 1/day, Command Plants 1/day, Scry 1/day
4+3+4+1+4Understanding (Growls), Find the Path 1/day, Repel Wood 1/day
5+3+4+1+4Break Enchantment 3/day, Move Earth 1/day, Wall of Thorns 1/day
6+4+5+2+5Understanding (Plant Noises), Mass Drown 1/day, Magic Jar 1/day
7+5+5+2+5Ether Gate, Summon Spirits VII 1/day, Heal 1/day, Insanity 1/day
8+6+6+2+6See Pockets, Greater Plane Shift 1/day, Planar Bubble 1/day
9+6+6+3+6Answering Spirits, Dimensional Lock 1/day, Foresight 1/day, Solipsism 1/day
10+7+7+3+7Material Shift, Maddening Whispers 1/day, Mass Charm 1/day, True Reincarnate 1/day
11+8+7+3+7Empty Pockets, Fimbulwinter 1/day, Frostfell 1/day, Maze 1/day
12+9+8+4+8See Deeper Pockets, Weird 1/day, Cometstrike 1/day
13+9+8+4+8Banishment 3/day, Mind Blank 1/day, Soul Bind 1/day
14+10+9+4+9All-Seeing, Mass Heal 1/day, Trap the Soul

Detect Spirits (Su): a World Changer knows when there are Incorporeal creatures, Astrally Projecting (or innately Astral) creatures, Ethereal creatures or Fey within 60 feet. If one of these creatures remains within 60 feet of it for a second round, it knows the creature’s exact 5’ square. If it stays within 60 feet for a third consecutive round, the World Changer knows roughly how many hit dice it has.

Woodland Stride (Su): a World Changer can move through natural surroundings unimpeded. It treats difficult terrain caused by vegetation as if it were not difficult terrain.

Spell-Like Abilities (Sp): the World Changer quickly learns a lot of Spell-Like Abilities. Any Caster Level equals its hit dice, and any Save DC is 11 + half its hit dice + its Wisdom Bonus.

See the Unseen (Su): a World Changer of second level can always see Invisible, Astrally Projecting (or innately Astral), Ethereal and Incorporeal things within 60 feet of itself.

Understanding (Ex): a second-level World Changer can listen and speak directly to the mind, heart or spirit of various things – to start with, it can speak with anything that has a language, as though it understands and speaks that language. At fourth level, it can speak with any living creature even if they don’t speak a language. At level six it can even speak with plants (as the Speak With Plants spell).

Ether Gate (Su): a seventh-level World Changer may open up a gateway between the Ethereal and Material planes whenever it likes. The gate stays open as long as it concentrates, however such is the intense focus required that its Regeneration does not function for the duration.

See Pockets (Su): a World Changer of level eight or more can see what’s inside any Pocket Dimension that has an opening (even if currently closed) within 60 feet of itself. It is obvious to the World Changer where the opening is. At level twelve, this reaches out to 120 feet.

Answering Spirits (Su): at level nine, a World Changer can ask questions of the spirit world and actually get answers. This is like Contact Other Plane, but there is no chance of insanity. It may ask a number of questions per day equal to its Wisdom Bonus (minimum 1).

Material Shift (Su): at tenth level, the World Changer can draw things into the material world from coterminous planes, just by reaching out to touch where it would be.

Empty Pockets (Su): a World Changer of eleventh level can have any number of things it is aware of pushed into the Material Plane from an Extradimensional space as a Standard Action.

All-Seeing (Ex): at level fourteen, the World Changer can perceive anything within Medium Range, even if that thing is Invisible or on a coterminous plane, or in an extradimensional space. Just because something can be perceived does not mean it is noticed, and stealth and perception checks still apply – but Distance and Visibility modifiers do not.
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Post by Koumei »

Flesh Hunter
The Flesh Hunter is what happens when a Troll wants to be a Ranger - which is good, because many trolls do in fact want to be rangers. The Flesh Hunter is particularly good at killing and eating certain edible creatures, tracking foes, hiding, wielding any weapon it happens to find, and setting traps for others.

Hit Die: d10
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Climb, Craft (any), Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Move Silently, Ride, Sense Motive, Spot, Survival, Swim, Tumble
Proficiencies: the Flesh Hunter is Proficient with Simple and Martial Weapons, and Light Armour
LevelBABFortRefWillSpecial
1+1+2+2+0Wild Empathy, Miraculous Tracking, Simple Snares, Hunter of Man
2+2+3+3+0Camouflage, Adaptive Weapon Style
3+3+3+3+1Corpse Wearer, Favoured Terrain, Retreating Snare
4+4+4+4+1Trophy Collector, Any Weapon Wielder
5+5+4+4+1Hunter of Nature
6+6+5+5+2Hide in Plain Sight, Stunning Snare
7+7+5+5+2Planeswalker
8+8+6+6+2Shifting Styles
9+9+6+6+3Swarming Snare
10+10+7+7+3Hunter of Anyone
11+11+7+7+3Toxic Saliva
12+12+8+8+4Dimensional Snare
13+13+8+8+4Swallow Whole
14+14+9+9+4Skull Taker, Preserving Snare

Wild Empathy (Ex): the Flesh Hunter can improve the attitudes of animals. This ability functions just like a Diplomacy check made to improve the attitude of a person. He rolls 1d20 and adds his hit dice to determine the Wild Empathy check result. If he has a Charisma Bonus, he may add it to this, but he does not apply a Penalty for having a typically low Charisma. This otherwise functions the same as the Druid class feature.

Miraculous Tracking (Ex): the Flesh Hunter gains Track and Legendary Tracker as Bonus Feats, and can attempt to identify creatures based solely on their tracks – this uses his Survival skill in place of the usual Knowledge checks. Additionally, he takes no penalty to Tracking when moving at normal speed, and only a -10 penalty for moving at double speed. Furthermore, he can track subjects protected by Pass Without Trace or similar, though doing so bestows a -20 penalty on the check.

Simple Snares (Ex): with a Standard Action, a Flesh Hunter may set a Simple Snare in any square in his reach. If a creature that threatens him attempts to stop him, he automatically fails. When he sets the Snare, he makes a Survival check; this is the Spot DC to notice the Snare if a creature is watching him (to note which exact square is trapped). If a creature does not see him set it, they can only find it with the Search skill, using the result of the Survival check minus five. When a creature enters the square, they must attempt a Reflex Save (DC 13 + half the Hunter’s class level, plus its Dexterity Bonus). On a failure, they are Entangled for one round per hit die of the Flesh Hunter. They may attempt to escape each round with a Standard Action by making either a Strength check against the Save DC or an Escape Artist check against the original Survival check, but each failed attempt raises the DC (for both checks) by 1. If in an environment rich in plant life or that naturally impedes movement, there is no need to provide materials. Otherwise, the materials needed to make a snare cost 10 GP and weigh 2 pounds. Setting a Snare requires something to brace and conceal or camouflage the snare against (it need not provide actual Concealment) – typically the ground, although trees, rocks, walls, ceilings and similar can be used.

Hunter of Man (Ex): humanoids are the tastiest meals providing you let them scream and flail, add a little salt and show some fucking passion. The Flesh Hunter gains a Bonus to Track Humanoids and Monstrous Humanoids, and to Feint against them, as well as all Intimidate checks and attack and damage rolls against them. This bonus starts at +4, but increases to +6 at level five and +8 at level ten. Against such creatures, it also gains the Improved Grab ability with its Bite.

Camouflage (Ex): whenever the second-level Flesh Hunter is in cold or mountainous terrain, or within a swamp, he can attempt to hide without penalty even when lacking Cover or Concealment.

Adaptive Weapon Style (Ex): the second-level Flesh Hunter has access to the various Weapon Style feats from Complete Warrior and other books. As long as he wields the correct weapons, he can use a Swift Action to gain the effects of one of these feats, gaining access to its options, until either he spends a Swift Action to choose a different valid feat, or ceases to wield the correct weapons.

Corpse Wearer (Su): three times per day, the third-level Flesh Hunter can Fabricate an item out of dead creatures. This could be as respectable as hide armour or as creepy as a human bone sword, but doesn’t create inherently magical things like the named undead armours or Grafts. Additionally, any armour that he makes out of creatures he personally killed has its Armour Check Penalty reduced by 4 and is treated as one category lighter (if heavier than Light).

Favoured Terrain (Ex): starting at level three, the Flesh Hunter works better in certain environments. Select either Mountains, Cold, or Swamp (or if the Hunter is a Scrag, Aquatic). In the selected environment, the Flesh Hunter gains a +4 Bonus on Initiative, Knowledge (Nature), Knowledge (Geography), Survival, Hide, Move Silently, Spot and Listen checks, and has a constant Pass Without Trace effect. At levels eight and thirteen, the bonus increases by +2.

Retreating Snare (Ex): a Flesh Hunter of 3rd level or higher may set any Snare gained from this class or apply Caltrops to the ground with a Swift Action, provided he spends an action on movement in the same turn. Observers who fail their Spot checks are left unaware that he has set a snare at all.

Trophy Collector (Ex): when the fourth-level Flesh Hunter is wearing or holding various bits of an enemy, he has a terrifying Gaze Attack against enemies of the same species. He automatically makes a Demoralise Attempt them when they are caught in the gaze, taking 10 on the check. If he spends a Full Round Action harvesting some kind of trophy from a corpse, he instantly makes a Demoralise attempt against every enemy within Line of Sight, with those affected becoming Stunned with fear for one round. This is a [Fear] effect.

Any Weapon Wielder (Ex): Flesh Hunters need to be good at using all sorts of weapons. Any time a fourth-level Flesh Hunter wields a bow, he benefits from Point-Blank Shot, Far Shot, Rapid Shot and Precise Shot. Any time he uses a throwing weapon, he benefits from Perfect Two Weapon Fighting, Far Shot and Brutal Throw. Any time he wields a melee weapon in each hand, he benefits from Perfect Two Weapon Fighting and Two Weapon Rend. Any time he wields a reach weapon, he benefits from Stand Still, Awesome Blow, Combat Reflexes and Short Haft. Any time he wields any other kind of two-handed weapon not covered above, he benefits from Whirlwind Attack, Awesome Blow and Great Cleave. The feats are all taken from regular D&D books, not Tome.

Hunter of Nature (Ex): sometimes you can’t be too fussy about your food, and it’s good to branch out and try new things anyway. The fifth-level Flesh Hunter applies his Hunter of Man bonuses to Animals, Magical Beasts, Plants and Fey. Against all creatures of which he is a Hunter, his melee attacks ignore Damage Reduction of all kinds.

Hide in Plain Sight (Ex): at level six, the Flesh Hunter gains the ability to hide even when being directly observed by others and without any kind of Cover or Concealment.

Stunning Snare (Ex): a Flesh Hunter of sixth level gains the ability to set Stunning Snares. These behave the same as Simple ones, except instead of a Reflex Save they require a Fortitude Save, and instead of the target being Entangled on a failed save, they are Stunned for 1 round on a failed save.

Planeswalker (Su): at level seven, the Flesh Hunter can even track through the Astral Plane, though the base DC of the task is 35. When seeing someone depart via a spell such as Teleport, he may attempt a DC 40 Survival check to try to figure out where they are headed. Additionally, he may cast Plane Shift once per day to any location, and once per day specifically just back home. When travelling in this manner, he makes a Survival check (on which he may take ten) and for every 5 points rolled above 10, the scatter from the chosen location is reduced one step: 5d100 miles, 2d100 miles, 1d100 miles, 2d20 miles, 1d20 miles, 1d10 miles, 1d4 miles, 10d100 feet, 1d100x5 feet, 2d20x5 feet, 1d20x5 feet. Finally, he is immune to harmful planar traits such as “no air” or “perpetually on fire”, but not things like “time” and “gravity”.

Shifting Styles (Ex): the eighth-level Flesh Hunter improves his ability at wielding whatever weapon happens to be on hand. When using a bow, he ignores magical impediments that specifically block projectiles (such as Wind Wall but not a conjuration that happens to create a brick wall). When using thrown weapons, he gains the Really Throw Anything ability of the Hulking Hurler plus the Knockdown Blow ability. When wielding a melee weapon in each hand, he gains +4d6 Sneak Attack damage. When wielding a reach weapon, he gains the Massive Swing ability of a War Hulk. When wielding other kinds of two-handed weapon not mentioned above, he gains the ability to use the Maneuvers Disrupting Blow, Bloodletting Strike and Mountain Avalanche once each per three rounds.

Swarming Snare (Su): a Flesh Hunter of ninth level can set a magical snare that bursts into a swarm of locusts. When the Snare is triggered, it behaves as an Insect Plague spell (cast at the Flesh Hunter’s class level) except that it disperses after one minute and the Distraction DC is equal to the standard Snare Save DC. The shape the swarm takes must be decided when setting the Snare.

Hunter of Anyone (Ex): a true chef can cook (and eat) anything, and the best hunters can catch, cook and eat anyone. At level ten, the Flesh Hunter’s Hunter of Man class feature applies against all living creatures – typically anything other than Undead and Constructs, but there are some weird edge cases out there. It becomes completely immune to Ingested Poisons and Diseases as well.

Toxic Saliva (Ex): starting at level eleven, the amount of deadly junk the Flesh Hunter eats has finally reached the point where his saliva is a potent venom. Any time he delivers his Bite attack and deals damage, it delivers Poison with a Save DC of 10 + half his class level + his Constitution Bonus, primary damage 1d4 Strength, secondary damage 1d6 Strength.

Dimensional Snare (Su): a Flesh Hunter of twelfth level or greater has supernaturally enhanced Snares that exist on multiple planes at once. When he sets a Snare, he may extend it into any coexistent planes that he chooses. Additionally, his Simple Snares apply a Dimensional Anchor effect for as long as the target is trapped in them. At his option, such snares may also force trapped creatures into his plane of existence until they escape – applied before the Dimensional Anchor.

Swallow Whole (Ex): the thirteenth-level Flesh Hunter can use a Standard Action to swallow a Grappled creature whole with a successful Grapple check. Once this happens, the creature can only escape by cutting itself free – dealing at least 50 points of damage with a Slashing weapon (it doesn't matter that this is Non-Lethal damage, it still works long enough to escape). Swallowed creatures suffer 2d8 Crushing damage and 3d6 Acid damage each round as well as the Poison.

Preserving Snare (Su): a Flesh Hunter that reaches level fourteen can set a snare that causes a creature it activates on to be instantly and permanently Paralyzed if they fail a Fortitude Save against the Snare’s Save DC. This can be ended by a Break Enchantment, Freedom or Freedom of Movement effect, but until it does end, they are effectively held in stasis – ideal for storing meat away to eat at a later date without it rotting.

Skull Taker (Ex): the fourteenth-level Flesh Hunter can just rip the heads off his prey. With a Standard Action he can attempt a single attack against any living creature, and if it hits and deals at least one point of damage, the target must pass a Fortitude Save (DC 17 plus his Strength Bonus) or instantly die. This is due to decapitation, so some creatures may be immune or need multiple heads removed, as spelled out in their descriptions.
Koumei
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Ulgurstasta
Fiend Folio, page 180. CR 11, level 13 - Gargantuan Undead without thumbs, spawns Undead, hideous monster... look the problems are super obvious.
The Ulgurstasta is both [Dark-Minded] and [Unliving].


Death Crawler
The Ulgurstasta is another of those creatures best described as "a monster" and where if someone played one, that'd make your top-5 weirdest PCs list. It doesn't even leave much room for a lot of class levels. But those class levels are spent as the Death Crawler, enhancing its ability as a giant caterpillar/maggot that vomits up undead, which means in some ways it fills the role you might expect of a Necromancer, albeit in a weird way. However, it's also a giant slug monster that is surprisingly hard to fight directly - but still doesn't have the close combat prowess of a Barbarian or the ranged ability of a Ranger.

I kind of want to have a second class for them, that lets them turn into a cocoon and then a giant undead mothra, but it's kind of too high a level to fit that lifestyle change.

Hit Die: d12
Skill Points: 4 + Int
Class Skills: Balance, Climb, Escape Artist, Intimidate, Knowledge (any), Listen, Search, Spellcraft, Spot
LevelBABFortRefWillSpecial
1+0+2+0+0Debilitating Tendrils, Evolved Undead (See Invisibility)
2+1+3+0+0Worm Birth, Evolved Undead (Haste)
3+2+3+1+1Expectorate Bloodmotes, Evolved Undead (Greater Invisibility)
4+3+4+1+1Stench of Decay, Evolved Undead (Cloudkill)
5+3+4+1+1Spawn Hulking Corpse, Evolved Undead (Confusion)
6+4+5+2+2Vile Tendrils, Evolved Undead (Circle of Death)
7+5+5+2+2Desecrated Aura, Bone Pile, Evolved Undead (Creeping Doom)

Debilitating Tendrils (Ex): when the Death Crawler unleashes its tendrils, the entire affected area is considered Difficult Terrain for all creatures except the Death Crawler itself. Additionally, any creature that takes damage from the tendrils becomes Entangled for one turn. Both of these effects are ignored by a creature that has Freedom of Movement.

Evolved Undead (Su): Undead spawned by the Death Crawler are better than normal, gaining the Evolved Undead template a number of times equal to its class level. The Spell-Like Abilities gained are specified in the table above.

Worm Birth (Su): starting at level two, the Death Crawler can reach out and bestow a special gift on all creatures within thirty feet, with an eruption of necrotic worms. All in the area must pass a Reflex Save (DC 10 + half its hit dice + its Wisdom Bonus) to avoid them. Even then, worms crawl about the area for one full turn before wriggling away and dying, so if in the next round a creature falls Prone in the area, they are affected as though they failed the saving throw. Before the start of the Death Crawler’s next turn, anybody can be doused with fire, strong spirits or Holy Water to be freed of the worms, otherwise the worms begin to burrow in. This is treated as a Disease that can only be cured magically (through Remove Disease, Remove Curse or Dispel Evil), has a Save DC of 10 + half its hit dice + its Wisdom Bonus, and causes 1d4 points of Constitution damage on a failed save – but is rapid and aggressive, requiring a save every single minute. Slain creatures rise as Spawn of Kyuss (MM2 page 186) 1d6+4 rounds later if Small, Medium or Large, whereas anything else becomes a regular Zombie.

Expectorate Bloodmotes (Ex): once per day, a third-level Death Crawler may cough up a Bloodmote Swarm under its control. This lasts for one hour or until the swarm is slain.

Stench of Decay (Su): any time a fourth-level Death Crawler uses its Tendrils, Spawn Skeletons or Breath Weapon, it also releases the smell of deadly necromantic essence and rotting flesh and bile. It becomes the centre point of a Stinking Cloud effect for one round per class level, with a Save DC of 10 + half its hit dice + its Wisdom Bonus.

Spawn Hulking Corpse (Ex): starting at level five, as long as the Death Crawler has swallowed and killed at least one Huge creature, two Large creatures or eight Medium creatures, with a total of at least ten hit dice, it may regurgitate a single Hulking Corpse instead of the regular undead normally created by those corpses. This is treated the same as its Spawn Skeletons ability in every other way.

Vile Tendrils (Ex): starting at level six, the Tendrils of the Death Crawler radiate darkness – the entire area is subject to an Utterdark effect through which the Death Crawler can see just fine. Additionally, the damage dealt to creatures becomes Vile damage.

Desecrated Aura (Su): the seventh-level Death Crawler constantly radiates a Desecrate effect as though wherever it stands happens to be the central point of that spell, cast with a Caster Level equal to its hit dice. It is also treated as an unholy altar to an Evil deity. It gains the benefits of having been created in this area even though it wasn’t, and any Undead it spawns gain the benefits as well. Additionally, all living creatures that end their turn adjacent to it suffer one Negative Level. This lasts until the sun next rises.

Bone Pile (Su): once per day, an eighth-level Death Crawler can cough up twenty hit dice worth of corpses as a Boneyard under its control. This otherwise functions the same as Spawn Skeletons.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Unicorn
Monster Manual, page 249. CR 3, level 4 - No thumbs (and horse-shaped).

Celestial Charger
The Celestial Charger is basically the natural progression of the Unicorn as a Paladin. Except in this case, it's more of a Soulborn than a Paladin in the strictest sense, but the two are similar enough in concept and function. It also grants benefits to anyone who sits on its back, which can be handy.

Hit Die: d10
Skill Points: 4 + Int
Class Skills: Balance, Climb, Concentration, Diplomacy, Gather Information, Heal, Jump, Knowledge (any), Listen, Perform (Dance), Sense Motive, Spot, Survival, Swim
LevelBABFortRefWillSpecialChakra
1+1+0+2+2Holy Horn, Smite Evil, Fearless, Soulmelds1
2+2+0+3+3Celestial Grace, Pressing Assault2
3+3+1+3+3True Seeing 1/day, Burst of Light2
4+4+1+4+4Celestial Barrier, Better Soulmelds3
5+5+1+4+4Eternal Champion, Endless Smiting3
6+6+2+5+5True Seeing 2/day, Reborn Soul4
7+7+2+5+5Pierce Magic, Advanced Soulmelds4
8+8+2+6+6Stunning Reaction4
9+9+3+6+6True Seeing 3/day5
10+10+3+7+7Castigate5
11+11+3+7+7Soul Cleave, Astounding Soulmelds5
12+12+4+8+8True Seeing 4/day6
13+13+4+8+8Soul Harness6
14+14+4+9+9Stunning Critical6
15+15+5+9+9True Seeing 5/day, Giant-Sized Soulmelds6
16+16+5+10+10Legions of Good7

Holy Horn (Su): the Horn of the Celestial Charger is a Magic Weapon with an Enhancement Bonus of +1 per 3 hit dice (round up), and the Holy property.

Smite Evil (Su): once per minute, the Celestial Charger can use a Swift Action to declare it is Smiting. For the rest of the round, all attacks it makes against Evil targets add its Charisma Bonus to the attack roll and its hit dice total to the damage.

Fearless (Ex): the Celestial Charger is immune to [Fear] effects. This immunity is shared with both its rider and any adjacent allies.

Soulmelds (Su): just like the Soulborn (Tome), the Celestial Charger gains Soulmelds, learning two at first level, then one per level thereafter, except for levels where it gains access to a new grade of Soulmeld (4, 7, 11, 15) where it learns two. It gains a number of Chakra, to which these Soulmelds can be bound, according to the table above. In all other ways this works like the Soulborn class feature.

Celestial Grace (Su): starting at second level, the Celestial Charger adds its Charisma Bonus as a Sacred Bonus to all of its Saving Throws. It also bestows this bonus upon its rider and all adjacent allies.

Pressing Assault (Ex): Unicorns need to keep the fight going forward. Taking a 5’ step provokes an Attack of Opportunity from the second-level Celestial Charger.

True Seeing (Sp): at level three, the Celestial Charger can cast True Seeing once per day at a Caster Level equal to its hit dice. Every three levels thereafter, it gains another Daily use.

Burst of Light (Su): at third level, as a Standard Action the Celestial Charger can emit a burst of brilliant light in all directions. This strikes all other creatures (but not objects) within 15 feet for 1d6 Light damage per level. Targets are allowed a Reflex Save (Charisma-based) for half damage. Once used, it cannot be used again for ten rounds.

Celestial Barrier (Su): becoming more like a true Celestial, the fourth-level Celestial Charger radiates a constant Magic Circle Against Evil and Lesser Globe of Invulnerability. It may lower or resume these effects with a Swift Action at will.

Better Soulmelds (Su): starting at level four, the Celestial Charger can take Better Soulmelds.

Eternal Champion (Ex): starting at level five, the Celestial Charger’s soul is nigh-indestructable: it never suffers from level loss when returned from the dead, and never suffers from permanent level loss as a result of suffering Negative Levels.

Endless Smiting (Su): the fifth-level Celestial Charger can use its Smite ability at will.

Reborn Soul (Su): when the sixth-level Celestial Charger has been dead for an entire day and its remains are not within an Unhallowed or Desecrated area or a Lower Plane, its body returns to life, with all parts replaced, as though receiving a Resurrection.

Pierce Magic (Su): starting at level seven, the Horn of the Celestial Charger can plough through magic without mercy. Once per round, it causes a Greater Dispel effect on a struck target. Additionally, it can just hit and destroy Walls of Force and similar magical wall effects.

Advanced Soulmelds (Su): the seventh-level Celestial Charger can take Advanced Soulmelds.

Stunning Reaction (Su): if an eighth-level Celestial Charger damages an opponent with an Attack of Opportunity, that opponent must make a Fortitude Save (Charisma-based) or be Stunned until the start of their next turn.

Castigate (Su): with an Immediate Action, the tenth-level Celestial Charger can declare that their next attack within the following round automatically hits – the d20 roll is merely a formality to see if it also threatens a Critical Hit. This may be used once per minute.

Soul Cleave (Su): starting at level eleven, the Celestial Charger can use a Swift Action to declare its next attack that round to be a Soul Cleave, targeting the victim’s soul directly. This attack is resolved as a Touch Attack, and if it hits it forces the victim to attempt a Fortitude Save (Charisma-based) or die. This is a [Death] effect. A Soul Cleave can only work against a creature with a soul.

Astounding Soulmelds (Su): the eleventh-level Celestial Charger can take Astounding Soulmelds.

Soul Harness (Su): starting at level thirteen, the Celestial Charger can see the spirits and souls that hover around the dead for about a week after death, and can speak to them as though they both shared a language. This allows it to cast Speak With Dead at will, and it can actually give these spirits a ride to where they might want to be and translate their last wishes for family or whatever.

Stunning Critical (Ex): whenever the fourteenth-level Celestial Charger lands a critical hit against a target, they are automatically Stunned for one round with no saving throw.

Giant-Size Soulmelds (Su): from level fifteen onwards, the Celestial Charger is able to take Giant-Size Soulmelds, the absolute best kind available.

Legions of Good: at level sixteen, the Celestial Charger gains Army of Demons as a Bonus Feat. However, cross the word “Demons” out and scribble in “Angels” - it gains Celestials as its allies that it rallies against people it doesn’t like.
Koumei
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Urskan
It's Cold Outside, page 159. CR 5, level 6

Ice Crusher
The Urskan is a giant polar bear that smashes things in close combat, and that's a pretty good life choice until enemies can fly or be invisible or ethereal. However it also crafts items and that's an interesting thing to develop, going forward. So the Ice Crusher advances both things - being a giant bear that smashes stuff (probably into crafting components), and being a blacksmith or icesmith (who makes stuff to smash people with). There are also some leadership style abilities, as this class is part melee brute and part support.

Hit Die: d12
Skill Points: 2 + Int
Class Skills: Climb, Craft (any), Intimidate, Listen, Spot, Survival, Swim
Proficiencies: the Ice Crusher is Proficient with any weapons, armour or shield it personally crafts
LevelBABFortRefWillSpecial
1+1+2+0+2Snow Cloak, Heavy Weaponsmith, Ice Sculpting
2+2+3+0+3Ice Punch, Shattering Strike
3+3+3+1+3Frozen Armour, Crushing Grasp
4+4+4+1+4Great Might, Icicle Crash
5+5+4+1+4Slush Rush, Ice Forging
6+6+5+2+5Unbearable Might
7+7+5+2+5Gift of the Ursine King
8+8+6+2+6Sheer Cold, Captain of the Cold
9+9+6+3+6Unbearably Large
10+10+7+3+7Terrifying Stomp
11+11+7+3+7Claws of Uttercold
12+12+8+4+8Bear World
13+13+8+4+8Major Ursus
14+14+9+4+9Gift of Black Ice

Snow Cloak (Su): when in Heavy Snow or better, the Ice Crusher is Invisible.

Heavy Weaponsmith (Su): Ice Crushers are great at making metal gear, as long as it’s big and heavy and menacing rather than delicate. Any weapon, armour or shield that it crafts primarily out of metal for a creature that is Large or larger has a minimum Enhancement Bonus of +1 and is treated as being Adamantine. It can also actually craft magical weapons and armour as though it had Craft Magic Arms and Armour and casting ability.

Ice Sculpting (Su): ice just willingly shapes itself in the claws of the Ice Crusher – probably out of fear of being crushed. The amount may be up to one 1’ cube of ice per class level, and it can be formed into any object up to that size that the Ice Crusher has seen before and would meet the basic crafting threshold for when taking 10 on the relevant check. This requires only a minute of work. The finished product ends up having the HP and Hardness of iron, however for every temperature band above Cold, it loses 1d6 HP per round (so 3d6 per round in Hot, 5d6 in Extreme Heat and so on).

Ice Punch (Su): starting at level two, the Ice Crusher can draw magical frost around its claw when it wallops someone in the face. With a Standard Action, it may make a Claw or Steelclaw attack, treating it as a magic weapon with an Enhancement Bonus of +1 per 3 hit dice (round up), with a number of extra d6 of Cold damage equal to the Enhancement Bonus. If the target suffers any Cold damage from this hit, they must pass a Fortitude Save (DC 10 + half its hit dice + its Wisdom Bonus) or be rendered Slowed for one minute. If they are Vulnerable to Fire or it is a Critical Hit, the duration is doubled and the Save DC is increased by +2, or in the case of both happening at once, the duration is tripled and the Save DC increases by +4.

Shattering Strike (Ex): the second-level Ice Crusher is particularly good at tunnelling through ice – and basically anything else it encounters. It gains a Burrow speed equal to half its base speed, not reduced by armour, and leaves tunnels behind when it does this. Additionally, with a Standard Action, it may make a single Claw or Steelclaw attack that is treated as a magic weapon with an Enhancement Bonus of +1 per 3 hit dice (round up) and the Ruinous property.

Frozen Armour (Su): starting at level three, the Ice Crusher can conjure frost to protect it from harm. With a Full Round Action, it creates armour that grants DR 10/Iron or Adamantium, 3 Temporary Hit Points per hit die, and a 25% chance to negate extra damage from a Critical Hit or Sneak Attack. Using this ability again while it is already active resets it completely, it doesn’t add more and more Temporary Hit Points. In Hot and hotter temperatures, this melts too quickly to provide any benefit, but instead provides ongoing level 3 heat protection. If subject to Fire damage of any kind, providing that damage is not more than the Ice Crusher’s full maximum hit points, the frost armour absorbs all of the damage but melts away instantly, negating the one attack. Other than this, if the Temporary Hit Points run out, the other benefits are also lost as it melts and crumbles away.

Crushing Grasp (Ex): a third-level Ice Crusher is good at breaking anything. It can break unattended objects of any Hardness with a DC 10 Strength check, and even [Force] effects with a DC 15 Strength check. Additionally, any time it Lifts or Pins somebody in a grapple, it may automatically Rend them as well, dealing maximum damage.

Great Might (Ex): at level four the Ice Crusher becomes particularly big and strong. Its natural weapons and Steelclaw attacks deal damage as though one size larger, and it has a 50% chance to ignore being rendered Prone by any effect. It also gains the Trample ability with base damage of 6d6, which increases to 8d6 if it grows larger in size.

Icicle Crash (Ex): upon reaching level four, the Ice Crusher can smash into people like an icicle, knocking them senseless. It gains Powerful Charge as a Bonus Feat, and when it hits a smaller foe with a Charge attack, they must attempt a Fortitude Save (DC 5 + half its hit dice + its Strength Bonus) or be rendered Staggered for one round. If it is a Critical Hit, failure instead results in them being Stunned for one round.

Slush Rush (Su): when in Heavy Snow or better, the fifth-level Ice Crusher is Hasted.

Ice Forging (Su): starting at level five, whenever the Ice Crusher crafts a weapon that benefits from its Heavy Weaponsmith ability, it also gains the Frost quality unless specifically imbuing it with another ability. For armour that benefits from the ability, if no other ability is imbued it can just grant the Fire Resistance ability.

Unbearable Might (Ex): any time the sixth-level Ice Crusher hits an enemy with a Claw or Steelclaw attack, it gains a free Trip attempt against the foe. If this Trip works against the foe, it may then may make a free attack with each of its Claws or Steelclaws, in addition to any other attacks it still has available that turn.

Gift of the Ursine King (Su): starting at level seven, the Ice Crusher may bestow a spiritual blessing upon its allies and servants – at will, but only affecting one at a time, with a new blessing ending the existing ones. This grants the effects of both Death Ward and Bite of the Werebear, with a Caster Level equal to its hit dice.

Sheer Cold (Su): whenever the eighth-level Ice Crusher successfully grabs a foe and establishes a grapple, it may freeze them completely solid: they must pass a Fortitude Save (DC 10 + half its hit dice + its Wisdom Bonus) or be frozen and encased in a block of ice, as per the Entomb spell. This is a [Cold] effect. Once they are frozen, they are treated as an object that it may Break on the next turn.

Captain of the Cold (Ex): starting at level eight, the Ice Crusher radiates a thirty foot aura of command to help its Cold allies. All creatures within this area with the [Cold] Subtype are immune to [Fear] effects and benefit from the spell-negating effect of a Glacial Globe of Invulnerability, but not the Miss Chance.

Unbearably Large (Su): once the Ice Crusher reaches ninth level, it gains the ability to grow in size. At will, it may spend a Standard Action to magically grow one Size Category larger than it normally is, and this lasts until it chooses to end the ability or wanders into an Anti-Magic Field. The Ice Crusher cannot stack this ability upon itself to grow multiple Size Categories. Growing in this manner does not grant modifiers the same as growing via hit dice; it instead gains +4 to Strength and Constitution, +5’ to Space and Reach, +10’ to Base Movement Speed, and +2 Natural Armour, along with the usual Size Bonuses and Penalties to AC, Grapple checks and so on.

Terrifying Stomp (Su): with a Full Round Action at will, the tenth-level Ice Crusher may create an Earthquake (as the spell) by stomping the ground. This is centred on itself, but it is safe from the effects. This has a Caster Level equal to its hit dice, and a Save DC of 5 + half its hit dice + its Strength Bonus.

Claws of Uttercold (Su): starting at level eleven, the Ice Crusher may bestow Uttercold into its Ice Punch when it chooses – resolving the attack as a Touch Attack, and with half the added damage being Cold, half being Negative Energy that heals Undead.

Bear World (Sp): at level twelve, the Ice Crusher gains the ability to welcome its foes to the horror of Bear World. Specifically, once per day it may use a Full Round Action to Summon one Phantom Bear (as the spell of the same name), and 8 Celestial Dire Bears. Maintaining this effect requires Concentration, and it has a maximum Duration of 2 minutes even if the Ice Crusher’s concentration is not interrupted.

Major Ursus (Su): at level thirteen, the Ice Crusher becomes even greater as a commander. Any ally that can draw Line of Sight to it benefits from both the Mettle and Slippery Mind abilities. Additionally, when using its Unbearably Large ability, it may elect to grow two sizes larger, replacing the effects with: +10 Strength, -2 Dexterity, +6 Constitution, +10 feet to Space and Reach, +20’ to Base Movement Speed, and +6 Natural Armour, along with the usual changes to AC, Grapple checks, damage dice from weapons and so on.

Gift of Black Ice (Su): the fourteenth-level Ice Crusher has been blessed with the mysterious energies of Uttercold, Death Hail and Ebony Ice – cold infused with negative energy. It suffers no effect from Death Hail, and can forge Death Hail and Ebony Ice into gear as though it were metal. In this case, weapons may have the Life Stealing or Soul Prison quality instead of Frost, and armour may have the Death Ward or Absorbing quality instead of Fire Resistance. Additionally, any time it uses its Sheer Cold ability, the ice that coats and traps the target is in fact a chunk of Ebony Ice, and any time it uses its Ice Punch ability, it may elect instead to infuse it with Black Ice. In this instance, half the extra damage is Cold and the other half is Negative Energy that heals undead, and a living creature that suffers damage suffers 1d6 points of Strength and Constitution damage.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Valkyrie
Tome of Battle, page 156. CR 9, level 10

Valhallan Champion
Many people look forward to reaching Valhalla when they die, so that they may continue fighting in the afterlife for all eternity. The Valhallan Champion helps expedite the process by starting a lot of fights on all the planes she visits, and killing things that are good at fighting. Whether or not they end up going to Valhalla is beyond her, but that's all right, because she can just find someone else to punch in the face.

The Valhallan Champion improves the Valkyrie's access to the Book of Weeaboo Fightan Magic, and also mixes in some abilities used by the Soldier (Tome), along with improving her ability to blast people with the power of the storm.

Hit Die: d10
Skill Points: 6 + Int
Class Skills: Balance, Concentration, Diplomacy, Hide, Intimidate, Jump, Knowledge (The Planes), Listen, Martial Lore, Sense Motive, Spot, Survival, Tumble
Proficiencies: the Valhallan Champion is proficient with Light Armour, and Simple and Martial Weapons
LevelBABFortRefWillSpecial
1+1+2+0+2Brutal Strike, Crushing Vice, Rabid Bear Strike
2+2+3+0+3Troll Stance, Knockdown, Arcing Lightning
3+3+3+1+3Whirlwind, Colossus Strike
4+4+4+1+4Fire Giant Stance, Mind Thwack
5+5+4+1+4Meteor Smash, Adamantine Bones
6+6+5+2+5Archon Stance, Hydra Strike, Thunder and Lightning
7+7+5+2+5Heaven Piercer, Tornado Throw
8+8+6+2+6Storm Giant Stance, Harrying Strike
9+9+6+3+6Extra Strike, Mountain Tombstone Strike
10+10+7+3+7Deva Stance, World Slaying Strike

Soldier Maneuvers: at every level, the Valhallan Champion learns the listed Maneuver from the Soldier class. Each of these can be used once before needing to rest for five minutes, and unless specified otherwise uses a Standard Action. These are Extraordinary Abilities, even the ones that carve through dimensions – that’s pretty extraordinary if you ask me. Many of these modify or allow a “Standard Attack”, which is simply one attack (or one with each weapon in the case of dual- wielding) as a Standard Action. The Initiator Level equals her hit dice, and any Save DC is 10 + half her class level + her Constitution Bonus.

Martial Maneuvers: at every odd level, the Valhallan Champion learns additional Martial Maneuvers from the Tome of Battle. These work just the same as her existing ones, following the usual rules for them, and her Initiator Level increases every level.

Soldier Stances: at every even level, the Valhallan Champion gains access to the listed Stance from the Soldier class, however she does not get a Basic Bonus. These can be entered at will, at the cost of a Swift Action per round, and can never be used concurrently with a regular Weeaboo Fightan Magic Stance. If a Stance applies an effect on the use of a Maneuver, this includes Soldier Maneuvers and also ToB ones. Any Save DC is mentioned in the Stance description itself, and is based on her total hit dice, not her class level.

Arcing Lightning (Su): starting at level two, every time the Valhallan Champion deals Electricity damage to somebody, secondary lightning arcs out. For every primary target (such as “the one person hit with a Shocking attack” or “everyone hit by Lightning Bolt”), she may select a second target within 15 feet of the primary target, however the same attack cannot arc from multiple primary targets to hit the one secondary target multiple times. This deals half as much damage as the initial attack, and they are allowed a Reflex Save (DC 10 + half her Class Level + her Charisma Bonus) to avoid this. Secondary targets do not cause this to arc to additional targets.

Furthermore, her melee attacks increase their bonus Electricity damage to 2d8, and her Lightning Gaze increases to 10d6 damage.

Thunder and Lightning (Su): when the sixth-level Valhallan Champion uses her Sonic Burst ability, it creates a storm of thunderbolts and lightning, which is in fact very very frightening. The Sonic damage increases to 10d6, plus 1d6 Electricity damage per class level, and all who take damage must pass a Will Save (DC 10 + half her Class Level + her Charisma Bonus) or be Frightened for 3 rounds. Once the fear ends, they are immune to the fear aspect of future Sonic Bursts until the sun next sets.

Additionally, the added Electricity damage to her melee attacks becomes 4d6, plus 1d12 Sonic damage, and her Lightning Gaze increases to 1d6 per hit die, plus 2d12 Sonic damage.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Vine Horror
Fiend Folio, page 185, CR 4, Level 5 - Aquatic.

Tangled Master
The Tangled Master is the best Vine Horror when it comes to sneaking about like a rogue or assassin, and also when it comes to animating and controlling Assassin Vines. In other words, it is the iconic high-level Vine Horror, as opposed to one that goes off to be some kind of Necromancer or Monk. If you need a character that vaguely fits the same archetype as a Rogue (Ninja, Scout, Assassin and so on), then you can do worse than inviting a Tangled Master.

Hit Die: d10
Skill Points: 6 + Int
Class Skills: Balance, Climb, Concentration, Craft (Alchemy), Disable Device, Escape Artist, Hide, Intimidate, Knowledge (Dungeoneering, Geography, Nature), Listen, Move Silently, Search, Spot, Survival, Swim, Use Rope
LevelBABFortRefWillSpecial
1+0+2+2+0Trap Finding, Crawling Horror, Hide in Plain Sight, Death Attack +6d6
2+1+3+3+0Cloak of Discretion, Death Attack +7d6
3+2+3+3+1Binding Horror, Death Attack +8d6
4+3+4+4+1Death Attack +9d6, Animate Vines (2, 8 HD)
5+3+4+4+1Skill Mastery, Death Attack +10d6
6+4+5+5+2Full Death Attack, Death Attack +11d6
7+5+5+5+2Immobilising Horror, Death Attack +12d6
8+6+6+6+2Death Attack +13d6, Animate Vines (3, 16 HD)
9+6+6+6+3Swamp Strider, Death Attack +14d6
10+7+7+7+3Smarter Vines, Death Attack +15d6
11+8+7+7+3Choking Horror, Death Attack +16d6
12+9+8+8+4Death Attack +17d6, Animate Vines (4, 20 HD)
13+9+8+8+4Sudden Reach, Death Attack +18d6
14+10+9+9+4Shared Death Attack, Death Attack +19d6
15+11+9+9+5Controlling Horror, Death Attack +20d6

Trap Finding (Ex): the Tangled Master can find and disarm traps like a Rogue.

Crawling Horror (Ex): the Tangled Master has a 30’ Climb Speed and Swim Speed, along with the usual benefits that go along with those. It also has a 10’ Burrow Speed.

Hide in Plain Sight (Ex): the Tangled Master can attempt to Hide even without Concealment or Cover, even when being directly observed.

Death Attack (Ex): the Tangled Master has the Death Attack ability of an Assassin. It has a number of d6 equal to its Class Level plus five.

Cloak of Discretion (Su): starting at level 2, the Tangled Master always has a Nondetection effect.

Binding Horror (Ex): at level three, the Tangled Master gains a +2 Bonus to all of its Grapple checks. Furthermore, any time it successfully Grabs a foe, it may elect to bind their arms, rendering them unable to use their arms (such as most attacks or casting spells with Somatic Components) until they escape.

Animate Vines (Su): at every fourth level, the Tangled Master’s ability to animate and command Assassin Vines improves, granting it the ability to control one extra Assassin Vine at a time. Additionally, at each of these levels, the hit dice of the Assassin Vines increase – to eight, sixteen, and twenty hit dice. Size can increase from this, and all the usual numbers increase, though they do not gain Feats.

Skill Mastery (Ex): at level five, the Tangled Master gains Skill Mastery with Disable Device, Hide, Move Silently, Search, and Use Rope. This works like the Rogue class feature.

Full Death Attack (Ex): at level six, the Tangled Master gains the Full Death Attack ability of the Assassin.

Immobilising Horror (Ex): at level seven, the Tangled Master’s Bonus to Grapple checks increases by another +2. Additionally, any time it successfully Lifts or Pins a foe, it may elect to hogtie them and render them Helpless until it elects to release them or they are cut free. It is no longer treated as being in a Grapple, but it is still attached so cannot move beyond its reach without dragging them.

Swamp Strider (Sp): the ninth-level Tangled Master can Teleport Without Error at will, but only affecting itself and any carried gear. The start and end locations must be in swamp, marsh or thick, damp undergrowth.

Smarter Vines (Su): any Assassin Vines conjured and controlled by the tenth-level Tangled Master are treated as having an Intelligence score of 10. Additionally, they gain 4d6 Sneak Attack dice, like Rogues.

Choking Horror (Ex): at level eleven, the Tangled Master’s Bonus to Grapple increases by another +2. Additionally, it gains a Constrict attack that deals 2d12 damage plus one and a half times its Strength Bonus. This also forces the target to hold their breath or start to suffocate. If it can Constrict a target two rounds in a row, it forces their throat full of vines and algae such that they can no longer hold their breath and need to start making Constitution checks until they break free or suffocate. If it can Constrict them three rounds in a row, they simply drop to zero hit points and start to die of suffocation as though drowning.

Sudden Reach (Ex): at level thirteen, the Reach of the Tangled Master improves by fifteen feet.

Shared Death Attack (Su): a fourteenth-level Tangled Master can get its Assassin Vines to study foes in its place – on each turn at least one of them must meet the requirements in its stead. Either one of the Assassin Vines or the Tangled Master itself can make the actual Death Attacks providing they catch the foe unaware.

Controlling Horror (Ex): at level fifteen, the Tangled Master’s Bonus to Grapple increases by yet another +2. Finally, with a Full Round Action it can stuff itself down the throat of an already-Pinned target and enter their nervous system. It then Possesses them and can control their actions (as though through Domination).
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Vorr
Fiend Folio, page 186, CR 4, Level 5 - No Thumbs.

Vultivor
The Vultivor is the result of Abyssal creations - demons warping Vorr into ideal assassins. They can take on humanoid forms just like the other strange fiendish creations, and in the case of the Vorr - which already have traits familiar to the Shadow Dancer - they become better at the very things you want from a Rogue or Shadow Dancer, though with racial abilities in place of a few things. So they have reduced Sneak Attack and lack the Use Magic Device skill, but they're shadow dogs to make up for it.

Hit Die: d6
Skill Points: 8 + Int
Class Skills: Balance, Bluff, Climb, Concentration, Disable Device, Disguise, Escape Artist, Hide, Intimidate, Jump, Knowledge (The Planes), Listen, Move Silently, Search, Sense Motive, Spot, Swim, Tumble
Proficiencies: the Vultivor is proficient with Light Armour and Simple Weapons, as well as the Short Sword, Rapier, Sap, Kukri and Scimitar.
LevelBABFortRefWillSpecial
1+0+2+2+0Alternate Form, Command Vorr, Clever Dog, Chaos Strike
2+1+3+3+0Hide in Plain Sight, Shadow Jump (90' per day)
3+2+3+3+1Evasion, Sneak Attack +1d6
4+3+4+4+1Greater Tripping, Shadow Form 2/day
5+3+4+4+1Shadow Jump (120' per day), Command Shadows
6+4+5+5+2Crippling Strike, Sneak Attack +2d6
7+5+5+5+2Improved Evasion, Shadow Form 3/day
8+6+6+6+2Shadow Jump (120' per minute), Summon Shadows
9+6+6+6+3Sneak Attack +3d6, Summon Vorr
10+7+7+7+3Defensive Roll, Shadow Form 4/day
11+8+7+7+3Shadow Jump (150' per minute)
12+9+8+8+4Shadow Fang, Sneak Attack +4d6
13+9+8+8+4Shadow Form at will
14+10+9+9+4Shadowy Discorporation, Shadow Jump (150' per round)
15+11+9+9+5Abyssal Transcendence, Sneak Attack +5d6

Alternate Form (Su): the Vultivor can assume any Humanoid form at will. Although a physical change, this is mostly a disguise – the creature can speak Common and Abyssal and can wear clothes and walk around on its back legs and hold weapons and tools, and cannot use its Natural Weapons, however its Ability Scores and other abilities do not change. It even retains its Natural Armour.

Command Vorr (Sp): the Vultivor can command lessers of its own type as it pleases. Even those that don’t wish to follow its orders are compelled to – it can cast Greater Command, Mass Suggestion, Charm Monster and Dominate Monster at will on Vorr. The Save DC is 10 + half its hit dice + its Charisma Bonus.

Clever Dog (Ex): the Vultivor is particularly smart for a Vorr. Its Intelligence score increases by 4 points, retroactively adding skill points as though it were always that smart, and it gains the ability to find and disable traps like a Rogue.

Chaos Strike (Su): against creatures with the [Lawful] Subtype or a [Lawful] Aura of a Lawful Cleric of 10th level or higher, the Sneak Attack damage of the Vultivor deals an addition 2d6 damage.

Hide in Plain Sight (Ex): starting at second level, the Vultivor can hide even without Cover or Concealment, and even if directly observed.

Shadow Jump (Su): at level two, and every three levels thereafter, the Shadow Jump ability of the Vultivor improves as shown on the table above – either adding to the maximum amount in can move within a time period, or shortening the time periods.

Evasion (Ex): at third level, the Vultivor gains Evasion like a Rogue.

Sneak Attack (Ex): every three levels, the Vultivor’s Sneak Attack damage improves by 1d6.

Greater Tripping (Ex): at level four, the Vultivor gains Improved Trip as a Bonus Feat. Additionally, any time it successfully Bites and Trips a foe and deals Sneak Attack damage to them in the same turn, it also deals 2d4 points of Dexterity damage and halves their Movement Speed until the Dexterity damage is healed.

Shadow Form (Su): at level four, the Vultivor gains an additional daily use of its Shadow Form ability. Every three levels thereafter, it gains another daily use, until level thirteen when it can use the ability at will.

Command Shadows (Su): Shadows and Greater Shadows will not attack the fifth-level Vultivor unless it attacks them first – they basically ignore it. Additionally, with a Standard Action at will it may attempt to command a Shadow or Greater Shadow it can see by making an opposed Modified Level Check. If it wins the test, the Undead will act as though Controlled/Commanded for one round per class level.

Crippling Strike (Ex): the sixth-level Vultivor gains the Crippling Strike special Rogue ability.

Improved Evasion (Ex): at level seven, the Vultivor’s Evasion improves to Improved Evasion.

Summon Shadows (Su): upon reaching level eight, the Vultivor may once per day summon 2d6 loyal Shadows or 1d3 loyal Greater Shadows or 1 loyal Shadow Demon, with a Standard Action. They remain for an hour or until destroyed, and serve to the best of their ability.

Summon Vorr (Sp): once per day, the ninth-level Vultivor can use a Standard Action to Summon a number of Vorr equal to its class level for one hour.

Defensive Roll (Ex): at level ten, the Vultivor gains the Defensive Roll special ability of the Rogue.

Shadow Fang (Su): the Bite attack of the twelfth-level Vultivor is a Magic Weapon with an Enhancement Bonus of +1 per three hit dice (round up), and the Ghost Touch property.

Shadowy Discorporation (Su): if a fourteenth-level Vultivor is ever slain while in the Abyss or an area of darkness (not just Shadowy Concealment), it simply breaks apart into shadow. Twenty four hours later, if the area is still dark (or in the case of the Abyss, “is still the Abyss”), it reforms, as good as new, as though receiving a True Resurrection with no drawbacks. If the conditions are not met – either at the time of death or the scheduled time of revival – then it is properly dead, and before it can be Resurrected with magic it needs to be recovered with a Wish.

Abyssal Transcendence: at level fifteen, the Vultivor gains the actual [Tanar’ri] Subtype and Traits. It already has the Summon ability (for Shadows and Vorr), so it doesn’t get it again, but other than that it gains the Immunities, Resistances and so on.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Wight
Monster Manual, page 255. CR 3, level 4 - Spawning.
Wights are [Dark-Minded] and you can argue about being [Unliving], they have an obvious anatomy and internal organs but they're kind of the ever-vigilant, never-sleeping things.


Grave Guard
Wights are ostensibly fighters - and at their level, they're okay at that, at least when it comes to punching people to put negative levels on them. But eventually you need something a bit more than that, so if you want your Wight to keep on fighting, it can be a Grave Guard, which basically turns it into a Knight. A Wight Knight, if you will. And then it takes a Prestige Class like all Knights.

Hit Die: d12
Skill Points: 2 + Int
Class Skills: Appraise, Balance, Climb, Diplomacy, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Ride, Sense Motive, Spot
Proficiencies: the Grave Guard is proficient with Simple and Martial Weapons, Light, Medium and Heavy Armour, and all Shields (including Tower Shields)
LevelBABFortRefWillSpecial
1+1+2+0+2Designate Opponent, Damage Reduction, Unholy Toughness
2+2+3+0+3Defend Others, Shield Against Turning, Bonus Feat
3+3+3+1+3Bastion of Defence, Energy Resistance
4+4+4+1+4Barrow Armour, Greater Energy Drain
5+5+4+1+4Sacrifice, Spell Shield
6+6+5+2+5Mounted Combat, Negative Pull, Grave King

Unholy Toughness (Ex): the Grave Guard is unnaturally tough. It adds its Charisma Bonus to hit points gained per level in place of its nonexistent Constitution Bonus.

Designate Opponent (Ex): with a Swift Action, a Grave Guard can mark an opponent as its primary foe. This foe must be within Medium Range and be able to hear its challenge. If the target creature inflicts any damage on the Grave Guard before its next turn, the attempt fails. Otherwise, any attacks the Grave Guard uses against the opponent on its next turn inflict an extra d6 damage for each Grave Guard level. If the attack bestows one or more Negative Levels (such as being a Slam attack), it also bestows one Negative Level more than normal. This effect ends at the end of its next turn, or when it has struck its opponent a number of times equal to the number of attacks normally allotted by its Base Attack Bonus.

Damage Reduction (Ex): a Grave Guard is good at shrugging off injuries without care. It gains Damage Reduction X/-, where X equals half its class level (round down) plus 2.

Defend Others (Ex): a second-level Grave Guard may use its own body to defend others. Any ally adjacent to the Grave Guard gains Evasion, though the Grave Guard itself does not.

Bonus Feats: at level two, the Grave Guard gains any one [Leadership] Feat as a Bonus Feat, as long as it meets the prerequisites. At level six, it gains Mounted Combat as a Bonus Feat. If it already has Mounted Combat by then, it may instead gain a [Combat] Feat for which it meets the requirements.

Shield Against Turning (Su): the second-level Grave Guard is good at shielding undead allies from powerful Clerics – and indeed, cannot be turned away from its allies by them. It is Immune to the Turn Undead and Rebuke Undead abilities. Furthermore, it extends this Immunity to adjacent allies.

Bastion of Defence (Ex): a third-level Grave Guard can defend others with great ease. All Adjacent allies (except the Grave Guard itself) gain a +2 Dodge Bonus to Armour Class and Reflex Saves.

Energy Resistance (Ex): starting at level three, the Grave Guard can use a Swift Action at will to grant itself Energy Resistance against any one energy type. The amount of resistance equals its hit dice plus its Shield Bonus. This lasts until it uses a Swift Action to gain a different type of Energy Resistance or its Shield Bonus is reduced.

Barrow Armour (Ex): the fourth-level Grave Guard carries deathly resilience with it. Any physical damage it suffers, other than that caused by Holy or Silver weapons, is halved (before factoring in Damage Reduction). Weapons that bypass "any Hardness" ignore this ability as well.

Greater Energy Drain (Su): starting at level four, the Grave Guard can channel its Energy Drain through any weapon it wields. Furthermore, it drains an additional level (typically 2, or 3 against a Designated Foe), and it may add its Charisma Bonus to the amount of Hit Points lost (and Temporary Hit Points gained) per level.

Sacrifice (Ex): with an Immediate Action, a fifth-level Grave Guard may make itself the target of an attack or targeted effect that targets any creature within its reach.

Spell Shield (Ex): a fifth-level Grave Guard gains Spell Resistance of its hit dice plus five. It may also add its Shield Bonus (if any) to this amount.

Negative Pull (Su): at level six, the Grave Guard can draw negative energy in towards itself. It may use its Sacrifice ability out to Close Range, even with Area Effect abilities.

Grave King (Ex): the sixth-level Grave Guard is the king of the wights, and has Fast Healing 5. Additionally, it automatically qualifies for any of the following Prestige Classes: Bone Rider, Death Knight, Dragon Lancer, Cavalier, Knight Protector, Thayan Knight, Vengeance Knight.
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Post by Koumei »

Deathly Corruptor
The Deathly Corruptor is sort of a spellcaster for Wights. A Wight Mage, if you will. They gain specific Spheres, and special hexes to cause baleful effects to their enemies. They can also become more fiendish as they progress, until they are both Undead and Fiendish. The Deathly Corruptor fills the same role as a Warlock or "killing people directly with spells" mage.

Hit Die: d6 (not increased to d12)
Skill Points: 6 + Int
Class Skills: Concentration, Craft (any), Decipher Script, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Spellcraft, Spot
LevelBABFortRefWillSpecial
1+0+2+0+2Unholy Toughness, Basic Sphere Access (Heresy), Pacification Hex
2+1+3+0+3Curse of Defenselessness
3+2+3+1+3Deathly Knowledge, Mind Corruption
4+3+4+1+4Burning Hex, Blood Corruption
5+3+4+1+4Basic Sphere Access (Bone)
6+4+5+2+5Curse of Impotence
7+5+5+2+5Tunnel of Corruption
8+6+6+2+6Empathic Hex
9+6+6+3+6Basic Sphere Access (Carnage), Vile Death
10+7+7+3+7Curse of Death
11+8+7+3+7Planar Corruption
12+9+8+4+8Dominating Hex
13+9+8+4+8Basic Sphere Access (Voracity)
14+10+9+4+9Curse of Vulnerability
15+11+9+5+9Dark Portal, Storm of Corruption
16+12+10+5+10One With the Underworld

Class Spell List: though the Deathly Corruptor does not cast spells, it has a variety of Spell-Like Abilities and effects that are close enough that it has a firm grasp of them. Any time it gains access to a Sphere, every spell listed for that Sphere becomes a “class spell” for the Corruptor, even if it cannot cast all of the spells yet. This allows it to cast those spells from Scrolls and Wands without needing a Use Magic Device check. Additionally, if any of its abilities references an existing spell in its description, that spell is added to its class list when the ability is gained.

Unholy Toughness (Ex): the Deathly Corruptor may add its Charisma Bonus to its hit points gained per level in place of its non-existent Constitution Bonus.

Sphere Access: at level one, the Deathly Corruptor gains Basic Access to the Heresy Sphere. At level five, it gains Basic Access to the Bone Sphere. At level nine, it gains Basic Access to the Carnage Sphere. At level thirteen, it gains Basic Access to the Voracity Sphere.

Life Force: some abilities “cost” life force stolen by the Deathly Corruptor via its Energy Drain ability. Using such an ability consumes one “meal” of life force: it loses 5 Temporary Hit Points (and cannot use the ability if it lacks the Temporary HP to spend), and instantly begins to hunger if it has an Inescapable Craving, needing to save against Wisdom damage as though it had been starving for a day.

Pacification Hex (Su): sometimes it pays to fight people who aren’t fighting back. With a Full Round Action, a Deathly Corruptor may consume life force to unleash a burst of oppressive force out in a 5’ radius anywhere in Medium Range. All in the area must attempt a Will Save (DC 10 + half its hit dice + its Charisma Bonus). Those who fail suffer 1d6 Non-Lethal damage per 2 hit dice of the Corruptor (round up) and are Stunned for one round. They are then unable to act, as though Fascinated, for a number of rounds equal to the Corruptor’s Charisma Bonus, though this can be ended in the usual manner.

Curse of Defenselessness (Su): fighting a vulnerable opponent might be cowardly, but it is wise. The second-level Deathly Corruptor may use a Standard Action at will to target a creature within Medium Range and force them to attempt a Fort Save, which can even affect Constructs and Undead. If they fail the saving throw, then for three rounds they suffer a Profane Penalty to Armour Class and Saving Throws equal to its hit dice divided by three (round up).

Deathly Knowledge (Ex): the third-level Deathly Corruptor starts to remember ancient knowledge from beyond the grave and beyond the planes. It may add its class level as a Profane Bonus on Knowledge (Arcana, History, Planes and Religion) and Gather Information checks.

Mind Corruption (Su): starting at third level, the Deathly Corruptor can poison the minds of those around it. It may create a Suggestion effect (DC 10 + half its hit dice + its Charisma Bonus) by consuming life force, and until the effect ends, the target is treated as Evil for all spells and effects.

Burning Hex (Su): the fourth-level Deathly Corruptor is able to hex its foes such that they suffer greatly every time they try to cast spells or use other powers. With a Full Round Action, it may consume life force and unleash this hex as a 10’ radius Burst out to Medium Range. All in the area must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be afflicted for the next three rounds. During this time, any time they use any form of resource (Spell Slots, Prepared Spells, limited use Spell-Like Abilities, Power Points, Readied Manoeuvres, cooldown abilities, whatever), they suffer Fire damage equal to the Corruptor’s hit dice plus 1d10.

Blood Corruption (Su): at level four, the Deathly Corruptor can inflict a terrible condition on foes, ruining the healing ability of their bodies. With a Standard Action, it may force a living creature within Medium Range to attempt a Fort Save (DC 10 + half its hit dice + its Charisma Bonus). If they fail, all damage currently suffered becomes Vile damage.

Curse of Impotence (Su): at level six, the Deathly Corruptor can use a Standard Action to spend life force and cast Bestow Curse out to Medium Range. While a creature is cursed, regardless of the variety of Curse inflicted, they subtract its Charisma Bonus from all damage they deal.

Tunnel of Corruption (Sp): the seventh-level Deathly Corruptor is able to move about in horrifying ways through planar gaps – and can also pull others through them. It may cast Dimension Door at will with a Full Round Action. Additionally, by spending life force it may grab a creature it can see within Medium Range and move them adjacent to it via planar travel similar to Dimension Door. They are allowed a Fort Save to resist this (DC 10 + half its hit dice + its Charisma Bonus), but if they fail the saving throw (as opposed to just allowing the effect to pull them closer), they contract a random disease, rolling 1d12: 1: Filth Fever, 2: Slimy Doom, 3: Red Ache, 4: Mummy Rot, 5: Mindfire, 6: Demon Fever, 7: Cackle Fever, 8: Blinding Sickness, 9: The Wasting, 10: Sun Touch, 11: Soul Rot, 12: Melting Fury
This skips the Incubation phase and they suffer damage instantly. If a creature already suffers from one or more diseases and fails the saving throw, then instead of contracting a new disease, they instantly suffer the effects of another day of infection as though they had failed the saving throw against the disease.

Empathic Hex (Su): at level eight, the Deathly Corruptor can level a hex at foes which causes them to suffer the agony of their own attacks, and this is awesome – for the Corruptor. With a Full Round Action, it may spend life force and unleash this hex as a 10’ radius Burst out to Medium Range. All in the area must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be afflicted for the next three rounds. During this time, any time they deal damage to one or more creatures, they suffer half this damage themselves – this only happens once per action taken, so a Whirlwind Attack or Fireball only causes this damage once (using the highest damage dealt). Dealing damage to others also forces them to attempt a Fortitude Save (same DC as above) or be Fatigued.

Vile Death (Ex): at level nine, the evil permeating the Deathly Corruptor grants it the Fiendish template. Furthermore, any Undead it creates – whether through temporary summons, Spells and Spell-Like Abilities that permanently create them, or spawned Wights – gains this as well.

Curse of Death (Sp): the tenth-level Deathly Corruptor gains access to a curse that can kill people. With a Standard Action it may spend life force to cast Finger of Death, however the effects are delayed: if the target takes no actions other than movement during the next three rounds, they avoid the ill effects completely. However, if they take any action during this time, then at the end of the three rounds they must test Spell Resistance (if any) and attempt the Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) against death – they don’t know beforehand whether they are affected.

Planar Corruption (Su): at level eleven, the Deathly Corruptor gains the ability not only to travel to the lower planes, but to bring those planes over to its current plane to intersect. It may Plane Shift itself and up to 50 pounds of equipment to any layer of any Lower Plane, or may create an intersection with a Full Round Action by spending life force. Doing so afflicts everything within 100’ of it at the time of casting, and lasts for a number of minutes equal to its Charisma Bonus. Consecrated or Hallowed area is exempt from this. For the duration, the area is Desecrated and Unhallowed and has the Alignment Traits of whichever Plane was chosen. Anything killed in the area has its soul trapped and claimed by the intersecting Lower Plane. Any living creature that enters the area (or is in the area when it is cast), with the exception of Outsiders from the intersecting Lower Plane, must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) against a [Fear] effect or Panic for one minute. The Corruptor gains Fast Healing 10 and +5 Turn Resistance while in the area.

Dominating Hex (Su): the twelfth-level Deathly Corruptor gains the ability to hex foes such that they fall under its control for a short time. With a Full Round Action, it may spend life force to hex a single target within Medium Range. If they fail a Will Save (DC 10 + half its hit dice + its Charisma Bonus) against this [Mind-Affecting] [Compulsion] effect, they are Dominated for one round per two hit dice (round up).

Curse of Vulnerability (Su): at level fourteen, the Deathly Corruptor can curse people so that they are very likely to be harmed by its effects, and those of others. With a Standard Action, it may spend life force to unleash the curse on a target within Medium Range. If they fail a Will Save (DC 10 + half its level + its Charisma Bonus), then for one minute, all attacks made against them are Touch Attacks, they lose access to all Immunities, and they become Vulnerable to Fire, Cold, Acid and Electricity.

Dark Portal (Sp): at level fifteen, the Deathly Corruptor can cast Gate, but only the travel version. Doing so costs life force, and causes the land within 100’ of each opening to be Despoilled, with the exception of any Consecrated or Hallowed ground.

Storm of Corruption (Sp): at level fifteen, the Deathly Corruptor gains the ability to cast Storm of Vengeance by spending life force, but is immune to the effects of its own storm. Any creature in the area that suffers from a disease must save against the progression of the disease every single round as though another day had passed. While one storm is in effect, the Corruptor cannot conjure another.

One With the Underworld (Ex): at level sixteen, the Deathly Corruptor is infused with the power of the lower planes. Whenever it is in a Lower Plane or the area of Planar Corruption, it gains the benefits of the Half-Fiend template. Additionally, no ability learned before level nine requires the expenditure of life force any more.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Winter Wolf
Monster Manual, page 256. CR 5, level 6 - no thumbs.

Winter's Emissary
The Winter's Emissary continues the icy breath and violent tendencies of the Winter Wolf. However, it also allows for more things - a small array of Spell-Like Abilities, groups of minions, even diplomatic abilities. You can have this big dog lead trade negotiations and be the party face if you want, which makes sense because people love dogs and happily listen to them. However at its core, it is still a close combat monster with a freezing breath weapon.

Hit Die: d10
Skill Points: 6 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Diplomacy, Disguise, Forgery, Hide, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble
LevelBABFortRefWillSpecial
1+1+2+0+2Icy Breath, Cool Tempers, Lord of the Frost Folk
2+2+3+0+3Chilling Glare, Snow Cloak
3+3+3+1+3Ice Shards, Winter of Discontent
4+4+4+1+4Deep Breath, Dispel Fire 3/day
5+5+4+1+4Giant Frost Hound, Gentle Repose at will
6+6+5+2+5Frozen Fang
7+7+5+2+5Entombing Breath, Lord of the Frost Giants
8+8+6+2+6Tempest in a Teacup, Glacial Globe of Invulnerability 3/day
9+9+6+3+6Encroaching Cold
10+10+7+3+7Blizzard Breath, Greater Glacial Ward 3/day
11+11+7+3+7Uttercold Fang
12+12+8+4+8Transformative Breath, Ice Assassin 1/week
13+13+8+4+8Fimbulwinter 1/week, Chilling Gaze
14+14+9+4+9Obedient Avalanche 3/day, Freeze the Soul

Icy Breath (Su): the Breath Weapon of the Winter’s Emissary is greater than normal. The Range increases out to 30 feet, and deals an extra 2d6 of Cold damage at first level, then another 1d6 per level thereafter.

Cool Tempers (Su): the Winter’s Emissary keeps people cool and calm. They literally chill out. It gains a Bonus to Diplomacy and Gather Information checks equal to half its Class Level (round up), and radiates a constant aura of Calm Emotions out to fifteen feet. The Save DC is 10 + half its hit dice + its Charisma Bonus.

Lord of the Frost Folk (Ex): the Winter’s Emissary rules over the Frost Folk – at whatever constitutes its lair or base of operations, there are a number of these waiting around equal to its hit dice. They will perform basic tasks or pay a small rent, and will defend the base if attacked. For any given adventure, the Emissary may bring one Cohort along, a Frost Folk with added class levels equal to the Class Level of the Emmissary itself.

Chilling Glare (Su): starting at second level, the Winter’s Emissary can use a Standard Action at will to glare at a target within sixty feet and force them to make a Fortitude Save. The Save DC is 10 + half its hit dice + its Charisma Bonus. On a failed save, the target takes 2d6 points of Cold damage and is Slowed for five rounds.

Snow Cloak (Ex): whenever the second-level Winter’s Emissary would normally gain Concealment from snow, it instead becomes completely Invisible.

Ice Shards (Su): at level three, the Winter’s Emissary gains the ability to form and hurl razor-sharp shards of ice quicker than it takes to take a footstep. With a Swift Action at will, it may make a Ranged Attack out to thirty feet. If it hits, this deals 1d10 Slashing damage and 1d8 Cold damage. It has a Critical Threat Range of 18-20/x2.

Winter of Discontent (Su): starting at level four, the Winter’s Emissary can show its displeasure particularly well. Any time it takes damage, the attacker instantly suffer 1d10 points of Cold damage. If this deals the full ten damage and is not Resisted in any way, they are also Slowed for one turn. This also afflicts anybody who steals from the Emissary while within its Line of Sight, or attempts to Demoralise it (whether successful or not).

Deep Breath (Su): starting at level four, the Winter’s Emissary can take deeper breaths to draw more air into its lungs. If it uses its Breath Weapon as a Full Round Action, it adds an extra 1d6 points of damage for every two dice it would normally roll, and the area reaches out to 60 feet.

Spell-Like Abilities (Sp): over time, the Winter’s Emissary gains access to a few Spell-Like Abilities. The Caster Level equals its hit dice, and any Save DC is 10 + half its hit dice + its Charisma Bonus.

Giant Frost Hound (Ex): at level five, the Winter’s Emissary grows to Huge Size. Instead of the usual changes based on Growth by Hit Dice, it gains +4 to Strength, Constitution, and Natural Armour, -2 Dexterity, an additional 5 feet of reach and an additional fifteen feet of Move Speed. The added damage of its Freezing Bite increases to 2d6.

Frozen Fang (Su): the Freezing Bite of the sixth-level Winter’s Emissary is particularly horrific. It deals Frostburn damage and causes 2 points of Dexterity damage. A foe reduced to 0 Dexterity by this is frozen solid.

Lord of the Frost Giants (Ex): starting at level six, the Winter’s Emissary rules over the Frost Giants – at whatever constitutes its lair or base of operations, there are a number of these waiting around equal to its hit dice. They mostly boss the Frost Folk around, but also pay some form of tribute or help out with running the place and defending against attack. Additionally, the Cohort chosen for outings may from this point on be a Frost Giant with a Challenge Rating three less than that of the Winter’s Emissary (so at level six, a regular Frost Giant is acceptable, at level seven a Tundra Scout or Spiritspeaker, at level eight a Mauler, and at level fourteen the Jarl).

Entombing Breath (Su): the Breath Weapon of the seventh-level Winter’s Emissary can be particularly cold, freezing even the air itself. It may create a Freezing Fog effect in the area (in addition to the other effects), lasting for one minute, but doing this uses sufficient energy that it cannot use the ability again for 1d4 minutes rather than rounds. Furthermore, when it uses its Deep Breath ability, creatures that fail their saving throw are subject to an Entomb effect.

Tempest in a Teacup (Su): starting at level eight, the Winter’s Emissary can cause great magic when it sits to break bread with others. Firstly, any willing subject who eats with it can receive the Cold Subtype for the next entire lunar cycle (so from Full Moon to Full Moon, for instance). Additionally, all who eat with it receive a Peacebond effect (DC 10 + half its hit dice + its Charisma Bonus), and the first to resist this and initiate combat regardless is instantly hit by a Boreal Wind effect, with no saving throw, at the end of the action that would officially begin combat.

Encroaching Cold (Su): anywhere the ninth-level Winter’s Emissary remains for at least one week becomes winter – this reaches out to a hundred foot radius and lasts until three months after it moves away. For each extra week it spends there, the radius extends by another hundred feet.

Blizzard Breath (Su): at level ten, whenever the Winter’s Emissary uses its Breath Weapon, it creates an actual blizzard – the area is covered in snow, and everything within is subjected to Windstorm-level winds until the start of its next turn. Additionally, the damage increases by another 6d6 points (for a total number of d6 equal to its Class Level plus 11). This happens before any Empowering caused by Deep Breath.

Uttercold Fang (Su): the bite of the eleventh-level Winter’s Emissary is delivered simply with a Touch Attack, passing easily through armour and shields. The added damage becomes half Cold, and half Negative Energy which heals Undead.

Transformative Breath (Su): any creature that is slain by the Breath Weapon of the twelfth-level Winter’s Emissary is transformed into actual ice – and animated, magical ice that serves it. Slain creatures become Ice Beasts under its control. It must spend a Move-Equivalent Action directing an Ice Beast to a task (and it then just keeps doing that task until it can’t any more, at which point it stands still). So while it’s fine to tell them to “guard this place and kill anyone except me who visits”, it’s not very useful to bring them on adventures.

Chilling Gaze (Su): at level thirteen, the Chilling Glare of the Winter’s Emissary becomes a Gaze Attack instead. The Save DC to avert one’s eyes is the same as to resist the effects.

Freeze the Soul (Su): starting at level fourteen, whenever anyone is frozen solid by the Winter’s Emissary, it may use a Full Round Action to freeze their soul and extract it as a fist-sized crystal. This can be sold or traded or whatever else it wants to do - maybe it just wants to crunch it up like a carrot or frozen treat.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Wraith: Dread
Monster Manual, page 258. CR 11, level 12 - Spawning, Incorporeal. [Dark-Minded]

Icy Void
The Icy Void is basically what happens when a Wraith becomes very very cold. Its touch attack becomes quite lethal, it gets a powerful aura, and it casts various cold abilities. It has an array of spells that it casts on people it doesn't like, but whenever you're an incorporeal undead, that is the key thing about you, so it's still great at stealth and getting places and bad-touching.

Hit Die: d8 (not increased to d12)
Skill Points: 4 + Int
Class Skills: Concentration, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Spellcraft, Spot, Survival, Use Magic Device
LevelBABFortRefWillSpecialUttercold
1+1+2+0+2Unholy Toughness, Cold Subtype3d6/1d4
2+2+3+0+3Icy Chills, Deeper Darkness 3/day, Sleet Storm 3/day4d6/1d4
3+3+3+1+3Boreal Wind at will, Uttercold Caster4d6/1d6
4+4+4+1+4Ice Storm at will, Wall of Coldfire 1/day5d6/1d6
5+5+4+1+4Control Weather 3/day, Dimension Door 1/day5d6/1d8
6+6+5+2+5Flesh to Ice 1/day, Wall of Coldfire 3/day6d6/1d8
7+7+5+2+5Freezing Sphere at will, Freezing Fog 1/day6d6/1d10
8+8+6+2+6Spawn Winterwights, Glacial Burst 1/day7d6/1d10

Unholy Toughness (Ex): the Icy Void may use its Charisma Bonus to provide bonus Hit Points per level in place of its nonexistant Constitution Bonus.

Cold Subtype (Ex): the Icy Void has the [Cold] Subtype. This provides Immunity to Cold damage, but Vulnerability to Fire damage (+50% damage).

Uttercold (Su): the Incorporeal Touch Attack of the Icy Void is worse than normal. In addition to the usual effects, it causes horrendous icy liquid to flow across the body of the target. This starts off as 3d6 damage (half Negative Energy, half Cold), as well as 1d4 points of Dexterity Drain. Every even level, the hit point damage increases by 1d6, and every odd level beyond first, the Dexterity Drain increases by one die size.

Icy Chills (Su): the second-level Icy Void radiates an aura of deadly cold out to ten feet. At the start of each of its turns, all creatures in the area suffer 2d10 points of Cold damage. However, all creatures within the area that have the [Cold] Subtype, including the Icy Void, gain Fast Healing 10 and +4 Turn Resistance. Additionally, any creature in the area is completely immune to [Fire] spells of Spell Level 4 or lower.

Spell-Like Abilities (Sp): as it gains levels, the Icy Void gains access to Spell-Like Abilities. The Caster Level equals its hit dice and any Save DC is 16 + half its class level + its Intelligence Bonus.

Uttercold Caster (Su): any [Cold] Spell-Like Ability cast by the third-level Icy Void becomes an Uttercold ability – half the damage is Cold, half is Negative Energy.

Spawn Winterwights (Su): any creature slain in any way by the eighth-level Icy Void rises at the next sunset as a lesser Winterwight under the Void’s control. A lesser Winterwight is a Wight with 20 hit dice, the [Cold] Subtype, the Icy Chills ability, first-level Uttercold on its Slam attack, and the ability to cast Sleet Storm once per day as a Spell-Like Ability (CL 20).
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Shape of Fire
The Shape of Fire is what happens when a Wraith is obsessed with fire. It kills things with its touch, it gains fiery Spell-Like Abilities, and it has a heat aura. That's all it never needs. It sort of plays like a close-range Fire Mage, albeit incorporeal which is kind of a big deal.

Hit Die: d8 (not increased to d12)
Skill Points: 4 + Int
Class Skills: Concentration, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Spellcraft, Spot, Survival, Use Magic Device
LevelBABFortRefWillSpecialLife Burn
1+1+2+0+2Unholy Toughness, Fire Subtype3d6/1
2+2+3+0+3Fiery Aura, Flame Arrow at will4d6/1
3+3+3+1+3Orb of Fire at will, Fire Eater4d6/2
4+4+4+1+4Fireball at will, Wall of Fire 1/day5d6/2
5+5+4+1+4Flames of Ignition, Dimension Door 1/day5d6/3
6+6+5+2+5Parboil 1/day, Wall of Fire 3/day6d6/3
7+7+5+2+5Incendiary Cloud 1/day, Fire Storm at will6d6/4
8+8+6+2+6Spawn Lavawights, Deadly Lahar 3/day7d6/4

Unholy Toughness (Ex): the Shape of Fire may use its Charisma Bonus to provide bonus Hit Points per level in place of its nonexistent Constitution Bonus.

Fire Subtype (Ex): the Shape of Fire has the [Fire] Subtype. This provides Immunity to Fire damage, but Vulnerability to Cold damage (+50% damage).

Life Burn (Su): the Incorporeal Touch Attack of the Shape of Fire is worse than normal. In addition to the usual effects, it causes horrendous white flames to rage across the body of the target. This starts off as 3d6 damage (half Negative Energy, half Fire), as well as 1 Negative Level. Every even level, the hit point damage increases by 1d6, and every odd level beyond first, it deals 1 more Negative Level.

Fiery Aura (Su): the second-level Shape of Fire radiates an aura of deadly heat out to ten feet. At the start of each of its turns, all creatures in the area suffer 2d10 points of Fire damage. However, all creatures within the area that have the [Fire] Subtype, including the Shape of Fire, gain Fast Healing 10 and +4 Turn Resistance. Additionally, any creature in the area is completely immune to [Cold] Spells of Level 4 or less.

Spell-Like Abilities (Sp): as it gains levels, the Shape of Fire gains access to Spell-Like Abilities. The Caster Level equals its hit dice and any Save DC is 16 + half its class level + its Intelligence Bonus.

Fire Eater (Su): starting at level three, the Shape of Fire is healed by Fire damage – any damage that would be dealt is instead restored as healing, one for one.

Flames of Ignition (Su): any time the fifth-level Shape of Fire deals Fire damage to someone via its Spell-Like Abilities, Life Burn, or Fiery Aura, they catch fire and continue to take 2d6 damage (half Fire, half Negative Energy) each round. This can be extinguished in the normal way for fire.

Spawn Lavawights (Su): any creature slain in any way by the eighth-level Shape of Fire rises at the next sunset as a lesser Lavawight under the Shape’s control. A lesser Lavawight is a Wight with 20 hit dice, the [Fire] Subtype, the Fiery Aura ability, first-level Life Burn on its Slam attack, and the ability to cast Flame Arrow once per day as a Spell-Like Ability (CL 20).
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Haunting Presence
When a Wraith doesn't care about elements and focuses entirely on being an evil spellcaster (an evil incorporeal spellcaster), it becomes a Haunting Presence. It is a strange thing that makes life hard for everyone in the vicinity of where it decides to inhabit. However it can also roam the landscape causing death and misery.

Hit Die: d12
Skill Points: 6 + Int
Class Skills: Bluff, Concentration, Craft (any), Forgery, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Use Magic Device
LevelBABFortRefWillSpecial
1+0+0+0+2Aura of Shadow, Telekinetic Grasp, Repulsion at will, Insanity 1/day, Eyebite 3/day
2+1+0+0+3Hiss of Sleep 1/day, Necrotic Curse at will, Greater Seed of Undeath 1/day
3+1+1+1+3Telekinesis 3/day, Miasma of Entropy at will, Cloak of Hate at will, Pulse of Hate 3/day
4+2+1+1+4Temporal Stasis 3/day, Blackfire 1/day, Touch of the Graveborn 3/day, Fear at will
5+2+1+1+4Transcribe Symbol 1/day, Greater Bestow Curse at will, Trap the Soul 1/day
6+3+2+2+5Weird 1/day, Utterdark 1/day, Plague of Undead 1/day, Insanity at will
7+3+2+2+5Telekinesis at will, Dominate Monster 1/day, Phantasmal Thief at will
8+4+2+2+6Wail of the Banshee 1/day, Maddening Whispers at will, Finger of Death 3/day

Aura of Shadow (Su): the Haunting Presence constantly radiates an aura of magical darkness out to the radius of its Unnatural Aura. This protects it from its Daylight Powerlessness and prevents its surroundings from ever being brighter than the shadowy illumination of a Darkness spell. This provides no particular protection from [Light] spells, however. If it particularly wants to suppress this ability for some reason, it may do so with a Swift Action, and resume it again with another Swift Action. If the surrounding area is lighter than the aura, it becomes quite obvious.

Telekinetic Grasp (Su): the Haunting Presence has a constant Telekinesis effect active, but only for the purpose of the Sustained Force option. It need not Concentrate to maintain the power, but it must Concentrate in order to actually use the power on a given round. The Caster Level equals its Class Level plus 12.

Spell-Like Abilities (Sp): the Haunting Presence is basically a spellcaster focused on a specific set of goals. It gains a lot of Spell-Like Abilities as it gains levels. The Caster Level is its Class Level plus 12, and any Save DC is 16 + half its Class Level + its Intelligence Bonus. If it gains a Spell-Like Ability it already has, use the new, larger number of uses instead of the smaller one.
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Post by Koumei »

Xill
Monster Manual, page 259. CR 6, level 7.

Xill Marauder
Xill are just assholes. That's basically the long and short of it. They are Evil, and they specifically like to kill and maim and just cause destruction - in fact the reason why is "Just 'Cause" (probably Just Cause 4, with the giant storms). So basically they're Barbarians with personality disorders. That's easy enough a thing to progress.

Hit Die: d10
Skill Points: 2 + Int
Class Skills: Hide, Intimidate, Jump, Knowledge (The Planes), Listen, Move Silently, Spot
Proficiencies: the Xill Marauder is proficient with Light Armour, Simple Weapons, and Martial Weapons
LevelBABFortRefWillSpecial
1+1+2+2+0Murderous Intent, Multiweapon Rend
2+2+3+3+0Evil Glee, Combat Speed +5'
3+3+3+3+1Malice in Practice
4+4+4+4+1Death Toll, Combat Speed +10'
5+5+4+4+1Disembowel, Ether Hop
6+6+5+5+2Release Plagues, Combat Speed +15'
7+7+5+5+2Eternal Paralysis
8+8+6+6+2Massive Marauder, Combat Speed +20'
9+9+6+6+3Scourge of the Lands, Flensing Glare
10+10+7+7+3Scry and Die Tactics, Combat Speed +25'
11+11+7+7+3Eye Stealer
12+12+8+8+4Blight of the World, Combat Speed +30'
13+13+8+8+4Spread the Hatred

Murderous Intent: the Xill Marauder gains Murderous Intent as a Bonus Feat.

Multiweapon Rend (Ex): in any turn during which the Xill Marauder hits the same target with two or more weapons, it rips them apart. This deals a Rend attack which automatically hits for 2d6 damage (assuming a Medium creature) plus one and a half times its Strength Bonus. It also deals one point of Constitution damage.

Evil Glee (Ex): the second-level Xill Marauder can cast Death Knell at will, but only on creatures with an Intelligence of 4 or more.

Combat Speed (Ex): as it gains levels, the Xill Marauder gains a bonus to its Speed.

Malice in Practice (Su): the third-level Xill Marauder constantly benefits from a Sadism effect.

Death Toll (Su): whenever the fourth-level Xill Marauder kills a sentient creature, all creatures (except its allies) within 60 feet that don’t have more hit dice than the slain creature must attempt a Will Save (Charisma-based). Those that fail suffer from Crushing Despair for 3 rounds.

Disembowel (Ex): starting at level five, when the Xill Marauder uses its Rend ability, it deals 4d6 damage plus three times its Strength Bonus. It also deals 2 points of Strength and Constitution Damage.

Ether Hop (Su): the fifth-level Xill Marauder finds it easier to step back into the Ethereal Plane. It’s just a jump to the left, and more importantly a Standard Action.

Release Plagues (Su): once per day, the sixth-level Xill Marauder can cast Plague. The Save DC is Charisma-based. This also withers all non-creature plants within the area.

Eternal Paralysis (Ex): starting at level seven, the Xill Marauder’s Paralysis lasts forever.

Massive Marauder (Ex): at level eight, the Xill Marauder grows one size larger. Instead of checking the “advancing in size by hit dice” section, simply grant it +4 to Strength and Natural Armour, and increase its Reach by 5 feet and Speed by another 10 feet. It's Rend damage increases to 4d8.

Scourge of the Lands (Su): whenever the ninth-level Xill Marauder spends one minute standing in the same place, that point gains an Unhallow effect. Furthermore, the entire area is subject to a Warp Wood and Diminish Plants effect, and all water subject to Curse Water.

Flensing Glare (Su): the ninth-level Xill Marauder can cast Flensing at will. The Save DC is Charisma-based. It gains a Regeneration effect if it eats the flesh that was flayed from the target.

Scry and Die Tactics (Sp): starting at level ten, the Xill Marauder can cast both Scrying and Teleport Without Error twice per day.

Eye Stealer (Ex): whenever the eleventh-level Xill Marauder attacks a foe who is denied their Dexterity Bonus to Armour Class, it can steal their eyes from their face (or wherever). If it hits, they must pass a Reflex Save (with a Strength-based Save DC) or be rendered permanently Blind. Xills will inform you that eyes are delicious.

Blight on the World (Su): at level twelve, the Xill Marauder’s Scourge of the Lands ability now also causes Despoil and Befoul out to a one mile radius, and generates any one form of Evil Weather other than Violet Rain.

Spread the Hatred (Su): at level thirteen, the Xill Marauder helps others embrace hatred: it gains Regeneration 15 that is overcome only by true malice and killing intent, the desire to end its life out of loathing its existence, not “to protect others from it” or “to avenge its victims”.
Last edited by Koumei on Wed Sep 16, 2020 5:38 pm, edited 1 time in total.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Xill Moral Guide
The Xill Moral Guide is basically an Evil Cleric, wandering around casting horrible spells to do horrible things to people for horrible reasons. It also leads groups of other Xill to make them better at doing horrible things, and encourages others to do horrible things. Mostly it's looking for original sin, not just doing the same old murders and mutilations.

Hit Die: d6
Skill Points: 4 + Int
Class Skills: Appraise, Bluff, Concentration, Craft (any), Forgery, Gather Information, Intimidate, Knowledge (any), Listen, Sense Motive, Spellcraft, Spot
LevelBABFortRefWillSpecial
1+0+2+0+2Rebuke Undead, Animate Dead 1/day, Bestow Curse at will, Wrack 3/day
2+1+3+0+3Magic Circle Against Good, Divination 1/day, Divine Power 2/day
3+2+3+1+3Confound at will, Doomtide 3/day, Damning Darkness at will, Evil Domain
4+3+4+1+4Commune 1/day, Bleakness at will, Slay Living 1/day
5+3+4+1+4Morality Undone 1/day, Unholy Storm 2/day, Evil Devotion
6+4+5+2+5Create Greater Undead 1/day, Heal 1/day, Harm 2/day
7+5+5+2+5Spiritual Guardian 2/day, Cloak of Hate at will, Corruption Domain
8+6+6+2+6Blasphemy 1/day, Destruction 2/day, Withering Palm at will
9+6+6+3+6Necrotic Curse at will, Fiendish Clarity 3/day, Pulse of Hate 2/day
10+7+7+3+7Were-Doom 1/day, Unholy Aura at will, Bodak's Glare 1/day
11+8+7+3+7Dispel Good at will, Greater Harm 1/day, Death Domain
12+9+8+4+8Evil Weather 1/week, Spread of Savagery 3/day
13+9+8+4+8Apocalypse From the Sky 1/week, Death Devotion

Rebuke Undead (Su): the Xill Moral Guide can Rebuke Undead like an Evil Cleric with as many levels as it has hit dice.

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

Magic Circle Against Good (Su): starting at level two, the Xill Moral Guide constantly has a Magic Circle Against Good effect.

Domains: at level three, the Xill Moral Guide gains the Evil Domain – applying the Domain Ability to it’s [Evil] Spell-Like Abilities, and gaining the ability to cast each Domain Spell once per day as a Spell-Like Ability. At level seven, it also gains the Corruption Domain. At level eleven, it gains the Death Domain. It can only cast the Spell-Like Abilities that have a Spell Level of half its hit dice (round up) or less.

Devotions: at level five, the Xill Moral Guide gains the Evil Devotion. At level thirteen, it gains the Death Devotion.
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Post by OgreBattle »

"Disembowel (Ex): starting at level five, when the Xill Marauder uses its Rend ability, it rends twice. Each rend now deals 1 point each of Strength and Constitution damage (2 total per turn)."

Is there a specific rules interaction reason to say it rends twice rather than a rend of 4d6 and 2 str con damage?
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Post by Koumei »

There really isn't, so I'll go back and edit that for simplicity.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Yak Folk
Monster Manual 3, page 200. CR 4, Level 5.

Yakultist
The Yakultist is a Prestige Class that turns the Yak Folk into a powerful spellcaster. While they don't quite cast spells as a Human Sorcerer of equal level, they are more resilient, more skilled, better at fighting, have a few more spells they can learn (though the actual choices are limited as ever), and can control genies. That's a pretty good trade-off for some people, and those people are giant bipedal yaks.

Hit Die: d6
Skill Points: 4 + Int
Class Skills: Appraise, Bluff, Concentration, Intimidate, Knowledge (any), Listen, Sense Motive, Spellcraft, Spot, Use Magic Device
LevelBABFortRefWillSpecialSpellcasting
1+0+2+0+2Magic Item Mastery+2 Sorcerer Casting
2+1+3+0+3Channel Staff Magic+2 Sorcerer Casting
3+2+3+1+3Command More Genies+1 Sorcerer Casting
4+3+4+1+4Altered Staff Magic+1 Sorcerer Casting
5+3+4+1+4Bigger Staff Magic+1 Sorcerer Casting
6+4+5+2+5Greater Necromancy+1 Sorcerer Casting
7+5+5+2+5Enslaving Spells+1 Sorcerer Casting
8+6+6+2+6Command All Genies+1 Sorcerer Casting
9+6+6+3+6Astral Projection+1 Sorcerer Casting
10+7+7+3+7Command Paired Genies+1 Sorcerer Casting
11+8+7+3+7Magic Jar+1 Sorcerer Casting
12+9+8+4+8Craft Magic Staff+1 Sorcerer Casting
13+9+8+4+8Rapid Spellstaff Attunement+1 Sorcerer Casting
14+10+9+4+9Sacrifice+1 Sorcerer Casting
15+11+9+5+9Command Genie Triad+2 Sorcerer Casting

Magic Item Mastery (Ex): for the purpose of using and activating magic items, the Yakultist has every spell ever on its Class Spell List, so can just activate them freely. It still needs the Use Magic Device skill to replicate a specific Caster Level, Race, or Class Feature, however.

Spellcasting: the Yakultist casts spells as a Sorcerer – Caster Level, Spells Known, and Spells per Day. It does not gain a Familiar, however. At first level it can cast as a second-level Sorcerer, then at level two it can cast as a fourth-level Sorcerer. Every level thereafter, the casting ability improves by one level, until fifteenth-level where it gains two caster levels, thus casts as an eighteenth-level Sorcerer. It can draw spells from the Sorcerer/Wizard list, as well as the Death, Trickery, Evil, and Beast/Beastial Domains. It is, however, unable to learn any spell with a [Good] Alignment descriptor, and if a spell could be cast with a variable Alignment descriptor (such as a Summon Monster spell), it cannot cast it as a [Good] spell. Additionally, at least one spell known of every Spell Level must be a Necromancy, [Evil], [Calling] or [Summoning] spell.

Channel Staff Magic (Su): starting at level two, whenever the Yakultist casts a spell from a Staff, it may choose to use up one of its own spell slots rather than using charges from the staff. The level of the spell slot expended must equal or exceed the spell level of the spell being used.

Command More Genies (Su): at level three, the Yakultist’s ability to command Jannis extends to Djinni, Khayal and Qorashi as well. It works the same in all other ways.

Altered Staff Magic (Su): at level four, the Yakultist can apply Energy Substitution or Shaped Spell to any spell cast from a staff, even if it lacks the Metamagic Feat in question. The spell must still be one to which the Metamagic Feat could apply, and the Energy options are still the same. By expending an extra charge, or a spell slot one higher than normal, it can turn a Cold spell (one that deals Cold damage without applying Energy Substitution) into an Uttercold spell or a Sonic or Electricity spell (again, one that deals Sonic or Electricity damage without applying Energy Substitution) into a Three Thunders spell.

Bigger Staff Magic (Su): the fifth-level Yakultist commands even greater magic from staves. By spending an additional charge, or a spell slot one level higher than normal, it can enhance a spell cast from a staff with one of the following: Extend Spell, Widen Spell, Reach Spell, Empower Spell. It need not have the Metamagic Feat in question, though the spell must still be one to which the Metamagic Feat could apply.

Greater Necromancy: at level six, the Yakultist gains several Bonus Feats to empower its Necromancy, even if it lacks the prerequisites: Black Lore of Moil (Complete Arcane), Fearsome Necromancy (Complete Mage), Fell Animate (Libris Mortis), Master of Undeath (Complete Mage), Sickening Grasp (Complete Mage).

Enslaving Spells (Sp): at seventh level, the Yakultist can cast Lesser Planar Binding once per week and Animate Dead once per day.

Command All Genies (Su): at level eight, the Yakultist can also command Efreeti, Dao and Marid.

Astral Projection (Sp): starting at level nine, the Yakultist can cast Astral Projection once per day.

Command Paired Genies (Sp): the tenth-level Yakultist can command two genies at a time.

Magic Jar (Sp): at level eleven, the Yakultist can cast Magic Jar once per day. The Save DC is 10 + half its hit dice + its Charisma Bonus.

Craft Magic Staff (Su): at level twelve, the Yakultist gains the ability to Craft any magic Staff or Spellstaff, without needing to know the specific spells involved. It requires time and money, but not XP, and by simply sacrificing a genie with a Challenge Rating equal to the Caster Level needed, it can even ignore the monetary cost and halve the crafting time – though with a 30% chance of making an Intelligent (and none-too-happy) item out of it.

Rapid Spellstaff Attunement (Su): the thirteenth-level Yakultist is particularly good at handling Spellstaves, and can use a Full Round Action to change its attunement from one to another.

Sacrifice (Su): starting at level fourteen, the Yakultist is safer than ever. Any time it is subject to an effect, it may choose to instantly sacrifice a Commanded Genie or a target of Melding or Magic Jar to negate the effect against itself. This does not save anyone else from the effects, and the sacrificed creature is instantly slain outright. They can only be brought back by a True Resurrection or better.

Command Genie Triad (Su): the fifteenth-level Yakultist is able to command three genies at a time. These do not have to be the same type of genie, but they can be.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Yuan-ti: Pureblood
Monster Manual, page 263. CR 3, level 4

Yuan-ti Infiltrator
The yuan-ti need to infiltrate human societies in order to know what is happening around them and even just to create more of their own kind. The Yuan-ti Infiltrator helps do that. For the most part they are like Beguilers, indeed having access to the Beguiler spell list, but they have a few unique abilities suited specifically for what they are.

Hit Die: d6
Skill Points: 6 + Int
Class Skills: Bluff, Concentration, Craft (any), Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Knowledge (any), Listen, Move Silently, Perform (any), Profession (any), Search, Sense Motive, Spellcraft, Spot, Use Magic Device, Use Rope
LevelBABFortRefWillSpecial
1+0+0+2+2Alternate Forms, Spellcasting
2+1+0+3+3Brew Tainted Potion, Bonus Spell: Entangle
3+2+1+3+3Bonus Feat, Poison Saliva
4+3+1+4+4Bonus Spell: Hood of the Cobra
5+3+1+4+4Bonus Spell: Fear
6+4+2+5+5Bonus Feat, Bonus Spell: Neutralize Poison
7+5+2+5+5Deadly Mind
8+6+2+6+6Mark of the Cult, Bonus Spell: Mind Probe
9+6+3+6+6Bonus Feat, Bonus Spell: Retributive Image
10+7+3+7+7Chameleon Power
11+8+3+7+7Trapping Mind
12+9+4+8+8Bonus Feat, Bonus Spell: Antipathy
13+9+4+8+8Bonus Spell: Hiss of Sleep
14+10+4+9+9Bonus Spell: Maddening Whispers
15+11+5+9+9Bonus Feat, Bonus Spell: Monstrous Thrall
16+12+5+10+10Apotheosis, Bonus Spell: Programmed Amnesia

Alternate Forms (Sp): the Yuan-ti Infiltrator can use her Alternate Form ability to assume the form of any Humanoid creature.

Spellcasting: the Yuan-ti Infiltrator’s Caster Level for all of her racial Spell-Like Abilities increases with each Class Level. Additionally, the Save DC for any ability becomes 10 + half her hit dice + her Charisma Bonus. More importantly, however, is that she gains the Spellcasting ability of a Beguiler with a level equal to her class level plus three. However, she does not gain the other class features, not even Advanced Learning, and regardless of how high her ability scores are, cannot have more than four daily Spell Slots for any given Spell Level.

Brew Tained Potion (Su): starting at level two, the Yuan-ti Infiltrator can brew the potions used to create Tainted Ones and Broodguard.

Bonus Spells: as she gains levels, the Yuan-ti Infiltrator learns a number of Bonus Spells. These are added to her Spells Known as well as her class list. These are added at the lowest Spell Level available to other classes.

Bonus Feat: every three levels, the Yuan-ti Infiltrator gains a Bonus Feat, even if she doesn’t meet the prerequisites. The options available are: Blind-Fight, Body Pouch, Cobra Head, Deadly Poison, Deadly Spittle, Deceitful, Forked Tongue, Graft Yuan-ti Flesh, Improved Disarm, Improved Feint, Improved Trip, Negotiator, Persuasive, Poison Immunity, Puff Torso, Skill Focus, Tail Rattle. These are not Tome feats even if they share the name with them. If using Koumei's feats, the following are also available: Animal Affinity, Blank Thoughts, Hidden Hand, Nimble Scoundrel, Polyglot, Social Adept, Storyteller, Battle Enchantments, Concealing Illusions, Nightmare Phantasm, Seeker.

Poison Saliva (Ex): starting at level three, the Yuan-ti Infiltrator has venomous saliva. The Save DC is Constitution-based, and the damage is 1d6 Constitution/1d12 Constitution. This can be delivered with a Bite in a Grapple (dealing 1 point of damage plus Poison), or with a melee touch attack by simply kissing or licking the foe – in this case, they gain a +2 Bonus on the Saving Throw.

Deadly Mind (Ex): at level seven, the Yuan-ti Infiltrator’s mind is a mine field. Any attempt at Detecting her thoughts, reading her mind, or making Telepathic contact results in the other party needing to make a Will Save (DC 10 + half her hit dice + her Charisma Bonus). Failure results in them taking 10d6 points of Non-Lethal damage and contracting Mindfire, taking damage instantly.

Mark of the Cult (Su): the eighth-level Yuan-ti Infiltrator can mark people in a special way. With a Standard Action, she grants a willing subject an Arcane Mark, and imbues one of her Spells or Spell-Like Abilities in them. She loses a Spell Slot of equal level or a daily use of the ability (or for an at-will ability, loses nothing at all), and they gain a single use of the ability. When they use the ability, the mark fades, but until that point she can Scry on them at will with no saving throw, and can use a Standard Action at will to revoke the power and cause the target to be rendered Helpless with pain for one round. Additionally, if the Infiltrator so wishes, she may perform a 24 hour Rite of Evolution with a dozen worshippers in order to become a Yuan-ti Halfblood - exchanging class levels, feats and so on as necesary to rebuild the level twelve character.

Chameleon Power (Su): at level ten, the Yuan-ti Infiltrator gains the Chameleon Power ability of the Yuan-ti Half Blood.

Trapping Mind (Su): any time somebody tries to contact the mind of the eleventh-level Yuan-ti Infiltrator, they risk their minds being trapped. Any time they attempt to bestow a [Mind-Affecting] effect on her or read her mind, they must attempt an opposed Will Save against her. If they roll higher, the effect go ahead as normal. If they roll equal or fail by up to 3 points, they become Confused for one hour and forget everything about the encounter. If they fail by 4-10 points, they are Dominated for one hour then forget everything about the encounter. If they fail by more than ten, they suffer a Maze effect, trapped within her mindscape.

Apotheosis (Ex): at level sixteen, the Yuan-ti Infiltrator gains greater power in her Spell-Like Abilities. She gains Basic Access to either the Venom or Seduction Sphere (her choice which), and can cast Animal Trance, Cause Fear, Charm Person, Darkness and Entangle at will.
Additionally, if she gathers a dozen worshippers and spends 24 hours performing a Rite of Evolution, she may be recreated as a Yuan-ti Abomination, Mage Slayer, Temple Guardian, Ignan or Anathema - exchanging class levels, feats and so on as necessary to rebuild the level twenty character.
Last edited by Koumei on Thu Mar 30, 2023 8:58 am, edited 1 time in total.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Dungeon Delver of Mershaulk
Dungeon Delvers still tend to be good at sneaking into humanoid societies and leading them, however that isn't their actual focus. They are there to lead the charge into forgotten temples and guide other Yuan-ti to victory in the name of Mershaulk. Sometimes they join unsuspecting adventurers and lead them to victory (or betrayal and death) in dungeons, but usually they lead other Yuan-ti. Eventually, they can just go and be actual Clerics or take a Prestige Class of some kind.

Hit Die: d6
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Concentration, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Knowledge (any), Listen, Move Silently, Perform (any), Search, Sense Motive, Spellcraft, Spot, Tumble, Use Rope
LevelBABFortRefWillSpecialCleric Spellcasting
1+0+0+2+2Sneak Attack +1d6, Trickery Domain, Traps+2 Levels
2+1+0+3+3Combat Reflexes+2 Levels
3+2+1+3+3Sneak Attack +2d6+1 Level
4+3+1+4+4Back-and-Forth+1 Level
5+3+1+4+4Sneak Attack +3d6+1 Level
6+4+2+5+5Scalykind Domain+1 Level

Sneak Attack (Ex): at first level, the Dungeon Delver of Mershaulk gains +1d6 Sneak Attack, like a Rogue. At levels three and five, this increases by one die.

Spellcasting: the Dungeon Delver of Mershaulk can cast spells as a second-level Cleric. She does not gain other class features like the ability to select Domains or Turn/Rebuke Undead. At level two, she advances this casting ability by two more levels. Every level thereafter, she gains another caster level, until at level six she is a tenth-level character with eight levels of Cleric Casting ability. If she ever takes actual Cleric levels in future she can gain the ability to Rebuke Undead, and select additional Domains. Or she could go straight into a Prestige Class instead.

Domains: the Dungeon Delver gains the Trickery Domain. At level six she also gains the Scalykind Domain. Treat her Cleric level as being equal to her hit dice total for the purpose of Rebuking reptiles.

Traps (Ex): the Dungeon Delver of Mershaulk can find traps, even magical ones, just like a Rogue.

Combat Reflexes: at level two, the Dungeon Delver gains Combat Reflexes as a Bonus Feat.

Back-and-Forth (Ex): starting at level four, the Dungeon Delver of Mershaulk is great at leaping about the place and being where she needs to be. She gains Dodge, Mobility, and Spring Attack as Bonus Feats and it’s basically up to her whether to become a Shadow Dancer, Cleric or Defiler of Temples.
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