The New/Redone Monsters Thread

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Quinton

Post by Wiseman »

Quinton
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Size/Type: Large Spirit/Construct Master (Biomechanical, Extraplanar, Lawful, Modron)
Hit Dice: 17d8+170
Initiative: +10
Speed: 50ft. Fly: 100ft. (Average)
Armor Class: 36 (+10 dex, +12 armor, +4 shield)
Base Attack/Grapple: +17/+28
Attack: 4 +5 Claws +33 (1d8+16) and +5 Tail +33 (1d8+21)
Space/Reach: 10ft./10ft.
Special Attacks: Psi-Like Abilities, Spell-Like Abilities
Special Qualities: Modron Traits, Immunity to Mind-Affecting, Subdual, Ability Damage/Drain, Energy Drain, Vorpal, Resist Fire, Cold and Electricity 30, DR15/Chaotic, SR27, Telepathy 238 miles,
Saves: Fort +18 Reflex +20 Will +21
Abilities: Str 32 Dex 30 Con 26 Int 34 Wis 32 Cha 30
Skills: Knowledge (All) +42*, Spot +31, Listen +31, Spellcraft +32, Disable Device +30, Sense Motive +31, Diplomacy +30, Balance +30, Concentration +28, Swim +31, Autohypnosis +31, Hide +30, Move Silently +30, Survival +31, Climb +31, Gather Information +30, Search +32, Tumble +30, Appraise +32, Heal +31, Craft (any 1) +32
Feats: Improved Initiative, Terminology of Concordance, Empower Spell, Quicken Spell, Twin Spell, Combat Casting, Eschew Materials (B)
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary or Modron March
Challenge Rating: 17
Treasure: Triple Goods, Standard Coins and Items,
Alignment: Always Lawful Neutral
Playable: Not Recommended

A Quinton appears vaguely reptillian, with four arms, and a scaly tail, all with seemingly random bits of mechanical parts. They are officials who function as bureau chiefs, record keepers, and scholars for the Modrons. They oversee various research projects, investigations, inquiries, and other forms of knowledge seeking. The Great Modron March is headed by a Quinton.


Combat:

Psi-Like Abilities: Constant: Inertial Armor
At Will: Energy Ray
3/day: Energy Stun, Retrieve, Ego Whip,
1/day: World Map, Hypercognition, Metafaculty,
Save DC28

Scholar of Order: A Quinton is considered to always have maximum ranks in all Knowledge skills, as well as a +10 racial bonus to such skills.

Spell-Like Abilities: Constant: Shield, True Seeing,
At Will: Detect [Alignment], Detect Magic, Detect Thoughts, Detect Undead, Detect Snares and Traps, Detect Secret Doors, Locate City, Read Magic, Clairaudience/Clairvoyance, Dispel Chaos, Greater Teleport (Self+Objects carried only), Scholar's Touch, Telekinesis, Command, Legend Lore, Greater Dispel Magic (usable as an immediate action), Orders Wrath (Usable as a swift action), Wall of Force
3/day: Calm Emotions, 
1/day: Vision, Find the Path, Dominate Monster, Time Stop,
Save DC28

Spells: A Quinton casts spells as a 15th level wizard.
(7/7/7/7/7/6/5/4/3)
0: Prestidigitation (2), Ghost Sound, Mending (2), Arcane Mark (2),
1: Alarm, Protection from Chaos, Grease, Nightshield, Unseen Servant, Power Word: Pain, Silent Image
2: Scorching Ray, Fog Cloud, Glitterdust, Blindness/Deafness, Make Whole, Locate Object, False Life
3: Fireball, Nondetection, Heroism, Displacement, Haste, Slow, Fly,
4: Dimensional Anchor, Black Tentacles, Solid Fog, Empowered Scorching Ray, Persistent Image, Locate Creature, Greater Invisibility,
5: Twinned Blindness/Deafness, Cloudkill, Feeblemind, Cone of Cold, Wall of Stone, Freezing Fog,
6: Antimagic Field, Twinned Lightning Bolt, Quickened Glitterdust, Quickened Blindness/Deafness, Forceful Hand,
7: Plane Shift, Quickened Slow, Greater Shadow Conjuration, Finger of Death,
8: Quickened Bestow Curse, Empowered Chain Lightning, Polymorph Any Object
Save DC22+spell level
Last edited by Wiseman on Sat Nov 23, 2024 4:25 pm, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Nupperibo

Post by Wiseman »

Nupperibo
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Size/Type: Medium Spirit Brute (Baatorian, Evil, Extraplanar, Lawful)
Hit Dice: 3d12+3 (27hp)
Initiative: -1
Speed: 20ft.
Armor Class: 12 (-1 dex, +3 natural)
Base Attack/Grapple: +3/+6
Attack: 2 Claws +3 (1d6+3)
Space/Reach: 5ft./5ft.
Special Attacks: Fear Aura
Special Qualities: Immunity to Acid, Poison, Electricity and Disease, Resist Fire and Cold 5, Regen 1/Good or Chaotic, Blindsight 30ft. Blindsense 60ft. Scent 30ft. Blind, Deaf,
Saves: Fort +4 Reflex +0 Will -1
Abilities: Str 16 Dex 8 Con 13 Int 3 Wis 6 Cha 7
Skills: Climb +8
Feats: Power Attack, Ability Focus (Fear Aura)
Environment: Nine Hells of Baator
Organization: Solitary, Pair or Horde (3-20)
Challenge Rating: 3
Treasure: N/A
Alignment: Always Lawful Evil
Playable: Not Recommended

Barely sapient, these creatures occupy among the lowest rungs in diabolical hierarchy. They are formed of wicked souls of the corrupt, slothful, and gluttonous, though occasionally, they may form spontaneously from the plane of Baator. They are primarily used in a similar capacity to Lemures, as manual labor, cannon fodder, and convenient snacks.

Though many think them simply another type of baatezu, these beings are actually the base form of their ancient precursors, known only to scholars as the Ancient Baatorians. This is known primarily only to the Archdevils of Hell, who have attempted to suppress knowledge of the Baatorians in an attempt to assimilate the Nupperribo into the Baatezu. Their tormented, blinded, and deafened forms are part of this process of "taming" them.

Combat:
Nupperibo surge forwards relentlessly as ordered by their overseers, giving no quarter and no retreat.

Blind: A Nuperribo is blind.

Blindsight: A Nupperibo possesses blindsight out to 30ft.

Blindsense: A Nupperibo possessses blindsense out to 60ft.

Deaf: A Nupperibo is deaf.

Fear Aura (Su): A Nupperibo radiates an aura of fear out to 10 ft. Non-devils who fail their will saves (DC11) are frightened for 1 minute. If they succeed they cannot be affected by the Nupperibo's aura for 24 hours.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Tuscora

Post by Wiseman »

Tsucora
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Size/Type: Medium Spirit (Extraplanar, Psionic, Quori)
Hit Dice: 7d8+35 (80hp)
Initiative: +9
Speed: 20ft. Fly 60ft (Perfect)
Armor Class: 21 (+5 dex, +3 natural, +3 deflection)
Base Attack/Grapple: +7/+12
Attack: 2 Pincers +12 (2d6+5) and Sting +12 (2d6+5+terrifying sting)
Space/Reach: 5ft./5ft.
Special Attacks: Psionics, Sleepwalking, Piercing Mind
Special Qualities: Quori Traits, Planar Commitment, All-Around Vision, DR5/-, Immunity to Mind-Affecting*, Charm*, Compulsion*, Fear*, Pain, Poison, and Disease, Resist Cold and Acid 10, Telepathy 200ft.*
Saves: Fort +10 Reflex +10 Will +10
Abilities: Str 20 Dex 20 Con 20 Int 20 Wis 20 Cha 20
Skills: Autohypnosis +15, Knowledge (Any 1) +15, Concentration +15, Bluff +15, Intimidate +15, Spot +15, Listen +15, Search +15, Hide +15, Move Silently +15, Sense Motive +15
Feats: Improved Initiative, Psionic Endowment, Wild Talent (B),
Environment: Astral Plane (Realm of Dreams)
Organization: Solitary or Pair
Challenge Rating: 7
Treasure: Standard
Alignment: Often Neutral Evil
Playable: No

Tsucora's are among the lowest ranked of the dream spirits known as Quori. Such creatures reside in the Realm of Dreams. Many of the Quori simply passively observe the dreams of the living, or reside in various cities in their own regions of the realm, where they engage in scholarly pursuits. Quori in their natural state lack many sensations that mortals take for granted, and in addition, all but the most powerful of their kind are incapable of leaving the Astral save in a few specific areas, and they are incapable of moving beyond those areas as well.

To this end, some Quori seek to possess the bodies of mortals, creating a union called a Sleepwalker, in order to be able to experience mortal pleasures, or to extend their influence into their realm. Entire Quori civilizations can be built around this. The Quori can only possess a mortal that is sleeping, and thus projecting their spirit into the Realm of Dreams. Ordinarily, the mortal would return to their body immediately upon waking, but should a Quori possess their body, they are trapped in Dreaming, and cannot awake until the possessing spirit is removed from the body.

Combat:

Piercing Mind (Su): The Quori ignores any resistance or immunity to [Mind Affecting] effects. However targets with immunity receive a +3 bonus to their save (this can't be ignored).

Sleepwalking (Su): A Quori's prime ability is to inhabit the body of a sleeping creature (called "sleepwalking"). Even though the creature is unconscious, it does get a will save (DC19) at -3 to resist the effect. Should it fail, the Quori possesses the creatures body, while the victim is trapped in the Realm of Dreams and cannot leave until the possession ends. While it's Sleepwalking, a Quori has complete control over the body, having access to all it's abilities. The Quori may also use it's marked (*) abilities through the host. However, the victims mental ability scores are replaced with the Quori's, as is it's alignment. This may prevent some abilities from functioning or alter them. In the case of Sleepwalking clerics (or any similar classes), they retain their spellcasting abilities, though their turning or rebuking may change depending on the Quori's alignment, and their domains are replaced with the Dream and Mind domains. The vessel also gains the [Psionic] and [Quori] subtypes (minus disease, poison and pain immunity).

Terrifying Sting (Su): A creature struck with a Tsucora's sting attack is subject to their worst fears as a nightmarish hallucination overtakes them. They suffer the effects a Phantasmal Killer effect (Will DC19 and Fort DC19 negates). Even if they succeed, they are still occluded (everything has concealment relative to them) for 1 round as the hallucinations linger.

Psi-Like Abilities: At Will: Detect Psionics*, Mind Thrust*, Energy Ray, Ego Whip*, Telekinetic Force, Telekinetic Maneuver, Telekinetic Thrust, Ubiquitous Vision, Crystal Shard, Ectoplasmic Cocoon, Sensitivity to Psychic Impressions*, Catapsi*,
3/day: Energy Bolt, Energy Ball
1/Day: Intellect Fortress, Tower of Iron Will*


Quori Subtype:
See in Darkness
Resist Acid and Cold 10 (more powerful Quori might have higher resistances)
Immunity to [Mind-Affecting], [Charm], [Compulsion], [Fear], [Poison], [Disease] and [Pain] effects.
Planar Commitment: A Quori of CR15 or less cannot leave the Astral Plane or Border Astral without Sleepwalking, save in specific areas, or if Summoned or Called.
Sleepwalking (Su): A Quori's prime ability is to inhabit the body of a sleeping creature (called "sleepwalking") by entering the coexistant space on the Border Astral where it overlaps with the sleeping creatures location, or touching it's physical body (in some cases). Even though the creature is unconscious, it does get a will save at -3 to resist the effect. Should it fail, the Quori possesses the creatures body, while the victim is trapped in the Realm of Dreams and cannot leave until the possession ends. While it's Sleepwalking, a Quori has complete control over the body, having access to all it's abilities. The Quori may also use it's marked (*) abilities through the host. However, the victims mental ability scores are replaced with the Quori's, as is it's alignment. This may prevent some abilities from functioning or alter them. In the case of Sleepwalking clerics (or any similar classes), they retain their spellcasting abilities, though their turning or rebuking may change depending on the Quori, and their domains are replaced with the Dream and Mind domains. The vessel also gains the [Psionic] and [Quori] subtypes (minus disease, poison and pain immunity).
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Lynel

Post by Wiseman »

Lynel
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Size/Type: Large Monstrous Humanoid Striker
Hit Dice: 7d10+42 (100hp)
Initiative: +5
Speed: 100ft.
Armor Class: 22 (+5 dex, +4 natural, +4 shield, -1 size)
Base Attack/Grapple: +7/+18
Attack: +2 Wounding Longsword +15/+10 (2d6+9) or +2 Shock Composite (+7) Three-Stringed Bow+11/+6 (2d6+1d6[shock]+9) or 2 Hooves +13 (2d6+7)
Space/Reach: 5ft.x10ft.(long)/10ft.
Special Attacks: Breath Weapon, Brutal Charge
Special Qualities: Resist Fire, Cold, Acid, and Electricity 20, DR10/Magic
Saves: Fort +11 Reflex +10 Will +5
Abilities: Str 24 Dex 20 Con 22 Int 14 Wis 16 Cha 16
Skills: Ride +15, Intimidate +13, Survival +13, Spot +13, Listen +13, Jump +17
Feats: Mounted Combat, Ride-by-Attack, Spirited Charge, Trample, Whirlwind Attack(B),
Environment: Forested Hills or Mountains
Organization: Solitary or Pair
Challenge Rating: 7
Treasure: Standard
Equipment: +2 Wounding Longsword, +2 Shield of Arrow Deflecting, +2 Shock Composite (+7) Three-Stringed Bow (some wield flaming or frost)
Alignment: Usually Neutral Evil
Playable: Yes (Favored Classes: Ranger and Barbarian)

These fearsome creatures reside mainly in mountains. They are often mistaken for centaurs, though that is the final mistake one might make.  A Lynel resembles a strange cross between a horse, a bull, and a lion and is far more violent and cruel than even the most rowdy centaur.

Combat:

Breath Weapon (Su): A lynel may breath fire in a 120 ft line dealing 1d6/CR fire damage (normally 7d6) with a reflex save (DC19, con-based) for half. Once used, it cannot be used again for 1d4 rounds.

Fire Blast (Su): 1/day a Lynel can unlease a 100ft. burst fiery explosion centered on it, dealing 1d10/CR fire damage with a reflex save (DC19, con-based) for half damage. Creatures who fail their saves are also knocked prone. The Lynel is unharmed by it's own flames.

Spell-Like Abilities: 3/day: Shout, Haste, Dimension Door

Feats: A Lynel qualifies for and may benefit from Mounted Combat and similar feats due to it's centauroid form.

Variants: Variations exist where the lynel's fire blast and breath weapon's damage is instead cold or electricity.
Last edited by Wiseman on Tue Mar 04, 2025 4:46 am, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Prinny

Post by Wiseman »

Prinny
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Size/Type: Small Spirit Minion (Dood, Evil, Extraplanar)
Hit Dice: 1d4 (2hp)
Initiative: +0
Speed: 30ft.
Armor Class: 11 (+1 size)
Base Attack/Grapple: +0/-2
Attack: Dagger +0 (1d3-1)
Space/Reach: 5ft./5ft.
Special Attacks: -
Special Qualities: Explosive Nature, Replaceable
Saves: Fort +0 Reflex +0 Will -2
Abilities: Str 6 Dex 10 Con 10 Int 10 Wis 7 Cha 10
Skills: Bluff +4, Spot +4,
Feats: -
Environment: Any Outer Plane
Organization: Solitary or Dood (2-∞)
Challenge Rating: 1/2
Treasure: Sardine
Alignment: Always Evil (Any)
Playable: Not recommended

The soul of a sinner sewn into a penguin-like doll. Performs labor on the various planes to atone for their misdeeds in pursuit of reincarnation to hopefully live a better life. Says "dood" a lot.

Combat:
Not very useful in a fight, save as ammunition.

Explosive Nature (Ex): A prinny who is thrown (20ft. increments), or suffers fall damage, explodes and dies, dealing 1d6/HD (normally 1d6) fire damage in a 10ft. radius, with a reflex save (DC10, con-based) for half damage. Other Prinnies caught in this radius explode as well.

Replaceable (Ex): Minions represent the faceless hordes of mooks that wander the land. They are intended to be easy to use, and very easy to replace. Instead of worrying about the feats that a minion has, simply give them +1 to attack and damage rolls for each non-specific feat they would be eligible for.

Additionally, instead of worrying about allocating a minion's skill points, simply select 2+Intelligence modifier in skills and give them maximum ranks (3 + their HD) in them.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Putto

Post by Wiseman »

Putto
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Size/Type: Small Outsider (Angel, Extraplanar, Good)
Hit Dice: 3d8-3 (14hp)
Initiative: +3
Speed: 20ft. Fly: 40ft. (Perfect)
Armor Class: 12 (+1 dex, +1 size)
Base Attack/Grapple: +3/-3
Attack: Unarmed Attack -2 (1d2)
Space/Reach: 5ft./5ft.
Special Attacks: Alternate Form, Spell-Like Abilities
Special Qualities: Angel Traits, Immunity to Acid, Cold, Disease, and Petrification, Resistance to Fire, Electricity, and Light 10, Resist Poison +4, Judgement, Purpose, Lesser Protective Aura,
Saves: Fort +2 Reflex +4 Will +5
Abilities: Str 6 Dex 12 Con 8 Int 10 Wis 14 Cha 15
Skills: Diplomacy +8 Spot +10 Listen +10, Knowledge (religion) +6, Knowledge (any 1) +8, Perform +8, Search +6,
Feats: Ability Focus (Charm Monster), Alertness
Environment: Any Upper Plane
Organization: Solitary, Pair, or Gaggle (3+)
Challenge Rating: 3
Treasure: N/A
Alignment: Always Good (Any)
Advancement: Malakim
Playable: Yes

"I'm not a cherubim!"

Putti are creatures created by angels to function as assistants, guides and servants to more powerful celestials. When not on the job, they tend to spend their time playing, like mortal children would (in fact, many of them arise from the souls of mortal children). Their greatest goal is to get promoted into a greater form of angel, like a Malakim.

Combat:

Alternate Form (Su): As a standard action, the Malakim can assume one of the following forms: Humanoid Child, Cat, Dog, Dove

Judgement (Su): An angel automatically knows the alignment of any creature it is aware of. This bypasses any attempts to conceal alignment if the caster level of the ability or CR of the creature is equal to or lower than the angels.

Purpose: An angel serves a deity or represents some great concept. All angels select two domains and gain their granted powers and access to their spells (up to a level equal to their CR/2+1) as spell-like abilities usable at will. A Putti usually has the same Purpose as the greater angel it serves.

Lesser Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws to anyone within 20 feet of the Angel. Otherwise, it functions as a magic circle against evil effect with a radius of 20 feet (caster level equals Angel's CR). (The defensive benefits from the circle are not included in an Angel's statistics block.)

Spell-Like Abilities: At Will: Detect (Alignment), Detect Magic, Protection against Evil, Prestidigitation, Arcane Mark, Greater Mage Hand, Azore's Speaking Tome, Light, Flare,
3/day: Cure Light Wounds, Inflict Light Wounds, Bless,
1/day: Extended Charm Monster, Amanuensis
DC13 (15 for charm monster)

For Players
A good-aligned character of 7th level with the Improved Familiar feat can select a Putto as familiar.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Chaos Fury

Post by Wiseman »

Chaos Fury
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Size/Type: Medium Spirit (Chaotic, Evil, Extraplanar)
Hit Dice: 3d8+3 (20hp)
Initiative: +2
Speed: 30ft. Fly: 50ft. (Average)
Armor Class: 14 (+2 dex, +2 natural)
Base Attack/Grapple: +3/+5
Attack: 2 Claws +5 (1d6+2)
Space/Reach: 5ft./5ft.
Special Attacks: -
Special Qualities: Immunity to Poison, Resist Disease +4, Mutable Nature, Darkvision 60ft., Scent
Saves: Fort +4 Reflex +5 Will +2
Abilities: Str 15 Dex 14 Con 12 Int 4 Wis 8 Cha 10
Skills: Spot +7, Listen +7, Survival +5, Hide +8, Move Silently +8
Feats: Alertness, Hover
Environment: Infinite Layers of the Abyss
Organization: Solitary, Pair, or Flock (3-10)
Challenge Rating: 3
Treasure: Half-Standard
Alignment: Always Chaotic Evil
Playable: Not Recommended

These winged demons are the lowly dregs of dark chaos, possessing little will or identity of their own. They are highly mutable, their allegiance and nature changing with the lord or environment they find themselves subject to in the abyss. In their native plane, they exist on the fringes of society, occasionally rounded up and sent flying off to fight in the Blood War, on other planes, they make lairs in mountains, forests, and caves where they often harass and attack travelers.

Chaos Furies understand Abyssal though they cannot speak it.

Combat:

Mutable Nature: A Chaos Fury changes depending on the power it serves or the abyssal environment it originates from. All furies select 1 sphere or domain as sphere to which they gain basic access. This has not already been factored into the stat block.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Sibyllic Guardian

Post by Wiseman »

Sibyllic Guardian
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Size/Type: Medium Spirit Master (Archon, Extraplanar, Good, Lawful, Psionic)
Hit Dice: 10d8+50 (100hp) Power Points: 2pp
Initiative: +9
Speed: 30ft.
Armor Class: 29 (+8 armor, +5 dex, +6 shield)
Base Attack/Grapple: +10/+16
Attack: +3 Holy Impact Greatsword +19/+13 (2d6+2d6[holy]+17) or 2 Slams +10 (1d8+6)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Psi-Like Abilities, Aura of Menace, Teleport
Special Qualities: Immunity to Electricity, Disease, and Petrification, Resist Poison +4, DR10/Evil or Chaotic, SR20, Magic Circle, Low-Light Vision, Darkvision 60ft., Telepathy 1000ft.
Saves: Fort +12 Reflex +12 Will +11
Abilities: Str 22 Dex 20 Con 20 Int 22 Wis 19 Cha 22
Skills: Autohypnosis +17, Concentration +18, Knowledge (the Planes) +19, Knowledge (Psionics) +19, Psicraft +19, Diplomacy +19, Sense Motive +17, Balance +18, Spot +17, Listen +17, Swim +19,  Jump +19, Tumble +18, Heal +17
Feats: Improved Initiative, Psionic Weapon, Power Attack, Psionic Meditation, Wild Talent (B)
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary or Squad (2-6) or Force (1d2 Sibyllic Guardains, 1d4 Hound Archons, and 1d8 Lantern Archons)
Challenge Rating: 10
Treasure: Double Items, Standard Coins and Goods
Alignment: Always Lawful Good
Playable: Yes (Favored Classes: Psion and Psychic Warrior)

Psionic Archons who use their prophetic abilities to combat evil and chaos. Sibyllic Guardians spend a good amount of their time away from Mount Celestia hunting down fiends as well as seeking out psionically capable mortals to train and educate. When on Celestia, they primarily dwell on the second and third layers of Mecuria and Venya.

Combat:

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a Close Range (50ft.) of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus (DC23 for the Sibyllic Guardian). Those who fail suffer the effects of Bestow Curse until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.

Magic Circle (Su): A Magic Circle Against Evil and Magic Circle Against Chaos effect always surrounds an archon (caster level equals the archon’s CR). (The defensive benefits from the circle are not included in an archon’s statistics block.)

Psi-Like Abilities: Constant: Inertial Armor (+8), Force Screen (+6)
At Will: Brain Lock (any non-mindless), Ego Whip (2d4), Empathy, Read Thoughts, Body Adjustment (3d12), Body Purification, Adapt Body, Detect Psionics, Detect Hostile Intent, Mindlink, TK Thrust, TK Force, Precognition,
3/day: Intellect Fortress, Tower of Iron Will, Defensive Precognition, Offensive Precognition, Offensive Prescience, Energy Ball (10d6), Dispel Psionics, Ectoplasmic Cocoon, Wall of Ectoplasm, Fly, Empty Mind (+6), Remote Viewing, Clairtangent Hand,
1/Minute: Energy Ray (10d6), Energy Push (5d6)
1/day: Keen Edge, Catapsi, Second Chance, Psychic Reformation, Divination,
Save DC21

Spell-Like Abilities: Constant: Tongues, Comprehend Languages
At Will: Guidance, Aid, Message, Continual Flame, Detect [Alignment], Daylight, Detect Scrying,
3/day: Augury, Omen of Peril
1/day: Holy Smite/Orders Wrath, Dispel Evil/Chaos, Plane Shift, Calm Emotions
1/week: Vision
Save DC21

Use Psionic Device: A Sibyllic Guardian counts as having every psionic power on their list for the purpose of activating psionic items.

Advancement
Should the Sibyllic Guardian take levels in a psionic manifesting class, it's gains casting ability equal to it's racial HD in the same class that it took. This only happens once.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Re: The New/Redone Monsters Thread

Post by morgan13 »

That's quite impressive
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Re: The New/Redone Monsters Thread

Post by Wiseman »

morgan13 wrote:
Fri Jun 07, 2024 7:45 pm
That's quite impressive
Thanks!
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Maelephant

Post by Wiseman »

Maelephant
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Size/Type: Large Spirit Striker (Evil, Extraplanar, Lawful)
Hit Dice: 10d10+70+10 (150hp)
Initiative: +5
Speed: 30ft.
Armor Class: 22 (+5 dex, +7 natural, -1 size)
Base Attack/Grapple: +10/+23
Attack: Two Slams +18 (2d6+9) and Gore +13 (3d6+13)
Space/Reach: 10ft./10ft.
Special Attacks: Psi-Like Abilties, Spell-Like Abilities, Styx Breath,
Special Qualities: Immunity to Poison, Fear, Charm, Sleep, Compulsion and Memory Loss, Resist Fire 20, Resist Disease +4, SR20, DR10/Good or Chaotic, Fast Healing 2, Scent
Saves: Fort +17 Reflex +12 Will +8
Abilities: Str 29 Dex 20 Con 24 Int 10 Wis 20 Cha 20
Skills: Spot +18, Listen +18, Intimidate +18, Sense Motive +18
Feats: Toughness, Power Attack, Great Fortitude, Improved Trip
Environment: Nine Hells of Baator, Infernal Battlefield of Acheron
Organization: Solitary or Pair
Challenge Rating: 10
Treasure: Standard
Alignment: Always Lawful Evil
Playable: Not Recommended.

Maelephants are wicked guardian spirits, originally created in Baator, though they have spread to other planes since. They are frequently used by fiends and dark mages to guard valuables, which they will do happily for a century in exchange for a living sapient sacrifice to devour.

Maelephants speak Infernal.

Combat:

Defensive Stance (Ml): Once per minute, a maelephant can adopt a defensive stance as a free action on its turn. In this defensive stance, the maelephant gains +2 Strength, +4 Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to Armor Class. However this stance ends when the Maelephant moves from it's position. (Stat Changes: HP 170, AC 26, Slam +19 (2d6+10) and Gore +14 (3d6+15), Fort +21, Reflex +14 Will +10). This is the equivilent of a 4th level stance.

Frenzied Charge (Ml): Once per minute, a maelephant can make a frenzied charge. During the round in which this occurs, the maelephant's speed increases to 45 feet and it gains a +2 bonus on all attack rolls. This bonus stacks with any bonuses gained from making a charge attack. Anything the Maelephant strikes during this round is affected as if by a targeted Greater Dispel Magic (CL=CR, 10) This is the equivilent of a 2nd level maneuver.

Improved Grab (Ex): If a maelephant hits an opponent that is at least one size category smaller than itself with a slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity if it gets a hold, it automatically hits with its gore. Thereafter, the maelephant has the option to conduct the grapple normally, or simply use its hand to hold the opponent (-20 penalty on grapple check, but the maelephant is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage.

Keen Senses (Ex): A maelephant's sight is four times as good as a human's. It has low-light vision and darkvision to a range of 240 feet.

Protection: Opponents cannot automatically hit a Maelephant on a natural 20, nor does the Maelephant automatically fail saves on a natural 1.

Psi-Like Abilities: Constant: Detect Hostile Intent
3/day: Wall of Ectoplasm, Grip of Iron, Defensive Precognition
1/day: Matter Manipulation

Spell-Like Abilities: Constant: True Seeing
At Will: Detect Thoughts, Detect [Alignment], Detect Magic, Detect Undead, Produce Flame, Entangle, Vine Mine, Gust of Wind, Alarm, Light, Warp Wood, Arcane Lock,
3/day: Wall of Stone, Shout, Wall of Fire, Blade Barrier, Sanctuary,
1/day: Greater Teleport (self+objects carried only), Wall of Force, Baleful Polymorph, Guards and Wards

Styx Breath (Su): 1/hour, a maelephant can breathe out a wave of noxious vapor 15 feet wide and with a length of close range (50ft. at CR10). Victims within the area of the cloud must make a Fortitude save (DC 22, con-based) or suffer complete memory loss. Memory loss suppresses all of a creature's ranks in its skills and its feats, and it prevents the use of any class abilities, including spellcasting. Currently prepared spells are not lost; they are simply nor accessible to be cast. Racial abilities are retained. Additionally, the victim no longer knows who its friends and enemies are, doesn't remember its past, and can't even remember its name. The victim can create new memories, but each time it sleeps or rests, any new memories it has created vanish. This condition can be cured by any effect that cures poison (a heal or neutralize poison spell, for example), otherwise it is permanent.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Ferrumach

Post by Wiseman »

Ferrumach
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Size/Type: Medium Spirit Striker (Extraplanar, Rilmani)
Hit Dice: 6d10+18 (55hp)
Initiative: +7
Speed: 30ft. (20ft. in armor)
Armor Class: 19  (+1 dex in armor, +8 full plate)
Base Attack/Grapple: +6/+11
Attack: +2 Balanced Greataxe +13/+8 (1d12+2d6[neutral]+7)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Psi-Like Abilities,
Special Qualities: Aura of Passive Balance, Immunity to Light and Poison, Resistance to Acid 20 and Sonic 20, DR5/Magic, Tongues,
Saves: Fort +8 Reflex +8 Will +5
Abilities: Str 20 Dex 16 Con 16 Int 12 Wis 16 Cha 17
Skills: Spot +12, Listen +12, Climb +14, Intimidate +12, Balance +16
Feats: Improved Initiative, Power Attack,
Environment: Concordant Domain of the Outlands
Organization: Solitary or Platoon (4-10)
Challenge Rating: 6
Treasure: Standard
Equipment: Mwk. Spiked Full Plate, +2 Balanced Greataxe
Alignment: Always True Neutral
Playable: Yes (Favored Class: Fighter and Warblade)

When the rilmani are moved to take direct action in the cause of neutrality, it’s the ferrumachs who answer the call of duty. They’re the soldiers of the Spire, the iron legions who wait to serve in battle whenever and wherever they’re needed. Ferrumachs’ve got no existence or purpose beyond soldiering, and patiently await their next call to battle in misty halls on the slopes of the Spire.
Ferrumachs resemble tall, grim-faced humans. They are very powerfully muscled, with deep chests, wide shoulders, and thick arms. There’s no hint of grace, athleticism, or agility about them; ferrumachs are walking slabs of stone. Their skin is a sooty gray – the color of bare iron, with an elusive gun-metal gleam when struck by the light.

Ferrumachs wear heavy suits of dark, spiked plate armor. Their powerful builds allow them to wear armor of unusual strength and weight. Halberds, two-handed axes, and great flails are popular among their ranks.

As the soldiers of the rilmani, the ferrumachs hold themselves ready for action at any time. They don’t mix with the other rilmani, living apart in gray fortresses and towers that watch over the Spire with unending vigilance. The ferrumachs’re the most lawful of the rilmani, and obey the argenachs and aurumachs without hesitation. They’re also on good terms with the cuprilachs, whom they regard as fellow fighters and professionals.

It’s said that the ferrumachs are created from the spirits of warriors who died fighting in lost causes, but this ain’t always true. They’re rilmani, just like the rest of their kind, and they’ve always been that way.

Ferrumach speak Rilmani, though they are capable of conversing with most other creatures through the use of their Tongues ability.

Combat:
A Ferrumach heavily favors melee combat, if it has time, it will activate buffs such as Prayer, before wading into melee.


Aura of Passive Balance (Su): All creatures within close range of a Rilmani are affected by a calm emotions effect every round and lose all alchemical, sacred, profane, and enhancement bonuses (Will DC16 negates for one round). Additionally, everything is subject to an area greater dispel magic at a caster level equal to the Rilmani's CR. The Rilmani may exclude creatures from it's aura effect if it is aware of them.

Psi-Like Abilities: At Will: Body Adjustment
1/day: Weapon of Energy, Vampiric Blade,

Spell-Like Abilities: Constant: Tongues, Comprehend Languages
At Will: Detect [Alignment], Detect Magic, Detect Invisibility, Prayer
3/day: Cure Moderate Wounds/Inflict Moderate Wounds, Blur
1/day: Greater Teleport (self+objects carried only), Fog Cloud, Neutralize Poison, Remove Disease, Silence
Last edited by Wiseman on Thu Oct 10, 2024 3:22 pm, edited 3 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Zoveri

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Zoveri
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Size/Type: Medium Monstrous Humanoid (Aquatic, Extraplanar)
Hit Dice: 7d8+28 (50hp)
Initiative: +9
Speed: 10ft. Swim: 60ft.
Armor Class: 21 (+5 dex, +6 natural)
Base Attack/Grapple: +7/+12
Attack: +3 Holy Trident +15/+10 (1d8+2d6[holy]+10)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Alternate Form, Dart
Special Qualities: Amphibious,
Saves: Fort +6 Reflex +8 Will +9
Abilities: Str 20 Dex 17 Con 18 Int 18 Wis 19 Cha 21
Skills: Swim +23, Diplomacy +18, Spot +14, Survival +14, Listen +8, Hide +13, Knowledge (the Planes) +14
Feats: Improved Initiative, Alertness, Track
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary or Consortium (2-4)
Challenge Rating: 7
Treasure: Standard Goods and Items, Half Coins
Alignment: Usually Lawful Good
Playability: (Favored Class: Shaman and Ranger)

Zoveri are inhabitants of Lunia, the first layer of the Seven Heavens. They are beneficiaries of all who go there and are completely friendly. Zoveri are curious in their appearance, being much like an aquatic centaur. From the waist down they have the lower body and tentacles of an octopus. From the waist up zoveri have the torso of a man or woman. They tend to look very fair and delicate, much like an elf — zoveri are extremely beautiful to look upon.

The most widely known quality of the zoveri is their kindness. They will readily and willingly render aid to any life form that requires it. If the being in need is evil, they will render whatever aid is needed and then dispel it back to its home. Travelers who come to the Seven Heavens first arrive on Lunia, the first layer. Lunia is essentially a giant ocean and newcomers are often unprepared for this. The zoveri ensure that no one who enters the Heavens drowns in the seas of Lunia.

These beautiful, elf-like beings are motivated by their internal ethics. They are an important and integral part of Lunia’s ecology for they are literally the guardians of life there. It is unclear why the Seven Heavens — the demesne of the lawful good powers — has so hazardous a doorway, but without the zoveri, Lunia would claim many lives of the unprepared.

Zoveri speak Celestial and Aquan.

Combat:

Alternate Form: 3/day the Zoveri can transform into an elf-like form, abandoning their octopus lower half for humanoid legs. In this state, their swim speed drops to 30feet, but in exchange their base land speed becomes 30feet as well.

Dart: 1/minute, while swimming, as a swift action, the Zoveri can multiply it's swim speed by 10 for 1 round.

Spell-Like Abilities: At Will: Bless, Detect [Alignment], Create Water
3/day: Water Breathing, Create Food and Water, Remove Disease, Cure Serious Wounds, Water Walking, Water Breathing, Neutralize Poison, Resist Energy, Modify Memory, Control Water,
1/day: Dispel Evil, Waterball (may deal lethal damage), Haste,

Summon: 4 Zoveri working together can as a 1 round action summon a Greater Water Elemental. The elemental remains for 1 hour.

Skills: A Zoveri has a +3 bonus to diplomacy.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Throne Archon

Post by Wiseman »

Throne Archon
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Size/Type: Large Spirit Master (Archon, Extraplanar, Good, Lawful)
Hit Dice: 18d8+180 (260hp)
Initiative: +14
Speed: 60ft. Fly: 120ft. (Perfect)
Armor Class: 40 (+15 armor, +6 dex in armor, +5 natural, +4 deflection)
Base Attack/Grapple: +18/+35
Attack: +6 Holy Axiomatic Vorpal Greatsword +36/+31/+31/+31 (3d6+2d6[holy]+2d6[lawful]+25)
Space/Reach: 10ft./10ft.
Special Attacks: Penance Stare, Aura of Menace, Spell-Like Abilities
Special Qualities: DR15/Evil and Chaotic, SR28, Immunity to Electricity, Light, Disease, Petrification, Fear and Non-Magical Harm, Resistance to Fire, Acid and Cold 20, Resist Poison +4, Darkvision 120ft. Telepathy 1000ft., Teleport
Saves: Fort +27 Reflex +25 Will +28
Abilities: Str 36 Dex 30 Con 30 Int 26 Wis 36 Cha 36
Skills: Diplomacy +34, Balance +31, Spot +34, Listen +34, Sense Motive +42, Knowledge (Religion) +29, Knowledge (the Planes) +29, Concentration +31, Swim +34, Intimidate +42, Heal +34, Knowledge (History) +29, Spellcraft +29, Search +29, Knowledge (any 1) +29, Craft (any 1) +29
Feats: Pressure, Power Attack, Flyby Attack, Greater Flyby Attack, Great Fortitude, Improved Initiative, Words of Creation
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary or Court (self+2 trumpet archons, 4 Sword Archons and 1d10 lantern archons)
Challenge Rating: 18
Treasure: Triple Standard
Equipment: +6 Sun Plate, +6 Holy Axiomatic Vorpal Greatsword,
Alignment: Always Lawful Good
Playable: Yes. Favored Classes: Paladin and Shaman

A metal-clad human, with golden skin and fair hair, best describes the appearance of a typical throne archon. These archons wear helmets and carry swords, and they are protected by breastplates that radiate light. Highest of the base archons, these resplendent beings serve as governors of mighty celestial cities and provinces or as chief generals in heavenly armies.

These archons rule the cities and realms of Mount Celestia; as such, they’ve got considerable influence, both spiritual and temporal. Indeed, they are said to he the true rulers of the archons, though the Hebdomad technically rule over more area as each is assigned to a single layer. However, the thrones are more involved with the day-to-day cares of a lawful reign, mediating disputes, resolving conflicts, and exemplifying goodness. Thrones do not politically squabble, instead gathering peacefully to negotiate differences. They can command any archon who falls into their purview.

Combat:

A Throne rarely fights alone, preferring to send those Archons and heroes at it's command to fight on the front line while it makes use of its Penance Stare and other magics from the back, though they are more than capable of wading into combat with their greatswords should the situation require it.

Aura of Menace (Su): All enemies within close range (70ft.) of a Throne Archon who fights or gets angry must make a will save (DC34) or suffer the effects of a Greater Bestow Curse, that lasts until they successfully hit the Throne Archon. The save DC is Cha based and includes a +2 racial bonus. A creature that has resisted or broken the effect cannot be affected again by the same Archon’s aura for 24 hours. The Throne can

Penance Stare (Su): A Throne's projects a gaze attack out to 100 feet. Creatures are affected differently based on their alignment. Non Lawful creatures must save or become Fatigued and Headached, Non Good creature take 10d6 non-lethal damage per round (Will Half), Chaotic creatures must make a Will Save (DC32) or become exhausted and Migraned. Evil Creatures are forced to experience the pain and suffering they have inflicted to others dealt to themselves, and take 20d6 lethal damage per round with a Will Save for half damage. Creatures who fail this save are additionally stunned and dazed for 1 round. Creatures who are chaotic evil suffer both effects and additionally must make a Fort save or be destroyed utterly. This is not a [Death] effect and affects Constructs and Undead normally.

Spell-Like Abilities: Constant: True Seeing, Holy Aura, Shield of Law, See Invisibility, Greater Arcane Sight, Detect Lies,
At Will: Mass Cure Critical Wounds, Mass Inflict Critical Wounds, Minor Wish, Continual Flame (usable as an immediate action), Righteous Smite, Holy Smite/Orders Wrath (usable as an immediate action), Daylight, Sunburst, Mark of Justice, Panacea, Remove Fear, Telekinesis, Zone of Truth, Aid (usable as an immediate action), Message,
1/Minute: Lesser Miracle, Banishment, Holy Word/Dictum, Heal, Harm, Good Hope, Greater Heroism, Greater Telekinesis, Blade Barrier, Abolishing Flames,
1/Hour: Shield of the Archons, Smiting Lightning, Field of Blades
1/Day: Greater Restoration, Hallow, Heroes Feast, Divine Retribution, Maximized Heavenly Host (cast as 1 round action, all creatures appear immediately), Invincible Golden Body True Resurrection, Wish/Miracle
Save DC 32

Skills: Throne archons command the cities of the Seven Heavens to mete out justice to mortals and petitioners alike. They enjoy a +8 racial bonus on Intimidate and Sense Motive checks.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Hegessik

Post by Wiseman »

Protean, Hegessik
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Size/Type: Large Spirit Master (Chaotic, Extraplanar, Protean, Shapechanger)
Hit Dice: 16d8+128 (190hp)
Initiative: +14
Speed: 40ft. Fly: 60ft. (Perfect)
Armor Class: 36 (+10 dex, +6 deflection, +5 natural, +6 shield, -1 size)
Base Attack/Grapple: +16/+28
Attack: 4 +6 Anarchic Claws +29 (1d8+2d6[chaotic]+12) and +6 Anarchic Tail +29 (2d6+2d6[chaotic]+16+grab)
Space/Reach: 10ft./10ft. (20ft. with tail)
Special Attacks: Spell-Like Abilities, Psi-Like Abilities, Improved Grab, Warpwave
Special Qualities: Immunity to Acid and Light, Resist Fire, Electricity, and Sonic 30, Regen 10/Lawful, DR10/Lawful, SR26, Freedom of Movement, Telepathy 500ft.
Saves: Fort +18, Reflex +20 Will +20
Abilities: Str 26 Dex 30 Con 26 Int 24 Wis 30 Cha 26
Skills: Knowledge (The Planes) +26, Knowledge (Arcana) +26, Knowledge (Religion) +26, Knowledge (1 other) +26 Bluff +27, Sense Motive +29, Diplomacy +27, Intimidate +18, Disable Device +19, Spot +29, Listen +29, Swim +27, Concentration +27, Search +26, Survival +29, Balance +29
Feats: Improved Initiative, Bleeding Strike, Improved Grapple,  Frog Speech (B)
Environment: Any Chaotic Plane
Organization: Solitary or Mission (Self+1-2 Imentish and 1-4 Naunet)
Challenge Rating: 16
Treasure: Standard
Alignment: Always Chaotic (Any)
Playable: Not Recommended

Priests, emissaries, and missionaries of chaos, these creatures frequently travel to other planes so as to found and lead cults worshiping chaos. Some Hegessiks do this in the name of a deity, concept or plane they devote themselves to, while others become the object of worship themselves. Some of these cults are used to lead others to their enlightenment though some may be used to strike at axiomatic groups and figures. Still yet others traverse the multiverse as independent agents, seeking out magic items, knowledge, or some sort of personal discovery.

Combat:
Though not lacking in strength, the Hegessik prefers to get by on it's magical abilities.

Alternate Form: 1/hour as a standard action, the Hegessik can assume the form of a Small to Large Humanoid, Monstrous Humanoid, Giant, Animal, Elemental, Plant, Magical Beast, Ooze, or Partial Spirit,

Champion of Chaos: As a full-round action, a Hegessik can grant a willing eligible creature the Anarchic Creature template for 24 hours with a touch.

Deleterious Gaze (Su): A Hegessik possesses a third eye from which in can project a Gaze attack out to 60ft. Those who fail their saves take 1d4 wisdom damage and suffer a Headache. A successful will save (DC24) halves the damage and negates the headache. Chaotic creatures gain a +4 bonus to this save and take no damage on a success while creatures with the [Chaotic] subtype are unaffected by this ability. Creatures with the [Lawful] subtype take double wisdom damage and skip straight to being Migraned.

Improved Grab (Ex): If the Hegessik hits with it's tail attack it may immediately make a grapple check as a free action. If successful, it can constrict, dealing double it's tail attack damage and subjecting it's victim to a Warpwave (DC24 fort negates).

Maddening Aura (Su): The area within 30ft. of a Hegessik is filled with the power of chaos, whispering into the ears and minds of all within. Creatures within this area suffer a -4 penalty to listen checks, cannot benefit from sound based blindsense/sight/whatever and additionally must make a will save (DC24) or become confused as per the Confusion spell. Success does not confer immunity on future saves. Creatures that are already confused must make a will save at -3 or become insane. This ability can be activated or deactivated as a free action. Chaotic creatures gain a +4 bonus to this save while creatures with the [Chaotic] subtype are unaffected by this ability.

Psi-Like Abilities: Constant: Mental Barrier, Force Screen
At Will: Body Adjustment, Body Purification, Energy Ray, Energy Missile, Energy Push, Entangling Ectoplasm (usable as a swift action), Ectoplasmic Cocoon, Ego Whip, Matter Agitation, Id Insinuation,
1/Minute: Energy Current/Energy Wave/Energy Ball/Energy Bolt, Mental Disruption, Energy Wall,
1/day: Bend Reality, Schism, Catapsi,

Spell-Like Abilities: Constant: Greater Magic Fang, True Seeing, Greater Arcane Sight, Magic Circle Against Law
At Will: Cloak of Chaos, Dispel Law, Detect [Alignment], Detect Thoughts, Confusion, Empowered Chaos Hammer (Usable as a swift action), Persistent Image, Telekinesis, Dream, Greater Teleport (Self+objects carried only), Plane Shift (Self+objects carried only), Anarchic Water, Invisibility, Shadow Conjuration, Major Creation
1/Minute: Greater Shout, Minor Wish
1/hour: Word of Chaos, Widened Anarchic Storm
3/day: Prismatic Spray, Prismatic Wall, Lesser Miracle, Greater Shadow Conjuration
1/day: Permanent Image, Disintegrate, Mirage Arcana, Maw of Chaos, Feeblemind, Prismatic Sphere, Planar Perinarch, Commune

The Protean Subtype
Immunity to Acid, Light, Confusion, Compulsion,
Resist Fire, Electricity and Sonic 10 (more powerful Proteans may have stronger resistances)
Medium Fortification
Freedom of Movement (Su): All Proteans are under a permanent freedom of movement effect.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Dremora

Post by Wiseman »

Dremora
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Size/Type: Medium Spirit (Daedra, Extraplanar)
Hit Dice: 1d8+1 (5hp)
Initiative: +1
Speed: 30ft.
Armor Class: 18 (+4 chain shirt, +1 dex, +1 shield, +2 natural)
Base Attack/Grapple: +1/+3
Attack: Longsword +4 (1d8+3|19-20) OR Longbow +3 (1d8+1|x3/100ft. incr.) OR Slam +4 (1d4+3)
Space/Reach: 5ft./5ft.
Special Attacks: -
Special Qualities: Resist Fire 30,
Saves: Fort +3 Reflex +3 Will -1
Abilities: Str 14 Dex 12 Con 12 Int 10 Wis 8 Cha 14
Skills: Spot +3, Listen +3, Intimidate +6, Knowledge (The Planes) +4
Feats: -
Environment: Any Non-Good Plane, Oblivion
Organization: Solitary, Pair, Squad (3-8), Company (10-20)
Equipment: Longsword, Longbow, Chain Shirt, Light Steel Shield
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Non-Good
Playable: Yes (Favored Classes: Fighter and Sorcerer)


The above statstics represent a Dremora Warrior 1.

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

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

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

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


Dremora as Characters:
+2 Str, +2 Cha, -2 Wis
Medium Size
30ft. Move speed
Outsider (Daedra) type. Pick an outer plane. The Dremora has the [Extraplanar] subtype anywhere else.
+2 bonus to natural armor
Resist Fire 30
Automatic Languages: Daedric, Common.
Bonus Languages: Whatever the fuck.
Favored Classes: Fighter and Sorcerer
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Bacchae

Post by Wiseman »

Bacchae
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Size/Type: Medium Spirit Master (Chaotic, Extraplanar)
Hit Dice: 3d8+9 (20hp)
Initiative: +3
Speed: 30ft.
Armor Class: 14 (+3 dex, +1 natural)
Base Attack/Grapple: +3/+5
Attack: 2 Claws +5 (1d6+2)
Space/Reach: 5ft./5ft.
Special Attacks: Rage, Spell-Like Abilities, Debauchery, Feast of Fools
Special Qualities: Immunity to Polymorph, Confusion, Disease, and Insanity, Resist Fire and Acid 10,
Saves: Fort +8 Reflex +8 Will +2
Abilities: Str 15 Dex 16 Con 17 Int 10 Wis 8 Cha 16
Skills: Perform +9, Tumble +9, Bluff +9, Survival +5, Sleight of Hand +9, Jump +8, Swim +8, Spot +5
Feats: Great Fortitude, Lightning Reflexes
Environment: Any Chaotic Plane
Organization: Troupe (6-11), mob (12-20 plus 1-2 anarchic satyrs), or revel (21-30 plus 2-4 anarchic satyrs, 1-2 anarchic nymphs and 4-6 anarchic centaurs)
Challenge Rating: 3
Treasure: No items, Half Coins and Goods
Alignment: Always Chaotic Neutral
Playable: If you want though I'm not sure why... (Favored Classes: Barbarian and Bard)

Spirits of revelry and hedonism, these beings wander the chaotic planes in groups, enveloped in the song and celebration of an endless party. It's also rather common for them to find their way to the Prime Material, where their behavior continues, often sweeping up the populace into their endless revels. Some consider this a welcome break from the monotony of their day to day lives, thought this is not without risk, as the reveler risks being drawn into the band. 

Furthermore, the Bacchae are heedless of the chaos and disruption caused in their wake. Those who would resist them, deny them access to intoxicants, or try to put an end to their celebrations risk drawing the bands ire. When this happens, the Bacchae fly into a bloodthirsty fury and often quite literally tear the object of their wrath limb from limb.

Combat:

Debauchery (Su): Bacchae try to draw strangers into their perpetual revel, eventually converting them into Bacchae themselves. Anyone who joins a band of Bacchae in their debauchery, whether voluntarily or through the beguilement of the Bacchae's spell-like abilities, must make a Will save (DC 10 + 1 per 3 Bacchae engaged in the revel, to a maximum DC of 20 for a band of 30 Bacchae) or lose all track of time and start carousing alongside the Bacchae. A victim ensnared by the Bacchae's debauchery will not willingly leave the mob and will attack any who attempt to force them to. At the next sunrise or after 12 hours have passed, the victim must make a second Will save. If successful, the debauched character recovers his or her senses and may leave if he so chooses, although the Bacchae are likely to attempt the whole process all over again. If the debauched character fails the save, the character becomes a permanent reveler, effectively another Bacchae: The character gains the Anarchic Creature template, gains the Rage ability of the Bacchae, counts as a Bacchae for the purposes of Debauchery and Feast of Fools, and will not ever leave the Bacchae willingly. This condition can be broken with a Heal, Limited Wish, Wish, Miracle, Reality Revision or similar effects.

Feast of Fools (Su): 10 or more Bacchae working together can duplicate the effects of Heroes Feast (CL20). Any who partake of this feast are automatically affected by the initial effect of Debauchery without a save and suffer a -3 penalty to the second save.

Rage (Ex): Up to 3/day a Bacchae may fly into a rage as a free action. It gains a +2 bonus to attacks and damage, a +2 bonus to saves, and a -2 penalty to AC. It gains an extra 1d6 damage on melee attacks and it's gains DR3/-.

While Raging, a Bacchae may not cast spells, activate magic items, use spell-like abilities, or drop it's weapons or shield. Rage lasts until it has neither struck an enemy for three consecutive rounds nor suffered damage from an enemy for three consecutive rounds. It cannot voluntarily end its rage.

Spell-Like Abilities: At Will: Ghost Sound, Dancing Lights,
3/day: Charm Monster, Color Spray,
1/day: Hideous Laughter, Hypnotic Pattern
Last edited by Wiseman on Mon Apr 21, 2025 2:16 pm, edited 3 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Daemonette

Post by Wiseman »

Daemonette
Image
Size/Type: Medium Spirit Lurker (Chaotic, Evil, Extraplanar, Psionic, Tanar'ri)
Hit Dice: 6d6+12 (35hp)
Initiative: +9
Speed: 80ft.
Armor Class: 17 (+5 dex, +2 natural)
Base Attack/Grapple: +4/+7
Attack: 2 Pincers (1d6+5+improved grab)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Psi-Like Abilities, Maneuver-Like Abilities, Sneak Attack 2d6, Improved Grab, Visage of Beauty
Special Qualities: Immunity to Electricity and Poison, Resist Fire, Cold, and Acid 10,  Resist Disease +4, DR5/Good, Lawful or Iron, SR16, Telepathy Long Range (640ft),  Aura of Primal Emotion (Lust), Evasion, Uncanny Dodge,
Saves: Fort +4 Reflex +12, Will +2
Abilities: Str 16 Dex 20 Con 15 Int 14 Wis 10 Cha 20
Skills: Hide +14, Move Silently +14, Bluff +14, Diplomacy +14, Sense Motive +9, Sleight of Hand +14, Disable Device +14, Forgery +11, Balance +10, Climb +9, Disguise +14
Feats: Improved Initiative, Dodge, Ability Focus (Visage of Beauty), Harmless Form (B)
Environment: Infinite Layers of the Abyss
Organization: Solitary, Pair, or Orgy (3-10)
Challenge Rating: 6
Treasure: Double Goods, Standard Coins and Items
Alignment: Always Chaotic Evil
Playable: Yes (Favored Classes: Rogue and Beguiler)

Seducers of the Abyss, Daemonettes make excellent manipulators and tempters, though often they come to other planes to indulge in their twisted vices.

Combat:

Aura of Primal Emotion (Su): A Daemonette projects an aura of arousal (charm monster) out to close range (40ft.) (DC20). Success doesn't confer immunity on future saves.

Deception (Ex): If a Daemonette would be affected by anything that varies based on the alignment of those it affects, the Daemonette is affected in the most favorable way possible to it.

Example: If subjected to a detect evil spell, a Daemonette who wanted to hide from a paladin would not appear evil.

Focused Movement (Ex):When moving, a Daemonette can take a move action and a standard action at any point during the move. The Daemonette cannot take a second move action during a round when it uses its focused movement ability.

Improved Grab (Ex): If a Daemonette hits a creature with it's pincer attack it may immediately make a grapple attempt, if it succeeds it establishes a hold and can constrict, dealing its pincer damage every round.

Maneuver-Like Abilities: At Will: Delicious Lies (Counter),
1/minute: Consume Vitae (Strike)
1/day: Ravenous Consumption (Strike),

Psi-Like Abilities: At Will: Id Insuination, False Sensory Input, Inflict Pain (single target only), Sensitivity to Psychic Impressions, Aversion, Telekinetic Force
1/day: Ego Whip
DC18

Spell-Like Abilities: Constant: Tongues, Comprehend Languages, Sadism, Masochism,
At Will: Detect [Alignment], Detect Magic, Detect Thoughts, Charm Monster, Major Image, Prestidigitation, Nealan's Erotic Touch, Unnatural Lust
3/day: Suggestion, Nealan's Erotic Gaze
1/day: Greater Teleport (Self+objects carried only)
DC18

Visage of Beauty (Su): A Daemonette may cause all who perceive it to interpret the Daemonette's form in their own ideal of beauty. Treat this as a sort of gaze attack from the Daemonettes body out to line of sight with a will save (DC20). Those who fail their save suffer a -3 morale penalty to attacks against the Daemonette, their attacks also suffer a 20% miss chance against it, they are considered flat-footed against it, and must succeed on a concentration check (DC20, cha based) to cast a spell. The subject also suffers a -3 penalty to any saving throw the Daemonette forces it to make. Additionally, the Daemonette gains a +5 bonus to Bluff, Diplomacy and Sense Motive checks against the subject. Those who succeed do not see through the deception, but suffer no penalties. This is considered a [Mind-Affecting] and [Phantasm] effect. A True Seeing effect sees through this ability, negating it.
Last edited by Wiseman on Mon Mar 03, 2025 11:50 pm, edited 2 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Soldier

Post by Wiseman »

Soldier
Image
Size/Type: Small Spirit Striker (Evil, Extraplanar, Heartless)
Hit Dice: 2d10+2 (13hp)
Initiative: +1
Speed: 30ft.
Armor Class: 14 (+1 dex, +2 natural, +1 size)
Base Attack/Grapple: +2/+0
Attack: 2 Claws +5 (1d4+2)
Space/Reach: 5ft./5ft.
Special Attacks: Kick Shower
Special Qualities: Heartless Traits,
Saves: Fort +4, Reflex +4 Will +0
Abilities: Str 14 Dex 12 Con 12 Int - Wis 10 Cha 10
Skills: -
Feats: -
Environment: Realm of Darkness
Organization: Solitary or Squad (2-10)
Challenge Rating: 2
Treasure: Half Coins, No items or goods
Alignment: Evil
Playable: Not Recommended

Heartless that emerge from various places. They are brisk in their movements, and rush into their opponents. However, they are not that tenacious. They often appear in numbers, though they lack teamwork.

Combat:

Kick Shower (Ex): A Soldier deals an extra 1d6 damage on a charge, however it also provokes an Attack of Opportunity from it's target.

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

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

Create Spawn: A creature killed by a Heartless becomes a Heartless itself of it's own CR or lower. If the creature was of evil alignment, then it's Heartless may be up to 4 CR higher. If the creature was of good alignment, the Heartless is only up to half its CR.
Last edited by Wiseman on Fri Feb 28, 2025 9:34 pm, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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FUCK DEATHLESS

Post by Wiseman »

Crypt Warden
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Size/Type: Medium Undead Striker (Dark-Minded)
Hit Dice: 9d12 (80hp)
Initiative: +7
Speed: 30ft. (20ft. in armor)
Armor Class: 23 (+5 armor, +2 shield, +3 natural, +3 dex)
Base Attack/Grapple: +9/+13
Attack: +3 Holy Bastard Sword +16 (1d10+2d6[holy]+7)
Space/Reach: 5ft./5ft.
Special Attacks: Holy Weapon, Spell-Like Abilities
Special Qualities: Undead Traits, Immunity to Fear
Saves: Fort +6 Reflex +9 Will +5
Abilities: Str 18 Dex 16 Con - Int 12 Wis 15 Cha 18
Skills: Spot +14, Listen +14, Diplomacy +16, Intimidate +16
Feats: Improved Initiative, Persistence of Undeath, Iron WillPower Attack
Environment: Any Land or Underground
Organization: Solitary, Pair, or Squad (3-4)
Challenge Rating: 9
Treasure: Double Goods, Standard Coins and Items
Equipment: Mwk. Bastard Sword, Mwk. Breastplate, Mwk. Heavy Steel Shield,
Alignment: Always Good, Usually Lawful
Playable: Not Recommended

The spirit of a holy warrior descending from the upper planes to inhabit a corpse, usually temporarily to protect a sacred site. Visually indistinguishable from a normal skeleton this has caused many a foe to underestimate it, thinking it a mere mindless automaton.

Crypt Wardens speak Common and Celestial.

Combat:
This Crypt Warden fights heedlessly and without concern for its well being beyond it's ability to complete its mission. After all, win or lose, it returns to the upper planes.

Holy Weapon (Su): Any weapon the Crypt Warden wields gains a +1/3CR enhancement bonus and the Holy property for as long as it holds onto it and for 1 round afterwards.

Spell-Like Abilities: At Will: Detect Evil, Holy Smite
3/day: Inflict Serious Wounds,
DC18

Creating a Crypt Warden
Requires Body Assemblage: Creator must be at least 11th level. Requires holy water and the corpse of a good-aligned creature with at least 1 HD that has full BAB. Creator must be Good.
Last edited by Wiseman on Fri Feb 28, 2025 9:35 pm, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Bloodthirster

Post by Wiseman »

Bloodthirster
Image
Size/Type: Huge Spirit Striker (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 20d10+220 (350hp)
Initiative: +14
Speed: 100ft. Fly: 100ft. (Good) 300ft. (Perfect)*
Armor Class: 47 (+10 dex, +10 natural, +15 demon armor, +4 deflection -2 size)
Base Attack/Grapple: +20/+47
Attack: +7 Gargantuan Unholy Anarchic Flaming Siege Axe +42/+37/+37/+37 (8d8+2d6[anarchic]+2d6[unholy]+26+Rapture of Rupture*) and +7 Gargantuan Unholy Anarchic Flaming Whip +42/+37/+37/+37 (3d6+2d6[anarchic]+2d6[unholy]+1d6[fire]+26+Rapture of Rupture*) or 2 Claws +37 (4d6+19+Rapture of Rupture*)
Space/Reach: 15ft./15ft. (25ft. with whip)
Special Attacks: Maneuver-Like Abilities, Spell-Like Abilities, Rain of Blood, Whiplash, Murderous Heat,
Special Qualities: Aura of Primal Emotion (Wrath), War, Monkey Grip, Wrath, Immunity to Fire, Electricity, Magic, Non-Magical Harm, and Poison, Resist Acid and Cold 30, Resist Disease +4, Regen 20/Good or Lawful, DR30/Good, Lawful, and Iron, Darkvision 120ft., Telepathy 10 miles, True Sight, Fuck Your Fortifications, Murder, Wrath,
Saves: Fort +27 Reflex +26 Will +16
Abilities: Str 40 Dex 30 Con 32 Int 20 Wis 22 Cha 30
Skills: Intimidate +33, Spot +29, Listen +29, Survival +29, Sense Motive +29, Knowledge (any 1) +28, Concentration +34, Search +28,
Feats: Improved Initiative, Power AttackCleave, Axe Mastery, Axe King, Advanced Whip Tactics, Flyby Attack, Hellfire Breath (B), Weapon Focus (B), Weapon Specialization (B), Greater Weapon Focus (B), Greater Weapon Specialization (B), (See below)
Environment: Infinite Layers of the Abyss
Organization: Solitary or Warhost (Self+1 marilith+2d4 12th level fighters/barbarians+2d12 bloodletters)
Challenge Rating: 20
Treasure: Triple Standard+Brass Collar,
Equipment: +7 Gargantuan Unholy Anarchic Flaming Siege Axe, +7 Gargantuan Unholy Anarchic Flaming Whip, Demon Armor,
Alignment: Always Chaotic Evil
Advancement: Exalted Bloodthirster
Playable: Not Recommended

A variant of the Balor, the Bloodthirster is as it's name suggests, far more focused on the spilling of blood. Where as the Balor is a schemer and plotter, stepping in in the crucial moments, the Bloodthirster is far more of a frontline commander, leading hosts of demons in bloody rampage against the enemies of the Abyss. The Bloodthirster is wrath, war, and slaughter made manifest.

Those few who have confronted a Bloodthirster and survived commonly recall an overwhelming impression of vast size and unchecked barbarity, of roaring and snarling death riding upon stygian wings that eclipse the sun. A Bloodthirster's ruddy skin is covered with coarse fur and brass armor, slick and gleaming with the blood of innumerable victims. This armor is forged upon the demon's fleshand thereafter becomes a living part of the demon, even whilst maintaining a brutal intelligence of its own. As such, even the Bloodthirster's armor is wrathful and longs for slaughter.

Combat:
A Bloodthirster first prioritizes getting into melee range, which it can do with its excellent speed and movement options, where upon it tears its foes apart. Few things last long in melee with a Bloodthirster, and it can quickly move on to the next opponent, while its defenses negate most forms of harm to it.

Armor Mastery: A Bloodthirster suffers no armor check or movement penalty from wearing any kind of armor, nor does it have a max dex modifier.

Aura of Primal Emotion (Su): A Bloodthirster radiates an aura of pure bloodlust and wrath out to 2 miles. Those affected by this aura must make a will save (DC30, cha based) or become consumed with bloodlust and immediately attack the nearest creature or the creature which attacked them last to the best of their ability. All creatures out to 10 miles who fail their saves have their disposition towards others drop two stages, all creatures within twenty miles have their disposition drop by one step. All creatures affected by this cannot benefit from flanking or aid another.

Breath Weapon (Su): A Bloodthirster can breath fire in a 120ft. cone dealing 20d6 damage with a reflex save (DC30, con based) for half. Once used, this cannot be used again for 1d4 rounds.

Fuck Your Fortifications: A Bloodthirster ignores all hardness and DR, bypasses any regeneration, and deals full, double, damage to objects.

Immunity to Magic: The Bloodthirster is immune to any spell or effect that allows spell-resistance. This comes from the Brass Collar it wears around it's neck. The collar is bound to the Bloodthirsters essence and cannot be separated while it yet lives. If the Bloodthirster is slain, the collar remains behind.

Maneuver-Like Abilities: A Bloodthirster is constantly in Sadomachism stance. It can utilize other stances alongside this.
At Will: Crimson Nightmare Strike (Boost), Courage-Shattering Glare (Boost), Rebuke the Horde (Boost), Whirling Steel (Boost), Eruption of Gore (Strike), Rabid Wolf Strike (Strike), Boa Strike (Strike),  Victorious Army's Advance (Strike), Frenzied Serpent Flail (Strike), Bloodlust (Strike), Infinite Procession of Steel (Strike), Crimson Frenzy (Counter), Imperator's Rebuke (Counter), Primal Bloodlust (Stance), Savage Attack (Stance),
1/hour: Madness in the Soul (Boost), Anaconda Crush (Strike)
1/day: Slayer of Worlds (Strike)

Monkey Grip (Ex): A Bloodthirster may wield a two-handed weapon in one hand.

Murder (Su): Whenever the Bloodthirster kills a creature, it gains temporary HP equal to that creatures HD for 1 hour. This does not stack with other sources of temporary HP.

Murderous Heat (Su): 1/month, the Bloodthirster can call forth a Murderous Heat centered on it with the area multiplied by 10.

Powerful Build: The Bloodthirster's physical stature lets it function in many ways as if it were one size category larger. Whenever it would be subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), it is treated as one size larger if doing so would be advantageous. It is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. It can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of its actual size. This stacks with other effects which change a creatures size category.

Rain of Blood (Su): 1/day the Bloodthirster can call forth a Rain of Blood centered on it. The Bloodthirster counts as the evil event. A Bloodthirster suffers no penalties from the rain while other demons only suffer half penalties.

Spell-Like Abilities: Constant: Mind Blank, Freedom of Movement, Cloak of Chaos, Unholy Aura
At Will: Greater Teleport (self+objects carried only)
1/day: Heal* (Self only, swift action), Apocalypse from the Sky*, Insanity* (All non-chaotic, non-evil creatures in 10 mile radius)
Save DC30

Tools of the Butcher (Ex): The Bloodthirster's axe and whip are tied to its being; should they ever be broken or dropped or the Bloodthirster otherwise disarmed, they disappear, and the Bloodthirster may summon new, identical weapons to its hands as a free action. It may two weapon fight without penalty and make an attack with each weapon as a standard action. If the Bloodthirster is slain, the weapons remain behind.

True Sight (Ex): A Bloodthirster sees naturally as though it were under the effect of a true seeing spell out to line of sight.

War: A Bloodthirster is proficient in all weapons and receives the benefit of Weapon Focus, Weapon Specialization and the greater versions thereof for all of them.

Whiplash (Ex): When wielding a whip, the bloodthirster may deal lethal or non-lethal (it's usually lethal) damage, armor or natural armor doesn't negate damage, it threatens out to its reach, and it doesn't provoke an attack of opportunity for using a whip.

Once per round, the Bloodthirster can force a single creature struck by its whip to make a Fortitude save (DC 35, Str based) or be paralyzed for 1 round. The Bloodthirster may declare the victim of this effect as a free action usable even out of turn.

The Bloodthirster can also grapple an opponent that it hits with its whip as a free action, and drag them just into its melee reach as a swift action.

Wrath (Ex): The Bloodthirster gains a +4 morale bonus to attack and damage, and a +2 bonus to the save DC's of it's abilities against any creature that has damaged it in the past 24 hours.

*Comes from Demon Armor
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Plumach

Post by Wiseman »

Plumach
Image
Size/Type: Medium Spirit (Extraplanar, Rilmani)
Hit Dice: 2d8+2 (12hp)
Initiative: +1
Speed: 30ft.
Armor Class: 13 (+1 dex, +2 natural)
Base Attack/Grapple: +2/+5
Attack: Mwk. Quarterstaff +6 (1d6+4)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Aura of Passive Balance, Immunity to Light and Poison, Resistance to Acid 10 and Sonic 10
Saves: Fort +5 Reflex +5 Will +4
Abilities: Str 17 Dex 12 Con 12 Int 10 Wis 11 Cha 12
Skills: Craft (Any 3) +8, Spot +4, Listen +4, Search +4, Diplomacy +5, Sense Motive +5, Knowledge (The Planes) +4
Feats: Skill Focus (Craft)
Environment: Concordant Domain of the Outlands
Organization: Solitary or Community (4-20)
Challenge Rating: 2
Treasure: Half-Standard
Alignment: Always True Neutral
Playable: Yes (Favored Class: Any)

The least powerful rilmani are the plumachs, the common citizens of the Spire. Their brand of neutrality is the simplest and most apathetic view held by the rilmani: Don’t get involved. The plumachs’re staunch isolationists who stay out of other peoples’ troubles, and they’ll tell any berk who asks that they’d appreciate it if other people’d keep their troubles well clear of the Spire. “Who cares what those leatherheads think?” is a plumach proverb.

Although plumachs go to great lengths to mind their own business, they’re involved in keeping an eye on things in the Outlands themselves. The other rilmani pay attention to the Balance in the realms of the Great Wheel, or out in the Prime or Elemental Planes, hut the plumachs make sure things don’t go awry at home. Plumach traders and emissaries are common throughout the Land, but the farther they are from the Spire, the less likely they are to take action.

Plumachs’re short, stocky humanoids with dull, gray metallic skins. They’re broad-shouldered and thick-waisted, with wide, stubby hands and heavy legs. Plumachs lack the grace or strength of their more powerful kin, but they’re stubborn and tenacious opponents. Some cutters take plumachs for stupid, but that’s a risky assumption: Plumachs’ve got a great store of practical wisdom and common sense. They believe in hard work, respect where respect’s due, and the common courtesy of staying out of other people’s business.

As the commoners of the Spire, plumachs are craftsmen, teamsters, and merchants. They carry out the day-to-day business of rilmani society. A plumach is the equal of the finest human craftsmen at his chosen trade. Since the rilmani as a race require no food, shelter, or clothing, the plumachs devote their time to creating devices of comfort and convenience or works of art.

In times of great need, plumach legions are mustered to defend the Balance. Plumachs aren’t afraid of a scrap, and their natural strength and dense hides stand them in good stead against most low-level opponents. However, it takes the authority of an aurumach to convince the plumachs that a cause is worth fighting for.

Plumach speak Rilmani.

Combat:
Plumachs resort to combat only when it’s clear that their lives or interests’re threatened. Otherwise, they don’t want to get involved. Some cutters take the plumachs’ apathy for incompetence, and‘re rudely surprised when the plumachs decide to stand and fight.

Aura of Passive Balance (Su): All creatures within close range of a Rilmani are affected by a calm emotions effect every round and lose all alchemical, sacred, profane, and enhancement bonuses (Will DC12 negates for one round). Additionally, everything is subject to an area greater dispel magic at a caster level equal to the Rilmani's CR. The Rilmani may exclude creatures from it's aura effect if it is aware of them.

Spell-Like Abilities: Constant: Tongues, Comprehend Languages
At Will: Detect [Alignment], Detect Magic, Prestidigitation,
1/day: Chill Touch,
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Wiseman
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Haunt

Post by Wiseman »

Haunt
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Size/Type: Medium Undead (Dark-Minded)
Hit Dice: 1d4+1 (5hp)
Initiative: +1
Speed: 30ft.
Armor Class: 11 (+1 dex)
Base Attack/Grapple: +0/-1
Attack: By Spell +1 ranged touch or Dagger -1 (1d4-1)
Space/Reach: 5ft./5ft.
Special Attacks: Spells,
Special Qualities: Undead Traits, Unholy Toughness, Partial Incorporeality
Saves: Fort +1 Reflex +1 Will +3
Abilities: Str 8 Dex 12 Con - Int 18 Wis 12 Cha 13
Skills: Knowledge (Arcana) +8, Knowledge (Religion) +8, Knowledge (The Planes) +8, Spellcraft +8, Concentration +4, Craft (any 1) +8
Feats: Combat Casting, Scribe Scroll(B)
Environment: Negative Energy Plane
Organization: Solitary, Squad (3-10) or Settlement (40-100+20% noncombatants)
Challenge Rating: 1
Treasure: Standard
Alignment: Any
Playable: See Below

Haunts are mysterious undead creatures. These beings reside on the negative energy plane where they lead generally peaceful and contemplative lives, favoring scholarly pursuits as well as the development of mental discipline. Those encountered elsewhere are often explorers and scholars seeking knowledge.

Combat:
The above stat block is for a Wizard 1.

Spells:
Spells/day: 4/2
Typical Spells Prepared:
0: Detect Magic, Read Magic, Prestidigitation, Disrupt Undead
1: Sleep, Magic Missile
Save DC 14+spell level

Creating a Haunt
Requires Wrappings of the Ages: Knowledge (The Planes) 2 ranks


Haunts as Characters
-2 Str: Haunt's wispy, insubstantial bodies have little strength. As undead, they lack a con score.
Undead (Dark-Minded)
Medium Size
30ft. Move Speed
Partial Incorporeality (Su): A Partially Incorporeal creature is able to pass through solid objects and mundane attacks have a chance of missing them. A creature with this ability is able to pass through solid objects much like a creature with the Incorporeal Subtype, however doing so cost two additional squares of movement. Unlike a creature with the Incorporeal Subtype, a creature with partial incorporeality is still subject to gravity but falls at half speed and takes half fall damage. Unlike a Incorporeal creature, a creature with the partial incorporeality special ability must end their turn in a space they could occupy while corporeal, otherwise they are shunted to the nearest legal space available and take 1d6 damage.
A creature with this ability possess a 20% miss chance against mundane attacks. This is bypassed by any effects which would bypass the miss chance of an incorporeal creature. A creature with the partial incorporeality special ability do not have any other quality of an incorporeal, such as the ability to make incorporeal touch attack,
This ability can be suppressed or resumed as a free action, unless noted otherwise in the creature's entry.
Unholy Toughness: A haunt uses their Charisma score in place of their Constitution for calculating hit points and Fort saves.
Favored Classes: Wizard and Dread Necromancer
Last edited by Wiseman on Fri Feb 28, 2025 11:46 pm, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Formian Warrior

Post by Wiseman »

Formian Warrior
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Size/Type: Medium Spirit Striker (Extraplanar, Formian, Lawful)
Hit Dice: 4d10+8 (30hp)
Initiative: +7
Speed: 30ft. Climb: 30ft.
Armor Class: 17 (+3 dex, +2 natural, +2 Shield)
Base Attack/Grapple: +4/+8
Attack: Mwk. Lance +9 (1d8+4) and Sting +9 (1d8+4+poison)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Stability, Immunity to Mind-Affecting, Acid, Poison, and Petrification, Resistance to Cold and Light 10, DR5/Chaotic
Saves: Fort +6 Reflex +7 Will +2
Abilities: Str 18 Dex 16 Con 15 Int 10 Wis 12 Cha 10
Skills: Spot +8, Listen +8, Climb +19, Search +7
Feats: Improved Initiative, Power Attack, Formation Expert(B), Short Haft(B)
Environment: Peaceable Kingdoms of Arcadia, Clockwork Nirvana of Mechanus, Infernal Battlefield of Acheron
Organization: Solitary, team (2-4), or contubernia (8-10) or century (80-100)
Challenge Rating: 4
Treasure: Half Coins and Goods, Standard Items
Equipment: Mwk. Lance, Mwk. Heavy Steel Shield
Alignment: Always Lawful Neutral
Advancement: By Class Level (usually fighter)
Playable: Not Recommended

The warriors of the Formians are similar to workers in that they are incapable of speech but can understand Formian and communicate via the Hive Mind. They are trained to fight in formation and use these skills to protect the colony and expand it's reach.

Combat:

Formation Fighting (Ex): The Warrior gains a +2 bonus to attacks, damage, and saves for every adjacent Formian. These bonuses stack. They also gain +4 to their shield AC (which doesn't) and evasion. Attacking a creature other than the warrior provokes an attack of opportunity from the Warrior.

Poison (Ex): Injury, Fort DC 14 (Con-based), initial and secondary damage 1d6 Str.

Spell-Like Abilities: At Will: Detect [Alignment], Detect Magic, Hold Portal
1/day: Magic Circle against Chaos, Checkmate's Light
Save DC12


Formian Subtype
Immunity to Mind-Affecting, Acid, Poison, and Petrification
Resistance to Cold and Light 10 (More powerful formians might have stronger resistances)
Hive Mind (Ex): Formians share a sort of mental network, allowing them to be in constant communication with one another. This hive mind network is dependant on high-ranking formians to maintain it. A Formian of at least CR10 can project a network out to 5 miles per CR (50 miles default for CR10), allowing all Formians in this area to connect to and communicate with this network as a free action (a formian can also disconnect as a free action). In the case of mutiple Formians creating a network, the areas can overlap, expanding the range of the unified network. Alternatively, the two networks can exist separately of one another (as is often the case when Formian colonies go to war with one another). While connected to a network, a Formian can communicate effectively instantly with any or all other Formians within range, even the Formians incapable of normal speech. They also share sensory data, allowing all Formians to perceive anything another Formian perceives. If one Formian on the Hive Mind is not flanked, none of them are. A Formian's ability to create or connect to a network comes from it's antennae. Should these be severed, it looses this ability, though the antennae will grow back in 2d4 days.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Crypt Horror

Post by Wiseman »

Crypt Horror
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Size/Type: Large Undead Brute (Dark-Minded, Unliving)
Hit Dice: 7d12+35+7 (100hp)
Initiative: +2
Speed: 40ft.
Armor Class: (+2 dex, +3 natural, -1 size)
Base Attack/Grapple: +7/+19
Attack: Greatclub +14/+9 (2d8+16) and Bite +9 (2d6+16+paralysis+disease) or Bite +14 (2d6+16+paralysis+disease) and 2 Claws +9 (1d8+12+paralysis)
Space/Reach: 10ft./10ft.
Special Attacks: Paralysis, Disease,
Special Qualities: Scent, Stench, DR5/Slashing, TR1
Saves: Fort +10 Reflex +5 Will +6
Abilities: Str 26 Dex 15 Con 20 Int 7 Wis 17 Cha 16
Skills: Intimidate +10
Feats: Power Attack, Weapon Focus, Large and In Charge, Corpse Toughness
Environment: Any Land or Underground
Organization: Solitary or Pair
Challenge Rating: 7
Treasure: Half Coins and Goods, Standard Items
Alignment: Usually Chaotic Evil
Playable: Not Recommended

Born of giants, these towering monstrous ghouls hunger for living flesh.

Combat:
A Crypt Horror is almost entirely a physical threat, seeking to close to melee using its strength and toughness to crush its foes, using its stench to weaken those it approaches.

Ghoul Fever (Su): Disease—bite, Fortitude DC 18, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Con-based.
An afflicted creature who dies of ghoul fever rises as a ghoul at the next midnight.

Paralysis (Ex): Those hit by a Crypt Horror's bite or claw attack must succeed on a DC 18 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Con-based.

Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 18 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same Crypt Horrors stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Con-based.

Creating a Crypt Horror
Requires A Feast Unknown: Creator must be 9th level. Requires the corpse of a giant. Knowledge (Religion) 2 ranks.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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