The New/Redone Monsters Thread

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Lilitu

Post by Wiseman »

Lilitu
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Size/Type: Medium Spirit (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 12d8+60 (120hp)
Initiative: +7
Speed: 40ft. Fly: 80ft. (Good)
Armor Class: 30 (+7 dex, +10 deflection, +3 natural)
Base Attack/Grapple: +12/+19
Attack: 2 Claws +21 (1d6+5) and 4 Stings +21 (1d6+5+poison)
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Spell-Like Abilities, Psi-Like Abilities
Special Qualities: Immunity to Electricity and Poison, Resist Fire, Cold and Acid 10, Resist Disease +4, SR22, DR10/Good or Lawful and Iron, Deception,
Saves: Fort +23, Reflex +25, Will +26
Abilities: Str 20 Dex 24 Con 20 Int 20 Wis 26 Cha 31
Skills: Bluff +35, Diplomacy +35, Sense Motive +23, Search +20, Knowledge (Religion) +30, Knowledge (The Planes) +20, Spellcraft +20, Intimidate +25, Hide +22, Move Silently +22, Disguise +25 (+27 acting), Listen +23, Spot +23,
Feats: Extend Spell, Quicken Spell, Weapon Finesse, Cute CharmEvil Eye, Dark Speech(B)
Environment: Infinite Layers of the Abyss
Organization: Solitary or Cult (Self+3d4 6th level clerics)
Challenge Rating: 12
Treasure: Triple Items, Standard Goods and Coins
Alignment: Always Chaotic Evil
Playable: Not Recommended

Demonic tempters who specialize in corrupting those of faith to the cause of the abyss. Within demonic cults, they tend to serve as intermediaries between the cultists and the lord they worship, if they aren't outright leaders of the cults themselves. Other Lilitu infiltrate religious orders and slowly work to twist and rot them from the inside, turning them to evil.

In it's natural form, a Lilitu resembles an attractive humanoid winged demon with 4 tails ending in stinger like tips.

Combat:
Lilitu are primarily manipulators and would prefer to avoid combat if possible. When fighting it prefers to have minions at its disposal, using it's magic to enhance and support them.

Aura of Primal Emotion (Su): A Lilitu projects an aura of arousal (charm monster) out to close range (55ft.) (DC26). Success doesn't confer immunity on future saves.

Deception: If a Lilitu would be affected by an effect that varies based on alignment. It's alignment is treated as whatever is most favorable to it. For example, it would not register as evil to Detect Evil if it did not wish to, nor would it be affected by Holy Smite or a Holy weapon if it did not wish.

Erotic Grace (Ex): A Lilitu adds its Charisma modifier as a grace bonus to all saving throws and as a deflection bonus to it's AC. This does not stack with similar abilities (such as a Paladin's Divine Grace). It also has the ability to speak and read any language as though under the effect of tongues and comprehend languages.

Lilitu's Gift (Su): By giving a kiss or some sexual act against a willing or helpless creature, a Lilitu can grant that creature a +2 bonus to Charisma, a +2 bonus on saving throws, its Deception ability and the recipient gains the use of one of the Lilitu's spell-like abilities of the Lilitu's choice (except Greater Teleport). An unwilling creature can resist the gift with a will save (DC26).
While the gift is active, the Lilitu's name is tattooed upon the recipients body in Abyssal (most Lilitu place the mark somewhere easy to hide). Furthermore, the Lilitu gains the benefit of a Greater Status effect keyed to the recipient as well as being able to speak to them via telepathy (both function regardless of plane) and by concentrating, can share the subjects senses and observe the world around them, as if it were standing in the subjects place. The Lilitu can use its Suggestion, Detect Thoughts, Probe Mind and Charm Monster abilities on a recipient, regardless of distance or plane and the recipients save bonus becomes a save penalty against these effects.
The lasts until the creature is subject to a Dispel Chaos or Dispel Evil effect, the Lilitu decides to remove the gift (a free action) or the Lilitu dies. The gift can be suppressed if the recipient is subject to Protection from Chaos/Evil, Mantle of Good/Law, Holy Aura, Shield of Law or similar effects.

Master of Disguise: When polymorphed or shapechanged into a form other than it's own, True Seeing and similar abilities do not automatically see through the disguise. Instead, they are granted an immediate save to disbelieve as if it were an illusion (even if the effect doesn't ordinarily grant one). If they fail, then they cannot see through the disguise.

Poison (Ex): Injury, Fort DC 21 (con-based), Initial: 2d6 wis, Secondary: 1d4 negative levels

Psi-Like Abilities: At Will: Sensitivity to Psychic Impressions,

Spell-Like Abilities: At Will: Detect [Alignment], Detect Magic, Detect Thoughts, Invisibility, Persistent Image, Unholy Blight, Chaos Hammer, Charm Monster, Disguise Self, Polymorph Self, Greater Teleport (Self+objects carried only), Sending, Suggestion, Arcane Mark, Deeper Darkness, Prestidigitation, Scorching Ray, Probe Mind
DC26

Spells: A Lilitu casts spells as a 12th level Cleric with access to the ChaosCorrupt, Evil and Trickery domains, plus any from its deity or philosophy. It uses Charisma rather than Wisdom to determine its bonus spells and save DCs.
Typical Cleric Spells Prepared: 9/8/7/6/5/5/4
0: Create Water, Read Magic, Amanuensis, Purify Food and Drink, Cure Minor Wounds (2), Mending (2), Resistance,
1: Cure Light Wounds (3), Inflict Light Wounds, Command, Obscuring Mist, Divine Favor, Doom, Erzebet's Skull Bomb(D)
2: Cure Moderate Wounds, Extended Shield of Faith, Divine Interdiction, Enthrall, Find Traps, Bear's Endurance, Hold Person, Nondetection(D)
3: Cure Serious Wounds, Protection from Energy, Bestow Curse, Blindness/Deafness, Energy Vortex, Locate Object, False Vision(D)
4: Cure Critical Wounds, Extended Prayer, Mass Shield of Faith, Sound Lance, Restoration, Greater Invisibility(D)
5: Plane Shift, Quickened Cure Light Wounds, Wall of Stone, Flame Strike, Slay Living, Elush's Epiphyseal Erosion(D)
6: Quickened Sound Burst, Quickened Eagle's Splendor, Heal, Blade Barrier, Screen (D)
Domains: Corrupt and Trickery
Save DC20+spell level

Use Magic Device: A Lilitu counts as any race/class/spell list/whatever equal to it's HD for the purpose of activating magic items.

Vulnerability to Divinity: Ironically, the Lilitu suffers a weakness to divine magic. It's erotic grace ability doesn't apply to saves against divine magic, and it furthermore suffers a -2 penalty to such saves.

Skills: A Lilitu has a +10 racial bonus to Bluff, Diplomacy and Knowledge (Religion).
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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deaddmwalking
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Re: The New/Redone Monsters Thread

Post by deaddmwalking »

In it's natural form, a Lilitu resembles an attractive humanoid winged demon with 4 tails ending in stinger like tips.
I've never liked descriptions like the above. What people find attractive is highly variable. Something like 'conventionally attractive' is better, but why even have a natural form? With a good sense motive and detect thoughts they should attempt to appear as someone uniquely suited to the person they're approaching (or one of the group).

Even if they have a preferred form (and ideas about what is attractive in that form) that can vary culturally. In the world of the Shining Prince (medieval Japan) bushy eyebrows, blackened teeth and pale white skin were considered attractive, and the British comic Jimmy Carr has a bit about how he's considered a 10 in Korea. I think the monster should reflect that.
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Wiseman
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Re: The New/Redone Monsters Thread

Post by Wiseman »

deaddmwalking wrote:
Thu Feb 27, 2025 4:19 am
In it's natural form, a Lilitu resembles an attractive humanoid winged demon with 4 tails ending in stinger like tips.
I've never liked descriptions like the above. What people find attractive is highly variable. Something like 'conventionally attractive' is better, but why even have a natural form?
You can interpret "attractive" however you want. As to the natural form, everything has a natural form, even shit like Doppelgangers.
deaddmwalking wrote:
Thu Feb 27, 2025 4:19 am
With a good sense motive and detect thoughts they should attempt to appear as someone uniquely suited to the person they're approaching (or one of the group).
With Polymorph Self and it's Master of Disguise ability, it already does that.
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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Palrethee

Post by Wiseman »

Palrethee
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Size/Type: Medium Spirit (Chaotic, Evil, Extraplanar, Fire, Tanar'ri)
Hit Dice: 9d8+27 (75hp)
Initiative: +8
Speed: 30ft. Fly: 60ft. (Average)
Armor Class: 21 (+4 dex, +5 natural, +2 deflection)
Base Attack/Grapple: +9/+13
Attack: +3 Flaming Longsword +19/+14  (1d8+4d6[fire]+12) and Claw +14 (1d6+3d6[fire]+5) or 2 Claws +14 (1d6+3d6[fire]+5)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Psi-Like Abilities, Lesser Hellfire Mantle, Piercing Fire
Special Qualities: Immunity to Fire, Electricity, Pain, and Poison, Resist Cold and Acid 10, Resist Disease +4, DR5/Good, Iron, or Lawful, Vulnerability to Cold
Saves: Fort +9 Reflex +10 Will +11
Abilities: Str 20 Dex 19 Con 16 Int 16 Wis 17 Cha 20
Skills: Intimidate +17 Bluff +17, Knowledge (History) +15, Knowledge (The Planes) +15, Knowledge (Arcana) +15, Balance +16, Diplomacy +17, Concentration +15, Spellcraft +15, Tumble +16, Sense Motive +17
Feats: Improved Initiative, Weapon Focus, Power Attack, Iron Will
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 9
Treasure: No Coins or Goods, Standard Items
Alignment: Always Chaotic Evil
Advancement: 10hd (Large Size)
Playable: Not Recommended

Demons who attempted to reach some height of forbidden power, and were punished for their hubris with their tormented, burning forms.

Combat:

Aura of Primal Emotion (Ex): Palrethee project an aura of fear out to close range (45ft.). The save DC for this aura is 19.

Demonic Burn (Su): Those who suffer fire damage from the Palrethee must make a reflex save (DC19) or catch fire, taking 1d6/3CR (normally 3d6) fire damage at the beginning of each of their turns. This lasts until the creature is somehow extinguished or takes a full round action (provoking an attack of opportunity) to attempt another save to extinguish the flames themself.

Lesser Burning Mantle (Ex): The Palrethee is always surrounded by an aura of flames that extends for 10 feet beyond it's natural reach. These flames deal 1d6/3hd(round up) fire damage to anything in their area as well as adding that damage onto any melee attacks the Palrethee makes. The flames also create a Magic Circle against Good and Magic Circle against Law effect out to their area.

Psi-Like Abilities: At Will: Control Flames
1/day: Fiery Discorporation

Shape Flames (Su): The Palrethee can create delicate shapes and walls made of fire. The fire is fully shapeable, but cannot pass through more than 2 squares per CR (normally 18). Any creature passing through a square with fire in it suffers 1d6 of fire damage per CR (normally 9d6). A creature which is in a square that is being filled with fire is entitled to a Reflex Save (DC21) to move to the nearest non-flaming square as an immediate action. These fires persist for 1 minute. Only one instance of this ability can be active at once.

Spell-Like Abilities: At Will: Detect [Alignment], Detect Magic, Detect Fire, Produce Flame, See Invisibility, Animate Fire, Pyrotechnics,
3/day: Fireball,
1/day: Unholy Blight/Chaos Hammer, Fire Spin (as Whirlwind, but all damage is fire damage), Greater Teleport (Self+objects carried only), Wall of Fire
DC19
Last edited by Wiseman on Fri Jun 27, 2025 3:44 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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Pink Horror

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Pink Horror
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Size/Type: Medium Spirit Caster (Chaotic, Extraplanar, Evil, Psionic)
Hit Dice: 8d4+24 (50hp)
Initiative: +8
Speed: 30ft.
Armor Class: 21 (+4 dex, +4 armor, +3 natural)
Base Attack/Grapple: +4/+7
Attack: 3 Claws +7 (1d6+3+corporeal instability)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Psi-Like Abilities, Spells, Warpfire, Death Throes
Special Qualities: Immunity to Acid, Sonic, Confusion, Insanity, and Poison, Resist Fire and Electricity 5, Resist Disease +4, SR 18, DR5/Good or Lawful, Telepathy 100ft.
Saves: Fort +5 Reflex +6 Will +6
Abilities: Str 17 Dex 19 Con 16 Int 24 Wis 10 Cha 20
Skills: Knowledge (Arcana) +18, Knowledge (The Planes) +18, Knowledge (1 other) +18, Bluff +16, Spot +11, Listen +11, Search +18, Disable Device +15, Sleight of Hand +15, Spellcraft +18, Craft (any 1) +18,
Feats: Extend Spell, Repeat Spell, Improved Initiative, Frog Chant(B), Spell Focus (Transmutation)(B), Greater Spell Focus (Transmutation)(B)
Environment: Windswept Depths of Pandemonium, Ever-Changing Chaos of Limbo, Infinite Layers of the Abyss
Organization: Solitary, Pair, or Horde (3-9)
Challenge Rating: 8
Equipment: -
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: Exalted Pink Horror (Just add wizard levels or something that advances wizard casting, if you do, it gains Energy Current at will, and Greater Teleport [self+objects carried only) 1/day]).
Playable: Not Recommended

Twisted misshapen creatures of dark chaos, powered by and crackling with rampant magical energies, Pink Horrors are energetic monstrosities, cackling and gibbering as they dance, gambol, and flail across the battlefield, warping their opponents with their claws or magic in equal measure.

Pink Horrors speak Abyssal when they're not just babbling nonsense.

Combat:

Changer of Ways: A Pink Horror may spontaneously cast any transmutation Wizard spell (or metamagicked version thereof) by "losing" a prepared spell of the equivalent or higher level. Any creature affected by the Horror's transmutation spells may be healed or harmed by 2HP per spell level at the Horror's option.

Corporeal Instability (Su): A blow from a Pink Horror against a living creature can cause a terrible transformation. The creature must succeed on a DC 19 Fortitude save or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils. The save DC is Charisma-based. The pink horror can elect to make a melee touch attack as a standard action to deliver the effect.

An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, it becomes a chaos beast.

A victim can regain its own shape by taking a standard action to attempt a DC 15 Charisma check (this check DC does not vary for a Pink Horror with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful.

Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).

Death Throes: Upon death, a Pink Horror splits apart into two Blue Horrors who appear in either the same space as where the Pink Horror was or an adjacent space.

Fires of Change (Su): Whenever the Pink Horror would deal energy damage, it may elect to make that damage instead into Warpfire. Warpfire is it's own type of damage (effectively untyped) and causes creatures who suffer damage from it to also be exposed to a Warpwave. Any saves are DC19 (cha-based). On a warpwave chart result of 19 it is a 50/50 chance between being affected by baleful polymorph or suffering corporeal instability (fort negates).

Psi-Like Abilities: At Will: Id Insinuation,
1/minute: Energy Ray,

Spell-Like Abilities: Constant: Mage Armor,
At Will: Detect Magic, Detect [Alignment], Read Magic, Prestidigitation, Arcane Mark, Mage Hand
3/day: Detect Thoughts
1/day: Lesser Globe of Invulnerability, Identify, Arcane Sight

Spells: A Pink Horror casts spells as an 8th level Wizard.
Spells/Day: 6/6/5/4/2
0: Acid Splash, Dancing Lights, Ghost Sound (x2), Resistance (x2)
1: Burning Hands, Magic Missile, Alarm, Grease, Silent Image, Shield
2: Acid Arrow, Glitterdust, Mirror Image, Web, Invisibility
3: Fireball, Extended Acid Arrow, Sleet Storm, Repeated Hypnotize
4: Wall of Fire, Black Tentacles
Save DC 17+spell level (19+spell level for Transmutation spells)

Use Magic Device: A Pink Horror counts as any race/class/spell list/whatever equal to it's HD for the purpose of activating magic items.

Variants
Psionic Horror: Some Horrors are born of psionics rather than the arcane. Simply replace their Wizard casting with Psion manifesting of the same level. Most are either Nomads or Kineticists. Replace their metamagic feats with psionic equivalent, and replace ranks in Knowledge (Arcana) with Knowledge (Psionics).
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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Houri

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Houri
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Size/Type: Medium Spirit Master (Angel, Extraplanar, Good)
Hit Dice: 6d8+18 (50hp)
Initiative: +4
Speed: 30ft. Fly: 60ft. (Good)
Armor Class: 24 (+4 dex, +2 natural, +8 insight)
Base Attack/Grapple: +6/+8
Attack: 2 Slams +8 (1d8+2)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Psi-Like Abilities,
Special Qualities: Immunity to Acid, Cold, Disease and Petrification, Resist Electricity and Fire 10, Resist Poison +4, DR5/Evil, SR16, Angel Traits, Erotic Grace, Telepathy 100ft.,
Saves: Fort +16 Reflex +17 Will +19
Abilities: Str 15 Dex 18 Con 17 Int 18 Wis 22 Cha 26
Skills: Diplomacy +19, Sense Motive +17, Knowledge (Religion) +13, Knowledge (The Planes) +13, Gather Information +17, Spot +15, Listen +15, Perform +17, Bluff +17, Search +13, Disguise +17, 
Feats: Cute Charm, Negotiator, Entice Reaction
Environment: Any good-aligned plane
Organization: Solitary, Pair or Harem (4-20)
Challenge Rating: 6
Treasure: Double Goods, Standard Coins and Items
Alignment: Always Good (Any)
Advancement: 7HD: Intimate Healing gains Break Enchantment. 8HD: Gain Polymorph Self as an at-will Spell-Like Ability.
Playable: Not Recommended

Despite what many might think there are celestials who champion desire and pleasure. These angels seek to spread the joys of healthy pleasure and sex to the multiverse. When away from the upper planes, they can often be found performing relationship and sex counseling, engaging in matchmaking or fighting against sexual exploitation.

They can also be found comforting, encouraging, or inspiring others through intimacy, flirting with, wooing and becoming the lovers of virtuous mortals or even counteracting the efforts of Malcubi and other seducer fiends. This includes attempts to free others from the fiends mental control, curing any damage or drain the fiend has done, working as an agent, infiltrator and sabatuer to thwart the fiends actions, attempts to counter temptation with advice, chastisement or guidance, or even presenting themselves as a lover to rival the fiend.

Combat:
Houri aren't good physical fighters. Like most angels, Houri would prefer to talk things out rather than fight and if forced into combat will prefer to make use of their spell-like abilities to neutralize their enemies from a distance while fighting alongside allies they've provided enhancements to.

Change Shape (Su): A Houri can as a standard action take on the appearance of any Humanoid, Monstrous Humanoid, Giant or [Partial] Spirit with a CR no higher than their own.

Erotic Grace (Ex): A Houri adds its Charisma modifier as a grace bonus to all saving throws and as an insight bonus to it's AC. This does not stack with similar abilities (such as a Paladin's Divine Grace).

Intimate Healing (Su): With a kiss or some sexual act, a Houri can grant a subject the benefit of a Restoration, Cure Serious Wounds, Remove Fear, Remove Curse, Remove Disease, Remove Nausea, Remove Blindness/Deafness, Remove Addiction, Remove Paralysis or Espoir effect. Alternatively the subject may instead be granted the effects of a persistent Good Hope, Heroism, Protection from Evil, Aid, Shield of Faith, Elation, Totemic Power or Divine Favor. A creature can only benefit from one of these at a time.

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.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 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 a Angel’s statistics block.)

Purpose: An angel serves a deity or represents some great concept. All angels select two spheres (or domains as spheres) to which they gain expert access.

Psi-Like Abilities: At Will: Empathy, Sensitivity to Psychic Impressions, Object Reading

Spell-Like Abilities: Constant: Tongues, Comprehend Languages
At Will: Detect [Alignment], Detect Magic, Detect Thoughts, Invisibility (self only), Prestidigitation, Arcane Mark, Calm Emotions, Daylight, Dancing Lights, Nealan's Erotic Touch, Ghost Sound, Distilled Joy, Searing Light, Mass Love Ward, Detect Virgin, Unseen Servant, Purify Food and Drink, Mending
3/day: Glitterdust, Slow, Greater Dispel Magic, Make Whole
1/day: Holy Smite, Commune, Nealan's Erotic Gaze, Charm Monster, Hold Monster
Save DC21

Inspired by Lord Iames Osari's version.
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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Blue Horror

Post by Wiseman »

Blue Horror
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Size/Type: Medium Spirit Caster (Chaotic, Extraplanar, Evil)
Hit Dice: 4d4+8 (15hp)
Initiative: +7
Speed: 30ft.
Armor Class: 18 (+3 dex, +4 armor, +1 natural)
Base Attack/Grapple: +2/+3
Attack: 3 Claws +7 (1d6+3+corporeal instability)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Psi-Like Abilities, Spells, Warpfire, Death Throes
Special Qualities: Immunity to Acid, Sonic, Confusion, Insanity, and Poison, Resist Fire and Electricity 5, Resist Disease +4, DR3/Good or Lawful,
Saves: Fort +3 Reflex +4 Will +3
Abilities: Str 12 Dex 17 Con 14 Int 18 Wis 8 Cha 16
Skills: Knowledge (Arcana) +11, Knowledge (The Planes) +11, Spellcraft +11, Search +11, Spot +6, Bluff +10, Hide +10, Craft (any 1) +11
Feats: Improved Initiative, Combat Casting, Spell Focus (Transmutation)(B)
Environment: Windswept Depths of Pandemonium, Ever-Changing Chaos of Limbo, Infinite Layers of the Abyss
Organization: Solitary, Pair, or Horde (3-9)
Challenge Rating: 4
Equipment: -
Treasure: Standard
Alignment: Always Chaotic Evil
Playable: Not Recommended

Born from the destruction of a Pink Horror, Blue Horrors are in contrast to their cackling progenitors, sullen and morose, yet lacking none of their malice and cruelty.

Combat:

A Blue Horror primarily fights with it's magical abilities.

Changer of Ways: A Blue Horror may spontaneously cast any transmutation Wizard spell (or metamagicked version thereof) by "losing" a prepared spell of the equivalent or higher level. Any creature affected by the Horror's transmutation spells may be healed or harmed by 2HP per spell level at the Horror's option.

Death Throes: Upon death, a Blue Horror splits apart into two Yellow Horrors who appear in either the same space as where the Blue Horror was or an adjacent space.

Fires of Change (Su): Whenever the Blue Horror would deal energy damage, it may elect to make that damage instead into Warpfire. Warpfire is it's own type of damage (effectively untyped) and causes creatures who suffer damage from it to also be exposed to a Warpwave. On a warpwave chart result of 19 it is a 50/50 chance between being affected by baleful polymorph or suffering corporeal instability (fort negates). Any saves are DC15 (cha-based).

Psi-Like Abilities: 1/minute: Energy Ray,

Spell-Like Abilities: Constant: Mage Armor,
At Will: Detect Magic, Read Magic, Prestidigitation, Arcane Mark,

Spells: A Blue Horror casts spells as an 4th level Wizard.
Spells/Day: 4/4/3
0: Acid Splash, Daze, Ghost Sound, Caltrops
1: Burning Hands, Silent Image, Hypnotism, Shocking Grasp
2: Acid Arrow, Glitterdust, Blindness/Deafness

Use Magic Device: A Blue Horror counts as any race/class/spell list/whatever equal to it's HD for the purpose of activating magic items.
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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Ghawwas

Post by Wiseman »

Ghawwas
Image
Size/Type: Large Spirit Master (Div, Evil, Extraplanar, Water)
Hit Dice: 10d8+50 (100hp)
Initiative: +3
Speed: 30ft., Swim: 120ft.
Armor Class: 25 (+3 dex, +13 natural, -1 size)
Base Attack/Grapple: +10/+22
Attack: 2 +2 Claws +19 (1d8+8+poison+rend) and +2 Bite +17 (3d6+12+poison)
Space/Reach: 10ft./10ft.
Special Attacks: Spell-Like Abilities, Create Spawn
Special Qualities: Immunity to Fire and Poison, Resist Acid and Electricity 15, Resist Disease +4, DR10/Good or Iron, SR20, Telepathy to Medium Range (200ft.),
Saves: Fort +12 Reflex +10 Will +10
Abilities: Str 26 Dex 16 Con 20 Int 13 Wis 16 Cha 20
Skills: Craft (Alchemy) +24, Intimidate +18, Swim +29, Spot +16, Listen +16, Move Silently +16, Hide +12, Search +14, Heal +16, Knowledge (Nature) +8, Knowledge (The Planes) +7
Feats: Power Attack, Attack on the Run, Improved Initiative, Multiattack
Environment: Elemental Plane of Water, Bleak Eternity of Gehenna
Organization: Solitary, company (2-4), band (6-15) or force (10-40)
Challenge Rating: 10
Treasure: Double Standard
Alignment: Always Evil, Often Neutral
Advancement: 11HD: may have two poisons absorbed at once, 12HD: Huge Size, 13HD: Gains Ghul's Pollution ability 14HD: May have 3 poisons absorbed at once
Playable: Not recommended

Ghawwas are fiends of water, who delight in despoiling and polluting the world around them and especially love tormenting both aquatic communities and sailors. They take a special interest in poisons and are masters at crafting such things. All ghawwas find the tolling of bells insufferable, the sound filling them with rage and driving them to seek out the source and destroy either the bell or those ringing it. The typical ghawwas stands 12 feet tall and weighs close to 1,200 pounds.

Ghawwas speak Aquan and Infernal.

Combat:

Absorb Poison (Ex): A ghawwas can infuse it's natural weapons with poison. By consuming a source of poison (treat as if drinking a potion), then for the next 10 minutes that poison becomes applied with the ghawwas' natural weapons, in addition to it's innate poison.

Boiling Seas (Su): As a standard action, a ghawwas can cause the waters around it to boil. Any creature within 5ft./CR (50ft. normally) of the ghawwas at least half submerged takes 1d6/2CR (5d6 normally) points of heat damage (DC 20 Fortitude save for half, con-based).

Piercing Poison (Su): A ghawwas' poisons ignore poison resistance and immunity, though creatures with immunity get a +3 bonus to their saves (that can't be ignored).

Poison Mastery (Ex): All poisons used by a ghawwas gain +2 to their DC (this has already been factored in to it's stat block). When applying poison to a weapon the poison remains for 2 additional hits. It also never risks poisoning itself (not that it likely cares).

Poison (Ex): Injury - Initial: 1d6 str damage and Fatigued, Secondary: 1d6 str and 2d6 dex damage, exhausted. Fort DC22, con based.

Rend (Ex): A ghawwas who hits with both of it's claw attacks rends it's opponent for extra damage equal to it's normal claw damage.

Rough Skin (Ex): Ghawwas have rough hides studded with jagged barbs and spiny protrusions. Any creature striking a ghawwas with a natural weapon, an unarmed strike, grapples with the ghawwas or otherwise comes into direct contact takes 1d8 points of slashing and piercing damage and is exposed to their poison.

Spell-Like Abilities: Constant: Greater Magic Fang,
At Will: Create Water, Control Water, Curse Water, Fog Cloud, Water Walking, Poison (DC22), Control Currents, Detect Good, Detect Magic, Deeper Darkness, Crashing Wave
3/day: Stinking Cloud, Blackwater Tentacle, Wall of Waves/Wall of Water, Geyser
1/day: Cloudkill, Greater Teleport (self+objects carried only), Blackwater Taint, Flowsight, Aboleth Curse, Tides of Fury, Explosive Waterball (may deal lethal damage), Water Spears
DC20

Water Mastery (Ex): If both the ghawwas and it's opponent are touching water, the ghawwas gains a +3 bonus to attack and damage, opponents suffer a -3 penalty to attack and damage against the ghawwas and also it has the Edge.

A ghawwas can be a serious threat to a ship that it touches. A ghawwas can easily overturn small craft (5 feet of length per CR of the marid) and stop larger vessels (10 feet long per CR). Even large ships (20 feet long per CR) can be slowed to half speed.

Finally, a ghawwas suffers no penalty for any action it takes underwater.

Skills: The Ghawwas has a +10 racial bonus to Craft (Alchemy) checks.

The Div Subtype
Immunity to Fire and Poison
Resist Acid and Electricity 10
Resist Disease +4
See in Darkness
Bane of Genies (Ex): A Divs melee attacks deal maximum base damage (plus an extra 2d6 untyped), against all genies it hits. This attack also ignores any DR or Hardness the genie may possess, and the genie is automatically sickened and shaken (ignoring any immunity it may have to such) for 1 hour. This doesn't stack into nauseated or frightened/panicked.
Create Spawn (Su): Any eligible creature killed in melee by a Div rises in 24 hours as a ghoul. If the Div had an elemental subtype the newly created ghoul gains the appropriate Element Infused template (ignoring the fact that it can't normally be applied to undead). A genie who is killed in this manner becomes a Ghul. The Div does not have any innate control over its spawn (though some stronger Divs are an exception to this).
Scent (Ex): The div has scent with a range of 10 feet per HD. It can detect genies at 10 times this range.
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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Because They aren't in the Monster Manual

Post by Wiseman »

Human
Image
Size/Type: Medium Humanoid (Human)
Hit Dice: 1d8+1 (5hp)
Initiative: +1
Speed: 30ft.
Armor Class: 13 (+2 armor, +1 dex)
Base Attack/Grapple: +1/+2
Attack: Spear +4 (1d8+1) or Shortbow +4 (1d6|x3)
Space/Reach: 5ft./5ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +3 Reflex +1 Will +0
Abilities: Str 12 Dex 12 Con 12 Int 10 Wis 10 Cha 10
Skills: Knowledge (Local) +4, Spot +4, Listen +4, Search +4, Climb +5
Feats: -
Environment: Any
Organization: Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often True Neutral
Playable: Yes (Favored Class: Any)

If you need to have what humans are explained to you, you have bigger issues.

Combat:
Replaceable: Warriors represent the faceless hordes of grunts, guards, and mooks. 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-hit for each feat they would be eligible for.

Humans as Characters
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
Humanoid (Human) type.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any.
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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Arbiter

Post by Wiseman »

Arbiter
Image
Size/Type: Tiny Construct/Spirit (Extraplanar, Inevitable, Lawful)
Hit Dice: 2d10-2 (14hp)
Initiative: +2
Speed: 10ft. Fly: 30ft. (Perfect)
Armor Class: 15 (+2 dex, +2 size, +1 natural)
Base Attack/Grapple: +2/-1
Attack: Claw +3 (1d3-1)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Spell-Like Abilities,
Special Qualities: Inevitable Traits, Immunity to Mind-Affecting and Electricity, Resist Cold, Light and Sonic 5
Saves: Fort +2 Reflex +4 Will +5
Abilities: Str 8 Dex 15 Con - Int 16 Wis 15 Cha 12
Skills: Spot +7, Listen +7, Gather Information +9, Sense Motive +7, Knowledge (The Planes) +8, Knowledge (Architecture and Engineering) +8, Knowledge (1 other) +8, Diplomacy +6, Hide +7, Move Silently +7, Search +8
Feats: Skill Focus (Gather Information)
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary or Scouting Party (3-6)
Challenge Rating: 2
Treasure: Standard
Alignment: Always Lawful Neutral
Playable: Familiar

Floating constructs who's design resembles some of those that originally made them. These Arbiters are sent across and out from Mechanus as scouts and agents, to find violations of both the law and the Law and thus, where greater Inevitables are to be deployed.

Arbiters can also be assigned to serve as familiars to similarly justice aligned magicians.

Combat:

Overload (Su): As a standard action, an Arbiter can unleash a burst of electricity in a 10ft. radius burst, dealing 2d6/CR electricity damage (normally 4d6), with a reflex save (DC14, int-based) for half damage. Doing so is taxing on the Arbiter; it is stunned for 1 hour and staggered for 24 hours.

Spell-Like Abilities: At Will: Detect [Alignment],
3/day: Make Whole, Protection from Chaos, 
1/day: Commune (minimum 6 rounds/questions),

For Players
A Lawful Neutral character of at least 7th level with the Improved Familiar feat can select an Arbiter 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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Yellow Horror

Post by Wiseman »

Yellow Horror
Image
Size/Type: Small Spirit Lurker (Chaotic, Evil, Extraplanar, Fire)
Hit Dice: 2d6 (8hp)
Initiative: +6
Speed: 30ft.
Armor Class: 13 (+2 dex, +1 size)
Base Attack/Grapple: +1/-3
Attack: Fiery Touch +3 (1d6 fire)
Space/Reach: 5ft./5ft.
Special Attacks: Fiery Touch, Fires of Change, Spell-Like Abilities
Special Qualities: Immunity to Fire, Sonic, Confusion, Insanity and Poison, Resist Disease +4,
Saves: Fort +0 Reflex +5 Will -1
Abilities: Str 10 Dex 14 Con 10 Int 6 Wis 8 Cha 14
Skills: Spot +4, Listen +4, Climb +5, Balance +7,
Feats: Improved Initiative
Environment: Everchanging Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss
Organization: Solitary, Pair, Flare (4-10), Inferno (20-50)
Challenge Rating: 2
Treasure: N/A
Alignment: Always Chaotic Evil
Playable: Familiar

Also called Brimstone Horrors, these little embers of dark chaos are born of the destruction of a Blue Horror, they possess little of the intellect or power of their greater brethren, but all of the malice and spite. They delight in spreading flame and corruption wherever they go.

Combat:

Fiery Touch (Su): A Yellow Horror is comprised of chaotic flame. A Yellow Horror may make a melee touch attack to deal 1d6 points of Warpfire damage. Creatures hitting the Yellow Horror with unarmed attacks or natural weapons, grappling the horror, or otherwise coming into direct contact with it take this damage as well.

Fires of Change (Su): Whenever the Yellow Horror would deal energy damage, that damage is instead Warpfire. Warpfire is it's own type of damage (effectively untyped) and causes creatures who suffer damage from it to also be exposed to a Minor Warpwave. Any saves are DC13 (cha-based).

Spell-Like Abilities: At Will: Prestidigitation, Detect Magic, Read Magic, Arcane Mark
3/day: Produce Flame
Save DC13

For Players
A Yellow Horror could be taken as a familiar with the Improved Familiar feat for a 7th level caster of Chaotic Neutral or Chaotic Evil alignment.
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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Tuladhara

Post by Wiseman »

Tuladhara
Image
Size/Type: Medium Spirit (Partial)
Hit Dice: 1d8 (4hp)
Initiative: +1
Speed: 30ft.
Armor Class: (+1 dex, +2 leather)
Base Attack/Grapple: +1/+2
Attack: Heavy Mace +3 (1d8+2)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Resist Acid, Light and Sonic 5
Saves: Fort +4 Reflex +1 Will +1
Abilities: Str 12 Dex 12 Con 14 Int 10 Wis 12 Cha 10
Skills: Diplomacy +6, Sense Motive +7, Spot +5, Listen +5
Feats: -
Environment: Any
Organization: Solitary, Pair, or Squad (3-4)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Neutral (Any)
Playable: yes. Favored Classes: Druid and Ranger

The Tuladhara are among the rarest of planetouched; the descendants of unions between mortals an neutral exemplars like the Rilmani. To them, balance is everything. While they may be regarded as emotionless beings who easily betray trust, these are merely rumors and exaggerations. Tuladhara, when confronted with a conflict, prefer to carefully consider all sides, which can sometimes lead to startling insights, but at other times results in paralysis. Physically they resemble lithe and graceful humans, and are sometimes mistaken at a distance for half-elves. Up close, slightly metallic-colored skin and opalesent eyes give away their spiritual nature.

Combat:

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.

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.

Spell-Like Abilities: 1/day: Magic Circle against [Alignment]

Tuladhara as Characters:

+2 Con, +2 Wis
Spirit (Partial) type
Medium Size
Low-Light Vision
Darkvision 60ft.
30ft. base land speed
Resist Acid, Light and Sonic 5
+2 Racial bonus to Diplomacy and Sense Motive
+2 Raclal bonus to saves against [Charm] effects.
May use any Magic Circle spell 1/day.
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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Erimesh

Post by Wiseman »

Erimesh
Image
Size/Type: Large Spirit (Earth, Extraplanar, Fire, Genie)
Hit Dice: 10d8+50 (100hp)
Initiative: +7
Speed: 60ft., Fly: 60ft. (Perfect),
Armor Class: 25 (+3 dex,+13 natural -1 size)
Base Attack/Grapple: +10/+16
Full Attack: +3 Magma Scimitar +21/+16 (2d6+1d6[fire]+11) or 2 Slams +18 (1d8+6)
Space/Reach: 10ft./10ft.
Special Attacks: Spell-Like Abilities, Plane Shift,
Special Qualities: Immunity to Fire, Telepathy to Medium Range, Change Shape, Elemental Tolerance,
Saves: Fort +12 Reflex +10 Will +10
Abilities: Str 26 Dex 16 Con 20 Int 13 Wis 16 Cha 20
Skills: Knowledge (The Planes) +14, Spot +16, Listen +16, Intimidate +18, Sense Motive +18, Diplomacy +18, Swim +21, Appraise +14, Concentration +18
Feats: Power Attack, Improved Initiative, Flyby Attack, Combat Casting
Environment: Paraelemental Plane of Magma
Organization: Solitary, company (2-4), band (6-15) or force (10-40)
Challenge Rating: 10
Treasure:  Double Standard
Equipment: +3 Magma Scimitar
Alignment: Often True Neutral
Advancement: By class level (Favored Classes: Elemental Weird and Genie)
Playable: Not Recommended

These Genies are the spirits of magma, building empires among the lava floes and volcanoes of their home plane. They are seen as typically calm and easy going, but when roused to anger are a terrifying sight to behold.

Combat:
An Erimesh typically tries to control the battlefield, favoring tight cramped tunnels where it can use its magics to trap and cut off its enemies, though they aren't afraid to wade into melee should the situation call for it.

Burn (Ex): An Erimesh deals an extra 1d6/3 CR damage with any melee attack. Any creature that comes into direct contact with the Erimesh also takes this damage. The Erimesh can suppress this ability if it wishes.

Earth Mastery (Ex): If both the Erimesh and it's opponent are touching the ground, the Erimesh gains a +3 bonus on attack and damage rolls, it's opponent suffers a -3 penalty to attack and damage against the Erimesh and it also has the Edge.

Fire Mastery (Ex): When fighting opponents who are on fire or wielding flaming weapons, or located in environments above 120 degrees in temperature, the Erimesh gains a +3 Bonus to attack and damage, has the Edge, and enemies take a -3 penalty to attack and damage against it.

Sear (Su): Any stone or metal an Eremish deals fire damage to now radiates heat as if by Heat Metal save that it skips to the 3rd round. Magical objects or those in a creatures possession may make a Fort save (DC20, cha based) to negate this.

Spell-Like Abilities: At Will: Control Temperature (warmer only), Major Image, Heat Metal, Molten Strike, Meld into Stone, Stone Shape, Invisibility
3/day: Magma Missile, Limited Wish (to non-genies only), Earth Reaver, Lava Splash, Wall of Magma,
1/day: Permanent Image, Metal Melt, Scalding Mud, Transmute Rock to Lava

Plane Shift (Su): As a standard action, a genie may Plane Shift to any Inner or Prime Material plane.

Elemental Tolerance (Ex): A genie is immune to the harmful effects of any inner plane it is on.
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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Ungor

Post by Wiseman »

Ungor
Image
Size/Type: Medium Monstrous Humanoid
Hit Dice: 1d8+1 (5hp)
Initiative: +1
Speed: 30ft.
Armor Class: 13 (+1 dex, +2 natural)
Base Attack/Grapple: +1/+2
Attack: Spear +2 (1d8+2) or Javelin +3 (1d6+2|30ft. incr) or 2 Claws +2 (1d6+1)
Space/Reach: 5ft./5ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +3 Reflex +4 Will +0
Abilities: Str 12 Dex 14 Con 12 Int 8 Wis 10 Cha 8
Skills: Survival +4, Craft +3, Move Silently +5,
Feats: -
Environment: Any Land or Underground
Organization: Solitary, Pair, Squad (3-8), Raid (10-30) or Warherd (50-100)
Challenge Rating: 1/2
Treasure: 1/10 Coins, Half Goods and Items
Equipment: 6 Javelins
Alignment: Often Chaotic Evil
Playable: Yes (Favored Classes: Barbarian and Scout)

The lowest among the Beasts of Chaos, such creatures are used as playthings, cannon fodder, and slaves by more powerful Beasts. Their relatively frail forms, small horns, and other similarly minimal beastly traits mark them as weaklings and whelps among the various herds, and in Beastmen tribes they are kept to the outskirts, forced to scavenge or feed on scraps left behind by their more powerful kin.

The above stat block is for a 1st level warrior.

Combat:

All of the following are the class features of the warrior:
Weapon and Armor Proficiency: Warriors are proficient with all simple and martial weapons. They are proficient with light and medium armor, and all shields (including tower shields). Additionally, they can either begin proficient in heavy armor or in one exotic weapon of their choice.

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.

Ungor as Characters
+2 Dex, -2 Cha
Medium Size
30ft. Move Speed
Claw Attack (1d6+1/2 str). At 5th level this becomes 2 claw attacks at full strength.
Scent 10ft./level (Min 30ft.)
+2 Natural Armor
+4 to saves against ingested poisons.
Last edited by Wiseman on Thu Jun 26, 2025 9:58 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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Ice Minion

Post by Wiseman »

Ice Minion
Image
Size/Type: Medium Elemental Striker (Cold, Extraplanar)
Hit Dice: 6d10+24 (60hp)
Initiative: +0 
Speed: 30ft. Ice Glide: 10ft.
Armor Class: 20 (+8 natural, +2 shield)
Base Attack/Grapple: +6/+11
Attack: +2 Frost Warhammer +13/+8 (1d8+2d6[cold]+7) or 2 Slams +11 (1d8+1d6[cold]+5)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Ice Weapon
Special Qualities: Elemental Traits, Cold Mastery, DR3/-, Fast Healing 3
Saves: Fort +9 Reflex +5 Will +3
Abilities: Str 20 Dex 10 Con 18 Int 6 Wis 12 Cha 14
Skills: Spot +10, Listen +10
Feats: Toughness, Icewalker, Stone Power
Environment: Paraelemental Plane of Ice
Organization: Solitary, Pair or Squad (3-8)
Challenge Rating: 6
Treasure: 1/10th Coins, Half Goods, No items
Equipment: +2 Frost Warhammer, Mwk. Heavy Steel Shield
Alignment: Usually True Neutral
Playable: Yes (Favored Class: Fighter and Elemental Brute)

Elemental soldiers of the Paraelemental Plane of Ice. Most exist in the service of Cryonax, though others may serve Qorrash lords or cryomancers. They are often called forth by Ally and Binding spells to serve as mercenaries for forces off the Plane of Ice.

Combat:

Cold Mastery (Ex): While both the Ice Minion and it's opponent are in ice or snow, or in an environment with temperatures below freezing the Ice Paramental gains a +3 bonus to attack and damage, has the Edge and it's opponent takes a -3 penalty to attack and damage against it.

Cold to the Touch (Su): An Ice Minion deals 1d6 extra cold damage with it's melee attacks as well as to anything it comes into contact with (other than a [Cold] creature). Any creature that grapples it, or strikes it with natural weapons or unarmed takes this damage as well.

Fast Healing (Su): An Ice Minion retains its fast healing as long as the ambient temperature is below freezing.

Ice Strike (Ex): The elemental shapes it's hands into weapons to attack. This may deal slashing, bludgeoning, or piercing damage at the elementals option, and may be changed with each attack.

Spell-Like Abilities: 3/day: Ice Slick
1/day: Sleet Storm
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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Evangelist

Post by Wiseman »

Chain Devil
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Size/Type: Medium Spirit Master (Evil, Extraplanar, Kyton, Lawful)
Hit Dice: 6d8+18 (40hp)
Initiative: +8
Speed: 30ft. Climb: 30ft.
Armor Class: 21 (+6 armor, +4 dex, +1 natural)
Base Attack/Grapple: +6/+10
Attack: 2 +2 Wounding Spiked Chains +12/+7 (2d4+2[con]+6|19-20)
Space/Reach: 5ft./5ft. (10ft. with chains)
Special Attacks: Spell-Like Abilities, Maneuver Like Abilities, Dancing Chains, Chain Strike
Special Qualities: Chain Armor, Immunity to Cold and Poison, Resist Fire 5, Resist Disease +4, DR5/Chaotic, Good or Silver, Regen 2/Chaotic, Good or Silver, SR16,
Saves: Fort +8 Reflex +9 Will +8
Abilities: Str 19 Dex 18 Con 16 Int 15 Wis 16 Cha 18
Skills: Intimidate +13, Bluff +13, Spot +12, Listen +12, Search +12, Hide +13, Move Silently +13, Climb +21, Use Rope +16
Feats: Agony Caress, Improved Critical (Chain), Improved Initiative, Skill Focus (Use Rope)(B)
Environment: Nine Hells of Baator
Organization: Solitary, gang (2-4), band (6-10), or mob (11-20)
Challenge Rating: 6
Treasure: Standard
Alignment: Always Lawful Evil
Playability: Yes (Favored Classes: True Fiend and Ranger)

Though sometimes mistaken for members of the Baatezu, these entities are in truth a separate exemplar known as the Kyton, with these chain devils in particular known as Evangelists. The Kyton embody cruelty, torment, and institutionalized brutality and predation.

Combat

Chain Armor: The chains of each Evangelist function like armor to a degree, granting them a +4 armor bonus with an enhancement bonus of +1/3CR (round up). They do not suffer from armor check penalties, maximum dexterity, encumbrance, or arcane spell failure with this armor.

Chain Strike: An Evangelist may exude spiked chains from each of it's wrists and may fight with both of these weapons in each hand with no penalty. The Evangelist cannot drop these chains to avoid being tripped. These chains have reach, being able to threaten creatures 5ft. beyond the Evangelist's natural reach yet can still be used to strike adjacent targets. They possess an enhancement bonus of +1/3CR (round up) and have the Wounding property (some stronger Evangelists have enchanted their chains further).

Dancing Chains (Su): An Evangelist may animate of up 1 chain/2CR (normally 3) within 30ft, as a standard action, making the chains dance or move as it wishes. In addition, an Evangelist can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the Evangelist, using the same attack and damage parameters as well as sharing the same enchantments the Evangelists spiked chains possess. The chains can make combat maneuvers the same as the Evangelist. They possess the same move speed and modes as the Evangelist and act on it's initiative account. If a chain is in another creature’s possession, the creature can attempt a DC 17 Will save (cha-based) to break the Evangelist’s power over that chain. If the save is successful, the Evangelist cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. An Evangelist can climb chains it controls at its normal speed without making Climb checks. Chains possess 5HP, AC10 and Hardness 10.

Maneuver-Like Abilities: An Evangelist is constantly considered to be in Prehensile Parrying Lash stance. This doesn't interfere with it's ability to use other stances.
At Will: Boa Strike (Strike), Frenzied Serpent Flail (Strike), Introduction to Dirt (Strike), Dance of Chains (Counter)

Spell-Like Abilities: Constant: Sadism, Masochism,
At Will: Detect [Alignment], Arcane Mark
1/day: Greater Teleport (Self+objects carried only), Wall of Chains, Howling Chain, White Chains of Corpora

Unnerving Gaze (Su): An Evangelist projects a gaze attack out to 30ft. with a will save (DC17, cha-based) to negate. Those who fail their saves are unnerved, seeing the Evangelist as a loved one or bitter enemy, causing them to be staggered for 1 round and suffer a -2 penalty to attacks, checks and saves for 1d4 rounds. A creature who succeeds is unaffected by this ability from the same Evangelist for 24 hours.

The Kyton Subtype
Immunity to Cold
Resist Fire 5 (Stronger Kytons may have higher resistances)
Regeneration: All Kytons have regeneration.
Sadomasochism (Sp): Kytons are under a constant Sadism and Masochism effect.
Unnerving Gaze (Su): Each Kyton possesses a gaze attack. The effects differ between different types of Kytons.

I actually like that Pathfinder made Kyton's into their own group.
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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Storm Servant

Post by Wiseman »

Storm Servant
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Size/Type: Medium Outsider (Air, Human, Lawful)
Hit Dice: 6d8+12 (50hp)
Initiative: +8
Speed: 30ft. Fly: 40ft. (Average)
Armor Class: 26 (+4 dex, +5 deflection, +7 armor)
Base Attack/Grapple: +4/+6
Attack: Angry Hands +8 ranged touch (6d4[elec]+entangle|160ft.) or +2 Shock Trident +8 (1d8+1d6[elec]+4)
Space/Reach: 5ft./5ft.
Special Attacks: Angry Hands, Spell-Like Abilities,
Special Qualities: Immunity to Electricity, Sonic, Fear, and Weather, Resist Fire and Cold 5, DR3/Chaotic, SR12,
Saves: Fort +7 Reflex +14 Will +7
Abilities: Str 15 Dex 18 Con 15 Int 12 Wis 20 Cha 16
Skills: Survival +14, Knowledge (Nature) +10, Concentration +11, Spot +14, Sense Motive +12, Knowledge (The Planes) +3
Feats: Breath of the Elements (Electricity, 30ft. cone, 6d6, DC15 half), Improved Initiative, Hover, Flyby Attack
Environment: Peaceable Kingdoms of Arcadia
Organization: Like you care
Challenge Rating: 7
Equipment: +2 Shock Trident, Celestial Armor
Treasure: Standard
Alignment: Always Lawful, Usually Good
Playable: Yeah

These tempestous beings are servants of the Storm Kings, those deities who rule over the weather of Arcadia. Their duties include protecting the Storm King's palaces, surveying the plane to relay information on what form of weather is needed where, carrying out the Storm Kings' will, and defending Arcadia from hostile threats.

The above stats are for an Axiomatic Human Storm Lord 6.

Combat:
Storm Servants will primarily fight at a range, using angry hands as their main method of attack. If necessary they will try to shape the battlefield to their advantage with things like Wind Wall and Fog Cloud or make use of Telekinesis to disarm opponents with ranged weapons. They may also invoke rain to reduce the accuracy of opponents. If the opportunity presents itself they will use their Lightning Bolts or Lightning Breath to try and catch multiple foes.

Smite Chaos: Whenever the Axiomatic creature attacks a chaotic creature, it adds 1/3 its CR (round up) to the damage it deals. 1/day, an Axiomatic creature may add it's charisma to attack and it's CR to damage against one chaotic creature. If the creature turns out not to be chaotic, then the smite is not wasted (however, the attack has no effect whatsoever, not even damage).

Weapon and Armor Proficiency: Storm Lords are proficient with Tridents, Simple Weapons, Martial Weapons, and Anything made out of Lightning. He is also Proficient with Light Armor

Call of the Storm (Su): A Storm Lord may cast Message, Sending, Whispering Wind, and Ghost Sound as SLAs at will. He also treats anything with the [Earth], [Water], [Air], or [Electricity] descriptors as being on his class list for the purposes of items.

Angry Hands (Su): As an attack action the Storm Lord throws Lightning from his fists. This is a Ranged Touch Attack within Short Range. It strikes for 1d4 Lightning Damage per Storm Lord level and entangles the target until the end of your next turn.

Approaching Doom (Sp): The Storm Lord may cast Omen of Peril at will.

Inevitable Tide (Ex): Freedom of Movement does not apply to wind effects. If your DM thinks it does, or you do, the Storm Lords wind effects still limit your movement anyway. Deal. Also, Storm Lords have weathered the most terrible of storms, and aren't afraid of that crap. They are immune to fear. Also, wind effects that have fort saves (and ones that don't) affect objects. So yes, you can gust of wind an undead or golem.

Storm Hound (Su): The Storm Lord is followed by a piece of wayward storm. This is an Obscuring Mist effect that moves 100ft per round as directed by the Storm Lord. It can be directed as a free action, and dismissed, recalled, or both with a full round action. It can never be more than medium range away from the Storm Lord, and he cannot direct it if he does not have line of effect to some part of it. The Storm Hound is immune to any wind affect created by the Storm Lord, but if dispersed through another wind affect, is treated as dismissed. You may recall any level of Storm Hound you like, as long as you have reached that level.

At level 5 this becomes a Fog Cloud.

At level 10 a 20ft radius patch of wind blowing either inward or outward at Windstorm Speed (Use saving throw of 10+1/2 level + Wisdom modifier).

At level 15 a Solid Fog effect.

At level 19 a Control Winds effect at CL = Storm Lord Level. It's radius can be changed with a full round action.

Winds of Change (Ex): The Storm Lord has winds whip around him, granting a +4 deflection bonus to AC and Reflex saves that increases by 1 every 3 levels (5 at 4th, 6 at 7th, ect.).

Loud Noises (Sp): The Storm Lord may cause whipping wind to become very loud in a 20ft radius at medium range. This forces a fort save (10+1/2 level+Wisdom modifier) against deafness and does 2d6 Sonic damage. At level 10 a failed save also results in being stunned for 1 round. This is a level 2 effect.

Blown Away (Sp): The Storm Lord may use Gust of Wind as an immediate action.

Lightning Bolt (Sp): The Storm Lord may use Lightning Bolt as an at will SLA at CL equal to his character level. The save DC is 10 + 1/2 level + Wisdom mod, and there is no damage dice cap.

Storm Immunities (Ex): A Storm Lord becomes immune to Sonic, Electricity, And all effects outlined under the heading "Weather" in the DMG. This includes being able to see through weather effects such as Sleet, Fog, ect. including his own. This applies even if created by a spell, but does not apply to spell effects not outlined in the DMG, such as the Solid part of a Solid Fog spell.

Wind Wall (Sp): The Storm Lord may use Wind Wall as an SLA at CL = Storm Lord Level at will. Saving throw of 10+1/2 level+Wis mod.

Majesty (Su) The Storm Lord flies on the winds that whip around him. He flies at average maneuverability with a speed of 40ft. He may also use Telekinesis at will but only Sustained Force and Combat Maneuver, using his Wisdom modifier for combat maneuver and a DC of 10+1/2 level+ Wis mod for sustained force.

Long Arm of the Storm (Ex): Angry Hands extends to medium range. Loud Noises extends to Long range. Gust of Wind and Lightning Bolt SLAs double their range (the effect part).

Rain Season (Su): The Storm Lord can make it Rain in a 100 mile radius emanation. He can make it keep raining forever. The emanation is always centered on him. He can also stop making it rain.

Spell-Like Abilities: At Will: Message, Sending, Whispering Wind, Ghost Sound, Omen of Peril, Widened Gust of Wind (usable as an immediate action), Widened Lightning Bolt (uncapped damage), Wind Wall, 
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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Aureal

Post by Wiseman »

Aureal
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Size/Type: Medium Spirit (Daedra, Extraplanar)
Hit Dice: 1d8+2 (6hp)
Initiative: +1
Speed: 30ft.
Armor Class: 18 (+4 chain shirt, +1 dex, +1 shield, +2 natural)
Base Attack/Grapple: +1/+2
Attack: Longsword +3 (1d8+2|19-20) OR Longbow +3 (1d8+1|x3/100ft. incr.)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities
Special Qualities: SR11
Saves: Fort +3 Reflex +3 Will +2
Abilities: Str 12 Dex 12 Con 12 Int 10 Wis 14 Cha 8
Skills: Spot +6, Listen +6, Intimidate +6, Knowledge (The Planes) +4
Feats: -
Environment: Any Outer Plane, Oblivion
Organization: Solitary, Squad (2-4), company (11-20 plus 2 3rd-level sergeants [Aurmokel] and 1 leader [Aurig] of 3rd-6th level), or band (30-100 plus 1 3rd-level sergeant [Auredel] per 10 in band, 5 5th-level lieutenants [Aurig], and 3 7th-level captains [Pelaurig])
Equipment: Longsword, Longbow, Chain Shirt, Light Steel Shield
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Non-Good
Playable: Yes (Favored Classes: Fighter and Cleric)

These Daedra dwell within various realms of Oblivion. Due to there appearance and favored attire, the are often referred to as "Golden Saints" by mortals. However, they have little in common with celestials. Despite what one might think, Aureals are known to be arrogant, short-tempered and even cruel, considering themselves superior to all other beings save any lord they may serve.

Their society is matriarchal and militant, and they are in constant rivalry with their counterparts, the Mazken or "Dark Seducers". This enmity frequently erupts into warfare between the two, a conflict often encouraged by their Daedra Lord masters. In regards to mortals, they consider them lower than even Scamps and make little effort to hide this contempt.

Combat:
The above stats represent a 1st level warrior (typically an Auren).

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.

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.

Spell-Like Abilities: 1/day: Rusting Grasp

Aureals as Characters
+2 Con, +2 Wis, -2 Cha
Medium Size
Spirit (Daedra) type. Pick an Outer Plane; The Aureal has the [Extraplanar] subtype anywhere else.
30ft. Move Speed
May use Rusting Grasp as a Spell-Like Ability 1/day.
Spell Resistance 10+HD
-2 to saves against poison
Automatic Languages: Daedric, Common
Bonus Languaes: Whatever the fuck
Favored Classes: Fighter and Cleric
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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Mazken

Post by Wiseman »

Mazken
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Size/Type: Medium Spirit (Daedra, Extraplanar)
Hit Dice: 1d8+1 (5hp)
Initiative: +2
Speed: 30ft.
Armor Class: 19 (+4 chain shirt, +2 dex, +1 shield, +2 natural)
Base Attack/Grapple: +1/+2
Attack: Battleaxe +3 (1d8+2|x3)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities
Special Qualities: SR11
Saves: Fort +3 Reflex +4 Will -1
Abilities: Str 12 Dex 14 Con 12 Int 10 Wis 8 Cha 14
Skills: Diplomacy +6, Bluff +6, Knowledge (The Planes) +4, Listen +3
Feats: -
Environment: Any Outer Plane, Oblivion
Organization: Solitary, Squad (2-4), company (11-20 plus 2 3rd-level sergeants [Kiskella] and 1 leader [Grakendo] of 3rd-6th level), or band (30-100 plus 1 3rd-level sergeant [Kiskella] per 10 in band, 5 5th-level lieutenants [Grakella], and 3 7th-level captains [Autkendo])
Challenge Rating: 1/2
Treasure: Standard
Alignment: Any
Playable: Yes (See Below)

Seductive, sensual daedra. Known among themselves as the Mazken, their actions and appearances have garnered them the nickname of Dark Sedcers. Though they originated in Sheogorath's Shivering Isles they have spread across the myriad realms of Oblivion and even made their way to Mundus. Many are clanless and essentially mercenary, serving whichever lord provides the greatest benefits. Others simple pursue their own goals. 

These daedra have a bitter rivalry with their counterparts, the Aureal, or Golden Saints and this leads them into frequent conflict. Like the Aureal, the Mazken are matriarchal, and favor revealing attire for both sexes. However, in contrast to their counterparts, the Mazken, despite their fiendish appearance, are more down to earth and tend not to look down on mortals, instead being more polite towards them.

Combat:
The above stats represent a 1st level warrior (typically a Kiskengo).

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.

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.

Spell-Like Abilities: 1/day: Vampiric Touch

Mazken as Characters
+2 Dex, +2 Wis, -2 Cha
Medium Size
Spirit (Daedra) type. Pick an Outer Plane; The Mazken has the [Extraplanar] subtype anywhere else.
30ft. Move Speed
May use Vampiric Touch as a Spell-Like Ability 1/day.
Spell Resistance 10+HD
+2 natural armor.
-2 to saves against [Cold].
Automatic Languages: Daedric, Common
Bonus Languages: Whatever the fuck
Favored Classes: Rogue and Sorcerer
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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Aghash

Post by Wiseman »

Aghash
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Size/Type: Medium Spirit Lurker (Div, Evil, Extraplanar)
Hit Dice: 4d6+4 (18hp)
Initiative: +4
Speed: 30ft.
Armor Class: 16 (+4 dex, +2 natural)
Base Attack/Grapple: +3/+6
Attack: 2 Claws +6 (1d6+3)
Space/Reach: 5ft./5ft.
Special Attacks: Cursed Gaze, Spell-Like Abilities, Sandstorm
Special Qualities: Immunity to Fire and Poison, Resist Acid and Electricity 10, Resist Disease +4, DR5/Good or Iron, Telepathy 100ft.
Saves: Fort +2 Reflex +8 Will +2
Abilities: Str 16 Dex 18 Con 13 Int 10 Wis 12 Cha 16
Skills: Hide +11, Move Silently +11, Spot +8, Listen +8, Intimidate +10, Disable Device +11, Sleight of Hand +11, Balance +11
Feats: Evil Eye, Power Attack
Environment: Bleak Eternity of Gehenna
Organization: Solitary or Pair
Challenge Rating: 4
Treasure: Standard
Alignment: Always Neutral Evil
Playable: Not Recommended

Embodiments of the evil eye and the curses that follow, these fiends haunt deserts, terrorizing the locale. They are not content with mere killing however, they love to degrade, humiliate and torment their victims, bringimg them to a wretched downfall. They will sabotage businesses, kill livestock, destroy crops, inflict debilitating curses and attempt to degrade relationships on the individual and communitiy scale but above all else Agahash despise beauty and destroying it is their obsession. Destroying monuments and works of art brings them a sense of twisted joy, but they especially favor harming and maiming attractive creatures.

Visually, an Aghash looks like an emaciated creature shambling along on goat hooves with its head being a gaping mouth from which emerges a single glaring eye.

Aghash do not speak, though they understand Infernal and can communicate via telepathy.

Combat:
Given the choice, an Aghash will always prioritize the more attractive opponents in combat. If lacking any other sort of identifier, simply determine it via the highest charisma score.

Cursed Gaze (Su): The Aghash projects a gaze attack out to close range (35ft. normally) that can either cause the target to be shaken for 1 minute, stunned for 1 round, suffer 1 point of Cha drain, or become confused for 3 rounds. The Aghash chooses the effect when a creature fails their save (DC15, cha-based, success does not confer immunity on future saves). A Protection from Evil or similar effect negates this gaze. A remove curse effect ends all effects early save the Cha drain.

Sandstorm (Su): 1/day, the Aghash can, as a full-round action, create a swirling greater duststorm around itself with a radius of 100ft. This lasts for 2 minutes/CR of the Aghash (8 normally).

Spell-Like Abilities: At Will: Bestow Curse, Detect Good, Bane, Spectral Hand, Minor Image, Ghost Sound, Detect Magic, Control Sand, Invisibility
3/day: Parching Touch, Halo of Sand,
1/day: Haboob, Suggestion, Scimitar of Sand, Soul of the Waste, Dimension Door (self+objects carried only)
DC15

Waste Strider (Ex): An Aghash suffers no penalty to movement or skill checks from sand.
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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Flame Core

Post by Wiseman »

Flame Core
Image
Size/Type: Medium Spirit (Evil, Extraplanar, Fire, Heartless)
Hit Dice: 5d8+15 (30hp)
Initiative: +2
Speed: 5ft. Fly: 30ft. (Perfect)
Armor Class: 15 (+2 dex, +3 natural)
Base Attack/Grapple: +5/+5
Attack: Bite +5 (1d6+1d6[fire])
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Blazing Speed, Burn,
Special Qualities: Heartless Traits, Immunity to Fire, Vulnerability to Cold,
Saves: Fort +7 Reflex +6 Will +4
Abilities: Str 10 Dex 14 Con 16 Int - Wis 10 Cha 16
Skills: -
Feats: -
Environment: Realm of Darkness
Organization: Solitary, Pair or Arson (3-7)
Challenge Rating: 5
Treasure: N/A
Alignment: Evil
Playable: Not Recommended

Fiery pureblood heartless born of an excess of fire energy.

Combat:

Flame Cores will typically open fights with their Blazing Speed ability, before following it up with spell like abilities. If confronted in melee, they will make use of their burning bite attack.

Blazing Speed (Su): As a full round action, the Flame Core can move up to double it's speed in a straight line, transforming into a fiery streak as it does so. It provokes no attacks of opportunity (though it is effectively considered to be in gaseous form for the duration for anything that could interact with it) for this movement and can pass through creatures squares dealing 1d6/CR plus it's burn damage (normally 7d6 fire damage, reflex DC15 half, con-based) to each creature it passes through. Creatures (somehow) passed through multiple times aren't affected multiple times. Once used this cannot be used again for 1 minute.

Burn (Ex): A Flame Core deals an extra 1d6/3CR fire damage per round on all it's melee attacks. Anything that grapples the Flame Core, attacks it with natural weapons or unarmed attacks, or in any way comes into contact with it takes this damage as well. Anything that suffers burn damage must also make a reflex save (DC15, con-based) or catch fire, taking the Flame Core's burn damage each round until it is doused or they take a move action (provoking an AoO) to extinguish themselves.

Spell-Like Abilities: At Will: Burning Hands, Lesser Orb of Flame,
2/day: Scorching Ray,
1/day: Fireball,
DC15
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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Argenach

Post by Wiseman »

Argenach
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Size/Type: Medium Spirit Caster (Extraplanar, Rilmani)
Hit Dice: 18d4+144 (170hp)
Initiative: +13
Speed: 30ft. Fly: 100ft. (Perfect)
Armor Class: 33 (+12 armor, +9 dex, +2 natural)
Base Attack/Grapple: +9/+14
Attack: By Spell +18 ranged touch
Space/Reach: 5ft./5ft.
Special Attacks: Psi-Like Abilities, Spell-Like Abilities, Spells,
Special Qualities: Aura of Passive Balance, Immunity to Light and Poison, Resistance to Acid 30 and Sonic 30, DR15/-, SR28
Saves: Fort +14 Reflex +15 Will +19
Abilities: Str 21 Dex 28 Con 26 Int 35 Wis 26 Cha 30
Skills: Diplomacy +31, Knowledge (The Planes) +33, Knowledge (Arcana) +33, Knowledge (History) +33, Knowledge (Nobility and Royalty) +33, Knowledge (Nature) +33, Knowledge (Religion) +33, Knowledge (1 other) +33, Spellcraft +33, Use Magic Device +31, Sense Motive +29, Bluff +31, Concentration +29, Craft +33, Spot +29, Listen +29,
Feats: Quicken Spell, Extend Spell, Enlarge Spell, Chain Spell, Twin Spell, Empower Spell, Improved Initiative
Environment: Concordant Domain of the Outlands
Organization: Solitary
Challenge Rating: 18
Equipment: Staff (Pick one published non-epic staff to give to them)
Treasure: Triple Standard
Alignment: Always True Neutral
Playable: Not Recommended

"All I know is my gut says maybe!"

Wherever the Balance is threatened, that’s where the argenachs’ll be found. They’re advisers and agitators, working to ensure that no one gains the upper hand for long in any part of the multiverse. Argenachs are the second-highest bloods among the rilmani, entrusted with the execution of the most delicate and subtle parts of the rilmani’s grand purpose: the careful adjustment of the Balance in places where it’s out of kilter and can’t fix itself.

Argenachs are especially interested in the affairs of the countless prime worlds, since they believe that the war of good and evil, law and chaos, will be fought and won in the realms of mortals. Even now, they say, the powers that exemplify these causes squabble over the spirits of humankind. The Prime’s the only theater that counts. Thus, argenachs spend a lot of time away from the Outlands, mired in endless struggles on the Prime Material Plane.

The argenachs’ methods are subtle, but simple. They give advice and knowledge to whatever side’s threatened, trying to even things out. Argenachs often conceal their true identity, since no one likes being played for a puppet. They’ll be found masquerading as helpful sages who aid their proteges in a struggle against evil or chaos, or as cold-hearted bloods advising ambitious cutters on how to go about besting the forces of law or good. More often than not, argenachs’ll take a neutral role and just watch to see how things are turning out.

Argenachs are tall, slender creatures with a silvery sheen to their skins. They often dress in white, flowing robes on their home plane, but can take on any shape or dress in the performance of their mission. Argenachs are the loners of rilmani society, which is fairly reclusive to begin with. They answer directly to the aurumachs and are usually given only broad guidelines instead of specific orders. For example, an argenach might be ordered into a struggle with no instruction more detailed than “There’s trouble on Toril. Deal with it.” Of course, an argenach’s extremely intelligent and resourceful, and that’s all the orders he’ll need to get the job done.

Combat:

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 DC29 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.

Lay on Hands (Su): An Argenach as a Lay on Hands pool as a Paladin equal to it's HD. A normal Argenach has a pool of 180.

Psi-Like Abilities: Constant: Inertial Armor,
At Will: Energy Ray
3/day: Offensive Precognition (+6), Tower of Iron Will (29), Empty Mind (+10), 
DC29

Spell-Like Abilities: Constant: True Seeing,
At Will: Detect Thoughts, Detect Magic, Greater Arcane Sight, Read Magic, Prestidigitation, Arcane Mark, Detect [Alignment], Dispel [Alignment], Magic Circle against [Alignment], Protection from [Alignment], Word of Balance, Scales of Balance, Plane Shift (self+objects carried only), Greater Teleport (self+objects carried only), Greater Dispel Magic (immediate action, may counterspell), Persistent Image, Telekinesis, Polymorph Self, Attune Form,
3/day: Hold Monster, Banishment,
1/week: Wish
DC29

Spells: An Argenach casts spells as an 18th level wizard.

Spells/Day: 7/7/7/7/7/6/6/5/5/3
Typical Prepared Spells:
0: Ray of Frost, Caltrops, Dancing Lights, Amanuensis, Mending (x2), Open/Close
1:  Magic Missile, Mage Armor, Alarm, Unseen Servant, True Strike, Ventriloquism, Erase
2: Scorching Ray, Misdirection, Pyrotechnics, Locate Object, Resist Energy, Web, Gust of Wind
3: Suggestion, Stinking Cloud, Enlarged Fog Cloud, Protection from Energy, Gaseous Form, Sleet Storm, Battlemagic Perception
4: Greater Invisibility, Shadow Conjuration, Black Tentacles, Minor Creation, Charm Monster, Scrying, Wall of Fire
5: Chain Blindness/Deafness, Wall of Force, Shadow Evocation, Wall of Stone, Precipitate Breach, Cloudkill, 
6: Quickened Glitterdust (x2), Extended Freezing Fog, Chain Lightning, Empowered Orb of Fire, Contingency
7: Finger of Death, Twinned Enervation, Quickened Slow, Twinned Orb of Acid, Hiss of Sleep
8: Ghostform, Summon Monster VIII, Chain Flesh to Stone, Telekinetic Sphere, Mind Blank*
9: Disjunction, Time Stop, Shapechange
*Already cast.
DC22+spell level

Summon (Sp): 1/day as a 1 round action an Argenach can attempt to summon four Ferrumach with a 90% chance of success or another Argenach with a 25% chance of success. The summoned creatures remain for 1 hour and cannot use any summoning they may possess. This is the equivalent of a 9th level spell.

Variations
Psionics: Some Argenachs study psionics more than they study wizardry. For these, replace their wizard spellcasting with psion manifesting. Most are Nomads, Seers or Erudites, though all kinds can be found. Replace metamagic feats with metapsionic equivilents. Remove their Hold Monster and Wish spell-like abilities and replace them with Brain Lock, and Reality Revision respectively. Replace Knowledge (Arcana) with Knowledge (Psionics). Instead of a staff they bear any published non-epic psicrown. Of course, give them the [Psionic] subtype.
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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Posts: 1450
Joined: Fri Mar 09, 2012 4:43 pm
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Augur

Post by Wiseman »

Augur Kyton
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Size/Type: Tiny Spirit (Evil, Extraplanar, Kyton, Lawful)
Hit Dice: 2d8 (10hp)
Initiative: +6
Speed: 5ft. Fly: 30ft. (Perfect)
Armor Class: 15 (+2 dex, +2 size, +1 natural)
Base Attack/Grapple: +2/-6
Attack: Gore +2 (1d4-2+1[bleed])
Space/Reach: 2.5ft./0ft.
Special Attacks: Bleed, Unnerving Gaze, Spell-Like Abilities
Special Qualities: Immunity to Cold and Poison, Resist Fire 5, Resist Disease +4, Regen 1/Good, Chaotic or Silver
Saves: Fort +3 Reflex +5 Will +4
Abilities: Str 6 Dex 14 Con 10 Int 8 Wis 12 Cha 12
Skills: Intimidate +6, Spot +6, Knowledge (The Planes) +4, Hide +7, Move Silently +7, Bluff +6, Listen +6
Feats: Improved Initiative, Agony Caress(B)
Environment: Nine Hells of Baator
Organization: Solitary or Pair
Challenge Rating: 2
Treasure: Half-Standard
Alignment: Always Lawful Evil
Playable: Not Recommended

Born from tortured and flayed souls, these creatures have been carved down to little more than a jagged ball of flesh with but a single eye. Like other Kyton's they admire sensation, pain and suffering and seek to inflict it on as many victims as possible. Higher Kyton's use these Augur's as scouts, sending them off to other planes to find key locales to raid and victims to attack.

Combat:
Bleed: An Augur's melee attacks all inflict 1 extra point of bleed damage.

Spell-Like Abilities: At Will: Detect [Alignment], Mage Hand, Open/Close, Deathwatch
3/day: Inflict Light Wounds
1/day: Commune (min. 6 rounds/questions).

Unnerving Gaze (Su): An Augur's gaze attack goes out to 30 feet and causes those who fail a Will Save (DC12, cha-based) to be Shaken for 1 round.

For Players
A Lawful Evil character with the Improved Familiar feat can gain an Augur as a 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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Wiseman
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Posts: 1450
Joined: Fri Mar 09, 2012 4:43 pm
Location: That one place
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Seeker

Post by Wiseman »

Seeker
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Size/Type: Medium Spirit (Daedra, Extraplanar)
Hit Dice: 7d8+14 (50hp)
Initiative: +4
Speed: 5ft.
Armor Class: 14 (+4 dex)
Base Attack/Grapple: +7/+7
Attack: Tentacle +7 (1d8)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Immunity to Paralysis, Resist Electricity 30, SR17, DR5/Magic
Saves: Fort +7 Reflex +9 Will +9
Abilities: Str 10 Dex 18 Con 14 Int 24 Wis 15 Cha 20
Skills: Knowledge +20, Spot +12, Listen +12, Search +17, Craft +17, Spellcraft +17, Disable Device +14, Forgery +17, Decipher Script +17, Concentration +12, Use Rope +14, Appraise +14, Intimidate +15, Sense Motive +12, Swim +10, Heal +12
Feats: Iron Will,  Skill Focus (Knowledge)(B)
Environment: Oblivion (Apocrypha), Concordant Domain of the Outlands
Organization: Solitary or Pair
Challenge Rating: 7
Treasure: No Coins, Standard Goods, Double Items (No weapons or armor)
Alignment: Often True Neutral
Playable: Not Recommended

Embodiments of obsessive research, Seekers dwell within the endless libraries of Apocrypha, that twisted realm of Hermaeus Mora, spending almost all their time perusing it's tomes and records. They are typically hostile to outsiders, attacking them with magic or subjecting them to some experiment.

Combat:
Seekers primarily fight with their vast array of spell-like abilities, avoiding melee wherever possible.

Bardic Lore: As a bard equal to their HD (7 normally).

Scholar: A Seeker spends all their free time obsessively seeking new knowledge. It has maximum ranks in all Knowledge skills for free as well as Skill Focus (Knowledge) for all of them as bonus feats.

Spell-Like Abilities: At Will: Fly, Mage Hand, Scholar's Touch, Amanuensis, Vampiric Touch, Detect Thoughts, Invisibility, Mirror Image, Major Image, Water Walk, Dancing Lights, 
3/day: Dismissal, Shout, Shadow Evocation, Shadow Conjuration, Waves of Fatigue, Confusion, Slow, Fog Cloud, Mage Armor, Magic Missile, Telekinesis, Dimension Door, Poison, Enervation,
1/day: Black Tentacles, Hold Monster
Save DC18

Use Magic Device: A Seeker counts as having every spell on its spell list for the purpose of activating magic items.
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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