The New/Redone Monsters Thread

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radthemad4
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Post by radthemad4 »

I get that the statblock is a Witch Wizard 1. It's a bit awkward that 'Witch' is a race as there are 'Witch' classes such as PF's and Koumei's but having Witch Witch characters isn't a big deal.

My problem with this is that it's preferable to pretty much any race other than Gnomes for Shadowcraft mage. Let's see here:
-4 Str, -2 Dex -2 Con +4 Int +2 Wis, +2 Cha
One bonus metamagic or spellcasting feat at first level.
Better than a human and any +2 Int/Wis/Cha race COMBINED!
Spell-Like Abilities: Each witch has their own magical talents. They may choose 2 first level spells, 4 zero level spells or one first and two zero level spells from the wizard, cleric and druid spell lists. These may be used at will. In addition each witch can use Detect Magic and Read Magic at will.
Races with SLAs usually get them once per day. Also, they don't get to choose their first level spells. Feytouched, from Tome get to choose one SLA, once per day from the Illusion and Enchantment spells in the Sorc/Wiz list.
Spell Resistance equal to 10+level
Only races I know of with this have LA. Spell resistance isn't a game breaker, but I'm just comparing this with other races, not overall game breaking capability (which I can't judge just yet)
+5 racial bonus to Craft (Alchemy), all knowledge skills and Spellcraft.
Closest thing I can think of to this is the DL Tinker Gnome which gets a +2 to Craft (Alchemy) and all other Crafts, Professions, or Knowledges. The witch is clearly better in this regard too (not that it matters much, but still).

Overall, the Witch doesn't have any downsides. Heck, a Rogue with True Strike and Sniper's Shot wouldn't care about the lower stats.

It feels like you took the best features of every race you ever considered taking for a caster, made them even better and put them all into one race.
Last edited by radthemad4 on Sat Jan 10, 2015 9:24 pm, edited 2 times in total.
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Post by Wiseman »

Ah. I'll lower the bonuses then.

EDIT: Edited. Reduced racial bonuses and spell-like abilities. Not sure if skills are a big deal though.
Last edited by Wiseman on Sat Jan 10, 2015 9:32 pm, edited 1 time in total.
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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.
radthemad4
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Post by radthemad4 »

+2 to mental scores and no bonus feat seems a lot saner.

I think giving them two or three cantrips wouldn't be a big deal. The skill thing would be fine by itself, but they also get Spell likes and SR. A +5 to Craft (Alchemy) is fine. It saves you some ranks. Spellcraft and Knowledge are pretty awesome though. I'd make those a +2. I'm a little iffy on the SR, but I don't know how big a deal that is.

I think that they'd still be my go to caster race if Shadowcraft Mage is off the table, but they're not clearly overpowered anymore.
Last edited by radthemad4 on Sat Jan 10, 2015 10:18 pm, edited 1 time in total.
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Post by Wiseman »

Nymph
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Size/Type: Medium Fey
Hit Dice: 7d6 (30hp)
Initiative: +5
Speed: 40ft. Swim: 40ft.
Armor Class: 22 (+5 dex, +7 deflection)
Base Attack/Grapple: +3
Attack: Mwk. Dagger +9 (1d4+5)
Full Attack: Mwk. Dagger +9 (1d4+5)
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Spell-Like Abilities, Blinding Beauty, Wild Empathy, Nymph's Kiss
Special Qualities: Unearthly Grace, Woodland Stride, Soothing Presence of Nature, Water Breathing
Saves: Fort +9 Reflex +17 Will +17
Abilities: Str 10 Dex 20 Con 10 Int 16 Wis 20 Cha 24
Skills:
Feats: Fey Glare, Extend Spell, Empower Spell
Environment: Any Natural
Organization: Solitary
Challenge Rating: 7
Treasure: Double Standard
Alignment: Usually Chaotic Good
Advancement: By Class Level: (Favored Classes: Druid and Bard)
Level Adjustment: +0

So beautiful that a glimpse can blind or even kill a man, the nymphs (also called naiads) are the embodiment of loveliness, a triumph of nature.

A nymph’s beauty is beyond words – an ever-young woman with sleek figure and long, thick hair, radiant skin and perfect teeth, full lips and gentle eyes. A nymph’s scent is delightful, smelling of all the beauty of nature. Though many a nymph does entirely without clothes, when she dresses she prefers long glowing robes, hemmed with golden threads and embroidered with rainbow hues of unearthly magnificence. A nymph’s demeanor is graceful and charming, her mind quick and witty. Nymphs speak the musical and mysterious Sylvan language and the common tongue.

These beautiful females inhabit only the loveliest of wilderness places, clear lakes and streams, glacier palaces, ocean grottoes, desert oases, and crystalline caverns. Nymphs prefer a solitary existence, but very occasionally a few will gather together in a place of spectacular charm, though these rendezvous seldom last for more than a few months. Animals of all types flock to a nymph to be petted and caressed, forgetting their natural enemies to gather around the lovely creature.

Nymphs hate evil and sometimes will help to defeat it. Any treasure they possess has usually been given to them by some lovesick man or woman.

Like a druid, a nymph believes in the sanctity of nature and her environment and will try to keep her lair safe and pure. She will heal wounded animals and mend broken trees and plants. Sometimes she will even help a non-fey in distress. Since nymphs live for many generations, they can provide a wealth of information on the history of an area and often know secret places, hide-outs, and entrances long forgotten. If one is kissed by a nymph, all painful and troubling memories are forgotten for the rest of the day – this may be a boon to some and a curse to others.

Combat:

Blinding Beauty (Su): A nymph is supernaturally beautiful. All creatures (other than Fey) with an int score of at least 3 who can see the Nymph (treat as a gaze attack) within close range must make a will save (DC20) or be permanently blinded. Success leaves one dazzled instead for 1 minute instead. A nymph can activate or suppress this ability at will as a free action.

Unearthly Grace (Ex): A nymph adds her charisma modifier as a bonus to her saves and as a deflection bonus to AC. This does not stack with similar abilities (such as a paladins Divine Grace).

Soothing Presence of Nature (Ex): All Animals, Magical Beasts, Plants, and Vermin are automatically one step friendlier to a Nymph (to a maximum of fanatic) and Animals and Plants will not attack a Nymph who does not attack them first, unless magically compelled to do so (and they get a second save at +3 to shake off the effect).

Woodland Stride (Ex): As a druid.

Trackless Step (Ex): As a druid.

Wild Empathy (Ex): As a druid (with a +6 racial bonus).

Nymph's Kiss (Su): As a full round action, a Nymph can place a kiss upon a creature. This can have one of 6 effects. Either the creature is subject to a Cure Critical Wounds and Restoration, it gains the effects of a Good Hope, or it is subject to a Modify Memory effect (Will DC20 negates), it falls asleep until woken (Will DC20 negates), it is subject to a Charm Monster effect (Will DC20) or it is confused for 1 minute (Will DC20 negates). All effects are at a caster level equal to the Nymph's level.

Spells: A Nymph casts spells as a 7th level druid.

Spell-Like Abilities: Plant Growth, Diminish Plants, Entangle, 1/day: Dimension Door
Last edited by Wiseman on Fri May 31, 2019 5:04 am, edited 7 times in total.
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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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Post by Wiseman »

Ice Golem
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Size/Type: Large Construct (Cold)
Hit Dice: 10d10+30 (130 hp)
Initiative: -1
Speed: 30ft. (Can't Run) Ice Glide: 30ft.
Armor Class: 30 (-1 dex, +22 natural, -1 size]
Base Attack/Grapple: +7/+25
Attack: Ice Strike +21 (3d6+4d6(cold)+30)
Full Attack: 2 Ice Strikes +21 (3d6+4d6(cold)+30)
Space/Reach: 10ft./10ft.
Special Attacks: Ice Strike, Deep Freeze
Special Qualities: Construct Traits, DR10/Adamantium, Immunity to Magic, Statue
Saves: Fort +3 Reflex +2 Will +3
Abilities: Str 40 Dex 8 Con - Int - Wis 10 Cha 1
Skills: -
Feats: -
Environment: Any Cold
Organization: Solitary or Gang (2-4)
Challenge Rating: 10
Treasure: N/A
Alignment: Always True Neutral
Advancement: 14+HD (Huge), 16+HD (Gargantuan) 18+HD (Colossal)
Level Adjustment: -

Ice Golems are constructs created completely out of ice. Such machines are favored by denizens of cold environments, such as Qorrashi, Cryomancers, and Ice Genasi. An Ice Golem's appearance varies depending on it's creator's preferences. Some look like indistinct blocks of ice, others look like humanoid figures shaped in it's creators idea of beauty, some are shaped like armored figures, while yet others have more monstrous appearances, so as to intimidate their enemies.

Combat:
Ice Golems, like most golems, are unimaginitive combatants. Unless actively directed, they will only follow basic programming, prioritizing first those who use fire (flaming weapons or magic), then melee combatants, then ranged combatants, then spellcasters.

Statue: An Ice Golem can hold itself so still that it appears to be merely a statue. It takes a DC20 Spot Check to see through this ruse.

Absorb Cold: An Ice Golem is healed by cold damage on a point for point basis. This includes cold spells (even those that allow spell resistance).

Extraordinary Health (Ex): An Ice Golem has maximum HP per HD.

Ice Strike (Ex): An Ice Golem can shape the ice it attacks with as a free action, allowing it to deal either slashing, bludgeoning, or piercing damage with it's melee attacks.

Immunity to Magic: An Ice Golem is immune to any Spell, Spell-Like Ability or Effect that allows spell resistance. However, certain spells affect it differently.

Cold spells heal an Ice Golem as described above.

Against fire spells and effects an Ice Golem is merely treated as having SR15+HD (normally 25).

A Shatter, Shout and Greater Shout spell effects the Ice Golem as if it were a crystalline creature, in addition to causing it to be slowed for 3 rounds.

Cold to the Touch (Ex): An Ice Golem deals an extra 1d6/3 HD (round up) cold damage with each melee attack. Any creature who comes into contact with the golem takes this damage as well.

Snowsight (Ex): As the spell.

Snow Movement (Ex): An Ice Golem suffers no penalties from ice, snow, or anything of the like.

Icewalking (Ex): This ability works like Spider Climb, but only on icy or snowy surfaces. The Golem only needs to keep it's feet attached, allowing it to freely use it's hands.

Construction
An ice golem is carved from 2000 pounds of ice, treated with magical rituals and ingredients costing 8000 gp. Carving the golem requires a DC20 Craft (Iceworking) check.
CL12th. Craft Construct, Wall of Ice, Cone of Cold, Creator must be 12th level or higher.
Last edited by Wiseman on Wed Jan 06, 2021 8:32 pm, edited 1 time in total.
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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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Post by Wiseman »

Mist Golem
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Size/Type: Huge Construct (Air, Water)
Hit Dice: 12d10+40 (160 hp)
Initiative: +5
Speed: Fly 100ft.
Armor Class: 28 (+5 dex, +15 natural, -2 size)
Base Attack/Grapple: +9/+34
Attack: Slam +24 (4d6+15)
Full Attack: Slam +24 (4d6+15)
Space/Reach: Varies (see below)
Special Attacks: Engulf, Internal Destruction,
Special Qualities: Vapor Form, Immunity to Magic, DR10/-
Saves: Fort +4 Reflex +9 Will +4
Abilities: Str 44 Dex 20 Con - Int - Wis 10 Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: N/A
Alignment: Always True Neutral
Advancement: N/A
Level Adjustment: -

The fog, which you initially payed little attention to, begins to swirl and roil rapidly. Looking at it curiously, you see it form into the vague shape of a fist. Before you can react, the fog-fist punches you in the face, sending you sprawling to the ground. The fog is alive!

Mist Golems are a curious type of construct, shaped from fog to be a silent killer. Many a mist golem hides in natural fog, keeping their target unaware of their presence.

Combat:

Disguise: A mist golem can appear to be a normal patch of fog, or even a fog spell, it takes a DC25 Spot check to notice the ruse.

Extrodinary Health: A mist golem recieves maximum HP per HD.

Living Cloud (Ex): A mist golem is a living (sorta) cloud of fog. It can fill an area anywhere from 20-80 feet , shaped as desired. Creatures in this area are treated as if they were in a Fog Cloud, though if the Cloud Golem wishes, it can selectivly make parts of it's body behave like Solid Fog. The Mist Golem automatically succeeds on attacks against creatures within the area of it's fog. Otherwise, the Mist Golem is treated as if it were in Gaseous Form.

Engulf: Against a creature within it's area the Mist Golem can create fog so thick that it entraps the victim. The Mist Golem can make a grapple check against a creature within it's area. If it succeeds, it can constrict, dealing 10d6 bludgeoning damage against that creature. Additionally, it may freely move creatures it has pinned or are willing anywhere within it's area.

Internal Destruction: (Ex): The Mist Golems vapors can be inhaled by creatures within it's area. The golem still retains control over them, and uses them to tear apart opponents from the inside. If the mist golem wishes, any number of creatures in it's area take 2 Con damage per round. Creatures can hold their breath against this, but as a standard action, the Golem can attempt to force it's way through any creatures airways (Fort DC22 negates, save DC is Con based with a +6 racial bonus).

See Through Clouds (Ex): The Mist Golem can see through smoke, steam, mist, clouds, and fog as if they weren't there. It also possesses all around vision.

Immunity to Magic: A Mist Golem is immune to any Spell, Spell-Like Ability, or Effect that allows Spell Resistance. However, certain spells affect it differently.

A Mist Golem is unaffected by fogs and clouds (Stinking Cloud, Cloudkill, Incendiary Cloud, Solid Fog, ect) Additionally, when within the area of these effects (or natural fog, smoke, or clouds) it gains fast healing 10.

An effect that produces winds of at least Severe strength deals 1d6 damage per 2 caster levels (or CR of the user if there is no caster level). The Mist Golem is not affected by natural winds short of Tornado strength, which deal 10d6 damage per round.

Construction
A Mist Golem is crafted from a permanent solid fog, requiring magical ingredients and rituals worth 12000 gp.
CL14th. Craft Construct, Solid Fog, Animate Objects, Permanancy. Creator must be at least 14th level.
Last edited by Wiseman on Wed Oct 26, 2016 4:54 am, edited 3 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Petitioner
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Petitioner is an acquired template that can be applied to any creature the DM decides has a soul.
Size/Type: Size is unchanged, Type becomes outsider or elemental with the appropriate subtypes depending on what plane it's assigned to. Do not recalculate Hit Points, BAB, Saves or Skills.
Speed: A petitioner possesses any movement modes it had in life save those that would take it off it's plane (see below).
Armor Class: Unchanged.
Special Attacks: Varies (see below)
Special Qualities: Already Dead, Planer Commitment, Varies (see below)
Already Dead: A petitioner is already dead, therefore it cannot die again. Any effect that would kill a petitioner instead causes it to discorporate. It reappears 1d100 miles from where it "died" after 24 hours, at full HP. The only thing that can truly "kill" a petitioner is an effect that destroys souls.
Mental Immunity: A petitioner is immune to Mind Affecting Effects. Nothing can overcome this immunity.
Spirit Nature: A petitioner is still vulnerable to effects which target souls. (Such as soul bind, trap the soul ect.)
Planar Commitment: A petitioner cannot leave the plane it inhabits, meaning it cannot use teleportation effects as well. Any attempt to force the petitioner to leave it's plane instead transports it 1d100 miles away instead. However, a petitioner stored inside a soul gem (or something similar) can be freely moved from plane to plane. However, should the receptacle be broken, the petitioner is freed and immediately returns it it's assigned plane.
Halted Growth: A petitioner cannot gain experience points or levels.
Varied abilities: A petitioners appearance and abilities can vary wildly, depending on what plane it's on or what deity it serves. These changes are usually listed in the planes description.
Environment: Any
Challenge Rating: Same as the base creature
Alignment: Any
Advancement: N/A
Level Adjustment: -

Petitioners are the souls of the dead. Born in radiant positive energy, and incarnated into the body of a mortal, the petitioner is the final stage of this process. Petitioners can vary wildly depending on what afterlife it receives. Those in the upper planes are usually content and joyful, living out the rewards for the virtue and goodness they showed while alive. Those in the lower planes writhe in agony and suffering as punishment for their sins. Many in the neutral planes go on living in much the same way they did while alive. Petitioners in a deities realm happily serve their god, usually taking on a form as dictated by them.

Over time, if not resurrected, a petitioners eventual fate is to transform. As they forget their former lives, and the living forget about them, a petitioner will either bond with their deity, bond with the plane, be transformed into a outsider native to that plane, or reincarnate.
Last edited by Wiseman on Sat Feb 25, 2017 5:43 am, 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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Post by Wiseman »

Ghul
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A ghul is a corrupted form of genie. Sometimes created by a necromancer, other times by a genie being killed by evil magic. Such creatures are sadistic and cruel, primarily feeding upon carrion, but preferring to devour fresh (preferably screaming) meat when available. Others prefer to corrupt and torment other creatures. Sometimes they will instead challenge their victim to a game of wits (usually with a morbid bent), with such challenges as presenting the ghul with a certain number of corpses within a time frame, stealing a valuable item for the ghul, murdering or betraying a loved one, or burning down a building. Should the victim fail, the ghul usually tortures them to death. Ghuls are feared, even by other genies, and are spoken about in hushed whispers, when it's unavoidable to bring up the subject at all.

Appearance wise, the ghul looks mostly like the genie it once was, but more fiercer and intimidating. An efreet's eyes will often be black as coal, with their horns sharper and a more frightening face. A dao's rocky skin can appear to be cracking and crumbling. A Janni has none of the beauty and robustness it possessed in life, instead looking pale and so thin at to be almost skeletal. However, some trait they all share is that their feet are donkey hooves and they reek of rot and decay. Ghuls are shape-shifters however, and often take pleasing and attractive forms to lure their victims to their demise.

Ghul is an acquired template that can be applied to any [Genie].
Size/Type: Size is unchanged. Type becomes Undead, with the [Dark Minded], [Evil], and [Unliving] subtypes and it's previous type as an augmented subtype. All other subtypes remain. Do not recalculate BAB, Saves, Skills, or Hit Dice.
Attack: The Ghul looses any natural weapons it possessed in it's previous form, and instead gains two Claw attacks as a primary natural weapon (1d6 for medium) and a bite attack (1d8) as a secondary weapon. These weapons carry ghoul fever (Save DC is con based and it which can turn genies into ghuls).
Special Attacks: If the base genie had the ability to grant wishes, it loses that ability. The ghul gains several abilities of it's own though.
Create Spawn (Su): Any eligible creature killed in melee by a ghul rises in 24 hours as a ghoul. If the ghul 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. If the ghul was originally a Khayal, the new ghoul gains the Shadow-Tainted template. A genie who is killed in this manner becomes a ghul.
Elemental Corruption (Su): A ghul's with elemental powers has those powers corrupted and twisted. What this manifests as depends on it's subtype.
Darkflame: Any time the Ghul with the [Fire] subtype deals fire damage, it's opponent must make a save (same save as ability, if there is no save, then ReflexDC10+1/2HD+Cha) or catch fire, taking 1d6/3HD (round up) damage per round for five rounds. All of this damage is vile damage.
Crumbling Earth: The hardness of all stone, crystal, and metal objects within medium range of a Ghul with the [Earth] subtype is halved. A ghul's attacks ignore hardness and deal double damage to objects. Additionally, the Ghul may cause all stone objects within close range to be damaged as per sympathetic vibration, all stone and crystal creatures are damaged as per shatter, and all metal objects are warped (like warp wood but with metal). Armor and shields have their AC bonuses halved. Weapons have their damage reduced by two stages. (This effect can be reversed with the same craft check used to create the item, and 25% of the normal time). Unattended objects receive no save, though magical objects and objects in the possession of a creature do. The ghul can activate or suppress this ability as a free action.
Noxious Gasses: A Ghul with the [Air] subtype corrupts and pollutes the air around it. The area within Close range of the Ghul is covered in both a Cloudkill and Stinking Cloud (at a caster level equal to the Ghuls's level). This remains for 24 hours, after the Ghul has left the area. The ghul's sight is unimpeded by these effects. The ghul can suppress or resume this ability as a free action.
Pollution: A ghul with the [Water] subtype can transform all water within close range of it into poison, dealing 1 point of con damage each round of contact (fort negates each round). After the creature is no longer in contact they continue to take 1 point of con damage each round until they make a successful fort save (roll each round). This also transforms the blood of a creature into poison in their system (fort negates, success doesn't confer immunity on future saves), creatures without blood or water in their system are immune to this. Once they are free of the aura, they continue to take damage every round until they succeed on the fort save to shake it off. The ghul can suppress and resume this ability as a free action.
Soul Freezing[/b]: A ghul with the [Cold] subtype radiates piercing cold out to close range. All creatures in this area suffer 10 points of cold damage, takes 1 negative level per round, and are slowed (fort negates). The ghul can activate and suppress this ability as a free action. If the ghul deals cold damage with any other ability, it deals 2 negative levels.
Fear of the Dark: A Khayal ghul corrupts the darkness within long range to remind others of their primal fears. All creatures in less than dim or darker illumination must make a will save each round or become shaken. This stacks in to frightened, panicked, and cowering.
Rend (Ex): A ghul who hits with both of it's claw attacks rends it's opponent for extra damage equal to it's normal claw damage.
Shapeshift (Sp): A ghul gains Polymorph Self as a spell-like ability at will, if it did not already possess it.
Bane of Genies (Ex): A ghul 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.
Special Qualities:
Scent (Ex): The ghul gains scent with a range of 10 feet per HD. It can detect genies at 10 times this range.
Skills: The Ghul gains a +4 racial bonus to intimidate and survival checks.
Feats: The Ghul gains Track as a bonus feat.
Environment: Same as the base creature
Organization: Same as the base creature
Challenge Rating: Same as the base creature
Alignment: Always Evil (Any)
Advancement: Same as the base creature
Level Adjustment: hmm...
Last edited by Wiseman on Wed Mar 01, 2017 3:30 am, edited 7 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by FatR »

I'd like to say thanks for your work, Wiseman. Good rewrites of monsters that traditionally were unimaginatively statted. Particularly giants. All the true giants in my own setting are supposed to be creatures of living myth, therefore a bit more magical and special than simply oversized melee brutes, so your statblocks might save me from reworking them on my own.
Last edited by FatR on Sat Jan 24, 2015 9:04 pm, edited 2 times in total.
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Post by Leress »

Challenge to Wisman:

Make a write up for this monster

http://en.wikipedia.org/wiki/Bonnacon
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Koumei wrote:I am disappointed in Santorum: he should carry his dead election campaign to term!
Just a heads up... Your post is pregnant... When you miss that many periods it's just a given.
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Post by infected slut princess »

I might be reaching here, but I don't think D&D games need a monster that blasts acid shit out of its anus. Any reasonable person would just get up and walk out of a game where that monster showed up.

It does, however, need a Shit Golem. Or maybe a Shit Elemental.
Oh, then you are an idiot. Because infected slut princess has never posted anything worth reading at any time.
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Post by Shrapnel »

The bonnacon is amongst the greatest of all cryptozoological beasties. If D&D has ever needed anything, it's bonnacons.

However, it also does needs Golgothans. So it's a wash.
Is this wretched demi-bee
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Post by Leress »

infected slut princess wrote: It does, however, need a Shit Golem. Or maybe a Shit Elemental.
I am pretty sure those are called "excrementals"
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Just a heads up... Your post is pregnant... When you miss that many periods it's just a given.
I want him to tongue-punch my box.
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Post by Wiseman »

Leress wrote:Challenge to Wisman:

Make a write up for this monster

http://en.wikipedia.org/wiki/Bonnacon
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Bonnacon
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Nobody wants to encounter one of these, not even the most hardened of adventurers.
Size/Type: Large Magical Beast
Hit Dice: 5d12+20 (50hp)
Initiative: +2
Speed: 40ft.
Armor Class: 20 (+2 dex, +9 natural, -1 size)
Base Attack/Grapple: +5/+12
Attack: Gore +8 (1d6+3)
Full Attack: Gore +8 (1d6+3)
Space/Reach: 10ft./5ft.
Special Attacks: Stuff of Nightmares, Stench
Special Qualities: Immunity to Acid
Saves: Fort +8 Reflex +6 Will +1
Abilities: Str 16 Dex 14 Con 18 Int 2 Wis 10 Cha 10
Skills:
Feats:
Environment: Any Land
Organization: Solitary
Challenge Rating: 5
Treasure: N/A
Alignment: Always Neutral
Advancement: N/A
Level Adjustment: -

Every adventurer who knows of these strange creatures dreads being called upon to face one. While not particularly powerful, they do possess a terrifying and disgusting ability that can ward off even the most determined of adversaries.

Combat:

Stuff of Nightmares (Ex): The Bonnacon is infamous (and feared) for it's ability to defecate highly acidic shit. Once used, this can't be used again for 1d4 rounds. The shit sprays in a 30ft. cone dealing 5d6 acid damage with a reflex save (DC16) for half damage. Regardless of save success or failure, any creature who does not evade or somehow move out of the area must also make a fort save (DC16) or be nauseated for 2 rounds, success leaves them sickened for the same duration (creatures with Scent take a -3 penalty on this save). Regardless of that save, all creatures in this area now reek horribly, and take a -5 penalty to bluff, diplomacy, hide, and perform against any creature with a sense of smell until they have receive very thorough cleaning.

Stench (Ex): For 1 minute after using it's Stuff of Nightmares ability, the Bonnacon emanates a truly horrid stench cloud. This behaves like a Stinking Cloud (Save DC16, creatures with Scent take a -3 penalty on this save) and lingers anywhere it goes until the minute is up. The Bonnacon is unaffected by it's this ability in any way.
Last edited by Wiseman on Tue Feb 12, 2019 2:43 am, edited 3 times in total.
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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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Post by Wiseman »

Fire Snake
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Size/Type: Large Magical Beast (Extraplanar, Fire)
Hit Dice: 10d12+60+10 (150hp)
Initiative: +5
Speed: 60ft. Swim: 30ft.
Armor Class: 27 (+5 dex, +13 natural, -1 size)
Base Attack/Grapple: +10/+25
Attack: Bite +20 (3d6+3d6+5[fire]+poison+11) or Tail +20 (3d6+3d6+5[fire]+11+improved grab)
Full Attack: Bite +20 (3d6+3d6+5[fire]+poison+11) and Tail +20 (3d6+3d6+5[fire]+11+improved grab)
Space/Reach: 10ft./20ft. (only threatens to 10 feet)
Special Attacks: Burning Poison, Improved Grab, Burn, Breath Weapon
Special Qualities: Scent
Saves: Fort +13 Reflex +12 Will +5
Abilities: Str 32 Dex 20 Con 23 Int 2 Wis 14 Cha 10
Skills:
Feats: Toughness, Diehard, Power Attack, Incinerate
Environment: Elemental Plane of Fire
Organization: Solitary, Pair, Nest (3-6) Squad (2 plus 2 salamanders)
Challenge Rating: 10
Treasure: N/A
Alignment: Always Neutral
Advancement: 12+HD (Huge) 14+HD (Gargantuan) 16+HD (Colossal) 20+HD (Titanic)
Level Adjustment: -

Fire Snakes are serpentine creatures, residing on the Elemental Plane of Fire. Despite what most believe, they are not a form of Salamander, though they are closely related to that race. In the wilds of the plane, Fire Snakes are volatile, short-tempered, violent, and territorial however those nearer to Salamander holdings have been domesticated. Salamanders keep them as pets, and train them from birth as beasts of burden and war. While they can be trained by other races, they are bred to only recognize Salamanders as their masters, making this a difficult process. They are especially vicious towards Efreet.

Combat:

Breath Weapon (Su): A Fire Snake can breathe fire in a 60ft cone dealing 1d6/CR (10d6+10[due to feats] normally) damage (Reflex DC21). Once used, this can't be used again for 1d4 rounds.

Burn (Su): A Fire Snake deals an extra 1d6/3CR fire damage per round on all it's melee attacks. Anything that grapples the fire snake, attacks it with natural weapons or unarmed attacks, or in any way comes into contact with it takes this damage as well.

Burning Poison (Su): A Fire Snakes bite carries a dangerous poison. A creature bit must succeed on a fort save (DC21) or take 1 point of con damage a round for 1 minute. Also, they lose any immunity or resistance they have to fire (from any source) for the duration. If then have neither of those, then they instead become vulnerable to fire.

Improved Grab (Ex): If a Fire Snake hits with it's tail attack, it may start a grapple as a free action without provoking an attack of opportunity. Should it succeed, it may constrict, dealing twice it's tail damage every round to the victim. If grappling a creature smaller than it, it may still act normally and even still make tail attacks (though it can't grapple another creature with it). If the tail attack hits, both the victim and the target take damage.

Training a Fire Snake
A Fire Snake needs to be trained before it can be used as a companion or mount. This requires a DC25 Handle Animal check, and about two months. Most creatures take a -5 penalty on this check. Efreet and Dao take -10 on this check. However, inversly, Salamanders gain +10 on this check.
Last edited by Wiseman on Mon Jun 13, 2016 2:43 am, edited 2 times in total.
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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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Flamebrother

Post by Wiseman »

Flamebrother
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Size/Type: Small Outsider (Extraplanar, Fire)
Hit Dice: 5d8+15 (40hp)
Initiative: +2
Speed: 40ft.
Armor Class: 18 (+2 dex +5 natural, +1 size)
Base Attack/Grapple: +5/+4
Attack: +2 Flaming Spear +11 (1d6+1d6+2[fire]+2d6+2[fire]+5) or Tail +9 (1d6+2d6+2[fire]+3)
Full Attack: +2 Flaming Spear +11 (1d6+1d6+2[fire]+2d6+2[fire]+5) and Tail +9 (1d6+2d6+2[fire]+3)
Space/Reach: 5ft./5ft.
Special Attacks: Burn, Spell-Like Abilities, Breath Weapon
Special Qualities: -
Saves: Fort +7 Reflex +6 Will +5
Abilities: Str 16 Dex 14 Con 16 Int 8 Wis 12 Cha 12
Skills:
Feats: Pyrokinisis, Dodge
Environment: Elemental Plane of Fire
Organization: Solitary, pair, or cluster (3-5)
Challenge Rating: 5
Treasure: Standard
Alignment: Often Lawful Evil
Advancement: By Class Level (Favored Classes: Fighter and Elemental Brute)
Level Adjustment: +0

Flamebrothers are the weakest of the Salamander race, smaller in size and strength. In Salamander society, they serve as the slave caste, fit only for menial labor. In combat, they are sent forwards in droves as meaningless cannon fodder. Occasionally, they serve as slaves to other races, namely Efreet.

Combat:

Burn (Su): A Flamebrother deals an extra 1d6/3CR fire damage per round on all it's melee attacks. Anything that grapples the Flamebrother, attacks it with natural weapons or unarmed attacks, or in any way comes into contact with it takes this damage as well. The Flamebrother can suppress this ability if it wishes.

Breath Weapon (Su): A Flamebrother can breathe fire in a 30ft. cone dealing 5d4+5 damage (Reflex DC15 half). Once used, this cannot be used again for 1d4 rounds.

Spell-Like Abilities: At Will: Produce Flame, 1/day: Scorching Ray
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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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Salamander

Post by Wiseman »

Salamander
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Size/Type: Medium Outsider (Extraplanar, Fire)
Hit Dice: 8d8+40 (80hp)
Initiative: +5
Speed: 50ft.
Armor Class: 24 (+5 dex +9 natural)
Base Attack/Grapple: +8/+15
Attack: +2 Flaming Spear +17 (1d8+1d6+1[fire]+3d6+3[fire]+14) or 2 Claws +15 (1d6+3d6+3[fire]+7) or Tail +15 (2d6+3d6+3[fire]+14+improved grab)
Full Attack: +2 Flaming Spear +17/+12 (1d8+1d6+1[fire]+3d6+3[fire]+14) and Tail +15 (2d6+3d6+3[fire]+14+improved grab) or 2 Claws +15 (1d6+3d6+3[fire]+7) and Tail +15 (2d6+3d6+3[fire]+14+improved grab)
Space/Reach: 5ft./5ft. (10ft with tail)
Special Attacks: Tail Sweep, Burn, Breath Weapon, Spell-Like Abilities
Special Qualities: DR10/Magic, Immunity to Sleep, Charm, and Paralysis effects.
Saves: Fort +11 Reflex +11 Will +8
Abilities: Str 24 Dex 20 Con 20 Int 10 Wis 14 Cha 16
Skills:
Feats: Pyrokinisis, Power Attack, Short Haft
Environment: Elemental Plane of Fire
Organization: Solitary, pair, or cluster (3-5)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: By Class Level: (Favored Classes: Fighter and Fire Mage)
Level Adjustment: +0

Salamanders are natives of the elemental plane of Fire, and thus they thrive in hot places. These cruel, evil creatures come to the Prime Material plane for reasons known only to them.

The head and torso of a salamander is typically copper-colored and has a humanoid-like appearance. Males tend to prefer flaming beards and mustaches. Females have bright fiery hair that they prefer to keep long. Both genders have glowing yellow eyes that sometimes switch to fluorescent green. Tails tend to have a variety of patterns, though colors tend towards red, brown or black. All salamanders carry a shiny metal spear into combat, resembling highly polished steel. Usually enchanted with fire magic, they also channel their own natural heat into these weapons.

Having a nasty disposition and an cruel bent, salamanders respect only power, either the ability to resist their fire or the capability to do great damage. Among salamanders society, combative strength is valued above all else, with one's status among their peers based primarily on successful military achievements.

Combat:

Burn (Su): A Salamander deals an extra 1d6/3CR fire damage per round on all it's melee attacks. Anything that grapples the Salamander, attacks it with natural weapons or unarmed attacks, or in any way comes into contact with it takes this damage as well. The Salamander can suppress this ability if it wishes.

Breath Weapon (Su): A Salamander can breathe fire in a 50ft. cone dealing 8d6+8 damage (Reflex DC15 half). Once used, this cannot be used again for 1d4 rounds.

Spell-Like Abilities: At Will: Produce Flame, Scorching Ray, Pyrotechnics, Fireball, Control Temperature (hotter only), Chaos Blaze 1/day: Wall of Fire.

Tail Sweep (Ex): As a standard action, a Salamander can sweep it's tail an a semicircle equal to half it's reach, dealing it's tail attack damage to each creature in the area (Reflex DC21 half). It may not use it's Improved Grab ability, but instead, a creature which fails it's save is knocked prone.

Improved Grab (Ex): If a Salamander hits with it's tail attack, it may start a grapple as a free action without provoking an attack of opportunity. Should it succeed, it may constrict, dealing twice it's tail damage every round to the victim. If grappling a creature smaller than it, it may still act normally and even still make tail attacks (though it can't grapple another creature with it). If the tail attack hits, both the victim and the target take damage.
Last edited by Wiseman on Tue Feb 03, 2015 11:34 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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Noble Salamander

Post by Wiseman »

Noble Salamander
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Size/Type: Large Outsider (Extraplanar, Fire)
Hit Dice: 12d8+96 (180hp)
Initiative: +8
Speed: 80ft.
Armor Class: 32 (+8 dex, +15 natural, -1 size)
Base Attack/Grapple: +12/+26
Attack: +4 Flaming Burst Gigas Spear +25 (4d6+1d6+1[fire]+4d6+4[fire]+19) or Claw +21 (1d8+4d6+4[fire]+10) or Tail +21 (3d6+4d6+4[fire]+20+improved grab)
Full Attack: +4 Flaming Burst Gigas Spear +25/+20/+20 (4d6+1d6+1[fire]+4d6+4[fire]+19) and Tail +21 (3d6+4d6+4[fire]+20+improved grab) or 2 Claws +21 (1d8+4d6+4[fire]+10) and Tail +21 (3d6+4d6+4[fire]+20+improved grab)
Space/Reach: 10ft./10ft. (15ft. with spear) (20ft with tail)
Special Attacks: Spells, Spell-Like Abilities, Breath Weapon, Burn, Tail Sweep, Improved Grab
Special Qualities: DR15/-, Scent, SR22, Immunity to Sleep, Charm, and Paralysis effects.
Saves: Fort +16 Reflex +16 Will +13
Abilities: Str 30 Dex 26 Con 26 Int 20 Wis 20 Cha 24
Skills:
Feats: Pyrokinisis, Power Attack, Short Haft, Sniper Breath Weapon, Incinerate
Environment: Elemental Plane of Fire
Organization: Solitary, pair, or noble party (9-14)
Challenge Rating: 12
Treasure: Triple Standard
Alignment: Usually Lawful Evil
Advancement: By Class Level: (Favored Classes: Fighter and Sorcerer)
Level Adjustment: +0

Enormous armies and huge kingdoms of salamanders (both lesser and normal) serve the noble caste of the race, as do most other creatures of heat and flame. Occasionally, however, these formidable bloods wander about alone, even traveling to other planes. Chant is these plane-hoppers are really exiles, banished for their transgressions. Others believe that they simply search for means and methods of seizing more power and that the wandering salamander nobles are free to return to their home at any time. Both theories sound plausible.

Salamander nobles recognize no authority above their own. They do their best to ignore beings like Imix or Zaaman Rul, and they stay out of the way of powers on the plane of Fire. Some fiery creatures – including certain elementals, grue, azer, mephits, hell hounds, and fire minions – look upon the nobles as masters. The efreet, as a rule, hate the salamander nobles but grudgingly respect their strength.

Despite all their underlings, these powerful bloods are true loners. Lesser salamanders fear them too much to give them anything but blind obedience. Other nobles (even family) regard them as rivals and enemies. If life as a salamander noble has any drawbacks, it’s that the tyrant has no confidants, companions, or real allies – only servants.

Most nobles live in fabulous fortresses or palaces on the Elemental Plane of Fire. Each is a unique individual with a very different dwelling and personality. But one thing a berk can count on is that all salamander nobles are cruel masters that spend a great deal of time and energy imposing order and organization upon their chaotic lessers.

This is not without purpose though. These bloods are constantly at odds with the other races of the Plane of Fire, mainly the Efreet. They are frequently at war with the genies, and even when not, the peace is uneasy. Efreet constantly enslave the salamanders, and the salamanders do the same to any Efreet they capture.

Salamanders do not get along with other races well. They respect the Azers for their excellent craftsmanship, but otherwise have no real interest in them. Magmin are considered nothing more than pests, to be eradicated whenever possible. Elementals are kept as slaves and footsoldiers, while Mephits are served as snacks and meals. Fire Giants stand at odds with Salamanders, and the two frequently clash. Occasionally a Salamander holding will be lucky enough to have a Red or Gold dragon make it's lair near it. A deal is often brokered, where the Salamanders provide the dragon with a steady flow of treasure in exchange for aid in combat and protection.

Salamanders usually do not get along with other Salamanders as well. Many Salamander holdings despise each other due to generations long blood feuds. This occasionally erupts into outright war, though this is usually brief. However, grudges and hatred still simmers beneath the surface, just waiting to boil over once more.

In relation to non-[fire] creatures their reactions tend to be mixed. A mortal spellcaster capable of reaching and surviving the Plane of Fire unaided is a very powerful figure, and is met by salamanders with some level of awe and respect. However, other times, they will attempt to enslave foriegners, seeking exotic slaves. In relation to adventures, they occasionally request their aid in actions against the Efreet or a rival clan, thus ensuring their own clans safety.

Combat:

Burn (Su): A Noble Salamander deals an extra 1d6/3CR (round up) fire damage per round on all it's melee attacks. Anything that grapples the Noble Salamander, attacks it with natural weapons or unarmed attacks, or in any way comes into contact with it takes this damage as well. The Noble Salamander can suppress this ability if it wishes.

Breath Weapon (Su): A Noble Salamander can breathe fire in a 60ft. cone dealing 12d10+12 damage (Reflex DC24 half). Once used, this cannot be used again for 1d4 rounds.

Spell-Like Abilities: At Will: Produce Flame, Scorching Ray, Pyrotechnics, Wall of Fire, Control Temperature (hotter only), Fire Sweeper, Darsson's Fiery Furnace, Ur Fireball, Chaos Blaze, Summon Monster VII, 1/day: Rain of Fireballs

Psi-Like Abilities: At Will: Energy Bolt (fire only), 1/Minute: Energy Current (Fire Only), 1/day: Fiery Discorporation

Spells: A Noble Salamander casts spells as a 10th level sorcerer.
Spells/Day: ?/8/8/8/7/5
Typical Spells Known: 9/8/7/6/5/4
0: Prestidigitation, Arcane Mark, Ghost Sound, Detect Magic, Read Magic, Mage Hand, Resistance, Dancing Lights, Mending
1: Alarm, Shield, Identify, Color Spray, Expeditious Retreat, Magic Missile, Detect Secret Doors, Chill Touch, Silent Image,
2: Fog Cloud, Glitterdust, Blindness/Deafness, See Invisibility, Resist Energy, Blur, Web
3: Dispel Magic, Stinking Cloud, Suggestion, Major Image, Fly, Slow
4: Greater Invisibility, Black Tentacles, Solid Fog, Polymorph, Fear
5: Mordenkainan's Private Sanctum, Teleport, Telekinesis, Wall of Force

Tail Sweep (Ex): As a standard action, a Noble Salamander can sweep it's tail an a semicircle equal to half it's reach, dealing it's tail attack damage to each creature in the area (Reflex DC26 half). It may not use it's Improved Grab ability, but instead, a creature which fails it's save is knocked prone.

Improved Grab (Ex): If a Noble Salamander hits with it's tail attack, it may start a grapple as a free action without provoking an attack of opportunity. Should it succeed, it may constrict, dealing twice it's tail damage every round to the victim. If grappling a creature smaller than it, it may still act normally and even still make tail attacks (though it can't grapple another creature with it). If the tail attack hits, both the victim and the target take damage.
Last edited by Wiseman on Wed Jan 06, 2021 5:09 pm, edited 4 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Vaati

Post by Wiseman »

Vaati
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Size/Type: Medium Outsider (Air, Extraplanar, Lawful)
Hit Dice: 6d8+30 (60hp)
Initiative: +10
Speed: 60ft. Fly 60ft.
Armor Class: 23 (+6 dex, +7 natural)
Base Attack/Grapple: +6/+12
Attack: +2 Shock Greatsword +13 (2d6+11)
Full Attack: +2 Shock Greatsword +13 (2d6+11)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Spells,
Special Qualities: Elemental Tolerance, Immunity to Electricity, Blindsense 60ft., Evasion
Saves: Fort +10 Reflex +11 Will +10
Abilities: Str 22 Dex 22 Con 20 Int 20 Wis 20 Cha 20
Skills:
Feats: Power Attack, Electrocute, Improved Initiative
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always Lawful Neutral
Advancement: By Class Level (Favored Classes are whatever it casts as and Elemental Wierd)
Level Adjustment: -

The Vaati are a truly ancient race of elemental spirits. Many eons ago, in the Age Before Ages, they were known as the Wind Dukes of Aaqa, and ruled a mighty empire, the likes of which hasn't been seen since. The seat of their empire was the capital known as the Vale of Aaqa. At the height of their power the Wind Dukes controlled most of the Inner Planes and many Prime Material worlds. They constructed grand temples, palaces, dungeons, and fortresses, and researched and discovered many of the principles of magic which are still used today.

Eventually, however, their empire would come into conflict with a force they could not easily overcome. The Vaati went to war with an even older demon known only as the Queen of Chaos. This conflict would escalate further and further, spreading and drawing in more forces until much of the known multiverse was engaged in the war.

The Queen of Chaos was a deadly opponent, her demonic forces lead by her consort and general, the crafty Miska the Wolf-Spider. The war with her raged for uncounted eons, with the seemingly infinite forces of the demons slowly wearing down the Vaati with relentless attack, pushing them further and further back.

Eventually, in their darkest hour, seven heroes emerged. Together, these heroes crafted the Vaati's ultimate weapon, the Rod of Law. With this, these heroes scored many victories against the forces of Chaos. This conflict drew to a close on the young world of Oerth. In the shadows of White Plume Mountain, in the Fields of Pesh, the seven heroes used the Rods ultimate power to defeat Miska and seal him away. The magical energies released by this climactic struggle shattered the Rod of Law, transforming it into it's more infamous form, the Rod of Seven Parts, scattered across the multiverse.

With Miska defeated, and his armies scattered, the Abyss erupted into civil war and upheaval, removing the Queen of Chaos as a threat. However, the Vaati didn't fare well at all. The war had left their empire devastated, reducing their civilization to less than a shadow of it's former glory and power. The Vaati and the Vale of Aaqa faded into obscurity. To this day, almost everyone who knows of the Vaati, even the most learned of planar scholars, believes them to be extinct.

However, this is not the case. The Vaati still reside in the (now hidden) Vale of Aaqa. They are isolationist and though not openly hostile to the few visitors they receive, they do not like intrusion. Their society is divided by castes, based on what their spellcasting ability is. No caste is higher or lower ranking than another, but each serves a different role in their society. Vaati almost never venture out of their homeland, and it's extremely unlikely that they'll ever regain even a significant portion of their former might.

Vaati speak all elemental languages as well as their own language, which forms the basis for every other elemental tongue.

Combat:

Spell-Like Abilities: At Will: Fan, Gale Force, Disguise Self, Invisibility, Augury, Fly, Wind Wall, Shocking Touch, 3/day: Lightning Bolt, 1/day: Haste

Spells: A Vaati casts spells either a fifth level, Cleric, Druid, Sorcerer or Wizard.

Elemental Tolerance (Ex): A Vaati is immune to the harmful effects of any inner plane it is on.
Last edited by Wiseman on Fri Feb 06, 2015 7:48 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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Post by Schleiermacher »

Still with the Outsiders with full-casting equal to CR and special abilities on top.

If you're going to do that, you need to actually have a significant drawback compared to a vanilla human spellcaster, like a Formian Queen does. Otherwise you should maintain CR > spellcasting level.
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Post by Wiseman »

Whoops, that was a typo.
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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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Spellbeing

Post by Wiseman »

Spellbeing
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Size/Type: Medium Outsider (Incorporeal)
Hit Dice: 16d8+80 (170 hp)
Initiative: +10
Speed: Fly 150ft. (Perfect)
Armor Class: 40 (+10 dex, +20 deflection)
Base Attack/Grapple: +16/+21
Attack: Magic Strike +28 (10d6)
Full Attack: 2 Magic Strikes +28 (10d6)
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Spell-Like Abilities, Magic Strike
Special Qualities: Absorb Magic, Immunity to Mind Affecting, Pure Magic, Energy Immunity, Telepathy to Medium Range,
Saves: Fort +21 Reflex +26 Will +28
Abilities: Str 20 Dex 30 Con 20 Int 34 Wis 34 Cha 34
Skills:
Feats: Empower Spell, Extend Spell,
Environment: Any
Organization: Solitary
Challenge Rating: 16
Treasure: Triple Standard
Alignment: Any
Advancement: By Class Level (Favored Classes: Wizard and Sorcerer)
Level Adjustment: hmm...

A Spellbeing is an entity composed completely out of magical power. How such a creature came into existence is unknown, and even the Spellbeings themselves do not know their origins. They have an innate understanding of magic that surpasses all but the greatest of mortal magicians.

Combat:

Pure Magic: A Spellbeing body is made entirely out of magical energy, giving them several advantages. They are immune to critical hits, flanking, and have all around vision. The can alter their size anywhere from Fine to Colossal, though their dexterity scores do not change. They are healed by force damage on a point for point basis, any excess are gained as temporary hit points to a maximum of half their normal hit points. They may exert their influence over force effects, passing through them unhindered or cancelling them out, for example, a Spellbeing may touch a Wall of Force, automically destroying it and healing 1d6 HP per caster level of the effect. However, this is not without it's weaknesses. As a being of pure magic, a Spellbeing is vulnerable to effects which directly manipulate magic. A Dispel Magic or similar effect, in addition to it's normal effects, causes a Spellbeing to take 1d6 damage per caster level of the effect and be dazed for 1 round. A successful Will save (spells DC) instead halves the damage and negates the dazing. An Antimagic or Disjunction-like effect additionally forces the Spellbeing to make a Will Save (spells DC) or die (though it is treated as having SR26 against Antimagic Ray). Success instead causes them to take 1d6 damage per caster level of the effect each round of exposure. There are probably other effects which directly manipulate magic that I'm not aware of. These should be handled on a case by case basis.

Absorb Magic: A Spellbeing is immune to all spells, spell-like abilities, or effects that allow spell resistance (except the effects mentioned above. When subjected to one, they instead heal 1d6 damage per caster level of the effect. As such, they may automatically attempt to dispel any magical effect they come into contact with making a Greater Dispel Magic attempt at a caster level equal to their level. Should they succeed they heal 1d6 damage per caster level of the effect.

Phase: A Spellbeing may gain or lose the incorporeal subtype at will as a swift action.

Magic Sight: A Spellbeing is aware of all magic within long range, as if through Greater Arcane Sight, automatically identifying every spell (short of deific levels). It is also aware of any magic item in this area, and automatically identifies it (other than artifacts).

Magic Strike (Su): A Spellbeing can make a melee or ranged touch attack to deal 10d6 force damage as a standard action. It may fire two of these as a full round action, and may use either it's Int, Wis, or Cha on the roll instead of whatever it would normally use.

Spell-Like Abilities: Constant: True Seeing, At Will: Magic Missile, Greater Magic Weapon, Magic Vestment, Wall of Force, Prestidigitation, Greater Dispel Magic, Mage Armor, Greater Teleport, Plane Shift, Greater Floating Disk, Improved Telekinisis, Force Missiles, Telekinetic Sphere, Spell Seizure, Spell Resistance, Ashe's Transformative Counterspell, Blast of Force 1/day: Norton's Copied Casting

Spells: A Spellbeing casts spells as sixteenth level in any one arcane spellcasting class. Should this be a class that prepares spells, a Spellbeing treats it's own body as the whatever object is necessary for that.
Last edited by Wiseman on Mon Feb 16, 2015 10:32 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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Wiseman
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God

Post by Wiseman »

God
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Minoriko Aki, Goddess of the Harvest
Size/Type: Size is unchanged, it gains the Outsider or Elemental alongside it's previous type (see below). They gain their alignment as a subtype.
Hit Dice: A god gains maximum HP per HD.
Speed: All move speeds are doubled
Armor Class: +1/3levels deflection to AC?
Attack: If they possess no better natural weapons, they gain a slam attack for each arm they possess as a primary natural weapon (1d8 for medium).
Special Attacks:
Portfolio: A god gains access to several domains fitting it's portfolio. It gains these as spheres with expert access.
Special Qualities:
Portfolio Sense: A god can sense events related to their portfolio.
Immunities: A god is immune to [Mind Affecting] effects and effects which would change their form.
Divinity: A god does not automatically fail tasks on a natural 1.
Dual Typed: A god counts as both it's original type and an Outsider or Elemental. When these two types would conflict, use whatever is more beneficial at the time.
Saves: a god gains a bonus to their saving throws equal to their Charisma modifier. This doesn't stack with similar abilities (such as a paladins divine grace).
Abilities: Gain +4 to 3 ability scores.
Skills: Gain +5 to any skills relevant to their portfolio.
Environment: Any
Organization: Any
Challenge Rating: ???
Treasure: Anything the DM deems suitable
Alignment: Any
Advancement: As normal
Level Adjustment: Hmm...

So this is only a rough draft right now. Any suggestions?
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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Post by Wiseman »

Planetouched
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Size/Type: Outsider (Native)
Hit Dice: 1d4
Initiative: +1
Speed: 30ft.
Armor Class: 10
Base Attack/Grapple: +0
Attack: -
Full Attack: -
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Varies
Saves: Fort +0 Reflex +1 Will +0
Abilities: Str 10 Dex 12 Con 10 Int 8 Wis 10 Cha 12
Skills:
Feats: -
Environment: Any
Organization: Any
Challenge Rating: 1/2
Treasure: Standard
Alignment: Any
Advancement: By Class Level: (Favored Class: Any)
Level Adjustment: +0

Many Planetouched have identifiable heritages. Aasimar are descended from celestials, Tieflings from fiends, Genasi from inner planar creatures and so forth. However, some don't. Due to a convoluted history of interbreeding with various supernatural creatures, their heritage becomes quite muddled. Most don't even bother keeping track of their family trees. This is common in planar metropolises like the City of Glass or Sigil (especially the Lower and Hive wards). In places like these, beings from all over the multiverse gather, often leaving legacies behind.

Planetouched such as these exhibit a broad range of abilities and that baffles categorization. Even siblings born to the same two parents can have a completely different set of abilities and appearances.

Note: The stats above are for a commoner.

Planetouched Traits
+2 to two ability scores of their choice. -2 to another.
Medium or Small size
+3 racial bonus to two skills of their choice
Land Speed of 30 feet if medium sized or 20 feet if small sized.
Outsider (Native)
Spell-Like Abilities: 1 first spell off the cleric, druid or wizard spell-list usable 1/day per level and one Zero level spell from the same lists usable at will.
One ability chosen from the list below:
- +10 feet to move speed
- DR3/-
- Scent 30ft.
- 2 Claw attacks as primary natural weapons (1d6 for medium)
- An additional Zero level spell at will
- Resistance 10 to two energy types
- Strength score is doubled for purposes of carry capacity
- +3 bonus to saves against poison
- +3 bonus to saves against disease
- +3 bonus to saves against mind-affecting
- Some other ability along these lines (work with your gaming group)

Automatic Languages: Common and 1 planar language. Bonus Languages: Any
Last edited by Wiseman on Sun Dec 04, 2016 1:51 am, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
User avatar
Wiseman
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Posts: 1402
Joined: Fri Mar 09, 2012 4:43 pm
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Dementor

Post by Wiseman »

Dementor
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Size/Type: Large Undead (Dark Minded)
Hit Dice: 10d12 (80hp)
Initiative: +2
Speed: Fly 80ft.
Armor Class: 20 (+2 dex, +9 deflection, -1 size)
Base Attack/Grapple: +5/+13
Attack: Dementors Kiss (1d6 wis) or Chilling Grasp +8
Full Attack: Dementors Kiss (1d6 wis) or 2 Chilling Grasps +8
Space/Reach: 10ft./10ft.
Special Attacks: Dementors Kiss, Aura of Despair, Spell-Like Abilities
Special Qualities: Vulnerability to Turning, Acid Resistance 20, Cold Resistance 30, Soulsight, Blindsight 60ft., Telepathy 100ft.
Saves: Fort +3 Reflex +5 Will +10
Abilities: Str 16 Dex 14 Con - Int 16 Wis 16 Cha 24
Skills:
Feats:
Environment: Any Land or Underground
Organization: Solitary, Pair or Swarm (6-30)
Challenge Rating: 10
Treasure: N/A
Alignment: Always Neutral Evil
Advancement: N/A
Level Adjustment: -

"Dementors are among the foulest creatures that walk this earth. They infest the darkest, filthiest places, they glory in decay and despair, they drain peace, hope, and happiness out of the air around them... Get too near a Dementor and every good feeling, every happy memory will be sucked out of you. If it can, the Dementor will feed on you long enough to reduce you to something like itself... soulless and evil. You will be left with nothing but the worst experiences of your life." - Remus Lupin, Werewolf Wizard

A Dementor is an undead monstrosity that drains all form of joy and happiness from the area around them. It is theorized that these creatures were formed from souls consigned to the Grey Waste, though this isn't certain. A Dementor is clothed in ragged black robes giving it a wraith-like appearance. Beneath these, the dementors body is deformed and skeletal. It's head possesses no eyes. The only feature is a gaping, sometimes bloody hole, which it uses for it's Kiss ability.

Combat:

Dementor's Kiss (Su): A Dementor's most notable ability is the power to drain the consciousness, joy and soul from it's victim. As a standard action, a Dementor may deal 1d6 Wis or Cha drain to a creature within 40 feet of it. For as long as the creature suffers Drain from this ability, they are treated as if under the effects of a double strength Crushing Despair, staggered, and when they sleep suffer from a Nightmare (DC22). Should the drained stat reach 0 the Dementor steals the victims soul. Unlike normal abilities of this type, the soul still retains some sort of link to it's body, keeping the victim alive, though in a vegetative state, trapped in their own mind and forced to witness a endless hellscape of nightmares and misery. Once at 0 the drain cannot be healed by any means until the dementor who has stolen the victims soul is slain, which returns the soul.

Chilling Grasp (Su): A Dementor may phase it's hands through a target as a melee touch attack. This does 5d6 damage which is half cold, half negative energy. Any creature who takes damage from this, also takes 2 drain to each of their physical ability scores.

Silence of the Grave (Ex): A Dementor is capable of moving and acting completely without sound, as if under a silence effect.

Aura of Despair (Su): A Dementor radiates sadness. All creatures within close range of it must make a will save (DC22) or be slowed and effected by a Crushing Despair, at a caster level equal to the Dementors CR.

Soulsight: A Dementor is aware of all creatures with souls out to long range, like blindsense, and can detect their emotions and general mental state.

Spell-Like Abilities: At Will: Deeper Darkness, Detect Good, Blur, 3/day: Confusion, Gaseous Form

Vulnerability to Turning: A Dementor counts as 2HD lower for the purposes of turning/destroying (but not rebuking/commanding/bolstering)

Blind: A Dementor does not have eyes and is effectively blind.
Last edited by Wiseman on Thu Jan 18, 2018 6:05 am, edited 3 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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