The New/Redone Monsters Thread

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Post by Wiseman »

Nightlurker
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Size/Type: Small Outsider/Undead (Dark-Minded, Extraplanar, Nightshade)
Hit Dice: 2d12+2 (14hp)
Initiative: +4
Speed: 30ft.
Armor Class: 16 (+4 dex, +1 size, +1 natural)
Base Attack/Grapple: +2/-3
Attack: Sting +8 (1d6+1+poison)
Space/Reach: 5ft./5ft.
Special Attacks: Sneak Attack 1d6, Poison, Spell-Like Abilities
Special Qualities: Nightshade Traits, Immunity to Cold, Resistance to Acid and Electricity 10, DR2/Silver
Saves: Fort +6 Reflex +9 Will +5
Abilities: Str 8 Dex 18 Con - Int 7 Wis 10 Cha 12
Skills: Hide +13 Move Silently +9 Climb +4 Jump +4 Sleight of Hand +9 Disable Device +9
Feats: Weapon Finesse
Environment: Plane of Shadow
Organization: Solitary, Pair or Pack (3-10)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral Evil
Playable: Yes (Favored Classes: Ninja and Rogue)

Though among the lowest of the Nightshades, such creatures should not be disregarded, lest one meet a swift demise. Oft traveling in packs, these creatures hunt the enemies of the higher Nightshades, ambushing them out of the shadows. Though fearsome within the night, such spirits of death and darkness flee in terror at the light of the sun.


Aura of Desecration: A Nightshade radiates a constant Desecrate effect, as if it were a shrine to a deity. The benefits have already been factored into it's stat block. If the aura enters the area of a consecrate or hallow, the two effects cancel each other out.

See in Darkness (Ex): A Nightshade can see in any kind of darkness, even magical darkness, in full color at no penalty.

Shadow Cloak: A Nightshade has total concealment in areas of shadowy or darker illumination. Even against creatures with Darkvision (but not See in Darkness), it still retains concealment.

Poison (Ex): Injure. Fort DC12 (cha based). Slowed for 1 minute.

Spell-Like Abilities: At Will: Shadowplay, Ghost Sound, Detect Undead, 1/Minute: Deeper Darkness

Vulnerability to Light: A Nightshade suffers an extra 50% damage from light effects, and it bypasses any regeneration they might possess. When exposed to true sunlight (not merely a daylight spell), they suffer a -4 penalty to attacks, checks, saves, and damage, have their move speeds halved, their aura of desecration is negated, and they are occluded (everything has concealment to them). When in an area of bright light, the Nightshade suffers a -2 penalty to attacks, checks, damage, and saves (this doesn't stack with the penalty for being in true sunlight).
Last edited by Wiseman on Sat Aug 18, 2018 1:55 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 »

Nightslaver
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Size/Type: Large Spirit/Undead [Dark-Minded, Extraplanar, Nightshade]
Hit Dice: 8d12+56 (110hp)
Initiative: +4
Speed: 40ft.
Armor Class: 24 (+4 dex, +11 natural, -1 size)
Base Attack/Grapple: +8/+19
Attack: 2 Claws +16 (1d8+9+fatigue)
Space/Reach: 10ft./10ft.
Special Attacks: Spell-Like Abilities, Draining Claws
Special Qualities: Immunity to Cold, Resistance to Acid and Electricity 15, DR10/Silver and +2, SR18
Saves: Fort +8 Reflex +12 Will +13
Abilities: Str 24 Dex 18 Con - Int 14 Wis 20 Cha 24
Skills:
Feats: Touch of Shadow, Pale Touch, Improved Pale Touch, Horrid Touch
Environment: Plane of Shadow
Organization: Solitary or Entourage (Self+4 Nightchargers)
Challenge Rating: 8
Treasure: Standard Items and Coins, Double Goods
Alignment: Usually Neutral Evil
Playable: Not Recommended

These dark creatures are the overseers of lesser Nightshades, functioning as officers in the armies of darkness. They also as the name suggests oversee slave-taking operations, capturing and subjugating the enemies of the Night Kingdoms.

Aura of Desecration: A Nightshade radiates a constant Desecrate effect, as if it were a shrine to a deity. The benefits have already been factored into it's stat block. If the aura enters the area of a consecrate or hallow, the two effects cancel each other out.

See in Darkness (Ex): A Nightshade can see in any kind of darkness, even magical darkness, in full color at no penalty.

Shadow Cloak: A Nightshade has total concealment in areas of shadowy illumination. Even against creatures with Darkvision (but not See in Darkness), it still retains concealment.

Spell-Like Abilities: At Will: Shadowplay, Major Image, Control Darkness and Shadow, Chill Touch, Deeper Darkness, Dark Symmetry, Puppet Dance, 3/day: Invisibility, Charm Monster, Mass Inflict Serious Wounds, Shadow Evocation, Shadow Conjuration, Blacklight, Undead Torch, Jack-O-Lantern Bomb, 1/day: Black Tentacles, Dream, Suggestion, Animate Dead

Vulnerability to Light: A Nightshade suffers an extra 50% damage from light effects, and it bypasses any regeneration they might possess. When exposed to true sunlight (not merely a daylight spell), they suffer a -4 penalty to attacks, checks, saves, and damage, have their move speeds halved, and are occluded (everything has concealment to them). When in an area of bright light or for 1 round after suffering light damage, the Nightshade suffers a -2 penalty to attacks, checks, saves and damage (this doesn't stack with the penalty for being in true sunlight).
Last edited by Wiseman on Tue Sep 25, 2018 12:48 am, 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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Post by Wiseman »

Oni
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Size/Type: Medium Giant (Youkai)
Hit Dice: 8d10+32 (100hp)
Initiative: +6
Speed: 40ft. Fly 40ft. (Average)
Armor Class: 26 (+2 Dex, +10 natural, +4 shield) touch 12, flat-footed 24
Base Attack/Grapple: +8/+22
Attack: +3 Flaming Eastern Greatblade +19/+14 melee (2d8+15 plus 1d6 fire) or 2 Slams +16 (2d6+8)
Space/Reach: 5ft./5ft.
Special Attacks: Spells, throw anything
Special Qualities: Fire Resistance 30, Blades of blood, Powerful Build, Catch, Flight, Low-light vision, Regen 5/Acid
Saves: Fort +10, Ref +4, Will +5
Abilities: Str 26 Dex 14 Con 19 Int 14 Wis 16 Cha 22
Skills: Climb +18, Intimidate +17, Listen +10, Knowledge (Arcana) +12, Spot +12
Feats: Improved Initiative, Power Attack, Dash
Environment: Temperate hills
Organization: Solitary or entourage (1 Oni plus 4 or more ogres)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral evil
Playable: Yes (Favored Classes: Barbarian and Fighter)

Oni (also called Ogre Magi) are Ogres who have unlocked their hidden potential. The transformation does make them smaller, which initially caused many to see it as a transformation into a weaker form, not stronger. However, the Oni's increased strength and magical abilities quickly dispelled these notions, able to easily defeat any normal ogres who would challenge their power.

With this, the Oni began to unite the ogre peoples, increasing their influence and power as they take their civilization into a new era with the ambition of surpassing even the glory of their mighty ancestors. Armies have been formed, weapons forged, fortresses built and slaves captured all in the goal of grand new age of Ogre tyranny.

In the armies, Oni serve as officers, leading units of normal Ogres in battle. Though above normal Ogres, Oni have their own hierarchy, with greater Oni who have embraced the power of the elements ruling them.

Oni apperances can vary wildly. Some look like smaller variations of normal ogres, others look like humans with horns, while still others have more fiendish forms with possible skin tones of every color.

Combat:

When fighting among lesser Ogres, Oni will typically remain near the rear of the force, using their magic to support their allies. They are fully capable of holding their own in a fight, as many an opponent has learned the hard way.

Barrier (Su): An Oni is constantly under the effects of a Shield spell. This has already been factored into it's stat block.

Blades of Blood (Su): An Oni's magical abilities unconsciously bleed out into things that it touches, granting a +1/3CR(round up) enhancement bonus to any weapon it touches (including anything that it throws).

Catch (Ex): When an Oni is targeted with a ranged weapon that they would be capable of throwing and is aware of the attack, it may attempt to catch the projectile as an immediate action by making an attack roll opposing that of the thrower. It must have at least one hand free in order to attempt to catch something. An Oni who successfully catches a projectile may elect to throw it at another creature within its normal throwing range as part of the same immediate action. An Oni may block weapons with up to a +1/3CR enhancement bonus.

Drunk as I Like (Ex): Oni are immune to the harmful effects that result from consuming alcohol. An Oni is still considered drunk 1 minute after consuming alcohol (allowing use of all related feats and abilities), even if it is immune to the damage or intoxication. (Of course, an Oni can voluntarily suppress this immunity to take the damage anyway.)

Flight (Su): An Oni is able to fly constantly as though it were under the effect of an overland flight spell. This movement is factored into their stat block.

Powerful Build (Ex): An Oni counts as one size category larger for everything beneficial save ability scores and reach.

Spells: An Oni casts spells as a Sorcerer with a level 2 levels lower than its HD (normally 6th). If it takes a class that advances Sorcerer spellcasting, it only gains one spellcaster level per class level.
Spells Per Day: ?/8/8/5
Typical Spells Known: 8/6/5/4
0: Prestidigitation, Dancing Lights, Arcane Mark, Detect Magic, Read Magic, Detect Poison, Ghost Sound, Mending
1: Alarm, Chill Touch, Animate Rope, Silent Image, Greater Mage Hand, Magic Missile
2: Resist Energy, Glitterdust, Summon Swarm, Invisibility, Pyrotechnics
3: Dispel Magic, Sleet Storm, Fireball, Suggestion

Throw Anything (Ex): Oni can throw objects (whether they be rocks, wooden planks, or other pieces of debris) up to four sizes smaller than themselves in one hand (normally Diminutive, dealing 2d6 points of damage) with a range increment of 50 feet. Oni add their Strength modifier to both attack and damage rolls with these weapons.

Weakness to Fukumame: Oni are weakened by boiled or roasted soybeans. Tossing a handful and shouting "Oni, begone!" is a ranged thrown attack (with a range increment of 20 feet) that does 1d6 damage to an Oni ignoring all damage reduction, resistance, immunity or regeneration. Every time an oni takes damage from soybeans it is fatigued for 1 round. Boiled soybeans are moist enough to stick to an Oni, and each full round spent in contact with the substance does 1d6 damage from exposure. A move action is required to wipe it away.
Last edited by Wiseman on Thu Dec 21, 2023 11:57 pm, edited 6 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 Thaluikhain »

Just a thought, but wouldn't Oni be a better name to use all the time than Ogre Mage, as you could have Ogres that have spellcaster levels and that'd be something very different?
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Post by Wiseman »

Probably. Only problem was that I have an Oni base race as well.
Last edited by Wiseman on Mon May 28, 2018 10:38 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 Wiseman »

Morrigna
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Size/Type: Medium Spirit (Extraplanar, Psychopomp)
Hit Dice: 14d8+84 (170hp)
Initiative: +7
Speed: 100ft. Fly: 100ft (Perfect) Swim: 100ft.
Armor Class: 28 (+7 dex, +5 insight, +6 natural)
Base Attack/Grapple: +14/+20
Attack: By Spell (+21 ranged touch)
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Spell-Like Abilities, Psi-Like Abilities
Special Qualities: Blindness, Soulsight 140ft.**, Scent, Immunity to Cold, Electricity, Disease, Poison, Death Effects, Ability Drain, Negative Levels, Gaze Attacks, SR24, Resist Light and Fire 15, DR10/-, Telepathy 20 miles**,
Saves: Fort +15 Reflex +16 Will +19
Abilities: Str 22 Dex 24 Con 22 Int 30 Wis 30 Cha 30
Skills:
Feats: Quicken Spell, Extend Spell, Sudden Quicken (B), Spontaneous Divination (B), Track (B) (may track through any environment)
Environment: Astral Plane
Organization: Solitary or Scouting (self + 8 vanth)
Challenge Rating: 14
Treasure: Standard
Alignment: Always True Neutral
Playable: Yes (Favored Classes: Wizard and Dread Necromancer)

The morrigna are the scholars and seekers of the Psychopomps, they both serve as sources of knowledge and strategy, and hunters of renegade souls and soul traffickers. Unlike most other psychopomps, these beings typically appear as humanoid women dressed in translucent spider silk garments. Despite their unassuming appearance compared to other psychopomps, they are are formidable spellcasters and dangerous foes to face in combat.

Link Between Worlds: A Psychopomp is able to affect certain creatures from the border region of a transitive plane into it's coexistant plane or vice versa. Abilities capable of transitive to cotexistant are marked with an asterisk (*) abilities which are capable of going both ways are marked with two asterisks (**)

Spirit Sight: A Psychopomp can see into the border area of a single transitive plane and the corresponding plane as if it was present in both locations at the same time. It does not suffer any penalty to it's visibility distance due to planar effects.

Mirror (Ex): As a standard action, a Psychopomp may travel between a Transitive Plane, and the exact location it corresponds to on a coexistent plane (and vice versa) like greater plane shift. It may also gain or lose the [Incorporeal] subtype at will as a free action.

Lore: Morrigna learn much from the souls they encounter. A Morrigna automatically has maximum ranks in all knowledge skills without expending any skill points, as well as Bardic Knowledge equal to it's level.

Blindness: A Morrigna is naturally blind (effects like remove blindness have no effect).

Displaced Senses**: A Morrigna can see and hear at distant locations, like scrying. The range of this ability is 20 miles, though the sensor only moves at 500 feet a round. It can enter into coexistant planes similar to the Mirror ability. If the morrigna or the sensor moves out of range it winks out of existence and the morrigna can create a new one as a full round action. If it is dispelled (having a caster level equal to the Morrigna's CR) or the Morrigna is unwillingly forced out of range, it cannot be recreated for one hour. The sensor can be as close as 5 feet to the Morrigna. It cannot share it's space.
A DC30 intelligence check can allow a creature of int 16 or higher to detect the sensor.
The following abilities may be used, treating the sensor as the origin point: Telepathy**, Major Image**, Detect Magic**, Detect Undead**, Greater Arcane Sight**, True Seeing**, Detect Thoughts*, Locate Creature**, Locate Object**, Deathwatch**, Consecrate**, Descecrate**, Greater Mage Hand**, Prestidigitation**,

Psi-Like Abilities: At Will: Energy Ball, Energy Burst, Energy Wave, Energy Cone, Energy Bolt, Energy Current, Energy Wall, Energy Stun, Energy Ray, Energy Missile, Object Reading, Greater Precognition, 1/day: Hypercognition

Soulsight** (Su): A Morrigna is aware of every creature with a soul out to 140 feet as if through blindsense. This also allows them to get a sense of the creatures general state of being (physical health, emotional state). The Morrigna gains a +4 bonus to sense motive against any creature it can detect with this sense. This ability is blocked by Mind Blank.

Spell-Like Abilities: Constant: Greater Arcane Sight** True Seeing** Planar Tolerance,
At Will: Detect Undead**, Mass Cure Critical Wounds, Mass Inflict Critical Wounds, Invisibility**, Greater Dispel Magic, Detect Magic**, Summon Swarm**, Prestidigitation**, Greater Mage Hand**, Telekinisis, Detect Thoughts*, Major Image**, Calm Emotions*, Augury, Omen of Peril, Locate Creature**, Locate Object**, Deathwatch**, Consecrate**, Desecrate** Greater Teleport (Self+objects carried only), Alter Self, Plane Shift (Self+objects carried only).
3/day: Limited Wish, Lesser Miracle, Divination
1/day: Discern Location, Finger of Death, Foresight, True Resurrection, Undeath to Death
Save DC 27

Spells: A morrigna casts spells as a 12 level Diviner (typically choosing evocation as a barred school).

Psychopomp Traits:
Beyond Life and Death: A psychopomp is Healed by both negative and positive energy. They are immune to death effects and negative levels and nothing can overcome that immunity.
Ghost Hunter: A psychopomp may interact with incorporeal creatures as normal with no miss chance and may see into the Ethereal plane as if it were normally there (or the Border Astral if you'd like a system that makes more sense), as well as the Plane of Shadow as well. It may only look one way at a time (thus from the prime material, it can see into the Astral or the Shadow, from the Shadow it could only see the material)
Last edited by Wiseman on Mon Feb 03, 2020 6:19 am, edited 2 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 »

Deepspawn
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Size/Type: Huge Abberation
Hit Dice: 11d8+77 (150hp)
Initiative: +5
Speed: 30ft. Climb: 30ft. Swim: 30ft.
Armor Class: 24 (+5 dex, +11 natural, -2 size)
Base Attack/Grapple: +8/+28
Attack: Tentacle +18 (3d6+12+improved grab) and Bite +18 (3d6+12+poison)
Full Attack: 3 Tentacles +18 (3d6+12+improved grab) and 3 Bites +18 (3d6+12+poison)
Space/Reach: 15ft./20ft.
Special Attacks: Spawn, Poison, Improved Grab, Spell-Like Abilities
Special Qualities: All-Around Vision, Immunity to Poison and Disease, Acid Resistance 15, Telepathy 200ft.
Saves: Fort +10 Reflex +8 Will +12
Abilities: Str 34 Dex 20 Con 24 Int 22 Wis 20 Cha 19
Skills:
Feats: Combat Reflexes,
Environment: Underground
Organization: Solitary or Spawn Creations
Challenge Rating: 11
Treasure: Double Standard
Alignment: Usually Neutral Evil
Advancement: 13-15HD Gargantuan, 16-18HD Colossal 19+HD Titanic
Level Adjustment: -

Deepspawn are horrifying and mysterious creatures. As the name suggests, they primarily lair beneath the earth. A deepspawn is a rubbery sphere covered in extendable eyestalks, from which six tentacles emerge, three ending in mouths. However, this is not the creatures most formidable ability. The ability a Deepspawn is infamous for is the ability to create copies of creatures that it has devoured. Such a creature can transform entire cave networks into nightmare realms full of monsters it has created.

Deepspawn Speak Common and Undercommon.

Combat:

Improved Grab (Ex): If a deepspawn hit's with a tentacle attack it may start a grapple as a free action that doesn't provoke attacks of opportunity. If it succeeds it may constrict, dealing it's tentacle damage. A creature can escape this by opposing the deepspawns grapple check with it's own grapple or escape artist check. Alternatively, it may swallow the creature whole.

Swallow Whole (Ex): After succeeding on a grapple check or beginning it's turn with a creature up to one size category smaller than it pinned, the deepspawn may immediately swallow the victim whole. A creature swallowed by a deepspawn is considered pinned, though on their turns they may make a reflex save (DC20) to end this condition. Each round, they take 5d6 damage that is simultaneously piercing, slashing, bludgeoning and acidic, from the insides the worm. If they can deal a total of 30 damage (lethal or non lethal) then they can break free of the deepspawn's stomach. Once they are outside, muscular action closes the hole. Other swallowed creatures must cut their own way out. If it has ever swallowed a creature, it may spawn a duplicate of it.

Poison (Ex): Injury, Fort DC20 1d4dex+1d4con/Paralyses 10 minutes.

Spell-Like Abilities: At Will: Hold Monster, Water Breathing, Detect Thoughts, Confusion
1/day: Heal, Black Tentacles,

Spawn (Ex): A Deepspawn is able to create clones of creatures that it has used it's Swallow Whole ability on before. Initiating this ability is a standard action, and the creature to be created begins to form within the Deepspawn's body. The Deepspawn cannot spawn creatures of the (non-native) Outsider, Undead, Elemental or Construct types or [Incorporeal] subtype, and cannot spawn creatures of it's own size category or larger, nor can it spawn creatures with a higher CR than it. After 1d4 days, the process is complete, and the Deepspawn gives birth to it's spawn. The Spawn has all the abilities of the original, and is for all intents and purposes a complete copy of the original, save that it only possesses vague shadows of the originals memories. It is helpful by default to the Deepspawn that birthed it but there is no inherent control. The Deepspawn may only gestate one creature at a time.
Last edited by Wiseman on Sun Feb 20, 2022 12:54 am, edited 5 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 »

Nightflyer
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Size/Type: Huge Spirit/Undead (Dark-Minded, Extraplanar, Nightshade)
Hit Dice: 12d12+108 (200hp)
Initiative: +13
Speed: 30ft. Fly: 100ft (Good)
Armor Class: 32 (+9 dex, +14 natural, -2 size)
Base Attack/Grapple: +12/+28
Attack: Bite +22 (3d6+14+drain) and Tail +22 (3d6+14+poison) and 2 Claws (2d6+10+rend)
Space/Reach: 15ft./15ft. (20ft. with tail)
Special Attacks: Drain, Poison, Spell-Like Abilities,
Special Qualities: Immunity to Cold, Resistance to Acid and Electricity 15, DR10/Silver and +3, SR22, Scent, Vulnerability to Light,
Saves: Fort +10, Reflex +19 Will +14
Abilities: Str 28 Dex 28 Con - Int 20 Wis 18 Cha 24
Skills: Perception +19, Survival +19, Appraisal +20, Arcana +20, Thaumaturgy +22, Intimidation +22, Geomancy +19, Dowsing +19, Stealth +24, Bluff +22, Concentration +19, Athletics +24, Psychology +20
Feats: Touch of Shadow, Improved Initiative, Flyby Attack, Improved Flyby Attack
Environment: Plane of Shadow
Organization: Solitary or Murder (3-6)
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Neutral Evil
Playable: Not recommended

Drain (Su): Any damage a Nightflyer inflicts to a living creature with it's bite attack, it heals.

Poison (Ex): Injury, Fort DC23, Primary: Slow 10 minutes, Secondary: Paralysis 10 minutes

Spell-Like Abilities: At Will: Fog Cloud, Deeper Darkness, Blacklight, Damning Darkness, Shadow Walk, Shadowplay, Chill Touch, Shadow Evocation, Shadow Conjuration, Undead Torch, Blur, Greater Mage Hand, See Invisibility, Ghost Sound, Faerie Fire, Darkbolt
3/day: Fear, Animate Dead, Mirror Image, Major Image, Bestow Curse (Medium Range),
1/day: Create Undead/Create Greater Undead, Greater Shadow Conjuration, Telekinesis, Greater Shadow Evocation, Mind Fog, Black Tentacles,

Summon (Sp): Once per hour, a Nightflyer may summon 6 Nightchargers. They last for 10 minutes.

Aura of Desecration: A Nightshade radiates a constant Desecrate effect, as if it were a shrine to a deity. The benefits have already been factored into it's stat block. If the aura enters the area of a consecrate or hallow, the two effects cancel each other out.

See in Darkness (Ex): A Nightshade can see in any kind of darkness, even magical darkness, in full color at no penalty.

Shadow Cloak: A Nightshade has total concealment in areas of shadowy illumination. Even against creatures with Darkvision (but not See in Darkness), it still retains concealment.

Vulnerability to Light: A Nightshade suffers an extra 50% damage from light effects, and it bypasses any regeneration they might possess. When exposed to true sunlight (not merely a daylight spell), they suffer a -4 penalty to attacks, checks, saves, and damage, have their move speeds halved, and are occluded (everything has concealment to them). When in an area of bright light or for 1 round after suffering light damage, the Nightshade suffers a -2 penalty to attacks, checks, saves and damage (this doesn't stack with the penalty for being in true sunlight).
Last edited by Wiseman on Sun Feb 20, 2022 12:42 am, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Nighthunter
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Size/Type: Medium Spirit/Undead (Dark-Minded, Extraplanar, Nightshade)
Hit Dice: 4d12 (20hp)
Initiative: +3
Speed: 60ft.
Armor Class: 18 (+3 dex, +5 natural)
Base Attack/Grapple: +4/+11
Attack: Bite +9 (2d6+10)
Space/Reach: 5ft./5ft.
Special Attacks: Trip, Spell-Like Abilities
Special Qualities: Scent, Immunity to Cold, Resist Acid and Electricity 10, SR14, DR5/Silver
Saves: Fort +6 Reflex +9, Will +11
Abilities: Str 24 Dex 17 Con - Int 6 Wis 20 Cha 10
Skills: Survival +22, Stealth +10, Perception +12, Dowsing +12, Athletics +7, Acrobatics +10
Feats: Track (B),
Environment: Plane of Shadow
Organization: Solitary, Pair, or Pack (3-15)
Challenge Rating: 4
Treasure: N/A
Alignment: Usually Neutral Evil
Playable: Not Recommended

These creatures resemble wolves, but are far more intelligent and dangerous. They are kept as pets and servants by Nightshades, used as beasts of hunting and warfare. Nighthunters are incapable of speech, but understand Umbral.

Follow Your Nose (Su): Once a Nighthunter has detected a creatures smell with it's Scent ability, it gains a Locate Creature effect keyed to it whenever it is within range. They also receive a +10 racial bonus to survival when following tracks.

Spell-Like Abilities: At Will: Deeper Darkness, Gaseous Form, Shadowplay, Control Darkness and Shadow, 1/day: Locate Object

Trip (Ex): A Nighthunter that hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip them back.

Aura of Desecration: A Nightshade radiates a constant Desecrate effect, as if it were a shrine to a deity. The benefits have already been factored into it's stat block. If the aura enters the area of a consecrate or hallow, the two effects cancel each other out.

See in Darkness (Ex): A Nightshade can see in any kind of darkness, even magical darkness, in full color at no penalty.

Shadow Cloak: A Nightshade has total concealment in areas of shadowy illumination. Even against creatures with Darkvision (but not See in Darkness), it still retains concealment.

Vulnerability to Light: A Nightshade suffers an extra 50% damage from light effects, and it bypasses any regeneration they might possess. When exposed to true sunlight (not merely a daylight spell), they suffer a -4 penalty to attacks, checks, saves, and damage, have their move speeds halved, and are occluded (everything has concealment to them). When in an area of bright light or for 1 round after suffering light damage, the Nightshade suffers a -2 penalty to attacks, checks, saves and damage (this doesn't stack with the penalty for being in true sunlight).
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 »

Invisible
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Size/Type: Large Outsider (Extraplanar, Evil, Heartless)
Hit Dice: 15d8+150 (200hp)
Initiative: +10
Speed: 60ft. Fly: 100ft. (Perfect)
Armor Class: 38 (+10 dex, +8 deflection, +10 natural)
Base Attack/Grapple: +15/+31
Attack: +5 Speed Unholy Longblade +32/+32/+27/+27 (2d8+2d6[unholy]+17)
Space/Reach: 10ft./10ft. (15 feet with longblade)
Special Attacks: Invisibility, Ring of Fire, Spell-Like Abilities
Special Qualities: DR20/Good, Immunity to Fear
Saves: Fort +23, Reflex +23 Will +23
Abilities: Str 35 Dex 30 Con 30 Int - Wis 30 Cha 30
Skills:
Feats: Power Attack, Darkstalker, Touch of Shadow
Environment: Realm of Darkness
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 15
Treasure: N/A
Alignment: Always Evil
Advancement: Keyblade Master Class (keyblade traits apply to sword)
Level Adjustment: -

The advanced form of powerful keyblade wielders who had succumbed completely to the darkness. Invisibles are a powerful form of heartless, capable of numerous forms of attack.

Combat:

Invisible (Ex): The Invisible can become completely invisible at the cost of a swift action every round. This is treated as natural invisibility, and is thus not subject to things like True Seeing, See Invisibility, or anything else that reveals invisible creatures.

Ring of Fire (Su): While Invisible, the Invisible can engulf a creature within close range in dark fire as a standard action. (Will DC 27 negates). This deals 7d6 points of damage per round (that is all vile damage), for a number of rounds equal to the Invisibles CR. The target is Slowed for this duration. This is a [Curse] effect.

Spell-Like Abilities: Constant: Unholy Aura, True Seeing, Freedom of Movement At Will: Detect Evil, Shadow Walk, Greater Shadow Conjuration, Greater Shadow Evocation, Control Darkness and Shadow, Shadowplay, Deeper Darkness, Blacklight, Damning Darkness, Darkbolt, Wretched Blight, Continual Flame, Faerie Fire, 1/day: Hiss of Sleep
Last edited by Wiseman on Fri Jan 24, 2020 9:00 am, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Heartless
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When a creature's heart is lost to darkness, it transforms into a Heartless, a dark being that exists only to consume the hearts of others, transforming them into more Heartless.

Size/Type: Size is unchanged. Type becomes Spirit with the [Evil] and [Heartless] subtypes and the new home plane is the Realm of Darkness. Do not recalculate base attack, hit points, saves or skills.
Attack: If it lacks any other weapons, it gains either a slam or claw attack as a natural weapon (1d6 for medium).
Special Attacks: See Below
Special Qualities: Create Spawn,
Abilities: Int score becomes -.
Challenge Rating: +0
Alignment: Always Evil (Any)

Create Spawn: A creature killed by a heartless becomes a heartless itself. The original heartless has no control over it's spawn.

The [Heartless] subtype:

Heartless
See In Darkness (Ex): Heartless can see perfectly in darkness of any kind, even that of the magical variety.
Reconstitute: Like other spirits, being killed doesn't necessarily spell the end for a heartless. Unlike other spirits, this is quicker and not dependant on plane. If a Heartless is killed, it is restored to life as per True Resurrection in the Realm of Darkness after 1 day/CR. The only thing that can destroy a heartless permanently is a Keyblade. If it is killed by an attack originating from a Keyblade, then it's captive heart is set free.
Create Spawn: A creature killed by a Heartless becomes a Heartless itself of it's own CR or lower. If the killed creature was evil, then their heartless may be up to 4 CR higher.
Last edited by Wiseman on Thu Dec 28, 2023 7:57 pm, edited 7 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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Post by Wiseman »

Nighthaunter
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Size/Type: Medium Spirit/Undead (Dark-Minded, Extraplanar, Incorporeal, Nightshade)
Hit Dice: 10d12+80 (140hp)
Initiative: +12
Speed: 30ft. Fly 60ft. (Perfect)
Armor Class: 26 (+8 dex, +8 deflection)
Base Attack/Grapple: +10/+13
Attack: 2 Draining Touches +18 (5d6+fatigue)
Space/Reach: 5ft./5ft.
Special Attacks: Draining touch, Spell-Like Abilities, Spirit Shift
Special Qualities: Nightshade Traits, Immunity to Cold, Resistance to Acid and Electricity 10, SR20, DR10/+2 and Silver
Saves: Fort +7 Reflex +15 Will +13
Abilities: Str 16 Dex 26 Con - Int 20 Wis 22 Cha 26
Skills: Bluff +21, Stealth +21, Intimidate +21, Perception +19, Affability +21, Cultures +21, Psychology +18, Appraisal +18, Arcana +18, Thaumaturgy +21, Legerdemain +21, Dowsing +21, Ciphers +21
Feats: Touch of Shadow, Combat Expertise, Flyby Attack, Improved Flyby Attack
Environment: Plane of Shadow
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Neutral Evil
Playable: Not recommended


Draining Touch (Su): A Nighthaunter's melee touch attacks drain energy and vitality from their targets. Any creature struck by one becomes fatigued. If it is already fatigued, it becomes exhausted.

Spirit Shift (Su): As a swift action at will the Nighthaunter gain or loose the incorporeal subtype.

Spell-Like Abilities: Constant: Blur
At Will: Major Image, Greater Invisibility, Invisibility, Darkbolt, Deeper Darkness, Blacklight, Crushing Despair, Slow, Shadow Evocation, Shadow Conjuration, Prestidigitation, Detect Magic, Read Magic, Arcane Mark, Shadowplay, Control Darkness and Shadow, Major Image, Detect Thoughts
3/day: Suggestion, Dimension Door, Persistent Image, Telekinesis, Confusion, Mislead, Dream
1/day: Waves of Exhaustion, Greater Shadow Evocation, Greater Shadow Conjuration, Nightmare, Brain Spider, Deep Slumber, Mind Fog

Aura of Desecration: A Nightshade radiates a constant Desecrate effect, as if it were a shrine to a deity. The benefits have already been factored into it's stat block. If the aura enters the area of a consecrate or hallow, the two effects cancel each other out.

See in Darkness (Ex): A Nightshade can see in any kind of darkness, even magical darkness, in full color at no penalty.

Shadow Cloak: A Nightshade has total concealment in areas of shadowy illumination. Even against creatures with Darkvision (but not See in Darkness), it still retains concealment.

Vulnerability to Light: A Nightshade suffers an extra 50% damage from light effects, and it bypasses any regeneration they might possess. When exposed to true sunlight (not merely a daylight spell), they suffer a -4 penalty to attacks, checks, saves, and damage, have their move speeds halved, and are occluded (everything has concealment to them). When in an area of bright light or for 1 round after suffering light damage, the Nightshade suffers a -2 penalty to attacks, checks, saves and damage (this doesn't stack with the penalty for being in true sunlight).
Last edited by Wiseman on Sun Feb 20, 2022 12:45 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 »

Kanohi Dragon
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Size/Type: Colossal Construct (Biomechanical, Draconic, Fire, Rahi)
Hit Dice: 15d10+195 (300hp)
Initiative: +9
Speed: 60ft. Fly: 120ft. (Perfect) Kakama: 360 Fly: 420ft. (Perfect)
Armor Class: 31 (+5 dex, +24 natural, -8 size)
Base Attack/Grapple: +15/+51
Attack: Bite +27 (8d6+30) and 2 Claws +27 (6d6+20) and Tail +27 (8d6+30)
Space/Reach: 30ft.
Special Attacks: Breath Weapon, Melt, Rain of Ashes, Spell-Like Abilities, Destroyer of Fortifications
Special Qualities: Durable, Kanohi Mask Mastery, Immunity to Fire, Compulsion, Charm, Fear, Petrification, Negative Levels, Ability Damage/Drain, Resist Electricity and Sonic 30, SR25, Blindsight 120ft.,
Saves: Fort +22 Reflex +12 Will +17
Abilities: Str 50 Dex 20 Con 37 Int 10 Wis 30 Cha 30
Skills:
Feats: Improved Initiative, Sniper Breath Weapon, Flyby Attack, Improved Flyby Attack, Deep Breath,
Environment: Volcanic Regions
Organization: Solitary or Whatever
Challenge Rating: 15
Treasure: Double Items, Quintuple Goods and Coins plus Kanohi Masks
Alignment: Often Chaotic Neutral
Playable: Not Recommended

"I asked Vakama about this beast. The Kanohi Dragon had evidently not been seen for generations. According to Vakama, Toa Lhikan and ten of his comrades fought a great battle against the creature and drove it away long, long ago. More than that, he did not know, and Lhikan never cared to share more of the tale. Such silence says a lot about what an awful battle it must have been." —Rahaga Pouks

The Kanohi Dragon is one of the most fearsome Rahi to ever exist. While it's sharp claws and blazing breath are formidable, it's most dangerous aspect is the Kanohi Masks embedded into it's hide. These aren't mere decoration, it is fully capable of using these masks with all the mastery, power, and control of a Toa. It's a mystery where these masks come from.

Combat:

Breath Weapon (Su): A Kanohi Dragons breath weapon deals 1d10/CR (15d10 normally) fire damage (Reflex DC30 half) in a cone out to medium range (250ft.), A 5ft. wide line out to double medium range (500ft.), or a 5-30ft. burst out to long range (1000ft.). It also has a secondary breath weapon, that duplicates the effect of a Rust Monsters rust ability on anything metal in the area (same DC).

Durable (Ex): A Kanohi Dragon is treated as a object with hardness 15 for the purposes of being damaged.

Rain of Ashes (Ex): A Kanohi dragon exudes a swirling aura of ashes and soot. This duplicates the effect of a Sleet Storm within Close Range (60ft.) of the Kanohi Dragon, who is unaffected by this cloud. Any squares this aura passes through retain the soot and ash cloud after it leaves, for 24 hours after which it settles though the effects here are the same as Fog Cloud. Additionally, the cloud extends downwards 100ft. per round. If the Kanohi Dragon remains in place for 1 round, the ash cloud extends, doubling the area though of course this extra area is treated as Fog Cloud. Each round it continues to double up to a maximum of 1 mile. The Kanohi Dragon can activate and deactivate this ability as a free action (any created ash remains).

Kanohi Mask Mastery: A Kanohi Dragons most defining feature is the masks embedded into it's scales. A Kanohi Dragon typically has 8 masks embedded and active and has access to the Mastery ability of the masks. Listed below for expediencies sake are the eight most likely types of masks a Kanohi Dragon would possess(the effects of which have already been incorporated into the stat block):

Kakama: The Mask of Speed grants it's wielder a +10 bonus to speed per level. The wearer may run at 10 times their speed indefinitely (in any move speed).
Mastery: The wearer instead gains a +20 bonus to their speed per level. The wearer may run at 100 times their speed indefinitely. Additionally, they may vibrate their molecules to phase through solid material with a hardness less than their own level. However they must end their movement in open space or else they are bounced back to where they entered and suffer 5d6 damage and are stunned for 1 round.

Akaku: The Mask of X-Ray Vision allows its wearer the ability to see into and through solid matter on command. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.
Mastery: The X-Ray vision goes out to line of sight, though the penetration distance remains the same.

Komau: The Mask of Mind Control grant's it's wearer Suggestion at will as a Supernatural Ability.
Mastery: The wearer gains dominate monster, at will, but may only have 1 dominated target at a time.

Matutu: The Mask of Telekinisis grant's it's wearer Telekinisis at will as a supernatural ability save that they may not perform the violent thrust option.
Mastery: They may perform the violent thrust option.

Calix: The Mask of Fate allow's it's wearer to reroll any die roll they make 1/minute.
Mastery: They may perform this once per round.

Iden: The Mask of Spirit allows it's wearer to project their spirit from their body. Their body becomes helpless. Their spirit appears on the Ethereal Plane and may not leave the Border Ethereal. They can move a maximum 1 mile per 2 levels (round up) away from their body, though the wearer may effectively Greater Teleport throughout this area. Their spirit form may not attack, use any elemental or other mask powers, or take any standard actions. Ending this effect is a free action. If their spirit form is slain, they are immediately forced back into their body and wake up exhausted and sickened for 1 hour. If their body is slain, they die.
Mastery: The wearer may take 1 specific standard action. By touching a creature while in spirit form they may attempt to possess them, (against an unwilling creature who is aware of the wearers presence a melee touch is required). A will save negates this, and prevents them from being affected by this particular Iden mask for 24 hours. This can affect mindless creatures, creatures without souls, and constructs. Mindless creatures and constructs without an Int score do not receive a save for this ability. While possessing a creature, the only actions that can be taken are Control and Depart.

Garai: The Mask of Gravity grant's it's wearer the ability to manipulate gravity out to close range, creating the effects of Light or Heavy gravity. Every 3 levels past first the wearer may increase the intensity by one step.
Mastery: May use a supernatural Reverse Gravity at will. May alter the environment within close range or in a 50 area out to long range to have light, normal, heavy, objective (fixed to a point or direction) or no gravity as a supernatural ability. These effects last as long as the wearer is in range. May cause a single creature to count as if lifting double their maximum load off the ground (no dex to AC, 5ft move speed, no flight) or any lesser load, for Concentration+1 minute, Fort Negates. May cause a single creature to become pinned for Concentration+1 round as a standard action (fort negates), while pinned they may deal 1d6/2CR magic bludgeoning damage every round from crushing gravity.

Felnas: The Mask of Disruption can interfere with the wearers enemies abilities. By making a melee touch attack, the wearer may activate one of the targets magical abilites, making them cast a spell, activate a power, or use a supernatural or spell-like ability or similar that the target can use as a standard action or less. The wearer decides any parameters and decisions about the usage of this ability (targeting, selections the ability makes, variations of the ability availiable, ect). A will save negates this effect.
Mastery: This ability can be used out to close range.

Spell-Like Abilities: Constant: Greater Arcane Sight, See Invisibility, True Seeing,
At Will: Detect Magic, Rusting Grasp, Shout, Sound Lance, Scorching Ray,
3/day: Greater Shout, Flame Strike, Incendiary Cloud, Greater Heroism
Last edited by Wiseman on Thu Mar 07, 2024 9:41 pm, edited 3 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Shrapnel »

That is some insane fan art of a fan-made character.
Is this wretched demi-bee
Half asleep upon my knee
Some freak from a menagerie?
No! It's Eric, the half a bee
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Post by Wiseman »

Coeurl
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Size/Type: Large Magical Beast
Hit Dice: 10d12+60 (150hp)
Initiative: +8
Speed: 70ft.
Armor Class: 26 (+8 dex, +9 natural, -1 size)
Base Attack/Grapple: +10/+22
Attack: Bite +17 (2d6+12+2d6[elec]+improved grab) and Claws +15 (1d8+2d6[elec]+8)
Space/Reach: 10ft./10ft.
Special Attacks: Pounce, Improved Grab, Rend, Rake, Blaster, Spell-Like Abilities
Special Qualities: Immunity to Electricity, Scent, SR20
Saves: Fort +13 Reflex +15 Will +5
Abilities: Str 26 Dex 26 Con 22 Int 2 Wis 14 Cha 20
Skills: Perception +15, Survival +15, Stealth +21
Feats: Multiattack,
Environment: Any Land or Underground
Organization: Solitary, Pair or Pack (3-20)
Challenge Rating: 10
Treasure: N/A
Alignment: Usually Neutral

Being a great flesh-eater, with pale rippling fur, and long whiskers extending from the corners of its mouth. These predators move in packs of two or three, dividing roles as do hunters with a far greater than animal intelligence. The breadth of their territory varies with the amount of prey available, and in those places where food is scarce, they increase their range so as to avoid starvation.

Combat:

Blaster (Su): A Couerl's most lethal attack is with it's whiskers. 1/hour it may attempt a melee touch attack. If successful, the target must make a DC21 fort save (Con based) or die (this is a [Death] effect).

Improved Grab (Ex): To use this ability, a Coeurl must hit with its bite attack. It can then attempt to grapple as a free action without provoking an attack of opportunity. If it wins the grapple attack, it establishes a hold and can rake.

Pounce (Ex): If a Couerl charges, it can make a full attack, including two rake attacks.

Rake: Attack Bonus +15 melee, (1d8+2d6[elec]+8)

Rend (Ex): If the Couerl hits an opponent with 2 claw attacks, it automatically rends them for additional claw damage.

Spell-Like Abilities: At Will: Call Lightning.

Treasure
Ah, the famous coeurl! While one may scoff at its high-priced pelt, few are those who would pass up the chance to claim one of those distinctive whiskers! More than any monetary value, it is the sheer difficulty of obtaining this rare prize that compels the true adventurer to dust off his sword arm and take up the challenge. And what a choice! Claim the fine, expensive fur, or risk bloodying it for the chance to claim that elusive coeurl whisker? If this seems like the perfect conundrum to you, you're a true adventurer.

From a fresh (under 1 week dead) Coeurl, one may harvest both of it's whiskers as well as it's pelt in a 10 minute procedure. Both of these still carry a trace of the Coeurl's magical abilities. As a standard action, a bearer of a Couerl whisker who has at least 1 rank in Arcana may project a bolt of lighting as a ranged touch attack out to close range, dealing 1d6/level damage (max 10d6). A whisker has 50 uses before the magic runs dry. Alternatively, if none of the charges have been spent, a single whisker can be used to reduce the creation time and cost of creating a Shock weapon by 25%.

The Couerl's pelt, with a day of work can be transformed into a cloak that provides Electricty Resistance 10.
Last edited by Wiseman on Thu Mar 07, 2024 9:45 pm, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Leukoloth
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Size/Type: Large Spirit (Extraplanar, Evil, Yugoloth)
Hit Dice: 12d8+96 (150hp)
Initiative: +9
Speed: 40ft. Fly 90ft. (Good)
Armor Class: 34 (+9 dex, +8 deflection, +7 natural)
Base Attack/Grapple: +12/+22
Attack: 2 Claws +22 (3d6+10) or +4 Speed Composite Longbow +25/+25/+20/+20 (2d6+14)
Space/Reach: 10ft./10ft.
Special Attacks: Plaguebringer, Infection, Arrows of Pestilence, Plaguemaster, Spell-Like Abilities
Special Qualities: Immunity to Acid, Disease, and Poison, Scent 30ft., Resist Cold and Fire 20, SR22, DR15/Good and Stone, Telepathy 500ft.,
Saves: Fort +16 Reflex +17 Will +14
Abilities: Str 30 Dex 28 Con 26 Int 20 Wis 22 Cha 26
Skills: Healing +23, Bluff +23, Dowsing +21, Perception +21, Stealth +24, Intimidation +23, Thamaturgy +23, Arcana +20, Acrobatics +24, Endurance +23, Concentration +21, Athletics +23, Survival +21
Feats: Point Blank Shot, Far Shot, Power Attack, Flyby Attack, Improved Flyby Attack, Deformity, Blood (B), Deformity, Black Blood (B),
Environment: Gray Wastes of Hades, Bleak Eternity of Gehenna
Organization: Solitary, Pair or Plague (3-6)
Challenge Rating: 12
Treasure: Double Coins, Double Goods, Standard Items
Alignment: Always Neutral Evil
Playable: Not Recommended

You are flesh, and flesh rots. We can smell the cells moving and decaying in your body. We whisper to them, moving this chemical here and this enzyme there, and thus we make disease bloom throughout your lungs. Push your flesh another way and your bones sprout cancers like wildflowers. We all succumb to entropy in the end.

Leukoloths are spirits of pestilence and disease. They delight in traveling from the lower planes to the Prime Material and starting plagues and epidemics, to spread their diseases as much as possible.

Among their own kind, these creatures primarily serve the Oinoloth in the Gray Waste, as the bearer of that title becomes a lord of disease. Some, find service in other deities of disease, like Morgion. Some serve no master at all, and seek to build their own power bases.

This is often done on other planes, where they spread their plagues and use it to seize control of a region. Often, they rule from the shadows, speaking through controlled intermediaries. Other times, they may rule openly, keeping the people enslaved under threat of infection.

Combat:

Piercing Disease: A Leukoloth ignores all immunity or resistance to disease. Creatures with immunity instead receive a +3 bonus to their saves (that can't be ignored, though this bonus is still subject to the Plaguebringer ability). This ability also affects creatures within the area of it's Plaguebringer ability.

Plaguebringer (Su): The Leukoloth's most dangerous ability is the capability of creating widespread plagues. With the performance of a 1 hour ritual, a Leukoloth can incite epidemics. This by default affects an area of 1 mile from where ritual began, causing all creatures in the area to suffer a -1 penalty to their saves against diseases. As long as the Leukoloth spends the majority of it's time in this area (at least 51%), the intensity of the effects increase. Each day, the range of the area increases, up to a maximum of the Leukoloth's CR in miles. Every 2 days, the penalty to saves against disease increases by one to a maximum of 1/2 the Leukoloth's CR.
After one week has passed, 1/day the Leukoloth may use it's Greater Contagion ability across the affected area, forcing all creatures in the area to save or suffer it's effects. Additionally, the Leukoloth is aware of the location any creature suffering from a disease within this area, knowing their location as per blindsense.
After 2 weeks have passed, the Leukoloth may read the thoughts of any creature single creature infected with a disease as per detect thoughts. Additionally, it may tap into their senses perceiving what they perceive. Both of these effects are not [Mind-affecting] or [Compulsion], but instead [Disease] and thus subject to the penalty to saves against disease.
After 3 weeks have passed, the Leukoloth may fully probe the thoughts of any creature suffering from a disease, as per Brain Spider. It may also take complete control of infected creatures, as per Dominate Monster, though again, the effect is [Disease] instead of [Mind-Affecting] and [Compulsion]. Creatures do not receive second saves for actions that go against their nature, and suicidal orders may be given freely. A creature that successfully saves against this cannot be affected again by this ability for 24 hours. Finally, it is aware of the location of all infected creatures within range as per Blindsight.
This ability caps out at 3 weeks (21 days). For each day the Leukoloth does not meet the minimum amount of time spent in the area, the time effectively decreases by one day.

Infection (Ex): Whenever a creature suffers physical damage from the Leukoloth, attacks them with natural weapons, or in any way comes into contact with it, they must make a Fort Save (DC24) or suffer the effects of Greater Contagion.

Arrows of Pestilence (Su): Whenever the Leukoloth fires an arrow (or crossbow bolt, or thrown weapon or some other physical projectile) it may cause disease to spread from where the arrow lands. All creatures within close range (normally 55ft.) of the impact zone must make a fort save (DC24) or suffer the effects of Greater Contagion. A creature that successfully saves against this ability cannot be affected again until the beginning of the Leukoloths next turn.

Plaguemaster: The Leukoloth can inflict Demon Fever and Devil Chills with it's Greater Contagion ability.

Spell-Like Abilities (Save DC24): Constant: True Seeing, Arcane Sight, Nondetection
At Will: Detect Good, Contagion, Deathwatch, Greater Contagion, Poison, Widened Fog Cloud, Stinking Cloud, Gaseous Form (fly speed is it's normal fly speed), Telekinesis, Confusion, Invisibility, Greater Invisibility, Remove Disease, Animate Undead, Create Undead, Greater Teleportation (Self+carried objects only), Acid Arrow, Dream, Major Image,
1/hour: Orb of Acid, Bestow Curse, Summon Swarm
1/day: Fear, Greater Shadow Conjuration, Vitriolic Sphere, Alarm, Insect Plague, Plague of Rats, Persistent Image, Wind Walk,
Last edited by Wiseman on Mon Jan 13, 2020 2:51 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.
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Post by Wiseman »

Sandworm
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Size/Type: Titanic Magical Beast (Earth, Psionic)
Hit Dice: 17d12+255+15 (450hp)
Initiative: +2
Speed: 100ft. Burrow 300ft.
Armor Class: 28 (+2 dexterity, +32 natural, -16 size)
Base Attack/Grapple: +17/+77
Attack: Devastating Bite +31 (10d6+44+improved grapple+swallow whole)
Full Attack: Devastating Bite +31 (10d6+44+improved grapple+swallow whole)
Space/Reach: 300ft.(long) and 40ft.(wide)/30ft.
Special Attacks: Devastating Bite, Swallow Whole, Sand Blast, Groundquake, Mindblast
Special Qualities: Regeneration 20/Adamantine, Immunity to Mind Affecting, Ability Damage/Drain and Acid, Scent 500ft. Blind, Blindsight 500ft. Tremorsense 1000ft.
Saves: Fort +25 Reflex +12 Will +10
Abilities: Str 70 Dex 14 Con 40 Int 2 Wis 20 Cha 34
Skills:
Feats: Toughness, Power Attack Weapon Focus
Environment: Deserts
Organization: Solitary
Challenge Rating: 17
Treasure: 1 Earth Gem
Alignment: Always True Neutral
Advancement: -
Level Adjustment: -

Walk without rhythm.

Sandworms are the terror of the desert, the bane of any travelers and merchants, as they are known for destructive attacks. However, sandworms are also highly prized for the few that are capable of taking one on in a fight. Their bodies naturally contain an earth gem, a valuable planar currency, though the sheer durability and viciousness of a Sandworm has killed many would be hunters.

Combat:

Devastating Bite (Ex): A sandworms bite is pure destruction. A creature hit by it must make a fort save (DC33) or be killed (as if by a vorpal weapon). Those who survive must then make a reflex save (same DC) or be swallowed whole.

Swallow Whole (Ex): A creature swallowed by a sandworm is considered pinned, though on their turns they may make a reflex save to end this condition. Each round, they take 20d6 damage that is simultaneously piercing, slashing, bludgeoning and acidic, from the sand, teeth, and digestive juices inside the worm. If they can deal a total of 50 damage (lethal or non lethal) then they can break free of the sandworm's stomach. Once they are outside, regeneration and muscular action closes the hole. Other creatures must cut their own way out.

Sand Blast (Su): As a standard action, a Sandworm can blast out a cone of sand out to medium range (270ft.). All creatures in this area take 20d8 magic slashing/piercing damage, with a reflex save (DC33) for half. Creatures who fail the save have their sight damaged by the sand and are blinded.

Mind Blast (Su): As a Swift action, a Sandworm can release blast of psychic force, causing all creatures in a cone out to medium range (270 feet) to become stunned for 3d4 rounds, unless a will save (DC30) is made.

Groundquake (Ex): While underground, a Sandworm may shake the surface area out to 200 feet, causing an earthquake effect that it is immune to.
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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Post by Wiseman »

Redspawn Firebelcher
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Size/Type: Large Magical Beast (Draconic, Fire)
Hit Dice: 6d12+42 (100hp)
Initiative: +1
Speed: 30ft.
Armor Class: 20 (+1 dex, +10 natural, -1 size)
Base Attack/Grapple: +6/+15
Attack: Bite +10 (3d6+2d6[fire]+7)
Space/Reach: 10ft./5ft.
Special Attacks: Firebelch, Melt
Special Qualities: Blessing of Takhisis,
Saves: Fort +12 Reflex +6 Will +5
Abilities: Str 20 Dex 12 Con 24 Int 1 Wis 10 Cha 10
Skills: Perception +6 | (If trained): Ride +4 Perception +3
Feats: Power Attack, Toughness
Environment: Any Land or Underground
Organization: Solitary, Pack (2-10), or Artillary (Self+handler)
Challenge Rating: 6
Treasure: N/A
Alignment: Always True Neutral
Playable: No

Firebelchers were bred for one purpose, to break down fortifications. They are capable of firing a focused blast of flame with the force to shatter the walls and gates of fortresses. On their own, they're little more than mindless animals, they prefer rocky, usually mountainous or even volcanic regions and create lairs by melting them out of the stone, only exiting to occasionally hunt for food or defend it's territory.

However, when directed by a handler, they can be a devastating force on the battlefield, blasting apart fortifications and barriers.

Firebelchers instinctively understand Draconic, but cannot speak it.

Combat:

Firebelch (Su): A firebelchers signature ability is to fire a concentrated blast of flame. This blast can travel up to 300 feet. On impact it explodes in a 20ft. burst, dealing 1d6/CR fire damage. This damage ignores hardness and deals full damage to objects. Creatures are allowed a reflex save (DC20). If successful, they may move to the nearest safe square. After impact on a surface, the affected area continues to burn and radiate heat, dealing half the blasts damage (normally 3d6) to anything in the area for 1 minute/CR (normally 6). Once used, this cannot be used again for 1d3 rounds.

Lesser Melt: Any stone a firebelcher deals fire damage to is heated, partially melting into lava, dealing 2d6 damage, and 1d6 for proximity.

Blessing of Takhisis (Su): All allies within Close Range (40 feet), gain immunity to fire.

Soldiers Ration (Ex): A Firebelcher needs only 1/10th the amount of food and drink a normal human does and only needs to eat 1/10th as often.

Training a Firebelcher
A Firebelcher needs to be trained before being used as a mount or a beast of war. This requires one month and a DC20 handle animal check. [Draconic] creature gain a +10 bonus on this. Others take a -5 penalty.
Last edited by Wiseman on Tue Jan 14, 2020 8:05 pm, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Osyluth (Bone Devil)
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Size/Type: Large Spirit (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice:10d8+50 (110hp)
Initiative: +9
Speed: 50ft.
Armor Class: 26 (+5 dex, +5 insight, +7 natural, -1 size)
Base Attack/Grapple: +10/+22
Attack: Stinger +17 (2d6+8+poison) and 2 Claws +17 (1d8+8)
Space/Reach: 10ft./10ft. (15ft. with tail)
Special Attacks: Spell-Like Abilities, Psi-Like Abilities, Maneuver-Like Abilities, Poison, Fear Aura
Special Qualities: X-Ray Vision, Immunity to Cold, Fire, and Poison, Resist Acid and Light 20, Resist Disease +4, DR10/Good, Lawful, or Silver, SR20, See in Darkness, Telepathy 200ft., Scent 30ft.
Saves: Fort +12 Reflex +12 Will +12
Abilities: Str 26 Dex 20 Con 20 Int 17 Wis 20 Cha 23
Skills: Spot +18, Listen +18, Disable Device +18, Search +18, Survival +18, Hide +18, Move Silently +18, Intimidate +22, Knowledge (the Planes) +8, Diplomacy +15, Sense Motive +18, Bluff +18
Feats: Improved Initiative, Track, Willing Deformity, Power Attack
Environment: Nine Hells of Baator
Organization: Solitary, Pair, Patrol (3-6) or Force (7-12+Gelugon commander)
Challenge Rating: 10
Treasure: Double Coins, Double Goods, Standard Items
Alignment: Always Lawful Evil
Playable: Yes (Favored Classes: Fiendish Brute and Conduit of the Nine Hells)

Osyluths (meaning Bone Devil) serve as hells police force. They keep order within cities, investigate wrongdoings, and hunt down transgressors. Other devils are uneasy and mistrustful around them, because they can never be sure what they are reporting to their superiors.

Combat:

Fear Aura (Su): A bone devil radiates an aura of fear out to 20 feet. Non-Baatezu are affected as per the fear spell (DC21). This can be activated or suppressed as a free action. Creatures that successfully save are immune to further attempts from that particular Bone Devil for 24 hours. This replaces it's Aura of Cold Logic.

Poison (Ex): Injury, Fort DC20, Primary Damage: 1 dex damage/round for 1 minute. Slowed for 1 hour. Secondary Damage: Paralyzed 10 minutes

Piercing Venom: An Osyluth ignores any resistance or immunity to poison, however creatures with immunity receive a +3 bonus to their save against the primary damage (not the second). This can't be ignored.

Maneuver-Like Abilities: Constant: Rolling Boulder Stance, Use: Terror Tactics, Blade of Fury, Devil in the Mirror, Devilish Catharsis,
By spending a full minute reciting various laws of hell, any expended maneuvers may be regained.

Psi-Like Abilities: At Will: Energy Wall, Claws of the Vampire, Inflict Pain,

Spell-Like Abilities: At will: Fly, True Seeing, Detect Magic, Detect (Alignment), Detect Lies, Invisibility (self only), Greater Teleport (Self+Objects carried only), Detect Thoughts, Arcane Mark, Dimensional Anchor, Wall of Ice, Dancing Lights, Deeper Darkness, Zone of Truth, Trace Teleport, Greater Dispel Magic
1/minute: Calm Emotions, Locate Creature, Locate Object, Clairaudience/Clairvoyance, Major Image, Hold Monster
1/hour: Orders Wrath, Unholy Blight, Telekinesis,
1/day: Animate Dead, Probe Mind,

Summon (Sp): 1/day an Osyluth may attempt to summon 4 Triezu with a 75% chance of success or another Osyluth with a 40% chance of success. This is the equivalent of a 5th level spell.

X-Ray Vision (Su): An osyluth has X-Ray vision as if constantly wearing X-Ray goggles. This can be toggled on or off as a free action.
Last edited by Wiseman on Sun Feb 20, 2022 1:26 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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Post by Wiseman »

Malcubus
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Size/Type: Medium Spirit (Evil, Extraplanar)
Hit Dice: 8d8+24 (60hp)
Initiative: +5
Speed: 30ft. Fly: 60ft. (good)
Armor Class: 24 (+5 dex, +9 insight)
Base Attack/Grapple: +8/+10
Attack: 2 Claws +10 (1d6+2)
Space/Reach: 5ft./5ft.
Special Attacks: Aura of Lust, Kiss of Death, Possession, Straddle, Spell-Like Abilities, Psi-Like Abilities,
Special Qualities: Erotic Grace, Deception, Immunity to Sonic and Poison, Resistance to Acid, Fire, and Cold 10, DR5/Good, Resist Disease +4, SR18, Telepathy Long Range (760ft.),
Saves: Fort +18 Reflex +19 Will +17
Abilities: Str 14 Dex 20 Con 16 Int 20 Wis 14 Cha 28
Skills: Cultures +30, Bluff +30, Affibility +30, Perception +13, Intimidate +20, Psychology +26, Stealth +16, Legerdemain +16, Devices +16, Transformation +20, Escape Artistry +16,
Feats: Evil Eye, Cute Charm, Entice Reaction,
Environment: Any Lower Plane
Organization: Solitary, Pair, or Harem (3-10)
Challenge Rating: 8
Treasure: Double Coins, Double Goods, Standard Items
Alignment: Always Evil (Any)
Playable: Yes (Favored Classes: Rogue and Bard)

Malcubi (the collective term for male Incubi and female Succubi) are spirits of twisted lust. Malcubi are among the most numerous of fiend, found across all lower planes, as they can serve a variety of purposes. In the Nine Hells they are known as Brachina (translating to Pleasure Devil) while among the Yugoloth, they are called Eroloths. However, despite these names, they do not belong to any of these fiendish tribes, and instead form their own. Many simply serve as the harems and concubines of more powerful fiends, as well other powerful evil beings like dark wizards and blackguards, though they are also the primary tempters of the lower planes and many damnations owe their credit to the efforts of a Malcubus. This is often served through their infiltration abilities. While on the Prime, a Malcubus seeks to bring about acts of sexual abuse and exploitation through means such as shady brothels or sexual slavery rings, or seducing various influential figures and manipulating their opinions and actions to bring about more of their preferred sin, though actions as normalizing sexual assault and inciting blame and hostility towards it's victims.

While Malcubi exist across almost all levels of all lower planes and in nearly every fiend lords court, the majority of those who serve a lord serve either Grazzt, Kyreth, Noticula, or Malcanthet in the Abyss, or Fierna and Glasya among the Nine Hells. A sizable number of them operate as independent agents.

Combat:

Malcubi are not fighters and they know it. When faced with a threat, their first course of action is to flee. Failing that, or if they believe their schemes can be set back on track, they will use their spell-like abilities to turn enemies against each other. They do not like to rely on their kiss in combat, preferring to use it on unwitting or helpless foes.

Erotic Grace (Ex): A Malcubus 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) It also has the ability to speak and read any language as though under the effect of tongues and comprehend languages.

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

Aura of Lust (Su): A Malcubus projects an aura of arousal, causing all creatures within close range to be subject to a Charm Monster effect out to close range (DC23). It may activate or suppress this ability as a free action. Success doesn't confer immunity on future saves.

Deception: If a Malcubus 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.

Master of Disguise: When polymorphed or shapechanged into a form other than it's own, True Seeing (and similar abilities) does 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.

Seducer (Su): A creature that falls under the Malcubus' [Charm] effects has their disposition become Helpful instead of merely Friendly.

Kiss of Death (Su): On a successful natural weapon attack, the Malcubus inflicts one negative level on its target. With a kiss or some sexual act, it can drain up to it's CR in levels (requiring a grapple check for unwilling creatures). This comes with a Suggestion to accept another kiss or perform another sexual act. The DC to both remove negative levels and resist the Suggestion is 23 (Charisma-based).

Spell-Like Abilities: Constant: Tongues, Comprehend Languages, Planar Tolerance,
At Will: Detect Thoughts, Rage, Polymorph Self (Usable as a swift or immediate action), Charm Monster, Suggestion, Daze Monster (Usable as a Swift Action, touch range only), Major Image, Invisibility, Command, Mage Hand, Prestidigitation, Arcane Mark, Dream, Greater Teleport (Self+objects carried only), Ethereal Jaunt, Plane Shift (Self+objects carried only), Nondetection, Nealan's Unbuckling, Nealan's Erotic Touch,
1/minute: Modify Memory, Fog Cloud, Deep Slumber, Gaseous Form, Nealan's Erotic Gaze, Probe Mind,
1/hour: Confusion, Brain Spider, Persistent Image, Wave of Fatigue
1/day: Ur Charm Person (not limited by type)

Psi-Like Abilities: 1/minute: Ego Whip, Object Reading

Possession (Su): A Malcubus has the ability to possess a mortal creature (see this page for complete rules on possession). The save against this ability and all related abilities described below are Charisma-based, with a DC equal to 23.
While in spirit form, the Malcubus's statistics are modified as follows: It's Armor Class changes to 24. It loses its normal base speed but gains a fly speed of 120 feet (with perfect maneuverability). The Malcubus loses the ability to communicate by any means short of telepathy, cannot have its mind read, and cannot interact with its surroundings in any way except by touching a potential possession victim. While the Malcubus also loses all the use of all normal attacks or abilities in this form, it becomes invisible (as the greater invisibility spell) so long as it remains incorporeal in this manner.
A creature possessed by a Malcubus becomes more physically attractive to others, causing them to gain a +2 bonus on Charisma-based checks as people around them are subtly entranced by their magnetism. This appearance is illusory and appears differently to each subject with whom the host interacts. True seeing reveals the creature‘s actual appearance and negates the bonus.
The host to a Malcubus is prone to behavior befitting of the their demonic possessor, specifically feelings of lust and hedonism. When encountering a creature they could potentially be attracted to with a Charisma score equal to or greater than their own, the host of the Malcubus must make a Will save or become affected as though charmed (as charm monster) by that creature.
A Malcubus that uses the Bane action upon its host causes the host’s features to become horrifically mutilated, causing a tremendous amount of both physical and mental distress. In additional to automatically failing any Charisma-based checks they attempt during each round that they are subject to this action, the host also suffers the effects of a confusion spell.

Straddle (Ex): A Malcubus can maintain a grapple by using every available part of it's body. Creatures that are immune to being grappled (such as by virtue of a freedom of movement spell) are not so immune to any grapple attempt started by the Malcubus. Creatures that succeed on their attempt to escape a grapple with a Malcubus can move and take actions against other creatures normally, but the Malcubus continues to share its space, and the creature may only take grapple-appropriate actions against the Malcubus. This form of grapple can be escaped by the use of a further attempt, although the Malcubus may draw the creature back into a normal grapple using the normal rules for such.

Skills: The Malcubus has a +10 racial bonus to Cultures, Affability, Psychology, and Bluff.
Last edited by Wiseman on Tue Jun 16, 2020 8:42 pm, edited 5 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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Post by Wiseman »

Frost Draconian
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Size/Type: Medium Monstrous Humanoid (Cold, Draconic)
Hit Dice: 2d8+6 (15hp)
Initiative: +3
Speed: 30ft. Glide: 30ft.
Armor Class: 18 (+2 armor, +3 natural, +3 dex)
Base Attack/Grapple: +2/+6
Attack: Mwk. Longsword +7 (1d8+1d6[cold]+4) and Claw +1 (1d6+1d6[cold]+4) or Bite +6 (2d6+1d6[cold]+6) and Claw +1 (1d6+1d6[cold]+4)
Space/Reach: 5ft./5ft.
Special Attacks: Breath Weapon, Cold to the Touch, Death Throes
Special Qualities: Immune to Disease, Sleep, Paralysis, Snowsight, Snow Movement, Soldiers Ration
Saves: Fort +6 Reflex +6 Will +5
Abilities: Str 18 Dex 16 Con 16 Int 10 Wis 14 Cha 10
Skills:
Feats: Power Attack
Environment: Any Land or Underground
Organization: Solitary or Pair
Challenge Rating: 2
Treasure: Half Coins, Half Goods, Standard Items
Alignment: Often True Neutral
Playable: Yes (Favored Classes: Fighter and Cleric)

Frost draconians are typically loners, though sometimes they band together in small groups or tribes. They mostly reside in the cold regions of the world, most often near the south pole.

Combat:

Breath Weapon (Su): A Frost Draconian may breath freezing cold in either a 5ft./CR cone (normally 10ft.) or a 10ft./CR line (normally 20ft). This deals 1d6/CR cold damage (reflex DC14 half). Once used this cannot be used again for 1d4 rounds.

Cold to the Touch (Ex): A Frost Draconian deals 1d6 extra cold damage per 3 CR (round up) with any melee or thrown attack. This damage is also dealt to any creature it grapples or that strikes it with unarmed strikes or natural weapons or comes into direct contact with it in any way. The Frost Draconian can activate or deactivate this ability as a free action.

Death Throes (Ex): Upon death, a Frost Draconian's body immediately transmutes into ice and then explodes, dealing 1d6/CR cold/piercing damage in a 20ft. burst. (reflex DC14 half).

Glide (Ex): A Frost Draconian cannot fly normally, but is capable of gliding. Thus functions like flight with average maneuverability, save that it cannot raise it's altitude, and instead, their altitude drops by 5 feet each round. A Frost Draconian of at least 5th level is capable of true flight, at twice their land speed with average maneuverability.

Snowsight (Ex): As the Spell.

Snow Movement (Ex): A Frost Draconian suffers no penalties from blizzards, snow, ice or anything of the like.

Soldiers Ration (Ex): A Draconian only needs 1/10th the ammount food and drink a normal human does and can go four times as long without such things. It also has Endurance as a bonus feat.
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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Post by Wiseman »

Vapor Draconian
Image
Size/Type: Medium Monstrous Humanoid (Draconic, Earth)
Hit Dice: 6d8+24 (50hp)
Initiative: +3
Speed: 30ft. Fly: 60ft. (Average)
Armor Class: 20 (+3 dexterity, +7 natural)
Base Attack/Grapple: +6/+11
Attack: +2 Forest Great Longstaff +13/+8 (1d10+7/1d10+7) or 2 Claws +11 (1d6+5)
Space/Reach: 5ft./5ft. (10ft. with staff)
Special Attacks: Spells, Spell-Like Abilities, Breath Weapon, Perfect Two-Weapon Fighting
Special Qualities: Immunity to Acid, Poison, Disease, Wilderness Stride, Trackless Step, Soldiers Ration, Death Throes, SR16
Saves: Fort +9 Reflex +8 Will +10
Abilities: Str 20 Dex 16 Con 18 Int 14 Wis 22 Cha 18
Skills: Dowsing +15, Geomancy +15, Perception +15, Stealth +12, Creature Handling +13, Survival +15
Feats: Widen Spell, Sniper Breath Weapon,
Environment: Temperate Forests
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Often Neutral
Playable: Yes (Favored Classes: Druid and Ranger)

Vapor Draconians have a strong connection to the natural world, and often dedicate themselves to the defense of an area of a forest, desert, mountain range, and so forth. Like other chromatic draconians, they tend to lead solitary lives.


Combat:

Breath Weapon (Su): As a standard action, a Vapor Draconian can exhale a cloud of poisonous gas in either a 5ft./CR cone (30ft.) or 10ft./CR line (60ft). Any creature within the cloud must make a fort save (DC17) or take 1 point of con damage per CR of the Vapor Draconian. Once used, this cannot be used again for 1d4 rounds. The Save DC is Con based.

Death Throes (Ex): Upon death, a Vapor Draconian explodes in a wave of life energy, seeds and growth out to 5 feet beyond their natural reach. All creatures in the area must make a reflex save (DC17) or become entangled and anchored. Creatures in the air become entangled and slowed. In the next round they must make a reflex save or escape artist check (same DC) or be treated as pinned, flying creatures fall. In the third round, they must make a reflex save or escape artist check (same DC) or become helpless until freed.

Soldiers Ration (Ex): A Draconian only needs 1/10th the amount food and drink a normal human does and can go four times as long without such things. It also has Endurance as a bonus feat.

Spell-Like Abilities: At Will: Tree Shape, 1/hour: Gaseous Form

Spells: A Vapor Draconian casts spells as a 6th level druid.
Typical Spells Prepared: 5/5/5/3
0: Create Water, Cure Minor Wounds, Detect Magic, Light, Read Magic
1: Entangle (2), Cure Light Wounds, Goodberry, Speak with Animals,
2: Barkskin, Owl's Wisdom, Fog Cloud, Lesser Restoration, Summon Swarm
3: Call Lightning, Plant Growth, Cure Moderate Wounds

Trackless Step (Ex): As the Druid.

Wilderness Stride (Ex): As the Druid.
Last edited by Wiseman on Thu Jan 24, 2019 3:31 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 »

Nightstalker
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Size/Type: Gargantuan Spirit/Undead (Dark-Minded, Extraplanar, Nightshade)
Hit Dice: 17d12+204 (300hp)
Initiative: +10
Speed: 100ft. Fly: 100ft. (Perfect)
Armor Class: 42 (+10 dex, +14 natural, +12 insight, -4 size)
Base Attack/Grapple: +17/+46
Attack: 2 Claws +33 (3d6+6d6[neg]+17)
Space/Reach: 15ft./15ft.
Special Attacks: Spell-Like Abilities, Disjoining Claws,
Special Qualities: Immunity to Cold, Resistance to Acid and Electricity 30, Aura of Desecration, SR27, DR15/Silver and +5, Regeneration 10/Silver or Light, Vulnerability to Light
Saves: Fort +12, Reflex +22 Will +24
Abilities: Str 46 Dex 30 Con - Int 34 Wis 34 Cha 34
Skills:
Feats: Touch of Shadow, Quicken Spell-Like Ability (Greater Teleport),
Environment: Plane of Shadow
Organization: Solitary
Challenge Rating: 17
Treasure: Triple Standard
Alignment: Usually Neutral Evil
Playable: Yes

Nightshades are undead spirits formed of both shadow and death, where the Plane of Shadow meets the Negative Energy Plane. Sometimes a soul is involved in the creation of such a creature, sometimes they just arise spontaneously from the gloom. Nightwalkers are high ranking creatures who rule over other nightshades. Their power is only eclipsed by the enigmatic rulers of all Nightshades, the Night Terrors.

Nightstalkers possess immense power over both death and shadow, capable of shaping shadows to their will and calling forth undead creatures to do their bidding. On the Plane of Shadow, the Nightstalkers rule fiefdoms of lesser Nightshades and other undead. These territories are often nightmare lands. On the Border Shadow, they are twisted, corrupted reflections of their Prime counterparts. In the Shadowfell these territories are often at war with nearby Khayal territories.

Thankfully such beings are rare, and a Nightstalker entering the Prime Material is even more rare. However, sometimes an evil necromancer might call one forth to serve them, or a Nightstalker enters the Prime of it's own accord. These almost always portend disaster.

Combat:

Aura of Desecration: A Nightshade radiates a constant Desecrate effect, as if it were a shrine to a deity. The benefits have already been factored into it's stat block. If the aura enters the area of a consecrate or hallow, the two effects cancel each other out.

See in Darkness (Ex): A Nightshade can see in any kind of darkness, even magical darkness, in full color at no penalty.

Shadow Cloak: A Nightshade has total concealment in areas of shadowy illumination. Even against creatures with Darkvision (but not See in Darkness), it still retains concealment.

General of Darkness (Su): Once per hour, a Nightstalker may Call an encounter of Nightshades with a CR equal to it's own CR. No individual called Nightshade may have a CR equal or higher than the Nightstalkers.

Disjoining Claws (Su): A Nightstalkers claws tear at magic itself. Anything struck by a Nightstalker's claws must make a Will Save (DC30) or suffer the effects of Disjunction and then be treated as if affected by an antimagic ray for 1 minute (though magical abilities of Nightshades may still be used on them). If they succeed on the save, they are instead treated as if affected by antimagic ray for 1 round.

Spell-Like Abilities (DC30): Constant: True Seeing, Blur, Greater Arcane Sight, See Invisibility,
At Will: Minor Wish, Mass Inflict Critical Wounds, Greater Shadow Conjuration, Greater Shadow Evocation, Animate Dead, Create Undead, Create Greater Undead, Greater Dispel Magic (usable as a swift action), Enervation, Dream Image, Shadow Walk, Shadowy Grappler, Greater Teleport (Self+objects only, dependent on Shadow, not Astral), Greater Telekinesis, Control Darkness and Shadow, Dream, Contagion, Widened (x3) Blacklight, Deeper Darkness, Darkbolt, Damning Darkness
3/day: Shadow Guardians, Shades, Plane Shift, Demand, Limited Wish, Lesser Miracle, Mass Harm (Like mass heal, but Harm), Finger of Death, Fear, Quickened Greater Teleport (self+objects carried only, dependant on Shadow, not Astral)
1/day: Energy Drain, Shadow Landscape, Nightmare, Wish, Insanity
1/Month: Skyrift
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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Post by Wiseman »

Kelvezu
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Size/Type: Medium Spirit (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 12d8+72 (130hp)
Initiative: +13
Speed: 60ft.
Armor Class: 30 (+6 dex in armor, +6 leather armor, +6 natural)
Base Attack/Grapple: +12/+20
Attack: +3 Speed Burning Roar Vile Platinum Balance Spear +23/+23/+18/+18 (1d8+1d6[fire]+2d6[unholy]+15) and +23/+23/+18/+18 (1d8+1d6[fire]+2d6[unholy]+15) or 2 Claws +20 (1d6+8)
Space/Reach: 5ft./5ft. (10ft. with balance spear)
Special Attacks: Aura of Primal Emotion, Spell-Like Abilities, Sneak Attack +4d6,
Special Qualities: Immunity to Fire and Poison, Resist Cold, Electricity and Acid 20, +4 against disease, DR10/Iron, Good and Lawful, Regen 5/Good or Lawful, SR22, Perfect Two-Weapon Fighting, Evasion, Mettle,
Saves: Fort +14 Reflex +17 Will +13
Abilities: Str 26 Dex 28 Con 22 Int 20 Wis 20 Cha 22
Skills: Hide +19, Move Silently +19, Spot +18, Listen +18, Survival +18, Bluff +19, Diplomacy +19, Sense Motive +18, Jump +21, Sleight of Hand +19, Intimidate +19
Feats: Improved Initiative, Quicken Spell-Like Abilities (Greater Teleport), Track (B),
Environment: Infinite Layers of the Abyss
Organization: Solitary or Squad (2-4)
Challenge Rating: 12
Treasure: Standard
Equipment: +3 Leather Armor, +3 Spear
Alignment: Always Chaotic Evil
Playable: Yes (Favored Classes: Ranger and Rogue)

Originating long ago from a mortal tribe of demon worshippers, Kelvezu are capable of serving a variety of roles in the Abyss, from infiltrators and assassins, to warriors and magicians, to generals and rulers.

Extremely sadistic and hedonistic, even by the standards of demons, a sizable number of these creature serve in the court of Kyreth, where they are known as Frenzies.

Combat:

Aura of Primal Emotion (Su): Kelvezu project an aura of Fear. The Save DC is 22.

Perfect Two-Weapon Fighting: A Kelvezu may fight with two weapons without penalty.

Psi-Like Abilities: At Will: Energy Ball, Energy Burst, Energy Wave, Energy Cone, Energy Bolt, Energy Current, Energy Wall, Energy Stun, Energy Ray, Energy Missile

Spell-Like Abilities: At Will: Spider Climb (May keep hands free), Greater Teleport (Self+Objects carried only), Widened Deeper Darkness, Ur Lightning Bolt, Animate Dead, Create Undead, Major Image, Invisibility, Scrying, Orb of Cold, Unholy Blight, Chaos Hammer, Bestow Curse, Desecrate, Telekinesis, Greater Telekinisis, Greater Dispel Magic, Legend Lore, Rage, Crushing Despair, Good Hope,
1/minute: Locate Creature/Locate Object, Damning Darkness, Minor Wish, Wall of Fire, Greater Bestow Curse, Blasphemy/Word of Chaos, Charm Monster, Suggestion, Incite Riot, Polymorph Self,
1/hour: Greater Shadow Conjuration, Greater Shadow Evocation, Air Walk, Ur Charm Person (any type), Greater Invisibility
3/day: Quickened Greater Teleport (Self+Objects carried only),
1/day: Discern Location,

Use Magic Device: When attempting to activate a magic item, a Kelvezu counts as the appropriate race/class/ect equal to their level for the purpose of activating that item.
Last edited by Wiseman on Thu Aug 29, 2019 2:56 pm, edited 6 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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Wiseman
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Mezzoloth

Post by Wiseman »

Mezzoloth
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Size/Type: Medium Spirit (Evil, Extraplanar, Yugoloth)
Hit Dice: 6d8+18 (50hp)
Initiative: +3
Speed: 30ft. Climb: 30ft.
Armor Class: 18 (+3 dex, +5 natural)
Base Attack/Grapple: +6/+10
Attack: +2 Acidic Trident +12/+7 (1d8+1d6[acid]+8) and 2 Claws +5 (1d6+4) or 4 Claws +4 (1d6+4)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Immunity to Acid and Poison, Resist Cold, Fire and Electricity 10, Resist Disease +4, Aura of Blasphemous Power, DR5/Good or Stone, Telepathy 100ft.
Saves: Fort +7 Reflex +7 Will +5
Abilities: Str 18 Dex 16 Con 16 Int 7 Wis 13 Cha 16
Skills: Perception +10, Stealth +12, Survival +10, Athletics +12
Feats: Power Attack,
Environment: Gray Wastes of Hades, Bleak Eternity of Gehenna
Organization: Solitary, Pair, or Swarm 3-10
Challenge Rating: 6
Treasure: Standard
Alignment: Always Neutral Evil
Playable: Yes (Favored Classes: Fighter and Conduit of the Lower Planes)

Mezzoloths are the rank and file troopers of the Yugoloths, forming the bulk of their armies. They aren't particularly bright, but that's just how their masters like them, making it difficult to question their authority.

Combat:

Aura of Blasphemous Power (Su): A yugoloth radiates an aura of pure evil. The area within close range of it is subject to an Unhallow effect. The parameters of the spell (which spell is attuned, who is affected) may be changed as a move-equivilant action. The yugoloth may supress this aura if it wishes.

Spell-Like Abilities: At Will: Greater Teleport (Self+Objects carried only), Featherfall, Detect Good, Deeper Darkness, Cause Fear, Lesser Orb of Fire, See Invisibility,
1/Hour: Cloudkill,
Save DC is 16
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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