The New/Redone Monsters Thread

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Wiseman
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Quarton

Post by Wiseman »

Quarton
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Size/Type: Large Spirit Master (Extraplanar, Lawful, Modron)
Hit Dice: 18d8+180 (240hp)
Initiative: +15
Speed: 100ft. Fly: 100ft. (Perfect) Swim: 100ft.
Armor Class: 39 (+13 armored in life, +11 dex, +4 deflection, -1 size)
Base Attack/Grapple: +18/+34
Attack: 4 +6 Axiomatic Claws +35 (1d8+2d6[axiomatic]+18+rend)
Space/Reach: 10ft./10ft.
Special Attacks: Spells, Spell-Like Abilities, Psi-Like Abilities, Rend
Special Qualities: Immunity to Mind Affecting, subdual damage, negative levels, and ability damage and drain, All-Around Vision, DR20/Chaotic, SR28, Resistance to Fire Cold and Electricity 30, Telepathy 384 miles,
Saves: Fort +25 Reflex +26 Will +25
Abilities: Str 34 Dex 32 Con 30 Int 30 Wis 30 Cha 32
Skills: Knowledge (History) +31, Knowedge (Nobility and Royalty) +31, Knowledge (Religion) +31, Knowledge (The Planes) +31, Knowledge (Architecture and Engineering) +31, Knowledge (1 other) +31, Disable Device +32, Search +31 (+33 for secret doors), Spot +31, Listen +31, Sense Motive +31, Balance +32, Diplomacy +32, Intimidate +32, Decipher Script +31, Concentration +31, Spellcraft +31, Craft +31
Feats: Improved Initiative, Quicken Spell, Twin Spell, Spell Penetration, Combat Casting, Eschew Materials, Flyby Attack Terminology of Concordance(B), 
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary or with guard (36 pentadrones)
Challenge Rating: 18
Treasure: No Coins or Goods, Triple Items
Alignment: Always Lawful Neutral
Playable: Not Recommended

These four-armed, four-faced creatures function as administrators and overseers of key Modron territories and planners of extended Modron operations. This includes matters relating to diplomacy, economics or even grand military planning. In their role as diplomats, they are on occasion seen in other planar metropoli like Sigil, Dis, the City of the Star or the City of Brass. Each Quarton keeps a staff of at least 36 pentadrones though they are frequently accompanied by other hierarch modrons in the process of carrying out their duties (such as Hextons in the case of military matters). They are on occasion called forth by Planar Binding and Planar Ally spells to lend their expertise in statecraft to governments on other planes.

Combat:

Armored in Life (Su): As the Monk.

Psi-Like Abilities: At Will: Ego Whip, Energy Bolt, Hail of Crystals, Intellect Fortress, Tower of Iron Will, Precognition,
1/hour: Moment of Prescience, Instant Calculation
1/day: Matter Manipulation, Hypercognition, Temporal Acceleration,

Rend Magic (Ex): For every two hits of it's claws that a Quarton lands on a creature, it rends them for additional claw damage and subjects them to a targeted Greater Dispel Magic. Against an ongoing spell effect a Quarton can make a melee touch attack to attempt to dispel it.

Spell-Like Abilities: Constant: True Seeing, Greater Arcane Sight, See Invisibility, Shield of Law,
At Will: Detect [Alignment], Empowered Orders Wrath (Usable as a swift action), Greater Teleport (Self+Objects carried only), Wall of Law, Detect [Alignment], Detect Thoughts, Probe Mind, Greater Command, Telekinesis, Repair Critical Damage, Cause Critical Damage, Dictum, Magic Circle against Chaos, Dispel Chaos, Axiomatic Water
3/day: Wall of Gears, Sending, Wall of Force
1/day: Dominate Monster

Spells: A Quarton casts spells as a 16th level cleric, choosing from Primus' domains.
Spells/Day: 9/8/8/7/6/6/5/4/3
0th: Resistance, Cure Minor Wounds, Create Water, Detect Magic (x2), Read Magic, Amanuensis, Mending, Guidance
1st: Nightshield, Remove Fear, Cure Light Wounds (x2), Scholar's Touch (x2), Blood Wind, Inflict Light Wounds, Sanctuary (D), 
2nd: Resist Energy, Cure Moderate Wounds, Augury, Make Whole, Spiritual Weapon, Hold Person, Find Traps, Lava Missile, Calm Emotions (D)
3rd: Glyph of Warding, Dispel Magic, Axiomatic Storm, Remove Blindness/Deafness, Prayer, Invisibility Purge, Daylight, Protection from Energy (D)
4th: Freedom of Movement, Planar Tolerance, Death Ward, Cure Critical Wounds, Summon Monster IV, Divination, Spell Immunity (D), 
5th: Twinned Sound Burst, Plane Shift, Wall of Stone, Scrying, Boreal Wind, Righteous Might, Spell Resistance (D)
6th: Quickened Sound Burst, Energy Immunity, Heal, Sun Scepter, Find the Path, Antimagic Field (D),
7th: Quickened Blindness/Deafness, Greater Bestow Curse, Destruction, Twinned Hypothermia, Repulsion (D)
8th: Twinned Parboil, Quickened Bestow Curse, Discern Location, Mind Blank (D)
Domains: Law, Protection
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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Anana

Post by Wiseman »

Anana
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Size/Type: Huge Spirit (Air, Extraplanar, Good, Uthra, Water)
Hit Dice: 9d8+54 (100hp)
Initiative: +7
Speed: 40ft. Fly: 60ft. (Perfect)
Armor Class: 19 (+3 dex, +8 natural, -2 size)
Base Attack/Grapple: +9/+27
Attack: 2 +2 Claws +19 (2d6+12)
Space/Reach: 15ft./15ft.
Special Attacks: Spell-Like Abilities, Cleansing Mist
Special Qualities: Immunity to Cold, Sonic, Confusion, Insanity, Negative Levels and Disease, DR5/Evil, SR19, All Around Vision, Alien Mind (DC18), Medium Fortification, Vulnerable to Poison -2,
Saves: Fort +12 Reflex +11 Will +12
Abilities: Str 30 Dex 17 Con 22 Int 18 Wis 22 Cha 22
Skills: Knowledge (The Planes) +16, Knowledge (History) +16, Knowledge (Nature) +16, Knowledge (1 other) +16, Diplomacy +18, Heal +21, Spot +18, Listen +18, Sense Motive +18, Search +16, Ride +15, Concentration +18
Feats: Power Attack, Lightning Reflexes, Improved Initiative, Skill Focus (Heal)
Environment: Twin Paradises of Bytopia
Organization: Solitary or Pair
Challenge Rating: 9
Treasure: Standard
Alignment: Always Lawful Good or Neutral Good
Advancement: 10HD (Double the area of Cleansing Mist)
Playable: Not Recommended

Known to be the smallest of Uthra (though they still tower over most other beings), Anana are comprised of a spindly cloud-like body dominated by a single eye. Like the rest of their kind, they are said to be survivors of a previous multiverse, and consider the current one flawed and thus must be transcended. Among non-Uthra they act as healers and guides, some even serving deities of enlightenment and transcendence, while among their own kind, they act as companions and support, clinging to them and using their healing abilities in battle.

Uthra speak Aquan, Auran, Celestial and Infernal though they can speak with almost anyone thanks to their Tongues ability.

Combat:
Anana dislike combat and when faced with danger will typically resort to battlefield control effects, though among other Uthra they favor support roles with healing.

Cleansing Mist (Su): 1/hour an Anana can exhale a wave of purifying mist in a 100ft. cone. Evil creatures in this area take 1d6/CR holy damage (9d6 normally) and are blinded for 5 rounds (Fort DC20 for half damage and dazzled instead for the duration). Good creatures are subject to a Panacea effect. Neutral creatures are unaffected. Afterwards, the mist lingers behind for one minute behaving as an obscuring mist effect.

Cling (Ex): An Anana can attach itself to an allied creature of at least 1 size category larger. When doing so, it shares that creatures space, and grants that creature it's immunities.  The Anana is considered to have total cover and improved evasion while attached. When one of these creatures makes a save, both roll and the better result is taken.

Psi-Like Abilities: At Will: Control Air

Spell-Like Abilities: Constant: See Through Fog, Greater Magic Fang, Tongues, Comprehend Languages
At Will: Enlarged Extended Widened Fog Cloud, Gust of Wind, Cloudburst, Detect [Alignment], Detect Magic, Create Water, Control Water, Deathwatch, Gaseous Form, Calm Emotions, Water Breathing
3/day: Solid Fog, Whirlwind, Cure Critical Wounds, Holy Smite, Bless Water, Gale Force, Detect Thoughts, Wind Wall, Blur, Greater Dispel Magic
1/day: Freezing Fog, Heal, Holy Storm, Greater Teleport (Self+objects carried only), Control Winds, Control Weather,

Uthra Subtype:
Immunity to Sonic, Negative Levels, Disease, Confusion and Insanity
Resist Fire and Cold 10
Darkvision 120ft.
All-Around Vision: Despite some Uthra possessing eyes, they don't use them to see.
Alien Mind: Uthra don't process reality in the same way most other creatures do. Thus, they receive a +4 bonus to saves against Mind-Affecting Effects and any creature attempting to use such an effect on them must instead make a Will save (DC10+1/2HD+Int) or be dazed for one round and their ability automatically being negated.

Original idea by Margarita.
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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