Fan Creation Old School Nefarium - A Quick Update in the OP (6/14/13)




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  1. #1
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

    Mark Chance's Avatar

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    Old School Nefarium - A Quick Update in the OP (6/14/13)

    d20 System Monsters/NPCs

    The Soft Corps (EL 16): Intelligent oozes led by a half-dragon svirfneblin!
    * (CR 9) Blurblex, black pudding cleric 6
    * (CR 9) Dolloppoli, advanced gelatinous cube barbarian 4
    * (CR 9) Mublor, gray ooze rogue 5
    * (CR 9) Xanumph, ochre jelly monk 4
    * (CR 15) Frelbor Yandov, half-dragon (black)/half-svirfneblin rogue 3/illusionist 5/arcane trickster 4

    Oswild Iommi (EL 12): Advanced ghast bard 4/shadowdancer 4

    The Mountain-Breaker (EL 12):
    * (CR 11) Ikazuchi Mountain-Breaker, ogre samurai 5/cavalier 3
    * (CR 8) Advanced dire boar (Ikazuchi's mount)

    Elite Goblin Scouting Party (EL 9):
    * (CR 4) Goblin scout 4 (x3)
    * (CR 4) Worg scout 2 (x3)

    Baphomet (EL 22): Unique outsider barbarian 14

    Frost Ogres (EL 12):
    * Frost Creature Template
    * Ice Domain
    * (CR 10) Oolwa, frost ogre cleric 6
    * (C 4) Frost ogres (x6)

    Nictoris, Naga Lich-Queen, and Her Lackeys (EL 22):
    *(CR 20) Nictoris, dark naga lich dragon disciple 5/loremaster 5
    *(CR 17) Grakk, advanced half-fiendish gray render
    *(CR 17) Sskaltar, troglodyte wereconstrictor fighter 4/blackguard 8

    Avernal Ooze (EL 7): NE Large ooze (evil, extraplanar)

    Demogorgon (EL 22): Unique undead fighter 10

    Crubre the Last Seen (EL 12): Babau assassin 3/blackguard 3

    The Hellfoot Clan (EL 7):
    * (CR 1) Hellfoot Bandit (x6), fiendish halfling warrior 2
    * (CR 4) Dagda Hellfoot, fiendish halfing warrior 4

    The Mountain King (EL 14):
    * (CR 13) The Mountain King, advanced phrenic gargoyle ravager 6
    * (CR 7) The Mountain King's Personal Guard (x4), advanced gargoyle

    The Deep Mother (EL 10):
    * (CR 9) The Deep Mother, advanced aboleth
    * (CR 6) Skum cleric of Incabulos

    Lupigriff Riders (EL 11):
    * (CR 6) Lupigriff Riders (x4), goblin druid 6
    * (CR 2) Lupigriffs (x4)
    * (No CR) Dire bat animal companion (x4)

    Airamis (EL 10): Advanced air mephit fighter 1/duelist 5

    Half-Dragon Shark Zombies
    * (CR 5) Half-Dragon Shark Zombie
    * (CR 8) Uber Half-Dragon Shark Zombie

    Covey of Hags (EL 13):
    * (CR 10) Brynhildr, annis hag sharklord 4
    * (CR 10) Hildr, sea hag shugenja 6
    * (CR 10) Sigrdrifa, green hag horizon walker 5

    Maji (EL 11):
    * (CR 10) Maji, triton swashbuckler 8
    * (CR 8) Maji's giant octopus

    Kiwanja (EL 12): Minor xorn wu jen 3/cleric 3/geomancer 3

    Tûzkár (EL 11): Magmin psychic warrior 5/pyrokineticist 3

    The Hierarchs of the Horned Society (EL 22):
    * (CR 20) The Scourge of Erythnul, giant two-headed troll fighter 10
    * (CR 20) The Master of Battle, gnoll cleric 9/warmind 10

    Red Tunic Thugs (EL 9): Human fighter 4

    Deadly Critters:
    * (EL 8, CR 2) Advanced shocker lizards (x9)
    * (EL 7, CR 3) Monstrous undead centipedes (x4)
    * (CR 11) Advanced ethereal filcher rogue 7

    Congress of Dire Baboons (EL 9):
    * (CR 3) Alpha dire baboons (x2)
    * (CR 2) Dire baboons (x8)

    Jadeling (EL 5): A new type of magic item using dragon!

    Four from the Lost Caverns of Tsojcanth:
    * (CR 9) Fomorian giant
    * (CR 10) Chossus the Gorgimera
    * (CR 6) Chasme
    * (CR 10) Dracolisk

    Elite Undead Guardians:
    * (EL 9, CR 5) Spell-stitched vampire spawn (x4)
    * (EL 12, CR 10) Assassin ghouls, rogue 2/assassin 6 (x2)

    Muriel, Firstborn of Wee Jas (CR 30): Human cleric 5/wizard 5/mystic theurge 10/divine oracle 10

    Chieftan Korag (CR 14): Troll barbarian 4/bear warrior 5

    The Abyssal Mind (CR 11): Half-fiend vampire intellect devourer

    Streicher and Julia, Agents of Wastri (EL 19):
    * (CR 17) Streicher, human rogue 7/evangelist 5/exemplar 5
    * (CR 15) Julia, human cleric 1/paladin 5/warpriest 9
    * (CR 9) Black glaives of Wastri, human cleric 1/monk 5/black glaive 3 (x10)
    * Black Glaive of Wastri prestige class

    Thanic Savant: An evil prestige class

    Return to the Tomb of Horrors Favorites:
    * (CR 9) Bone weird
    * (CR 1) Moilian heart
    * Moilian zombie template
    * (CR 3) Negative fundamental swarm
    * (CR 15) The Vestige
    * (CR 9) Winter-wight
    * Gaseous subtype

    Three Chimeras (EL 14):
    * (CR 11) Chimeric advanced yrthak
    * (CR 11) Advanced chimera
    * (CR 11) Chimeric razor boar

    The Spectral Huntsman (EL 9):
    * (CR 6) The Spectral Huntsman, ghost gnoll ranger 4
    * (CR 3) Ghost hyenas (x3)
    * (CR 3) Ghost gnolls (x3)

    Titanic Housecast of Legend (EL 15)

    Ash Bloodroot (EL 30): Lich treant ex-druid 11/blighter 9

    Cade Greenbough (EL 13): Ghost halfling monk 7/kensai 4

    Half-Fiendish Phantom Fungus (EL 4)

    Various Plant Monsters:
    * (CR 10) Shambling mound barbarian 4
    * (CR 26) Advanced paragon assassin vine
    * (CR 19) Pseudonatural violet fungus
    * (CR 3) Shrieker nomad 5 & psicrystal
    * (CR 8) Fiendish tendriculos

    Sir Gonoszság (EL 8): Death knight human aristocrat 6

    The Crocold (EL 3): Tauric kobold-crocodile warrior 1

    Lots of Tauric Creatures:
    * (CR 4) The Waspbear, tauric bugbear-giant wasp warrior 1
    * (CR 3) The Duerder, tauric duergar-Large monstrous spider warrior 1
    * (CR 4) The Drowolf, tauric drow-dire wolf warrior 1
    * (CR 4) The Praying Gnolltis, tauric gnoll-giant praying mantis warrior 1
    * (CR 3) The Gobloar, tauric goblin-boar warrior 1

    Tougher Tauric Creatures:
    * (CR 7) The Raptorfolk, tauric lizardfolk-megaraptor warrior 1
    * (CR 6) The Seacathah, tauric locathah-advanced sea cat warrior 1
    * (CR 8) The Dragorc, tauric orc-dragonne warrior 1

    Athach Warlord (CR 10): Athach fighter 2 (D&D and True20)

    Wasfae (CR 10): Devilish Wasp-Creatures

    Khephren (CR 13): Half-Fiendish Androsphinx Mummy

    Orcs & Goblins, Introduction | Orcs & Goblins:
    * (CR 1) Boldog, an orc with fiendish blood
    * (CR 1/3) Gobbo, the basic goblin
    * (CR 1/2) Snaga, the basic orc
    * (CR 1/4) Snotling, Tiny verminous goblinoid
    * (CR 1/3) Snuffler, the bloodhound goblin
    * (CR 2) Uruk-Hai, the uber-orc

    Creatures of Irish Myth:
    * (CR 4) Bricriu, the strife bringers
    Plus four more:
    * (CR 1/2) Fir Bolg, spear-wielding elves
    * Children of Lir Template, creatures who polymorph into great swans
    * (CR 4) Sample Child of Lir: Fir Bolg Ranger
    * (CR 1) Great Swan, majestic birds

    Peace's Takers (EL 13):
    * (CR 12) Peace Meilaender, human rogue 6/fighter 2/dervish 4
    * (CR 8) Gilbert of the Changing Fist, human monk 1/transmuter 5/enlightened fist 2
    * (CR 6) Ezekiel, human rogue 4/ranger 2
    * (CR 6) Newark, half-vampire human rogue 3/fighter 2

    Vermin-Kin:
    * Vermin-Kin Template
    * (CR 6) Vermin-Kin Huge Hunting Spider

    The Tenebrous Templars, Servants of Orcus (EL 16):
    * (CR 12) Ahsryel Wightspawn, swarm-shifter deathlock rogue5/lurking terror 3
    * (CR 12) Aldesal Vobert, advanced choker cleric 5/assassin 4
    * (CR 9) Blood-Caw, achaierai pious templar 4
    * (CR 9) Chopsis, hieracosphinx divine crusader 4
    * (CR 9) The Tongue of Orcus, doppelganger bard 2/evangelist 4
    * (CR 10) Yohandi, hooded pupil human cleric 3/wizard 3/true necromancer 3 (including two ettin skeleton guards)

    The Lord of Despair (EL 21): Fallen planetar lich hierophant 5

    The Brain in a Jar (EL 12):
    * (CR 10) Hfuhruhurr, advanced brain in a jar wilder 5
    * (CR 8) Hfuhruhurr's Crystal Guardian
    * (CR 8) Marmaros, gargoyle fighter 1/death's chosen 3

    Greek Myth Beasties:
    * (CR 27) Charybdis
    * (CR 8) Cerberus
    * (CR 2) Diomedean Horse
    * (CR 7) Nemean Lion

    Obviously Named Monsters:
    * (CR 1) Scare Crow, magical fear-causing avian
    * (CR 4) Vampire Bat, undead energy draining bat-monster
    * (CR 2) Timber Wolf, wolfoid plant creature
    * (CR 3) Am-Bush, sneak-attacking shubbery

    An Odd Couple of Monsters:
    * (CR 7) Advanced Elite Phrenic Otyugh
    * (CR 3) Swarm-Shifter Undead Fiendish Dire Weasel

    Lava Children Squad (EL 10):
    * (CR 8) Tunk, lava child fighter 5
    * (CR 3) Lava Children (x6)

    A Strange Pair of Allies (EL 10):
    * (CR 8) Burratino, half-fiendish puppeteer psion (nomad) 5
    * (CR 8) Hutjin, advanced quasit horizon walker 6

    Advanced Half-Dragon Tyrannosaurus (x2) (EL 18)

    Bunnies & Zombies:
    * (CR 1/4) Dust Bunny, undead shapechanging rabbit
    * (CR 1/2) Questing Zombie, undead with a purpose

    Fiend Folio A:
    * (CR 1/2) Aarakocra, a monstrous avian humanoid
    * (CR 3) Adherer, a sticky predator
    * (CR 5) Algoid, mean algae
    * (CR 1/3) Al-mi'raj, the original rhinocerabbit
    * (CR +2) Apparition, shadow magic variation of the ghost template
    * (CR 1/2) Assassin Bug, monstrous fly that wants to impregnate you
    * (CR 3) Astral Searcher, malevolent construct from the Astral Plane

    Three Nifty Foes:
    * (CR 9) Advanced Elite Crysmal
    * (CR 10) Gravetouched Ghoul Advanced Elite Nymph
    * (CR 5) Umbral Advanced Elite Pseudodragon

    The Winged Madness (EL 14):
    * (CR 11) Citanul, the Winged Madness: Mad Savant Advanced Elite Manticore
    * (CR 9) Flame Paragon Fire Bugbear Sorcerer 5
    * (CR 6) Flame Paragon Fire Bugbear Ranger 2 (x2)
    * (CR 3) Flame Paragon Fire Bugbear (x20)

    The Scion Squad (EL 9):
    * (CR 4) Wink Silvertongue, a half-elf beguiler with a fey bloodline.
    * (CR 4) Grusty Gurston, a dwarf copper dragon shaman with a storm giant bloodline.
    * (CR 4) Badger Burrowshield, a gnome druid with a celestial bloodline.
    * (CR 4) Thok of the Jungle, a jungle orc ranger with a titan bloodline.
    * (CR 4) Byl Leebat Sün, a young lizardfolk champion who transforms into the sensational Scaly Avenger!
    * (CR 4) Sir Oliver Shortshanks, a halfling knight with a gold dragon bloodline.

    Fellgrim Ironfist: Dwarf Paragon 3/Fighter 1/Monk 4/Dwarven Defender 2 (CR 10)

    Hound of Hell (CR 3): Invisible devil-hound, Pathfinder-style

    Madadh (CR 3): Fey avenger, Pathfinder-style

    Paper Tiger (CR 1/2): Origami construct, Pathfinder-style

    The Wendigo (CR 6): Giant fey with a taste for flesh, Pathfinder-style

    Quid Novi? Monsters:
    * (CR 3) Baykok, the undead monster on your trail
    * (CR 2) Qah-Lin-Me, the elder brother of the forest

    Grendel (CR 7): Legendary troll

    Pathfinder Halloween Monsters:
    * (CR 1/3) Candy Apple Monster, sweet and deadly construct
    * (CR 2) Child of the Corn, vegetable minions of a dark power
    * (CR 3) Dead Man's Breath, incorporeal swarm
    * (CR 4) Corpse Shifter, undead shapeshifter
    * (CR 7) Pumpkin Devil, agent of vengeance

    Half-Dragon Centipede Swarm (CR 6)

    Thanksgiving Monsters:
    * (CR 7) Baba Yaga's Oven, protecting the hut and baking the children
    * (CR 15) The Dark Man in the Woods, 12th-level half-fiend lich witch

    Recent Additions:
    * (CR 2) Quickling, speedy fey that kills you quick
    * (CR 7) Krel the Wretched, advanced dretch rogue (thug) 3

    Gorgon Giant:
    * (CR 8) Gorgon giant, amalgam of a gorgon and a hill giant
    * (CR 15) Donchadd the Grinder, gorgon giant fighter 7

    A Trio of Villains:
    * (CR 7) Emyr Kendal the Hunger Dog, human shielded fighter 6/assassin 2
    * (CR 7) Bricius Morcant, elf acrobat 6/shadowdancer 2
    * (CR 10) Paora Mikaere, fey-touched young human phantasmist 11

    Monsters @ Spes Magna Games:
    * (CR 10) Lumusi the Crawling Horde, awakened rat swarm blight druid 9
    * (CR 3) Mare of Diomedes, flesh-eating horse
    * (CR 8) The Swift Storm, harpy ranger 4

    Evil Halflings:
    * (CR 2) Rondo, phalanx soldier 3
    * (CR 2) Zondo, cavalier 3
    * (CR 2) Chondo, brutal pugilist 3
    * (CR 2) Londo, Zen archer 3

    Kiran Drea (CR 8): Dragonbreath white kobold admixer 6

    Bloat Zombie Template: Plague-bearing undead horror

    The Deadly Doll: A CR 5 haunt.

    Saltar Anura & Company: Boggard and lizardfolk enemies
    * (CR 6) Saltar Anura, boggard summoner 4
    * (CR 4) Oavpa, lizardfolk antipaladin 3
    * (CR 4) Apoblnta, boggard oracle of battle 2

    The Unsightly Sewing Room: A CR 4 haunt. Protect your eyes!

    Penguins: Two kinds, including rules for penguin animal companions and penguin familiars

    Wild Hunter: An elf ranger subjected to the Dark Taint.

    Durgankhar (CR 14): Adult green dragon worm that walks

    Haunts & Other Hazards:
    * Jelly Bones, a bone-bending curse
    * (CR 8) Baleful Lab, a vivisectionist's haunted chamber
    * Boogie Fever, a toe-tapping disease
    * (CR 8) The Night Gallery, a haunt-guarded hallway
    * (CR 4) Pratfalls & Perilous Penguins, a slippery floor & fiendish penguins

    More Haunts & Hazards:
    * Demon-Haunted, a soul-destroying curse
    * (CR 4) Starving Haunt, hungry for revenge

    Catbirdopus: A CR 1/2 hybrid animal

    Bili Ape (CR 3): A cryptid monster hungering for animal flesh

    Timatheof (CR 3): Psionic monster that takes your time

    Tasskar (CR 8): Giant vampire dromite nomad 6

    Two New Monsters:
    * (CR 2) Clockwork Monkey Swarm
    * (CR 4) Phantom Fungus

    Two Recent Posts:
    * Little Goat Pass: A Micro-Adventure
    * (CR 10) The Maskek: A lord among bog mummies

    Starfleet Academy Cadets: 7 2nd-level characters made using Where No Man Has Gone Before

    Gröd the Gorilla (CR 9): Awakened gorilla warrior wilder 8

    Black Dragonfolk (CR 3)

    Zahia (CR 15): Female advanced half-fiend merfolk white hair witch 11

    More Retooled Reptilian Humanoids:
    * (CR 2) Drakobold
    * (CR 3) Troglodrake

    5 PFRPG Archetypes:
    * Dragon Warrior: A fighter with draconic might
    * Jotunkin: A barbarian with giantish blood
    * Telekinetic Monk: A psychokinetic martial artist
    * Warp Thief: A rogue who warps space
    * Yo-Yo Magus: A magus who fights with a yo-yo

    Methoataske (CR 13): A really, really big alligator snapping turtle

    Leonard Smalls (CR 9): Advanced fiendish human ranger (trapper|trophy hunter)/alchemist

    Orc Leader (CR 6): Orc bard 5/red dragon disciple 2


    OSR Monsters/NPCs
    Sarpashana: Deadly blob creature

    Four Monsters:
    * Giant Heliotrope Frog: Deadly jungle predator with a hypnotic hide
    * Blitzkringler: Lawful warriors who fight the naughty
    * Bellatrixian Plague Fungus: Biological warfare at its best
    * Castoran Tailbiter: Rolling lizards

    More for the Old School:
    * New Dawn Syndicate Terminator Drone: Remote controlled destruction on two wheels.
    * The Gibbering Sea: A cursed place of dark power.
    * Book Golem: The library is open!
    * Sleeping Knight: Slumbering champion who awakens at the right time.
    * Masked Diva: Demonic servitor of deceit's god.

    Shenzi Chaser: Scary carnivorous flightless bird (Swords & Wizardy and Stars Without Number stats)

    Stuff Located on My Website:
    * H Is for Hiawatha's Friends: Chibiabos and Kwasind from The Song of Hiawatha, done up Old School style
    * I Is for Ichi: 2nd edition Mutants & Masterminds stats for the famous blind swordsman
    * L Is for Lake Monsters: Old-School monster inspired by the movie Hypothermia
    * P Is for Pauguk: The Grim Reaper from The Song of Hiawatha
    * S Is for the Sharkodiak Riders of New Penguinea: Humanoid penguin barbarians!
    * V Is for the Vengeance of the Puk-Wud-Jies: Old-School monster from The Song of Hiawatha
    Last edited by Mark Chance; Friday, 14th June, 2013 at 09:57 PM.
    Grab those dice! Gird your loins! Tonight, evil loses! | Buy Spes Magna Games PDFs | Be a Spes Magna fan | Do you know Quid Novi?

  2. #2
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

    Mark Chance's Avatar

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    ø Ignore Mark Chance

    The Soft Corps

    Soft Corp Fluff Text

    Ancient History
    More than a thousand years ago, a monstrous queen ruled the jungle depths of the Southlands. Queen Oozenahz was a fiendishly clever elder black pudding originally hailing from some abyssal realm. She conquered and enslaved the primitive lizardmen of the Southlands and put them to work building an immense city of pyramids, wide roads, and frequent blood sacrifices.

    Over time, Oozenahz reproduced, her children budding from her loathsome form and rapidly growing to maturity. Each child of Oozenahz was itself an ooze of some sort, but all were unusually intelligent and talented. As Oozenahz's kingdom spread, her children became princes, each ruling over its own city.

    But, as always seems to happen, the oppressed peoples of the Southlands found a champion. A lizardman druid called Brokenfang rose up and led a rebellion against Oozenahz. Legions of lizardmen, frogfolk, and gator-people flocked to Brokenfang's banner. So too did the beasts of the jungle: boars, crocodiles, vipers and constrictors, monkeys, and birds of every color.

    As with all civil wars, the one to overthrow Oozenahz was hell. Tens of thousands died. Vast stretches of verdant jungle were laid to waste. Oozenahz's cities burned and crumbled, and the Queen herself was finally destroyed. Only four of Oozenahz's children escaped destruction by sealing themselves in the Temple of Slime. Blurblex, Dolloppoli, Mublor, and Xanumph became trapped in an endless state somewhere between living and dead.

    Recent History
    Hundreds of year later, Frelbor Yandov was one of several powerful adventurers exploring the Southlands for lost treasure. After facing many perils both great and small, the explorers happened upon the ancient Temple of Slime.

    Four adventurers entered, but only one left. Frelbor was the sole survivors of that fateful delve. His comrades all died horrible deaths by crushing traps, undead oozes, and magical defenses. The larger part of the Temple of Slime remains unexplored to this day.

    But Frelbor did not emerge from the deadly structure alone. He freed Blurblex, Dolloppoli, Mublor, and Xanumph from suspended animation. Although this act was entirely accidental, Frelbor quickly took credit for it, claiming it was his intention all along.

    Since that fateful day, Frelbor has been the leader of a new adventuring group dubbed the Soft Corps. They travel lands super- and subterranean, killing creatures and stealing their stuff. Sometimes the Soft Corps take contracts from less-than-scrupulous employers.

    Blurblex; CR 9
    Black pudding cleric 6

    NE Huge ooze
    Init -3; Senses blindsight 60 ft.
    Languages understands Common
    -----
    AC 5 (-2 size, -3 Dex), touch 5, flat-footed 5
    hp 152 (16 HD)
    Immune critical hits, flanking, gaze attacks, illusions, paralysis, poison, polymorph, slashing and piercing weapons, sleep, stunning, visual effects
    Fort +13, Ref +4, Will +12
    -----
    Speed 20 ft. (4 squares), climb 20 ft.
    Melee slam +13 (2d6+6 plus 2d6 acid)
    Space 15 ft.; Reach 10 ft.
    Base Atk +11; Grp +23
    Atk Options acid, constrict (2d6+6 plus 2d6 acid), improved grab, rebuke undead (4/day), Silent Spell, spontaneous inflict
    Special Actions split
    Cleric Spells Prepared (CL 6th; all spells are Silent Spells):
    3rd - cure moderate wounds, darkness, death knell* (Will 16), silence
    2nd - bane (Will 15), bless, cure light wounds (x2), inflict light wounds* (+13 melee touch, Will half 15)
    1st - guidance (x2), resistance (x2)
    * Domain spell. Domains: Death (death touch, 6d6; 1/day); Destruction (smite, +4 attack roll, +6 damage; 1/day).
    -----
    Abilities Str 19, Dex 4, Con 20, Int 10, Wis 19, Cha 12
    SQ blindsight 60 ft.
    Feats Combat Casting, Eschew Materials, Lightning Reflexes, Power Attack, Silent Spell, Skill Focus (Move Silently)
    Skills Climb +25, Concentration +8, Jump -2, Move Silently +6, Spellcraft +3, Swim +7
    -----
    Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 20 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 20 Reflex save. The save DCs are Constitution-based. The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

    Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

    Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

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

    Split (Ex): Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

    Skills: A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

    Dolloppoli; CR 9
    Advanced gelatinous cube barbarian 4

    CN Huge ooze
    Init -3; Senses blindsight 60 ft.
    Languages understands Common
    -----
    AC 5 (-2 size, -3 Dex), touch 5, flat-footed 5; Uncanny Dodge
    hp 240 (16 HD)
    Immune critical hits, electricity, flanking, gaze attacks, illusions, paralysis, poison, polymorph, sleep, stunning, visual effects
    Fort +8, Ref +4, Will +8; trap sense +1
    -----
    Speed 25 ft. (5 squares)
    Melee unarmed strike +14/+9/+4 (1d6+3 plus paralysis and 1d6 acid/crit 19-20)
    Space 15 ft.; Reach 10 ft.
    Base Atk +13; Grp +24
    Atk Options acid, engulf (Ref 20), paralysis (Fort 26), rage 2/day
    -----
    Abilities Str 17, Dex 4, Con 31, Int 10, Wis 12, Cha 8
    SQ blindsight 60 ft., transparent, trap sense +1
    Feats Improved Critical (unarmed strike), Improved Unarmed Strike, Iron Will, Lightning Reflexes, Power Attack, Run
    Skills Climb +14, Jump +14*, Intimidate +2, Swim +8 (*Gains a +4 bonus to Jump checks made after a running start)

    When raging:
    AC 3 (-2 size, -3 Dex, -2 rage), touch 3, flat-footed 3; Uncanny Dodge
    hp 272 (16 HD)
    Fort +10, Will +10; trap sense +1
    -----
    Melee unarmed strike +16/+11/+6 (1d6+5 plus paralysis and 1d6 acid/crit 19-20)
    Grp +26
    Atk Options engulf (Ref 22), paralysis (Fort 28)
    -----
    Abilities Str 21, Con 35
    Skills Climb +16, Jump +16*, Swim +10 (*Gains a +4 bonus to Jump checks made after a running start)
    -----
    Acid (Ex): A gelatinous cube’s acid does not harm metal or stone.

    Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

    Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 20 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus. Add +2 to DC when raging.

    Paralysis (Ex): A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 26 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based. Add +2 to DC when raging.

    Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.

    Mublor; CR 9
    Gray ooze rogue 5

    CE Medium ooze
    Init +1; Senses blindsight 60 ft.
    Languages understands Common and Undercommon
    -----
    AC 8 (-3 Dex), touch 8, flat-footed 8; Uncanny Dodge
    hp 63 (8 HD)
    Immune cold, critical hits, fire, flanking, gaze attacks, illusions, paralysis, poison, polymorph, sleep, stunning, visual effects
    Fort +6, Ref +4, Will +4; Evasion
    -----
    Speed 10 ft. (2 squares)
    Melee slam +7 (1d6+3 plus 1d6 acid)
    Space 5 ft.; Reach 5 ft.
    Base Atk +5; Grp +7
    Atk Options acid, constrict (1d6+3 plus 1d6 acid), improved grab, sneak attack +3d6
    Special Actions trapfinding
    -----
    Abilities Str 14, Dex 4, Con 18, Int 12, Wis 15, Cha 13
    SQ blindsight 60 ft., transparent
    Feats Improved Initiative, Lightning Reflexes, Stealthy
    Skills Balance +2, Climb +10, Disable Device +4*, Hide +7, Jump -5, Move Silently +7, Open Lock +0*, Search +6, Swim +7 (*Includes -2 penalty for not using thieves' tools)
    -----
    Acid (Ex): A gray ooze secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 15 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 15 Reflex save. The save DCs are Constitution-based. The ooze’s acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

    Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

    Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.

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

    Transparent (Ex): A gray ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a gray ooze and walk into it are automatically hit with a melee attack for slam and acid damage.

    Xanumph; CR 9
    Ochre jelly monk 4

    LE Large ooze
    Init -3; Senses blindsight 60 ft.
    Languages understands Common
    -----
    AC 8 (-1 size, -3 Dex, +2 Wis), touch 8, flat-footed 8
    hp 115 (10 HD)
    Immune critical hits, electricity, flanking, gaze attacks, illusions, paralysis, poison, polymorph, slashing and piercing weapons, sleep, stunning, visual effects
    Fort +13, Ref +5, Will +8; Evasion, Still Mind (+2 vs. enchantment spells)
    -----
    Speed 20 ft. (4 squares), climb 10 ft.
    Melee unarmed strike +11/+6 (2d6+5 plus 1d4 acid), or
    Melee flurry of blows +9/+9/+7 (2d6+5 plus 1d4 acid), or
    Melee slam +11 (2d4+7 plus 1d4 acid)
    Space 10 ft.; Reach 5 ft.
    Base Atk +7; Grp +20
    Atk Options acid, constrict (2d4+7 plus 1d4 acid), improved grab, ki strike (magic)
    Special Actions Deflect Arrows, slow fall 20 ft., split
    -----
    Abilities Str 20, Dex 4, Con 24, Int 8, Wis 14, Cha 10
    SQ blindsight 60 ft., still mind
    Feats Athletic, Deflect Arrows (B), Improved Bullrush, Improved Grapple (B), Improved Unarmed Strike (B), Lightning Reflexes, Power Attack
    Skills Climb +25, Jump +6, Swim +11
    -----
    Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.

    Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

    Constrict (Ex): An ochre jelly deals automatic slam and acid damage with a successful grapple check.

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

    Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points.

    Skills: An ochre jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

    Frelbor Yandov; CR 15
    Half-dragon (black)/half-svirfneblin rogue 3/illusionist 5/arcane trickster 4

    LE Small dragon
    Init +6; Senses darkvision 120 ft., low-light vision, Listen +3
    Languages Common, Goblin, Giant, Gnome, Undercommon
    -----
    AC 32 (+1 size, +5 Dex, +5 armor, +3 deflection, +4 dodge, +4 natural), touch 23, flat-footed 23; Dodge
    hp 69 (12 HD)
    SR 23
    Immune acid, paralysis, sleep
    Fort +10, Ref +18, Will +14; Evasion, trap sense +1
    -----
    Speed 20 ft. (4 squares)
    Melee +3 defending wounding rapier +17/+12 (1d4+7 plus 1 point of Con damage/18-20), or
    Melee 2 claws +14 (1d3+4) and bite +9 (1d4+2)
    Ranged +1 light crossbow +15 (1d6+1/19-20)
    Space 5 ft.; Reach 5 ft.
    Base Atk +7; Grp +7
    Atk Options +1 racial attack bonus against kobold and goblinoids, breath weapon 1/day (6d8, Ref half 12, 60-ft. line of acid), impromptu sneak attack 1/day, sneak attack +4d6
    Combat Gear deck of illusions, lesser silent metamagic rod, potion of barkskin +5, potion of cure serious wounds (x2), potion of greater magic fang +5, potion of remove blindness/deafness, scabbard of keen edges
    Special Actions ranged legerdemain 1/day, trapfinding
    Wizard Spells Prepared (CL 9th):
    5th - black tentacles (Extend Spell), shadow conjuration* (Extend Spell, Will disbelief 19)
    4th - blink (Extend Spell), haste (Extend Spell), phantasmal killer* (Will disbelief 19, Fort partial 17)
    3rd - acid arrow (+11 ranged touch, Extend Spell), dispel magic, fly, major image* (Will disbelief 18), protection from energy
    2nd - fox's cunning, glitterdust (x2) (Will 15), invisibility*, scorching ray (+11 ranged touch), web (Ref 15)
    1st - color spray* (Will 16), expeditious retreat, magic missile (x2), shield, ventriloquism* (Will 16)
    0 - detect magic, ghost sound* (Will disbelief 15), mage hand, prestidigitation, read magic
    * Illusion spell. Prohibited Schools: enchantment, necromancy
    Spell-Like Abilities (CL 12th):
    1/day - blindness/deafness (Fort 17), blur, disguise self
    -----
    Abilities Str 18 (14), Dex 23 (17), Con 16 (14), Int 17, Wis 12, Cha 12
    SQ nondetection (CL 12th), stonecunning
    Feats Combat Casting, Dodge, Extend Spell (B), Heighten Spell, Scribe Scroll (B), Spell Focus (illusion), Weapon Finesse
    Skills Bluff +7, Climb +14, Concentration +7, Craft (alchemy) +7, Decipher Script +13, Diplomacy +3, Disable Device +14, Escape Artist +22, Hide +18*, Intimidate +3, Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Listen +3, Move Silently +16, Open Lock +14, Search +13, Sleight of Hand +18, Spellcraft +8, Use Rope +6* (*Add +2 to Hide checks when underground. Add +2 to Use Rope when binding someone.)
    Possessions combat gear plus +2 slick studded leather, +3 defending wounding rapier, +1 light crossbow, amulet of health +2, bag of holding (type II), belt of giant strength +4, cloak of resistance +2, gloves of Dexterity +6, ring of protection +3, ring of water walking, plus 3650 gp of other good or monies
    -----
    Nondetection (Su): A svirfneblin has a continuous nondetection ability as the spell (caster level equal to class levels).
    Last edited by Mark Chance; Thursday, 9th August, 2007 at 03:49 AM.
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  3. #3
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

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    Oswild Iommi

    Oswild Iommi; CR 12
    Advanced ghast bard 4/shadowdancer 4

    CE Medium undead
    Init +5; Senses darkvision 60 ft., Listen +2, Spot +13
    Languages Common, Elven, Orc, Undercommon
    -----
    AC 21 (+5 Dex, +1 armor, +1 deflection, +4 natural), touch 16, flat-footed 21; Dodge, Mobility, uncanny dodge
    hp 107 (16 HD); turn resistance +2
    Immune ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, sleep, stunning
    Fort +4, Ref +15, Will +13; evasion
    -----
    Spd 30 ft. (6 squares)
    Melee bite +13 (1d8+3 plus paralysis) and 2 claws +11 (1d4+1 plus paralysis), or
    Ranged masterwork light crossbow +16/+11 (1d8+1 plus 1d6 cold/19-20, 80 ft. range increment), or
    Ranged masterwork light crossbow +17/+12 (1d8+2 plus shaken [Will 14], 80 ft. range increment)
    Space 5 ft.; Reach 5 ft.
    Base Atk +10; Grp +13
    Atk Options Combat Reflexes (6 AoO/round), ghoul fever, paralysis, stench, summon shadow
    Combat Gear potion of haste, potion of inflict serious wounds
    Special Actions bardic music 4/day (countersong, fascinate, inspire competence, inspire courage), hide in plain sight, shadow jump 20 ft./day
    Spell-Like Ability (CL 4th):
    1/day - shadow illusion (Will 16)
    Bard Spells Known (CL 4th):
    2nd (1/day) - alter self, mirror image
    1st (4/day) - animate rope, expeditious retreat, undetectable alignment
    0 (3/day) - detect magic, ghost sound (Will 15), lullaby (Will 15), mage hand, message, read magic
    -----
    Abilities Str 16, Dex 20, Con --, Int 17, Wis 14, Cha 21
    SQ bardic knowledge +9
    Skills Balance +16, Bluff +13, Climb +18, Concentration +9, Diplomacy +17, Disguise +13 (+15 when acting in character), Gather Information +13, Hide +16, Intimidate +7, Jump +14, Knowledge (history) +9, Knowledge (local) +9, Move Silently +16, Perform (dance) +9, Perform (sing) +13, Sense Motive +8, Spot +13
    Feats Combat Reflexes, Dodge, Mobility, Multiattack, Rapid Reload (light crossbow), Toughness
    Possessions 10 +1 frost crossbow bolts, 10 screaming bolts, bracers of armor +1, ring of protection +1, wand of detect secret doors (40 charges), wand of summon monster I (CL 3rd) (35 charges), masterwork light crossbow
    -----
    Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

    Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

    To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level).

    While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

    Ghoul Fever (Su): Disease - bite, Fortitude DC 19, incubation period 1 day, damage 1d3 Constitution and 1d3 Dexterity. The save DC is Charisma-based.

    Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

    Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

    The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mindaffecting ability.

    Hide in Plain Sight (Su): A shadowdancer can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a shadowdancer can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.

    Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed on a DC 19 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.

    Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, he can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.

    Shadow Jump (Su): At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

    Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 19 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.

    Summon Shadow (Su): At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to his shadow companion.

    If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer’s XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

    Summoned Shadow

    CE Medium undead (incorporeal)
    Init +2; Senses darkvision 60 ft., Listen +10, Spot +6
    Languages The summoned shadow communicates intelligbly with Oswild.
    -----
    AC 14 (+2 Dex, +2 deflection), touch 14, flat-footed 12; Dodge
    hp 32 (5 HD)
    Immune ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), electricity, energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, sleep, stunning
    Fort +1, Ref +3, Will +5
    -----
    Spd Fly 40 ft. (good) (8 squares)
    Melee Touch incorporeal touch +4 melee (1d6 Str damage)
    Space 5 ft.; Reach 5 ft.
    Base Atk +2; Grp --
    -----
    Abilities Str --, Dex 14, Con --, Int 6, Wis 12, Cha 14
    Skills Hide +7*, Listen +10, Search +3, Spot +6 (*A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.)
    Feats Alertness, Dodge
    -----
    Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.

    Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks.
    Last edited by Mark Chance; Tuesday, 21st August, 2007 at 12:51 PM.
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  4. #4
    Boingy! Boingy! COPPER SUBSCRIBER
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    Ikazuchi Mountain-Breaker

    Ikazuchi Mountain-Breaker; CR 11
    Ogre samurai 5/cavalier 3

    LE Large giant
    Init +0; Senses darkvision 60 ft., low-light vision, Listen +4, Spot +4
    Languages Common, Giant
    -----
    AC 25 (-1 size, +9 armor, +5 natural), touch 9, flat-footed 25
    hp 89 (12 HD)
    Fort +13, Ref +3, Will +7
    -----
    Spd 30 ft. (6 squares) (unarmored 40 ft.)
    Melee +1 Large masterwork katana +12/+7 (2d8+5/19-20) and Large masterwork wakizashi +12 (1d8+2/19-20), or
    Melee +1 Large masterwork katana +14 (2d8+7/19-20), or
    Melee Large lance +15/+10 (2d6+6/x3), or
    Melee Charge Large lance +18 (6d6+18/x3); mounted weapon bonus +1 included, Spirited Charge
    Ranged Large masterwork composite longbow [Str +4] +11/+6 (2d6+4/x3, 110 ft. range increment)
    Space 10 ft.; Reach 10 ft.
    Base Atk +11; Grp +19
    Atk Options deadly charge 1/day, kiai smite 1/day, Mounted Combat, mounted weapon bonus +1 (lance, sword), Quick Draw, Trample
    Special Actions burst of speed
    Combat Gear ring of counterspells (dispel magic, CL 5th)
    -----
    Abilities Str 18, Dex 10, Con 14, Int 10, Wis 14, Cha 13
    SQ courtly knowledge +3, ride bonus +2
    Skills Diplomacy +3, Handle Animal +6, Intimidate +8, Knowledge (nobility and royalty) +8, Listen +4, Ride +13 (+15 to stay in the saddle), Spot +4
    Feats Exotic Weapon Proficiency (bastard sword) (B), Mounted Combat, Quick Draw (with katana and wakizashi only) (B), Ride-By Attack, Spirited Charge, Trample, Two-Weapon Fighting (with katana and wakizashi only) (B), Weapon Focus (lance)
    Possessions combat gear, plus +1 full plate, +1 Large masterwork katana, Large masterwork wakizashki, Large masterwork composite longbow [Str +4], military saddle, quiver with 20 arrows
    -----
    Burst of Speed (Ex): Double maximum distance the mount can travel when making a charge. Each additional use per day after the first forces the mount to make a DC 20 Will save to avoid taking 2d6 points of damage.

    Deadly Charge (Ex): Use with charge action while mounted to deal triple damage with a melee weapon or quadruple damage with a lance. Doesn't stack with Spirited Charge.

    Kiai Smite (Ex): Next attack gains a +1 bonus on the attack roll and damage roll.

    Advanced dire boar; CR 8

    N Huge animal
    Init +0; Senses low-light vision, scent, Listen +9, Spot +9
    -----
    AC 21 (-2 size, +13 natural), touch 8, flat-footed 21
    hp 180 (19 HD)
    Fort +16, Ref +6, Will +16
    -----
    Spd 40 ft. (8 squares)
    Melee gore +24 (2d6+18)
    Space 15 ft.; Reach 10 ft.
    Base Atk +14; Grp +34
    Atk Options ferocity
    Tricks Combat Riding (attack, come, defend, down, guard, heel)
    -----
    Abilities Str 35, Dex 10, Con 21, Int 2, Wis 14, Cha 8
    Skills Climb +15, Jump +19, Listen +9, Spot +9
    Feats Alertness, Endurance, Improved Natural Armor (x4), Iron Will
    -----
    Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

    Carrying Capacity: Light load 6,384 lb.; medium load 12,792 lb.; heavy load 19,200 lb.
    Last edited by Mark Chance; Wednesday, 8th August, 2007 at 08:41 PM.
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  5. #5
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    Elite Goblin Scouting Party

    Goblin scout 4; CR 4 (x3)

    Usually NE Small humanoid (goblinoid)
    Init +4; Senses darkvision 60 ft., Listen +7, Spot +7
    Languages Common, Goblin
    -----
    AC 17 (+1 size, +3 Dex, +3 armor), touch 14, flat-footed 17; Dodge, Mobility, uncanny dodge
    hp 22 (4 HD)
    Fort +4, Ref +7, Will +1
    -----
    Spd 40 ft. (8 squares)
    Melee Small masterwork short sword +7 (1d4+1/19-20)
    Ranged Small masterwork composite shortbow [Str +1] +7 (1d4+1/x3, 70 ft. range increment)
    Space 5 ft.; Reach 5 ft.
    Base Atk +3; Grp +0
    Atk Options skirmish +1d6/+1 AC
    Combat Gear potion of barkskin +2, potion of cure serious wounds, potion of greater magic fang +1
    Special Actions trapfinding
    -----
    Abilities Str 12, Dex 17, Con 14, Int 8, Wis 10, Cha 10
    SQ battle fortitude +1, fast movement +10 ft., trackless step
    Skills Disable Device +7, Hide +14, Listen +7, Move Silently +14, Ride +14, Search +7, Spot +7
    Feats Dodge, Mobility (B), Weapon Finesse
    Possessions elixir of sneaking, elixir of vision, masterwork studded leather, Small masterwork short sword, Small masterwork composite shortbow [Str +1], quiver with 20 arrows

    Worg scout 2; CR 4 (x3)

    Usually NE Medium magical beast
    Init +5; Senses darkvision 60 ft., low-light vision, scent, Listen +6, Spot +6
    Languages Common, Goblin, Worg
    -----
    AC 16 (+4 Dex, +2 natural), touch 14, flat-footed 16; Dodge, Mobility, uncanny dodge
    hp 47 (6 HD)
    Fort +8, Ref +11, Will +1
    -----
    Spd 50 ft. (10 squares)
    Melee bite +9 melee (1d6+6)
    Space 5 ft.; Reach 5 ft.
    Base Atk +5; Grp +9
    Atk Options skirmish +1d6, trip
    Special Actions trapfinding
    -----
    Abilities Str 18, Dex 19, Con 17, Int 10, Wis 10, Cha 10
    SQ battle fortitude +1
    Skills Hide +10, Jump +15, Listen +6, Move Silently +10, Search +5, Spot +6, Survival +0* (+2 when tracking, or +6 when tracking by scent)
    Feats Dodge, Mobility, Track
    -----
    Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent (+3 check modifier) 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 the worg.

    Skills: A worg has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks.
    Last edited by Mark Chance; Wednesday, 8th August, 2007 at 10:05 PM.
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  6. #6
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    Baphomet

    A while ago, I posted a few "demon lords" loosely inspired by their 1E namesakes. While these guys were tough, I didn't make them "ruler of an entire level of the Abyss" tough.

    Baphomet's Fluff Text

    Baphomet is the terrifying demon lord believed to be an unholy champion by minotaurs. In truth, Baphomet is a particularly powerful half-fiendish minotaur who is the father of the minotaur race. He started life as a human paladin serving the god of chivalry. Baphomet's heroism was the stuff of legends, but as his deeds became greater, so did his pride. Eventually, in his arrogance, he led a company of warriors into battle and ordered the indiscriminate slaughter of enemy and innocent alike, justifying his actions by saying that the innocents had give aid and comfort to the forces of evil. Baphomet was called before the hierarchy of his church and stripped of all rank, privilege, and divine powers. Shamed and angered, he cursed his church and the god of chivalry. Before the horrified assembly, the god of chivalry himself intervened, destroying all vestiges of Baphomet's humanity, transforming him into the first minotaur. He was subdued and thrown into the deepest, darkest dungeon to await public execution.

    While he raged and screamed in the darkness, the avatar of the god of slaughter came to him and offered him the freedom to serve a new master. Baphomet accepted, and he was spirited away. Over the centuries that have passed, Baphomet has fathered the race of minotaurs by numberless acts too savage to relate. He also transcended mortality, becoming a demonic creature of horrific power. Tales of his destructive career as the slaughter god's champion are barely exaggerated, for Baphomet has left in his wake the corpses of countless victims.

    Baphomet appears to be a blood-chilling combination of minotaur and demon. He stands nearly 10 feet tall and weighs about 500 pounds. His blackened, scaly flesh is stretched tight across of iron-hard muscles. His talons and fangs are blood red, and rust-colored fur covers his bullish head and broad shoulders, trailing down his backbone to his long, thin tail.

    Baphomet is a devastating combatant. He generally prefers to open combat with a powerful charge, using his bellow and smite good supernatural abilities at the same time. He then uses maze and wall of stone to separate foes from their allies, and uses see invisibility to thwart unseen opponents. Since he can passwall three times per day, his own walls of stone aren't much hindrance to him. If opponents vulnerable to Baphomet's breath weapon are known to be within range, he may opt to exhale gouts of unholy water at them. If these initial rounds of combat have gone well for Baphomet (and they usually do), he'll then fly into a greater rage and manuever to make full attacks as often as possible (inflicting on average 164 points of damage in a single round if all five of his attacks hit). Baphomet likes to throw his greataxe as his last attack during a full attack (striking as a +15 ranged attack) since it returns to him by the beginning of his next turn. If all of his foes aren't dead or fleeing by the time his greater rage ends, Baphomet usually teleports away to rest. He then returns to the scene of the battle to track the survivors for a rematch.

    Baphomet's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

    Baphomet; CR 22
    Unique barbarian 14

    CE Huge outsider (chaotic, extraplanar, evil)
    Init +2; Senses darkvision 120 ft., scent, Listen +24, Spot +20
    Languages Abyssal, Celestial, Common, Draconic, Giant, Orcish
    -----
    AC 32 (-2 size, +2 Dex, +10 natural, +9 armor, +3 deflection), touch 13, flat-footed 32; Combat Expertise, improved uncanny dodge, trap sense +4, or
    AC (when raging) 30 (-2 size, -2 rage, +2 Dex, +10 natural, +9 armor, +3 deflection), touch 11, flat-footed 30; improved uncanny dodge, trap sense +4
    hp 218 or 278 when raging (20 HD); DR 3/- or DR 10/good
    Immune electricity, poison
    Resist acid 10, cold 10, fire 10
    SR 30
    Fort +19 or +22 when raging, Ref +11, Will +12 or +15 when raging (+19 when raging to resist enchantment spells); trap sense +4
    -----
    Spd 40 ft. (8 squares), fly 40 ft. (average)
    Melee +5 returning throwing greataxe +32/+27/+22/+17 (4d6+18/x3) and gore +22 (3d6+4), or
    Melee (when raging) +5 returning throwing greataxe +35/+30/+25/+20 (4d6+23/x3) and gore +22 (3d6+6), or
    Melee gore +27 (3d6+9) and 2 claws +22 (1d8+4), or
    Melee (when raging) gore +30 (3d6+12) and 2 claws +25 (1d8+6)
    Ranged +5 returning throwing greataxe +25 (4d6+14/x3), or
    Ranged (when raging) +5 returning throwing greataxe +25 (4d6+17/x3)
    Space 15 ft.; Reach 15 ft.
    Base Atk +20; Grp +37
    Atk Options bellow, breath weapon, Great Cleave, greater rage 4/day, Improved Overrun, Improved Trip, Power Attack, powerful charge, smite good 1/day, summon demon
    Combat Gear crimson horn of Baphomet
    Special Actions animal telepathy 100 ft.
    Spell-Like Abilities (CL 17th):
    At will - deeper darkness, detect good, detect magic, dispel magic, levitate, major image (Will interact 16), see invisibility, telekinesis, teleport
    3/day - maze, passwall, shape change, wall of stone
    1/day - desecrate, unholy blight (Will partial 17)
    -----
    Abilities Str 29 (35 when raging), Dex 15, Con 20 (26 when raging), Int 17, Wis 16, Cha 16
    SQ indomitable will, natural cunning
    Skills Climb +20*, Concentration +12, Diplomacy +5, Handle Animal +15, Intimidate +20*, Jump +29*, Knowledge (the planes) +11, Listen +24, Ride +4, Search +20, Sense Motive +11, Spot +20, Survival +17* (+19 to follow tracks and +19 on other planes), Swim +20*. (*Climb, Jump, and Swim total includes -1 armor check penalty.)
    Feats Cleave, Combat Casting, Combat Expertise, Great Cleave, Improved Overrun, Improved Trip, Power Attack, Track (B)
    Possessions combat gear, plus +5 chain shirt, +5 returning throwing greataxe, amulet of natural armor +2, ring of protection +3, ring of water walking, plus 6,000 gp
    -----
    Animal Telepathy (Su): Baphomet can communicate telepathically with animals at a range of 100 feet. This ability is otherwise identical to speak with animals.

    Bellow (Su): Once per day as a free action, Baphomet can emit a horrifying, bone-shaking bellow. All enemies within 150 feet of Baphomet must make a DC 22 Will save or be panicked for 3d4 rounds. Those that make the Will save are shaken for 1d4 rounds. The save DC is Charisma-based.

    Breath Weapon (Su): Six time per day as a standard action, Baphomet can exhale a gout of unholy water in a 60-foot-long line. Creatures with the Good subtype, good-aligned clerics and druids, and paladins suffer 6d4 points of unholy damage if caught in this flood of profane fluid. A DC 25 (or DC 28 if Baphomet is raging) Reflex save halves the damage. The save DC is Constitution-based.

    Greater Rage (Ex): Baphomet's bonuses to Strength and Constitution during his rage are each +6 (giving him 60 temporary hit points), and his morale bonus on Will saves is +3. The penalty to AC remains at -2. Baphomet's rage lasts 11 rounds. Baphomet cannot use his spell-like abilities while raging.

    Improved Uncanny Dodge (Ex): Baphomet can no longer be flanked. This defense denies a rogue the ability to sneak attack Baphomet by flanking him, unless the attacker has at least four more rogue levels than Baphomet has barbarian levels.

    Indomitable Will (Ex): While in a rage, Baphomet gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

    Powerful Charge (Ex): Baphomet typically begins a battle by charging at an opponent, lowering his head to bring his mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +29 attack bonus that deals 5d6+13 points of damage (or +32 attack bonus for 5d6+18 points of damage when raging). He often combines this attack with smite good.

    Smite Good (Su): Once per day, Baphomet can make a melee attack that deals an extra +20 points of damage against a good-aligned target.

    Summon Demon (Sp): Once per day, Baphomet can attempt to summon a glabrezu with an 85% chance of success. This ability is the equivalent of a 6th-level spell.

    Natural Cunning (Ex): Baphomet has immunity to maze spells, never becomes lost, and can track enemies. He is never caught flat-footed.

    Trap Sense (Ex): Baphomet gains a +4 bonus on Reflex saves made to avoid traps and a +4 dodge bonus to AC against attacks made by traps.

    Skills: Baphomet has a +4 racial bonus on Listen, Search, and Spot checks. Baphomet gains a +4 bonus to Intimidate checks for every size category larger he is.

    Crimson Horn of Baphomet: This magic instrument appears to be normal until someone speaks its command word and sounds it. Then the horn summons 1d4+1 1st-level barbarian minotaurs. If the character who blew the horn is evil-aligned, the minotaurs fight as commanded. If the character who blew the horn is not evil, the minotaurs immediately attack him and fight to the death. The horn can be blow once every seven days, except for Baphomet himself, who can sound the horn once per day. The minotaur barbarians are real creatures of flesh and blood. They fight until all of their opponents or slain, they themselves are slain, or one hour passes.
    Strong conjuration [evil]; CL 13th; Craft Wondrous Item, summon monster VI; Price 50,000 gp; Weight 2 lbs.
    Last edited by Mark Chance; Thursday, 9th August, 2007 at 03:45 AM.
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  7. #7
    Boingy! Boingy! COPPER SUBSCRIBER
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    Crubre the Last Seen

    Crubre the Last Seen; CR 12
    Babau assassin 3/blackguard 3

    CE Medium outsider (chaotic, extraplanar, evil)
    Init +3; Senses darkvision 60 ft., Listen +21, Spot +6
    Languages Common, Abyssal, Celestial, Draconic
    -----
    AC 21 (+3 Dex, +8 natural), touch 13, flat-footed 21; protective slime, uncanny dodge
    hp 135 (13 HD); DR 10/cold iron or good
    Immune electricity, poison
    Resist acid 10, cold 10, fire 10; SR 14
    Fort +18, Ref +15, Will +13
    -----
    Speed 30 ft. (6 squares)
    Melee 2 claws +16 (1d6+4) and bite +14 (1d6+2)
    Ranged +1 returning throwing axe +16/+11 (1d6+4, 10 ft. range increment)
    Space 5 ft.; Reach 5 ft.
    Base Atk +12; Grp +16
    Atk Options aura of despair, Cleave, command undead 6/day, death attack (Fort 16), Improved Sunder, Power Attack, Quick Draw, smite good 1/day, sneak attack +4d6, summon demon
    Babau Spell-Like Abilities (CL 7th):
    At will - darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only)
    Blackguard Spell-Like Abilities (CL 3rd):
    At will - detect good
    Assassin Spells Known (CL 3rd):
    1st (2/day) - disguise self, ghost sound, true strike
    Blackguard Spells Prepared (CL 3rd):
    2nd - death knell (Will 15)
    1st - cure light wounds (x2)
    -----
    Abilities Str 18, Dex 16, Con 22, Int 17, Wis 17, Cha 16
    SQ aura of evil, dark blessing, telepathy 100 ft.
    Skills Bluff +11, Climb +14, Concentration +9, Diplomacy +5, Disguise +16 (+18 when acting in character), Escape Artist +13, Hide +27, Intimidate +11, Knowledge (religion) +11, Listen +21, Move Silently +24, Open Lock +16, Search +21, Sleight of Hand +18, Spot +6, Use Rope +3 (+5 when binding)
    Feats Cleave, Improved Sunder, Multiattack, Power Attack, Quick Draw
    Possessions two +1 returning throwing axes
    -----
    Aura of Despair (Su): The blackguard radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.

    Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his blackguard level.

    Command Undead (Su): He commands undead as 1st-level cleric. He gets a +2 bonus on turning checks due to Knowledge (religion).

    Dark Blessing (Su): He applies his Charisma modifier (if positive) as a bonus on all saving throws.

    Detect Good (Sp): A blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

    Protective Slime (Su): A slimy red jelly coats the babau’s skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a DC 19 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 19 Reflex save. The save DCs are Constitution-based.

    Smite Good (Su): May attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 3 extra points of damage. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

    Summon Demon (Sp): Once per day a babau can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

    Skills: Babaus have a +8 racial bonus on Hide, Listen, Move Silently, and Search checks.
    Last edited by Mark Chance; Wednesday, 8th August, 2007 at 01:36 PM.
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  8. #8
    Boingy! Boingy! COPPER SUBSCRIBER
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    The Hellfoot Clan

    The Hellfoot Clan was a "random" encounter in a recent adventure I ran. The PCs defeated them somewhat easily, but Dagda and one other bandit escaped.

    Hellfoot Bandits (x6); CR 1
    Fiendish halfling warrior 2

    NE Small humanoid (extraplanar)
    Init +1; Senses darkvision 60 ft., Listen +1, Spot -1
    Languages Common, Halfling
    -----
    AC 15 (+1 size, +1 Dex, +2 leather, +1 light shield), touch 12, flat-footed 14
    hp 13 (2 HD)
    Resist cold 5, fire 5; SR 7
    Fort +5, Ref +2, Will +0; +2 morale bonus on saves vs fear
    -----
    Speed 20 ft. (4 squares)
    Melee Small longsword +4 melee (1d6+1/19–20)
    Ranged Small sling +6 ranged (1d4+1, 50 ft. range increment)
    Space 5 ft.; Reach 5 ft.
    Base Atk +2; Grp -1
    Atk Options +1 racial attack bonus with slings and thrown weapons
    Combat Gear potion of cure light wounds
    -----
    Abilities Str 12, Dex 13, Con 12, Int 10, Wis 9, Cha 8
    Skills Climb +8, Hide +5, Move Silently +3, Swim +2
    Feats Weapon Focus (sling)
    Possessions combat gear plus Small longsword, Small sling, pouch with 10 sling bullets, various pieces of jewelry decorated with Diminutive animal skulls
    -----
    Smite Good (Su): Once per day, it can make a normal melee attack to deal 2 points of extra damage.

    Skills: +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.

    Dagda Hellfoot; CR 4
    Fiendish halfling warrior 4

    NE Small humanoid (extraplanar)
    Init +2; Senses darkvision 60 ft., Listen +1, Spot -1
    Languages Common, Halfling
    -----
    AC 16 (+1 size, +2 Dex, +2 leather, +1 light shield), touch 13, flat-footed 14
    hp 34 (4 HD); DR 5/magic
    Resist cold 5, fire 5; SR 9
    Fort +8, Ref +4, Will +1; +2 morale bonus on saves vs fear
    -----
    Speed 20 ft. (4 squares)
    Melee Small longsword +6 melee (1d6+1/19–20)
    Ranged masterwork light crossbow +7 ranged (1d6+1 plus 1d6 electricity/19-20, 120 ft. range increment)
    Space 5 ft.; Reach 5 ft.
    Base Atk +4; Grp +1
    Atk Options +1 racial attack bonus with slings and thrown weapons, Far Shot, Point Blank Shot
    Combat Gear two potions of bear's endurance (a gold elixir that smells of bananas) (already drank one; stats here reflect the Con enhancement)
    -----
    Abilities Str 12, Dex 14, Con 16 (12), Int 10, Wis 9, Cha 8
    Skills Climb +8, Hide +7, Move Silently +5, Swim +2
    Feats Point Blank Shot, Far Shot
    Possessions +1 shock crossbow bolts (x10), Small longsword, masterwork light crossbow
    -----
    Smite Good (Su): Once per day, it can make a normal melee attack to deal 4 points of extra damage.

    Skills: +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.


    Other Treasure: In addition to personally carried items, each bandit carries 3 pp, 6 gp, 10 sp, and 6 cp. Dagda carries 6 pp, 5 gp, 11 sp, and 1 cp.
    Last edited by Mark Chance; Wednesday, 8th August, 2007 at 01:40 PM.
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  9. #9
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    ø Ignore Imruphel
    I really like your oozes. My next campaign is going to include FR's Ghaunadaur as one of the main villains so consider these critters yoinked. I hope to see the fluff for them soon.
    Cheers
    Imruphel

  10. #10
    Boingy! Boingy! COPPER SUBSCRIBER
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    Quote Originally Posted by Imruphel
    I really like your oozes. My next campaign is going to include FR's Ghaunadaur as one of the main villains so consider these critters yoinked. I hope to see the fluff for them soon.
    Glad you liked them. I've put up a short history for the Soft Corps. I'll get around to brief personality descriptions sooner or later. I also stuck the Hellfoot Clan in an empty post.

    BTW, work still continues on that troglodyte wereconstrictor.

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