Old School Nefarium - Road to Adventure Link (1/20/16)

Mark Chance

Boingy! Boingy!
[sblock=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
[/sblock]

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

AD&D Monster Manual: A PDF of homebrew monsters ensconced in Google Drive.

More Homebrew AD&D PDFs
 
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Mark Chance

Boingy! Boingy!
The Soft Corps

[sblock=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.[/sblock]
[sblock=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.[/sblock]
[sblock=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.[/sblock]
[sblock=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.[/sblock]
[sblock=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.[/sblock]
[sblock=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).[/sblock]
 
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Mark Chance

Boingy! Boingy!
Oswild Iommi

[sblock=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.[/sblock]
[sblock=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.[/sblock]
 
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Mark Chance

Boingy! Boingy!
Ikazuchi Mountain-Breaker

[sblock=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.[/sblock]
[sblock=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.
[/sblock]
 
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Mark Chance

Boingy! Boingy!
Elite Goblin Scouting Party

[sblock=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[/sblock]
[sblock=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. [/sblock]
 
Last edited:

Mark Chance

Boingy! Boingy!
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.

[sblock=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.[/sblock]
[sblock=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.[/sblock]
 
Last edited:

Mark Chance

Boingy! Boingy!
Frost Ogres

[sblock=Creating a Frost Creature]
“Frost” is an inherited template that can be added to any creature that doesn't have the fire subtype (referred to hereafter as the base creature). A frost creature uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type doesn't change except for an animal, which becomes a magical beast. Add the cold subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged (but a frost creature is typically somewhat larger than the base creature).

Hit Dice: The creature's HD are unchanged.

Speed: Same as the base creature, but see special qualities below.

Armor Class: A frost creature has heavier fur or body fat, or both. The base creature’s natural armor bonus improves by +1.

Attack and Damage: A frost creature retains all the attacks of the base creature.

Special Attacks: A frost creature retains all the special attacks of the base creature and gains the one described below.
Skate-By Attack (Ex): When skating, the creature can take a move action (including a charge) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a skate-by attack.​
Special Qualities: A frost creature retains all the special qualities of the base creature and gains those described below.
Immunity to Cold (Ex): A frost creature is immune to cold attacks and effects.

Skate (Su): A frost creature can skate across ice and snow. The creature's land speed increases by 15 feet. (This adjustment is treated as an enhancement bonus.) As with any effect that increases speed, this power affects the subject’s maximum jumping distance. The creature can skate up or down any incline or decline it could normally walk upon without mishap, though skating up an incline reduces the subject’s speed to normal, while skating down a decline increases its speed by an additional 15 feet. (This adjustment is treated as a circumstance bonus.)

Vulnerability to Fire (Ex): A frost creature takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.​
Abilities: Increase from the base creature as follows: Str +2, Con +4.
Skills: Same as base creature.
Feats: Same as base creature.
Environment: Appropriate cold terrain.
Organization: Same as base creature.
Challenge Rating: Same as the base creature +1.
Treasure: Same as base creature.
Alignment: Same as base creature.
Advancement: Same as base creature.
Level Adjustment: Same as the base creature +1.[/sblock]
[sblock=Ice Domain]
Benefit: The cleric can rebuke, command, or bolster creatures with the cold subtype as an evil cleric rebukes undead. The cleric can use this supernatural ability a number of times per day equal to 3 plus his Charisma modifier.

The cleric can also enforce the law of frost. Since artificial resistance to cold is an affront to the sacred ice, the cleric can dispel magic that resists cold or cold energy. This power affects a 20-foot radius as a burst. The cleric makes a caster level check against each cold-resisting effect in the radius. The DC is 11 + the cold-resisting effect's caster level. He can use this spell-like ability once per day. Otherwise, the law of frost is identical to dispel magic.

1st - fingers of frost (as burning hands, but deals cold damage instead of fire damage)
2nd - chill metal
3rd - resist energy*
4th - wall of ice
5th - fire shield*
6th - freezing sphere
7th - simulacrum
8th - polar ray
9th - comet swarm (as meteor swarm, but deals cold damage instead of fire damage)

*Resist fire only.[/sblock]
[sblock=Oolwaa; CR 10
Frost ogre cleric 6]
Usually CE Large giant (cold)
Init +0; Senses darkvision 60 ft., light-vision, Listen +6, Spot +5
Languages Common, Giant
-----
AC 20 (-1 size, +6 natural, +5 armor), touch 9, flat-footed 20
hp 85 (10 HD)
Immune cold
Vulnerability fire
Fort +13, Ref +3, Will +8
-----
Spd 30 ft. (6 squares) (40 ft. unarmored)
Melee +1 Large greatsword +13/+8 (3d6+8/19-20), or
Ranged Large javelin +6 (1d8+5, 30 ft. range increment)
Space 10 ft.; Reach 10 ft.
Base Atk +7; Grp +16
Atk Options Improved Turning, Power Attack, rebuke cold creatures (5/day), rebuke undead (5/day), skate-by attack
Combat Gear divine scroll (cure moderate wounds x2, CL 3rd), potion of remove blindness/deafness, potion of magic circle against law
Special Actions skate
Cleric Spells Prepared (CL 6th):
3rd - animate dead, prayer, resist energy* (fire only)
2nd - bear's endurance, hold animal*, shield other, silence, spiritual weapon
1st - deathwatch, divine favor, entropic shield, fingers of frost*, shield of faith
0 - create water, detect magic, guidance, resistance (x2)
*Domain spell. Domains: Animal, Ice
Spell-Like Ability (CL 6th):
1/day - speak with animals
-----
Abilities Str 20, Dex 11, Con 18, Int 10, Wis 15, Cha 14 (12)
Skills Climb +11*, Concentration +8, Diplomacy +6, Knowledge (history) +4, Listen +6, Spot +5 (*Includes -1 armor check penalty.)
Feats Combat Casting, Improved Turning, Power Attack, Weapon Focus (greatsword)
Possessions combat gear, plus +1 Large greatsword, rhino hide armor, cloak of charisma +2, case with 6 javelins
-----
Skate-By Attack (Ex): When skating, the creature can take a move action (including a charge) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a skate-by attack.

Skate (Su): A frost ogre can skate across ice and snow. The frost ogre's land speed increases by 15 feet. (This adjustment is treated as an enhancement bonus.) As with any effect that increases speed, this power affects the subject’s maximum jumping distance. The frost ogre can skate up or down any incline or decline it could normally walk upon without mishap, though skating up an incline reduces the frost ogre's speed to normal, while skating down a decline increases its speed by an additional 15 feet. (This adjustment is treated as a circumstance bonus.)
[/sblock]
[sblock=Band of frost ogres; CR 4 (x6)]
CE Large giant (cold)
Init -1; Senses darkvision 60 ft., light-vision, Listen +2, Spot +2
Languages Giant, and those specimens that boast Intelligence scores of at least 10 also speak Common.
-----
AC 17 (-1 size, -1 Dex, +6 natural, +3 hide armor), touch 8, flat-footed 17
hp 37 (4 HD)
Immune cold
Vulnerability fire
Fort +8, Ref +0, Will +1
-----
Spd 30 ft. (6 squares) (40 ft. unarmored)
Melee Large greatclub +9 (2d8+9),or
Ranged Large javelin +1 (1d8+6, 30 ft. range increment)
Space 10 ft.; Reach 10 ft.
Base Atk +3; Grp +13
Atk Options skate-by attack
Special Actions skate
-----
Abilities Str 23, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills Climb +6, Listen +2, Spot +2
Feats Toughness, Weapon Focus (greatclub)
Possessions Large greatclub, hide armor, Large javelin (x2)
-----
Skate-By Attack (Ex): When skating, the creature can take a move action (including a charge) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a skate-by attack.

Skate (Su): A frost ogre can skate across ice and snow. The frost ogre's land speed increases by 15 feet. (This adjustment is treated as an enhancement bonus.) As with any effect that increases speed, this power affects the subject’s maximum jumping distance. The frost ogre can skate up or down any incline or decline it could normally walk upon without mishap, though skating up an incline reduces the frost ogre's speed to normal, while skating down a decline increases its speed by an additional 15 feet. (This adjustment is treated as a circumstance bonus.)

Description/Combat: Adult frost ogres stand 9 to 10 feet tall and weigh 625 to 675 pounds. Their skin color ranges from dirty white to light blue. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor. Frost ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but frost ogre gangs and bands fight as unorganized individuals. If they catch their prey on the open ice or snow, frost ogres use skate-by attacks to keep distance between themselves and their enemy.

Environment: Cold hills
Organization: Solitary, pair, gang (3-4), or band (5-8)
Treasure: Standard
Advancement: By character class
[/sblock]
 
Last edited:

Mark Chance

Boingy! Boingy!
Nictoris, Naga Lich-Queen

[sblock=Nicotris; CR 20
Dark naga lich dragon disciple 5/loremaster 5]
CE Large undead
Init +3; Senses blindsense 30 ft., darkvision 60 ft., Listen +26, Spot +20
Languages Abyssal, Common, Draconic, Giant, Goblin, Infernal, Undercommon
-----
AC 22 (-1 size, +3 Dex, +2 armor, +2 deflection, +1 dodge, +5 natural), touch 15, flat-footed 18
hp 123 (19 HD); turn resistance +4
DR 15/magic and bludgeoning
Immune ability damage (to Str, Dex, and Con), ability drain, cold, critical hits, effects that require Fort saves (unless affects objects or is harmless), electricity, energy drain, exhaustion, fatigue, massive damage, mind-affecting attacks, mind-reading, nonlethal damage, poison, polymorph (though it can use polymorph effects on itself)
Fort +8, Ref +9, Will +14
-----
Speed 40 ft. (8 squares)
Melee sting +14 (2d4+4 plus poison) and bite +9 (1d8+2), or
Melee sting +14 (2d4+4 plus poison) and touch attack +9 (1d8+5 negative energy plus paralysis)
Ranged Touch various ray spells +13 (crit 19-20)
Space 10 ft.; Reach 5 ft.
Base Atk +11; Grp +19
Atk Options breath weapon, Empower Spell, Extend Spell, fear aura 60 ft. radius (Will 29 if less than 5 HD), paralysis (Fort 29), Point Blank Shot, poison (Fort 14), Silent Spell, touch attack (Will 29 for half damage)
Special Actions detect thoughts (Will 24)
Sorcerer Spells Known (CL 12th):
6th (5/day) - disintegrate (Fort partial 26)
5th (7/day) - teleport, waves of fatigue
4th (8/day) - enervation (+13 ranged touch), resilient sphere (Ref 24), shout (Fort partial 24 or Ref 24)
3rd (8/day) - arcane sight, dispel magic, displacement, lightning bolt (Ref half 23), stinking cloud (Fort 23), vampiric touch (+14 melee touch)
2nd (9/day) - acid arrow (+13 ranged touch), invisibility, locate object, scorching ray (+13 ranged touch), see invisibility, touch of idiocy (+14 melee touch), web (Ref 22)
1st (9/day) - alarm, magic missile, ray of enfeeblement, shield, true strike
0 (8/day) - acid splash (+13 ranged touch), daze (Will 20), detect magic, ghost sound (Will disbelief 20), mage hand, message, ray of frost (+13 ranged touch), read magic, resistance
-----
Abilities Str 18, Dex 16, Con --, Int 21, Wis 20, Cha 31 (27)
SQ lore +12, secrets (+1 dodge bonus, +2 Ref saves, bonus feat)
Feats Craft Wondrous Item, Empower Spell, Eschew Materials (B), Extend Spell, Lightning Reflexes, Improved Critical (ray), Point Blank Shot, Silent Spell, Skill Focus (Knowledge [arcana])
Skills Appraise +10, Concentration +33, Diplomacy +17, Hide +7, Knowledge (arcana) +24, Knowledge (dungeoneering) +10, Knowledge (history) +10, Knowledge (nature) +10, Knowledge (the planes) +10, Knowledge (religion) +21, Listen +26, Move Silently +11, Search +18, Sense Motive +26, Spellcraft +20, Spot +20, Survival +5* (*Add +2 when aboveground in natural environments, on other planes, underground, or following tracks.)
Possessions: +2 helmet (adds +2 armor bonus), cloak of charisma +4, crystal ball, hand of glory, ring of protection +2, approximately 2000 gp of other possessions
-----
Detect Thoughts (Su): A dark naga can continuously use detect thoughts as the spell (caster level 9th; Will DC 24 negates). This ability is always active. The save DC is Charisma-based.

Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a DC 29 Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.

Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a DC 29 Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

Poison (Ex): Injury, Fortitude DC 14 or lapse into a nightmare–haunted sleep for 2d4 minutes. The save DC is Constitution-based.[/sblock]
[sblock=Grakk; CR 17
Half-fiend advanced gray render]
NE Huge outsider (native)
Init +1; Senses darkvision 60 ft., low-light vision, scent, Listen +16, Spot +36
Languages Infernal
-----
AC 30 (-2 size, +1 Dex, +2 armor, +14 natural, +5 shield), touch 9, flat-footed 29
hp 462 (28 HD); DR 10/magic
SR 35
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10
Fort +23, Ref +7, Will +9
-----
Speed 30 ft. (6 squares), fly 30 ft. (average)
Melee bite +39 (3d6+13) and +2 Huge keen scimitar +36/+31/+26/+21 (2d6+8/15-20), or
Melee bite +39 (3d6+13) and 2 claws +37 (1d8+6)
Space 15 ft.; Reach 15 ft.
Base Atk +28; Grp +49
Atk Options Cleave, Flyby Attack, Hover, Improved Bull Rush, improved grab, Power Attack, rend (3d6+19), smite good 1/day, Quicken Spell-Like Ability (poison, unholy aura)
Spell-Like Abilities (CL 20th):
3/day - darkness, poison (Fort 14), unholy aura (Fort 14)
1/day - blasphemy, contagion (Fort 13), desecrate, destruction (Fort partial 17), horrid wilting (Fort half 18), summon monster IX (fiends only), unhallow, unholy blight (Will partial 14)
-----
Abilities Str 37, Dex 12, Con 32, Int 8, Wis 12, Cha 10
SQ scent
Feats Cleave, Flyby Attack, Hover, Improved Bull Rush, Iron Will, Multi-Attack, Power Attack, Quicken Spell-Like Ability (poison, unholy aura), Track
Skills Climb +27*, Hide +23*, Jump +27*, Listen +16, Move Silently +15*, Spot +36, Survival +32, Swim +13* (*Includes armor check penalty for +3 heavy steel shield)
Possessions +3 heavy steel shield, +2 Huge keen scimitar, bracers of armor +2
-----
Hover (Ex): If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature). Those caught in the cloud must succeed on a DC 24 Concentration check to cast a spell.

Improved Grab (Ex): To use this ability, a gray render must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Rend (Ex): A gray render that wins a grapple check after a successful bite attack establishes a hold, latching onto the opponent’s body and tearing the flesh. This attack automatically deals 3d6+19 points of damage.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal 20 points of extra damage against a good foe.

Skills: Gray renders have a +4 racial bonus on Spot checks due to their six keen eyes.[/sblock]
[sblock=Sskaltar; CR 17
Troglodyte wereconstrictor fighter 4/blackguard 8]
Troglodyte Form
LE Medium humanoid (reptilian, shapechanger)
Init +6; Senses darkvision 90 ft., low-light vision, scent, Listen +9, Spot +4
Languages Draconic, Infernal
-----
AC 27 (+2 Dex, +7 armor, +8 natural), touch 12, flat-footed 25
hp 185 (20 HD)
Fort +22, Ref +10, Will +9
-----
Speed 30 ft. (6 squares) (40 ft. unarmored)
Melee 2 claws +21 (1d6+5/19-20) and bite +18 (1d4+1/19-20), or
Melee Touch inflict moderate wounds +20 (2d8+8, Will half 14), or inflict light wounds +20 (1d8+5, Will half 13)
Space 5 ft.; Reach 5 ft.
Base Atk +17; Grp +20
Combat Gear gauntlet of rust, javelins of lightning (x6), potion of greater magic fang +2, potion of shield of faith +3
Atk Options aura of despair, Cleave, command undead (2/day), Improved Sunder, poison use, Power Attack, smite good 2/day, sneak attack +2d6, stench (Fort 18)
Special Actions alternate form, lycanthropic empathy
Spell-Like Abilities (CL 8th):
At will - detect good
Blackguard Spells Prepared (CL 8th):
4th - contagion (Silent, Fort 16)
3rd - bull's strength (Silent)
2nd - inflict moderate wounds (x2) (Will half 14)
1st - doom (Will 13), inflict light wounds (Will half 13)
-----
Abilities Str 16, Dex 14 (12), Con 18, Int 10, Wis 14, Cha 9
SQ aura of evil, dark blessing, scent
Feats Alertness (B), Cleave (B), Improved Critical (bite, claws), Improved Initiative, Improved Natural Attack (claws), Improved Sunder (B), Iron Will (B), Multiattack (B), Power Attack (B), Silent Spell, Toughness, Weapon Focus (claws), Weapon Specialization (claws)
Skills Balance +6*, Climb +6*, Concentration +10, Hide +8*, Intimidate +7, Knowledge (religion) +2, Jump +9*, Listen +9, Spot +4 (*Add +4 in rocky or underground settings. **Includes -3 armor check penalty.)
Possessions combat gear plus +3 scale mail, gloves of Dexterity +2, and approximately 500 gp of other possessions

Hybrid Form (Note: Sskaltar prefers his hybrid form to his other two forms.)
LE Large humanoid (reptilian, shapechanger)
Init +8; Senses darkvision 90 ft., low-light vision, scent, Listen +13, Spot +8
Languages Draconic, Infernal (but cannot speak)
-----
AC 28 (-1 size, +4 Dex, +7 armor, +8 natural), touch 13, flat-footed 24
hp 265 (20 HD); DR 10/silver
Fort +26, Ref +12, Will +9
-----
Melee 2 claws +27 (1d8+12/19-20) and bite +24 (2d6+5/19-20)
Space 10 ft.; Reach 10 ft.
Grp +31
Combat Gear gauntlet of rust, javelins of lightning (x6), potion of greater magic fang +2, potion of shield of faith +3
Atk Options aura of despair, poison use, smite good 2/day, sneak attack +2d6
Special Actions alternate form, curse of lycanthropy, lycanthropic empathy
Spell-Like Abilities (CL 8th):
At will - detect good
Blackguard Spells Prepared (CL 8th):
4th - contagion (Silent, Fort 16)
3rd - bull's strength (Silent)
-----
Abilities Str 30, Dex 18 (16), Con 26
Skills Balance +16*, Climb +14*, Concentration +14, Hide +10*, Intimidate +7, Knowledge (religion) +2, Jump +21*, Listen +13, Spot +8, Swim +4* (*Includes -3 armor check penalty.)
Possessions combat gear plus +3 scale mail, gloves of Dexterity +2, and approximately 500 gp of other possessions

Constrictor Form
LE Large humanoid (reptilian, shapechanger)
Init +7; Senses darkvision 90 ft., low-light vision, scent, Listen +13, Spot +8
Languages Draconic, Infernal (but cannot speak)
-----
AC 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
hp 265 (20 HD); DR 10/silver
Fort +25, Ref +9, Will +9
-----
Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Melee bite +26 melee (1d6+15/19-20)
Space 10 ft.; Reach 5 ft.
Grp +31
Atk Options aura of despair, constrict, improved grab, poison use, smite good 2/day, sneak attack +2d6
Special Actions alternate form, curse of lycanthropy, lycanthropic empathy
Spell-Like Abilities (CL 8th):
At will - detect good
-----
Abilities Str 30, Dex 16, Con 26
Skills Balance +18, Climb +24, Concentration +14, Hide +12, Intimidate +7, Knowledge (religion) +2, Jump +14, Listen +13, Spot +8, Swim +10* (*Add +8 on Swim checks to perform some special action or avoid a hazard.)
-----
Alternate Form (Su): A lycanthrope can assume the form of a specific animal. Changing to or from animal or hybrid form is a standard action. A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however.

Aura of Despair (Su): In any form, 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): Usable in any form. The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his blackguard level.

Command Undead (Su): In troglodyte, he commands undead as 6th-level cleric.

Constrict (Ex): On a successful grapple check in constrictor form, he deals 1d4+15 points of damage.

Curse of Lycanthropy (Su): Usable in hybrid or constrictor form. Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.

Dark Blessing (Su): In any form, he applies his Charisma modifier (if positive) as a bonus on all saving throws.

Detect Good (Sp): At will in any form, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Lycanthropic Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Improved Grab (Ex): Usable in constrictor form only. To use this ability, a constrictor snake must hit with its bite 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.

Poison Use: In troglodyte or hybrid form, he is skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Smite Good (Su): In any form, may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 8 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.

Stench (Ex): Usable in troglodyte form. When angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 18 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Skills: In troglodyte form, add +4 to Hide checks in rocky or underground settings. In hybrid form, he has a +4 racial bonus on Listen and Spot checks, and a +8 racial bonus on Balance checks. In constrictor form, he has a +8 racial bonus on Climb checks. He can always choose to take 10 on a Climb check, even if rushed or threatened. He also has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided it swims in a straight line.[/sblock]
 
Last edited:

Mark Chance

Boingy! Boingy!
Avernal Ooze

This is what happened when I sort of applied the half-fiend template to an ooze in order to create a monster that would irritate psionic characters.

[sblock=Avernal Ooze; CR 7]
NE Large ooze (extraplanar, evil)
Init -3; Senses blindsight 60 ft., darkvision 60 ft.
Languages Abyssal, Draconic, Infernal
-----
AC 7 (-1 size, -3 Dex, +1 natural), touch 6, flat-footed 7; Psionic Hole
hp 69 (6 HD); DR 5/magic; mental resistance
Immune critical hits, electricity, flanking, poison, sleep effects, paralysis, polymorphing, stunning
Resist ability damage and drain 5, acid 10, cold 10, fire 10
SR 16
Fort +11, Ref +1, Will +6; +2 to resist psionic powers
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Spd 10 ft. (2 squares), climb 10 ft.
Melee 2 slams +8 (1d6+4 plus 1d4 acid) and bite +3 melee (1d8+2 plus 1d4 acid)
Space 10 ft.; Reach 5 ft. (10 ft. with slam)
Base Atk +6; Grp +14
Atk Options acid, constrict (1d6+4 plus 1d4 acid), ghost touch, improved grab, smite good 1/day
Special Actions split
Spell-Like Abilities (CL 6th):
3/day - darkness
1/day - desecrate, unholy blight (Will DC 15)
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Abilities Str 19, Dex 5, Con 24, Int 14, Wis 14, Cha 13
Skills Bluff +10, Climb +21, Concentration +16, Diplomacy +5, Intimidate +12*, Knowledge (the planes) +11, Move Silently +6, Perform (sing) +10, Search +11, Sense Motive +11, Swim +13 (*Gains a +4 bonus to Intimidate checks for every size category larger than the target. An avernal ooze has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.)
Feats Closed Mind, Mental Resistance, Psionic Hole
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Acid (Ex): An avernal ooze 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.

Closed Mind (Ex): Due to this feat, an avernal ooze has a +2 bonus on saving throws to resist psionic powers.

Constrict (Ex): An avernal ooze deals automatic claw and acid damage with a successful grapple check.

Ghost Touch (Su): An avernal ooze can affect incorporeal creatures normally with its attacks. It doesn't suffer the normal 50% miss chance.

Improved Grab (Ex): To use this ability, an avernal 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.

Mental Resistance (Ex): DR 3/- against psionic attacks that do not deal energy damage.

Psionic Hole (Ex): When a foe strikes the ooze in melee combat, the foe immediately loses its psionic focus, if any. Also, if targeted by a psionic power, the manifester of the power must spend 2 additional power points, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power.

Smite Good (Su): 1/day - Adds +6 unholy damage with one attack against a good creature. Prefers to use this with constriction.

Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to an avernal ooze. Instead the creature splits into two identical oozes, each with half of the original’s current hit points (round down). An ooze with 10 hit points or less cannot be further split and dies if reduced to 0 it points. Splits do not duplicate spell-like abilities or smite good ability; those abilities remain with the original ooze. An avernal ooze can absorb a split as a move action.[/sblock]
 
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Mark Chance

Boingy! Boingy!
Demogorgon

Here's another really powerful demon.

[sblock=Demogorgon's Fluff Text]
Few monsters are as terrifying as Demogorgon. This abyssal lord is a nightmarish sort of demonic vampire. Many scholars even suggest that Demogorgon is the source of the curse of vampirism (although it seems likely Orcus has a better claim to this dubious honor). Demogorgon is seldom encountered away from the perpetually night-shrouded jungles and swamps of its home on the Abyss. It can, however, travel to the Material Plane with relative ease. Of course, Demogorgon's journeys abroad are never for benign purposes. It is known that Demogorgon acts as a sort of unholy spiritual director for dozens of murderous cults, sinister cabals, and evil conclaves of undead terrors. If there is some unifying purpose to these disparate groups, maybe only Demogorgon knows for certain.

Demogorgon stands about 18 feet tall and weighs around 8,000 pounds. It is a monstrous combination of mandrill, lizard, and humanoid. It has two heads, each resembling a savage mandrill. Its torso and legs are humanoid, but covered with thick scales. Instead of arms, Demogorgon has four octopus-like tentacles, but these are covered with hundreds of roundish, fang-filled mouths rather than suckers. Demogorgon has four-toed feet, like those of a gigantic lizard. His coloration ranges from blue-gray fur on his heads and shoulders down to the dull green scales that cover the rest of his body. Demogorgon's two sets of orange eyes glow with hatred.

Demogorgon is insanely powerful. It possesses a staggering number of different tactical options. It can constrict, cause energy drain and Constitution drain, inflict disease, and dominate by gaze, and this isn't even touching all of its feats and spell-like abilities. Demogorgon typically begins combat with the aforementioned spell-like abilities, using blasphemy, fear, power word stun, symbol, and unholy blight to devastate its enemies' ranks. It then closes for melee, opting for the -20 penalty to its grapple checks in order to constrict and drain blood without further impairing its own ability to melee. Demogorgon especially enjoys using its improved grab against sorcerers and wizards. Between constriction damage, blood drain, and one energy drain per round, few sorcerers or wizards (or anyone else for that matter) survive long in Demogorgon's grasp.

Demogorgon usually keeps one or two tentacles free for making use of its various combat feats. In this way, Demogorgon can constrict two or three victims, and still be able to take advantage of Awesome Blow, Combat Reflexes, and Improved Disarm. In the unlikely event that combat starts to go against it, Demogorgon escapes using greater teleport (maybe taking grappled victims who fail a DC 21 Will save), sometimes after using gate to call a marilith to fight in its place. Another favorite tactic is to use greater teleport, walls of ice, and improved grab in combination in order to split up enemies in isolated areas where they can be destroyed individually at Demogorgon's leisure.

Demogorgon's natural weapons are considered magic weapons for purposes of overcoming damage reduction.[/sblock]
[sblock=Demogorgon; CR 22
Unique fighter 10]
CE Huge undead (chaotic, extraplanar, evil)
Init +7; Senses darkvision 60 ft., scent, Listen +23, Spot +29
Languages Abyssal, Celestial, Common, Draconic, Infernal. Via telepathy, it can communicate with nearly any sentient being.
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AC 38 (-2 size, +3 Dex, +18 natural, +4 deflection, +5 armor), touch 15, flat-footed 35; Combat Expertise, Dodge, Mobility
hp 146 (22 HD); DR 10/silver and magic, fast healing 5, turn resistance +4
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
Resist acid 10, cold 10, electricity 10, fire 10, sonic 30
SR 32
Fort +11, Ref +12, Will +16
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Spd 40 ft. (8 squares)
Melee 4 tentacles +30 (1d8+13 plus 2d6 unholy damage and energy drain/19-20) and 2 bites +26 melee (2d6+6 plus 2d6 unholy damage, disease and energy drain)
Space 15 ft.; Reach 15 ft. (20 ft. with tentacle)
Base Atk +19; Grp +36
Atk Options Awesome Blow, blood drain, Combat Reflexes (4 AoO/round), constrict (1d8+11 plus 2d6 unholy damage and energy drain), disease (Fort 25), dominate (Will 25), energy drain (Fort 25), Improved Bull Rush, Improved Disarm, improved grab, Power Attack, smite good 1/day, Spring Attack, Whirlwind Attack
Special Actions gaseous form, spider climb, telepathy 100 ft.
Spell-Like Abilities (CL 17th):
At will - clairaudience/clairvoyance, comprehend languages, darkness, detect thoughts (Will 16), detect magic, dispel magic, fear (Will 18), greater teleport, levitate, major image (Will disbelief 17), polymorph, read magic, see invisibility, suggestion (Will 17), telekinesis, wall of ice
3/day - poison (Fort 18)
1/day - blasphemy (Will 21), contagion (Fort 18), desecrate, feeblemind (Will 19), gate, power word stun, project image (Will disbelief 21), symbol (any one) (save varies), unholy blight (Will partial 18)
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Abilities Str 29, Dex 16, Con --, Int 18, Wis 20, Cha 19
Skills Bluff +20, Concentration +15, Diplomacy +8, Hide +29, Intimidate +20, Jump +27, Listen +23, Move Silently +27, Search +20, Sense Motive +29, Spot +29, Swim +23
Feats Alertness, Awesome Blow, Combat Expertise (B), Combat Reflexes (B), Dodge (B), Greater Weapon Focus (tentacle) (B), Improved Bull Rush (B), Improved Critical (tentacle) (B), Improved Disarm (B), Improved Initiative (B), Lightning Reflexes (B), Mobility, Multiattack, Power Attack, Spring Attack, Toughness, Weapon Focus (tentacle), Weapon Specialization (tentacle) (B), Whirlwind Attack
Possessions unholy amulet of mighty fists +2, greater sonic resistance bracers of armor +5, ring of chameleon power, ring of protection +4, rod of rulership, plus 2,300 gp
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Blood Drain (Ex): Demogorgon can suck blood from a living victim with its tentacles. It drains blood, dealing 1d4 points of Constitution drain with each successful grapple check against a constricted creature. On each such successful attack, Demogorgon gains 5 temporary hit points.

Constrict (Ex): Demogorgon deals automatic tentacle damage with a successful grapple check. A constricted creature also suffers blood drain.

Disease (Ex): Filth fever - bite, Fortitude DC 25, incubation period 1d3 rounds; damage 1d4 Dexterity and 1d4 Constitution. The save DC is Charisma-based.

Dominate (Su): Demogorgon can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that Demogorgon must use a standard action, and those merely looking at it are not affected. Anyone Demogorgon targets must succeed on a DC 25 Will save or fall instantly under the its influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. The save DC is Charisma based.

Energy Drain (Su): Living creatures hit by any of Demogorgon's attacks gain two negative levels. For each negative level bestowed, Demogorgon gains 5 temporary hit points. It can use its energy drain ability once per round. The affected creature must make a DC 25 Fortitude save to resist losing a level for each negative level bestowed. The save DC is Charisma-based.

Fast Healing (Ex): Demogorgon heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to Demogorgon after it is forced into gaseous form has no effect. Once at rest in its coffin, Demogorgon is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Gaseous Form (Su): As a standard action, Demogorgon can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Improved Grab (Ex): To use this ability, Demogorgon must hit with a tentacle 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 and drain blood.

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

Spider Climb (Ex): Demogorgon can climb sheer surfaces as though with a spider climb spell.

Skills: Demogorgon has a +8 racial to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.[/sblock]
 
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