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  1. #31
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

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    Elite Undead Guardians

    This group of spell-stitched vampire spawn were in cahoots with a group of giants. They were assigned to guard one of the main passages through a cavern complex.

    Spell-stitched vampire spawn; CR 5 (x4)

    Always E Medium undead
    Init +6; Senses darkvision 60 ft., Listen +11, Spot +11
    Languages Common, Giant
    -----
    AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
    hp 29 (4 HD); DR 5/silver, fast healing 2, 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 cold 10, electricity 10
    SR 12
    Fort +3, Ref +7, Will +7
    -----
    Spd 30 ft. (6 squares)
    Melee slam +5 (1d6+4 plus energy drain), or
    Melee Touch inflict moderate wounds +5 (2d8+4, Will half 14)
    Space 5 ft.; Reach 5 ft.
    Base Atk +2; Grp +5
    Atk Options blood drain, energy drain
    Special Actions gaseous form, spider climb
    Spell-Like Abilities (CL 4th):
    2/day - inflict moderate wounds (Will half 14), ray of enfeeblement, shocking grasp
    1/day - desecrate, mage armor, stinking cloud (Fort 15)
    -----
    Abilities Str 16, Dex 14, Con --, Int 13, Wis 13, Cha 14
    Skills Bluff +6, Concentration +7, Climb +8, Profession (spelunker) +4, Diplomacy +4, Hide +10, Listen +11, Move Silently +10, Search +8, Sense Motive +11, Spot +11
    Feats Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (Profession [spelunker]), Toughness
    -----
    Blood Drain (Ex): A vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the vampire spawn gains 5 temporary hit points.

    Domination (Su): A vampire spawn can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a DC 14 Will save or fall instantly under the vampire’s influence as though by a dominate person spell from a 5th-level caster. The ability has a range of 30 feet. The save DC is Charisma-based.

    Energy Drain (Su): Living creatures hit by a vampire spawn’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vampire spawn gains 5 temporary hit points.

    Fast Healing (Ex): A vampire spawn heals 2 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.) Once at rest in its coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.

    Gaseous Form (Su): As a standard action, a vampire spawn can assume gaseous form at will as the spell (caster level 6th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

    Weaknesses: Vampire spawn are vulnerable to all attacks and effects that repel or slay vampires.


    These ghouls were assigned to another area of the cavern complex, guarding the hidden stairs that led down to the more important areas of the dungeon.

    Assassin guards; CR 10 (x2)
    Ghoul rogue 3/assassin 6

    CE Medium undead
    Init +6; Senses darkvision 60 ft., low-light vision, Listen +10, Spot +11
    Languages Common, Draconic, Giant
    -----
    AC 22 (+4 Dex, +2 natural, +6 armor), touch 14, flat-footed 22; improved uncanny dodge, trap sense +1
    hp 71 (11 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 +3, Ref +12, Will +8; evasion, trap sense +1
    -----
    Spd 30 ft. (6 squares)
    Melee bite +11 (1d6+2 plus paralysis) and 2 claws +9 (1d3+1 plus paralysis)
    Space 5 ft.; Reach 5 ft.
    Base Atk +7; Grp +9
    Atk Options Combat Casting, death attack (Fort 19), ghoul fever, paralysis, poison use, sneak attack +5d6
    Combat Gear two doses of dragon bile poison
    Special Actions trapfinding
    Assassin Spells Known (CL 6th):
    3rd - deep slumber (Will 16), false life, nondetection
    2nd - alter self, cat's grace, invisibility, spider climb
    1st - ghost sound (Will disbelief 14), jump, true strike (x2)
    -----
    Abilities Str 14, Dex 19, Con --, Int 16, Wis 14, Cha 17
    Skills Balance +16, Climb +14, Concentration +5 (+9 for casting defensively), Disable Device +14, Disguise +11, Hide +15, Jump +14, Listen +10, Move Silently +15, Search +14, Spot +11
    Feats Combat Casting, Multiattack, Quick Reconnoiter, Weapon Finesse
    Possessions combat gear, plus +3 studded leather armor
    -----
    Ghoul Fever (Su): Disease - bite, Fortitude DC 14, incubation period 1 day, damage 1d3 Constitution and 1d3 Dexterity. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

    Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 14 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

    Poison (Ex): Both ghouls have two doses of dragon bile poison. Given time, they coat their claws with this substance. Contact DC 26; 3d6 Str initial; 0 secondary.
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  • #32
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

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    Muriel, Firstborn of Wee Jas

    In the aforementioned campaign revolving around factions vying for control of the Chalice of Dawn, this next villain was the primary mover-and-shaker. As the most powerful agent of Wee Jas alive, she had her fingers in every pie available. As a result, she was playing the major power groups (the PCs, the Hierarchs of the Horned Society, the Church of Hextor, and the Nerullite devotees of the archlich known as the Deathless One) against each other, all toward Wee Jas's ultimate goal of (a) gaining control of the Chalice and (b) using its power to destroy Hextor and take over Hextor's divine portfolio. Given Muriel's power level, it is doubtful if the PCs could have ever defeated her in direct confrontation. Their best bet would have been to figure out what the stakes were and somehow keep the Chalice out of Wee Jas's hands (while at the same time keeping the artifact from falling into another set of the wrong hands).

    Muriel; CR 30
    Human cleric 5/wizard 5/mystic theurge 10/divine oracle 10

    LN Medium humanoid (human)
    Init +7; Senses Listen +7, Spot +7
    Languages Common, Draconic, Infernal
    -----
    AC 40 (+7 Dex, +8 armor, +5 deflection, +5 insight, +5 natural), touch 27, flat-footed 40; improved uncanny dodge, trap sense +3
    hp 305 (30 HD); DR 3/-
    Immune surprise
    Fort +25, Ref +22, Will +32; prescient sense, trap sense +3
    -----
    Spd 30 ft. (6 squares)
    Melee +5 speed dagger of wounding +27/+27/+22/+17 (1d4+12 plus 1 point of Constitution damage/19-20), or
    Melee Touch gauntlet of utterdeath +18 (Death or 10d6, Fort DC 20 partial) and gauntlet of utterdeath +14 (Death or 10d6, Fort DC 20 partial)
    Ranged Touch various spells +22
    Space 5 ft.; Reach 5 ft.
    Base Atk +15; Grp +22
    Atk Options death touch (1d6+5), rebuke undead 9/day, spontaneous inflict wounds
    Special Actions divination enhancement, scry bonus +1
    Cleric Spells Prepared (CL 20th):
    9th - foresight*, gate, miracle (x2), summon monster IX
    8th - comet fall (Repeat) (Ref half 23), greater planar ally, greater spell immunity, shield of law* (Will 25)
    7th - ethereal jaunt, dictum (Will 24), greater dispel magic (Empower), greater scrying* (Will 24), visage of the deity (Extend), sanctuary (Heighten) (Will 24)
    6th - antilife shell, divine agility (Extend), greater vigor (Extend), heal, hold monster* (Will 23), poison (Heighten, Moil) (Fort 23)
    5th - commune*, divine power (Extend), dragon breath (varies half 22), greater command (Will 22), inflict critical wounds (Empower, Moil) (Will half 23), recitation (Extend), spell resistance
    4th - cure critical wounds (x3), death ward*, freedom of movement, inflict critical wounds (Moil) (Will half 22), tongues
    3rd - chain of eyes (Will 20), cure serious wounds (x3), divination*, protection from energy (x2), remove blindness/deafness
    2nd - augury*, cure moderate wounds (x3), resist energy, shatter, silence (x2)
    1st - comprehend languages, cure light wounds (x3), detect chaos, entropic shield, identify*, obscuring mist
    0 - detect magic (x2), detect poison, guidance, light, resistance
    *Domain spell. Domains: Death, Law (caster level +1 with law spells), Oracle (caster level +2 with divination spells)
    Wizard Spells Prepared (CL 20th):
    9th - disjunction (Will 29 object), horrid wilting (Moil, Still) (Fort half 29), mind blank (Still), time stop, transfix (Heighten [8th], Still) (Will 28)
    8th - finger of death (Moil, Still) (Fort 28 partial), greater shout (Fort partial 28), power word stun, sword of darkness (Moil, Still), waves of exhaustion (Moil, Still)
    7th - enervation (x2) (Chain, Moil, Still), greater teleport (x2), power word blind
    6th - blindness/deafness (Chain, Heighten, Moil) (Fort 27), eyebite (Moil) (Fort 27), greater dispel magic (x2), orb of acid (Chain), true seeing
    5th - baleful polymorph (Fort 25), enervation (Empower, Moil), feeblemind (Will 25), greater blink, shadow binding (Heighten) (Will 25), waves of fatigue (Moil)
    4th - burning blood (x2) (Moil) (Fort partial 25), darkvision* (Extend), lesser orb of sound (Chain, Empower), magic missile (Empower, Repeat), vampiric touch (Empower, Moil)
    3rd - backbiter (Chain, Moil) (Will 22), fly, lesser orb of acid (x3) (Chain), scorching ray (Empower)
    2nd - acid arrow, false life, fireburst (Ref 22), ray of enfeeblement (x2) (Empower, Moil), shield (Extend), shocking grasp (Empower)
    1st - chill touch (x2) (Moil) (Fort partial 22), expeditious retreat, magic missile (x3), true strike
    0 - detect magic, message (x2), read magic
    * Given time to prepare, Muriel casts Extended darkvision and waits long enough to replace it with another lesser orb of sound (Chain, Empower).
    -----
    Abilities Str 24 (18), Dex 24 (18), Con 24 (18), Int 31 (25), Wis 25 (19), Cha 22 (16)
    Skills Concentration +40, Diplomacy +26, Heal +17, Intimidate +16, Knowledge (arcana) +43, Knowledge (history) +24, Knowledge (the planes) +24, Knowledge (religion) +46, Sense Motive +22, Spellcraft +45
    Feats Automatic Still Spell (x2) (0 through 6th), Black Lore of Moil, Chain Spell, Empower Spell, Extend Spell, Familiar Spell, Heighten Spell, Improved Metamagic, Repeat Spell, Scribe Scroll, Skill Focus (Knowledge [religion]), Spell Focus (necromancy), Still Spell
    Possessions ruby mithral shirt, +5 speed dagger of wounding, ring of major spell storing, ring of protection +5 (no space limitation), ring of spell-battle, greater metamagic rod of quicken, divine scroll (resurrection [x6], caster level 13th), belt of prowess, cloak of resistance +5, crown of glory, gauntlet of utterdeath (x2), staff of death's oracle, plus another 2,041,041 gp. Basically, given time, Muriel can come up with very nearly any piece of equipment she needs.
    -----
    Black Lore of Moil: Spells with the Moil designation inflict an extra 1d6 points of negative energy damage, +1d6 per two spell levels.

    Contingency: Break enchantment if affected by baleful enchantment, transmutation, or curse.

    Divination Enhancement (Ex): Take the better of two results when using divination spells such as augury or divination.

    Inherent Bonuses: +5 inherent bonus to Intelligence due to wishes. +2 inherent bonus to Wisdom due to wishes. +4 inherent bonus to Constitution due to manual of bodily health. +4 inherent bonus to Dexterity due to manual of quickness in action. +5 inherent bonus to Strength due to manual of gainful exercise. +4 inherent bonus to Charisma due to tome of leadership and influence.

    Prescienct Sense (Ex): This functions like evasion regardless of what armor the divine oracle wears.

    Renewal Pact: Muriel is affected by a heal spell (caster level 20th) one round after being affected by any of the listed conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned.

    Special Magic Items:

    Amulet of Wee Jas: This amulet grants its wearer a +5 insight bonus to Armor Class, a +5 enhancement bonus to natural armor, and damage reduction 3/-.
    Strong divination and transmutation; CL 17th; Craft Wondrous Item, barkskin, foresight, stoneskin; Price 191,250 gp.

    Belt of Prowess: This amazing belt grants its wearer a +6 enhancement bonus to Strength, Dexterity, and Constitution.
    Strong transmutation; CL 18th; Craft Wondrous Item, bear's endurance, bull's strength, cat's grace; Price 162,000 gp.

    Crown of Glory: This amazing item grants its wearer a +6 enhancement bonus to Intelligence, Wisdom, and Charisma.
    Strong transmutation; CL 18th; Craft Wondrous Item, eagle's splendor, fox's cunning, owl's wisdom; Price 162,000 gp.

    Ring of Major Spell Storing: Currently contains spiritwall (Heighten [9th], Moil) and low-light vision.

    Ruby Mithral Shirt: This +4 mithral chain shirt is a deep, rich red in color. Once per day, the owner can crush a ruby (worth at least 1,000 gp) as a standard action. Doing so instantly summons the armor onto the owner's body. The armor can be summoned from another plane, but only if no other creature has claimed ownership of it.
    Strong abjuration and conjuration (summoning); CL 13th; Craft Magic Arms and Armor, arcane mark, instant summons; Price 49,860 gp.

    Staff of Death's Oracle: Muriel seldom uses this staff, saving its magic powers for emergency situations. It still has 40 charges remaining. This awesomely powerful staff allows the use of the following spells:

    * Animate dead
    * Augury
    * Cause fear
    * Create greater undead
    (2 charges)
    * Create undead
    * Death knell
    * Death ward
    * Destruction
    (2 charges)
    * Discern location (2 charges)
    * Dispel chaos (2 charges)
    * Divination
    * Foresight
    (2 charges)
    * Greater scrying (2 charges)
    * Identify
    * Legend lore
    (2 charges)
    * Scrying
    * Slay living
    * Wail of the banshee
    (2 charges)

    Strong varied; CL 17th; Craft Staff, animate dead, augury, cause fear, create greater undead, create undead, death knell, death ward, destruction, discern location, dispel chaos, divination, foresight, greater scrying, identify, legend lore, scrying, slay living, wail of the banshee; Price 198,099 gp
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  • #33
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

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    Chieftan Korag

    Korag; CR 14
    Troll barbarian 4/bear warrior 5

    CE Large giant
    Init +2 (+3 in bear form); Senses darkvision 90 ft., low-light vision, scent, Listen +13, Spot +13
    Languages Giant
    -----
    AC 19 (-1 size, +5 natural, +5 armor), touch 9, flat-footed 19; trap sense +1, uncanny dodge
    AC (in bear form) 18 (-1 size, +1 Dex, +5 natural, +5 armor, -2 rage), touch 7, flat-footed 18; trap sense +1, uncanny dodge
    hp 148 (250 in bear form) (15 HD); regeneration 5 (in troll form only)
    Fort +20, Ref +4, Will +6; trap sense +1
    Fort +24, Ref +5, Will +8; trap sense +1 (In bear form)
    -----
    Spd 30 ft. (6 squares) (40 ft. unarmored)
    Spd (in bear form) 40 ft. (8 squares) (50 ft. unarmored)
    Melee 2 claws +18 (1d6+6) and bite +13 (1d6+3), or
    Melee (in bear form) 2 claws +26 (1d8+11) and bite +21 (2d6+5)
    Space 10 ft.; Reach 10 ft. (5 ft. in bear form)
    Base Atk +13; Grp +23 (+31 in bear form)
    Atk Options (in troll form) brown bear form, Leap Attack, Power Attack, rage 2/day, rend (2d6+9)
    Atk Options (in bear form) improved grab, Leap Attack, Power Attack
    Combat Gear potion of shield of faith +2
    -----
    Abilities Str 22, Dex 10, Con 25, Int 10, Wis 14 (12), Cha 12
    Abilities (in bear form) Str 38, Dex 12, Con 33, Int 10, Wis 14 (12), Cha 12
    Skills Climb +12*, Jump +12*, Listen +13, Spot +13, Survival +11, Swim +9* (*Includes -3 armor check penalty.)
    Skills (in bear form) Climb +20*, Jump +24*, Listen +13, Spot +13, Survival +11, Swim +17* (*Includes -3 armor check penalty.)
    Feats Alertness, Iron Will, Leap Attack, Power Attack, Quick Reconnoiter, Track
    Possessions combat gear, plus +1 beastskin scalemail, periapt of wisdom +2
    -----
    Bear Form (Brown) (Su): While in bear form, gains a +16 bonus to Strength, a +2 bonus to Dexterity, and a +8 bonus to Constitution. While raging in bear form, his rage lasts for 14 rounds. The bonuses to Strength, Dexterity, and Constitution replace normal rage bonuses. Retains the +2 morale bonus to Will saves and -2 Armor Class penalty. He can only assume bear form while raging.

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

    Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
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  • #34
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

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    The Abyssal Mind

    When I converted S4 to 3.5, I replaced Drelnza with the Abyssal Mind, a half-fiendish vampiric intellect devourer. The Abyssal Mind easily escaped from the PCs, thus leaving the party responsible for unleashing a terrible evil upon the world. Good job, guys.

    The Abyssal Mind; CR 11

    CE Small undead (evil, extraplanar, psionic)
    Init +13; Senses blindsight 60 ft., darkvision 60 ft., low-light vision, scent, Listen +21, Spot +21
    Languages Common, plus languages of body thief victim
    -----
    AC 32 (+1 size, +9 Dex, +12 natural), touch 20, flat-footed 23; Dodge
    hp 42 (6 HD); DR 10/adamantine and 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, fire, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, sleep, stunning
    Resist acid 10, cold 10, electricity 15
    PR 23
    Vulnerability protection from evil
    Weakness as per vampire
    Fort +2, Ref +13, Will +7
    -----
    Spd 40 ft. (8 squares), fly 40 ft. (average); Up the Walls
    Melee 4 claws +11 (1d4+6 plus energy drain)
    Space 5 ft.; Reach 5 ft.
    Base Atk +4; Grp +6
    Atk Options blood drain, body thief, children of the night, Combat Reflexes (10 AoO/round), create spawn, dominate, energy drain, smite good 1/day (+6 damage)
    Special Actions alternate form, gaseous form, spider climb
    Psi-Like Abilities (ML 7th):
    At will - cloud mind, compression, detect psionics, ego whip (Will DC 19), empty mind, id insinuation (Will DC 19)
    3/day - body adjustment, intellect fortress, painful strike
    Spell-Like Abilities (CL 6th):
    3/day - darkness
    1/day - desecrate, unholy blight (Will partial 19)
    -----
    Abilities Str 23, Dex 29, Con --, Int 18, Wis 14, Cha 20
    Skills Bluff +22, Concentration +14 (+18 to manifest defensively), Hide +22, Knowledge (the planes) +13, Knowledge (psionics) +13, Listen +21, Move Silently +26, Search +21, Sense Motive +19, Spot +21
    Feats Alertness, Combat Manifestation, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness, Up the Walls, Wild Talent
    -----
    Alternate Form (Su): The Abyssal Mind can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the Abyssal Mind does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the Abyssal Mind loses its natural claw attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise.

    Blindsight (Ex): An intellect devourer can use nonvisual means to ascertain all foes within 60 feet as a sighted creature would.

    Blood Drain (Ex): The Abyssal Mind can suck blood from a living victim with its claws by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Abyssal Mind gains 5 temporary hit points.

    Body Thief (Su): When the Abyssal Mind overcomes a lone victim, it consumes the victim’s brain and enters the skull. As a full-round action that provokes attacks of opportunity, the devourer can merge its form with that of a helpless or dead creature of Small size or larger. The devourer cannot merge its body with that of a creature immune to extra damage from critical hits.

    When the Abyssal Mind completes its merging, it psionically consumes the brain of the victim (which kills it if it is not already dead). The devourer can exit the body at any time as a standard action, bursting the victim’s skull and resuming its normal form.

    After consuming its victim’s brain, the Abyssal Mind can choose to animate the body for up to seven days as if it were the victim’s original brain. The devourer retains its hit points, saving throws, and mental ability scores, as well as its psi-like abilities. It assumes the physical qualities and ability scores of the victim, as if it had used polymorph to assume the victim’s form. As long as the Abyssal Mind occupies the body, it knows the languages spoken by the victim and very basic information about the victim’s identity and personality, but none of the victim’s specific memories or knowledge.

    Children of the Night (Su): The Abyssal Mind command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the Abyssal Mind for up to 1 hour.

    Create Spawn (Su): A humanoid or monstrous humanoid slain by the Abyssal Mind's energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.

    Dominate (Su): The Abyssal Mind can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the Abyssal Mind must use a standard action, and those merely looking at it are not affected. Anyone the Abyssal Mind targets must succeed on a DC 18 Will save or fall instantly under the Abyssal Mind’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

    Energy Drain (Su): Living creatures hit by the Abyssal Mind's claws gain two negative levels. For each negative level bestowed, the Abyssal Mind gains 5 temporary hit points. The Abyssal Mind can use its energy drain ability once per round. The Fortitude save is DC 18.

    Gaseous Form (Su): As a standard action, the Abyssal Mind 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.

    Vulnerability to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of determining how it is affected by a protection from evil spell.
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  • #35
    Boingy! Boingy! COPPER SUBSCRIBER
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    Streicher and Julia, Agents of Wastri

    In my Chalice of Dawn campaign, the PCs returned to Safeton to notice several establishments near the north gate flying a new banner: a rectangular flag of black cloth emblazoned with a stylized frog, hanging from the business end of a glaive. A DC 10 Religion check recognized this as the sign of Wastri the Hopping Prophet. During the several days the PCs were gone, Streicher the Evangelist and his retinue had arrived in Safeton. The silver-tongued Streicher quickly had became a person-of-note. He had attracted several new followers among Safeton's human population. Streicher's role in the campaign was nebulous. He could've become an ally or a foe, depending on the PCs handled him.

    Streicher and Julia Fluff Text

    Streicher has established a chapel of Wastri in the tradesmen's quarter, which is just southwest of the north gate. Every evening at sunset, he delivers impassioned sermons on the benefits of human racial solidarity. The square outside the chapel is packed shoulder-to-shoulder for these sermons. A contingent of black glaives keep the peace. Julia, Streicher's cohort, is never far from Streicher's side when the Evangelist is in public. (A DC 15 Religion check identifies the black glaives as monk-warriors and Julia as a paladin of Wastri.)

    Streicher's words are cautious, compelling, and disturbing. His basic line is that the presence of non-humans in Safeton has weakened the city just like a toxin weakens the body. The growing troubles with foreign powers to the south, northwest, and northeast are exacerbated by this weakness. If Safeton is to regain her proud heritage as a free city, she must insist that non-humans be either relegated to "foreign quarters" in the city and subjected to rigorous controls on their social and economic activities. If non-humans do not wish to abide by these restrictions, they are free to leave to live among their own kind.

    Streicher never publicly advocates violence against non-humans. While his beliefs are odious, he is genuinely convinced that violence is a tool of last resort properly used only in defense. He even goes so far as the decry more zealous devotees of Wastri who engage in "unprovoked pogroms" against nonhumans. Streicher does pledge that he and his are ready to defend Safeton against invasion from foreigners, which is a sentiment that most in Safeton (regardless of race or creed) find agreeable. Streicher is also quick to point out that the benefits of racial solidarity aren't limited to just humans; all races benefit from associating only with or primarily with their own kind.

    Streicher the Evangelist; CR 17
    Human rogue 7/evangelist 5/exemplar 5

    LN Medium humanoid (human)
    Init +4; Senses Listen +16, Spot +1
    Languages Celestial, Common, Infernal
    -----
    AC 22 (+4 Dex, +1 natural, +5 armor, +2 deflection), touch 18, flat-footed 22; trap sense +2, uncanny dodge
    hp 42 (17 HD)
    Fort +6, Ref +11, Will +10; evasion, trap sense +2
    -----
    Spd 30 ft. (6 squares)
    Melee +2 shortsword +13/+8/+3 (1d6+2/19-20), or
    Ranged +2 shortbow +16/+11/+6 (1d6+2 plus 1d6 fire/x3)
    Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
    Base Atk +11; Grp +11
    Atk Options convert the unfaithful, inflame the righteous, sneak attack +4d6
    Special Actions fast talk, inspire hope, lend talent, persuasive performance, skill artistry (Diplomacy, Use Magic Device) (skill bonuses already included), sustaining presence (save and Concentration bonuses already included), trapfinding
    Combat Gear potion of cure serious wounds, wand of greater invisibility (37 charges, Use Magic Device DC 20)
    -----
    Abilities Str 10, Dex 18 (14), Con 9, Int 14, Wis 12, Cha 16
    Skills Balance +8, Bluff +25, Concentration +3, Diplomacy +33, Disable Device +19, Disguise +11 (+13 when in disguise and acting in character), Escape Artist +14, Gather Information +20, Intimidate +12, Jump +4, Knowledge (architecture and engineering) +7, Knowledge (religion) +7, Listen +16, Open Lock +21, Perform (oratory) +18, Search +19 (+21 to find secret doors and hidden compartments), Sense Motive +18, Tumble +11, Use Magic Device +21, Use Rope +4 (+6 to bind someone)
    Feats Acrobatic, Agile, Investigator, Leadership, Negotiator, Nimble Fingers, Persuasive, Skill Focus (Disguise)
    Possessions combat gear, plus amulet of natural armor +1, bracers of armor +5, ring of protection +2, +2 shortsword, +2 flaming shortbow, gloves of dexterity +4, quiver with 20 arrows
    -----
    Convert the Unfaithful (Su): Full-round action against a single enemy within 30 feet. Will save DC 18. Succeed and be shaken for 1 round. Otherwise as charm monster plus temporary alignment change to LN.

    Fast Talk (Ex): Make a rushed Diplomacy check as a full-round action with a -5 penalty.

    Inflame the Righteous (Su): Full-round action. Affects self and allies within 30 feet. Wreaths targets with fire shield (caster level 10th), but damage is divine. Effect lasts duration of oratory plus 3 rounds.

    Inspire Hope (Su): Full-round action. +4 sacred bonus to Will saves for duration of oratory plus 3 rounds to allies within 30 feet.

    Leadership: 60 1st-level, 6 2nd-level, 3 3rd-level, 2 4th-level, 1 each 5th- and 6th-level followers.

    Lend Talent (Ex): Grant allies within 30 feet a +2 competence bonus Diplomacy or Use Magic Device by taking a -4 penalty.

    Skill Mastery (Ex): Can always take 10 with the following skills: Balance, Escape Artist, Search, Swim, Tumble, Use Magic Device.

    Julia; CR 15
    Human cleric 1/paladin 5/warpriest 9

    LG Medium humanoid (human)
    Init -1; Senses Listen +1, Spot +1
    Languages Common
    -----
    AC 25 (-1 Dex, +10 armor, +4 shield), touch 9, flat-footed 25
    hp 111 (15 HD)
    Immune disease, fear
    Fort +16, Ref +7, Will +11
    -----
    Spd 20 ft. (4 squares) (30 ft. unarmored)
    Melee +2 orc bane glaive +20/+15/+10 melee (1d10+6/19-20, x3), or
    Melee (vs. orcs) +2 orc bane glaive +22/+17/+12 (1d10+8 plus 2d6/19-20, x3), or
    Melee +2 longsword +20/+15/+10 (1d8+5/19-20), or
    Ranged +1 composite [Str 16] longbow +14/+9/+4 ranged (1d8+4/x3)
    Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
    Base Atk +14; Grp +17
    Atk Options Divine Metamagic (Quicken), Divine Vigor, fear aura, Power Attack, Quick Draw, smite evil 2/day, turn undead 5/day (+2 bonus, +1d6 turning damage)
    Special Actions aura of courage, inflame +6, lay on hands (10 hp/day), rally, special mount
    Cleric Spells Prepared (CL 5th):
    3rd - dispel magic, searing light*
    2nd - bear’s endurance, spiritual weapon*, status
    1st - bless, calm animals*, divine favor, shield of faith (x2)
    0 - detect magic, detect poison, guidance, resistance (x2)
    *Domain spell. Domains: Animal, Glory, War
    Paladin Spell Prepared (CL 2nd):
    1st - divine sacrifice
    Spell-Like Abilities (CL 5th):
    At will - detect evil
    3/day - haste
    1/day - heroes' feast, mass cure light wounds, mass heal, speak with animals
    -----
    Abilities Str 16, Dex 8, Con 14, Int 10, Wis 13, Cha 14
    Skills Concentration +10 (+14 to cast defensively), Diplomacy +14, Handle Animal +6, Knowledge (nature) +4, Ride +10, Sense Motive +10, Spellcraft +4
    Feats Combat Casting, Divine Metamagic (Quicken), Divine Vigor, Improved Critical (glaive), Power Attack, Quick Draw, Weapon Focus (glaive), Weapon Focus (longsword)
    Possessions +2 full plate, +2 large steel shield, ring of protection +1, +2 orc bane glaive, +2 longsword, +1 composite [Str 16] longbow, cloak of resistance +2, glove of storing (x2) (one for glaive, the other for shield)
    -----
    Aura of Courage (Su): Allies within 10 feet gain a +4 morale bonus on saving throws against fear effects.

    Divine Vigor (Su): As a standard action, expend turn undead use to gain a +10 ft. bonus to base speed and +30 temporary hit points for 2 minutes.

    Fear Aura (Su): Fear in a 20-foot-radius for 9 rounds that affects all foes (Will save DC 21).

    Inflame (Ex): Full-round action. Allies who can hear Julia gain a +6 morale bonus against charm and fear effects.

    Rally (Ex): A warpriest not suffering from a fear effect can use this ability as a standard action. Allies suffering from a fear effect who are within 60 feet and who can hear the warpriest are allowed another saving throw against the fear effect with a +9 morale bonus.

    Smite Evil (Su): +2 attack roll bonus. +5 damage roll bonus.

    Black Glaive of Wastri; CR 9 (x10)
    Human cleric 1/monk 5/black glaive 3

    LN Medium humanoid (human)
    Init +1; Senses Listen +4, Spot +4
    Languages Common
    -----
    AC 18 (+1 Dex, +1 monk, +4 Wis, +2 armor), touch 16, flat-footed 17; Dodge, Mobility
    hp 58 (9 HD)
    Immune nonmagical diseases
    Fort +11, Ref +9, Will +14; +2 bonus on saving throws to resist enchantment spells, evasion
    -----
    Spd 40 ft. (8 squares)
    Melee flurry of blows +7/+7/+2 (1d8+2), or
    Melee +1 glaive +9/+9/+3 (1d10+3/x3)
    Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
    Base Atk +5; Grp +7
    Atk Options Combat Reflexes (2 AoO/round), Flying Kick, ki glaive, ki strike (magic), Power Attack, Stunning Fist 6/day (Fort 18), turn undead 4/day, Weakening Touch
    Combat Gear potion barkskin +2, potion of cat’s grace, potion of shield of faith +3
    Special Actions detect human, slow fall 20 ft.
    Cleric Spells Prepared (CL 3rd):
    2nd - nimbus of light*, owl's wisdom
    1st - bless, deific vengeance* (Will half 15), divine favor, lesser vigor
    0 - detect magic, detect poison, guidance, resistance
    *Domain spell. Domains: Purification (cast abjuration spells at +1 caster level), War
    -----
    Abilities Str 14, Dex 13, Con 14, Int 8, Wis 19 (17), Cha 12
    Skills Concentration +9, Heal +8, Jump +11, Tumble +11
    Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Flying Kick, Martial Weapon Proficiency (glaive), Mobility, Power Attack, Stunning Fist, Weakening Touch, Weapon Focus (glaive)
    Possessions combat gear, plus +1 glaive, bracers of armor +2, cloak of resistance +1, periapt of wisdom +2
    -----
    Ascetic Priest: For one turn undead attempt, gain a +4 bonus to attack roll and a +3 bonus to damage roll with next attack.

    Detect Human (Sp): At 2nd level, a black glaive can detect humans with a range of 60 feet. This ability is similar to the paladin's detect evil ability, but detects humans.

    Flying Kick: When fighting unarmed and using the charge action, deal an extra 1d12 points of damage with an unarmed attack.

    Ki Glaive (Ex): At 3rd level, the black glaive treats a glaive as a special monk weapon (such as a sai or a quarterstaff). The black glaive may attack with unarmed strikes and glaive attacks interchangeably. (He still cannot use his glaive against targets within 5 feet.) When attacking with a glaive as part of a flurry of blows, the black glaive applies his Strength bonus to glaive attack damage rolls (not Strength bonus x 1.5 as normal). Furthermore, the black glaive can use his ki strike and Stunning Fist abilities with a glaive. If the black glaive is wearing armor or carrying more than a medium load, this ability does not function.

    Weakening Touch: Make an unarmed attack that deals no damage but applies a -6 penalty to the target's Str score for 1 minute. Multiple touches against the same target are not cumulative. Each use counts as a daily use of Stunning Fist.

    Black Glaive of Wastri PrC

    The black glaives are warrior-monks devoted to the Hopping Prophet.

    Hit Die: d8.

    Class Skills
    Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex). If the black glaive has access to the Animal Domain as a cleric of Wastri, add Knowledge (nature) to this skill list.

    Skill Points at Each Level: 4 + Int modifier.

    Requirements

    Race: Human.
    Skill: Jump 8 ranks.
    Feats: Improved Unarmed Strike, Martial Weapon Proficiency (glaive), Power Attack, Stunning Fist.
    Spells: Able to cast 1st-level divine spells.
    Special: Flurry of blows class feature. Must have either turn or rebuke undead class feature. Must be a follower of Wastri.

    Code:
    Table: Black Glaive of Wastri
    Level   BAB   Fort   Ref   Will   Special            Spells per Day
    1       +0    +2     +2    +2     Ascetic priest     +1 level of existing divine spellcasting class
    2       +1    +3     +3    +3     Detect human       +1 level of existing divine spellcasting class
    3       +2    +3     +3    +3     Ki glaive          --
    4       +3    +4     +4    +4     --                 +1 level of existing divine spellcasting class
    5       +3    +4     +4    +4     Terrifying croak   +1 level of existing divine spellcasting class
    6       +4    +5     +5    +5     Mighty leap        +1 level of existing divine spellcasting class
    7       +5    +5     +5    +5     Leap Attack        --
    8       +6    +6     +6    +6     --                 +1 level of existing divine spellcasting class
    9       +6    +6     +6    +6     Pounce             +1 level of existing divine spellcasting class
    10      +7    +7     +7    +7     --                 +1 level of existing divine spellcasting class
    Class Features

    Weapon and Armor Proficiency: The black glaive gains no new weapon or armor proficiencies.

    Ascetic Priest (Ex): As a swift action that does not provoke attacks of opportunity, a black glaive can sacrifice one of his daily turn/rebuke undead attempts to receive a +4 attack bonus and a damage bonus equal to his black glaive level to his next unarmed strike (including a ki glaive attack if 3rd level or higher). His levels of black glaive stack with any levels of monk for the purpose of determining flurry of blows attack bonus.

    Detect Human (Sp): At 2nd level, a black glaive can detect humans with a range of 60 feet. This ability is similar to the paladin's detect evil ability, but detects humans.

    Ki Glaive (Ex): At 3rd level, the black glaive treats a glaive as a special monk weapon (such as a sai or a quarterstaff). The black glaive may attack with unarmed strikes and glaive attacks interchangeably. (He still cannot use his glaive against targets within 5 feet.) When attacking with a glaive as part of a flurry of blows, the black glaive applies his Strength bonus to glaive attack damage rolls (not Strength bonus x 1.5 as normal). Furthermore, the black glaive can use his ki strike and Stunning Fist abilities with a glaive. If the black glaive is wearing armor or carrying more than a medium load, this ability does not function.

    Terrifying Croak (Su): As a standard action up to three times per day, the black glaive may emit of ghastly croak that affects all opponents within 30 feet who can hear him. A terrifying croak only affects foes with fewer Hit Dice than the black glaive. Those who fail a Will save (DC 10 + black glaive level + black glaive's Charisma modifier) are shaken for 1d6 rounds. This is a sonic, mind-affecting fear ability.

    Mighty Leap (Ex): At 6th level, a black glaive can always take 10 on any Jump or Tumble check, even if rushed or threatened. He cannot be wearing any armor or carrying more than a medium load for this ability to function.

    Leap Attack (Ex): At 7th level, a black glaive gains Leap Attack as a bonus feat. If he already has the Leap Attack feat, he instead gains a +4 competence bonus to Jump checks.

    Pounce (Ex): A 9th-level black glaive can make a full attack when it makes a charge.
    Last edited by Mark Chance; Tuesday, 14th August, 2007 at 11:08 PM.
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  • #36
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

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    Thanic Savant PrC

    The thanic savants have resurrected the dark arts of necromancy practiced by the lich-lord known as the Deathless One. All wizards of the Black Academy are expected to qualify for this prestige class as soon as possible.

    Thanic Savant PrC

    Hit Die: d4.

    Requirements

    Alignment: Any nongood.
    Skills: Knowledge (religion) 12 ranks, Spellcraft 6 ranks.
    Feats: Arcane Disciple with access to Death, Evil, Pestilence, or Trickery
    Spells: Able to cast at least five necromancy spells, at least one of which must be 5th level or higher.
    Special: Alignment must match his deity's alignment.

    Class Skills
    The thanic savant's class skills are (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

    Skill Points at Each Level: 2 + Int modifier.

    Class Features

    Weapon and Armor Proficiency: Thanic savants gain no new weapon or armor proficiency.

    Necromancy Specialization (Ex): A thanic savant gains a +1 bonus on attack rolls made with necromancy spells. He adds a +2 bonus to damage dealt by necromancy spells. Necromancy spells that do not deal damage have a +1 bonus to applicable save DCs.

    Death's Defense (Su): Starting at 2nd level, a thanic savant gains a +4 profane bonus to Armor Class for one round starting immediately after he casts any necromancy spell. This AC bonus lasts until the start of his next turn.

    Extended Necromancy (Su): Starting at 3rd level, any necromancy spell cast by a thanic savant has its duration doubled, as if the Extend Spell feat had been applied to it. However, the spell's level and casting time are not changed. In addition, the DC required to counter or dispel the thanic savant's necromancy spells increases by 4.

    Resist Necromancy (Su): Due to his deeper understanding of necromancy, a 4th-level thanic savant subtracts his class level from damage inflicted by necromancy spells or effects. An effect that produces multiple attacks that each inflict damage counts as a single attack. If a necromancy spell or effect does not inflict damage, the thanic savant adds his class level as a profane bonus to his saving throw against the spell or effect. If the spell or effect neither inflicts damage nor allows a saving throw, this ability has no effect.

    Unbind Necromancy (Su): A 5th-level thanic savant learns to unweave necromancy spells or effects in order to liberate the magical energy therein. As a standard action, he makes a caster level check (DC 11 + opposing caster's level). If successful, the necromancy effect is unbound. This immediately dispels the effect (including effects that normally cannot be dispelled). The unleashed energy inflicts 1d6 points of negative energy damage in a 10-foot spread around the unbound effect.

    Code:
    Table: The Thanic Savant
    Level  BAB  Fort  Ref  Will  Special	                Spells
    1      +0   +0    +0   +2    Necromancy specialization  --
    2      +1   +0    +0   +3    Death's defense            +1 level arcane spellcasting class
    3      +1   +1    +1   +3    Extended necromancy        +1 level arcane spellcasting class
    4      +2   +1    +1   +4    Resist necromancy          +1 level arcane spellcasting class
    5      +2   +1    +1   +4    Unbind necromancy          +1 level arcane spellcasting class
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  • #37
    Boingy! Boingy! COPPER SUBSCRIBER
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    Return to the Tomb of Horrors Favorites

    Awhile ago, I converted a few RttToH monsters.

    Bone weird; CR 9

    CE Huge undead (extraplanar)
    Init +7; Senses darkvision 60 ft., Listen +16, Spot +16
    Languages Bone weirds do not speak, but they understand Abyssal and Common.
    -----
    AC 21 (-2 size, +3 Dex, +10 natural), touch 11, flat-footed 18
    hp 78 (12 HD); DR 5/bludgeoning and magic
    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 +7, Will +9; magic immunity
    -----
    Spd 20 ft. (4 squares), climb 20 ft.
    Melee slam +11 (1d8+10 plus bone subsumption)
    Space 15 ft.; Reach 10 ft.
    Base Atk +6; Grp +21
    Atk Options Awesome Blow, bone subsumption, bony heap, Combat Reflexes (4 AoO/round), Improved Bullrush, Power Attack
    Special Actions rejuvenation
    -----
    Abilities Str 25, Dex 17, Con --, Int 12, Wis 12, Cha 14
    Skills Climb +30, Hide +10, Listen +16, Spot +16, Swim +22
    Feats Awesome Blow, Combat Reflexes, Improved Bullrush, Improved Initiative, Power Attack
    Environment Any
    Organization Solitary or group (2-5)
    Treasure None
    Advancement 13-24 HD (Huge); 25-36 HD (Gargantuan)
    -----
    Bone Subsumption (Su): The bite of a bone weird warps and destroys bone integrity. Anyone struck by a bone weird's bite must make a DC 18 Fortitude save or suffer an additional 4d4 points of damage as his bones twist, rearrange, and diminish. He also suffers 1d4 points of ability drain to Strength and Dexterity. Hit point loss and ability drain from bone subsumption are difficult to heal. Normal healing is of no avail. The various cure wounds spells, lesser restoration, restoration, and greater restoration are of no use. Regeneration not only straightens and rebuilds damaged bones (restoring 1 point of drained ability per two caster levels), but also heals hit point damage caused by bone subsumption. More powerful magics, such as limited wish or miracle, can undo bone subsumption.

    Bony Heap (Su): A bone weird spends most of its time in stasis within its bony heap. When a bone weird becomes active (such as when attacking), its bony heap churns and grinds. A bone weird's bony heap can be no larger than 7000 cubic feet (although it can be smaller), and several bone weirds may share a single bony heap. Creatures caught in the bony heap (for example, after having been bull rushed into it by a bone weird) are immediately subjected to a grapple attack (as if attacked by the bone weird itself). The bony heap inflicts 2d6 points of piercing and crushing damage with a successful grapple check. If the victim wins the grapple check, he can move at one-half speed. If this movement is sufficient to escape the bony heap, the victim has freed himself. The bony heap's attack does not affect the bone weird's attacks in any way. No matter how many bone weirds share a bony heap, the heap is allowed only one grapple check per victim per round.

    Magic Immunity (Ex): A bone weird is immune to any spell or spell-like ability that allows spell resistance unless that spell or spell-like specifically affects undead (such as searing light) or extraplanar creatures (such as banishment). Spells that fit these two categories affect bone weirds as normal.

    Rejuvenation (Su): A bone weird reduced to 0 hit points is not destroyed. Instead, it collapses into hundreds of separate bones, and its essence retreats into the bony heap. The bone weird arises anew with full hit points after 1d4 hours. The only ways to permanently destroy a bone weird are with a sufficiently powerful turn undead check or to reduce it to 0 hit points via magic that specifically affects undead.

    Skills: A bone weird gains a +8 racial bonus on Climb checks, and can take 10 on a Climb check even when rushed and threatened. A bone weird gains a +8 racial bonus on Hide checks when within its bony heap.

    Moilian heart; CR 1

    NE Diminutive undead (extraplanar)
    Init -5; Senses sense life 20 ft.
    -----
    AC 11 (+4 size, -5 Dex, +2 natural), touch 9, flat-footed 11
    hp 3 (19 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), energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, sleep, stunning
    Weakness helpless
    Fort +1, Ref -4, Will +3
    -----
    Spd 0 ft.
    Space 1 ft.; Reach 0 ft.
    Base Atk +1; Grp --
    Atk Options create spawn, frost, life drain
    Special Actions stasis
    -----
    Abilities Str 1; Dex 0; Con --; Int --; Wis 10, Cha 14
    Environment Extraplanar city of Moil
    Organization Solitary
    Treasure None
    Advancement 4-9 HD (Diminutive)
    -----
    Create Spawn (Su): Any living creature killed by a Moilian heart's life drain rises again as zombie in 1d4 rounds. This zombie's first act is to rip open its chest cavity (inflicting no damage) and then place the nearest Moilian heart within the exposed space. A zombie created by a Moilian heart can detect Moilian hearts within 120 feet as a free action. 1d4 rounds after a Moilian heart is within such a zombie, the two creatures irrevocably merge into a Moilian zombie.

    Frost (Su): Once per round as a standard action, a Moilian heart can unleash a powerful emanation of magical cold. This inflicts 1d6 points of cold damage and 1d6 points of divine power damage. A DC 13 Fortitude save halves both types of damage. The save DC is Charisma-based.

    Life Drain (Su): Each round on the Moilian heart's turn, all living creatures within a 20-foot-radius emanation are subject to life drain, suffering 1d6 points of damage with no saving throw. Death ward or a similar effect blocks life drain. A Moilian heart gains temporary hit points equal to the total damage inflicted by life drain, but its hit points can never be greater than 12 points per hit die. Life drain is a free action.

    Helpless: A Moilian heart cannot move. Melee attacks enjoy a +4 bonus against it (equivalent to attacking a prone target).

    Stasis (Su): If deprived of a living creature to supply it with life force, a Moilian heart's beat slows and eventually ceases. It beats for as many days as it has hit points. The monster then enters a period of stasis. When a living creature comes within 20 feet of a Moilian heart, its life drain ability kicks in, and it once again begins to pulse with unholy life. There is no limit to how long a Moilian heart can remain in stasis.

    Moilian zombie template

    A Moilian zombie is a created by applying the zombie template with a few changes.

    Special Attacks: A Moilian zombie retains none of the special attacks of the base creature. It gains the Frost and Life Drain abilities of a Moilian heart.

    Special Qualities: A Moilian zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. It is not limited to single actions like a normal zombie. It has the Stasis special quality of a Moilian heart.

    Ability Scores: A Moilian zombie’s Strength increases by +2, its Dexterity decreases by 2, and it has no Constitution score. Its Intelligence is 5, its Wisdom changes to 10, and its Charisma changes to 14.

    Skills: A Moilian zombie retains the base creature's skills, adjusted for its new ability scores.

    Feats: A Moilian zombie retains the base creature's feats. It gains Toughness and Improved Toughness as bonus feats (the latter even if the Moilian zombie doesn't meet the prerequisites).

    Challenge Rating: A Moilian zombie's challenge rating depends on its HD.

    Code:
    HD   CR
    1    1
    2    2
    4+   As zombie plus 2

    Negative fundamental swarm; CR 3

    NE Diminutive elemental (evil, extraplanar, swarm)
    Init +2; Senses darkvision 60 ft., lifesight 100 ft., Listen +9, Spot +4
    -----
    AC 16 (+4 size, +2 Dex), touch 12, flat-footed 14
    hp 9 (2 HD); DR 5/magic; half damage piercing and slashing weapons
    Immune cold, critical hits, flanking, paralysis, poison, sleep, stunning
    Weakness helpless
    Fort +3, Ref +2, Will +2
    -----
    Spd 5 ft. (1 square), fly 45 ft. (good)
    Melee swarm (1d6 plus energy drain)
    Space 10 ft.; Reach 0 ft.
    Base Atk +1; Grp --
    Atk Options distraction, energy drain
    Special Actions stasis
    -----
    Abilities Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 14
    Skills Listen +9, Spot +4
    Feats Alertness
    Environment Negative Energy Plane
    Organization Solitary
    Treasure None
    Advancement --
    -----
    Distraction (Ex): Any living creature that begins its turn with a negative fundamental swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Charisma-based.

    Energy Drain (Su): Each living creature caught in a negative fundamental swarm gains one negative level. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the swarm gains 5 temporary hit points (but no more than 5 temporary hit points in a single round).

    DR 5/Magic (Su): If attacked with a slashing or piercing weapon, reduce that weapon's damage by 50% before applying DR.

    Lifesight (Su): A negative fundamental swarm can detect living creatures within 100 feet. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its lifesight ability.

    The Vestige; CR 15

    NE Gargantuan undead (evil, extraplanar, gaseous)
    Init +1; Senses darkvision 60 ft., lifesight 500 ft., Listen +0, Spot +0
    Languages Although the Vestige continuously speaks with hundreds of voices in dozens of languages, it is actually incapable of communicating.
    -----
    AC 10 (-4 size, +1 deflection, +3 profane), touch 10, flat-footed 10
    hp 130 (20 HD); DR 10/magic; turn resistance +10
    Immune ability damage (Str, Dex, Con), ability drain, cold, 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 electricity 10, fire 10
    Vulnerable protection from evil
    SR 30
    Fort +6, Ref +7, Will +12
    -----
    Spd fly 10 ft. (good) (2 squares)
    Melee Touch 12 misty tendrils +6 (2d6 acid plus 1d4 Int damage)
    Space 20 ft.; Reach 20 ft.
    Base Atk +10; Grp --
    Atk Options disturbing murmur, mind drain
    Special Actions rejuvenation
    -----
    Abilities Str --, Dex 12, Con --, Int --, Wis 11, Cha 12
    Environment Extraplanar city of Moil
    Organization Solitary
    Treasure None
    Advancement --
    -----
    Disturbing Murmur (Su): The Vestige murmurs, whispers, and moans with the voices of the damned citizens of Moil. This continuous noise is audible within a 100-foot-radius emanation, and not even deafness or a silence spell can stop it since the sounds are telepathic as well as physical. All within the emanation must make a DC 25 Will save each round or become shaken. A shaken creature who fails a Will save against this power becomes frightened. A frightened creature who fails a save against this power becomes panicked. This is a fear-based, mind-affecting effect. The save DC is Charisma-based, and includes a +4 racial bonus.

    Lifesight (Su): The Vestige can detect living creatures within 500 feet. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its lifesight ability.

    Mind Drain (Su): Any living creature reduced to 0 Intelligence by the Vestige's touch must make a DC 25 Will save or be irrevocably slain as its mind is absorbed by the Vestige. The only way to restore a mind drained creature to life is to use true resurrection, a carefully worded wish followed by [i]resurrection, or miracle. The save DC is Charisma-based, and includes a +4 racial bonus.

    Rejuvenation (Su): The Vestige can never be truly destroyed. So long as the cursed city of Moil exists, the Vestige exists. If reduced to 0 hit points, the Vestige dissipates, but it reforms at full hit points after 24 hours.

    Vulnerability to Protection from Evil (Ex): The Vestige's spell resistance cannot overcome a magic circle against evil or protection from evil spell in order to touch a warded creature. These two spells also block the Vestige's lifesight ability (although the Vestige may still see and hear the creature normally). Protection from evil and magic circle against evil also protect warded creatures from the Vestige's disturbing murmur.

    Winter-wight; CR 9

    CE Medium undead (cold, evil, extraplanar)
    Init +5; Senses darkvision 60 ft., Listen +7, Spot +7
    Language Abyssal
    -----
    AC 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
    hp 104 (16 HD); fast healing 5
    Immune ability damage (Str, Dex, Con), ability drain, cold, 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
    Vulnerable fire
    Fort +5, Ref +6, Will +11
    -----
    Spd 30 ft. (6 squares)
    Melee Touch 2 claws +11 (2d4+2 plus blackfire/19-20)
    Space 20 ft.; Reach 20 ft.
    Base Atk +8; Grp +10
    Atk Options blackfire, keen claws
    Special Actions rejuvenation
    -----
    Abilities Str 14, Dex 12, Con --, Int 9, Wis 13, Cha 16
    Skills Hide +8, Listen +7, Move Silently +13, Spot +7
    Feats Alertness, Blind-Fight, Eyes in the Back of Your Head, Improved Initiative, Power Critical (claws), Weapon Focus (claws)
    Environment Extraplanar city of Moil
    Organization Solitary
    Treasure None
    Advancement 17-32 HD (Medium); 33-48 HD (Large)
    -----
    Blackfire (Su): Any living creature struck by a winter-wight's claws must make a DC 21 Fortitude save or be immolated with blackfire. The creature burns with blackfire for 1d4+2 rounds. Each round, the creature suffers 2 points of Constitution damage. Anyone reduced to 0 Constitution by blackfire can only be restored to life by true resurrection, a carefully worded wish followed by resurrection, or miracle.

    Worse still, a creature burning with blackfire spits off sparks of blackfire. Any living creature within 5 feet of another living creature burning with blackfire must make a DC 21 Reflex save each round it remains within range. If the creature fails its Reflex save, it too is immolated by blackfire. Blackfire is a negative energy effect. The save DC is Charisma-based.

    Skills: Winter-wights have a +8 racial bonus on Move Silently checks.

    Gaseous Subtype

    A creature with the gaseous subtype is comprised of insubstantial mists. It has DR 10/magic and is immune to critical hits and poison. It flies with perfect maneuverability at a speed of 10 feet. Its form is completely shapeable. It can flow through small cracks and holes, and it suffers no combat penalties for squeezing. A gaseous creature can be affected by winds, and it cannot enter water or other liquids. It does not have a Strength score and so cannot manipulate or carry objects.
    Last edited by Mark Chance; Wednesday, 15th August, 2007 at 09:16 PM.
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  • #38
    Boingy! Boingy! COPPER SUBSCRIBER
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    Three Chimeras

    Chimeric advanced yrthak; CR 11

    LE Huge magical beast
    Init +6; Senses blindsight 120 ft., darkvision 60 ft., low-light vision, scent, Listen +17, Spot +6
    Language Draconic
    -----
    AC 24 (–2 size, +2 Dex, +14 natural), touch 10, flat-footed 22
    hp 157 (15 HD)
    Vulnerability sonic
    Fort +14, Ref +11, Will +6
    -----
    Spd 20 ft. (4 squares), fly 60 ft. (average); Flyby Attack
    Melee bite +20 (2d8+7) and bite +18 (2d6+3) and gore +18 (1d8+3) and 2 claws +18 (1d6+3), or
    Ranged Touch sonic lance +15 ranged touch (6d6)
    Space 15 ft.; Reach 10 ft.
    Base Atk +15; Grp +30
    Atk Options breath weapon, explosion, Snatch, sonic lance
    -----
    Abilities Str 24, Dex 15, Con 21, Int 9, Wis 13, Cha 11
    Skills Listen +15, Spot +4, Move Silently +11
    Feats Alertness, Endurance, Improved Initiative, Flyby Attack, Multiattack, Snatch
    -----
    Breath Weapon (Su): Every 1d4 rounds. 20-ft. cone of cold. 3d8 points of cold damage. Reflex DC 22 half. The save is Constitution-based.

    Blindsight (Ex): A yrthak can ascertain all foes within 120 feet.

    Explosion (Su): A yrthak can fire its sonic lance at the ground, a large rock, a stone wall, or the like to create an explosion of shattered stone. This attack deals 2d6 points of piercing damage to all within 10 feet of the effect’s center. This counts as a use of the sonic lance attack and thus is usable only once every 2 rounds, and never on the round following a sonic lance attack.

    Sonic Lance (Su): Once every 2 rounds, a yrthak can focus sonic energy in a ray up to 60 feet long. This is a ranged touch attack that deals 6d6 points of damage to a single target.

    Advanced chimera; CR 11

    CE Huge magical beast
    Init +0; Senses darkvision 60 ft., low-light vision, scent, Listen +10, Spot +10
    Language Draconic
    -----
    AC 21 (–2 size, +1 Dex, +12 natural), touch 9, flat-footed 20
    hp 210 (20 HD)
    Fort +17, Ref +13, Will +8
    -----
    Spd 30 ft. (6 squares), fly 50 ft. (poor); Flyby Attack, Hover
    Melee bite +26 (3d6+8) and bite +24 (2d6+4) and gore +24 (2d6+4) and 2 claws +24 (1d8+4)
    Space 15 ft.; Reach 10 ft.
    Base Atk +20; Grp +36
    Atk Options breath weapon, Snatch
    -----
    Abilities Str 27, Dex 13, Con 21, Int 4, Wis 14, Cha 10
    Skills Hide +9, Listen +10, Move Silently +3, Spot +10
    Feats Alertness, Flyby Attack, Hover, Iron Will, Multiattack, Snatch, Stealthy
    -----
    Breath Weapon (Su): Every 1d4 rounds. 20-ft. cone of fire. 3d8 points of fire damage. Reflex DC 25 half. The save is Constitution-based.

    Skills: In areas of scrubland or brush, this chimera gains a +4 racial bonus on Hide checks.

    Chimeric razor boar; CR 11

    LE Large magical beast
    Init +5; Senses darkvision 60 ft., low-light vision, scent, Listen +10, Spot +10
    Language Draconic
    -----
    AC 34 (-1 size, +2 Dex, +23 natural), touch 11, flat-footed 32
    hp 157 (15 HD); DR 5/-; fast healing 10; Diehard
    SR 21
    Fort +14, Ref +11, Will +7
    -----
    Spd 50 ft. (10 squares), fly 50 ft. (poor)
    Melee bite +24 (2d6+10) and tusk slash +22 (1d8+5) and gore +22 (1d8+5) and 2 hooves +22 (1d4+5)
    Space 10 ft.; Reach 5 ft.
    Base Atk +15; Grp +29
    Atk Options Awesome Blow, breath weapon, Improved Bull Rush, Power Attack, trample 2d6+15, vorpal tusks
    -----
    Abilities Str 31, Dex 14, Con 21, Int 4, Wis 14, Cha 9
    Skills Listen +10, Spot +10, Survival +8
    Feats Alertness, Awesome Blow, Diehard, Endurance, Improved Bull Rush, Multiattack, Power Attack
    -----
    Breath Weapon (Su): Every 1d4 rounds. 40-ft. line of lightning. 3d8 points of electricity damage. Reflex DC 22 half. The save is Constitution-based.

    Trample (Ex): Reflex DC 27 half. The save DC is Strength-based.

    Vorpal Tusks (Ex): On a successful critical hit against a creature of up to one size category larger than itself, the razor boars's tusk slash attack severs the opponents head (if it has one) from its body. Though some creatures, such as golems and undead other than vampires, are not affected by the loss of their heads, most creatures die when their heads are cut off.
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  • #39
    Boingy! Boingy! COPPER SUBSCRIBER
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    The Spectral Huntsman

    The concept of a wild huntsman has long been part of mythology and a staple of fantasy. Here's my EL 9 take on this idea. The very thought of a PC possessed by an evil, undead hyena ought to warm the heart of any GM worth his salt.

    The Spectral Huntsman; CR 6
    Ghost gnoll ranger 4

    NE Medium undead (incorporeal)
    Init +3; Senses darkvision 60 ft., Listen +17, Spot +17
    Languages Gnoll
    -----
    AC 15 (+3 Dex, +2 deflection), touch 15, flat-footed 14; Dodge
    AC (versus ethereal) 18 (+3 Dex, +1 natural, +4 armor), touch 13, flat-footed 15; Dodge
    hp 39 (6 HD); 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-affecting effects, nonlethal damage, paralysis, poison, sleep, stunning
    Fort +7, Ref +7, Will +1
    -----
    Spd fly 30 ft. (perfect) (6 squares)
    Melee Touch corrupting touch +8 (1d6)
    Melee Touch (versus ethereal) corrupting touch +9 (1d6)
    Melee (versus ethereal) battle axe +9 (1d8+6/x3)
    Ranged +1 ghost touch shortbow +9 (1d6+1/x3, range increment 60 ft.)
    Ranged (Point Blank Shot) +1 ghost touch shortbow +10 (1d6+2/x3, out to 30 ft.)
    Ranged (Rapid Shot) +1 ghost touch shortbow +7/+7 (1d6+1/x3, range increment 60 ft.)
    Ranged (Point Blank Shot & Rapid Shot) +1 ghost touch shortbow +8/+8 (1d6+2/x3, out to 30 ft.)
    Space 5 ft.; Reach 5 ft.
    Base Atk +5; Grp +9 (only versus ethereal)
    Atk Options corrupting gaze (Fort 15), corrupting touch, favored enemy +2 (humans), manifestation
    Special Actions rejuvenation, wild empathy +6
    -----
    Abilities Str 18, Dex 16, Con --, Int 11, Wis 10, Cha 14
    Skills Bluff +4, Hide +15, Listen +17, Search +8, Sense Motive +4, Spot +17, Survival +4
    Feats Dodge, Endurance (B)*, Point Blank Shot, Precise Shot, Rapid Shot (B), Track (B) (*The Spectral Huntsman would never need this feat, but it is included for the sake of completeness.)
    Possessions +1 ghost touch shortbow, battle axe, chain shirt, arrows (40)
    -----
    Corrupting Gaze (Su): The Spectral Huntsman can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.

    Corrupting Touch (Su): If the Spectral Huntsman hits a living target with its incorporeal touch, the attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

    Favored Enemy (Ex): The Spectral Huntsman gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans. Likewise, he gets a +2 bonus on weapon damage rolls against humans.

    Ghost hyena; CR 3 (x3)

    NE Medium undead (incorporeal)
    Init +2; Senses darkvision 60 ft., low-light vision, scent, Listen +14, Spot +12
    -----
    AC 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11
    AC (versus ethereal) 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
    hp 13 (2 HD); 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-affecting effects, nonlethal damage, paralysis, poison, sleep, stunning
    Fort +3, Ref +5, Will +1
    -----
    Spd fly 30 ft. (perfect) (6 squares)
    Melee Touch corrupting touch +8 (1d6)
    Melee Touch (versus ethereal) corrupting touch +9 (1d6)
    Melee (versus ethereal) bite +3 (1d6+3 plus trip)
    Space 5 ft.; Reach 5 ft.
    Base Atk +1; Grp +3 (only versus ethereal)
    Atk Options frightful moan (Will 11), malevolence (Will 15), manifestation, trip
    Special Actions rejuvenation
    -----
    Abilities Str 14, Dex 15, Con --, Int 2, Wis 13, Cha 10
    Tricks
    Skills Hide +11*, Listen +14, Search +8, Spot +12 (*Hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.)
    Feats Alertness
    -----
    Frightful Moan (Su): A ghost hyena can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by that ghost hyena's moan for 24 hours.

    Malevolence (Su): Once per round while ethereal, a ghost hyena can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th), except that it does not require a receptacle. To use this ability, a ghost hyena must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that ghost hyena's malevolence for 24 hours, and the ghost hyena cannot enter the target’s space. If the save fails, the ghost hyena vanishes into the target’s body.

    Trip (Ex): A hyena that hits with its bite attack can attempt to trip the opponent (+2 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 hyena.

    Gnoll ghosts; CR 3 (x3)

    Various E Medium undead (incorporeal)
    Init +0; Senses darkvision 60 ft., Listen +10, Spot +10
    Languages Gnoll
    -----
    AC 11 (+1 deflection), touch 11, flat-footed 11
    AC (versus ethereal) 15 (+1 natural, +2 armor, +2 shield), touch 10, flat-footed 15
    hp 13 (2 HD); 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-affecting effects, nonlethal damage, paralysis, poison, sleep, stunning
    Fort +3, Ref +0, Will +0
    -----
    Spd fly 30 ft. (perfect) (6 squares)
    Melee Touch draining touch +1 (1d4 drain from any one ability)
    Melee Touch (versus ethereal) drain touch +3 (1d4 drain from any one ability)
    Melee (versus ethereal) battle axe +3 (1d8+2/x3), or
    Ranged (versus ethereal) shortbow +1 (1d6/x3, range increment 60 ft.)
    Space 5 ft.; Reach 5 ft.
    Base Atk +1; Grp +3 (only versus ethereal)
    Atk Options draining touch, horrific appearance (Fort 12), manifestation
    Special Actions rejuvenation
    -----
    Abilities Str 15, Dex 10, Con --, Int 8, Wis 11, Cha 12
    Skills Hide +8, Listen +10, Search +7, Spot +10
    Feats Power Attack
    Possessions battle axe, leather armor, heavy steel shield, shortbow, arrows (40)
    -----
    Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself.

    Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

    Common Ghost Abilities

    Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon. A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

    When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on non-ethereal targets.

    A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

    Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

    Incorporeal Subtype

    An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.

    An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

    An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Non-visual senses, such as Scent and Blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
    Last edited by Mark Chance; Thursday, 15th November, 2007 at 07:43 PM.
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  • #40
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

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    Titanic Housecat of Legend

    As everyone familiar with d20 knows, a mere housecat is a potentially deadly threat to a 1st-level commoner. Living in a world where his beloved Fluffy could make him into a meal, the 1st-level commoner is a skittish creature. Imagine his horror when faced with the titanic housecat of legend. For extra fun, add a NE cloud giant fighter 4 with ranks in Ride plus mounted combat feats.

    Titanic housecat of legend; CR 15

    N Gargantuan outsider (native)
    Init +9; Senses low-light vision, see in darkness, scent, Listen +10, Spot +10
    -----
    AC 34 (-4 size, +3 Dex, +25 natural), touch 9, flat-footed 31; Dodge, Mobility
    hp 437 (25 HD); DR 10/magic
    Fort +32, Ref +20, Will +19
    -----
    Spd 30 ft. (6 squares)
    Melee 2 claws +32 (3d6+18) and bite +30 (3d8+9)
    Melee (all-out Power Attack) 2 claws +14 (3d6+36) and bite +12 (3d8+27)
    Space 20 ft.; Reach 15 ft.
    Base Atk +18; Grp +48
    Atk Options Cleave, frightful presence, Power Attack, Spring Attack, trample 3d8+27
    -----
    Abilities Str 47, Dex 16, Con 36, Int 4, Wis 14, Cha 11
    Skills Balance +15, Climb +22, Hide -1*, Jump +30, Listen +10, Move Silently +11, Spot +10 (*In areas of tall grass or heavy undergrowth, apply a +4 Hide bonus.)
    Feats Alertness, Cleave, Dodge, Great Fortitude, Improved Initiative, Mobility, Multiattack, Power Attack, Spring Attack
    -----
    Frightful Presence (Ex): This special quality makes a creature’s very presence unsettling to foes. It takes effect automatically when the THoL hisses and spits. Opponents within range who witness the action may become frightened or shaken. The range is 30 feet, and the duration is 5d6 rounds. This ability affects only opponents with fewer than 25 Hit Dice or levels. An affected opponent can resist the effects with a successful DC 22 Will save. An opponent that succeeds on the saving throw is immune to the THoL's frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.

    See in Darkness (Su): The THoL can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

    Trample (Ex): As a full-round action, the THoL can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The THoL merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the THoL moves over all the squares it occupies. If the THoL moves over only some of a target’s space, the target can make an attack of opportunity against the THoL at a -4 penalty. If the THoL accidentally ends its movement in an illegal space, it returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer. A trample attack deals 3d8+27 points of bludgeoning damage.

    Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt DC 40 Reflex saves to take half damage. The THoL can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
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      By James McMurray in forum General RPG Discussion
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      Last Post: Monday, 29th July, 2002, 07:30 PM

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