Fan Creation Old School Nefarium - A Quick Update in the OP (6/14/13) - Page 8




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  1. #71
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

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    An Odd Couple

    I'm not sure what I was thinking when I came up with these two.

    Advanced Elite Phrenic Otyugh; CR 7

    N Large aberration (psionic)
    Init +1; Senses darkvision 60 ft., Listen +6, Spot +6
    Languages Common
    -----
    AC 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
    hp 52 (8 HD)
    PR 18
    Fort +4, Ref +3, Will +7
    -----
    Speed 20 ft. (4 squares)
    Melee 2 tentacles +9 melee (1d6+3) and bite +4 melee (1d4+1)
    Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
    Base Atk +6; Grp +13
    Atk Options constrict 1d6+3, disease, improved grab
    Psi-Like Abilities (ML 8th):
    3/day - defensive precognition (+3 insight to AC and saves), empty mind (immediate action, +5 Will saves for 1 round), mind thrust (45 ft. range, Will 14, 3d10)
    1/day - aversion (one creature, Will 16), body adjustment (heals 2d12), brain lock (180 ft., Conc. + 1 round, Will 14), force screen (+5 shield bonus)
    -----
    Abilities Str 16, Dex 13, Con 14, Int 6, Wis 12, Cha 14
    SQ naturally psionic
    Feats Alertness, Toughness, Weapon Focus (tentacle)
    Skills Hide -1, Listen +6, Spot +6
    -----
    Constrict (Ex): An otyugh deals automatic tentacle damage with a successful grapple check.

    Disease (Ex): Filth fever—bite, Fortitude DC 16, incubation period 1d3 days; damage 1d3 Dexterity and 1d3 Constitution. The save DC is Constitution-based.

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

    Skills: An otyugh has a +8 racial bonus on Hide checks when in its lair, due to its natural coloration.

    Swarm-Shifter Undead Fiendish Dire Weasel; CR 3

    NE Medium undead (extraplanar, shapechanger)
    Init +4; Senses darkvision 60 ft., low-light vision, scent, Listen +3, Spot +5
    -----
    AC 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
    hp 19 (3 HD)
    Undead Traits immune to ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, sleep effects, stunning
    Resist cold 5, fire 5
    Fort +1, Ref +5, Will +4
    -----
    Speed 40 ft. (8 squares)
    Melee bite +5 (1d6+3)
    Space 5 ft.; Reach 5 ft.
    Base Atk +1; Grp +3
    Atk Options attach, blood drain, smite good 1/day (+3 damage), swarm form
    -----
    Abilities Str 14, Dex 19, Con --, Int 3, Wis 12, Cha 11
    Feats Alertness, Stealthy, Weapon Finesse (B)
    Skills Hide +8, Listen +3, Move Silently +8, Spot +5
    -----
    Attach (Ex): A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.

    Blood Drain (Ex): A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.

    Swarm Form (Su): Standard action; changing form heals 3 hit points.

    Swarm of Undead Parts Form
    NE Tiny undead (extraplanar, shapechanger, swarm)
    Init +5; Senses darkvision 60 ft., low-light vision, scent, Listen +3, Spot +5
    -----
    AC 19 (+2 size, +5 Dex, +2 natural), touch 17, flat-footed 14
    Swarm Traits immune to spells that target a specific number of creatures (including single target spells)
    Resist cold 5, fire 5
    Fort +1, Ref +5, Will +4; -10 on saves vs. spells or abilities that affect an area
    -----
    Speed 20 ft. (4 squares), fly 20 ft. (poor)
    Melee swarm (2d6 plus fear)
    Space 10 ft.; Reach 0 ft.
    Atk Options distraction, fear, smite good 1/day (+3 damage)
    -----
    Abilities Str 10, Dex 21, Con --, Int 3, Wis 12, Cha 11
    Feats Alertness, Stealthy, Weapon Finesse (B)
    Skills Hide +17, Listen +3, Move Silently +9, Spot +5
    -----
    Distraction (Ex): Any living creature vulnerable to a swarm's damage that begins its turn with the swarm in its square is nauseated for 1 round (Fort DC 11). Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check.

    Fear (Su): A creature damaged by a parts swarm must make a Will save (DC 11) or be frightened for 1d4 rounds. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
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  • #72
    Boingy! Boingy! COPPER SUBSCRIBER
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    Lava Children Squad

    I used this mob of monsters in a recent adventure. They worked pretty well.

    Tunk, Lava Child Fighter 5; CR 8

    LE Medium elemental (fire)
    Init +5; Senses darkvision 60 ft., Listen +8, Spot +8
    Languages Common, Ignan
    -----
    AC 19 (+1 Dex, +2 deflection, +6 natural), touch 13, flat-footed 18; Dodge, Mobility
    hp 72 (9 HD)
    Elemental Traits immune to critical hits, flanking, poison, sleep effects, paralysis, stunning
    Immune earth magic, fire, metal
    Vulnerability air and water spells, cold
    Fort +8, Ref +8, Will +3
    -----
    Speed 30 ft. (6 squares)
    Melee 2 claws +13 (1d4+6) and bite +10 (1d6+2)
    Space 5 ft.; Reach 5 ft.
    Base Atk +8; Grp +12
    Atk Options improved grab, tear
    -----
    Abilities Str 18, Dex 13, Con 16, Int 10, Wis 12, Cha 8
    Feats Dodge (B), Improved Initiative, Lightning Reflexes, Mobility, Multiattack, Weapon Focus (claws) (B), Weapon Specialization (claws) (B)
    Skills Climb +9, Jump +9, Listen +8, Spot +8
    Possessions oil of darkness, potion of aid, potion of fly, ring of protection +2, quartz piece necklace (50 gp)

    Lava Child; CR 3 (x6)

    Various E Medium elemental (fire)
    Init +4; Senses darkvision 60 ft., Listen +7, Spot +7
    Languages Common, Ignan
    -----
    AC 16 (+6 natural), touch 10, flat-footed 16
    hp 22 (4 HD)
    Elemental Traits immune to critical hits, flanking, poison, sleep effects, paralysis, stunning
    Immune earth magic, fire, metal
    Vulnerability air and water spells, cold
    Fort +2, Ref +4, Will +1
    -----
    Speed 30 ft. (6 squares)
    Melee 2 claws +4 (1d4+1) and bite +2 (1d6)
    Space 5 ft.; Reach 5 ft.
    Base Atk +3; Grp +4
    Atk Options improved grab, tear
    -----
    Abilities Str 13, Dex 11, Con 13, Int 10, Wis 11, Cha 11
    Feats Improved Initiative, Multiattack
    Skills Listen +7, Spot +7
    Possessions Each lava child has a two stones of sound burst and a potion of cure moderate wounds.

    Common Lava Child Abilities

    Fire Subtype (Ex): Fire immunity, +50% damage from cold.

    Improved Grab (Ex): To use this ability, a lava child must hit a Medium-size or smaller creature with a claw attack.

    Immune to Earth Magic (Ex): Lava children are immune to all spells of the Earth subtype.

    Immune to Metal (Ex): Lava children are completely immune to any metal object and its effects (e.g., swords, armor, doors, walls). Metal simply passes through the lava children as though they did not exist. All attacks made against metal-armored foes are considered touch attacks as the lava child’s attacks simply pass through the metal armor.

    Tear (Ex): A lava child automatically hits a held opponent with all its melee attacks each round it maintains the hold.

    Vulnerabilities (Ex): Lava children take one extra point of damage per caster level from spells of the Air or Water subtype.

    Stone of Sound Burst

    You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread takes 1d8 points of sonic damage and must make a DC 15 Fortitude save or be stunned for 1 round and deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.
    .....Faint evocation [sonic]; CL 3rd; Craft Wondrous Item, sound burst, creator must have 5 ranks in Craft (alchemy); Price 330 gp.; Weight 1 lb.
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  • #73
    Boingy! Boingy! COPPER SUBSCRIBER
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    Burratino & Hutjin

    Here're two more bad guys from a recent adventure I ran. They were part of a larger group of bounty hunters that included the lava children from the previous post, a goblin warlock, and an efreeti. The quasit and the goblin warlock escaped from the PCs.

    Burratino, Half-Fiendish Puppeteer Psion (Nomad) 5; CR 8

    LE Fine outsider (native, psionic)
    Init +2; Senses blindsight 60 ft.
    Languages telepathy 20 ft.
    -----
    AC 24 (+8 size, +5 Dex, +1 natural), touch 23, flat-footed 19
    hp 27 (6 HD); DR 5/magic
    Immune poison
    Resist acid 10, cold 10, electricity 10, fire 10
    SR 16
    Fort +4, Ref +8, Will +11
    -----
    Speed 5 ft. (1 square), fly 5 ft. (average)
    Melee bite +7 (1d2-4), or
    Ranged Touch crystal shard +16 (1d6 per 1 pp, 35 ft.), or
    Ranged Touch energy push +16 (2d6+2 cold plus push 5 ft. + 5 ft./5 damage, 150 ft., +2 pp adds 1d6 and +1 save DC)
    Space 1/2 ft.; Reach 0 ft.
    Base Atk +3; Grp -17
    Atk Options dominate host, Empower Power (+2 pp), smite good (1/day, +6 damage), Split Psionic Ray (+2 pp)
    Psi-Like Abilities (ML 1st):
    3/day - detect psionics, mental barrier, psionic charm (Will 16)
    Spell-Like Abilities (CL 6th):
    3/day - darkness
    1/day - desecrate, unholy blight (Will 19 partial)
    Psionic Powers (40 pp, ML 5th):
    3rd (5 pp) - psionic blast* (Will 19)
    2nd (3 pp) - dimension swap*, energy push* (Ref or Fort 18 half), psionic knock, psionic levitate, psionic lock
    1st - (1 pp) - burst, crystal shard*, deja vu* (Will 17), force screen*, psionic grease*
    * Augmentable power.
    -----
    Abilities Str 2, Dex 20, Con 12, Int 23, Wis 20, Cha 20
    SQ hide mind, host protection
    Feats Combat Manifestation, Empower Power (B), Iron Will, Psionic Body, Split Psionic Ray (B)
    Skills Concentration +8 (+12 to manifest defensively), Hide +19, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (the planes) +13, Knowledge (psionics) +13, Listen +12, Move Silently +9, Psicraft +15, Search +10, Sense Motive +11, Spot +12, Survival +12 (+14 underground or on other planes), Swim +3
    -----
    Hide Mind (Su): A puppeteer cannot be identified as psionic by divination spells or clairsentience powers.

    Host Protection (Ex): A puppeteer in control of a host is treated as an attended magic item for the purpose of making saving throws even if the puppeteer is specifically targeted. Also a puppeteer attached to its host is treated as in a grapple for the purpose of striking at the puppeteer instead of the host. Furthermore, Burratino is treated as its host's size for purposes of energy push.

    Hutjin, Advanced Quasit Horizon Walker 6; CR 8

    CE Tiny outsider (chaotic, evil, extraplanar)
    Init +3; Senses darkvision 120 ft., Listen +17, Spot +17
    Languages Abyssal, Common
    -----
    AC 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15
    hp 65 (10 HD); DR 5/cold iron or good; fast healing 2
    Immune poison
    Resist fire 20
    Fort +11, Ref +9, Will +6
    -----
    Speed 20 ft., fly 50 ft. (perfect) (10 squares)
    Melee 2 claws +13 (1d3 plus poison) and bite +8 (1d4), or
    Melee (terrain mastery) 2 claws +14 (1d3+1 plus poison) and bite +9 (1d4+1), or
    Ranged Tiny +1 magebane composite longbow* +15/+10 (1d4+1/x3, range increment 110 ft.)
    Ranged (terrain mastery) Tiny +1 magebane composite longbow* +16 (1d4+2/x3, range increment 110 ft.)
    ...* Add +2 to attack rolls and 2d6+2 to damage against creatures with arcane spells or spell-like abilities.
    Space 2-1/2 ft.; Reach 0 ft.
    Base Atk +10; Grp +2
    Atk Options poison, terrain mastery (fiery, forest, hills, marsh, plains, underground)
    Spell-Like Abilities (CL 6th; saves are Charisma-based):
    At will - detect good, detect magic, invisibility (self only)
    1/day - cause fear (as the spell, except that its area is a 30-foot radius from the quasit, Will DC 14)
    1/week - commune to ask six questions (CL 12th)
    Possessions Tiny +1 magebane composite longbow, quiver of arrows, ruby and gold bracelet (worn as a belt) (250 gp)
    -----
    Abilities Str 10, Dex 16, Con 14, Int 14, Wis 10, Cha 16
    SQ alternate form
    Feats Endurance, Negotiator, Track, Weapon Finesse
    Skills Bluff +10, Diplomacy +20, Disguise +3 (+5 acting), Hide +28, Intimidate +12, Knowledge (geography) +9, Listen +17, Move Silently +20, Search +9, Sense Motive +2, Spellcraft +9, Spot +17, Survival +6 (+8 to follow tracks, avoid getting lost, or avoid natural hazard)
    -----
    Alternate Form (Su): A quasit can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that a quasit does not regain hit points for changing form, and any individual quasit can assume only one or two forms no larger than Medium. This quasit's forms include bat and toad. A quasit in alternate form loses its poison attack.

    Poison (Ex): Injury, Fortitude DC 15, initial damage 1d4 Dexterity, secondary damage 2d4 Dexterity. The save DC is Constitution-based and includes a +2 racial bonus.
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  • #74
    Boingy! Boingy! COPPER SUBSCRIBER
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    Advanced Half-Dragon Tyrannosaurus

    It's been a while since I updated this thread. Here're a mated pair of monsters ready to devastate the countryside. Drop these baddies into a swampy lair, and you've got two Huge monsters with some real cat-and-mouse potential.

    DM: The great winged lizard [lots of dice rolling] swallows the cleric whole. It then dives into the water and swims beneath the brackish surface.

    Party (in unison): Holy crap!


    Advanced Half-Dragon Tyrannosaurus; CR 16 (x2)

    CE Huge dragon
    Init +6; Senses darkvision 60 ft., low-light vision, scent, Listen +26, Spot +26
    -----
    AC 19 (-2 size, +2 Dex, +9 natural), touch 10, flat-footed 17; Dodge, Mobility
    hp 453 (36 HD)
    Immune acid, sleep, paralysis
    Fort +27, Ref +22, Will +14
    -----
    Speed 40 ft. (8 squares), fly 80 ft. (average)
    Melee 2 claws +39 (1d8+14) and bite +34 (3d6+7)
    Melee (Power Attack) 2 claws +19 (1d8+34) and bite +14 (3d6+17)
    Space 15 ft.; Reach 10 ft.
    Base Atk +27; Grp +49
    Atk Options breath weapon (1/day), improved grab, Improved Overrun, Power Attack, Spring Attack, swallow whole
    -----
    Abilities Str 38, Dex 14, Con 24, Int 4, Wis 15, Cha 12
    Feats Alertness, Dodge, Improved Initiative, Improved Natural Attack (bite), Improved Overrun, Mobility, Power Attack, Run, Spring Attack, Toughness (3), Track
    Skills Climb +20, Hide +20, Jump +18 (+22 with running start), Listen +26, Spot +26, Swim +20, Survival +15
    -----
    Breath Weapon (Su): 1/day - 60-foot line of acid, 6d8 points of acid damage, Reflex half 35.

    Improved Grab (Ex): To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller 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 try to swallow the foe the following round.

    Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

    Skills: A tyrannosaurus has a +2 racial bonus on Listen and Spot checks.
    Last edited by Mark Chance; Monday, 24th November, 2008 at 02:52 AM.
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  • #75
    Boingy! Boingy! COPPER SUBSCRIBER
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    Bunnies & Zombies

    The dust bunny was a suggestion from a friend. I've used the questing zombies in a 1st-level adventure. They worked well enough, and the create spawn ability caught the players off-guard.

    Dust Bunny; CR 1/4

    NE Tiny Undead (Shapechanger)
    Init +2; Senses darkvision 60 ft., scent, Listen +2, Spot +2
    -----
    AC 14 (+2 size, +2 Dex), touch 14, flat-footed 12; Dodge, Mobility
    hp 1 (1/4 HD)
    Immune ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, sleep effects, stunning
    Fort +0, Ref +2, Will +3
    -----
    Speed 30 ft. (6 squares)
    Melee bite +4 (1d3-4)
    Space 2-1/2 ft.; Reach 0 ft.
    Base Atk +0; Grp -12
    Atk Options swarm form
    -----
    Abilities Str 2, Dex 15, Con --, Int 2, Wis 12, Cha 2
    Feats Dodge (B), Mobility (B), Weapon Finesse
    Skills Listen +2, Hide +15, Jump +9, Spot +2
    -----
    Environment any
    Organization solitary, pair, or warren (5-20)
    -----

    Dust Bunny Tomb Dust Form
    NE Fine Undead (Shapechanger, Swarm)
    Init +4; Senses darkvision 60 ft., scent, Listen +2, Spot +2
    -----
    AC 22 (+8 size, +4 Dex), touch 22, flat-footed 18; Dodge, Mobility
    hp 1 (1/4 HD)
    Immune as above plus immune to weapon damage
    Fort +0, Ref +2, Will +3
    -----
    Speed Fly 60 ft. (12 squares) (perfect)
    Melee swarm (1d4)
    Space 10 ft.; Reach 0 ft.
    Base Atk +0; Grp --
    Atk Options distraction
    -----
    Abilities Str 1, Dex 19, Con --, Int 2, Wis 12, Cha 2
    Feats Dodge (B), Mobility (B)
    Skills Listen +2, Hide +25, Spot +2
    -----
    Distraction (Ex): Any living creature vulnerable to a swarm's damage that begins its turn with the swarm in its square is nauseated for 1 round (Fort save DC 10 negates). Even with a successful save, spellcasting or concentrating on a spell within the area of a swarm requires a DC 20 + spell level Concentration check. Using skills that require patience or concentration requires a DC 20 Concentration check.

    Hive Mind (Ex): In swarm form, a dust bunny is immune to any spell or effect that targets a specific number of creatures, except for effects that specifically affect the undead.

    Scent (Ex): Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

    Swarm Form (Su): Changing shape to or from tomb dust form is a standard action.

    Skills: Dust bunnies have a +4 racial bonus on Hide and a +8 racial bonus on Jump checks. Dust bunnies use their Dexterity modifier for Jump checks. In tomb dust form, a dust bunny has a +10 Disguise bonus to appear as inanimate dust.


    Questing Zombie; CR 1/2

    NE Medium Undead
    Init -1; Senses darkvision 60 ft., scent
    -----
    AC 11 (-1 Dex, +2 natural), touch 9, flat-footed 11
    hp 9 (1 HD); DR 5/slashing
    Immune ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, sleep effects, stunning
    Fort +0, Ref -1, Will +2
    -----
    Speed 30 ft. (6 squares) (can't run)
    Melee slam +1 (1d3+1)
    Space 5 ft.; Reach 5 ft.
    Base Atk +0; Grp +5
    Atk Options bite, create spawn, improved grab
    -----
    Abilities Str 12, Dex 8, Con --, Int 5, Wis 10, Cha 1
    Feats Toughness, Track (B)
    Skills Survival +4
    -----
    Bite (Ex): A questing zombie deals 1d4+1 points of damage with a successful grapple check.

    Create Spawn (Su): A humanoid creature killed by a questing zombie's bite rises again as questing zombie in 1d4 rounds. The spawned questing zombie has the same mission as the one that created it, but it is not otherwise under the control of caster who created the questing zombies in the first place.

    Improved Grab (Ex): To use this ability, a questing zombie must hit with a slam attacks. 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 bite. A questing zombie has a +4 racial bonus on grapple checks.

    Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

    Creating a Questing Zombie: Animate dead can be used to create questing zombies. The normal spell rules apply, but animate dead creates only half as many questing zombies as it does normal zombies. Apply the zombie template as normal, but do not double Hit Dice. All questing zombies have an Intelligence of 5 and appropriate skill points. Survival is a questing zombie's only class skill. All questing zombies have Track as a bonus feat as well as the bite, create spawn, improved grab, and single actions only features. Note that a questing zombie's slam attack isn't as powerful as a normal zombie's.

    Evil clerics and necromancers often use questing zombies to track down and retrieve or punish a specific target. Since questing zombies are somewhat intelligent, they can understand and follow more complex instructions than a normal zombie.
    Last edited by Mark Chance; Friday, 28th November, 2008 at 02:57 PM.
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  • #76
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    Fiend Folio A

    I recently picked up a copy of the original Fiend Folio at Half-Price Books for a mere $8 US. It's about time I replaced my copy, which was lost when I moved from Fort Bragg to Schofield Barracks waaay back in the late 80s. Of course, I just had to update a few to 3.5. Please keep in mind that I'm not trying to exactly replicate these old classics within the newer game system.

    Aarakocra; CR 1/2

    The aarakocra are a race of intelligent monstrous avian humanoids. An aarakocra stands about 5 feet tall, but it has a wingspan of nearly 20 feet. Its wings/arms sport vicious claws that the creature can use in combat. Aarakocra prefer to fight while airborne, wielding shortspears in their taloned feet. An aarakocra's feet are as functional as a human hand. Aarakocra speak their own language and Auran. More intelligent ones often speak Common. Aarakocra leaders are usually druids.

    Usually NE Medium Monstrous Humanoid
    Init +3; Senses darkvision 60 ft., low-light vision; Listen +6, Spot +4
    -----
    AC 13 (+3 Dex), touch 13, flat-footed 10
    hp 6 (1 HD)
    Resist cold 5
    Fort +2, Ref +5, Will +2
    -----
    Speed 15 ft. (3 squares), fly 90 ft. (average); Flyby Attack
    Melee 2 wing claws +2 (1d3+1), or
    Melee shortspear +2 (1d6+1), or
    Ranged shortspear +4 (1d6+1, range increment 20 ft.)
    Space 5 ft.; Reach 5 ft. (10 ft. with wing claws)
    Base Atk +1; Grp +2
    Atk Options dive attack, summon air elemental
    -----
    Abilities Str 13, Dex 16, Con 14, Int 10, Wis 10, Cha 11
    SQ claustrophobia, wing claws
    Feats Flyby Attack
    Skills Listen +6, Spot +4
    -----
    Environment any mountains
    Organization solitary, pair, flight (3-10), or tribe (11-30 plus 150% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd-5th level)
    Treasure standard
    Advancement by character class
    -----
    Claustrophobia (Ex): An aarakocra suffers a -2 morale penalty to attack rolls and Will saves when in any enclosed area smaller than a 20-foot cube.

    Dive Attack (Ex): When executing charge attack while flying, an aarakockra inflicts double damage with its weapon.

    Summon Air Elemental (Su): Any five aarakocra within 10 feet of each other can perform an intricate dance that takes three rounds to complete. At the end of the third round on the aarakocra's initiative, the dance ritual summons a Medium air elemental (as summon nature's ally IV cast by a 7th-level druid).

    Wing Claws (Ex): An aarakocra has 10 feet of reach with its wing claws. It cannot use these natural weapons while flying.

    Skills: An aarakocra has a +2 racial bonus on Listen checks. It has exceptionally keen eyesight, suffering a -1 penalty to Spot checks per 25 feet of distance.


    Adherer; CR 3

    This curious creature bears a close resemblance to a mummy: man-sized and with loose folds of dirty white skin which appear on first sight to be a mummy's bandages. The creature's skin constantly exudes a sour-smelling glue-like substance with very powerful adhesive properties.

    Usually LE Medium Magical Beast
    Init +1; Senses darkvision 60 ft., low-light vision; Listen +5, Spot +5
    -----
    AC 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
    hp 26 (4 HD); DR 5/--
    SR 20 (versus 0- and 1st-level spells only)
    Vulnerability fire
    Fort +5, Ref +5, Will +2
    -----
    Speed 20 ft. (4 squares)
    Melee slam (1d3)
    Space 5 ft.; Reach 5 ft.
    Base Atk +4; Grp +4
    Atk Options adhesion, camouflage
    -----
    Abilities Str 11, Dex 12, Con 13, Int 4, Wis 12, Cha 8
    Feats Alertness, Stealthy
    Skills Hide +4, Listen +5, Move Silently +5, Spot +5
    -----
    Environment any temperate
    Organization solitary or pack (2-4)
    Treasure standard
    Advancement 5-8 HD (Medium); 9-12 HD (Large)
    -----
    Adhesion (Ex): Any material except stone adheres to the adherer upon contact. Weapons (including natural weapons) stick to an adherer unless the wielder makes a DC 13 Reflex save. If the weapon adheres, it inflicts one-half damage. An object or victim stuck to an adherer can be pulled free with a DC 18 Strength check.

    Anyone struck by adherer's slam attack must also make a DC 13 Reflex save or become stuck to the monster. Each round thereafter on the adherer's turn, it makes a grapple check as a free action. If successful, the stuck victim provides cover to the adherer. Attacks that miss the adherer by cover may hit the stuck victim as well. Note that the victim is treated as grappled, but the adherer is not. After an adherer uses its slam to trap a victim, it cannot use its slam attack against another target.

    An adherer can release a stuck object or victim as a move action. The adhesive properties of its secretions fade 1d6+4 minutes after the creature's death.

    The Reflex save and Strength DCs are Constitution-based, and the DC to force a stuck object free has a +5 racial bonus.

    Camouflage (Ex): An adherer can roll in the dirt to get sticks, leaves, and other debris to stick to it. Once so camouflaged, it can remain still in order to ambush a victim. The adherer gains a +10 circumstance bonus to Hide checks as a result.


    Algoid; CR 5

    This creature appears as a green humanoid with coarse, rough features. Its appearance is misleading, however; it is in fact a colony of algae which, assembled in this form, has developed some mobility and a rudimentary intelligence.

    Usually CN Medium Plant (Psionic)
    Init +1; Senses low-light vision, Listen +7, Spot +7
    -----
    AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
    hp 32 (5 HD); DR 10/magic or bludgeoning
    Immune all mind-affecting effects, critical hits, electricity, fire, paralysis, poison, polymorph, sleep, stunning
    PR 15
    Fort +6, Ref +2, Will +2
    -----
    Speed 15 ft. (3 squares), swim 15 ft.
    Melee 2 slams +7 (1d6+4)
    Melee (Power Attack) 2 slams +4 (1d6+7)
    Space 5 ft.; Reach 5 ft.
    Base Atk +3; Grp +7
    Atk Options animate trees, mind thrust (1/day)
    -----
    Abilities Str 18, Dex 12, Con 15, Int 4, Wis 12, Cha 12
    SQ naturally psionic
    Feats Alertness, Power Attack
    Skills Listen +7, Spot +7, Swim +12
    -----
    Environment temperate marsh
    Organization solitary, pair, or gang (3-6)
    Treasure standard
    Advancement 6-10 HD (Medium); 11-15 HD (Large)
    -----
    Animate Trees (Sp): An algoid can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as an algoid in all respects. Animated trees lose their ability to move if the algoid that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak spell (caster level 12th). Animated trees have vulnerability to fire.

    Mind Thrust (Ps): 35-foot range, targets one creature, 5d10 points of damage, Will 14 negates.

    Naturally Psionic: A phrenic creature gains 1 bonus power point.


    Al-mi'raj; CR 1/3

    The al-mi'raj generally roams pastures and woodlands. Its lair is usually a small cave just below ground. The creature resembles a large yellow hare with a long black horn protruding forwards from the center of its forehead.

    Always N Small Animal
    Init +4; Senses low-light vision, scent, Listen +9, Spot +4
    -----
    AC 15 (+1 size, +4 Dex), touch 14, flat-footed 11
    hp 4 (1 HD)
    Fort +2, Ref +6, Will +1
    -----
    Speed 45 ft. (9 squares)
    Melee gore +5 (1d4)
    Space 5 ft.; Reach 5 ft.
    Base Atk +0; Grp -3
    -----
    Abilities Str 10, Dex 18, Con 11, Int 2, Wis 12, Cha 8
    Feats Alertness, Weapon Finesse (B)
    Skills Jump +10, Listen +9, Spot +4
    -----
    Environment temperate plains and woodlands
    Organization solitary, pair, or group (3-18)
    Treasure standard
    Advancement 2-3 HD (Small)
    -----
    Skills: An al-mi'raj has a +4 racial bonus on Jump and Listen checks.

    Al-mi'raj Animal Companions: A character with the animal companion class feature may choose an al-mi'raj as an animal companion.


    Apparation

    This ghastly undead creature exists mainly on the Ethereal Plane. An apparation is created in the same manner as a ghost, but it uses the following for special attacks rather than those listed under the ghost template.

    Special Attacks: An apparition retains all the special attacks of the base creature, although those relying on physical contact do not affect non-ethereal creatures. The apparition also gains a manifestation ability plus one to three other special attacks as described below. The save DC against a special attack is equal to 10 + 1/2 ghost’s HD + apparition's Cha modifier unless otherwise noted.

    Corrupting Touch (Su): An apparition that hits a living target with its incorporeal touch 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.

    Frightful Moan (Su): An apparition 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 mindaffecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

    Manifestation (Su): Every apparation has this ability. An apparition dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When an apparation manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested apparation 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 apparation can pass through solid objects at will, and its own attacks pass through armor. A manifested apparation always moves silently. A manifested apparation can strike with its touch attack or with a ghost touch weapon. A manifested apparation remains partially on the Ethereal Plane, where is it not incorporeal. A manifested apparation can be attacked by opponents on either the Material Plane or the Ethereal Plane. The apparation's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

    When a spellcasting apparation 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 apparation 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 apparation's touch spells don’t work on non-ethereal targets. A apparation has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

    Phantasmal Killer (Su): An apparition can target a victim with phantasmal killer as if cast by a 9th-level wizard. It can use this ability once per day per point of Charisma bonus.

    Shadow Conjuration (Su): An apparition can use shadow conjuration as if it were a 9th-level wizard. It can use this supernatural ability once per day per point of Charisma bonus.

    Shadow Evocation (Su): An apparition can use shadow evocation as if it were a 9th-level wizard. It can use this supernatural ability once per day per point of Charisma bonus.


    Assassin Bug; CR 1/2

    Resembling giant bluebottle flies with four limbs -- miniature arms and legs -- the assassin bugs are rarely seen except during their mating season (one day in every two months). Males and females hunt in pairs for a host in which the female's eggs can be implanted. Assassin bugs prefer human hosts for their eggs, but any humanoid will do.

    Always N Small Magical Beast
    Init +3; Senses darkvision 60 ft., low-light vision, Listen +3, Spot +7
    -----
    AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
    hp 6 (1 HD)
    Fort +3, Ref +5, Will +1
    -----
    Speed 15 ft. (3 squares), climb 15 ft., fly 45 ft. (average)
    Melee bite +1 (1d4 plus poison)
    Space 5 ft.; Reach 5 ft.
    Base Atk +1; Grp -3
    Atk Options implantation (females only), poison (males only)
    -----
    Abilities Str 10, Dex 16, Con 12, Int 2, Wis 12, Cha 6
    Feats Flyby Attack
    Skills Climb +8, Listen +3, Spot +7
    -----
    Environment temperate plains
    Organization solitary or pair
    Treasure none
    Advancement 2-3 HD (Small)
    -----
    Implantation (Ex): As a full-round action that provokes attacks of opportunity, a female assassin bug can implant its eggs into a helpless target. Implantation inflicts 1 point of damage. The female dies 1d4 rounds after implanting her eggs.

    The eggs hatch 1d12+12 hours after implantation, producing numerous larvae within the host's bloodstream. Larval infestation appears to be a disease, but remove disease cannot cure it. A cure serious wounds or higher level healing spell permits a new Fortitude save with a bonus equal to the healing spell's level. Otherwise, treat the host as if he were diseased.

    If the host dies from the "disease," the larvae continue to consume the body from the inside. 2d6+2 days after implantation, the larvae burrow out of the body (living or dead) and attempt to wriggle away. This inflicts 1d6+6 points of damage to a living host. Larvae metamorphose into fully grown assassin bugs 1d4+1 minutes later.

    Implantation "Disease": Fortitude DC 11, incubation period 1d12+12 hours; damage 1d3 Strength and 1d3 Constitution. The save DC is Constitution-based. Against humans, the save DC has a +2 racial bonus (not figured into the save DC listed above).

    Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage is paralyzation for 1d4 hours. The save DC is Constitution-based. Against humans, the save DC has a +2 racial bonus (not figured into the save DC listed above). Only male assassin bugs have poison.

    Skills: Assassin bugs have a +4 racial bonus on Spot checks. Assassin bugs have a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.


    Astral Searcher; CR 3

    Astral searchers -- shells of nebulous humanoid shape -- are created by concentrated and/or traumatic humanoid thought. Violent deaths, spells cast while on the Astral Plane, and astral combat often result in the creation of astral searchers (quite often unknown to their creator or source). Driven by their past connection with material beings, astral searchers seek material bodies with complete singleness of purpose. Wandering the Astral Plane, they search for weak points in the fabric connecting the Astral to the Material, waiting for the stress lines to become collinear so that they can pass through and possess the living.

    Always CE Medium Construct (Extraplanar, Incorporeal)
    Init +0; Senses darkvision 60 ft., low-light vision, Listen +5, Spot +5
    -----
    AC 11 (+1 deflection), touch 11, flat-footed 11
    hp 31 (2 HD)
    Immune ability damage, ability drain, all mind-affecting effects, any effect that requires a Fort saves (unless the effect also works on objects or is harmless), critical hits, death and necromancy effects, disease, energy drain, exhaustion, fatigue, massive damage, nonlethal damage, paralysis, poison, sleep, stunning
    SR 15
    Fort +1, Ref +1, Will +1
    -----
    Speed fly 30 ft. (perfect)
    Melee Touch touch +1 (1d6 cold)
    Space 5 ft.; Reach 5 ft.
    Base Atk +1; Grp --
    Atk Options possession
    -----
    Abilities Str --, Dex 11, Con --, Int 8, Wis 10, Cha 13
    Feats Alertness
    Skills Listen +5, Spot +5
    -----
    Environment Astral Plane
    Organization mob (4-24)
    Treasure none
    Advancement 3-6 HD (Medium)
    -----
    Possession (Su): Once per round while on the Material Plane, an astral searcher can merge its body with a humanoid. This ability is similar to a magic jar spell (caster level 10th), except that it does not require a receptacle. To use this ability, the astral searcher must try move into the target’s space; moving into the target’s space to use the possession ability does provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + astral searcher's Cha modifier). A creature that successfully saves is immune to that same astral searcher's possession for 24 hours. If the save fails, the astral searcher vanishes into the target’s body.
    Last edited by Mark Chance; Wednesday, 24th December, 2008 at 02:26 PM.
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    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

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    Three Nifty Foes

    I decided to take a break from converting Fiend Folio monsters. Here're some nifty foes. With the advanced elite crysmal, I upped its manifester level even though this move isn't justified by simply adding HD. I bumped its CR as a result. The gravetouched ghoul and umbral creature templates come from Libris Mortis. I could see using the undead nymph below as a BBEG lairing at the heart of a corrupted forest. Perhaps the umbral pseudodragon could serve as her "animal" companion.

    Advanced Elite Crysmal; CR 9

    LE Large Elemental (Earth, Psionic)
    Init +2; Senses darkvision 60 ft., Listen +9, Spot +17
    Language Terran (but does not speak)
    -----
    AC 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
    hp 153 (18 HD); DR 5/bludgeoning
    Immune cold, critical hits, fire, flanking, paralysis, poison, sleep, stunning
    Resist electricity 15
    Fort +15, Ref +10, Will +7
    -----
    Speed 30 ft. (6 squares), burrow 20 ft.
    Melee sting +19 (1d8+10), or
    Melee (Power Attack) sting +6 (1d8+23)
    Space 10 ft.; Reach 10 ft.
    Base Atk +13; Grp +24
    Atk Options Power Attack, Psionic Fist (+2d6 damage), Stand Still
    Psi-Like Abilities (ML 14th):
    At will - control object, control sound, detect psionics, empty mind* (+8 Will saves), mind thrust* (1410, Will DC 21)
    3/day - psionic dimension door* (move action)
    Saves are Charisma-based. *Includes augmentation for manifester level.
    -----
    Abilities Str 24, Dex 15, Con 18, Int 10, Wis 13, Cha 19
    Feats Alertness, Lightning Reflexes, Narrow Mind, Power Attack, Psionic Fist, Psionic Meditation, Stand Still
    Skills Appraise +13, Climb +13, Concentration +11 (+15 to become psionically focused), Jump +12, Listen +9, Spot +17
    -----
    Skills: +8 racial bonus to Appraise and Spot checks.


    Gravetouched Ghoul Advanced Elite Nymph; CR 10

    CE Medium Undead (Augmented Fey)
    Init +4; Senses darkvision 60 ft., low-light vision, Listen +15, Spot +20
    Languages Common, Sylvan
    -----
    AC 24 (+4 Dex, +8 deflection, +2 natural), touch 22, flat-footed 20; Dodge
    hp 78 (12 HD); DR 10/cold iron; 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-affecting effects, nonlethal damage, paralysis, poison, sleep, stunning
    Fort +12, Ref +20, Will +23
    -----
    Speed 30 ft. (6 squares), swim 20 ft.
    Melee dagger +10 (1d4+2) and bite +8 (1d6+1 plus disease and paralysis), or
    Melee bite +10 (1d6+2 plus disease and paralysis) and 2 claws +8 (1d4+1 plus paralysis)
    Space 5 ft.; Reach 5 ft.
    Base Atk +6; Grp +8
    Atk Options blinding beauty, disease, paralysis (Fort DC 24, 1d4+1 rounds), stunning glance
    Spell-Like Abilities (CL 7th):
    1/day - dimension door
    Druid Spells Prepared (6/6/5/4/2, save DC 17 + spell level; CL 7th):
    4th - air walk, spike stones (Ref 21 partial)
    3rd - call lightning (Ref 20 half), greater magic fang, plant growth, poison (Fort 20)
    2nd - barkskin, cat's grace, resist energy (x2), summon swarm
    1st - entangle, faerie fire, longstrider, magic stone, produce flame (x2)
    0 - detect magic, flare (x2), guidance (x2), read magic
    -----
    Abilities Str 14, Dex 18, Con --, Int 18, Wis 24, Cha 27
    SQ unearthly grace, wild empathy +28
    Feats Combat Casting, Contagious Paralysis, Dodge, Multiattack (B), Track, Weapon Finesse
    Skills Concentration +20, Diplomacy +22, Escape Artist +14, Handle Animal +20, Heal +15, Hide +15, Knowledge (nature) +10, Listen +15, Move Silently +15, Ride +16, Sense Motive +17, Spot +20, Survival +12 (+14 in aboveground natural environments), Swim +10, Use Rope +4 (+6 with bindings)
    -----
    Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 24 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.

    Contagious Paralysis (Ex): Any creature paralyzed by the nymph can confer that paralysis to other creatures that touch it. Any creature touching a creature paralyzed by the nymph is immediately affected as if the nymph had delivered a paralyzing attack upon it (Fort DC 24 resists). If a creature successfull saves against her contagious paralysis, it can't be affected by it for 24 hours.

    Ghoul Fever (Su): Disease - bite, Fort DC 24, incubation period 1 day, damage 1d3 Con and 1d3 Dex.

    Paralysis (Ex): Elves have immunity to this paralysis.

    Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 24 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

    Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

    Wild Empathy (Ex): This ability works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check. A nymph can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the nymph and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A nymph can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

    Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.


    Umbral Advanced Elite Pseudodragon; CR 5

    CE Tiny Undead (Augmented Dragon, Incorporeal)
    Init +6; Senses blindsense 60 ft., darkvision 60 ft., low-light vision, Listen +11, Spot +11
    Language Common and Sylvan (telepathically within 60 ft.)
    -----
    AC 21 (+2 size, +6 Dex, +3 deflection), touch 21, flat-footed 15
    hp 26 (4 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-affecting effects, nonlethal damage, paralysis, poison, sleep, stunning
    SR 19
    Fort +1, Ref +7, Will +8
    -----
    Speed fly 40 ft. (8 squares) (perfect)
    Melee Touch touch +11 (1d3 Str damage)
    Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)
    Base Atk +2; Grp --
    Atk Options create spawn
    -----
    Abilities Str --, Dex 23, Con --, Int 8, Wis 18, Cha 16
    Feats Track, Weapon Finesse
    Skills Diplomacy +9, Hide +25 (+29 in forests or overgrown areas), Listen +11, Search +6, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks)
    -----
    Blindsense (Ex) [60’]: A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.

    Create Spawn (Su): Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control its killer in 1d4 rounds.

    Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.

    Skills: Pseudodragons have a chameleon-like ability that grants them a +4 racial bonus on Hide checks. In forests or overgrown areas, this bonus improves to +8.
    Last edited by Mark Chance; Friday, 26th December, 2008 at 11:26 PM.
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  • #78
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

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    Citanul the Winged Madness

    The flame paragon and mad savant templates come from Goodman Games's delightful Blackdirge's Dungeon Denizens (which apparently vanishes into the 4E pit of despair after 31 December). In order to get the bugbears to qualify for flame paragon, I tweaked their basic stats.

    Citanul serves some sort of nasty chaos god(dess), having been marked from an early age as a mad savant. A clan of flame paragon fire bugbears currently serve Citanul. This is not a subtle group of monsters. Rather, they're more of the pillage and burn variety of threat.


    Citanul the Winged Madness; CR 11

    Mad Savant Advanced Elite Manticore
    CE Huge Magical Beast (Chaotic)
    Init +2; Senses darkvision 60 ft., low-light vision, scent, Listen +19, Spot +19
    Language Common
    -----
    AC 23 (-2 size, +2 Dex, +2 insight, +9 natural, +2 armor), touch 12, flat-footed 21
    hp 207 (18 HD)
    Immune mind-affecting spells and effects
    Fort +17, Ref +15, Will +5
    -----
    Speed 30 ft. (6 squares), fly 50 ft. (clumsy); Flyby Attack, Hover, Snatch
    Melee 2 claws +30 (2d6+13 plus 1 point of Wis damage [Will 24]) and bite +28 melee (2d6+6 plus 1 point of Wis damage [Will 24]), or
    Ranged 6 spikes +20 (2d6+6 plus 1 point of Wis damage [Will 24]/19-20)
    Space 15 ft.; Reach 10 ft.
    Base Atk +18; Grp +39
    Atk Options psychotic burble
    Spell-Like Abilities (CL 18th):
    3/day - confusion (Quickened, Will 19), daze (Will 15), hideous laughter (Will 17)
    1/day - displacement (Quickened), crushing despair (Will 19), entropic shield, feeblemind (Will 20), insanity (Will 22), touch of idiocy
    -----
    Abilities Str 36, Dex 14, Con 22, Int 16, Wis 9, Cha 20
    SQ endure elements, prescient madness
    Feats Flyby Attack, Hover, Multiattack (B), Quickened Spell-Like Ability (confusion, displacement), Snatch, Track, Weapon Focus (spikes)
    Skills Bluff +10, Diplomacy +16, Intimidate +7, Knowledge (religion) +8, Listen +19, Sense Motive +9, Spot +19, Survival +10
    -----
    Possessions: amulet of endure elements, bracers of armor +2, plus another 2420 gp

    Amulet of Endure Elements: Once per day upon command, this amulet casts endure elements on its wearer.
    Faint abjuration; CL 3rd; Craft Wondrous Item, endure elements; Price 1,080 gp.
    -----
    Idiot’s Caress (Su): The mere touch of a mad savant can drain the sanity away from rational creatures. Any creature touched or struck with any of the mad savant’s natural attacks must make a DC 24 Will save or take 1 point of temporary Wisdom damage. The save DC is Charisma-based.

    Incomprehensible Mind (Ex): A mad savant is immune to all mind-affecting spells and effects.

    Prescient Madness (Su): The strange psychosis of the mad savant allows it to continually see a few moments into the future. This bizarre ability does not allow for any grandiose prognostications, but does increase the combat effectiveness of the mad savant by letting it see his opponents’ tactics a few seconds in advance. The mad savant receives a constant +1 insight bonus on attack rolls, a +2 insight bonus to AC, and a +2 insight bonus to Reflex saving throws. These bonuses are added to statistics above.

    Psychotic Burble (Su): Once per day, as a standard action, a mad savant can unleash a bubbling torrent of insanity upon his enemies, giving them a taste of the true madness that lives within its head. The psychotic burble bursts in a 60-ft. radius centered on the mad savant and all within the area of effect must make a DC 24 Will save or be confused as the spell for 5 rounds. Psychotic burble is a sonic mind-affecting compulsion effect. The save DC and duration are Charisma-based.

    Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period.

    Skills: Manticores have a +4 racial bonus on Spot checks.


    Flame Paragon Fire Bugbear Sorcerer 5; CR 9

    Usually CE Medium Humanoid (Fire, Goblinoid)
    Init +4; Senses darkvision 60 ft., scent, Listen +9, Spot +9
    Language Common, Goblin
    -----
    AC 18 (+4 Dex, +4 natural), touch 14, flat-footed 14; melt weapons
    hp 42 (8 HD)
    Immune fire
    Vulnerability cold
    Fort +4, Ref +8, Will +7
    -----
    Speed 30 ft. (6 squares)
    Melee slam +7 (1d3+3 plus 1d6 fire), or
    Ranged Touch spell +8
    Space 5 ft.; Reach 5 ft.
    Base Atk +4; Grp +6
    Atk Options aura of fatigue
    Spell-Like Abilities (CL 8th):
    3/day - burning hands (Ref 14 half), fireball (Ref 16 half)
    1/day - heat metal (Will 15), scorching ray
    Sorcerer Spells Known (CL 5th; save DC 13 + spell level):
    2nd (5/day) - ghoul touch (Fort 15), resist energy
    1st (7/day) - magic missile, ray of enfeeblement, shield, shocking grasp
    0 (6/day) - acid splash, detect magic, message, read magic, resistance, touch of fatigue (Fort 13)
    -----
    Abilities Str 14, Dex 18, Con 14, Int 14, Wis 14, Cha 16
    Feats Alertness, Combat Expertise, Weapon Focus (slam)
    Skills Concentration +10, Climb +7, Hide +9, Listen +9, Move Silently +13, Search +7, Spot +9
    -----
    Possessions amulet of natural armor +1, brooch of shielding, potion of cure serious wounds, plus 50 gp
    -----
    Aura of Fatigue (Ex): The flame paragon radiates an aura of oppressive heat that can fatigue nearby opponents. All creatures that do not have the fire subtype within 10 ft. of a flame paragon must make a DC 13 Fortitude save or become fatigued. Creatures in the area of effect must make a Fortitude saving throw each round to avoid becoming fatigued. Fatigued creatures remain so for as long as they stay within 10 ft. of the flame paragon and for 3 rounds after that. Any type of fire or heat resistance renders a creature immune to the aura of fatigue. The save DC and duration are Constitution-based.

    Burning Touch (Ex): Each of the flame paragon’s natural attacks deal 1d6 additional fire damage.

    Increased Cold Vulnerability (Ex): Flame paragons are incredibly vulnerable to cold based attacks, even more so than a standard fiery creature. Flame paragons take double damage from cold effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.

    Melt Weapons (Ex): The intense heat of a flame paragon’s body can melt or char weapons. Any melee weapon that strikes a flame paragon is allowed a DC 13 Fortitude save to avoid destruction. The save DC is Constitution-based.

    Skills: Bugbears have a +4 racial bonus on Move Silently checks.


    Flame Paragon Fire Bugbear Ranger 2; CR 6 (x2)

    Usually CE Medium Humanoid (Fire, Goblinoid)
    Init +4; Senses darkvision 60 ft., scent, Listen +8, Spot +8
    Language Common, Goblin
    -----
    AC 21 (+4 Dex, +4 armor, +3 natural), touch 14, flat-footed 17; melt weapons
    hp 37 (5 HD)
    Immune fire
    Vulnerability cold
    Fort +7, Ref +10, Will +4
    -----
    Speed 30 ft. (6 squares)
    Melee slam +7 (1d3+3 plus 1d6 fire), or
    Ranged masterwork mighty [+2] composite shortbow +9 (1d6+2/x3, 70 ft. range increment), or
    Ranged (Rapid Shot) masterwork mighty [+2] composite shortbow +7/+7 (1d6+2/x3, 70 ft. range increment)
    Space 5 ft.; Reach 5 ft.
    Base Atk +4; Grp +6
    Atk Options aura of fatigue, favored enemy (human) +2
    Spell-Like Abilities (CL 5th):
    3/day - burning hands (Ref 13 half)
    1/day - heat metal (Will 14), scorching ray
    -----
    Abilities Str 14, Dex 18, Con 17, Int 10, Wis 16, Cha 14
    SQ wild empathy +4
    Feats Alertness, Rapid Shot (B), Track (B), Weapon Focus (slam)
    Skills Climb +5, Hide +7, Listen +8, Move Silently +11, Search +3, Spot +8, Survival +9
    -----
    Possessions +1 studded leather, elixir of hiding, shield of faith +2, masterwork mighty [+2] composite shortbow, quiver with 20 arrows
    -----
    Aura of Fatigue (Ex): The flame paragon radiates an aura of oppressive heat that can fatigue nearby opponents. All creatures that do not have the fire subtype within 10 ft. of a flame paragon must make a DC 14 Fortitude save or become fatigued. Creatures in the area of effect must make a Fortitude saving throw each round to avoid becoming fatigued. Fatigued creatures remain so for as long as they stay within 10 ft. of the flame paragon and for 3 rounds after that. Any type of fire or heat resistance renders a creature immune to the aura of fatigue. The save DC and duration are Constitution-based.

    Burning Touch (Ex): Each of the flame paragon’s natural attacks deal 1d6 additional fire damage.

    Increased Cold Vulnerability (Ex): Flame paragons are incredibly vulnerable to cold based attacks, even more so than a standard fiery creature. Flame paragons take double damage from cold effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.

    Melt Weapons (Ex): The intense heat of a flame paragon’s body can melt or char weapons. Any melee weapon that strikes a flame paragon is allowed a DC 14 Fortitude save to avoid destruction. The save DC is Constitution-based.

    Skills: Bugbears have a +4 racial bonus on Move Silently checks.


    Flame Paragon Fire Bugbear; CR 3 (x20)

    Usually CE Medium Humanoid (Fire, Goblinoid)
    Init +3; Senses darkvision 60 ft., scent, Listen +5, Spot +5
    Language Common, Goblin
    -----
    AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; melt weapons
    hp 19 (3 HD)
    Immune fire
    Vulnerability cold
    Fort +3, Ref +6, Will +1
    -----
    Speed 30 ft. (6 squares)
    Melee slam +6 (1d3+4 plus 1d6 fire)
    Space 5 ft.; Reach 5 ft.
    Base Atk +2; Grp +5
    Atk Options aura of fatigue
    Spell-Like Abilities (CL 3rd):
    3/day - burning hands (Ref 11 half)
    1/day - heat metal (Will 12)
    -----
    Abilities Str 17, Dex 16, Con 15, Int 10, Wis 10, Cha 11
    Feats Alertness, Weapon Focus (slam)
    Skills Climb +6, Hide +6, Listen +5, Move Silently +7, Spot +5
    -----
    Aura of Fatigue (Ex): The flame paragon radiates an aura of oppressive heat that can fatigue nearby opponents. All creatures that do not have the fire subtype within 10 ft. of a flame paragon must make a DC 13 Fortitude save or become fatigued. Creatures in the area of effect must make a Fortitude saving throw each round to avoid becoming fatigued. Fatigued creatures remain so for as long as they stay within 10 ft. of the flame paragon and for 3 rounds after that. Any type of fire or heat resistance renders a creature immune to the aura of fatigue. The save DC and duration are Constitution-based.

    Burning Touch (Ex): Each of the flame paragon’s natural attacks deal 1d6 additional fire damage.

    Increased Cold Vulnerability (Ex): Flame paragons are incredibly vulnerable to cold based attacks, even more so than a standard fiery creature. Flame paragons take double damage from cold effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.

    Melt Weapons (Ex): The intense heat of a flame paragon’s body can melt or char weapons. Any melee weapon that strikes a flame paragon is allowed a DC 13 Fortitude save to avoid destruction. The save DC is Constitution-based.

    Skills: Bugbears have a +4 racial bonus on Move Silently checks.
    Grab those dice! Gird your loins! Tonight, evil loses! | Buy Spes Magna Games PDFs | Be a Spes Magna fan | Do you know Quid Novi?

  • #79
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

    Mark Chance's Avatar

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    ø Ignore Mark Chance

    The Scion Squad

    This is a group of pre-gen characters I did up for a recent one-shot. With a little tweaking, they could easily be a party of NPCs to challenge your players.

    The Scion Squad

    You are one of the Scion Squad, a band of heroes all of whom possess a bloodline leading back to a mighty creature. You wander the land, looking for adventures, righting wrongs, and defending the defenseless. Many evildoers have learned to fear your team's battle cry: "Scion Squad! Strike!"

    The Scion Squad includes:

    Wink Silvertongue, a half-elf beguiler with a fey bloodline. Wink is the squad's negotiator, infiltrator, and wielder of enchanting magics. Those who can't be won over by Wink's smooth words often succumb to his will-crushing spells.

    Grusty Gurston, a dwarf copper dragon shaman with a storm giant bloodline. Grusty swings a mean heavy mace, making him a fear-inspiring fighter. He uses his draconic auras to assist the Scions in their quests.

    Badger Burrowshield, a gnome druid with a celestial bloodline. Badger not only commands druidic magics, but can shapeshift into his namesake, becoming a savage ball of fur and fangs.

    Thok of the Jungle, a jungle orc ranger with a titan bloodline. Thok is a hunter par excellence, whether using his spear or his powerful composite longbow. Thok's stealth matches Wink's, making the pair ideal scouts.

    Byl Leebat Sün, a young lizardfolk champion with a djinni bloodline. Although he is still an adolescent, Byl is one of the most knowledgeable of the Scions. Also, when he hisses the magic word, Byl transforms into the sensational Scaly Avenger!

    Sir Oliver Shortshanks, a halfling knight with a gold dragon bloodline. Sir Oliver is the scion's leader and most skillful fighter. Sir Oliver is always ready to meet any challenge on the field of battle.

    Wink Silvertongue, half-elf beguiler 4

    Medium humanoid
    Major Bloodline fey
    Init +2; Senses low-light vision, Listen +11, Spot +4
    Languages Common, Draconic, Gnome, Elven, Sylvan
    -----
    AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14
    hp 20 (4 HD)
    Immune sleep
    Fort +2, Ref +3, Will +9; +2 racial bonus against enchantment spells or effects
    -----
    Speed 30 ft. (6 squares)
    Melee masterwork rapier +3 (1d6/18-20), or
    Ranged masterwork hand crossbow +5 (1d4/19-20, range increment 30 ft.), or
    Ranged masterwork hand crossbow +5 with +1 distance bolt (1d4+1/19-20, range increment 60 ft.)
    Space 5 ft.; Reach 5 ft.
    Base Atk +2; Grp +2
    Special Attacks cloaked casting (+1 DC), surprise casting
    -----
    Spell-Like Ability (CL 4th):
    ...1/day - charm animals (Will 14 negates)
    Spells per Day (4/7/6):
    ...2nd - blinding color surge (Will 15 negates), blur, daze monster (Will 16 negates), detect thoughts (Will 15 negates), fog cloud, glitterdust (Will 15 negates), hypnotic pattern (Will 15 negates), invisibility, knock, minor image (Will 15 disbelief), mirror image, misdirection, see invisibility, silence, spider climb, stay the hand (Will 16 negates), touch of idiocy, vertigo (Will 15 disbelief), whelming blast (Will 16 negates)
    ...1st - charm person (Will 15 negates), color spray (Will 14 negates), comprehend languages, detect secret doors, disguise self, expeditious retreat, hypnotism (Will 15 negates), mage armor, obscuring mist, rouse, serene visage, silent image (Will 14 disbelief), sleep (Will 15 negates), undetectable alignment, whelm (Will 15 negates)
    ...0 - dancing lights, daze (Will 14 negates), detect magic, ghost sound (Will 13 disbelief), message, open/close, read magic
    -----
    Abilities Str 10, Dex 14, Con 12, Int 17, Wis 16, Cha 16
    SQ advanced learning, armored mage (light), elven blood, trapfinding
    Feats Iron Will (B), Rapid Reload (hand crossbow), Spell Focus (enchantment)
    Skills (Ranks) Bluff +10 (7), Concentration +8 (7), Diplomacy +7 (0), Disable Device +10 (7), Gather Information +5 (0), Hide +10 (7), Intimidate +5 (0), Knowledge (arcana) +10 (7), Listen +11 (7), Move Silently +13 (7), Open Lock +8 (7), Search +11 (7), Spot +4 (0)
    Armor Check Penalty -1 (already included where applicable)
    Possessions +1 distance bolts (x10), boots of elvenkind, potion of enlarge person, masterwork rapier, masterwork hand crossbow, masterwork chain shirt
    -----
    Armored Mage: No arcane spell failure in light armor.

    Cloaked Casting: Against a target who would be denied his Dexterity bonus, gain a +1 bonus to the spell's save DC.

    Surprise Casting: You can use Bluff to feint in melee combat to gain cloaked casting bonus, but you must remain within melee range.

    Advanced Learning: You added serene visage to your spell list.

    Grusty Gortson, dwarf copper dragon shaman 4

    Medium humanoid
    Major Bloodline storm giant
    Init +1; Senses darkvision 60 ft., Listen +3, Spot +3
    Languages Common, Dwarven, Gnome, Orc
    -----
    AC 17 (+1 Dex, +1 natural, +5 armor), touch 11, flat-footed 16; +4 dodge bonus vs. giants
    hp 42 (4 HD)
    Immune dragon's frightful presence, paralysis, sleep
    Fort +8, Ref +2, Will +7; +2 racial bonus vs. poison, spells, and spell-like abilities
    -----
    Speed 20 ft. (4 squares)
    Melee (used two-handed) masterwork heavy mace +8 (1d8+6), or
    Melee (used two-handed with Power Attack) masterwork heavy mace +5 (1d8+12 plus Intimidating Strike), or
    Ranged masterwork heavy crossbow +5 (1d10/19-20, 120 ft. range increment), or
    Ranged masterwork heavy crossbow +7 (1d10+2 plus Will DC 14 within 20 ft. of bolt's path or shaken/19-20, 120 ft. range increment)
    Space 5 ft.; Reach 5 ft.
    Base Atk +3; Grp +7; +4 to resist being bull rushed or tripped
    Special Attacks +1 racial bonus on attack rolls vs. orcs and goblinoids, breath weapon (2d6 acid, 30-ft. line; Ref 16 half)
    -----
    Draconic Auras energy shield, power, senses, vigor
    Spell-Like Ability (CL 4th):
    ...At will - spider climb
    -----
    Abilities Str 18, Dex 12, Con 18, Int 14, Wis 16, Cha 8
    SQ draconic aura +1, stability, stonecunning, weapon familiarity
    Feats Intimidating Strike, Leap of the Heavens, Power Attack (B), Skill Focus (Jump) (B)
    Skills (Ranks) Appraise +2 (+4 related to stone or metal) (0), Climb +10 (7), Hide +5 (7), Intimidate +6 (7), Jump +10 (+15 with 20-ft. move) (7), Search +2 (+4 to notice unusual stonework) (0)
    Armor Check Penalty -3 (already included where applicable)
    -----
    Possessions +1 scale mail of jumping, oil of magic weapon, potion of neutralize poison, screaming bolt, masterwork heavy mace, masterwork heavy crossbow, 9 crossbow bolts
    -----
    Breath Weapon: You must wait 1d4 rounds between uses of your breath weapon.

    Draconic Aura: You can project one aura in a 30-ft. radius as a swift action.

    * Energy Shield: Any creature striking you or your ally with a natural attack or nonreach melee weapon is dealt 2 points of acid damage.

    * Power: +1 bonus on melee damage rolls.

    * Senses: +1 bonus on Listen, Spot, and initiative checks.

    * Vigor: Fast healing 1, but only for those below one-half full normal hit points.

    Intimidating Strike: If your Power Attack hits, make an Intimidate check against foe with a +3 bonus opposed by the foe's modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). If you succeed, the foe is shaken for the encounter. A shaken foe takes a -2 penalty on attack rolls, ability checks, and saving throws.

    Leap of the Heavens: Jump check DCs not doubled if you fail to move 20 feet in a straight line prior to jumping.

    Sir Oliver Shortshanks, halfling knight 4

    Small humanoid
    Major Bloodline gold dragon
    Init +3; Senses low-light vision, Listen +4, Spot +2
    Languages Common, Halfling, Gnome
    -----
    AC 22 (+1 size, +3 Dex, +5 armor, +3 shield), touch 14, flat-footed 19; shield block +1
    hp 43 (4 HD)
    Resist fire 5
    Fort +5, Ref +5, Will +5; +2 morale bonus vs. fear
    -----
    Speed 20 ft. (4 squares)
    Melee masterwork longsword +9 (1d6+3/19-20), or
    Ranged Touch alchemist fire +10 (1d6+1 fire plus 1 point in a 5-ft. radius, 10 ft. range increment), or
    Ranged Touch tanglefoot bag +9 (DC 15 Reflex or entangled, 10 ft. range increment), or
    Ranged (vs. AC 5) thunderstone +9 (DC 15 Fortitude or deafened in a 20-ft.-radius spread, 20 ft. range increment)
    Space 5 ft.; Reach 5 ft.
    Base Atk +4; Grp +3
    Special Attacks +1 attack rolls with slings and thrown weapons, bulwark of defense, fighting challenge +1, test of mettle
    -----
    Abilities Str 16, Dex 16, Con 16, Int 12, Wis 10, Cha 16
    SQ armor mastery (medium)
    Feats Alertness (B), Grenadier, Mad Alchemist, Step Up (B)
    Skills (Ranks) Climb +1 (0), Craft (alchemy) +7 (6), Diplomacy +5 (0), Handle Animal +8 (5), Hide +3 (0), Jump -1 (0), Knowledge (nobility and royalty) +6 (5), Listen +4 (0), Move Silently +1 (0), Ride +6 (5), Sense Motive +2 (0), Spot +2 (0)
    Armor Check Penalty -4 (already included where applicable)
    -----
    Possessions +1 heavy steel shield, gauntlet of fire blades (5 uses of blades of fire per day), potion of cure moderate wounds, potion of heroism, masterwork longsword, masterwork breastplate, alchemist fire (x4), tanglefoot bag (x4), thunderstone (x4)
    -----
    Bulwark of Defense: A foe who begins his turn in a square you threaten treats all squares you threaten as difficult terrain.

    Knight's Challenge: 5/day, with the following options.

    * Fighting Challenge: Challenge a single foe with an Intelligence 5+, a language, and a CR greater than 2. Gain a +1 morale bonus on Will saves, attack rolls, and damage rolls against this foe. Duration: 8 rounds.

    * Test of Mettle: Challenge all enemies that have a language, an Intelligence 5+, and CR 2+. They must have line of sight and be within 100 feet. Potential targets must make a DC 15 Will save or attack you in preference to other targets. Duration: 8 rounds.

    Mad Alchemist: Grants access to three special tactical maneuvers.

    * Distracting Blast: Ready action to throw a thunderstone. If foe was casting a spell, oppose your Craft (alchemy) check with his Concentration check; if you win, his spell is ruined. Otherwise, oppose your Craft (alchemy) check against you foe's Will save. If you succeed, foe suffers a -2 penalty on attack rolls and saving throws until the beginning of your next turn.

    * Fiery Blaze: Strike a foe with alchemist's fire. On your next turn, strike that same foe with a spell or weapon attack that deal's fire damage. If this attack hits, your foe takes an extra 1d6 points of fire damage and catches on fire if not already.

    * Tanglefoot Defense: Tear open a tanglefoot bag as a standard action to transform one adjacent square of clear terrain into difficult terrain. Lasts 10 minutes.

    Shield Block: Choose a single foe. Your shield bonus to AC is +1 against this foe.

    Step Up: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

    Badger Burrowshield, gnome druid 4

    Small humanoid
    Major Bloodline celestial
    Init +3; Senses low-light vision, Listen +8, Spot +6
    Languages Common, Druidic, Gnome
    -----
    AC 17 (+1 size, +3 Dex, +2 armor, +1 shield), touch 14, flat-footed 14; +4 dodge vs. giants
    hp 33 (4 HD)
    Fort +7, Ref +4, Will +8; +2 vs. illusions, +4 bonus vs. spell-like abilities of fey creatures
    -----
    Speed 20 ft. (4 squares)
    Melee sickle +7 (1d4+2), or
    Melee bite +10 (1d4+7), or
    Ranged sling +7 (1d3+2, 50 ft. range increment), or
    Ranged sling +8 (1d3+3 plus 1d6 electricity, 50 ft. range increment)
    Space 5 ft.; Reach 5 ft.
    Base Atk +3; Grp +1
    Special Attacks +1 racial attack bonus vs. kobolds and goblinoids, shapeshift (badger form)
    Spell-Like Abilities (CL 4th):
    ...1/day - dancing lights, ghost sound (Will 12 disbelief), prestidigitation, protection from evil, speak with animals
    Spells per Day (3/4/5):
    ...2nd level - barkskin, bear's endurance, mass snake's swiftness
    ...1st level - cure light wounds (x2), entangle (Ref 15 partial), slow burn
    ...0 level - flare (Fort DC 14), guidance (x2), light, read magic
    -----
    Abilities Str 14, Dex 16, Con 16, Int 10, Wis 18, Cha 12
    SQ nature sense, spontaneous rejuvenation, wild empathy +5, trackless step, weapon familiarity, woodland stride
    Feats Alertness (B), Close-Quarters Fighting, Weapon Focus (bite)
    Skills (Ranks) Concentration +10 (7), Craft (alchemy) +2 (0), Heal +11 (7), Hide +7 (0), Listen +8 (0), Knowledge (nature) +11 (7), Sense Motive +6 (0), Spot +6 (0), Survival +11 (+13 in aboveground natural environments) (7)
    Armor Check Penalty -0
    -----
    Possessions potion of rage, +1 thundering shock sling bullets (x10), wand of detect magic, scroll (summon nature's ally II), masterwork sickle, sling, leather armor, masterwork light wooden shield
    -----
    Badger Form: swift action to transform; gain these: bite attack (considered magic for purposes of overcoming DR), Str 18, AC 18 (+1 size, +3 Dex, +4 natural), base speed 50 ft. (10 squares), Mobility feat (+4 dodge bonus to AC to avoid attacks of opportunity). You cannot cast spells or speak in badger form. All your equipment melds into your new form.

    Close-Quarters Fighting: Always get an attack of opportunity when a foe tries to grapple you. If foe doesn't have Improved Grapple or improved grab, success foils the grapple. Otherwise, add damage dealt to your opposed check to resist being grappled.

    Spontaneous Rejuvenation: Spend a standard action and sacrifice a prepared spell. Allies within 30 feet (including you) gain fast healing for 3 rounds. The fast healing amount equals the spell's level. This doesn't stack with other sources of fast healing.

    Thok of the Jungle, jungle orc ranger 4

    Medium humanoid
    Major Bloodline titan
    Init +3; Senses low-light vision, Listen +8, Spot +8
    Languages Common, Gnome, Orc
    -----
    AC 19 (+3 Dex, +6 armor), touch 13, flat-footed 16
    hp 37 (4 HD)
    Weakness light sensivity
    Fort +8, Ref +7, Will +2
    -----
    Speed 30 ft. (6 squares)
    Melee (used two-handed) masterwork spear +7 (1d8+3/x3), or
    Melee (used two-handed with Power Attack) spear +3 (1d8+11/x3), or
    Ranged mighty composite longbow +8 (1d8+2/x3, 110 ft. range increment), or
    Ranged (Rapid Shot) mighty composite longbow +6/+6 (1d8+2/x3, 110 ft. range increment)
    Space 5 ft.; Reach 5 ft.
    Base Atk +4; Grp +6
    Special Attacks distracting attack, favored enemy (goblinoids)
    -----
    Spell-Like Ability (CL 4th):
    ...1/day - levitate
    Spells per Day (1):
    ...1st - arrow mind
    -----
    Abilities Str 15, Dex 16, Con 18, Int 10, Wis 12, Cha 13
    SQ wild empathy +5
    Feats Endurance (B), Favored Power Attack, Point Blank Shot, Power Attack (B), Rapid Shot (B), Track (B)
    Skills (Ranks) Heal +3 (0), Hide +9 (7), Jump +9 (6), Knowledge (nature) +3 (1), Listen +8 (7), Move Silently +9 (7), Spot +8 (7), Survival +9 (6)
    Armor Check Penalty -1 (already included where applicable)
    -----
    Possessions +2 chain shirt, potion of aid, masterwork spear, mighty composite longbow, 40 arrows in two quivers
    -----
    Distracting Attack: Whenever you hit an enemy with an attack, that enemy is considered flanked by you until the enemy is attacked by one of your allies or until the start of your next turn, whichever comes first.

    Favored Enemy: +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival, and +2 bonus on weapon damage

    Favored Enemy Power Attack: Damage with Power Attack spear against a favored enemy is 1d8+17 (including favored enemy bonus).

    Point Blank Shot: Add +1 to attack and damage rolls with bow within 30 feet.

    Byl Leebat Sün, young lizardfolk champion 4 (normal form)

    Small humanoid (reptilian)
    Major Bloodline djinni
    Init +5; Senses low-light vision, Listen +4, Spot +4
    Languages Common, Draconic, Gnome
    -----
    AC 20 (+1 size, +1 Dex, +1 deflection, +3 natural armor, +4 armor), touch 13, flat-footed 18
    hp 29 (4 HD)
    Resist acid 5
    Fort +4, Ref +3, Will +11
    -----
    Speed 20 ft. (4 squares)
    Melee masterwork longspear +6 (1d6/x3), or
    Melee 2 claws +4 (1d3) and bite -1 (1d3), or
    Ranged masterwork light crossbow +6 (1d6/19-20, 80 ft. range increment)
    Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
    Base Atk +3; Grp -1
    Special Attacks avatar (1/day for 4 minutes), retribution strike (1/day)
    -----
    Spells per Day (1):
    ...1st - remove fear
    Domain: Retribution.
    -----
    Abilities Str 10, Dex 13, Con 15, Int 12, Wis 18, Cha 16
    SQ hold breath
    Feats Combat Reflexes, Improved Initiative (B), Iron Will (B), Weapon Focus (longspear)
    Skills (Ranks) Balance +4 (0), Concentration +11 (7), Jump -3 (0), Knowledge (religion) +8 (7), Knowledge (the planes) +8 (7), Spellcraft +8 (7), Survival +4 (+6 on other planes) (0), Swim +10 (7)
    Armor Check Penalty -1 (already included where applicable)
    -----
    Possessions cloak of the champion (+1 resistance and +1 deflection), potion of cure serious wounds, potion of haste, masterwork longspear, masterwork light crossbow, masterwork chain shirt
    -----
    Avatar: 1/day for 4 minutes, become the Scaly Avenger. This is a free, very noticeable action.

    Retribution Strike: When someone damages you, you can make a retribution strike on your next action. If this attack hits, it deals maximum damage.

    The Scaly Avenger!, young lizardfolk champion 4 (avatar form)

    Medium outsider (good, native)
    Major Bloodline djinni
    Init +7; Senses darkvision 60 ft., Listen +0, Spot +0
    Languages Common, Draconic, Gnome
    -----
    AC 18 (+3 Dex, +1 deflection, +4 armor), touch 14, flat-footed 15
    hp 51 (4 HD)
    Resist acid 5, cold 5
    Immune ability drain, ability damage, disease, energy drain, poison, polymorph
    Fort +10, Ref +8, Will +4
    -----
    Speed 30 ft. (6 squares)
    Melee masterwork longspear +11 (1d8+7), or
    Ranged masterwork light crossbow +8 (1d8/19-20, 80 ft. range increment)
    Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
    Base Atk +4; Grp +9
    -----
    Abilities Str 20, Dex 16, Con 20, Int 12, Wis 10, Cha 16
    Feats Improved Initiative (B), Iron Will (B), Short Haft, Weapon Focus (longspear)
    Skills (Ranks) Climb +11 (7), Concentration +7 (0), Intimidate +10 (7), Swim +11 (7)
    Armor Check Penalty -1 (already included where applicable)
    -----
    Possessions same as Byl
    -----
    Short Haft: As a swift action, you can shift your grip on your longspear so that you can strike adjacent targets with it. When using Short Haft, your reach with the longspear is 5 feet.
    Grab those dice! Gird your loins! Tonight, evil loses! | Buy Spes Magna Games PDFs | Be a Spes Magna fan | Do you know Quid Novi?

  • #80
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

    Mark Chance's Avatar

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    ø Ignore Mark Chance

    Fellgrim Ironfist

    Read the dwarven defender prestige class. It's pretty obvious a dwarven defender is supposed to be either a fighter or paladin. The fluff text goes out of its way to say that monks aren't good for dwarven defending. Pshaw. Of course, now that I've built him, I'm not sure what I'd do with him.

    Fellgrim Ironfist, Dwarf Paragon 3/Fighter 1/Monk 4/Dwarven Defender 2; CR 10

    Lawful Evil Medium Humanoid (Dwarf)
    Init +2; Senses darkvision 90 ft., Listen +5, Spot +5
    Language Common, Dwarf, Infernal
    -----
    AC 18 (+2 Dex, +2 Wis, +1 dodge, +1 monk, +2 Wis), touch 18, flat-footed 18; +4 dodge bonus to Armor Class against monsters of the giant type, Dodge, uncanny dodge
    hp 80 (10 HD)
    Fort +12, Ref +5, Will +8; +3 against poison and against spells and spell-like effects, +5 bonus against enchantment spells and effects, evasion
    -----
    Speed 30 ft. (6 squares)
    Melee unarmed strike +10 (1d10+1), or
    Melee (Flurry of Blows) unarmed strike +8/+8/+3 (1d10+1), or
    Melee shuriken +11 (1d2+1, range increment 10 ft.), or
    Melee (Flurry of Blows) shuriken +9/+9/+4 (1d2+1, range increment 10 ft.)
    Space 5 ft.; Reach 5 ft.
    Base Atk +9; Grp +14
    Atk Options +1 racial bonus on attack rolls against orcs and goblinoids, +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground, defensive stance (1/day), ki strike (magic), Stunning Fist (Fort DC 17, 6/day)
    -----
    Abilities Str 13, Dex 15, Con 14, Int 12, Wis 14, Cha 8
    SQ craft expertise, improved stonecunning, slow fall (20 ft.), still mind
    Feats Deflect Arrows (B), Dodge (B), Endurance, Fiery Fist, Fist of Iron, Improved Grapple (B), Improved Unarmed Strike (B), Stunning Fist (B), Toughness
    Skills Appraise +5 (+7 related to stone or metal) (4), Climb +3 (2), Craft (weaponsmithing) +7 (+12 related to stone or metal) (6), Listen +5 (3), Search +1 (+5 related to unusual stonework) (0), Sense Motive +9 (7), Spot +5 (3)
    -----
    Possessions: monk's belt, oil of greater magic weapon +1, potion of cure moderate wounds (x2), potion of barkskin +5, shuriken (x15), plus 450 gp for other items
    -----
    Craft Expertise (Ex): A dwarf paragon may add his class level as a racial bonus on all Craft checks related to stone or metal items.

    Defensive Stance: When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for 7 rounds. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. Using the defensive stance takes no time itself, but a defender can only do so during his action.

    Fiery Fist: Expend Stunning Fist use as a swift action. All unarmed strikes that turn inflict +1d6 points of fire damage.

    Fists of Iron: Declare use before attacking. Each use counts as a Stunning Fist use. Successful attack inflicts +1d6 points of damage.

    Improved Stonecunning (Ex): At 1st level, a dwarf paragon's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground.

    Defensive Stance Stats

    AC 23 (+2 Dex, +2 Wis, +5 dodge, +1 monk, +2 Wis), touch 23, flat-footed 23; +4 dodge bonus to Armor Class against monsters of the giant type, Dodge, uncanny dodge
    hp 100 (10 HD)
    Fort +16, Ref +7, Will +10; +3 against poison and against spells and spell-like effects, +5 bonus against enchantment spells and effects, evasion
    -----
    Melee unarmed strike +11 (1d10+2), or
    Melee (Flurry of Blows) unarmed strike +9/+9/+4 (1d10+2), or
    Melee shuriken +11 (1d2+1, range increment 10 ft.), or
    Melee (Flurry of Blows) shuriken +9/+9/+4 (1d2+1, range increment 10 ft.)
    Space 5 ft.; Reach 5 ft.
    Base Atk +9; Grp +15
    -----
    Abilities Str 15, Dex 15, Con 18, Int 12, Wis 14, Cha 8
    Last edited by Mark Chance; Monday, 16th November, 2009 at 01:22 AM.
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