Kitsunekaboom
First Post
Someone asked for it, so here it is. I'll kick things off with my strangest.
Urcatachul (Black Unicorn + Shadow Creature + Water Elemental + Half-Black Dragon + Half-Breed Blue Dragon + Pseudonatural + Possessor + Psionic)
Large Outsider
Hit Dice: 4d12+24 (50)
Initiative: +3 (Dex)
Speed: 60 Ft, Swim 90 Ft., Fly 60 Ft (Average)
AC: 17 (-1 Size, +3 Dex, +5 Natural)
Attacks: Horn +13 Melee, Bite +11 melee, 2 clawed hooves +11
Damage: Horn 1d8+9, bite 1d8+4, Hoof 1d6+4
Face/Reach: 5 Ft. By 10ft/5ft (10ft. with horn)
Special Attacks: Breath Weapon, Drench, Inflict light wounds, Possession, Psionics,
True Strike, Water Mastery
Special Qualities: Alternate Form, Cold Resistance: 9, Damage Reduction 5/+1, Darkvision 60’, Elemental, Immunities, Incorporeal Form, Low-light vision, Luck, Shadow Blend, Telepathy, Teleport
Saves: Fort: +12, Ref: +9, Will: +10
Abilities: Str:28, Dex:17, Con:23, Int:16, Wis:25, Cha:36
Skills: Intimidate +17, Listen +14, Move Silently +10, Spot +14,
Wilderness Lore +15*
Feats: Flyby Attack, Multiattack, Weapon focus (horn)
Climate/Terrain: Any forest and plain, Far Realms, Plane of Shadow
Organization: Unique
Challenge Rating: 13
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 5-8 HD (Large)
Urcatachul is a thankfully unique creature that dwells in the Far Realms or the Plane of Shadows more often than the Prime.
It is a unicorn made of liquid shadow, with great webbed wings that seem to meld into the night. Its clawed hooves, which leave no tracks, are able to rend stone as easily as flesh. Its face lacks eyes, and has a jaw that looks more like a lamprey's than a horses.This is the groteque form that uses the morale penalty as described below.
The other form is that of a black unicorn with huge batlike wings, scales that shimmer cobalt, yellow eyes, and constantly dripping water.
It is said to show up on the Prime Material Plane at moments of great destruction, it tends to eat the survivors, or drive them further into madness. It only takes the most insane and evil warriors on its back.
Combat
Urcatachul favors the Insanity psionic power among all other abilities. Beyond that anything is possible. If the battle goes badly it will teleport or planeshift away.
Alternate Form (Su): At will Urcatachule can take on its groteque form. Changing shape is a standard action. Other creatures receive a –1 morale penalty against Urcatachulin this alternate form.
Breath Weapon (Ex): Urcatachul can breath a Line of acid or electricity 5 ft. high, 5 ft. wide, and 60 ft. long dealing 6d8 damage, A reflex save DC: 17 halves damage. This is usable once every 1d4 rounds.
Damage Reduction (Su): Urcatachul ignores 5 points of damage from most weapons and natural attacks; the wounds heal immediately. A weapon with a +1 or better enhancement bonus deals full damage.
Drench (Ex): Urcatachul touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin, if these are of Large size or smaller. The creature can dispel magical fire it touches as dispell magic cast as an 18th level sorcerer. It gains no benefit or disadvantage against creatures from the elemental plane of fire.
Elemental: Immune to critical hits, paralysis, poison, sleep, and stunning.
Immunities: Urcatachul is immune to sleep and paralysis effects as well as Acid and Electricity damage.
Incorporeal Form (Su): At will as a full-round action Urcatachul may assume an incorporeal form. While in this form, Urcatachul can only be harmed by other incorporeal creatures. +1 or better weapons, spells, supernatural abilities, or spell-like effects. There is a 50% chance Urcatachul will ignore any damage inflicted by a corporeal creature via any source other than force effects such as magic missile. In this state, the creature loses its natural armor modifier but gains a deflection modifier of +6.
While incorporeal, Urcatachul can pass through solid objects, cannot be heard unless it wishes to be, ignores natural and all physical armor, and has no Strength score. Its dexterity modifier applies to both melee and ranged attacks.
Inflict Light Wounds (Sp): Three times per day, Urcatachul can inflict light wounds by making a successful melee touch attack with its horn, dealing 1d8+4 points of damage. It can also use this ability when making a regular horn attack, but in this case a successful melee attack roll is required to inflict any damage.
Luck: Urcatachul get a +2 luck bonus to all saving throws.
Possession (Su): While in its incorporeal form Urcatachul can attempt to hijack a living creature’s body by overpowering its intellect and personality. This counts as a mind-influencing effect.
Urcatachul must be within 5 feet of its potential victim. As a standard action, it makes a Charisma check opposed by its victim’s Will save. If Urcatachul succeeds, it gains control of its victim’s body for one day for each point by which it beat its target’s save. After this time, it once again makes a Charisma check opposed by a Will save. This process continues until the creature fails its Charisma check.
Use the possessed template to determine the possessor’s stats while it controls its victim’s body. Any spell that can force an outsider to return to the outer planes may be used to force Urcatachul out of its victim’s body.
Using this ability drains Urcatachul’s willpower and endurance. It may only use this ability once per day. As a standard action, the possessor may abandon the body it controls. The victim immediately regains control but is unconscious for 1d4 minutes due to the psychic trauma of the possession. If the victim’s body dies while Urcatachul controls it, Urcatachul dies along with it.
Psionics (Sp): At will –Insanity, Iron Body, Plane Shift,
These abilities are as the powers manifested by an 4th-level psion.
Attack/Defense Modes (Sp): At will – ego whip, Mind Thrust, /empty mind, thought shield
Shadow Blend (Su): In any condition other than full daylight, Urcatachul dissapears into the shadows, giving it nine tenths concealment. Artificial illumination, even a light or continual flame spell does not negate this. A daylight spell will however.
Telepathy (Su): Urcatachul can communicate telepathically with any creature within 100 feet that has a language.
Teleport (Su): Urcatachul can teleport without error (as the spell) once per day, taking itself and its riders to any known location. They often use this ability to flee from a combat that is going against them, sometimes to the chagrin of their riders.
True Strike (Su): Urcatachul may once per day make a normal attack with a +20 insight modifier on a single attack roll. The creature is not affected by the miss chance that applies to attacks against concealed targets.
Water Mastery (Ex): Urcatachul creature gains a +1 bonus on attack and damage rolls if both it and its foe touch water. If an opponent is landbound, the earth elemental creature suffers a –4 penalty on attack and damage rolls.
Skills: Urcatachul gain a +6 racial bonus to all Move Silently rolls.
Urcatachul (Black Unicorn + Shadow Creature + Water Elemental + Half-Black Dragon + Half-Breed Blue Dragon + Pseudonatural + Possessor + Psionic)
Large Outsider
Hit Dice: 4d12+24 (50)
Initiative: +3 (Dex)
Speed: 60 Ft, Swim 90 Ft., Fly 60 Ft (Average)
AC: 17 (-1 Size, +3 Dex, +5 Natural)
Attacks: Horn +13 Melee, Bite +11 melee, 2 clawed hooves +11
Damage: Horn 1d8+9, bite 1d8+4, Hoof 1d6+4
Face/Reach: 5 Ft. By 10ft/5ft (10ft. with horn)
Special Attacks: Breath Weapon, Drench, Inflict light wounds, Possession, Psionics,
True Strike, Water Mastery
Special Qualities: Alternate Form, Cold Resistance: 9, Damage Reduction 5/+1, Darkvision 60’, Elemental, Immunities, Incorporeal Form, Low-light vision, Luck, Shadow Blend, Telepathy, Teleport
Saves: Fort: +12, Ref: +9, Will: +10
Abilities: Str:28, Dex:17, Con:23, Int:16, Wis:25, Cha:36
Skills: Intimidate +17, Listen +14, Move Silently +10, Spot +14,
Wilderness Lore +15*
Feats: Flyby Attack, Multiattack, Weapon focus (horn)
Climate/Terrain: Any forest and plain, Far Realms, Plane of Shadow
Organization: Unique
Challenge Rating: 13
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 5-8 HD (Large)
Urcatachul is a thankfully unique creature that dwells in the Far Realms or the Plane of Shadows more often than the Prime.
It is a unicorn made of liquid shadow, with great webbed wings that seem to meld into the night. Its clawed hooves, which leave no tracks, are able to rend stone as easily as flesh. Its face lacks eyes, and has a jaw that looks more like a lamprey's than a horses.This is the groteque form that uses the morale penalty as described below.
The other form is that of a black unicorn with huge batlike wings, scales that shimmer cobalt, yellow eyes, and constantly dripping water.
It is said to show up on the Prime Material Plane at moments of great destruction, it tends to eat the survivors, or drive them further into madness. It only takes the most insane and evil warriors on its back.
Combat
Urcatachul favors the Insanity psionic power among all other abilities. Beyond that anything is possible. If the battle goes badly it will teleport or planeshift away.
Alternate Form (Su): At will Urcatachule can take on its groteque form. Changing shape is a standard action. Other creatures receive a –1 morale penalty against Urcatachulin this alternate form.
Breath Weapon (Ex): Urcatachul can breath a Line of acid or electricity 5 ft. high, 5 ft. wide, and 60 ft. long dealing 6d8 damage, A reflex save DC: 17 halves damage. This is usable once every 1d4 rounds.
Damage Reduction (Su): Urcatachul ignores 5 points of damage from most weapons and natural attacks; the wounds heal immediately. A weapon with a +1 or better enhancement bonus deals full damage.
Drench (Ex): Urcatachul touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin, if these are of Large size or smaller. The creature can dispel magical fire it touches as dispell magic cast as an 18th level sorcerer. It gains no benefit or disadvantage against creatures from the elemental plane of fire.
Elemental: Immune to critical hits, paralysis, poison, sleep, and stunning.
Immunities: Urcatachul is immune to sleep and paralysis effects as well as Acid and Electricity damage.
Incorporeal Form (Su): At will as a full-round action Urcatachul may assume an incorporeal form. While in this form, Urcatachul can only be harmed by other incorporeal creatures. +1 or better weapons, spells, supernatural abilities, or spell-like effects. There is a 50% chance Urcatachul will ignore any damage inflicted by a corporeal creature via any source other than force effects such as magic missile. In this state, the creature loses its natural armor modifier but gains a deflection modifier of +6.
While incorporeal, Urcatachul can pass through solid objects, cannot be heard unless it wishes to be, ignores natural and all physical armor, and has no Strength score. Its dexterity modifier applies to both melee and ranged attacks.
Inflict Light Wounds (Sp): Three times per day, Urcatachul can inflict light wounds by making a successful melee touch attack with its horn, dealing 1d8+4 points of damage. It can also use this ability when making a regular horn attack, but in this case a successful melee attack roll is required to inflict any damage.
Luck: Urcatachul get a +2 luck bonus to all saving throws.
Possession (Su): While in its incorporeal form Urcatachul can attempt to hijack a living creature’s body by overpowering its intellect and personality. This counts as a mind-influencing effect.
Urcatachul must be within 5 feet of its potential victim. As a standard action, it makes a Charisma check opposed by its victim’s Will save. If Urcatachul succeeds, it gains control of its victim’s body for one day for each point by which it beat its target’s save. After this time, it once again makes a Charisma check opposed by a Will save. This process continues until the creature fails its Charisma check.
Use the possessed template to determine the possessor’s stats while it controls its victim’s body. Any spell that can force an outsider to return to the outer planes may be used to force Urcatachul out of its victim’s body.
Using this ability drains Urcatachul’s willpower and endurance. It may only use this ability once per day. As a standard action, the possessor may abandon the body it controls. The victim immediately regains control but is unconscious for 1d4 minutes due to the psychic trauma of the possession. If the victim’s body dies while Urcatachul controls it, Urcatachul dies along with it.
Psionics (Sp): At will –Insanity, Iron Body, Plane Shift,
These abilities are as the powers manifested by an 4th-level psion.
Attack/Defense Modes (Sp): At will – ego whip, Mind Thrust, /empty mind, thought shield
Shadow Blend (Su): In any condition other than full daylight, Urcatachul dissapears into the shadows, giving it nine tenths concealment. Artificial illumination, even a light or continual flame spell does not negate this. A daylight spell will however.
Telepathy (Su): Urcatachul can communicate telepathically with any creature within 100 feet that has a language.
Teleport (Su): Urcatachul can teleport without error (as the spell) once per day, taking itself and its riders to any known location. They often use this ability to flee from a combat that is going against them, sometimes to the chagrin of their riders.
True Strike (Su): Urcatachul may once per day make a normal attack with a +20 insight modifier on a single attack roll. The creature is not affected by the miss chance that applies to attacks against concealed targets.
Water Mastery (Ex): Urcatachul creature gains a +1 bonus on attack and damage rolls if both it and its foe touch water. If an opponent is landbound, the earth elemental creature suffers a –4 penalty on attack and damage rolls.
Skills: Urcatachul gain a +6 racial bonus to all Move Silently rolls.