Preserve the balance!

Ferret

Explorer
I was looking at outsiders and they're all good, evil, lawful or chaotic. So I thought, I think we need some balance. And here it is.

Frijnär
Large Outsider
Hit Dice: 10d8 +40 (85 hp)
Initiative: +3
Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Speed: 40 ft. (8 squares)
Base Attack/Grapple: +10/+16
Attack: Claw +11 melee (2d6+2 + Equalise)
Full Attack: 2 Claw +11 melee (2d6+2) and Bite +5 melee (1d6 + Equalise)
Space/Reach: 10 ft./10 ft.
Special Attacks: Equalise, Spell-like abilities
Special Qualities: Damage reduction 5/--, darkvision 60 ft., Spell-like abilities, spell resistance 23, single minded
Saves: Fort +11, Ref +10, Will +16
Abilities: Str 14, Dex 17, Con 18, Int 22, Wis 24, Cha 23
Skills: Balance +13, Climb +13, Disguise +13 Intimidate +13, Jump +13, Knowledge (arcana) +13, Knowledge (religion) +13, Knowledge (the planes) +13, Listen +13, Search +13, Sense Motive +13, Spot +13, Survival +13, Swim +13
Feats: Cleave, Iron will, Power attack, Track
Environment: Thought to be one of the nine rings of the Outlands
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always Neutral
Advancement: 11-12 HD (Large); 13 - 24 HD (Huge); 25 - 30 HD (Gargantuan)
Level Adjustment: --

Looming over you, yet still hunched, this pale beast advances towards you with obvious purpose. Its claws, at least 2 feet long drag along, the floor and the creatures cold black eyes staring right through you.

Self-appointed keepers of balance, these planar roamers seek out those who have upset the universal equilibrium, and ‘balance’ the scales by destroying whoever upset the balance, or another, equally powerful creature who acts in an opposing manner.

It is thought that they originated at the beginning of the universe, at which time they roamed open space. It wasn’t until the formation of the planes that they settled in the outlands. Even though they have chosen a plane of a neutral stance, they are mistaken as being of a lawful disposition, however they are balanced completely.

A normal Frijnär is 15 feet tall, and weighs around 600 lbs. They speak all languages.

Combat

Equalise (Su): The natural weapons of the Frijnär deal 2d6 extra damage to any creature with an alignment of Lawful good, chaotic good, lawful evil and chaotic evil. And they deal 1d6 extra damage to Neutral good, Lawful neutral, Neutral evil and chaotic neutral.

Spell-Like Abilities: At will—hold person (DC 19), locate creature, Knock. 1/day— Demand(DC 23), Phase door, Plane shift (self only), Scrying (DC 20). Caster level 12th. The save DCs are Charisma-based.

Mindless (Ex): Although not truly mindless the Frijnär have no other purpose then preserving balance, and act mindlessly to that task. This deprives them of Skills or feats other then the fundementals, but it also gives them immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
 
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I agree with Jester. Just give them "immunity to mind-influencing effects" without the sobriequet "mindless". If you must give it a name, call it "singleminded".

Demiurge out.
 

Why the +6 Dex AC modifier? Wouldn't Grapple be +16? I do think it would at least have skill points in Climb, Jump, Listen, Spot, or Swim as part of its predatory nature. Maybe "mindless" could simply mean that it only has a few skills that it can use untrained? Also you could give it feats that are purely physical in nature, such as alertness, toughness, endurance, and/or diehard.

Anyway just some thoughts, hopefully somewhat useful. :)
 

Ferret said:
Armor Class: 22 (-1 size, +6 Dex, +7 natural), touch 15, flat-footed 16
Should be 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16.

Ferret said:
Base Attack/Grapple: +10/+14
Grapple should be +16.

Ferret said:
Attack: Claw +10 melee (2d6+2 + Equalise)
Full Attack: 2 Claw +10 melee (2d6+2) and Bite +5 melee (1d6 + Equalise)
Claw should be +11, and Bite +6. Bite damage I believe should be 1d6+1.

Ferret said:
Skills: --
Feats: --
Intelligent creatures really deserve to have skills and feats. :)

Ferret said:
Advancement:
Commonly, a creature can advance to 3 times its starting HD. I'd assume that they'd be more "inclined" to advance in size rather than class levels. Given their size, I'd think 11-12 HD (Large); 13 - 24 HD (Huge); 25 - 30 HD (Gargantuan) might fit, possibly dropping the gargantuan bit.

Ferret said:
Mindless (Ex): ...
As the others mentioned, that is a bit unusual. I'd rather give them immunity to mind-affecting effects and skills and feats.
 
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@Jester: It is it seemed good at first thught but it's odd... I remember the name, but that could mean anything :confused:

@Demi: Check. I was thinking that just now. Uncanny.

@Rob + Otu: My bad, 1) I got the idea when I say you (robjhs) Jadrow, and stole the format so some things (like bits of the AC) are the same, 2) I played around with the abilities.

AC: Check, Base/grapple: Check played with strength, Attacks: Please explain, Fills & skeats: Check, Advancment: Check, Mindless, check.

Sorry for being abrupt/brief, I have homework.
 

Ferret said:
Attacks: Please explain
Not sure which part you mean, so I'll go for all. The Frijnär has a base attack of +10, due to its large size it suffers a -1 penalty, and its 14 strength grants a +2 bonus to attack rolls. A total of +11 for the primary attacks. Secondary attacks suffer a -5 penalty to attacks, and only add 1/2 the normal strength bonus to damage (I assume you meant that part?).
 



182, by my calculations?

Anyway, "easiest" would be to find 14 skills that it gets at rank 13...
Some suggestions from me, 15 skills that might fit:
Balance
Climb
Intimidate
Jump
Knowledge (arcana)
Knowledge (religion)
Knowledge (the planes)
Listen
Search
Sense Motive
Spot
Survival
Swim
Tumble
Use Magic Device
 

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