JiCi's Beastiary [updated January 2nd 2007]

JiCi

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next: 6 new guardinals

Piecestal
Medium Outsider (Aquatic, Extraplanar, Good, Guardinal)
HD: 6d8+12 (39 hp)
Initiative: +7
Speed: 10 ft. (2 squares), swim 50 ft.
Armor Class: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
Base Attack/Grapple: +6/+8
Attack: Trident +8 melee (1d8+3)*
Full Attack: Trident +8/+3 melee (1d8+3)* and tail slap +3 melee (1d8+3) or trident +9 ranged (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Amphibious, damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, keen scent, lay on hands, resistance to acid 10 and cold 10, speak with animals, spell resistance 18, tongues.
Saves: Fort +7 (+11 against poison), Ref +8, Will +7
Abilities: Str 14, Dex 17, Con 14, Int 14, Wis 14, Cha 15
Skills: Bluff +8, Concentration +8, Diplomacy +8, Hide +9, Listen +10, Move Silently +8, Sense Motive +8, Spot +10, Survival +8, Swim +16*
Feats: Alertness, Improved Initiative, Dodge
Environment: Blessed Fields of Elysium
Organization: Solitary or school (2-10)
Challenge Rating: 6
Treasure: No coins, double goods, standard items
Alignment: Always neutral good
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: +4

This creature looks like a hybrid between a woman and fish. It has scales than light-blue, a long sinuous fish tail instead of legs and webbed humanoid hands. Its black eyes are big and human-shaped and its face is human than fish. Fins protrude from the forearms and three large crests start from the peak of the head to the bottom of the back. It wields a trident with effective swiftness.

Piecestals are the guardinals of all aquatic creatures. It is almost 8 feet tall from the head crest to the tip of its tail. They lives in the ponds and lakes of Elysium, but a few planar travelers have reported sighting of piecestals in the Oceanus. Although they don’t have any tendency over law or chaos, piecestals love to swim and in fact many go on expeditions in the Oceanus. Due to this little hobby, piecestals are in good terms with Oceanus dragons and merfolks, and half-celestials merfolks are starting to grow in number.
Piecestal speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their tongues ability. In addition, piecestals speak more commonly Aquan.

Combat
A piecestal knows that evil exist in the waters and it shows no more mercy to such being than land bound evil creatures. Piecestals prefer to study and then surprise an opponent instead of charging. Once engaged, little can change the mind of a piecestal. It thrusts its trident, batters with its tail and confuse with its spell-like abilities. *A piecestal’s favored weapon is a trident, which it wields as a two-handed weapon. Enemies rarely have time to surprise a piecestal, since they might have already been detected by the outsider’s sharp senses.
A piecestal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Amphibious (Ex): Even if piecestals are aquatic, they can survive indefinitely on land.
Keen scent (Ex) : A piecestal can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.
Lay on hands (Su): This ability works just like the paladin’s ability, but the piecestal can heal as much damage per day as its own undamaged hit point total.
Spell-like abilities: At will- aid, blur, detect evil, detect magic, light, magic circle against evil (self only), water breathing; 3/day- create water, cure light wounds (DC 13); 1/day- quench (DC 15); Caster level 7th. The saves DC are charisma-based.
*Skills: A piecestal has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Simianal
Medium Outsider (Extraplanar, Good, Guardinal)
HD: 10d8+20 (65 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 24 (+2 Dex, +12 natural), touch 12, flat-footed 22
Base Attack/Grapple: +10/+16
Attack: Claw +16 melee (1d6+6)
Full Attack: 2 claws +16 melee (1d6+6) and bite +14 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend, roar, spell-like abilities
Special Qualities: Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, resistance to acid 10 and cold 10, scent, speak with animals, spell resistance 21, tongues.
Saves: Fort +9 (+13 against poison), Ref +9, Will +9
Abilities: Str 22, Dex 15, Con 14, Int 12, Wis 14, Cha 16
Skills: Climb +24, Concentration +12, Diplomacy +13, Intimidate +13, Jump +16, Listen +12, Sense Motive +12, Spot +12, Survival +12
Feats: Alertness, Power Attack, Cleave, Multiattack
Environment: Blessed Fields of Elysium
Organization: Solitary or company (3-8)
Challenge Rating: 10
Treasure: No coins, double goods, standard items
Alignment: Always neutral good
Advancement: 11-20 HD (Medium); 21-30 HD (Large)
Level Adjustment: +6

This creature looks like a gorilla which can stand upright. It has brown and black fur, sharp ivory claws and menacing teeth. Its arms and legs are generally human-sized but the rest is more beast than man.

Simianals are the strongest guardinals known to travelers. It stands almost 7 feet tall and weight about 400 lbs. Monkeys, baboons and apes regard simianals as leaders and none pick a fight with this ape. Despite its menacing appearance, a simianal is good-hearted and is comfortable about helping other creatures and protecting weaker species.
Simianals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their tongues ability.

Combat
A simianal usually start a fight by dropping from a tree branch and clawing and biting its opponent to death. If it has detected an evil presence, it casts rage on itself and go eliminate that threat. Whether enraged or not, a simianal fights to the death, unless it is obviously outnumbered or outmatched.
A simianal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Lay on hands (Su): This ability works just like the paladin’s ability, but the simianal can heal as much damage per day as its own undamaged hit point total.
Rend (Ex): A simianal that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+12 points of damage.
Roar (Su): Once per minute, as a full-round action, a simianal can unleash a loud, persistent bark that strike fear on the even the boldest adversaries. This effect is identical to the fear spell from a 11th-level caster (DC 17). The save DC is charisma-based.
Spell-like abilities: At will- aid, cure light wounds (DC 14), detect evil, detect magic, light, magic circle against evil (self only), shield, shield other; 3/day- rage; Caster level 11th. The saves DC are charisma-based.
*Skills: Simianals have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Ophidial
Large Outsider (Extraplanar, Good, Guardinal)
HD: 8d8+24 (60 hp)
Initiative: +2
Speed: 20 ft. (6 squares), climb 20 ft, swim 20 ft.
Armor Class: 22 (-1 size, +5 Dex, +8 natural), touch 14, flat-footed 17
Base Attack/Grapple: +8/+15
Attack: Bite +12 melee (2d6+4 plus ravage)
Full Attack: Bite +12 melee (2d6+4 plus ravage)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 2d6+4, improved grab, spell-like abilities, ravage
Special Qualities: Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, resistance to acid 10 and cold 10, scent, speak with animals, spell resistance 19, tongues.
Saves: Fort +9 (+13 against poison), Ref +11, Will +8
Abilities: Str 16, Dex 20, Con 16, Int 12, Wis 14, Cha 14
Skills: Bluff +10, Climb +19, Hide +13, Intimidate +16*, Move Silently +13, Sense Motive +10, Spot +10, Survival +10, Swim +19
Feats: Weapon Finesse, Dodge, Improved Natural Weapon (bite)
Environment: Blessed Fields of Elysium
Organization: Solitary or pair
Challenge Rating: 9
Treasure: No coins, double goods, standard items
Alignment: Always neutral good
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: +6

This creature appears like a yuan-ti abomination or a naga. This barrel-chested outsider has dark green scales and is an amalgam of snake specimen. It has a cobra’s hood, a constrictor’s body, a viper’s poisonous fangs, a rattlesnake’s tail rattle and an adder’s head, with yellow reptilian eyes. It also has a pair of muscular arms ending with four fingers and opposable thumbs.

Ophidials are the guardinals equivalents of serpentkind. They can grow to a length of 10 feet and weight about 500 lbs. Ophidials sometimes have difficulty interacting with outsiders. Their resemblance to yuan-tis often betray their good nature, but some individuals can see through an ophidial’s heart and resolve to talking instead of fighting. Ophidials are good guides throught Elysium, as well good treasure hunters.
Ophidials speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their tongues ability.

Combat
A ophidial likes to trick an opponent and surprise it when it least expects it. Like snakes, an ophidial grabs its enemies, crushing them and poisoning them. Some ophidials actually love being treated as a yuan-ti leader and bluff other creatures, such as evil lizardfolks and dark nagas, to follow them. Those who fall the ruse are always found killed, as an ophidial loves to plant its fangs into an evil creature, giving them a taste of their own medicine.
A ophidial’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Lay on hands (Su): This ability works just like the paladin’s ability, but the ophidial can heal as much damage per day as its own undamaged hit point total.
Constrict (Ex): On a successful grapple check, a ophidial deals 2d6+4 points of damage.
Improved Grab (Ex): To use this ability, a ophidial must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Spell-like abilities: At will- aid, cure light wounds (DC 14), detect evil, detect magic, light, magic circle against evil (self only), neutralize poison; 3/day- restoration; Caster level 11th. The saves DC are charisma-based.
Ravage (Ex): A ophidial has a ravageous bite, like a viper's poison, that deals initial and secondary damage of 1d8 Con. The ravage has a save DC 17. The save DC is Constitution-based.
*Skills: Ophidials have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Ophidials have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Due to their rattles and hoods, ophidials gain a +6 to Intimidate checks.

Cetacianal
Large Outsider (Extraplanar, Good, Guardinal)
HD: 10d8+30 (75 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 80 ft.
Armor Class: 23 (-1 size, +1 Dex, +13 natural), touch 10, flat-footed 22
Base Attack/Grapple: +10/+19
Attack: Bite +14 melee (2d6+7) or Bite +16 melee (2d6+7 plus 2d6 with powerful charge)
Full Attack: Bite +14 melee (2d6+7) and tail slap +9 melee (1d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Blindsight 120 ft., damage reduction 10/evil and silver, darkvision 60 ft., hold breath, immunity to electricity and petrification, lay on hands, resistance to acid 10 and cold 10, speak with animals, spell resistance 18, tongues.
Saves: Fort +10 (+14 against poison), Ref +8, Will +9
Abilities: Str 21, Dex 12, Con 17, Int 12, Wis 14, Cha 15
Skills: Climb +15, Diplomacy +12, Intimidate +12, Jump +15, Listen +16*, Sense Motive +12, Spot +16*, Survival +12, Swim +23*
Feats: Power Attack, Powerful Charge, Endurance, Diehard
Environment: Blessed Fields of Elysium
Organization: Solitary or pod (6-10)
Challenge Rating: 10
Treasure: No coins, double goods, standard items
Alignment: Always neutral good
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: +5

This creature appears as a barrel-chested giant with a orca head. Both hands and feet are webbed and a powerful whale tail drags from its back. Its hides is blue-gray and its eyes are gentle. Fins protrude from its forearms and calves, as well as a dorsal fin.

Cetacianals are the guardinals of whales. It is also one of the biggest guardinals ever seen, at 15 feet tall and weight about 600 pounds. Due to that, cetacinals are always searching for a home that suit them. Although Elysium is good for nesting, many cetanianals move to the Material Plane, in oceans. They are often mistaken for normal whales, but are known to help explorers to navigate through the seas. Surprisingly, many darfellans worship a cetacianal lord as a messenger of the Whale Mother herself.
Cetacianals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their tongues ability.

Combat
Cetacianals are good fighters and usually begin a battle by charging. It reverts to this tactic for dangerous ships. Like other guardinals, cetacianals show no mercy for evil creatures. In this case, whale hunters and sahuagins are the prime concerns of a cetacianal, but other evil creatures are not safe from a cetacianal’s wrath.
A cetacianal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Blindsight (Ex): Cetacianals can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the cetacianal to rely on its vision, which is approximately as good as a human’s.
Hold Breath (Ex): A cetacianal can hold its breath for a number of rounds equal to 10 x its Constitution score before it risks drowning, such as 170 rounds, or 17 minutes.
Lay on hands (Su): This ability works just like the paladin’s ability, but the cetacianal can heal as much damage per day as its own undamaged hit point total.
Spell-like abilities: At will- aid, detect evil, detect magic, light, magic circle against evil (self only), water breathing; 3/day- create water, cure light wounds (DC 14); Caster level 9th. The saves DC are charisma-based.
*Skills: A cetacianal has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A cetacianal has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

Suinal
Medium Outsider (Extraplanar, Good, Guardinal)
HD: 7d8+35 (66 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 22 (+12 natural), touch 10, flat-footed 22
Base Attack/Grapple: +7/+12
Attack: Gore +12 melee (1d8+6) or Gore +14 melee (1d8+6 plus 1d8 with powerful charge)
Full Attack: Gore +12 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ferocity, spell-like abilities
Special Qualities: Damage reduction 10/evil and silver, darkvision 60 ft., hold breath, immunity to electricity and petrification, lay on hands, resistance to acid 10 and cold 10, scent, speak with animals, spell resistance 16, tongues.
Saves: Fort +10 (+14 against poison), Ref +5, Will +7
Abilities: Str 18, Dex 10, Con 20, Int 12, Wis 14, Cha 14
Skills: Bluff +9, Climb +11, Diplomacy +9, Intimidate +9, Jump +11, Listen +9, Sense Motive +9, Spot +9, Survival +9
Feats: Powerful Charge, Endurance, Diehard
Environment: Blessed Fields of Elysium
Organization: Solitary or herd (5-8)
Challenge Rating: 7
Treasure: No coins, double goods, standard items
Alignment: Always neutral good
Advancement: 8-14 HD (Medium); 15-24 HD (Large)
Level Adjustment: +5

This creature could be easily mistaken for a wereboar in hybrid form for the common of watchers. But this boar-headed muscular humanoid is a little more charismatic then its afflicted kin. Its brown fur seems well groomed and its tusks well sharpen. Its fore hooves split into crude fingers and thumbs.

Suinals are the guardinals of swines, such as pigs and boars. It is also the most resilient of the celestials. An suinal lives in the forests of Elysium and is usually searching for food or eating it. An suinal is commonly seen in Elysium practionners festivities, as it loves to have fun, although the real reason is that it loves to eat. An suinal is 6 feet tall and weights about 300 lbs.
Suinals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their tongues ability.

Combat
Angering an suinal is perhaps the last thing a traveler has done in its lifetime. This guardinal fights much like a enraged barbarian and almost does not retreat, regardless of its opponent. Suinals have taken quite a pleasure sinking their tusks into an evildoer. Evil wereboars are an easy prey, since an suinal does not like innocent people to suffer especially for a supernatural disease, as well as hunters that overkill pigs and boars for meat or ivory.
A suinal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Ferocity (Ex): An suinal is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Lay on hands (Su): This ability works just like the paladin’s ability, but the suinal can heal as much damage per day as its own undamaged hit point total.
Spell-like abilities: At will- aid, detect evil, detect magic, light, magic circle against evil (self only), virtue; 3/day- boar’s endurance, cure light wounds (DC 14); Caster level 7th. The saves DC are charisma-based.

Probosceal
Large Outsider (Extraplanar, Good, Guardinal)
HD: 11d8+55 (104 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 24 (-1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple: +11/+22
Attack: Gore +17 melee (2d6+10) or Gore +19 melee (2d6+10 plus 2d6 with powerful charge)
Full Attack: Slam +17 melee (1d8+7) and 2 stamps +12 melee (1d8+3); or gore +17 melee (2d6+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, trample 2d6+10
Special Qualities: Damage reduction 10/evil and silver, darkvision 60 ft., hold breath, immunity to electricity and petrification, lay on hands, resistance to acid 10 and cold 10, scent, speak with animals, spell resistance 24, tongues.
Saves: Fort +12 (+16 against poison), Ref +7, Will +10
Abilities: Str 24, Dex 10, Con 20, Int 12, Wis 16, Cha 14
Skills: Bluff +13, Climb +18, Diplomacy +13, Jump +18, Listen +16, Knowledge (any) +12, Sense Motive +14, Spot +16, Survival +14
Feats: Alertness, Powerful Charge, Endurance, Power Attack
Environment: Blessed Fields of Elysium
Organization: Solitary or herd (5-8)
Challenge Rating: 11
Treasure: No coins, double goods, standard items
Alignment: Always neutral good
Advancement: 8-14 HD (Medium); 15-24 HD (Large)
Level Adjustment: +5

This bipedal creature is a majestic cross between a human and an elephant. It has a strong trunk, long tusks, large ears and muscular arms and legs. Its hide is grey and deprived of fur. Upon close observation, small divine runes are inscribed on the surface of its tusks.

Probosceals are the strongest guardials, second only by the leonal. It symbolizes elephants and mammoths, due to its strength and majesty. It towers at 15 feet and weights 650 pounds. A probosceal lives in any savannah, whether on Elysium or on the Material Plane. They act as sages and historians, and their lairs are often fills with books and scrolls, as they love to learn new things.
Probosceals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their tongues ability.

Combat
Probosceals are usually passive and peaceful, but that feeling changes when dealing with evil creatures. If confronted to some threats, it usually charges into the fray, either goring its opponent or trampling it. It uses its shatter spell-like ability to break enemies weapons and barriers. Probosceals are protective for the kind or their works. Ivory poachers are always in the probosceal’s scope of punishment.
A probosceal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Lay on hands (Su): This ability works just like the paladin’s ability, but the probosceal can heal as much damage per day as its own undamaged hit point total.
Spell-like abilities: At will- aid, detect evil, detect magic, detect thoughts, light, magic circle against evil (self only), shatter (DC 14); 3/day- boar’s endurance, cure moderate wounds (DC 15); Caster level 10th. The saves DC are charisma-based.
Trample (Ex): Reflex half DC 22. The save DC is Strength-based.
 

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JiCi

First Post
next: 7 new guardinals

Cephalopal
Medium Outsider (Aquatic, Extraplanar, Good, Guardinal)
HD: 8d8+16 (48 hp)
Initiative: +7
Speed: 20 ft. (4 squares), swim 30 ft. or 30 ft. (6 squares), swim 15 ft.
Armor Class: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
Base Attack/Grapple: +8/+17*
Attack: Tentacle +13 melee (1d4+5)
Full Attack: 6 tentacles +13 melee (1d4+5) and bite (1d6+2) or slam +13 melee (1d8+7) and 3 tentacles +8 melee (1d4+2) and bite +8 melee (1d6+2) or 2 slams +13 melee (1d8+7) and bite +8 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d4+7, improved grab, spell-like abilities, tentacle twist
Special Qualities: Amphibious, damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, ink cloud, jet, lay on hands, resistance to cold 10 and sonic 10, speak with animals, spell resistance 22, tongues.
Saves: Fort +8 (+12 against poison), Ref +9, Will +8
Abilities: Str 20, Dex 17, Con 15, Int 12, Wis 14, Cha 15
Skills: Concentration +13, Diplomacy +14, Escape Artist +19*, Hide +23*, Listen +13, Sense Motive +13, Spot +13, Survival +13, Swim +24*
Feats: Improved Initiative, Power Attack, Endurance
Environment: Blessed Fields of Elysium
Organization: Solitary or school (2-6)
Challenge Rating: 8
Treasure: No coins, double goods, standard items
Alignment: Always neutral good
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
Level Adjustment: +5

This creature has a reddish skin and a humanoid torso. Three tentacles sprout from each shoulder and two others from each thigh. Its head is adorned with a squid cap, two large bulbous eyes and a beak-like mouth.

Cephalopals represent squids and octopi in the planar realms. Although often see as a bad omen for sailors, cephalopals are actually kind and gladly help others, mainly aquatic races. They live in the Oceanus river, yet some also make themselves at home in the Material Plane or the Elemental Plane of Water. Elysium is also a good place for cephalopals, yet they lives in rather deep waters. They are about 8 feet tall and weigh around 200 lbs.
Cephalopals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their tongues ability. In addition, cephalopals speak more commonly Aquan.

Combat
Although not strong enough to battle single-handily, cephalopals often gang up against krakens and other giant sea creatures such as evil storm giants. Like other guardinals, they tolerate no evil, even if the source is huge. Sahuagins, kuo-tuas, aboleths and their skum minions are often hunted and darfellans and merfolks team up to help a cephalopal. Against a non-water breather, the cephalopal tries to grapple its foe and drown it. Against aquatic opponents, it batters them to death while crushing them.
A cephalopal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Amphibious (Ex): Even if cephalopals are aquatic, they can survive indefinitely on land.
Constrict (Ex): A cephalopal deals 1d4+7 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a cephalopal must hit an opponent of Large size or smaller 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.
*A cephalopal has a +4 racial bonus on grapple checks.
Ink Cloud (Ex): A cephalopal can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): A cephalopal can jet backward once per round as a full-round action, at a speed of 210 feet, or 105 feet if the leg tentacles are twisted. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Lay on hands (Su): This ability works just like the paladin’s ability, but the cephalopal can heal as much damage per day as its own undamaged hit point total.
Spell-like abilities: At will- aid, blur, detect evil, detect magic, light, magic circle against evil (self only), water breathing; 3/day- create water, cure light wounds (DC 13); Caster level 6th. The saves DC are charisma-based.
*Skills: A cephalopal has a racial +5 to Escape Artist and a +10 bonus to Hide checks. A cephalopal has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Tentacle Twist (Ex): The cephalopal can twist its arm and leg tentacles to form stronger appendages. When wrapping its arms, it loses 2 tentacle attacks per arm, but gains a slam attack that deals damage as in one category larger and with 1-1/2 times the Strength bonus. When wrapping its legs, its swim speed is halved but its land speed increases by +10.

Anural
Small Outsider (Extraplanar, Good, Guardinal)
HD: 5d8+10 plus 3 (35 hp)
Initiative: +5
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 21 (+1 size, +5 Dex, +5 natural), touch 16, flat-footed 16
Base Attack/Grapple: +5/+2
Attack: Bite +11 melee (1d4+2)
Full Attack: Bite +11 melee (1d4+2) or tongue +11 melee (1d3+2 non-lethal)
Space/Reach: 5 ft./5 ft. (10 ft. with tongue)
Special Attacks: Improved grab, spell-like abilities
Special Qualities: Damage reduction 5/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, resistance to cold 10 and sonic 10, speak with animals, spell resistance 15, tongues, water breathing
Saves: Fort +6 (+10 against poison), Ref +9, Will +6
Abilities: Str 12, Dex 20, Con 14, Int 12, Wis 14, Cha 15
Skills: Concentration +10, Diplomacy +10, Jump +15*, Hide +16*, Listen +10, Move Silently +10, Sense Motive +10, Spot +10, Survival +10, Swim +17*
Feats: Toughness, Weapon Finesse
Environment: Blessed Fields of Elysium
Organization: Solitary or swarm (2-20)
Challenge Rating: 5
Treasure: No coins, double goods, standard items
Alignment: Always neutral good
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: +3

This creature looks like a giant frog standing upright. Its chest is humanoid-like, and its hands and feet are webbed. It also possesses large eyes and a dark green hide.

Anurals swim through the ponds and rivers of Elysium with ease and joy. As the guardinal equivalent of frogs and toads, they often serve as messengers or good people willing to give information on a specific subject. They don’t really travel, preferring to stay at home without worrying about the world, but strong-willed anurals are common, making their way into the Material Plane and even following a group of adventurers. They are about the same size and weight of an halfling.
Anurals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their tongues ability. In addition, anurals speak more commonly Aquan.

Combat
Anurals usually hide when trouble abound. Their Small size gives them an advantage when setting ambushes and traps. Black dragons and lizardfolks are the primary targets of an anural, and many have fell to a swarm of anurals. Anurals lash out with their tongue to grapple its targets and chew it to bits. They develop flanking and ambushing tactics.
An anural’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, an anural must hit an opponent of Medium size or smaller with its tongue 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.
Lay on hands (Su): This ability works just like the paladin’s ability, but the anural can heal as much damage per day as its own undamaged hit point total.
Spell-like abilities: At will- aid, blur, detect evil, detect magic, light, magic circle against evil (self only), water breathing; 1/day- create water, cure light wounds (DC 13); Caster level 5th. The saves DC are charisma-based.
*Skills: An anural has a racial +4 to Hide checks and a +8 to Jump checks. An anural has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Water Breathing (Ex): Anurals can breathe both air and water.

Bovinal
Medium Outsider (Extraplanar, Good, Guardinal)
HD: 9d8+10 (76 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 23 (+1 Dex, +12 natural), touch 11, flat-footed 22
Base Attack/Grapple: +9/+15
Attack: Greatsword +15 melee (2d6+9) or gore +15 melee (1d8+9)
Full Attack: Greatsword +15/+10 melee (2d6+9) and gore +10 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful charge 4d6+9, spell-like abilities, trample 2d8+9
Special Qualities: Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, scent, resistance to cold 10 and sonic 10, speak with animals, spell resistance 23, tongues
Saves: Fort +10 (+14 against poison), Ref +7, Will +8
Abilities: Str 23, Dex 12, Con 18, Int 12, Wis 14, Cha 15
Skills: Climb +18, Concentration +16, Diplomacy +14, Jump +18, Hide +13, Listen +14, Move Silently +13, Spot +14, Survival +14
Feats: Power Attack, Cleave, Improved Bull Rush, Endurance
Environment: Blessed Fields of Elysium
Organization: Solitary or gang (2-8)
Challenge Rating: 9
Treasure: No coins, double goods, standard items
Alignment: Always neutral good
Advancement: 10-18 HD (Medium); 19-27 HD (Large)
Level Adjustment: +5

This creature looks like a dark-skinned humanoid with a bull head. It is covered with scarce hair and its feet end with thick hooves. A greatsword is swung behind its back and its horns are engraved with runes.

Bovinals are strong and bold, second to the leonal. They represent cows, bulls and other cattle animals and they value the lives of these creatures. Often mistaken for minotaurs, they lives in caves near plains, rarely showing themselves to travelers, yet they are helpful to them concerning directions and paths. They stand at 7 feet tall and weigh 250 lbs.
Bovinals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their tongues ability.

Combat
Bovinals are powerful fighters and they fight to the end. They charge into the fray and don’t let go of their targets. They usually wait before charging, in case they could fell into a trap. This tactic is however pushed aside when confronted to minotaurs and followers of Baphomet the demon prince. They don’t even think before charging; to them, these evil creatures deserve a quick and brutal death.
A bovinal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Lay on hands (Su): This ability works just like the paladin’s ability, but the bovinal can heal as much damage per day as its own undamaged hit point total.
Powerful Charge (Ex): A bovinal typically begins a battle by charging at an opponent, lowering its head to bring its horns into play. In addition to the normal benefits and hazards of a charge, this allows the guardinal to make a single gore attack with a +15 attack bonus that deals 4d6+9 points of damage.
Spell-like abilities: At will- aid, detect evil, detect magic, light, magic circle against evil (self only), virtue; 3/day- bull’s strength, cure moderate wounds (DC 14); Caster level 9th. The saves DC are charisma-based.
Trample (Ex): Reflex half DC 20. The save DC is Strength-based.

Chiropteral
Small Outsider (Extraplanar, Good, Guardinal)
HD: 5d8+5 (27 hp)
Initiative: +11
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: 21 (+1 size, +6 Dex, +4 natural), touch 17, flat-footed 15
Base Attack/Grapple: +5/+1
Attack: Bite +12 melee (1d4 plus wounding)
Full Attack: Bite +12 melee (1d4 plus wounding)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, wounding
Special Qualities: Blindsense 60 ft., damage reduction 5/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, resistance to cold 10 and sonic 10, speak with animals, spell resistance 17, tongues
Saves: Fort +5 (+9 against poison), Ref +10, Will +6
Abilities: Str 10, Dex 22, Con 12, Int 12, Wis 14, Cha 15
Skills: Bluff +10, Concentration +9, Diplomacy +10, Hide +22*, Listen +14*, Move Silently +10, Sense Motive +10, Spot +14*, Survival +10
Feats: Weapon Finesse, Improved Initiative
Environment: Blessed Fields of Elysium
Organization: Solitary or colony (2-16)
Challenge Rating: 5
Treasure: No coins, double goods, standard items
Alignment: Always neutral good
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: +3

This creature is about the same size of an halfling. It has long elliptical ears, a flat nose, small beady eyes and sharp fangs. It has leathery wings along its arms.

Hailing from the darkest caves of Elysium is the mysterious chiropteral. If vampires represent the dark aspects of bats and darkness, chiropterals represent the good aspects. These bat-like guardinals serve as guides and travelling companions for travellers in caves. Desmodus and nycters sometimes see them as divine emissaries, while drows and other races see them as pets and divine invaders. They prefers dark areas, while not being sensitive to light, and the Material Plane and even the Elemental of Earth are good homes for chiropterals.
Chiropterals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their tongues ability.

Combat
A chiropteral is rarely encountered alone. Like bats, a chiropteral is quite protective about its colony and all members defend one and other. They ambush their opponenets from above and, if possible, from dark areas. Like guardinals, a chiropteral hates evil. In this case, vampires and werebats are their prime targets. Many colonies masquerade as slaves for vampires, in order to turn on them and bite them to dust.
A chiropteral’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Wounding (Ex): Any living creature damaged by a chiropteral continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Blindsense (Ex): A chiropteral notices and locates creatures within 60 feet. Opponents still have total concealment against the chiropteral. If the blindsense is negated, the chiropteral must rely on its vision, which is as good as a human, with its normal darkvision.
Lay on hands (Su): This ability works just like the paladin’s ability, but the chiropteral can heal as much damage per day as its own undamaged hit point total.
Spell-like abilities: At will- aid, blur, detect evil, detect magic, magic circle against evil (self only); 1/day- darkness, cure light wounds (DC 13); Caster level 5th. The saves DC are charisma-based.
*Skills: A chiropteral has a racial +4 to Hide checks and a +4 to Listen and Spot checks. These bonuses are lost if the chiropteral’s blindsense is negated.

Testudal
Small Outsider (Aquatic, Extraplanar, Good, Guardinal)
HD: 7d8+10 plus 3 (55 hp)
Initiative: +0
Speed: 15 ft. (4 squares), swim 30 ft.
Armor Class: 19 (+1 size, +8 natural), touch 11, flat-footed 19
Base Attack/Grapple: +7/+5
Attack: Bite +8 melee (1d4+3)
Full Attack: Bite +8 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/evil and silver, darkvision 60 ft., hold breath, immunity to electricity and petrification, lay on hands, resistance to cold 10 and sonic 10, speak with animals, spell resistance 18, tongues, water breathing
Saves: Fort +8 (+12 against poison), Ref +5, Will +7
Abilities: Str 15, Dex 10, Con 16, Int 12, Wis 14, Cha 15
Skills: Concentration +13, Diplomacy +12, Hide +14, Listen +12, Move Silently +10, Sense Motive +12, Spot +12, Survival +12, Swim +20*
Feats: Toughness, Endurance, Diehard
Environment: Blessed Fields of Elysium
Organization: Solitary or family (4-15)
Challenge Rating: 5
Treasure: No coins, double goods, standard items
Alignment: Always neutral good
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Level Adjustment: +4

This creature stands at 3 feet tall. It has turtle-like traits, such as a beak-like mouth, stump-like legs and feet and a large shell that it wears almost like a clothe. It walks slowly and steadily and its eyes reflect kindness and calm.

Testudals are guardinals who symbolize turtles, tortoises and other terrapin creatures throughout the planes. Slow, steady and often long-lived, testudals have time to watch the world and witness its events. They do not travel often preferring to stay in Elysium’s riverbanks. When summoned to the Material Plane, they help travellers with directions and, if the location is not too far, as guides. Druids, nymphs and dryads are good company for a tesdutal.
Testudals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their tongues ability.

Combat
Due to its slow-moving gait on solid ground, testudals really initiate attacks, but never turn back on endangered creatures, and always rush to defeat an evil creature. Underwater, being faster, a testudal charges its opponents, which often surprise them. Skums, sahuagins and locathahs are the main enemies of the testudal, and its size and shell grant it a effective defense.
A testudal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Hold Breath (Ex): A testudal can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning, such as 96 rounds, or almost 10 minutes.
Lay on hands (Su): This ability works just like the paladin’s ability, but the tesdutal can heal as much damage per day as its own undamaged hit point total.
Spell-like abilities: At will- aid, blur, detect evil, detect magic, light, magic circle against evil (self only), water breathing; 3/day mage armor, shield; 1/day- create water, cure light wounds (DC 13); Caster level 7th. The saves DC are charisma-based.
*Skills: A testudal has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Lacertal
Medium Outsider (Extraplanar, Good, Guardinal)
HD: 8d8+24 (68 hp)
Initiative: +4
Speed: 30 ft. (8 squares), climb 30 ft, swim 30 ft., burrow 30 ft.
Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
Base Attack/Grapple: +8/+11
Attack: Bite +11 melee (1d8+4)
Full Attack: Bite +11 melee (1d8+3) and 2 claws +6 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Chameleon skin, damage reduction 10/evil and silver, darkvision 60 ft., hold breath, immunity to electricity and petrification, lay on hands, resistance to acid 10 and cold 10, speak with animals, spell resistance 20, tongues.
Saves: Fort +10 (+14 against poison), Ref +9, Will +8
Abilities: Str 16, Dex 16, Con 18, Int 14, Wis 14, Cha 14
Skills: Balance +18*, Climb +22*, Hide +25*, Listen +13, Move Silently +18*, Sense Motive +13, Spot +13, Survival +13, Swim +22*, Tumble +14
Feats: Dodge, Improved Natural Weapon (bite), Skill Focus (Hide)
Environment: Blessed Fields of Elysium
Organization: Solitary or pair
Challenge Rating: 8
Treasure: No coins, double goods, standard items
Alignment: Always neutral good
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: +5

This creature appears like a lizardfolk at first glance. It has long snout and a mouth filled with sharp teeth. A large frill crowns its head and descends all the way to the end of its spine, and two other fan-like frills protrude from its neck. Its hands and feet are tipped with small but sharp claws and are partly webbed. Its scales are dark green and its eyes are an hybrid between the standard human and reptilian eye.

Lacertals are the lizard equivalent of the guardinals. They live in the forests and deserts of Elysium, but they have been seen in other upper planes and the Material Plane. They usually spy on travellers before helping them or, at worse, striking them. They take their duties at heart, and usually are seen defending other creatures, regardless of strength. They patrol their domains thoroughly and often fight to the death to protect their territory, along with the creatures in it. Metallic dragons often choose lacertals as minions and lair guards.
Lacertals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their tongues ability.

Combat
A lacertal strikes its foes from ambush, from the branches of a tree to underneath their feet in the sand. If the intruders flee, they chase them up the border of their home, at a slower speed not to catch them but to show them the exit. Against evil creatures, they show no mercy, regardless of health or size, eating them in order to clean the world of evil. Evil lizardfolk tribes, troglodytes and kobolds are the choice “meal” for the lacertal, as are green dragons.
A lacertal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Chameleon Skin (Ex): A lacertal’s scales can shift tones and coloration to blend with its surrounding. This grants the lacertal a +8 bonus to Hide check (already featured above).
Hold Breath (Ex): A lacertal can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning, such as 108 rounds, or almost 11 minutes.
Lay on hands (Su): This ability works just like the paladin’s ability, but the lacertal can heal as much damage per day as its own undamaged hit point total.
Spell-like abilities: At will- aid, cure light wounds (DC 14), detect evil, detect magic, light, magic circle against evil (self only); 3/day- entangle (DC 13), magic fang, pass without trace; Caster level 8th. The saves DC are charisma-based.
*Skills: Lacertals, thanks to their chameleon skin, have a racial +8 bonus to Hide checks. Lacertal also have a racial +4 bonus to Balance and Move Silently check. Lacertals have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Lacertals have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Crocodal
Large Outsider (Extraplanar, Good, Guardinal)
HD: 10d8+50 (95 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21
Base Attack/Grapple: +10/+20
Attack: Bite +15 melee (2d6+9) or tail slap +15 melee (3d6+9)
Full Attack: Bite +15 melee (2d6+9) or tail slap +15 melee (3d6+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, spell-like abilities
Special Qualities: Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, hold breath, lay on hands, resistance to acid 10 and cold 10, scent, speak with animals, spell resistance 21, tongues.
Saves: Fort +12 (+16 against poison), Ref +8, Will +9
Abilities: Str 24, Dex 12, Con 20, Int 12, Wis 14, Cha 14
Skills: Concentration +18, Hide +18*, Jump +19, Listen +15, Move Silently +14, Sense Motive +15, Spot +15, Survival +15, Swim +27*
Feats: Improved Natural Weapon (Tail Slap), Power Attack, Endurance, Skill Focus (Hide)
Environment: Blessed Fields of Elysium
Organization: Solitary or pair
Challenge Rating: 10
Treasure: No coins, double goods, standard items
Alignment: Always neutral good
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: +6

This creature has a barrelled chest and a pronounced crocodilian snout. It has powerful arms ending in partially webbed hands. A large tail snakes at the end of its spine. Its scales are green and as hard as the toughest armor.

Crocodals are the guardinals of all crocodiles and alligators in the planes. Living the rivers and marshes of Elysium, they lie in wait in the muddy water when hunting, making excellent hunters for travellers stranded in this part of plane. They work closely with lacertals when dealing with adventurers, but a lone crocodal can be a good guide when dealing with marshes. Their strength and hide are valued by those who summoned them to the Material Plane. Crocodals are about 7 feet tall, but 12 feet long when their massive tail is included. They weigh about 300 lbs.
Crocodals speak Celestial, Infernal and Draconic, but can speak to almost any creature, thanks to their tongues ability.

Combat
A crocodal surprises its opponents by jumping out of the water and grabbing them before dragging them into the bottom of their lakes. Out of the water, they prefer to strike from high overgrowth and batter them with their tail before lunging in with their bite. As any guardinal, the crocodal exterminates any sentient evil presence in their marsh, making black dragons, as well as their minions, the prime targets of these outsider.
A crocodal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Hold Breath (Ex): A crocodal can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning, such as 160 rounds, or 16 minutes.
Lay on hands (Su): This ability works just like the paladin’s ability, but the crocodal can heal as much damage per day as its own undamaged hit point total.
Improved Grab (Ex): To use this ability, a crocodal must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and drags it into deep water, attempting to pin it to the bottom.
Spell-like abilities: At will- aid, cure light wounds (DC 13), detect evil, detect magic, light, magic circle against evil (self only); 3/day- cure moderate wounds (DC 14), water breathing; Caster level 10th. The saves DC are charisma-based.
*Skills: Crocodals gain a +4 racial bonus on Hide checks when in the water. Further, a crocodal can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks. Crocodals have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 

JiCi

First Post
next: a fiery bird

Greater Phoera
Large Magical Beast (Fire)
HD: 12d10+48 plus 12 (126 hp)
Initiative: +5
Speed: 20 ft. (4 squares), fly 100 ft. (average)
Armor Class: 20 (-1 size, +5 Dex, +6 natural), touch 14, flat-footed 15
Base Attack/Grapple: +12/+20
Attack: Bite +17 melee (1d8+4 plus 1d6 fire)
Full Attack: Bite +17 melee (1d8+4 plus 1d6 fire) and 2 claws +15 melee (1d6+2 plus 1d6 fire)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, heat, ignite
Special Qualities: Darkvision 60 ft., death throes, healing fire, immunity to fire, rise from the ashes, vulnerability to cold.
Saves: Fort +12, Ref +14, Will +5
Abilities: Str 18, Dex 22, Con 18, Int 10, Wis 12, Cha 17
Skills: Listen +13, Spot +13, Survival +11
Feats: AlertnessB, Flyby Attack, Weapon Finesse, Multiattack, Improved Toughness, Hover
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always chaotic good
Advancement: 13-16 HD (Large); 17-20 HD (Huge)
Level Adjustment: --

This brilliantly plumed bird has feathers of red and gold. In contrast to its beauty, its wickedly hooked beak and talons look capable of rending flesh from bone. A long tail of feathers streams behind the creature as it flies, leaving a shimmering of heat in the wake of its passage. The bird also possesses feathers that protrude from its brow and are swept back behind its head, down to the base of its neck. Its eyes glow with intelligence.

When phoelarches (from MMIII) die, they explode in a burst of fire and encased in a small black glass egg. If the egg remains undagamaged for 24 hours, it hatches into a phoera (from MMIII), a phoenix-like bird which is a new creature without even the single trace of memory of its past existence.
However, when a powerful phoelarch chieftain die, its egg is harder and bigger than usual. This egg has hardness 6, 24 hit points and immunity to fire. Each hour, the egg crystallize and grow in size, increasing its hardness by 1 and its hit points by 4. When 24 hours have elapsed, the egg hatches and a giant fire bird comes out: a greater phoera.
Unlike ordinary phoeras, greater phoeras retain the memories of their phoelarch counterpart, though the phoelarch still loses its own special abilities, skills and feats for those of the greater phoera.
Sages believe that this phenomenon is an act of the gods or the phoenix itself, as the hatching is more of a “reincarnation” instead of the usual “rebirth”. They think those powerful entities reward the phoelarches by transforming them into their ancestors.
A greater phoera is also known as a lesser phoenix. It measures 12 feet long from beak to tail and weighs around 500 pounds.
A greater phoera speaks the languages of its phoelarch counterpart before dying, usually Ignan and Common.

Combat
Even though the creature is a greater phoera in appearance, it is a phoelarch at heart. It values freedom above anything else. However, due to its size and shape, it must act with even more stealth then before, as it can make heads turn. It takes a few moments to think its strategy before diving in. It can be anything from diving toward slave traders when the sun is at its highest point to roasting a tyrannical aristocrat when he speaking on its balcony by standing on the roof, right on the edge. When hunting, it basically acts like any bird of prey: circling around the prey and diving in for the kill.
Breath Weapon (Su) : 60-foot line of fire, once every 1d4 rounds, damage 10d6, Reflex DC 20 half. The save DC is Constitution-based.
Death Throes (Su) : When slain, a greater phoera explodes in a blinding burst of fire that deals 15d6 points of fire damage to anything within 30 feet (Reflex DC 20 half). The save DC is Constitution-based.
Heat (Su) : A mere touch from a greater phoera is searing hot. Its natural weapons deals an additional 1d6 pts of fire damage. The greater phoera can suppress or resume this ability as a free action.
Ignite (Ex) : A creature struck by a greater phoera’s bite or claw attacks must make a successful DC 20 Reflex save or catch on fire. The flames burn for 1d4 rounds. A burning creature can take a move action to put out the flames. The save DC is Constitution-based.
Healing Fire (Su) : Any fire attack that would normally deal damage instead heals a greater phoera. Any fire effect targeted on a greater phoera heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the greater phoera to exceed as temporary hit points. For example a greater phoera exposed to a fireball that deals 30 points of damage would heal up to 10 points of damage, or provide the greater phoera with up to 10 temporary hit points.
Rise From the Ashes (Su) : When a greater phoera is slain (reduced to -10 hit points or below), its body is immolated, leaving nothing but ash and a chrysalis form in the shape of a large black glass egg about 6 feet high. The egg remains dormant for 24 hours, after which time it hatches, releasing another fully grown greater phoera. If the slain phoera had advanced to 13 Hit Dice or more, the new one only has the Hit Dice (12) of an unadvanced greater phoera.
The ash and chrysalis left behind when a greater phoera dies can be used to resurrect the greater phoera, but the creature cannot be raised by any means. Once the greater phoera has burst free from the chrysalis, the previous greater phoera cannot be brought back to life by any means. A gentle repose spell or similar magic cast on a chrysalis can keep the egg from hatching, allowing the greater phoera to possibly be brought back to life at a later time. Once the gentle repose effect ends, however, the egg hatches 24 hours later.
A wish or miracle spell used in conjunction with a resurrection effect can restore a greater phoera to life after its chrysalis has hatched.
 

JiCi

First Post
next: a construct with an appetite for your purse

Greed Coin
Fine Construct
HD: 1/2d10 (2 hp)
Initiative: +5
Speed: 5 ft. (1 square)
Armor Class: 23 (+8 size, +5 Dex), touch 23, flat-footed 23
Base Attack/Grapple: +0/-20
Attack: Bite +13 melee (1)
Full Attack: Bite +13 melee (1)
Space/Reach: 1 ft./0 ft.
Special Attacks: Coin healing, consume coins, create coins
Special Qualities: Blindsight 60 ft., construct traits, darkvision 60 ft., DR 2/magic, low-light vision, tremorsense 60 ft.
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 2, Dex 20, Con --, Int --, Wis 11, Cha 1
Skills: Disguise* +20
Feats: Weapon Finesse (B)
Environment: Any
Organization: Solitary or purse (2-10) or swarm (see below)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: --
Level Adjustment: --

This ordinary gold coin has a fine lining of sharp teeth.

Greed coins are the creation of a wizard who got tired of having his finances stolen or taken for taxes and payments. One day, he transformed a gold coin into an automaton that feeds on money. He then slipped the coin into a little pile of coins and got it stolen by a thief. Weeks later, the authorities found the corpse of the thief, eviscerated to the bones.
A greed coin looks like an ordinary coin, except its side can open like a mouth revealing sharp teeth. It does not speak nor make any vocal noise.

Combat
A greed coin do not attack alone. It prefers to produce its breed and then starts swarming on its foes.
Coin Healing (Su) : If the greed coin is damaged, it can use its Consume Coins ability to healing 1 point of damage.
Consume Coins (Ex) : A greed coin can eat a Fine coin-shaped object within 2 rounds. It either allows the greed coin to create other greed coins or to heal itself.
Create Coins (Su) : After consuming a coin, the greed coin can spit out another greed coin, fully healed and ready. The process takes 2 rounds.
Skills : Greed coins have a +25 bonus to Disguise checks when trying to pass as a normal coin.

Greed Coin Stack
Fine Construct (Swarm)
HD: 10d10 (55 hp)
Initiative: +5
Speed: 10 ft. (2 square)
Armor Class: 23 (+8 size, +5 Dex), touch 23, flat-footed 23
Base Attack/Grapple: +7/-20
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 1 ft./0 ft.
Special Attacks: Coin healing, consume coins, create coins, distraction
Special Qualities: Blindsight 60 ft., construct traits, darkvision 60 ft., DR 5/magic, immune to weapon damage, low-light vision, swarm traits, tremorsense 60 ft.
Saves: Fort +3, Ref +8, Will +3
Abilities: Str 2, Dex 20, Con --, Int --, Wis 11, Cha 1
Skills: Disguise* +20
Feats: Weapon Finesse (B)
Environment: Any
Organization: Solitary or vault (2-4 swarms)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: --
Level Adjustment: --

You see a coin stack that rolls and bounces toward you, just as if someone was controlling the coins.

A greed coin stack is created when a greed coin has consumed over 10,000 coins, either alone or with others.

Combat
A greed coin stack attacks anyone who tries to steal them or own illegally.
Coin Healing (Su) : If the greed coin stack is damaged, it can use its Consume Coins ability to healing 1 point of damage.
Consume Coins (Ex) : A greed coin stack can eat a Fine coin-shaped object within 2 rounds. It either allows the greed coin to create other greed coins or to heal itself.
Create Coins (Su) : After consuming coins, the greed coin stack can spit out another greed coin stack, fully healed and ready. The process takes 2 rounds. It is actually all greed coins that spit out a new greed coin each, creating enough creatures to make a swarm.
Distraction (Ex) : Any living creature that begins its turn with a swarm in its space must succeed on a DC 15 Fortitude save or be dazzled for 1 round. The save DC is Constitution-based.
Skills : Greed coin stacks have a +25 bonus to Disguise checks when trying to pass as a normal coin.

Construction
A greed coin’s body must be made from a single gold coin, and then treated in oils and powders worth 1,500 gp. Creating the body requires a DC 15 Craft (metalworking) check.
CL 10th; Craft Construct, animate objects, fabricate, caster must be at least 10th level; Price 15,000 gp; Cost 1,200 gp + 120 XP.
 

JiCi

First Post
next: a template aiming on oozes

Half-Ooze

Oozes are chaotic, wild and uncontrollable forces of nature that wander through the lands in search for food. Adventurers who encountered such a creature can come out unarmed and seriously burned, if not reduced to nothingness by the ooze.

Some spellcasters, mainly wizards, has developed rituals that bind an ooze with another creature. This consists at mixing the creature’s blood with the ooze’s sentient liquid, which sometimes oozes out through the creature’s skin. In the case of non-living creatures, the creature’s body is “immersed” into the ooze and comes out merged with a thin layer of the ooze’s liquid. Since the ooze’s matter is thicker, the resulting creature moves with a stiffer gait. Its mind is also affected, as it develop a slight alien mindset, though the creature retains its normal mental faculties.

Creating an half-ooze

Half-ooze is an aquired template that can be applied to corporeal creatures, expect an ooze, referred to hereafter as the base creature. This template also requires a creature of the ooze type, referred to hereafter as the base ooze.

Size and type: The base creature’s type changes to aberration, with the Augmented Subtype. It the base ooze has subtypes, the half-ooze gains them as well, along with any related qualities. Size is unchanged.

Special Attacks: A half-ooze retains the special attacks of the base creature, and gains some of the base ooze, as follows.
  • If the base ooze’s slam attack deals additional damage, such as acid, the half-ooze can apply this, or these, additional damage to an unarmed strike or one of its natural weapons. It can decide at the beginning of its turn which natural weapon deals the extra damage and can apply this extra damage only once per turn. This extra damage can increase or decrease with the size. For example, a Large half-gray ooze’s acid deals 1d8 points of acid damage, instead of 1d6. (In the case of living spells, from MMIII and the Eberron Campaign Setting, the damage is fixed and therefore does not change with size)
  • If the base ooze has spell-like and/or supernatural abilities that are not related to the base ooze’s slam attack, the half-ooze gains those abilities, but can use them once per day per 4 HD the base creature possesses.
  • The half-ooze does not gains split, transparent, constrict or any other extraordinary abilities unrelated to slam attacks of the base ooze.
Stickyness (Ex): The half-ooze’s substance is slightly sticky, granting a +2 bonus to grapple, disarm and trip attempt.

Special Qualities: A half-ooze retains all the special attacks of the base creature, gains blindsense 30 ft. If the base ooze is immune or resistance to an energy type, the half-ooze gains resistance to that energy equal to 5 plus to base creature’s HD. If the base ooze has spell resistance, the half-ooze has it too, equal to 5 plus to base creature’s HD. Both values must not be higher than those of the base creature, if it already possesses these resistances. A half-ooze gains also immunity to poison, paralysis and stunning.

Abilities: Str +2, Dex -2, Con +4, Int -2 (minimum 3), Cha -4 (minimum 1).

Feats: If the base ooze has bonus feats, the half-ooze gains them, unless the base creature already have them.

Challenge Rating: Same as the base creature + ½ the base ooze’s CR +1

Alignment: Any. If the base ooze has an alignment subtype, the base creature’s alignment shifts to this subtype.

Level adjustment: Same as the base creature + 4
 

JiCi

First Post
next: a shapeshifting ooze

Liquid Steel
Medium Ooze (shapeshifter)
HD: 6d10+18 (51 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10 in liquid form; 18 (+2 Dex, +6 natural), touch 12, flat-footed 16 in solid form
Base Attack/Grapple: +4/+7
Attack: Slam +7 melee (1d6+3) or by weapon +7 melee or +6 ranged
Full Attack: 2 slams +7 melee (1d6+3) or by weapon +7 melee or +6 ranged
Space/Reach: 5 ft./5 ft.
Special Attacks: Liquid armor/shield, liquid item, liquid weapon, proficiencies
Special Qualities: Alternate form, blindsight 60ft, fast healing 3, ooze traits*, resilient.
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 16, Dex 14, Con 16, Int 12, Wis 12, Cha 14
Skills: Bluff +7, Diplomacy +7, Disguise +22*, Intimidate +7, Sense Motive +6
Feats: Improved Initiative, Power Attack, Skill Focus (disguise), Two-Weapon Fighting (B)
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Usually neutral
Advancement: 7-20 HD (medium)
Level Adjustment: +4

A puddle of reflective light grey liquid waves about. It then reshapes itself into a more or less pronounced humanoid creature with steel-like skin. In a flash, a blade sprouts from its wrist, a round plate from its forearm and a solid armor plates all around the creature.

Liquid steels are a rare specimen of intelligent oozes that can transform itself into any creature, even those it encounters. It can even create diverse items from its substance, duplicating life-like objects. This makes it the perfect spy for the perfect crime.
Liquid steels are perceived as mischievous, sly and merciless creatures, but that is not always the case, as they possess multiple personalities and thoughts about morale goods. Some even wander in a special form than in their natural forms.
A liquid steel can form alliances with any creatures and sometimes it reveals its true form to a trusty ally.
Liquid steels, in puddle form, are about 5 feet in diameter and 3 inches thick; in solid form, it is 5 feet tall and around 120 lbs.
Liquid steels speak Common and another language of their choice, with a slightly bubbly voice.

Combat
Being intelligent unlike other oozes, a liquid steel may pass itself has an “unusual” mindless ooze, picking opponents carefully, such as attacking weak armored foes, which tend to throw them off-balance. Another trick is to pass as a normal creature, such as a innocent child or woman, then backstabbing a potent threat and escaping in another form. A liquid steel has a roguish mind, preferring ambush and feint over direct assaults, yet if masquerading as a soldier, it uses tactics that will not give away its nature. In solid form, it usually carries a pre-shaped weapon, like a dagger or dart, just in case.
Alternate form (Su) : A liquid steel has two basic forms and a special shapeshifting ability. Its first form is puddle of liquid: it cannot create items or speak but can fit into small places. Its second form is a vaguely shaped, solidified humanoid called solid form, in which it can create items and speak normally.
Its last ability allows the liquid steel to transform itself into any corporeal creature up to its HD. While it this form, it retains its own extraordinary and supernatural abilities, and gains the extraordinary abilities of the selected creature. While in this special form, it cannot shape an item that the creature cannot wield or manipulate.
The liquid steel does not recover hit points upon transforming, and it takes a standard action to transform. While in special form, the liquid steel’s natural armor bonus is replaced by the base creature’s.
Fast Healing (Ex) : A liquid steel heals a certain amount of hp each round. This number is equal to half the liquid steel’s HD (3 for a typical specimen).
Liquid armor/shield (Su) : While in solid form or special form, the liquid steel can modify its structure and create armor-like plates, granting it an armor bonus to AC and/or a shield bonus. Armors and shields created that way weigh the same as the originals and possess all the characteristics, such as armor bonus, armor check penalty, speed reduction and arcane spell failure. Shaping and unshaping an armor is a standard action, while a shield takes a move-action.
Armors and shields remain shaped as long as the liquid steel wishes, without any side effect on the ooze.
A shield can be sundered, like a normal one, but any damage is deducted from both the liquid steel and the shield. The shield bursts into watery mud when destroyed.
Liquid item (Su) : In any form, a liquid steel can create items other than weapons, armors and shields. It can shape any item that has a market price of 200 gp per the liquid steel’s HD (up to 1,200 gp for a typical specimen). As a standard action, a liquid steel can shape a number of items equal to half its HD (3 for a typical specimen); if it need more, it must take other actions to shape additional items. Items created that way weigh the same as the originals and possess all the characteristics.
Item remain shaped as long as the liquid steel wishes, without any side effect on the ooze.
An item can be sundered, like a normal one, but any damage is deducted from both the liquid steel and the item. The item bursts into watery mud when destroyed.
Liquid weapon (Su) : While in solid form or special form, the liquid steel can modify its structure and create weapon-like appendages. These weapons replace the liquid steel’s slams and deal damage according to the weapon. A liquid steel can shape any melee or ranged weapons it is proficient with and can create up to 2 weapons at a time, such as two short swords or a bow and an arrow. In the case of ranged weapons, the liquid steel can create an endless supply of ammunitions. Weapons created that way weighs the same as the original and possess all the characteristics. Shaping and unshaping a weapon is a move-action action, while shaping a bolt, bullet or arrow is a free action.
Weapons remain shaped as long as the liquid steel wishes, without any side effect on the ooze. These are treated as manufactured weapons, not natural weapons, and they bypass damage reduction just like a normal steel weapon would do.
A weapon can be sundered, like a normal one, but any damage is deducted from both the liquid steel and the item. The weapon bursts into watery mud when destroyed.
Proficiencies (Ex) : A liquid steel is proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). (If you playing with Races of Stone, the liquid steel is not proficient with exotic armors.)
Ooze traits* (Ex) : A liquid steel has an intelligence score, and thus is not immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Resilient (Ex) : A liquid steel, while in liquid form, takes half damage from slashing and piercing weapons.
Skills* : A liquid steel, while in special form, has a +10 competence bonus to Disguise checks.
 

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First Post
next: 2 monkey-like creatures

Manoryx
Small Monstrous Humanoid
HD: 2d8+2 (11 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/-3
Attack: Claw +6 melee (1d3-1)
Full Attack: 3 claws +6 melee (1d3-1) and bite +1 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Prehensile tail, spell affinity
Special Qualities: Darkvision 60 ft., scent, simiarach empathy
Saves: Fort +1, Ref +6, Will +3
Abilities: Str 8, Dex 16, Con 12, Int 12, Wis 10, Cha 10
Skills: Climb +16*, Knowledge (arcana) +6, Hide +11*, Listen +7, Spot +7
Feats: Alertness (B), Weapon Finesse (B), Dodge
Environment: Warm forests
Organization: Solitary, party (2-6 with 1-2 simiarachs) or tribe (20-50 with 3-15 siminarachs)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2

This monkey walks up right and is about the same size of a halfling. It wears simple clothes over its brown fur. Its tail ends in a strange appendage that looks like a humanoid hand.

Living in the deepest jungles, the manoryxes are making their kingdoms. These curious simians live a busy life: every member has a specific role, such as scout and warrior. A tribe is lead by a patriarch, a grey-furred manoryx. Having an affinity with spells, many manoryxes are wizards, using crude parchments as their spellbooks.
They make their home in trees, although they do not try to steal other creatures’ territories. They maintain good relations with elves and fey, but any intruder is scouted and expelled by troups, at spear point and sling bullets. They also have a symbiotic-like relation with simiarachs, a crossbreed between apes and spiders.
Manoryxes speak Common, Sylvan and their own language, Manoryx, which is a series of hoots and screechs.

Combat
A manoryx stays hidden in tree foliage and strikes from above. Thanks to their tail, they can move through branches with ease while staying out of reach.
Prehensile Tail (Ex): The hand at the end of a manoryx’s tail serves as a fully functional hand and it can take Multiweapon Fighting. The tail heightens the manoryx’s sense, granting Alertness as a bonus feat. The tail also gives a +4 bonus to Climb check.
Simiarach Empathy (Ex): When dealing with a simiarach, a manoryx has a +10 inherent bonus to Bluff, Diplomacy, Intimidate and Sense Motive.
Spell Affinity (Ex): A manoryx has a special affinity with arcane and divine spells. This gives a +1 to caster level and a +1 to overcome spell resistances when casting arcane or divine spells.
Skills* : Manoryxes have a +8 racial bonus on Climb checks, in addition of their tail, and can always choose to take 10 on Climb checks, even if rushed or threatened. They have also a +4 racial bonus to Hide checks.

Simiarach
Large Monstrous Humanoid
HD: 6d8+12 (39 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +6/+17
Attack: Claw +10 melee (1d6+5)
Full Attack: 4 claws +10 melee (1d6+5) and bite +8 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, rend 2d6+7, web
Special Qualities: Darkvision 60 ft., manoryx empathy, scent
Saves: Fort +4, Ref +7, Will +5
Abilities: Str 20, Dex 15, Con 15, Int 8, Wis 10, Cha 8
Skills: Climb +17*, Hide +2*, Listen +11, Spot +11
Feats: Alertness, Power Attack, Multiattack
Environment: Warm forests
Organization: Solitary, pair or family (3-8)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral
Advancement: 7-14 HD (Large)
Level Adjustment: +4

This creature looks like a centaur like beast mixing both ape and spider features. It has the upper quarters of an ape and the lower quarters of a large spider. The ape has an additional pair of arms, much like a girallon, and its spider lower body has 4 legs instead of 8, as if something fused two legs together into a single more powerful limb.

Simiarachs’ origins are a mystery. Many presume that they are a new breed of lhosks, others go with drows and their foul breeding experiments with spiders. Regardless of the outcome, these creatures are now free and live on their own.
Simiarachs live in jungles, inside tree canopies. They live as a family, and every member fills a specific role. Their web are used as nets to capture preys, or unwanted intruders. They are quite territorial, yet they accept manoryxes in their home. They maintain loose connections with civilized races, as they often trades for goods.
Simiarachs are about 9 feet tall, have bodies around 5 feet in diameter and weigh around 600 lbs. Simarachs speak Sylvan, some exceptionally intelligent members speaks Common.

Combat
A simiarach attacks from ambush, whether from trees or bushes. They prefer to hunt bear-handed, lashing their claws into the flesh rather then with weapons. If their foes prove to be resilient, they throw a web to pin it before going for the kill.
Improved Grab (Ex) : To use this ability, a simiarach must hit with a claw 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. A simiarach has a +2 competence bonus to grapple checks.
Manoryx Empathy (Ex): When dealing with a manoryx, a simiarch has a +10 inherent bonus to Bluff, Diplomacy, Intimidate and Sense Motive.
Rend (Ex) : A simiarach that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+7 points of damage.
Web (Ex) : A simiarach can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 15 Escape Artist check or burst the web with a DC 19 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
Simiarachs can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire.
A simiarach can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.
Skills* : Simiarachs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. They have also a +4 racial bonus to Hide checks.
 

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First Post
next: an animal with shiny feathers

Mithral Wing
Medium Animal
HD: 4d8+8 (26 hp)
Initiative: +5
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Armor Class: 20 (+5 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +3/+6
Attack: Claw +8 melee (1d6+3)
Full Attack: 2 claws +8 melee (1d6+3) and beak +3 melee (1d6+1)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: --
Special Qualities: Low-light vision, reflective feathers, scent.
Saves: Fort +6, Ref +9, Will +3
Abilities: Str 16, Dex 20, Con 15, Int 2, Wis 14, Cha 6
Skills: Listen +11, Spot +11
Feats: Alertness, Weapon Finesse
Environment: Any coastal aquatic
Organization: Solitary, pair or flock (3-20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: --

This rather large bird is an amalgam of other species. It has powerful ostrich legs ending with sharp talons. Its body looks like that of an eagle with its wings and its head looks like that of a hummingbird with the long beak. Its feathers are a strangle silvery metallic sheen.

Explorers found these birds in coastal riffs and islands, and many have a difficult time looking at these creatures, due to their mirror-like feathers. They were named “mithral wing”, because these birds were believed to be made out of mithral, the lightest metal, and still be able to fly.
Mithral wings are pure organic creatures nonetheless. The metallic sheen is caused by an oil secreted by the bird in order to keep it cool and sleek, yet it can reflect light. These birds live on riffs boarding ocean and lakes. They use their pick-like beaks to dig through stone in order to make their nests and their talons ensure a good grip when digging. They feed on fishes and aquatic plants.
Some local tribes tame mithral wings as mounts and beasts of burden and their feathers also make comfortable clothes.
Mithral wings are 6 feet tall and weighs around 70 lbs.

Combat
Mithral wings are territorial and very protective when guarding their chicks. They start by flapping their wings in order to dazzle the intruders. If the foes are persistent, they lash out with their talons and thrust their beak. They retreat if the outcome seems desperate but mithral wings never retreat when guarding their offsprings.
Reflective Feathers (Ex) : As a standard action, the mithral wing can flap its wings, creating a mirror-like shine. This creates a bright light that dazzles everyone in a 15-feet radius for 1d4 rounds. A Reflex save of DC 14 negates the dazzle condition for this round. Targets who succeeded the save can become dazzled again if they failed their next saving throws. The save DC is Constitution-based.
Carrying Capacity : Despite being bipedal, mithral wings are treated as quadrupeds of the purpose of carrying capacity. A light load for a mithral wing is up to 114 pounds; a medium load, 115–230 pounds; and a heavy load, 231–345 pounds. A mithral wing can drag 1,725 pounds.
 

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First Post
next: a turtle with a special shell

Mirror Turtle
Huge Magical Beast (Aquatic)
HD: 15d10+120 (202 hp)
Initiative: -2
Speed*: 20 ft. (4 squares), swim 20 ft.
Armor Class: 26 (-2 size, -2 Dex, +20 natural), touch 6, flat-footed 26
Base Attack/Grapple: +15/+33
Attack: Bite +24 melee (2d6+15/19-20)
Full Attack: Bite +24 melee (2d6+15/19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Capsize, trample 4d8+15
Special Qualities: Darkvision 60 ft., DR 10/adamantine, low-light vision, mirror shell, retract, spell resistance 25, water breathing.
Saves: Fort +17, Ref +7, Will +7
Abilities: Str 30, Dex 7, Con 26, Int 12, Wis 14, Cha 10
Skills: Listen +20, Spot +20, Swim* +36
Feats: Endurance, Power Attack, Weapon Focus (Bite), Improved Critical (Bite), Snatch, Diehard, Improved Bull Rush
Environment: Any aquatic and underground
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Usually neutral
Advancement: 15-30 HD (Huge); 31-45 HD (Gargantuan)
Level Adjustment: --

This massive turtle has a bumped, steel-like shell as big as a house. Its paws are slightly webbed and its large head ends in a sharp beak. Its eyes are large and of a bluish hue and the its scales are dark indigo.

A mirror turtle is a one of the biggest creatures to swim into the ocean. Often mistaken for a large sunken shiny object, mirror turtles rarely give treasure hunters the chance to realize their mistake.
A mirror turtle lives at the bottom of the ocean and surface and underground lakes. It is attracted to shiny objects and has quite a collection in its lair, although it scavenges for treasures rather then stealing or snatching. Bronze dragons hate this behavior and competes furiously for treasure with a mirror turtle. Merfolks, tritons and aquatic elves sometimes befriend the turtle and treat it as a guardian or a sage-like being.
These creatures feed on fishes and algae and often go after squids and jellyfishes. Mirror turtles are rare, but don’t have much predators or enemies. Mating rituals often involve shiny gifts.
A mirror turtle is 25 feet long and weighs around 15 tons. A mirror turtle speaks Aquan and Common, with a slow and deep voice.

Combat
Being a slow-moving specie, the mirror turtle rarely initiates an frontal attack, but it tries to corner its prey in order to chew it up, whether underwater or on land. While underwater, if attacked by a ship, it closes in to capsize it, but does not bother to deal with the passengers, as the water itself now traps them. While on land, it tramples its opponents and focuses on a single opponent at a time. If outnumbered, it retracts into its shell and waits a little for its enemy to tire. It flees if the situation becomes too hazardous for the turtle. A mirror turtle does not fear magic, as it can either takes a few hits or reflect it back at the caster.
Capsize (Ex) : A submerged mirror turtle that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.
Mirror Shell (Su) : A mirror turtle’s shell is highly reflective, hence the name. It can deflect or even reflect all rays, lines, cones, and even magic missile spells. There’s a 40% chance that the spell actually affects the turtle, a 50% chance that the spell is deflected and a 10% chance that the spell gets reflected back at the caster. Check for reflection before rolling to overcome the creature’s spell resistance.
Retract (Ex) : As a standard action, a mirror turtle can retract its legs and head into its shell. While retracted, its damage reduction doubles, changing to 20/adamantine, but it cannot make attacks or moves. Detracting is a standard action.
Trample (Ex) : Reflex half DC 27. The save is strength-based.
Water Breathing (Ex) : A mirror turtle can breathe both air and water.
Speed : Even though the mirror turtle can run, it can only run 3 times its swim because of the shell’s bulk.
 

JiCi

First Post
next: a new felldrake

Platinum Felldrake
Large Dragon
HD: 10d12+50 (115 hp)
Initiative: +5
Speed: 40 ft. (8 squares), fly 120 ft. (average)
Armor Class: 25 (-1 size, +1 Dex, +15 natural), touch 10, flat-footed 24
Base Attack/Grapple: +10/+21
Attack: Bite +16 melee (2d6+7)
Full Attack: Bite +16 melee (2d6+7) and 2 fore claws +14 melee (1d8+3) and tail slap +14 melee (1d8+10)
Space/Reach: 10 ft./10 ft. (5 ft. with fore claws and hind claws)
Special Attacks: Breath weapon, hind claws 1d8+3
Special Qualities: Darkvision 60 ft., immunity to cold, magic sleep effects and paralysis, low-light vision, +4 bonus to saves vs. fire effects, scent.
Saves: Fort +12, Ref +8, Will +9
Abilities: Str 24, Dex 13, Con 20, Int 10, Wis 14, Cha 12
Skills: Diplomacy +11, Listen +14, Search +10, Sense Motive +12, Spot +14, Survival +12
Feats: Alertness, Flyby Attack, Multiattack, Improved Initiative
Environment: Cold plains
Organization: Solitary or pairs
Challenge Rating: 8
Treasure: None
Alignment: Always neutral good
Advancement: 11-18 HD (Large); 19-24 HD (Huge)
Level Adjustment: +6

This long, sinuous dragon is covered in silver-white scales that sparkle and gleam with a light on their own. Its catlike eyes shift between the blue of an azure sky and the chill of a frozen glacier, as its mood determines. Its head has several tentacle whiskers protruding from the cheeks, under its chin and behind the eyebrows. There is also a strange and pleasant winter breeze surrounding this dragon and its breath feels cold and chilling.

The felldrakes trace their origin to Bahamut the Platinum Dragon. After helping a group of powerful elf wizards turn back a demonic invasion, Bahamut created the felldrakes to guard the elves against future incursions. All felldrakes have the blood of Bahamut in their veins and are fierce, loyal and good at heart.
Sages have debated on if the platinum felldrake is just another Aspect of Bahamut or an completely new creature. To Bahamut himself, he knows that this felldrake is the first of its kind that resemble its creator, not a divine replica that can be summoned by rituals and spells.
A platinum felldrake is often mistaken for a Large silver dragon, but observers can tell the difference, since it does not sport a pair of horns nor a spine crest. Many priests mistook it for an Aspect of Bahamut, but many missing abilities betrayed the felldrake’s true nature. Like all the felldrakes, they can exceptional guards, protectors and even battle steeds to those who can afford it.
Platinum felldrakes speak Common, Draconic and Sylvan. So far, only this felldrake has been known to communicate with other common races.

Combat
A platinum felldrake can withstand several hits and can wipe out multiple opponents all at the same time. Before entering melee, platinum felldrakes generally circle in midair before diving toward the opponent, whether it is airborne itself. It uses its breath weapon as often as it can, leaving frozen shards in the aftermath of a battle.
Breath weapon (Su) : 40-ft. cone of cold, once every 1d4 rounds, 6d8 of cold damage, Reflex DC 20 half. The save DC is Constitution-based.
Hind claws (Ex) : When airborne or when grappling, a platinum felldrake can rake using its hind claws, much like a pouncing feline. It can make 2 rakes, each at a +14 attack bonus and the hind claws deal 1d8+3 pts of damage.

Platinum felldrakes as Special Mounts
At the DM’s option, a paladin of 15th level or higher can call a platinum felldrake as his or her special mount. For the purposes of the mount’s bonus Hit Dice, natural armor, Strength adjustment, Intelligence score and special powers, treat the paladin as if he or she was ten levels lower than actual.
 

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