JiCi's Beastiary [updated January 2nd 2007]

JiCi

First Post
next: a sea serpent

Spiked Serpent
Huge Magical Beast (Aquatic)
HD: 15d10+75 (157 hp)
Initiative: +3
Speed: 10 ft. (8 squares), swim 50 ft.
Armor Class: 26 (-2 size, +3 Dex, +15 natural), touch 11, flat-footed 23
Base Attack/Grapple: +15/+32
Attack: Bite +22 melee (2d8+9 plus 1d8 acid)
Full Attack: Bite +22 melee (2d8+9 plus 1d8 acid) and Sting +17 melee (1d8+4 plus 1d8 acid)
Space/Reach: 15 ft. (coiled)/15 ft.
Special Attacks: Acid touch, constrict (2d8+13 plus 1d8 acid), death throes, improved grab, swallow whole, wave
Special Qualities: Darkvision 60 ft., immunity to acid, low-light vision, amphibious, barbed scales.
Saves: Fort +14, Ref +12, Will +7
Abilities: Str 28, Dex 16, Con 20, Int 3, Wis 14, Cha 6
Skills: Listen +22, Spot +22
Feats: Power Attack, Alertness, Improved Natural Attack (sting), Dodge, Mobility, Spring Attack.
Environment: Any underground aquatic
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Usually neutral
Advancement: 16-25 HD (Huge); 26-40 HD (Gargantuan)
Level Adjustment: --

A huge snake rises up from the water, creating a strong wave of water around it. It looks like a constrictor with many spikes protruding from its back, ending with a wicked stinger. It bares two long and serrated fangs and both are coated with a strong acid, as well as its stinger. Its eyes are round and menacing, which is enough to paralyse a prey with fear.

Born from the deep abysses of the ocean, the spiked serpent is a terrifying beast that hunts submerged underground caves and poses a serious threat to explorers and inhabitants alike.
Despite the stories about lost expeditions and severely injured survivors, hunters are nonetheless interested at killing this beast and returning with its head, its fangs or its spikes. Not many specie has been seen up to now. Spiked serpents, being very territorial, can engage into fight, but the death of a spiked serpent might result in the death of its opponent.
A spiked serpent measures about 30 feet long and has a body diameter of 10 feet. It weighs around 1 ton.

Combat
When hunting, a spiked serpent can either ambush its prey by spring behind it and swallow it or follow it and then snatch it. Against landbound creatures, it surfaces multiple times to create waves in order to push its opponents into the water or near the borders. Against large or heavily-armored creatures, it grabs them and shreds them against its spikes and then it tries to swallow it. If outmatched, it simply retreats but tries to get its revenge later.
Amphibious (Ex) : A spiked serpent, despite the aquatic subtype, can breathe both air and water, and can survive indefinitely on land.
Acid Touch (Ex) : A mere touch from a spiked serpent is acidic. Its natural weapons deals an additional 1d8 points of acid damage.
Barbed Scales (Ex) : The spikes on a spiked serpent’s back are also used for defense. Any creature hitting the spiked serpent with a natural weapon or an unarmed strike takes damage as being hit by the spiked serpent’s sting.
Constrict (Ex) : On a successful grapple check, a spiked serpent deals 2d8+13 points of damage plus 1d8 of acid.
Death Throes (Ex): When killed, a spiked serpent turns bursts in an explosion that deals 10d6 points of acid damage and 5d6 points of piercing damage to everything within 90 feet (Reflex half DC 22). The save DC is Constitution-based.
Improved Grab (Ex) : To use this ability, a spiked serpent 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 attempt to swallow the foe the following round or to constrict.
Swallow Whole (Ex) : A spiked serpent can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d6+13 points of crushing damage plus 8 points of acid damage per round from the serpent’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 18 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge spiked serpent’s interior can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Wave (Ex) : Every time the spiked serpent erupts from the water, it creates a tidal wave that washes everything in its path. The intensity of the wave depends on spiked serpent’s traveled distance. A 5-foot adjustment doesn’t create a wave. A move-action creates a wave 2-1/2 feet high. A double move creates a wave 5 feet high. A run action creates a wave 10 feet high. All three effects are treated as fast-moving water. A successful Strength check prevents a character from being swept away and landing prone. These checks are DC 12, DC 17 and DC 22 respectively. For gargantuan spiked serpents, increase the DC checks by 5. For ships, treat as light surf for the 5 feet high wave and heavy surf for the 10 feet high wave.
 

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JiCi

First Post
next: a new warforged subrace

Therioforged
Medium Construct (Living Construct, Shapeshifter)
HD: 3d8+3 (17 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 15 (+5 Mithral Body), touch 10, flat-footed 15
Base Attack/Grapple: +2/+3
Attack: Spear +3 melee (1d8+1/x3) or slam +3 melee (1d4+1) or spear +2 ranged (1d8+1/x3)
Full Attack: Spear +3 melee (1d8+1/x3) or slam +3 melee (1d4+1) or spear +2 ranged (1d8+1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Plating shifting
Special Qualities: Composite plating, light fortification, living construct traits
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 13, Dex 11, Con 13, Int 10, Wis 8, Cha 8
Skills: Listen +8, Spot +8
Feats: Mithral Body, Alertness
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: 1-2 HD (small); 4-5 HD (medium); 6-7 HD (large); or by character class
Level Adjustment: +2

Therioforged, Brown Bear from
Large Construct (Living Construct)
HD: 3d8+3 (17 hp)
Initiative: +1
Speed: 40 ft.
Armor Class: 15 (-1 size, +1 dex, +5 Mithral Body), touch 10, flat-footed 14
Base Attack/Grapple: +2/+14
Attack: Claw +9 melee (1d8+8)
Full Attack: 2 claws +9 melee (1d8+8) and bite +4 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, plating shifting
Special Qualities: Composite plating, light fortification, living construct traits
Saves: Fort +5, Ref +2, Will +0
Abilities: Str 27, Dex 13, Con 19, Int 10, Wis 8, Cha 8
Skills: Listen +8, Spot +8
Feats: Mithral Body, Alertness
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +2

This human-sized construct is made of wood, stone and metal, with strands of fibrous sinews, like a normal warforged. However, its composite plating differs from the others: an carved animal head protrudes from its chest and its bracers and greaves appear as animal paws. Likewise, the warforged’s plating seems bulkier but move more fluidly than its brethen, just like it could shape for plating into a new form.

No one has a confirmed theory about the nature of the therioforged, but it is possible that a uncredited House Cannith faction, possibly working underground, right above the Eldeen Reaches, has been working on a new warforged model, just like House Cannith worked on the warforged charger and the warforged scout. So to a normal person, this construct looks like a normal warforged with a highly stylized armor, with animal totems and protruding carving.
As any other warforged, a therioforged has no physical distinction of gender, does not age age naturally and, of course, are free of will since the end of the Last War.
What makes this model unique is the ability to shapeshift its plating to transform its body into the one of an animal, like a wild shaping druid, except the animal form is made of the same warforged materials. It gains some of the beast’s prowess and abilities, which is enough to surprise its opponent, as well as to kill it. Some speculate that other versions of this model exist, such as smaller warforged (small, 1-2 HD) and larger warforged (large, 6-7 HD).
A therioforged speaks the language of their creators, usually Common.

Combat
Therioforged fight like other warforged, except they are skilled at switching their forms during combat.
Composite Plating (Ex) : as written in the Eberron Campaign Setting and the MMIII.

Light Fortification (Ex) : as written in the Eberron Campaign Setting and the MMIII.

Living Construct Traits (Ex) : as written in the Eberron Campaign Setting and the MMIII.

Plating Shifting (Su) : As a standard action, a therioforged can shift its composite plating to transform itself into an animal, from one size smaller to one size larger. This ability works like the druid’s wild shape, with some exceptions. While in animal form, the warforged physical ability scores (str, dex, con) change to those of the animal, but retains its own mental ability scores (int, wis, cha). Unlike wild shape, the warforged type doesn't change to animal and it does not gain the animal’s natural armor bonus, but retains its own armor bonus, whether it comes from its plating or feats.

While in animal form, the warforged can use the special abilities of the animal, except those relying on organs, like scent, disease, blood drain, poison, swallow whole or any ability relying on blood, lungs, stomach and such. It does not also gain abilities relying on behavior, like the wolverine’s rage, since it does not affect the warforged mind.

Any animal can be used, as long as the animal doesn't have more than twice the HDs than the warforged, but a therioforged can only shift into a single animal.
 

JiCi

First Post
next: an alternative lycanthrope template

Theriothrope

Theriothropes are a new breed of shapechangers that closely resemble lycanthropes. Their origin goes way back in history. As a rite of passage, large wilderness communities used their powerful magic to transform a member of their tribe into a powerful warrior who can change into animals, becoming closer to their totemic aspects.
Today, descendants live in small and reclusive villages. Though they have nothing to hide, the reason of this isolation is because lycanthropes have implanted fear and distrust into people. Being somehow related to those beasts, theriothropes have little luck among humanoids, mainly because of all the horrible legends and events concerning lycanthropes.
Theriothropes and lycanthropes can be distinguished given enough time. Theriothropes can have adopt any animal forms, not only predator or carnivorous animals, they can talk in any forms and they do not spread their shapechanging abilities to others.

CREATING A THERIOTHROPE
“Theriothrope” is a template that can be added to any humanoid or giant (referred to hereafter as the base creature). The theriothrope template can be inherited (for natural theriothropes) or acquired (for transmuted theriothropes). Becoming a theriothrope is very much like multiclassing as an animal and gaining the appropriate Hit Dice.

Size and Type: The base creature’s type does not change, but the creature gains the shapechanger subtype. The theriothrope takes on the characteristics of some type of creature of the animal type (referred to hereafter as the base animal).
This animal can be any creature whose size is within one size category of the base creature’s size (Small, Medium, or Large for a Medium base creature). Theriothropes can also adopt a hybrid shape that combines features of the base creature and the base animal. A theriothrope’s hybrid form is the same size as the base animal or the base creature, whichever is larger.
A theriothrope uses either the base creature’s or the base animal’s statistics and special abilities in addition to those described here.

Hit Dice and Hit Points: Same as the base creature plus those of the base animal. To calculate total hit points, apply Constitution modifiers according to the score the theriothrope has in each form.

Speed: Same as the base creature or base animal, depending on which form the theriothrope is using. Hybrids use the base creature’s land speed. If the base animal has other movement modes, the hybrid gain these speeds as well. A flying hybrid has a fly speed equal to its land speed or the base animal’s, whichever is lower, at the base animal’s maneuvrability. A swimming, climbing or burrowing hybrid has a speed equal to its land speed or the base animal’s, whichever is lower.

Armor Class: Same as the base creature.

Base Attack/Grapple: Add the base attack bonus for the base animal to the base attack bonus for the base creature. The theriothrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the theriothrope’s form.

Attacks: Same as the base creature or base animal, depending on which form the theriothrope is using. A theriothrope in hybrid form gains the base animal’s natural weapons and these weapons deal damage based on the hybrid form’s size. A hybrid may attack with a weapon and another natural attack, or may attack with its natural weapons.

Damage: Same as the base creature or base animal, depending on which form the theriothrope is in.

Special Attacks: A theriothrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below.
A theriothrope’s hybrid form gains any special attacks of the base animal, modified by the base creature’s size. A theriothrope spellcaster retain its speech in all three forms, but it cannot cast spells with somatic or material components while in animal form. However, it can spells with verbal components while in hybrid form.

Special Qualities: A theriothrope retains all the special qualities of the base creature and the base animal, and also gains those described below.
Alternate Form (Su): A theriothrope can assume the form of a specific animal. It does not assume the ability scores of the animal, but instead adds the animal’s physical ability score modifiers to its own ability scores. A theriothrope also can assume a bipedal hybrid form with prehensile hands and animalistic features.
Unlike lycanthropes, any piece of equipment change shape to accommodate the theriothrope’s form. Armors are not destroyed nor do they fall off in animal form. This do not allows the theriothrope to use any piece of equipment if it do not have prehensile limbs.
Changing to or from animal or hybrid form is a standard action. A slain theriothrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however.
Theriothropic Empathy (Ex): In any form, theriothropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
Low-Light Vision (Ex): A theriothrope has low-light vision in any form.
Scent (Ex): A theriothrope has the scent ability in any form.

Base Save Bonuses: Add the base save bonuses of the base animal to the base save bonuses of the base creature.

Abilities: All theriothropes gain +2 to Wisdom. In addition, when in animal form, a theriothrope’s physical ability scores improve according to its kind, as set out in the table below. These adjustments are equal to the animal’s normal ability scores –10 or –11. A theriothrope in hybrid form modifies its physical ability scores by the same amount.
In addition, a theriothrope may also gain an additional ability score increase by virtue of its extra Hit Dice.

Skills: A theriothrope gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its animal form, as if it had multiclassed into the animal type. (Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die.) Any skill given in the animal’s description is a class skill for the theriothrope’s animal levels. In any form, a theriothrope also has any racial skill bonuses of the base creature and of the base animal, although conditional skill bonuses only apply in the associated form.

Feats: Add the base animal’s feats to the base creature’s. If this results in a theriothrope having the same feat twice, the theriothrope gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat works as noted in the feat description. This process may give the theriothrope more feats than a character of its total Hit Dice would normally be entitled to; if this occurs, any “extra” feats are denoted as bonus feats.
It’s possible that a theriothrope cannot meet the prerequisites for all its feats when in humanoid form. If this occurs, the theriothrope still has the feats, but cannot use them when in humanoid form. A theriothrope receives Iron Will as a bonus feat.

Environment: Same as either the base creature or base animal.

Organization: Solitary or pair, sometimes family (3–4), pack (6–10), or troupe (family plus related animals)

Challenge Rating: By class level or base creature, modified according to the HD of the base animal: CR +1 for every 3 HD of the base animal.

Treasure: Standard.

Alignment: Any.

Advancement: By character class.

Level Adjustment: +3. In addition, a theriothrope’s character level is increased by the number of racial Hit Dice the base animal has.

THERIOTHROPES AS CHARACTERS
Becoming a theriothrope does not change a character’s favored class.

Theriothrope characters possess the following racial traits.
• +2 Wisdom. Physical abilities are increased by the animal form’s ability modifiers when a theriothrope changes to its hybrid or animal forms.
• Size same as the base creature or the base animal form.
• Low-light vision in any form.
• Scent in any form.
• Racial Hit Dice: A theriothrope adds the Hit Dice of its animal form to its base Hit Dice for race, level, and class. These additional Hit Dice modify the theriothrope’s base attack bonus and base saving throw bonuses accordingly.
• Racial Skills: A theriothrope adds skill points for its animal Hit Dice much as if it had multiclassed into the animal type. It gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of the animal form. Any skills that appear in the animal’s description are treated as class skills for the theriothrope’s animal levels. The theriothrope’s maximum skill ranks are equal to its animal form Hit Dice + its racial Hit Dice (if any) + its class levels + 3. Any racial skill adjustments of the theriothrope’s base race and its animal form (but not conditional adjustments) are added to its skill modifiers in any form.
• Racial Feats: Add the animal’s Hit Dice to the base character’s own Hit Dice to determine how many feats the character has. All theriothropes gain Iron Will as a bonus feat.
• Special Qualities (see above): Alternate form, theriothropic empathy.
• Automatic Languages: As base creature.
• Favored Class: Same as the base creature.
• Level adjustment: Same as the base creature +3.

CREATING A THERIOTHROPE WITH MAGIC

Theriothropy Transmutation
Transmutation
Level: Drd 9
Components: V, S, M, XP
Casting Time: 24 hours
Range: 10 ft.
Target: One willing creature
Duration: Instantaneous

You infuse a willing humanoid or giant with the essence of a chosen animal. The subject gains permanently the Theriothrope template. The subject can change into the animal that was chosen at the beginning of the casting.

Material Component: A live animal in which the theriothrope will be based. Unlike other components, the animal is not killed or destroyed at the end to the casting.

XP: 200 XP times the animal’s HD.
 

JiCi

First Post
next: a new race descended from the thunderbird

Thunderfolk
Medium Monstrous Humanoid
HD: 8d8+21 (57 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 18 (+3 Dex, +2 natural, +3 studded leather), touch 13, flat-footed 15
Base Attack/Grapple: +8/+10
Attack: Masterwork saber +11 (1d8+2/19-20 plus 1d6 electricity)
Full Attack: Masterwork saber +9/+4 (1d8+2/19-20 plus 1d6 electricity) and masterwork saber +9/+4 (1d8+1/19-20 plus 1d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shock, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to electricity and sonic, shroud of clouds, spell resistance 18
Saves: Fort +7, Ref +9, Will +7
Abilities: Str 14, Dex 17, Con 16, Int 10, Wis 12, Cha 16
Skills: Concentration +10, Listen +9, Spot +9, Survival +7
Feats: Heat Endurance (B), Improved Two-Weapon Fighting, Great Fortitude (B), Oversized Two-Weapon Fighting, Two-Weapon Fighting.
Environment: Temperate deserts
Organization: Solitary
Challenge Rating: 7
Treasure: Standard, plus 2 masterwork sabers
Alignment: Always chaotic good
Advancement: By character class
Level Adjustment: +6

This tall, athletic, human-sized creature wields two well-sharpen sabers. It looks mostly human, but it has a copper skin tone, as well as reddish feathers lining its arms, legs and spine. It wears white pantaloons and sturdy boots, leaving its chest and arms naked, and a white hooded cloak, attached with a golden medallion, depicting a lightning bolt.

As phoerlarches (from the Monster Manual III) are descendants of the phoenix, the thunderfolks are descendants from the rare thunderbird (from Sandstorm). While this theory is still clouded, most of the thunderfolks features reveal this nature. Some sages believe that both creatures were created from the same formula, since they have some similarities.
Like the thunderbird, the feathers’ colors vary widely, from red and brown to blue and white. Their skin radiate a faint magnetic field, generated by the electricity running through their veins. Standing 6 to 6-1/2 feet tall and weighing 180 pounds, they are still distinguished from humans.
Thunderfolks prefer to live in the waste, where they can put their body to the test. Some of them are hired as guide for caravans or adventuring groups.Yet not hostile to humanoids, they will not hold back against a tyrant or someone bullying others.
Thunderfolks speaks Auran and Common.

Combat
A thunderfolk starts almost every combat with one or two spell-like abilities before charging into melee. Given enough time, it activates its shroud of clouds and casts fog cloud to confuse its opponents.
Shock (Su): A thunderfolk generates massive amounts of electricity and a mere touch deals 1d6 points of electricity damage. Any metallic weapons the thunderfolk wields discharges this electricity. The thunderfolk can suppress and resume this ability as a free action.
Shroud of clouds (Su): As a standard action, which does not provoke an attack of opportunity, the thunderfolk can surround itself with a purple cloud, making it harder to hit. Any melee and ranged attack suffer a 20% miss chance unless the attacker can locate it with some other sense other than sight. Any spell that allow a clear view through fog and mist negates the concealment.
Spell-Like Abilities: 1/1d4 round --- shocking spark or lesser orb of sound; 3/day --- fog cloud; 1/day --- solid fog. Caster level 10th.

Thunderfolks with class levels
A thunderfolk’s favored class is ranger. Most thunderfolks choose an eagle or hawk (normal or dire, if possible) as animal companions.

Shocking Spark (from the Dragonlance Campaign Setting)
Evocation [Electricity]
Level: Sor/Wiz 2
Components: V, S, M
Casting time: 1 standard action
Range: Close (25 ft + 5 ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving throw: None
Spell resistance: Yes (object)

A powerful, crackling spark of electricity arcs from your hand at the target you designate. Make a ranged touch attack; if you hit, you deals 4d6 points of electricity damage. If your opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or similar conditions), you gain a +3 circumstance bonus to attack, dealing x3 damage on a critical.
You create a second spark at 6th, and a third spark at 10th (the maximum effect).
Material Component: An iron ring

Lesser Orb of Sound (from Complete Arcane)
Conjuration (Creation) [Sonic]
Level: Sor/Wiz 2, warmage 1
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft + 5 ft./2 levels)
Effect: One orb of sound
Duration: Instantaneous
Saving throw: None
Spell resistance: No

An orb of sound about 2 inches across shoots from your palm at its target, dealing 1d6 points of sonic damage. You must succeed on a ranged touch attack to hit your target.
For every two caster levels beyond 1st, your orb deals an additional 1d6 points of damage: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and the maximum of 5d6 at 9th level or higher.

Saber (from the Forgotten Realms Campaign Setting)
Martial One-Handed Weapon
Type: Slashing and piercing
Dmg: 1d8
Crit: 19-20/x2
Weight: 4 lbs
Cost: 20 gp

The saber is a long, heavy sword specialized for the long cuts used in mounted combat. You gain a +1 circumstance bonus on your attack rolls when you use a saber while mounted.
 

JiCi

First Post
next: a non-aberration symbiont with an associated template

Ventergus
Tiny Elemental (air, extraplanar, symbiont)
HD: 1d8+1 (5 hp)
Initiative: +11
Speed: Fly 100 ft. (perfect)
Armor Class: 21 (+2 size, +7 Dex, +2 natural), touch 19, flat-footed 14
Base Attack/Grapple: +0/-11
Attack: Slam +9 melee (1d3-2 plus 1d3 sonic)
Full Attack: Slam +9 melee (1d3-2 plus 1d3 sonic)
Space/Reach: 2-1/2 ft./ 0 ft.
Special Attacks: Air mastery, breath weapon, hurricane charge, thunderclap strike
Special Qualities: Blowback skin, darkvision 60ft, elemental traits, symbiont traits, telepathy, ventergus transformation, vulnerability to slow effects
Saves: Fort +1, Ref +9, Will +0
Abilities: Str 4, Dex 24, Con 12, Int 6, Wis 10, Cha 10, Ego 5
Skills: Listen +4, Spot +4
Feats: Improved Initiative, Weapon Finesse (B)
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 2 (singly) or host +1 (when worn)
Treasure: None
Alignment: Usually neutral
Advancement: None
Level Adjustment: --

A small mote of grey wind bounces around. Its two pitch black eyes fix out, even with the jolting gait.

Venterguses are an unique breed of elemental that can merge themselves with another creature. They wander the world in search of a potent host, as they are frail and weak. Unlike other elementals, a ventergus is quite friendly and usually tries not to harm a potent companion.
A ventergus speak Auran and Common, with a childlike voice, representing its low intellect.

Combat
A ventergus can attach itself only to a willing or helpless host (as a full-round action). In general, a creature either seeks out a ventergus to gain its benefits or encounters one accidentally. The ventergus attaches itself by “splitting” itself, and merging with the creature’s shoulders. It appears like a thin layer of fine dust on the shoulders.
Attaching or removing a ventergus deals 1d3 points of Constitution damage.
Air Mastery (Ex) : Airborne creatures take a –1 penalty on attack and damage rolls against a ventergus.
Blowback skin (Su) : Every time a ventergus gets hit, it releases a powerful twister that pushes back nearby opponents. Each creature adjacent to the ventergus is entitled to a Fortitude save or by knocked back 5 feet away from the ventergus and fall prone. The DC is 11. The save is Constitution-based.
Breath weapon (Su) : Once every 1d4 rounds, a ventergus can breath a 20-foot long cone of wind. The wind is similar to a severe wind effect. However, the DC to resist this wind effect is 11 instead of the normal DC. Using the breath weapon is a standard action, and the wind effect ends at the end of the ventergus’s turn. However, the ventergus can keep its breath weapon active for a full round action, ending the wind effect at the beginning of its next turn. During this time, creatures within the cone are subject to the wind effect. The save is Constitution-based.
Thunderclap strike (Su) : A ventergus’s attacks packs a strong draft of wind, which deals an additional 1d3 points of sonic damage.
Hurricane Charge (Su) : A ventergus can transform into a gust of wind and charge and buffet opponents. The ventergus must move in a straight line, and must cover a distance equal to up to twice its base speed, according to the movement type. A solid object blocks the charge, but this object takes damage as if being hit. Opponents in the line take 3d6 sonic damage, but are entitled to a Reflex save to halve the damage. The DC is 11. The ventergus can charge once every 2d6 rounds. The save is Constitution-based.
Symbiont Traits : When joined with a host, a symbiont gains a number of benefits. It acts on its host's turn each round, regardless of its own initiative modifier. It is not flat-footed unless its host is, and it is aware of any danger its host is aware of.
If a symbiont is grafted onto a visible part of the host creature's body, opponents can attack the symbiont itself instead of its host creature. Doing this works the same way as attacking an object: The symbiont gains the benefit of the host's Dexterity modifier to AC instead of its own, and gains any deflection bonus to AC the host has as well. Its own size modifier and natural armor bonus, if any, apply.
Attacking a symbiont instead of its host provokes an attack of opportunity from the host.
A symbiont never takes damage from attacks directed at the host. Like a worn magic item. a symbiont is usually unaffected by spells that damage the host, but if the host rolls a 1 on its saving throw, the symbiont is one of the "items" that can be affected by the spell (see Items Surviv¬ing after a Saving Throw, page 177 of the Player's Handbook), A symbiont uses its host's base saving throw bonuses if they are better than its own,
Share Spells (Su): Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host can cast a spell with a target of "You" on its symbiont instead of on itself. Likewise, a symbiont can choose to have any spell or spell-like ability it uses on itself also affect the host creature, and can cast a spell with a target of "You" on its host instead of itself. The host and symbiont can share spells even if the spells normally do not affect creatures of the host's or symbiont's type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.
Telepathy (Su) : A ventergus can communicate telepathically with its host, if its host has a language.
Ventergus Transformation (Su) : While a ventergus is attached to a host, the host is bestowed with a wind current throughout its body. The host gains the ventergus template, described below.
Vulnerability to slow effects (Su) : A ventergus reacts differently to spells and effects that slow a creature. Instead of slowing down a ventergus, it paralyses it for the same number of rounds. Also, the control wind spell can be targeted at the ventergus, and can slow it down.

Creating an ventergus creature

Ventergus is an acquired template that can be applied to any creature, referred to hereafter as the base creature.

Size and type: The base creature’s type does not change, but it gains the “Augmented” subtype. Size is unchanged.

Speed: All the base creature’s speeds double.

AC: The base creature’s natural armor bonus increases by 2.

Special Attacks: A ventergus creature retains all the special attacks of the base creature, and gains those below.
  • Breath weapon (Su): Once every 1d4 rounds, a ventergus creature can breath a cone of wind within a cone equal to 10 feet per 2 HD (minimum 10 feet). The wind is similar to a wind effect depending on size. The breath weapon affects opponents according to their size. However, the DC to resist this wind effect to 10 + ½ the base creature’s HD + Constitution modifier. Using the breath weapon is a standard action, and the wind effect ends at the end of the ventergus creature’s turn. However, the ventergus can keep its breath weapon active for a full round action, ending the wind effect at the beginning of its next turn. During this time, creatures within the cone are subject to the wind effect.
    Code:
    Small or smaller:		Strong
    Medium: 			Severe
    Large:				Windstorm
    Huge:				Hurricane
    Gargantuan /Colossal:	        Tornado
  • Thunderclap strike (Su): A ventergus creature’s attacks packs a strong draft of wind, which deals additional sonic damage.
    Code:
    Fine:		1 sonic
    Diminutive:	1d2 sonic
    Tiny:		1d3 sonic
    Small: 		1d4 sonic
    Medium: 	1d6 sonic
    Large:		1d8 sonic
    Huge:		2d6 sonic
    Gargantuan: 	3d6 sonic
    Colossal:	4d6 sonic
  • Hurricane Charge (Su): A ventergus creature can transform into a gust of wind and charge and buffet opponents. The ventergus creature must move in a straight line, and must cover a distance equal to up to twice its base speed, according to the movement type. A solid object blocks the charge, but this object takes damage as if being hit. Opponents in the line take sonic damage, but are entitled to a Reflex save to halve the damage. The DC is 10 + ½ the base creature’s HD + Constitution modifier. The ventergus creature can charge once every 2d6 rounds.
    Code:
    Fine:		1d6 sonic
    Diminutive:	2d6 sonic
    Tiny:		3d6 sonic
    Small: 		4d6 sonic
    Medium: 	5d6 sonic
    Large:		6d6 sonic
    Huge:		8d6 sonic
    Gargantuan: 	10d6 sonic
    Colossal:	12d6 sonic

Special Qualities: A ventergus creature retains all the special attacks of the base creature, and gains those below.
  • Blowback skin (Su): Every time a ventergus creature gets hit, it releases a powerful twister that pushes back nearby opponents. Each creature adjacent to the ventergus creature is entitled to a Fortitude save or by knocked back 5 feet away from the ventergus creature and fall prone. The DC is 10 + ½ the base creature’s HD + Constitution modifier.
  • Vulnerability to slow effects (Su): A ventergus creature reacts differently to spells and effects that slow a creature. Instead of slowing down a ventergus creature, it paralyses it for the same number of rounds. Also, the control wind spell can be targeted at the ventergus creature, and can slow it down.

Saves: A ventergus creature gains a +4 bonus to Reflex saves.

Abilities: Str -2, Dex +6

Feats: The ventergus creature receives Dodge and Mobility as bonus feats, even if the base creature does not meet the prerequisites.

Challenge Rating: as base creature +3

Alignment: The ventergus creature’s alignment shifts one step toward Chaotic

Advancement: Same as the base creature

Level adjustment: Same as the base creature +5
 

JiCi

First Post
next: another new felldrake

War Felldrake
Huge Dragon
HD: 15d12+135 (232 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 26 (-2 size, +18 natural), touch 8, flat-footed 26
Base Attack/Grapple: +15/+35
Attack: Butt +25 melee (3d6+18 or 7d6+18 with Greater Powerful Charge)
Full Attack: 2 horns +25 melee (3d6+12) or Butt +25 melee (3d6+18)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 3d6+18
Special Qualities: Darkvision 60 ft., immunity to magic sleep effects and paralysis, low-light vision, scent, tremorsense 30 ft.
Saves: Fort +18, Ref +9, Will +10
Abilities: Str 34, Dex 10, Con 28, Int 10, Wis 12, Cha 12
Skills: Diplomacy +19, Listen +21, Search +18, Sense Motive +19, Spot +21, Survival +19
Feats: Alertness, Improved Bull Rush, Improved Natural Attack (horns), Powerful Charge, Greater Powerful Charge, Power Attack
Environment: Temperate plains
Organization: Solitary or pairs
Challenge Rating: 12
Treasure: None
Alignment: Always neutral good
Advancement: 16-26 HD (Huge); 26-36 HD (Gargantuan)
Level Adjustment: +8

This enormous low-slung dragon is the size of an elephant, with four pillarlike legs studded with sharp claws. Its head is low above ground, with a powerful jaw. Its greenish scale glisten in sunlight and its eyes has an intelligent glare. The most impressive features are the two massive horns, jutting from its nose, like a rhino. A relatively short tail drags behind.

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.
A war felldrake is the ultimate fighting machine against armies and fortifications. Its horns are as hard of diamond and as sharp as cavalry lances. Many squadrons use war felldrakes to pull or carry siege weapons and towers, while some adventurers, who successfully befriend a felldrake without becoming pulp, use a war felldrake as a mount or pack creature. Being able to withstand numbers of hits, a war felldrake can even serve a barricade for protection. Despite the given name “war”, this felldrake has its own metabolism and is not restrained to battle as a result of breeding or training.
A war felldrake is 20 feet long, 12 feet high and weigh about 10 tons. The horns are 5 to 6 feet long.
War felldrakes speak Draconic and Sylvan with a low and slow voice, but woes to those which misjudge a war felldrake for a stupid creature.

Combat
A war felldrake may be well-armed and well-armored, but it is not foolish enough to throw itself in front of danger, nor too stubborn to retreat. Its claws are not suited for battle and its jaws are too far out of reach for biting because of the horns. Furthermore, its size prevents it to use quick maneuvers, which means charging a quick opponent might be a huge mistake, especially if that creature was trying to lure a war felldrake into a trap. The war felldrake takes a few moments to observe its opponents, then charges into the fray. It tramples those who are slow on their feet, such as heavily armored opponents and headbutts the weakly armored foes. Once closed-in on the opponent, it randomly switches between goring and hammering with the horns. Its tremorsense helps the felldrake when fighting multiple opponents. It often bull rushes to separate units.
Trample (Ex) : 3d6+18, DC 29. The DC is strength-based.
 

JiCi

First Post
next: a warforged dragon

Warforged Dragon
Huge Construct (Living Construct)
Hit Dice: 16d10+144 (232 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 150 ft. (poor)
Armor Class: 28 (-2 size, +15 natural, +5 Mithral Body), touch 8, flat-footed 28
Base Attack/Grapple: +12/+32
Attack: Bite +22 melee (2d8+12)
Full Attack: Bite +22 melee (2d8+12), 2 claws +20 melee (2d6+6), 2 wings +20 melee (1d8+6) and tail slap +20 melee (2d6+18)
Space/Reach: 15 ft./10 ft. (15 ft. with bite and tail slap)
Special Attacks: Breath weapon, frightful presence
Special Qualities: Composite plating (Mithral), Darkvision 120 ft., Living Construct traits, Moderate Fortification, SR 25
Saves: Fort +14, Ref +5, Will +6
Abilities: Str 35, Dex 10, Con 28, Int 12, Wis 13, Cha 19
Skills: Intimidate +13, Listen +10, Search +10, Sense Motive +10, Spot +10, Survival +10
Feats: Mithral Body, Cleave, Hover, Improved Sunder, Multiattack, Power Attack, Wingover
Environment: Any land
Organization: Solitary
Challenge Rating: 14
Treasure: Double Standard
Alignment: Usually lawful neutral
Advancement: 17-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: --

A huge, menacing dragon stands before you, about 15 feet high and 20 feet long from head to tail. Instead of scales, it is molded with wood, stone and metal plates, which cover strands of fibrous sinews. It possesses claws as sharp as swords, a long stout neck, a head crowned with two spear-like horns and dagger-like teeth. Its tail is tipped with spikes and drags about 10 feet behind the dragon. Its wings can reach a wingspan of 20 feet long, revealing sinews and sharp spikes on top of the wings and on its tips. Some smoke come out of its nostrils and its eyes gleam with intelligence.

Since the end of the Last War, nearly every forge has been closed or destroyed, but House Cannith keeps a few of those forges actives and it is rumored that the Lord of Blades has active forges of his own. Many warforged models have been created, such as the soldier, or the standard warforged, the charger, the scout and the titan. However, a newly discovered model could be a bad omen, even a bigger threat than the existing warforged.
An underground forge has been discovered in Khyber, east of Khorvaire. Upon investigation, people found several scrolls written in Draconic, many books about dragon morphology and immense creation tanks. It is still clouded about the creators, but one thing is sure: someone or something with knowledge of Argonessen is working with House Cannith to create dragon-like warforged.
What the investigators weren’t expecting was an actual attack from those creations. Most of the expedition was decimated, but survivors claimed that these warforged breathed white fire and had special tactics.
A warforged dragon is 15 feet tall, 20 feet long, has a wingspan of 20 feet and it weight 5 tons. A warforged dragon speak Common and Draconic, with a low and rasping voice.

Combat
A warforged dragon takes a few rounds to study intruders, hidden in the shadows or in whatever landscape it can use as camouflage. If the intruders look harmless, it comes out and resolve to parley, whether intimidating or diplomatic depending on the situation. If the intruders are dangerous, it does not even try to talk. It surprises them with its breath weapon and then charges into them, hoping to scare some or all of the intruders. When engaged in melee, it focuses its attacks on poorly armored foes before dealing with heavily armored creatures. It sometimes flies away or takes a few step back from the fight in order to refocus and review its strategy.
Breath Weapon (Su): 50-ft. cone, damage 16d8 fire, Reflex DC 27 half.
Frightful Presence (Ex): All creatures with 16 or fewer Hit Dice within 80 feet of a warforged dragon when it charges, attacks or flies overhead must make DC 29 Will saves or be shaken for 4d6 rounds. Creatures with fewer than 5 HD are panicked instead of shaken if they fail this save. A creature that succeeds its save is immune to this warforged dragon’s frightful presence for 24 hours. A warforged dragon is immune to the frightful presence of other dragons.
Moderate Fortification (Ex): When a critical hit or sneak attack is scored on a warforged dragon, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
 

JiCi

First Post
next: an arctic dweller

Blizzardophant
Large Monstrous Humanoid (Cold)
HD: 12d8+60 (114 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 25 (-1 size, +16 natural), touch 9, flat-footed 25
Base Attack/Grapple: +12/+25
Attack: Gore +16 melee (3d6+10 plus 1d6 cold)
Full Attack: Gore +16 melee (3d6+10 plus 1d6 cold) or 2 stamps +16 melee (1d8+7 plus 1d6 cold) and slam +11 melee (1d8+3 plus 1d6 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Cold, summon blizzard, trample 2d6+10
Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity to cold, fast healing 5, scent, vulnerability to fire
Saves: Fort +9, Ref +8, Will +9
Abilities: Str 24, Dex 10, Con 20, Int 8, Wis 12, Cha 6
Skills: Hide +0*, Listen +6, Spot +6, Survival +6
Feats: Improved Natural Attack (gore), Power Attack, Improved Bull Rush, Alertness, Track
Environment: Cold lands
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 13-20 HD (Large); 21-28 HD (Huge)
Level Adjustment: +6

A 15-foot tall, shaggy giant walks toward you in a storm. Its white fur is covered with snow and surprisingly, its head has elephantine features: 2 long tusks, a trunk, small eyes and large ears. Its hands have 3 fingers with opposable thumbs.

Blizzardophants are ferocious creatures that roam in the frostfell and other cold regions. They wander the plains in search for food. Unlike mammoths, these creatures are carnivorous and feed on just about everything, from arctic foxes to frost giants.
Their ability to summon and wander through raging blizzards make them excellent trackers, and their rather evil behavior make them dangerous enemies, as they have good memories and hold many grudges.
A blizzardophant is about 15-foot tall and weighs 700 lbs.
Blizzardophants speak Common.

Combat
A blizzardophant is rarely taken by surprise; its tremorsense, scent and blindsense make it almost impervious to ambushes. It charges and restlessly attacks any foes that wield fire weapons. Its summon blizzard ability is almost always active, giving the blizzardophant cover-like advantages. Its tusks are used to plow through formation, while its fists and trunk are used to soften targets.
Cold (Su) : A blizzardophant’s natural weapons deal an additional 1d6 pts of cold damage.
Summon Blizzard (Su) : A blizzardophant can as a free action summon a blizzard around it in a 30-ft. radius. All creatures, except the blizzardophant, are effected, as per the blizzard entry in the DMG. The blizzardophant can suppress and resume this ability at will as a free action. Furthermore, a blizzardophant is never impeded or affected by blizzards, whether natural or magical. While its blizzard active, a blizzardophant gains a 20% miss chance.
Trample (Ex) : Reflex half DC 23. The save DC is Strength-based.
Skills* : A blizzardophant gains a +10 bonus to Hide when hiding in snowy areas and in blizzards.
 
Last edited:

demiurge1138

Inventor of Super-Toast
Wow. A lot of good work here - nice to see the Homebrews forum getting busy again.

Let's see... time for a little constructive criticism... I think that the level at which to summon the elemental knights might be a bit low. CR 8 is a lot for a summon monster V spell - summon nature's ally usually pulls in elementals at a lower level than summon monster does - so you might want to bump it to summon monster VI and summon nature's ally V. But that's just me.

I didn't go over your statblocks with a fine toothed comb, but it all looks pretty sharp to me. I'm looking forward to more contributions!

Demiurge out.
 

JiCi

First Post
demiurge1138 said:
Wow. A lot of good work here - nice to see the Homebrews forum getting busy again.

Let's see... time for a little constructive criticism... I think that the level at which to summon the elemental knights might be a bit low. CR 8 is a lot for a summon monster V spell - summon nature's ally usually pulls in elementals at a lower level than summon monster does - so you might want to bump it to summon monster VI and summon nature's ally V. But that's just me.

I didn't go over your statblocks with a fine toothed comb, but it all looks pretty sharp to me. I'm looking forward to more contributions!

Demiurge out.
Thanks ! I will, but I'm a bit out of ideas right now, so it will have to wait.
 

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