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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 4417405" data-attributes="member: 2012"><p><strong>Sample fate-touched creature</strong></p><p></p><p><strong><span style="color: DarkOrange">FATE-TOUCHED TREANT</span></strong></p><p><strong>Huge Outsider (Native)</strong></p><p><strong>Hit Dice:</strong> 7d8+49 (80 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 30 ft. (6 squares), fly 60 ft. (good)</p><p><strong>AC:</strong> 22 (–2 size, +14 natural), touch 8, flat-footed 22</p><p><strong>Base Attack/Grapple:</strong> +5/+24</p><p><strong>Attack:</strong> Slam +14 melee (2d6+11)</p><p><strong>Full Attack:</strong> 2 slams +14 melee (2d6+11)</p><p><strong>Space/Reach:</strong> 15 ft./15 ft.</p><p><strong>Special Attacks:</strong> Animate trees; double damage against objects; trample 2d6+16; magic circle; smite extremist; spell-like abilities</p><p><strong>Special Qualities:</strong> Damage reduction 10/slashing and magic; darkvision 60 ft.; immunity to disease; low-light vision; plant traits; resistance to acid 10, cold 10, and electricity 10; spell resistance 17; vulnerability to fire</p><p><strong>Saves:</strong> Fort +12 (+16 against poison), Ref +2, Will +9</p><p><strong>Abilities:</strong> Str 33 (+11), Dex 10 (+0), Con 25 (+7), Int 14 (+2), Wis 20 (+5), Cha 16 (+3)</p><p><strong>Skills:</strong> Diplomacy +17, Hide +4*, Intimidate +15, Knowledge (nature) +18, Listen +18, Sense Motive +17, Spot +18, Survival +18 (+20 aboveground)</p><p><strong>Feats:</strong> Improved Sunder, Iron Will, Power Attack</p><p></p><p><strong>Continent/Region:</strong> Any</p><p><strong>Environment:</strong> Temperate and warm forests</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 10</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 8–16 HD (Huge); 17–21 HD (Gargantuan)</p><p><strong>Level Adjustment:</strong> +9</p><p></p><p>A fate-touched treant’s leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. Note that the edges of a fate-touched treant's leaves are always outlined in a steel-gray color regardless of the season. A fate-touched treant's eyes are always steel-gray in color. A fate-touched treant’s legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree.</p><p></p><p>A fate-touched treant's wings appear to be two large networks of branches on the back of their body covered in black and steel-gray colored leaves that packed tightly together. It is only when the creature spreads out its wings do they become apparent. Note that fate-touched treant's rarely fly (yes, the can fly, but they will often use their wings to scatter fallen leaves around them to obscure an opponent's vision.</p><p></p><p>Fate-touched treants speak the same languages as treants as well as Druidic</p><p></p><p><strong>Combat</strong></p><p>Fate-touched treants rarely attack foes. They are servants of the Balance and the World Goddess and will only act when the Balance is threatened; therefore, they have been known to let the good perish simply because they believe that people make their own Fate. When they do attack, they are relentless and not swayed by pleas for mercy.</p><p></p><p>A fate-touched treant’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.</p><p></p><p><em>Animate Trees</em> (Sp): A fate-touched treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a standard treant in all respects. Animated trees lose their ability to move if the fate-touched treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a standard treant has.</p><p></p><p><em>Double Damage against Objects</em> (Ex): A fate-touched treant or animated tree that makes a full attack against an object or structure deals double damage.</p><p></p><p><em>Trample</em> (Ex): Reflex DC 24 half. The save DC is Strength-based.</p><p></p><p><em>Magic Circle</em> (Su): Fate-touched treants can use a magic circle against extremism effect (as the spell) at will.</p><p></p><p><em>Smite Extremist</em> (Su): Once per day a fate-touched treant can make a normal melee attack to deal 7 extra points of damage against a foe of an extreme alignment.</p><p></p><p><em>Spell-Like Abilities</em>: 1/day — aid, analyze balance, bless, cure serious wounds, dismissal (DC 18), neutralize poison, remove disease; 3/day — protection from extremism (DC 15). Caster level 7th. The save DCs are Charisma-based.</p><p></p><p><em>Skills</em>: *Fate-touched treants have a +16 racial bonus on Hide checks made in forested areas.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 4417405, member: 2012"] [b]Sample fate-touched creature[/b] [B][COLOR="DarkOrange"]FATE-TOUCHED TREANT[/COLOR][/B] [B]Huge Outsider (Native)[/B] [B]Hit Dice:[/B] 7d8+49 (80 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 30 ft. (6 squares), fly 60 ft. (good) [B]AC:[/B] 22 (–2 size, +14 natural), touch 8, flat-footed 22 [B]Base Attack/Grapple:[/B] +5/+24 [B]Attack:[/B] Slam +14 melee (2d6+11) [B]Full Attack:[/B] 2 slams +14 melee (2d6+11) [B]Space/Reach:[/B] 15 ft./15 ft. [B]Special Attacks:[/B] Animate trees; double damage against objects; trample 2d6+16; magic circle; smite extremist; spell-like abilities [B]Special Qualities:[/B] Damage reduction 10/slashing and magic; darkvision 60 ft.; immunity to disease; low-light vision; plant traits; resistance to acid 10, cold 10, and electricity 10; spell resistance 17; vulnerability to fire [B]Saves:[/B] Fort +12 (+16 against poison), Ref +2, Will +9 [B]Abilities:[/B] Str 33 (+11), Dex 10 (+0), Con 25 (+7), Int 14 (+2), Wis 20 (+5), Cha 16 (+3) [B]Skills:[/B] Diplomacy +17, Hide +4*, Intimidate +15, Knowledge (nature) +18, Listen +18, Sense Motive +17, Spot +18, Survival +18 (+20 aboveground) [B]Feats:[/B] Improved Sunder, Iron Will, Power Attack [B]Continent/Region:[/B] Any [B]Environment:[/B] Temperate and warm forests [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 10 [B]Treasure:[/B] Standard [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 8–16 HD (Huge); 17–21 HD (Gargantuan) [B]Level Adjustment:[/B] +9 A fate-touched treant’s leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. Note that the edges of a fate-touched treant's leaves are always outlined in a steel-gray color regardless of the season. A fate-touched treant's eyes are always steel-gray in color. A fate-touched treant’s legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree. A fate-touched treant's wings appear to be two large networks of branches on the back of their body covered in black and steel-gray colored leaves that packed tightly together. It is only when the creature spreads out its wings do they become apparent. Note that fate-touched treant's rarely fly (yes, the can fly, but they will often use their wings to scatter fallen leaves around them to obscure an opponent's vision. Fate-touched treants speak the same languages as treants as well as Druidic [B]Combat[/B] Fate-touched treants rarely attack foes. They are servants of the Balance and the World Goddess and will only act when the Balance is threatened; therefore, they have been known to let the good perish simply because they believe that people make their own Fate. When they do attack, they are relentless and not swayed by pleas for mercy. A fate-touched treant’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. [i]Animate Trees[/i] (Sp): A fate-touched treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a standard treant in all respects. Animated trees lose their ability to move if the fate-touched treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a standard treant has. [i]Double Damage against Objects[/i] (Ex): A fate-touched treant or animated tree that makes a full attack against an object or structure deals double damage. [i]Trample[/i] (Ex): Reflex DC 24 half. The save DC is Strength-based. [i]Magic Circle[/i] (Su): Fate-touched treants can use a magic circle against extremism effect (as the spell) at will. [i]Smite Extremist[/i] (Su): Once per day a fate-touched treant can make a normal melee attack to deal 7 extra points of damage against a foe of an extreme alignment. [i]Spell-Like Abilities[/i]: 1/day — aid, analyze balance, bless, cure serious wounds, dismissal (DC 18), neutralize poison, remove disease; 3/day — protection from extremism (DC 15). Caster level 7th. The save DCs are Charisma-based. [i]Skills[/i]: *Fate-touched treants have a +16 racial bonus on Hide checks made in forested areas. [/QUOTE]
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