Monster Revisions

dante58701

Banned
Banned
Next up...LeShay...minor modifications really, but desperately needed.


LeShay
Medium Fey
Hit Dice: 50d6+650 (825 hp)
Initiative: +21 (+17 Dex, +4 Improved Initiative)
Speed: 40 ft.
Armor Class: 45 (+17 Dex, +6 insight, +12 natural armor), touch 33, flat-footed 22
Base Attack/Grapple: +25/+30
Attack: +17 everdancing keen brilliant energy bastard sword of sharpness +60 melee (1d10+22 plus sharpness/17-20/x2)
Full Attack: 2 +17 everdancing keen brilliant energy bastard swords or sharpness +60/+55/+50/+45 melee (1d10+22 plus sharpness/17-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Gaze, spell-like abilities, leShay weapons
Special Qualities: Damage reduction 25/cold iron and epic, elf traits, fast healing 25, immunities, low-light vision, spell resistance 60, two-weapon mastery
Saves: Fort +29, Ref +44, Will +35
Abilities: Str 21, Dex 45, Con 37, Int 33, Wis 23, Cha 47
Skills: Bluff +71, Concentration +66, Diplomacy +77, Disguise +71, Escape Artist +70, Gather Information +24, Hide +70, Intimidate +24, Jump +5, Knowledge (local, nature) +59, Listen +59, Move Silently +70, Search +59, Speak Language (any five), Spot +59
Feats: Blind-Fight, Cleave, Dodge, Combat Expertise, Improved Critical (leShay weapon), Improved Initiative, Iron Will, Mobility, Power Attack, Quick Draw, Spring Attack, Weapon Finesse, Weapon Focus (leShay weapon), Whirlwind Attack
Epic Feats: Blinding Speed, Polyglot, Spell Stowaway (heal)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 28
Treasure: Standard
Alignment: Any
Advancement: By character class.
Level Adjustment: —

As elves are to humans, so are leShay to the elves (but more so): a race immortal, enigmatic, and exceptionally powerful.

LeShay look like tall, thin, albino elves, except that they lack the oversized ears of true elves (leShay ears look more like half-elf ears) and, while they have the glossy dead-white hair of true albinos, their eyes are pits of darkness. Some affect a particular color or style, while others change their outfits from moment to moment. All are deeply concerned with etiquette, decorum, and receiving the respect they feel due; failure to meet their standards of politeness, or simply crossing one of their whims, can often be fatal.

LeShay never die from age or disease; they perish only if killed. LeShay are the mere remnant of a once-great race whose origins are lost to history. They claim to predate the current multiverse and refer darkly to some catastrophe that not only wiped out most of their people but changed time so that their era never existed, even in the remotest past. Attempting to undo the catastrophe would apparently result in another disaster even more terrible, so the decimated survivors—less than gods but more than mortals—for the most part merely attempt to amuse them selves and stave off ennui as they work out their individual destinies.

LeShay have great facility at languages (as per the Polyglot epic feat) and can speak any language within seconds of hearing it spoken for the first time, right down to the most courtly or impressive accent thereof.

LeShay are 6-7 feet tall and weight 180-250 pounds.

Combat

LeShay rarely initiate combat, since they prefer to react rather than act. However, their vast experience makes them shrewd judges of others’ capabilities and killed tacticians. Their gaze ability, in addition to their terrible weapons, make them feared opponents.

LeShay are also quick to utilize their spell-like abilities to prep for combat, or flee from it. No leShay hesitates to run away from a fight that is going against him or her, only to return to the fray when the odds are more favorable, possibly years or even decades later.

A leShay’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Elf Traits: Immune to magic sleep spells and effects; +2 racial bonus on Will saves against enchantment spells or effects; low-light vision (can see twice as far as a human in low-light conditions); entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, and rapier) as bonus feats; +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).

Gaze (Su): All creatures within 30 feet who meet the gaze of a leShay become affected as if by charm monster. A Will save (DC 53) negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. A leShay can also actively gaze as an attack action by choosing a target within range, who must then attempt a saving throw. LeShay are immune to their own gaze. The DC is Charisma-based.

Immunities (Ex): LeShay are immune to aging, aging attacks and effects, disease, and poison.

LeShay Weapons (Su): Each leShay carries two personal melee weapons that he or she manifests from his or her own life essence. The weapon can change form as he or she desires, typically appearing as a bastard sword (one in each hand). When not in combat, the weapons simply do not exist, but leShay can “draw” their weapons from nowhere as a free action. LeShay weapons are considered light weapons for a leShay, regardless of their size.

Spell-Like Abilities: At will—alter self, detect thoughts, displacement, freedom, greater dispel magic, heal, greater invisibility, knock, speak with plants, spell turning, greater teleport, water breathing. Caster level 50th; save DC 28 + spell level. The DCs are Charisma-based.

Two-Weapon Mastery (Ex): A leShay fights with a leShay weapon in each hand. Because these weapons are extensions of its own body, the leShay does not take an attack or Damage penalty for attacking with two weapons. This ability essentially replicates the Two-Weapon Mastery feat (as well as all prerequisite feats), although it only applies to leShay weapons.
 
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dante58701

Banned
Banned
I just couldn't resist. LeShay need something to "off" them. Though I didn't see any reason to meander too far off the beaten path.

Dark LeShay
Medium Fey
Hit Dice: 50d6+650 (825 hp)
Initiative: +21 (+17 Dex, +4 Improved Initiative)
Speed: 40 ft.
Armor Class: 45 (+17 Dex, +6 insight, +12 natural armor), touch 33, flat-footed 22
Base Attack/Grapple: +25/+30
Attack: +17 everdancing keen brilliant energy bastard sword of sharpness +60 melee (1d10+22 plus sharpness/17-20/x2)
Full Attack: 2 +17 everdancing keen brilliant energy bastard swords or sharpness +60/+55/+50/+45 melee (1d10+22 plus sharpness/17-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Gaze, spell-like abilities, dark leShay weapons
Special Qualities: Damage reduction 25/cold iron and epic, dark elf traits, fast healing 25, immunities, spell resistance 60, stonecunning, two-weapon mastery
Saves: Fort +29, Ref +44, Will +35
Abilities: Str 21, Dex 45, Con 37, Int 35, Wis 23, Cha 49
Skills: Bluff +72, Concentration +66, Climb +16, Diplomacy +78, Disguise +72, Escape Artist +70, Gather Information +25, Hide +70, Intimidate +67, Jump +5, Knowledge (local, nature) +60, Listen +59, Move Silently +70, Search +61, Speak Language (any five), Spot +59
Feats: Blind-Fight, Cleave, Dodge, Combat Expertise, Improved Critical (dark leShay weapon), Improved Initiative, Iron Will, Mobility, Power Attack, Quick Draw, Spring Attack, Weapon Finesse, Weapon Focus (dark leShay weapon), Whirlwind Attack
Epic Feats: Blinding Speed, Polyglot, Spell Stowaway (heal)
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 30
Treasure: Standard
Alignment: Any evil
Advancement: By character class.
Level Adjustment: +3

As drow are to humans, so are dark leShay to the drow (but more so): a race immortal, enigmatic, and exceptionally powerful.

Dark leShay look like tall, thin, drow. Some affect a particular color or style, while others change their outfits from moment to moment. All are deeply concerned with etiquette, decorum, and receiving the respect they feel due; failure to meet their standards of politeness, or simply crossing one of their whims, can often be fatal.

Dark leShay never die from age or disease; they perish only if killed. Dark leShay are the dark half or mere remnant of a once-great race whose origins are lost to history. They claim to predate the current multiverse and refer darkly to some catastrophe that not only wiped out most of their people but changed time so that their era never existed, even in the remotest past. Attempting to undo the catastrophe would apparently result in another disaster even more terrible, so the decimated survivors—less than gods but more than mortals—for the most part merely attempt to amuse them selves and stave off ennui as they work out their individual destinies.

Dark leShay have great facility at languages (as per the Polyglot epic feat) and can speak any language within seconds of hearing it spoken for the first time, right down to the most courtly or impressive accent thereof.

Dark leShay are 5 1/2 -6 1/2 feet tall and weight 140-220 pounds.

Combat

Dark leShay rarely initiate combat, since they prefer to react rather than act. Although, their vast experience makes them shrewd judges of others’ capabilities and skilled tacticians. Their gaze ability, in addition to their terrible weapons, make them feared opponents.

Dark leShay are also quick to utilize their spell-like abilities to prep for combat, or flee from it. No dark leShay hesitates to run away from a fight that is going against him or her, only to return to the fray when the odds are more favorable, possibly years or even decades later.

A dark leShay’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Dark Elf Traits: Immune to magic sleep spells and effects; +2 racial bonus on Will saves against enchantment spells or effects; darkvision 120 ft. (this replaces the lowlight vision of a typical leShay); entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; spell resistance 10 + character level; +2 racial bonus on Will saves against spells or spell-like abilities; spell-like abilities (1/day—dancing lights, darkness, and faerie fire as though cast by a sorcerer of the dark leShay’s character level); light blindness (blinded for 1 round by abrupt exposure to bright light, –1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light); Martial Weapon Proficiency (rapier, shortsword); Exotic Weapon Proficiency (hand crossbow); +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).

Gaze (Su): All creatures within 30 feet who meet the gaze of a dark leShay become affected as if by charm monster. A Will save (DC 53) negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. A dark leShay can also actively gaze as an attack action by choosing a target within range, who must then attempt a saving throw. LeShay are immune to their own gaze. The DC is Charisma-based.

Immunities (Ex): Dark leShay are immune to aging, aging attacks and effects, disease, and poison.

LeShay Weapons (Su): Each dark leShay carries two personal melee weapons that he or she manifests from his or her own life essence. The weapon can change form as he or she desires, typically appearing as a bastard sword (one in each hand). When not in combat, the weapons simply do not exist, but dark leShay can “draw” their weapons from nowhere as a free action. Dark leShay weapons are considered light weapons for a dark leShay, regardless of their size.

Spell-Like Abilities: At will—alter self, detect thoughts, displacement, freedom, greater dispel magic, greater invisibility, greater teleport, heal, knock, spell turning, stone shape, water breathing. Caster level 50th; save DC 28 + spell level. The DCs are Charisma-based.

Stonecunning (Ex): This ability grants a dark leShay a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dark leShay who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dark leShay can use the Search skill to find stonework traps as a rogue can. A dark leShay can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dark leShay have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

Two-Weapon Mastery (Ex): A dark leShay fights with a dark leShay weapon in each hand. Because these weapons are extensions of its own body, the dark leShay does not take an attack or damage penalty for attacking with two weapons. This ability essentially replicates the Two-Weapon Mastery feat (as well as all prerequisite feats), although it only applies to dark leShay weapons.
 

CRGreathouse

Community Supporter
Pssthpok said:
Not to derail the thread, but that hot coffee lawsuit was, technically, legitimate. The coffee was well over 180 degree (F) and was served to her without a lid. That McDonalds was repeatedly told about their coffee being too hot and they never heeded to warnings, so... while yes, that was the first big "wtf" lawsuit and many more suspect cases have followed... it's not an illegitimate case or even really a frivolous suit.
Anyway, back to the regularly scheduled program.

What? It had a lid, she burned herself trying to get it off. Regardless, you're right about the temperature and the fact that they had been warned repeatedly. I won't draw any conclusions about it on these boards, though.
 



dante58701

Banned
Banned
Nor do a lot of people, but this it wasn't really directed at those who aren't interested, I guess I shoulda specified :). At any rate, Im sure there are those who would like to see such things. LeShay were a cool idea and I'd like to see if anyone else has cool ideas for them.

My next revisions will probably be various lesser fey since they get so very much ignored by the general populace at large. Im beginning to wonder why it is that most people just cant see fey as being incredibly wicked.

Perhaps it's a culture thing. But I see LeShay and cant help but think of a world bathed in eternal twilight with endless bloody battles between vicious epic level fey and their thousands of faithful followers.
 
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Cool thread.
A wet dream of mine is all the MMI-IV, FF, FC's etc. monsters done the U_K way. Gawds, it would rock!

One question: +3 CR for the crawling one template? That not much, is it? It does get a +20 insight bonus to AC not to mention a 100 damage touch attack...
 

Kalitharus

First Post
dante58701 said:
Nor do a lot of people, but this it wasn't really directed at those who aren't interested, I guess I shoulda specified :). At any rate, Im sure there are those who would like to see such things. LeShay were a cool idea and I'd like to see if anyone else has cool ideas for them.

My next revisions will probably be various lesser fey since they get so very much ignored by the general populace at large. Im beginning to wonder why it is that most people just cant see fey as being incredibly wicked.

Perhaps it's a culture thing. But I see LeShay and cant help but think of a world bathed in eternal twilight with endless bloody battles between vicious epic level fey and their thousands of faithful followers.

Sounds like the excellent Palladium RPG... during one phase of (the planet) Palladiums history, some 91 million elves died in primordial wars of annihilation. :eek:
 

dante58701

Banned
Banned
Fiend Folio it is...Ethergaunts. Starting with the black. I figured I would far rather increase their hit dice then rob them of their most devastating abilities. Though Im thinking their much worsened AC by Krusty's rules would more than make up for the extra hit dice. Hit points dont mean much when you can get smacked left and right.

Black Ethergaunt
Medium-Size Aberration (Extraplanar)
Hit Dice: 34d8+68 (204 hp)
Initiative: +4 (+4 Dexterity)
Speed: 30 ft.
Armor Class: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
Base Attack/Grapple: +25/+26
Attack: Etherblade +26 melee (1d10+1) or etherblade +29 ranged touch (1d6)
Full Attack: Etherblade +26 melee (1d10+1) or etherblade +29 ranged touch (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Enslave, spells, stupefying gaze
Special Qualities: Darkvision 60 ft., material jaunt, immunity to spells, total vision, wizard abilities
Saves: Fort +15, Ref +17, Will +22
Abilities: Str 12, Dex 18, Con 14, Int 31, Wis 17, Cha 17
Skills: Concentration +39, Diplomacy +40, Heal +40, Knowledge (arcana) +47, Knowledge (any three) +47, Listen +40, Move Silently +41, Sense Motive +40, Spellcraft +47, Spot +40
Feats: Combat Casting, Dodge, Empower Spell, Eschew Materials, Exotic Weapon Proficiency (etherblade) (B), Extend Spell, Heighten Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell
Epic Feats: Automatic Metamagic Capacity (x2), Expert Strike, Fire Baptism, Ignore Material Components
Climate/Terrain: Any land and underground (Ethereal Plane)
Organization: Solitary or council (1 black, 5 whites, and 12 reds)
Challenge Rating: 26
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +4

Black ethergaunts stand at the pinnacle of khen-zai society. Honored as near-divine philosopher-scientists, the black caste is credited with advancing ethergaunt society to its present state of perfection. No lesser khen-zai questions the will of a black ethergaunt, for to do so is to question the progress of the entire race.

By far the thinnest and most emaciated of the ethergaunts, blacks lack the physical power of their underlings—a deficiency balanced by a brain that allows them to outthink even the most intelligent opponent. Their black faceplates represent a complete void of emotion—the khen-zai believe that the blacks have rid themselves of all emotion, thus allowing them to command the race without being clouded by weaknesses such as regret, compassion, and mercy. Despite pretensions to the contrary, however, most black ethergaunts possess an abundance of selfish emotions such as greed, ambition, and hubris.

A black ethergaunt speaks ethergaunt and thirteen additional languages.

A black ethergaunt stands 8 feet tall and weighs 120 pounds.

Combat

Black ethergaunts are rarely found without a handful of powerful slaves that serve as bodyguards. If necessary, they sacrifice their thralls to protect themselves. Though they are able to use etherblades, black ethergaunts consider engaging in physical combat to be a sign of failure, preferring to rely on spells or technological items such as doubt bombs (see Ethergaunt Items, later in this entry). They particularly hate clerics, viewing divine spellcasters as a threat to the khen-zai’s atheist philosophy. Rather than change that philosophy, the black ethergaunts have decided to simply eliminate the divine spellcasters.

Enslave (Su): Three times per day, a black ethergaunt can attempt to enslave any one living creature within 30 feet. This ability functions similarly to a dominate monster spell (caster level 34th; Will save DC 30). An enslaved creature obeys the black ethergaunt’s telepathic commands to the letter. The subject can attempt a new Will save every day to break free. Otherwise, the black ethergaunt’s control is broken only by the death of either the black ethergaunt or the enslaved creature, or by a remove curse or dispel magic effect, or if the black ethergaunt travels more than 1 mile from the enslaved creature or travels to a different plane from the one its thrall is on.

At any given time, a black ethergaunt may have one slave per point of Charisma bonus (normally two, although exceptional individuals may be able to command more slaves).

Immunity to Spells (Su): Black ethergaunts may choose to ignore the effects of arcane spells, just as if the spellcaster had failed to overcome spell resistance. They have no power over divine spells, having long ago rationalized divinity out of their racial philosophy. Though powerful, this ability is somewhat limited. It applies only to arcane spells of 6th level or lower.

Material Jaunt (Su): Ethergaunts dwell on the Ethereal Plane. While in their natural state of etherealness, they can perceive but not affect creatures and objects on the Material Plane. However, an ethergaunt can transport itself from the Ethereal Plane to the Material Plane as a standard action. It can remain on the Material Plane for up to 1 round per Hit Die it possesses. At the end of this time, or when the ethergaunt chooses, it becomes ethereal again. An ethergaunt must remain on the Ethereal Plane for at least 1 hour after a material jaunt before it can use the ability again. Ethergaunts who wish to remain on the Material Plane for a longer time must use plane shift or similar magic. Most white and black ethergaunts know the plane shift spell and use it for this purpose.

Stupefying Gaze (Su): A black ethergaunt can open and close its vertically bisected mask as a free action, revealing a horrifically alien morass of facial organs and orifices. On its turn, the creature decides if it wants its mask open or closed. Anyone within 30 feet of a black ethergaunt with an open mask who meets the creature’s gaze must succeed on a Will saving throw (DC 30) or immediately take 1d4 points of Intelligence, Wisdom, and Charisma damage. A creature that successfully saves against this effect cannot be affected by the same black ethergaunt’s stupefying gaze for one day.

Black ethergaunts are immune to their own gaze attacks and to those of other ethergaunts.

Total Vision (Ex): A black ethergaunt’s superdeveloped brain and countless facial sensory organs allow it to discern all objects within 40 feet, even through the mask that hides its face. A black ethergaunt usually does not need to make Spot or Listen checks to notice creatures within range of its total vision. A silence spell has no bearing upon a black ethergaunt’s total vision.

Wizard Abilities: A black ethergaunt is exceptionally gifted in the arcane arts, functioning as a Wizard of half it's Hit Dice (round down; Caster Level equals Character Level). Although more than capable of summoning one, it is only the rare black ethergaunt that has a familiar, seeing them as a liability.

Spells: A black ethergaunt can cast arcane spells as a 17th-level wizard (Caster Level 34th; 4/7/7/6/6/6/6/3/3/2; save DC 20 + spell level). A typical spell list: 0—daze, disrupt undead, mage hand, resistance; 1st—endurance, expeditious retreat, hypnotism, mage armor, magic missile (2), shield; 2nd—detect thoughts, glitterdust, Melf ’s acid arrow, mirror image, Melf ’s acid arrow, protection from arrows, see invisibility; 3rd—dispel magic, displacement, fireball, haste, lightning bolt, vampiric touch; 4th—charm monster, ice storm, improved invisibility, Otiluke’s resilient sphere, phantasmal killer, rainbow pattern; 5th—cone of cold, dismissal, feeblemind, mind fog (2), wall of force; 6th—Bigby ’s forceful hand, disintegrate (2), greater dispelling, mass suggestion, project image; 7th—finger of death, plane shift, prismatic spray; 8th—Bigby ’s clenched fist, horrid wilting, sunburst; 9th—Bigby ’s crushing hand, energy drain. The save DCs are Intelligence-based.

Ethergaunt Items

Ethergaunts have developed a number of technological marvels. Because the race shuns art or pleasure, most such devices facilitate one of two activities: genocide or the eradication of religious devotion. Though the features of these objects resemble those of magic items, the objects are in fact technological and are not affected by spells such as antimagic field. Only ethergaunts have the knowledge and skill to build or maintain these devices.

Etherblade: Resembling a short glaive topped with a hollow barrel, this favored weapon of the ethergaunts can fire a ray of force as a ranged touch attack for 1d6 points of damage. The etherblade ray has a range increment of 40 feet. The weapon can fire 50 times before it is exhausted. It cannot be recharged.

An etherblade can be used as a two-handed weapon in melee combat to deal 1d10 points of slashing damage. A fully charged etherblade has a market price of 800 gp.

Doubt Bomb: This small ceramic sphere contains a chemical mixture intended to overstimulate the “doubt centers” in the brain. The bomb can be thrown as a grenadelike weapon. A thrown bomb shatters on impact, creating a cloud of poisonous gas in a 10-foot spread (initial and secondary damage 1d6 Wisdom, Fort DC 15 negates). Ethergaunts are immune to the effects of doubt bombs.

A doubt bomb has a market price of 500 gp.
 
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