New (old) critters I've been working on

Gish Makai

First Post
It is unknown what plane lilithiads originate from as they have never been encountered anywhere except on Kalam. It is possible that the ones on Kalam are the last of the species and the knowledge of planar travel has been lost to them.

Lilithiads are native to the continent of Mingala and are some of the most feared creatures on the face of the planet. They are fearsome and violent and tend to never stop hunting their prey just to sharpen their instincts.

The origin of these creatures is unknown. No documents have ever been penned about them (no one has had the nerve to).

COMBAT
Lilithiads are ferocity personified and will attack any creature for the pure satisfaction of the hunt. Each lilithiad in itself is dangerous but when you get several different ones together, they become even more deadly.

Summon and Control Lilithiads (Sp): Each round, the queen can summon lilithiads. There is no limit to the number or type that can be summoned in this way. Furthermore, all lilithiads within one mile of the queen are completely under her mental commands.

LILITHIAD QUALITIES
Immunities (Ex): Lilithiad are immune to poison and electricity.
Resistances (Ex): Lilithiad have cold, fire, and acid resistance 20.
Telepathy (Su): Lilithiad can communicate telepathically with any creature within 100 feet that has a language (the metallic is the only exception).
Mindlink (Sp): All lilithiads within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No lilithiad in a group is considered flanked unless all of them are.
Skills: All lilithiads get a +10 skill check to spot and search rolls.
Acidic Lilithiad
Large Outsider (Evil)

HD: 8d8+32 (68 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 19 (-1 Size, +2 Dex, +8 Natural Armor)
Attacks: 2 Talons +9 melee; 1 Bite +4 melee
Damage: Talon 2d4+2; Bite 1d6+1
Face/Reach: 5 ft x 5 ft/10 ft
Special Attacks: Acid spit
Special Qualities: Lilithiad Qualities, Damage Reduction 15/+1, SR 10
Saves: Fort +10, Ref +8, Will +6
Abilities: Str 15, Dex 14, Con 18, Int 11, Wis 9, Cha 13
Skills: Climb +12, Hide +10, Jump +11, Listen +11, Move Silently +14, Search +6, Spot +8
Feats: Dodge, Improved Initiative, Mobility

Climate/Terrain: Any dry climate/Jungle
Organization: Group (3-4)
CR: 6
Treasure: None
Alignment: Neutral Evil (Usually)
Advancement Range: 9-16 HD (Large), 17-24 HD (Huge)

This lilithiad is almost pure black in color. As all lilithiads, its scythe like talons is razor-sharp. Standing nearly 8 feet tall, this lilithiad is a very deadly foe.

COMBAT
The acidic lilithiad attacks first with its acidic spittle and then closes in to attack with its talons.

Acid Spit (Ex): The lilithiad can spit a stream of acid up to 60 feet. Acid damage is 8d8 (Reflex save for half; DC 15) and those within 5 feet of a hit target take 3d8 splash damage (Reflex save for half; DC 15).

Armor Lilithiad
Medium-size Outsider (Evil)

HD: 4d8+24 (42 hp)
Initiative: +8 (+8 Dex)
Speed: 30 ft
AC: 26 (+8 Dex, +6 Natural Armor, +2 Deflection Bonus)
Attacks: 2 Talons +7 melee; 1 Bite +2 melee
Damage: Talons 1d6+3; Bite 1d4+2
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: None
Special Qualities: Lilithiad Qualities, Damage Reduction 15/+1, SR 10, Spell-like Abilities
Saves: Fort +10, Ref +12, Will +5
Abilities: Str 17, Dex 26, Con 22, Int 21, Wis 12, Cha 9
Skills: Climb +10, Hide +15, Jump +10, Listen +8, Move Silently +15, Search +12, Spot +8, Tumble +11
Feats: Dodge, Mobility

Climate/Terrain: Any dry climate/Jungle
Organization: Gang (2-4)
CR: 5
Treasure: None
Alignment: Neutral Evil (Usually)
Advancement Range: 5-8 HD (Medium-size), 9-12 HD (Large)

The armor lilithiad are tough to beat. Their skin is as thick as a dragon turtles hide. They are a mottled green color standing about 5 to 6 feet in height.

The hide can be forged into equivable plate mail armor.

COMBAT
Armor lilithiads attack with their razor-sharp talons.

Spell-like Abilities: The armor lilithiad has the ability of giving a +2 deflection bonus to itself and other lilithiads within 30 feet similar to the spell shield of faith.

Barbed Lilithiad
Medium-size Outsider (Evil)

HD: 4d8+16 (34 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft
AC: 16 (+2 Dex, +4 Natural Armor)
Attacks: 2 Talons +10 melee; 1 Bite +4 melee, Quills +4 ranged
Damage: Talons 1d6+5; Bite 1d4+3
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Shoot quills
Special Qualities: Lilithiad Qualities, Damage Reduction 10/+1, SR 10
Saves: Fort +8, Ref +6, Will +7
Abilities: Str 21, Dex 15, Con 18, Int 10, Wis 17, Cha 11
Skills: Climb +9, Listen +9, Move Silently +8, Search +6, Spot +9, Tumble +6
Feats: Power Attack, Weapon Focus (Talons)

Climate/Terrain: Any dry climate/Jungle
Organization: Solitary, gang (2-4), or pack (6-10)
CR: 4
Treasure: None
Alignment: Neutral Evil (Usually)
Advancement Range: 5-8 HD (Medium-size), 9-12 HD (Large)

The barbed lilithiad is a menace indeed. Its entire body is covered in barbs much like those of a porcupine. It’s reddish brown in color and stands at an average of 6 feet in height.

COMBAT
The barbed lilithiad shoots its quills first and claws later.

Quills (Ex): The lilithiads neck bristles with long quills. While biting, the creature thrashes about, striking with 1d6 of them. An opponent hit by the lilithiad’s quill attack must make a Reflex save (DC 14) or have the quill break off in h or her flesh. A lodged quill imposes a -1 circumstance penalty to attacks, saves, and checks. Removing the quill deals 1d6 additional points of damage.

Clot Lilithiad
Medium-size Outsider (Evil)

HD: 4d8+12 (30 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 16 (+2 Dex, +4 Natural Armor)
Attacks: 2 Talons +6 melee; 1 Bite +1 melee
Damage: Talons 1d6+2 and poison; Bite 1d4+1
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Poison
Special Qualities: Regeneration 3, Lilithiad Qualities, Damage Reduction 10/Silver, SR 10
Saves: Fort +7, Ref +8, Will +12
Abilities: Str 14, Dex 14, Con 17, Int 20, Wis 26, Cha 12
Skills: Climb +9, Hide +9, Jump +9, Listen +15, Move Silently +7, Search +12, Sense Motive +15, Spot +13
Feats: Improved Initiative, Lightning Reflexes

Climate/Terrain: Any dry climate/Jungle
Organization: Gang (2-4)
CR: 4
Treasure: None
Alignment: Neutral Evil (Usually)
Advancement Range: 5-8 HD (Medium-size), 9-12 HD (Large)

The clot lilithiad is a tough opponent to beat. As they heal after the initial blow, they are clever in battle.

Standing anywhere from 5-6 feet in height, they can render an opponent helpless in minutes.

COMBAT
The clot lilithiad can on a successful strike, inflict its victim with a venom from its talons.

Poison (Ex): When the clot lilithiad scores a hit with its talons, the victim must make a Fortitude save (DC 15) or be injected with a poison. This poison serves, as an anti-coagulant where the victims wound does not clot. Each round, the victim takes an additional 1d4 damage until the victim is a recipient of a neutralize poison spell. Then the wound will normally close and heal on its own.

Crystalline Lilithiad
Large Outsider (Evil)

HD: 8d8+24 (60 hp)
Initiative: +6 (+6 Dex)
Speed: 30 ft
AC: 23 (-1 Size, +6 Dex, +8 Natural Armor)
Attacks: 2 Talons +11 melee; 1 Bite +6 melee
Damage: Talons 2d4+4; Bite 1d6+2
Face/Reach: 5 ft x 5 ft/10 ft
Special Attacks: Spell-like abilities
Special Qualities: Lilithiad Qualities, Spell immunities, Damage Reduction 10/+2, SR 15
Saves: Fort +9, Ref +12, Will +8
Abilities: Str 18, Dex 23, Con 17, Int 15, Wis 14, Cha 12
Skills: Climb +14, Hide +16, Knowledge, Nature +10, Listen +14, Move Silently +16, Search +12, Spot +14, Tumble +14
Feats: Expertise, Power Attack, Weapon Finesse (Talons)

Climate/Terrain: Any dry climate/Jungle
Organization: Group (2-6)
CR: 11
Treasure: None
Alignment: Neutral Evil (Usually)
Advancement Range: 9-16 HD (Large), 17-24 HD (Huge)

The crystalline lilithiad stands about 8 feet in height. Being multicolored, the creature stands out in a crowd. A mix of yellow, brown, green, and blue hues, the creature doesn’t stray far from the hive.

COMBAT
The Crystalline serves as the guard to the hive entrance. It prefers to use its spell like powers before entering combat.

Spell-like abilities (Sp): 3 times per day, it can cast prismatic spray and prismatic wall. And once per week, it can cast a prismatic sphere.

Spell Immunities (Su): The prismatic lilithiad is immune to all spells of 3rd level and lower.

Heart Lilithiad
Medium-size Outsider (Evil)

HD: 4d8+28 (46 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 18 (+4 Dex, +4 Natural Armor)
Attacks: 2 Talons +8 melee; 1 Bite +1 melee
Damage: Talons 1d6+2; Bite 1d4+1
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Constitution Drain
Special Qualities: Lilithiad Qualities, Damage Reduction 10/+1, SR 16
Saves: Fort +11, Ref +8, Will +7
Abilities: Str 15, Dex 19, Con 25, Int 11, Wis 17, Cha 6
Skills: Climb +8, Hide +10, Listen +9, Move Silently +10, Search +8
Feats: Improved Initiative, Weapon Finesse (Talons)

Climate/Terrain: Any dry climate/Jungle
Organization: Solitary or pair
CR: 4
Treasure: None
Alignment: Neutral Evil (Usually)
Advancement Range: 5-8 HD (Medium-size), 9-12 HD (Large)

The heart lilithiad is red in color and stands 5 feet in height.

COMBAT
This creature attacks with both its talons and bite.

Constitution Drain (Su): Upon a successful hit, the heart lilithiad drains 1d4 points of permanent Constitution. This can only be regained through magical means.

Hibernation Lilithiad
Large Outsider (Evil)

HD: 8d8+24 (60 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft
AC: 21 (-1 Size, +4 Dex, +8 Natural Armor)
Attacks: 2 Talons +15 melee; 1 Bite +10 melee
Damage: Talons 2d4+8; Bite 1d6+4
Face/Reach: 5 ft x 5 ft/10 ft
Special Attacks: Spell like abilities
Special Qualities: Lilithiad Qualities, Spell like abilities, Damage Reduction 10/+1, SR 13
Saves: Fort +9, Ref +10, Will +6
Abilities: Str 27, Dex 19, Con 17, Int 17, Wis 11, Cha 20
Skills: Climb +18, Hide +14, Jump +16, Knowledge, Nature +13, Listen +7, Move Silently +9, Search +13, Sense Motive +10, Spot +12, Tumble +14
Feats: Alertness, Dodge, Track

Climate/Terrain: Any dry climate/Jungle
Organization: Brood (2-5)
CR: 6
Treasure: None
Alignment: Neutral Evil (Usually)
Advancement Range: 9-16 HD (Large), 17-24 HD (Huge)

Hibernation lilithiads are blue in color. They stand around 8 feet tall.

COMBAT
This lilithiad prefers not to enter combat. Instead it will teleport out of the area or use its powers on its foes.

Spell-like abilities (Sp): At will, the lilithiad can cast a triple strength sleep on unsuspecting victims. If this is unsuccessful, then it will cast otiluke’s freezing sphere once per day. Twice per day it can cast teleport without error on itself.

Horned Lilithiad
Medium-size Outsider (Evil)

HD: 4d8+8 (26 hp)
Initiative: +6 (+6 Dex)
Speed: 30 ft
AC: 20 (+6 Dex, +4 Natural Armor)
Attacks: 2 Talons +9 melee; 1 Gore +4 melee
Damage: Talons 1d6+5; Gore 1d4+3
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Charge 4d6+6
Special Qualities: Lilithiad Qualities, SR 16, Damage Reduction 10/+1
Saves: Fort +6, Ref +10, Will +7
Abilities: Str 21, Dex 22, Con 15, Int 10, Wis 17, Cha 11
Skills: Hide +13, Listen +10, Move Silently +13, Search +7, Tumble +10
Feats: Cleave, Great Cleave, Power Attack

Climate/Terrain: Any dry climate/Jungle
Organization: Pack (5-12)
CR: 5
Treasure: None
Alignment: Neutral Evil (Usually)
Advancement Range: 5-8 HD (Medium-size), 9-12 HD (Large)

The horned lilithiad is a mass of green skin and horns. It’s adorned with two 3-foot black horns on each side of its head. The natural cunning and feral instincts of the horned lilithiad make it able to find its way around its terrain easily.

COMBAT
Horned lilithiads prefer melee, where their strength serves them well.

Charge (Ex): A horned lilithiad typically begins its battles by charging at an opponent, lowering its head to bring its mighty horns into play. The horns allow the beast to make a single gore attack that deals 4d6+6 points of damage.

Lilithiad Queen
Huge Outsider (Evil)

HD: 49d8+539 (759 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 90 ft, climb 90 ft
AC: 57 (-2 Size, +49 Natural Armor)
Attacks: 2 Slash +30 melee; 2 Tail +27 melee; 1 Bite +27 melee
Damage: Slash 2d8+11; Tail 1d6 +9 plus poison; Bite 2d4+9
Face/Reach: 10 ft x 20 ft/10 ft
Special Attacks: Twin Stinger, Keen Edged Blades, Psionics
Special Qualities: Psionics, Lilithiad Qualities, Darkvision 120 feet
Saves: Fort +23, Ref +14, Will +15
Abilities: Str 32, Dex 10, Con 32, Int 15, Wis 16, Cha 18
Skills: Climb +69, Concentration +61, Hide +40, Intimidate +54, Jump +51, Listen +55, Move Silently +40, Search +42, Sense Motive +43, Spellcraft +42, Spot +55
Feats: Alertness, Cleave, Combat Manifestation, Combat Reflexes, Expertise, Great Cleave, Improved Critical (Slash), Improved Initiative, Lightning Reflexes, Power Attack, Quicken Power, Weapon Focus (Slash), and Multiattack

Climate/Terrain: Any dry climate/Jungle
Organization: Solitary
CR: 30
Treasure: quintuple normal
Alignment: Neutral Evil (Usually)
Advancement Range: Unique

Lilithiad Queens are sort of a legend. No one who is at all familiar with lilithiads has ever encountered one and lived to tell of it. The queen is around 18 feet tall and 10 feet long. She doesn’t venture outside the hive at all as she has servants get what she needs. Being mottled gray and black, she blends well with her surroundings.

No one really knows for certain what a lilithiad queen eats. One can assume that she is probably carnivorous, like other lilithiads and holds some sort of court. It can also be assumed that the queen speaks Infernal and Abyssal, though no one has ever successfully communicated with her. It is also unknown if this is a unique creature or if there is one for every lilithiad hive.

COMBAT
Though highly intelligent, the lilithiad queen is not a tactically smart opponent. She generally attacks furiously using slashes and stings, while simultaneously using quicken power to hit the opponent with a psychic barrage.

Twin Stinger (Ex): The tip of each of the queen's two tails has a poisonous stinger that delivers 3d6 points of damage and 1d6 points of temporary Wisdom drain (Fortitude save DC 45).

Keen Edged Blades (Ex): Each of the queen's scythe-like blades is razor sharp. Combined with improved critical, this lowers her threat range to 19-20.

Psionics (Sp): At will - Detect Psionics, Grease, Darkvision, Recall Pain, and Control Body. Once per day - Body Adjustment, Expansion, Inflict Pain, Dimension Slide, Forced Mindlink, Brilliant Blast, Mass Suggestion, and True Metabolism. These abilities are manifested as a 22nd level Psion.
Attack/Defense Modes (Sp): At will - ego whip, mind thrust/empty mind, mental barrier.

Metallic Lilithiad
Small Outsider (Evil)

HD: 2d8+2 (11 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft
AC: 14 (+1 Size, +1 Dex, +2 Natural Armor)
Attacks: 2 Talons +6 melee
Damage: Talons 1d6+2
Face/Reach: 5 ft x 5 ft/5 ft
Saves: Fort +4, Ref +4, Will +6
Abilities: Str 14, Dex 13, Con 13, Int 15, Wis 17, Cha 12
Skills: Listen +8, Move Silently +6, Search +7, Spot +8
Feats: Weapon Focus (Talons)

Climate/Terrain: Any dry climate/Jungle
Organization: Drove (10-100)
CR: 2
Treasure: None
Alignment: Neutral Evil (Usually)
Advancement Range: 3-4 HD (Small), 5-6 HD (Medium-size)

The metallic lilithiad is so named because of its silvery hide. It’s the most common type of lilithiad to be encountered. Standing around 4 feet, its agile enough to be considered a worthy opponent.

They are the most basic of lilithiads.

COMBAT
These creatures have a strong grasp of tactics and strategy. They usually take their orders from other lilithiads in the area but can act on their own.

Mindwhip Lilithiad
Medium-size Outsider

HD: 4d8+19 (37 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft
AC: 17 (+3 Dex, +4 Natural Armor)
Attacks: 2 Talons +4
Damage: Talons 1d6
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Mind blast, Telekinesis
Special Qualities: Lilithiad Qualities, SR 17, Damage Reduction 10/+1
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 11, Dex 17, Con 18, Int 18, Wis 14, Cha 12
Skills: Climb +6, Hide +9, Jump +6, Listen +8, Move Silently +9, Search +10, Spot +8,
Tumble +9
Feats: Dodge, Toughness

Climate/Terrain: Any Land
Organization: Solitary or pair
CR: 4
Treasure: None
Alignment: Neutral Evil (Usually)
Advancement Range: 5-8 HD (Medium-size), 9-12 HD (Large)

The Mindwhip lilithiad is pure black in color with a greenish tint to its head. Standing 6 feet tall, the terror uses its mind to affect its enemies.

COMBAT
Using its mind attack, the lilithiad will try to stun its opponent and drag it to its queen for food.

Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 16) or be stunned 3d4 rounds. Mindblast lilithiads often use this attack when hunting to drag stunned victims away.

Telekinesis (Sp): As per the spell.

Mneumonic Lilithiad
Medium-size Outsider (Evil)

HD: 4d8+16 (34 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft
AC: 15 (+1 Dex, +4 Natural Armor)
Attacks: 2 Talons +5 melee
Damage: Talons 1d6 and poison
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Adaptation, Paralysis, Rend
Special Qualities: Lilithiad Qualities, SR 20, Damage Reduction 15/+2
Saves: Fort +8, Ref +5, Will +4
Abilities: Str 11, Dex 12, Con 19, Int 11, Wis 9, Cha 11
Skills: Climb +4, Hide +6, Jump +7, Listen +7, Move Silently +8, Search +2
Feats: Track, Weapon Finesse (Talons)

Climate/Terrain: Any dry climate/Jungle
Organization: Cluster (4 at any given time)
CR: 6
Treasure: None
Alignment: Neutral Evil (Usually)
Advancement Range: 5-8 HD (Medium-size), 9-12 HD (Large)

The mneumonic lilithiad serves as the “scientist” of the species. Upon the ejection of the eggs from the queen, the mneumonic lilithiad injects the egg with blood they have gathered from other species. They stay near the queen at all times unless they are out hunting for new species to take from.

These beasts stand anywhere from six to seven feet in height and are dark blue in color. They wield a proboscis in which they collect their blood samples. They store the blood in specialized sacks within the lining of their stomachs.

COMBAT
If they have to fight, then they attempt to paralyze their victims so they can extract blood through their proboscis.

Adaptation (Ex): Mneumonic lilithiads use their proboscis to extract blood from their intended victims. They also use this to inject the blood into the eggs the queen lays. Since it takes 3months for an egg to hatch, mneumonics are constantly striving to create new breeds of lilithiads. Only 10% of the injected eggs will hybrid a specialized lilithiad, the rest become normal metallic lilithiads.

Paralysis (Ex): Any creature hit by a talon must make a Fortitude save (DC 16) or become paralyzed for 3d4 rounds.

Rend (Ex): A mneumonic lilithiad that hits with both talon attacks latches onto the opponent’s body and tears the flesh. This automatically deals an additional 2d6+6 points of damage.

Muscle Lilithiad
Medium-size Outsider (Evil)

HD: 4d8+8 (26 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft
AC: 15 (+1 Dex, +4 Natural Armor)
Attacks: 2 Talons +11 melee; 1 Bite +5 melee
Damage: Talons 1d6+6; Bite 1d4+6
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Rend, Spell-like abilities
Special Qualities: Lilithiad Qualities, SR 16, Damage Reduction 10/+1
Saves: Fort +6, Ref +5, Will +7
Abilities: Str 23, Dex 12, Con 15, Int 11, Wis 16, Cha 14
Skills: Climb +12, Hide +7, Listen +9, Move Silently +5, Search +5, Tumble +6
Feats: Power Attack, Weapon Focus (Talons)

Climate/Terrain: Any dry climate/Jungle
Organization: Patrol (5-20)
CR: 5
Treasure: None
Alignment: Neutral Evil (Usually)
Advancement Range: 5-8 HD (Medium-size), 9-12 HD (Large)

The muscle lilithiad is so named because of the rippling muscles that show through its skin. Its hide is a mottled green and black looks like its veins are about to pop out. They stand 5½ feet tall and always have a fierce look on their faces.

COMBAT
The muscle lilithiad uses its spell like powers before any battle. Then it will attack furiously with its talons and bite.

Rend (Ex): A muscle lilithiad that hits with both talon attacks latches onto the opponent’s body and tears the flesh. This automatically deals an additional 3d6+8 points of damage.

Spell-like abilities: At will it can cast bull’s strength. Once per day it can cast teleport w/o error and vanish. Spells are cast as a 12th Sorcerer (save is 12 + spell level).

Spined Lilithiad
Large Outsider (Evil)

HD: 8d8+16 (52 hp)
Initiative: +7 (+7 Dex)
Speed: 30 ft
AC: 24 (-1 Size, +7 Dex, +8 Natural Armor)
Attacks: 2 Talons +15; 1 Bite +3
Damage: Talons 1d6+1 melee; Bite 1d4 melee
Face/Reach: 5 ft x 5 ft/10 ft
Special Attacks: Spell-like abilities, Fear, Impale, Improved Grab
Special Qualities: Lilithiad Qualities, SR 21, Damage Reduction 20/+1
Saves: Fort +8, Ref +13, Will +11
Abilities: Str 12, Dex 25, Con 15, Int 12, Wis 20, Cha 18
Skills: Climb +12, Hide +18, Listen +16, Move Silently +18, Search +12, Spot +16,
Tumble +13
Feats: Dodge, Weapon Finesse (Talons), Weapon Focus (Talons)

Climate/Terrain: Any dry climate/Jungle
Organization: Gang (2-4)
CR: 7
Treasure: None
Alignment: Neutral Evil (Usually)
Advancement Range: 9-16 HD (Large), 17-24 HD (Huge)

The spined lilithiad stands 7 feet tall and is covered with sharp barbs, right down to the tip of its tail. They serve as guardians to the queen.

Its keen eyes shift and dart about, making them look perpetually nervous.

COMBAT
Spined lilithiads eagerly fight with their talons, trying to impale their opponents. They use hold person to immobilize those who avoid their hug attacks.

Spell-like abilities: At will - hold person, charm person, and suggestion. 1/day - see invisibility and major image.

Fear (Su): A creature hit by a spined lilithiad must succeed at a Will save (DC 19) or be affected as though by fear cast by a 9th level sorcerer. Whether or not the save is successful, that creature cannot be affected by the spined lilithiad’s fear effect for 24 hours.

Improved Grab (Ex): To use this ability, the spined lilithiad must hit with a talon attack. If it gets a hold, it can impale the opponent on its barbed body.

Impale (Ex): A spined lilithiad deals 3d4+4 points of damage to a grabbed opponent with a successful grapple check.

Talon Lilithiad
Medium-size Outsider (Evil)

HD: 4d8+20 (38 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 40 ft
AC: 20 (+6 Dex, +4 Natural Armor)
Attacks: 4 Talons +5 melee
Damage: Talons 1d8+1
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: Lilithiad Qualities, SR 18, Damage Reduction 15/+1
Saves: Fort +9, Ref +10, Will +5
Abilities: Str 13, Dex 22, Con 21, Int 8, Wis 13, Cha 12
Skills: Climb +5, Hide +11, Listen +7, Spot +7, Tumble +13
Feats: Power Attack, Improved Initiative

Climate/Terrain: Any dry climate/Jungle
Organization: Swarm (6-10)
CR: 4
Treasure: None
Alignment: Neutral Evil (Usually)
Advancement Range: 5-8 HD (Medium-size), 9-12 HD (Large)

The talon lilithiad is pure white and stand 5 feet tall. Unlike the rest of the lilithiads, these have 4 arms with which to attack with. Their talons are unusually long and jagged.

COMBAT
They are constantly on the alert looking for new prey. They attack will all 4 talons.

Spell-like abilities: The talon lilithiad is hastened as the spell. It can also, at will, cast haste upon any lilithiad within 30 feet of itself.

Victual Lilithiad
Large Outsider (Evil)

HD: 8d8+8 (44 hp)
Initiative: +5 (+5 Dex)
Speed: 30 ft
AC: 22 (-1 Size, +5 Dex, +8 Natural Armor)
Attacks: 2 Talons +11 melee; 1 Bite +6 melee
Damage: Talons 2d4+4; Bite 1d6+2
Face/Reach: 5 ft x 5 ft/10 ft
Special Attacks: Absorb Life
Special Qualities: Lilithiad Qualities, SR 24, Damage Reduction 20/+3
Saves: Fort +7, Ref +11, Will +9
Abilities: Str 18, Dex 21, Con 12, Int 27, Wis 16, Cha 8
Skills: Animal Empathy +9, Balance +15, Climb +16, Gather Information +11,
Hide +17, Jump +12, Listen +15, Move Silently +17, Search +23, Spot +15,
Tumble +18
Feats: Cleave, Great Cleave, Power Attack

Climate/Terrain: Any dry climate/Jungle
Organization: Pair
CR: 16
Treasure: None
Alignment: Neutral Evil (Usually)
Advancement Range: 9-16 HD (Large), 17-24 HD (Huge)

The victual lilithiad is a large creature standing nearly 8 feet tall. It has a blue back and white belly and spotted markings.

COMBAT
The victual lilithiad prefers close quarter combat.

Absorb Life (Su): The victual lilithiad has a unique power of being able to drain 2 points of Constitution every other round to those within 20 feet. Those within 20 feet get a Fortitude save (DC 15) to resist the drain. Those within 10 feet get a Fortitude save (DC 20) and those within 5 feet get no save.

Winged Lilithiad
Medium-size Outsider (Evil)

HD: 4d8+20 (38 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft, fly 20 ft (average)
AC: 16 (+2 Dex, +4 Natural Armor)
Attacks: 2 Claws +7; 1 Bite +2
Damage: Claws 1d6+3; Bite 1d4+2
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Pounce, Rake 1d6+3, Snatch
Special Qualities: Lilithiad Qualities, SR 17, Damage Reduction 10/+1
Saves: Fort +9, Ref +6, Will +9
Abilities: Str 16, Dex 15, Con 20, Int 11, Wis 20, Cha 7
Skills: Hide +8, Listen +11, Move Silently +9, Search +6, Spot +12
Feats: Flyby Attack, Improved Initiative

Climate/Terrain: Any Land
Organization: Gang (2-5)
CR: 4
Treasure: None
Alignment: Neutral Evil (Usually)
Advancement Range: 5-8 HD (Medium-size), 9-12 HD (Large)

The winged lilithiad stands on all 4 of its legs. Instead of having talons, it has claws for grabbing. Being nearly 6 feet in length, it has a wingspan of 12 feet.

COMBAT
The winged lilithiad will swoop at its victim attempting to rake as much as possible.

Pounce (Ex): If a winged lilithiad leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Rake (Ex): A winged lilithiad that pounces on a creature can make two rake attacks (+7 melee) with its hind legs for 1d6+3 slashing damage each.

Snatch (Ex): A winged lilithiad that hits a creature of small size, but no larger, with a claw attack attempts to start to grapple as a free action without provoking an attack of opportunity. If it achieves its hold, it can fly off with its subject and automatically make a bite attack. It can drop a snatched creature as a free action or use a standard action to fling it aside. A flung creature travels 60 feet and takes 6d6 points of damage.
 

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Krishnath

First Post
Why didn't you keep their original names? (Slivers, yes, I play M:TG also.) Also, I've been working on a conversion of them myself, just need the clot sliver card for the art so I can describe it...
Nice "conversion" though :D
 

Gish Makai

First Post
They differ so much from the 'slivers' of M:TG that I wanted to rename them for use in a homebrew world. I changed things around to where they don't really 'look' like the cards anymore.

BTW....I'll be making a second generation of them someday when I get aorund to getting my comp back.
 

Krishnath

First Post
perhaps I should finish the conversion of the slivers I've been working on...naah, got other (original) creatures there are better that I'm working on, including a psionic naga... :D
 

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