Old School Nefarium - Road to Adventure Link (1/20/16)

Mark Chance

Boingy! Boingy!
Vermin-Kin

Here's a template I worked up for a new campaign I'm working on.

[sblock=Vermin-Kin Template]
A vermin-kin is a magical beast that appears to be nothing more than a common monstrous vermin. As is often the case, appearances are deceiving. Vermin-kin are intelligent, and they have spell-like abilities. "Vermin-kin" is an inherited template that can be applied to any Medium, Large, or Huge vermin, hereafter called the "base creature". Areas not addressed below are not changed from the base creature.

Type: The base creature's type changes to magical beast.

Hit Dice: The vermin-kin has the same number of Hit Dice as the base creature, but it's Hit Dice are d10s instead of d8s.

Base Attack: The vermin-kin's Base Attack Bonus is equal to its Hit Dice.

Special Attacks: The vermin-kin retains the special attacks of the base creature. It also gains the following special attack.

Control Vermin (Ex): Vermin-kin continually exude a pheromone detectable to vermin of the base creature's species. This species of vermin within a 30-foot radius will not attack the vermin-kin unless controlled by an outside force or the vermin-kin itself attacks the creature. As a standard action, a vermin-kin can compel the proper species of vermin within range to move or attack as directed. Vermin receive no saving throw against this effect.

Spell-Like Abilities: Vermin-kin can use a limited number of cleric spells. A vermin-kin's base creature determines what cleric domains its spells come from. The highest level spell a vermin-kin can use is equal to its Charisma modifier. Each spell-like ability can be used once per day. Caster level equals the vermin-kin's Hit Dice. Save DCs are equal to 10 + spell level + the vermin-kin's Charisma modifier. For example, a Large vermin-kin scorpion has a +2 Charisma modifier. It uses the 1st- and 2nd-level spells from the Evil and Death domains. Thus, a Large vermin-kin scorpion can use cause fear, death knell, desecrate, and protection from good once per day each.

Table: Vermin-Kin Spell-Like Abilities
Base Creature : Domains
Ant : Earth, Law
Bee : Good, Sun
Beetle : Plant, Strength
Centipede : Evil, Death
Praying mantis : Luck, Protection
Scorpion: Destruction, Evil
Spider : Evil, Knowledge
Wasp : Air, Evil

Special Qualities: The vermin-kin is not mindless like the base creature. It otherwise retains the special qualities of the base creature.

Saves: A vermin-kin's good saves are Fortitude and Reflex, not just Fortitude like the base creature.

Abilities: A vermin-kin has an Intelligence score. To determine a vermin-kin's Intelligence, average the base creature's Wisdom and Charisma, and then add the base creature's Hit Dice. After this, change Charisma to 10 + the base creature's Hit Dice.

Skills: A vermin-kin receives skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. Its racial skills are Climb, Intimidate, Notice, Search, Stealth, and Survival. All vermin-kin speak Sylvan. Vermin-kin with an Intelligence higher than 11 often know humanoid, monstrous humanoid, or giant languages.

Feats: A vermin-kin retains the base creature's feats (if any) as bonus feats. It also receives feats as normal for a creature of its Hit Dice. All vermin-kin have Iron Will as a bonus feat.

Challenge Rating: As base creature +1.

Alignment: A vermin-kin's alignment depends on the base creature.

Table: Vermin-Kin Alignment
Base Creature : Alignment
Ant : Any lawful
Bee : Always lawful good
Beetle : Any neutral
Centipede, scorpion, spider, wasp : Any evil
Praying mantis : Any good

Treasure: Standard

Advancement: Vermin-kin advance to up three times the Hit Dice of the base creature. The first third involves no increase in size. The second third increase size by one category.[/sblock]
[sblock=Sample Vermin-Kin
Vermin-Kin Huge Hunting Spider; CR 6]
Always E Large magical beast
Init +3; Senses darkvision 60 ft., tremorsense 60 ft., Listen +4, Spot +12
-----
AC 16 (-2 size, +3 Dex, +5 natural), touch 11, flat-footed 13; Combat Expertise
hp 60 (8 HD)
Fort +8, Ref +9, Will +4
-----
Speed 40 ft. (8 squares), climb 20 ft.
Melee bite +10 (2d6+6 plus poison)
Space 15 ft.; Reach 10 ft.
Base Atk +8; Grp +20
Atk Options Combat Reflexes (4 AoO/round), control vermin, poison
Spell-Like Abilities (CL 8th):
1/day - confusion (Will 18), clairaudience/clairvoyance, desecrate, detect secret doors, detect thoughts, divination, magic circle against good, protection from good, unholy blight (Will partial 18)
-----
Abilities Str 19, Dex 17, Con 14, Int 14, Wis 10, Cha 18
SQ web
Feats Alertness, Combat Expertise, Combat Reflexes, Iron Will (B)
Skills Climb +12, Disguise +9, Hide +7, Intimidate +15 (does not include modifier for size difference), Jump +15 (+19 with running start), Move Silently +14, Spot +12
-----
Control Vermin (Ex): Vermin-kin continually exude a pheromone detectable to vermin of the base creature's species. This species of vermin within a 30-foot radius will not attack the vermin-kin unless controlled by an outside force or the vermin-kin itself attacks the creature. As a standard action, a vermin-kin can compel the proper species of vermin within range to move or attack as directed. Vermin receive no saving throw against this effect.

Poison (Ex): A vermin-kin hunting spider has a poisonous bite, Fortitude save DC 16, inflicts 1d8 Strength initial and secondary damage. The save DC is Constitution-based.

Tremorsense [60’] (Ex): Can detect and pinpoint a creature or object within 60 ft. in contact with the ground, or within any range in contact with their webs.

Web (Ex): Vermin-kin hunting spiders often wait in their webs or in trees, then lowers silently on silk strands and leap onto prey. A strand is strong enough to support the spider and one creature of the same size. A vermin-kin hunting spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Skills: Vermin-kin hunting spiders have a +4 racial bonus on Hide checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Vermin-kin hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks.
-----
Environment temperate forests
Organization solitary or colony (2-5)
Treasure standard
Advancement 9-16 HD (Huge); 17-24 HD (Gargantuan)[/sblock]
 

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Mark Chance

Boingy! Boingy!
The Tenebrous Templars

This nasty sextet of villains combine stealth and guile with spell power and a religious zeal for murder and undeath. The Tongue of Orcus, Aldesal, Yohandi, and Ahsyrel make use of material from Liber Mortis. I took some liberties with a few items here and there. For example, Orcus's favored weapon is the mace, not the claw, but I didn't like the idea of Blood-Caw wielding a weapon. I guess you could let the PCs make a DC 19 Knowledge (religion) check to know Orcus's favored weapon for some of his more monstrous followers is the claw rather than the mace.

[sblock=The Tenebrous Templars; EL 16]
Ahsryel Wightspawn: Ahsyrel is a swarm-shifter deathlock, an undead shapechanger born from the corpse of a powerful spellcaster whose was killed by a fiendish spider swarm. Unfortunately, the body could not remain quiet in the grave. Ahsryel remembers very little of its mortal life. It now exists to serve Orcus by bringing as many creatures as possible into an intimate embrace with undeath. On this hellish mission, Ahsryel is served by five powerful evil creatures whose devotion to Orcus cannot be questioned.

Aldesal Vobert: Ahsryel's most dangerous weapon is the choker Aldesal Vobert. (Bonus points to whomever unscrambles that name to reveal the name of a real world monster.) Aldesal is one of two clerics of Orcus affiliated with the Tenebrous Templars. It is also an accomplished assassin and master of stealth. Although Aldesal can hold its own in a straight-up fight, it prefers to kill by ambush. Its specialty is slaying enemy spellcasters, a task its constrict attack makes it well-suited to.

Blood-Caw and Chopsis: These monsters provide the Tenebrous Templars with some raw savagery. Blood-Caw is an outcast achaierai. Chopsis is a hieracosphinx. Both are unholy soldiers devoted to the cause of Orcus.

The Tongue of Orcus: If Aldesal is Ahsyrel's most dangerous weapon, the Tongue of Orcus is the lurking terror's subtle. This doppleganger's real name is lost somewhere in a list of aliases as long as a fire giant's arm. Among the Tenebrous Templars, it is referred to simply as "the Tongue" or "Tongue". It serves as the Templars' advance party. The Tongue disguises itself, moves into a community, and then uses its change shape, detect thoughts, and remarkable interaction skills to sow seeds of paranoia, fear, and anger. Its methods run the gamut from spreading malicious gossip to committing violent crimes while disguised as someone important within the community. Once the Tongue's work is done, it gets word to the other Templars, who then descend upon the strife-torn community like jackals savaging a dying rabbit.

Yohandi: Yohandi is the sole human member of the Tenebrous Templars. She is also Ahsyrel's consort and the most versatile spellcaster of the group. Yohandi performs a support role within the Tenebrous Templars. She uses her spells to buff her comrades and herself. Give Yohandi too much to prepare, and she shows up for a fight with at a few augmented undead to bolster the Templars' numbers.
[/sblock]
[sblock=Ahsryel Wightspawn; CR 12
Swarm-shifter deathlock rogue5/lurking terror 3]
CE Medium undead (shapechanger)
Init +8; Senses darkvision 90 ft., Listen +13, Spot +13
Language Abyssal, Common, Infernal
-----
AC 21 (+4 Dex, +1 natural, +4 armor, +2 deflection), touch 16, flat-footed 21; trap sense +1, uncanny dodge
hp 71 (11 HD); turn resistance +2 (+6 within 60 ft. of Yohandi)
Undead Traits immune to ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, sleep effects, stunning
Fort +3, Ref +10, Will +9; +2 to all saves if within 60 ft. of Yohandi, evasion, trap sense +1
-----
Speed 30 ft. (6 squares)
Melee bite +9 (1d4+3)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +7
Atk Options Daunting Presence (Will 20), deathly power, hide in plain sight, sneak attack +3d6, swarm form
Spell-Like Abilities (CL 11th):
At will - detect magic, inflict minor wounds (Will 13), read magic
3/day - cause fear (Will 14), magic missile (5 missiles), summon monster I
2/day - death knell (Will 15), ghoul glyph (Fort partial 15)
-----
Abilities Str 12, Dex 19, Con --, Int 18, Wis 14, Cha 17
SQ trapfinding
Feats Alertness, Daunting Presence, Improved Initiative, Lifebond (Yohandi)
Skills Bluff +8, Climb +9, Concentration +9, Diplomacy +7, Disable Device +9, Disguise +8 (+10 when it knows its observed and tries to act in character), Escape Artist +12, Hide +18, Intimidate +10, Knowledge (arcana) +10, Listen +13, Move Silently +17, Open Lock +9, Search +12, Sense Move +7, Sleight of Hand +11, Spellcraft +12 (+14 to decipher spells on scrolls), Spot +13, Use Magic Device +8 (+10 to checks related to scrolls), Use Rope +4 (+6 to bind someone)
Possessions +1 studded leather, arcane scroll (blink, displacement) (CL 5th), amulet of mighty fists +2, potion of barkskin +3, ring of protection +2, plus 1225 gp

Ahsyrel's Swarm of Undead Flies Form
CE Fine undead (shapechanger, swarm)
Init +8; Senses darkvision 90 ft., Listen +4, Spot +4
Language Abyssal, Common, Infernal
-----
AC 22 (+8 size, +4 Dex), touch 22, flat-footed 22; trap sense +1, uncanny dodge
hp 71 (11 HD); turn resistance +2 (+6 within 60 ft. of Yohandi)
Undead Traits immune to ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, sleep effects, stunning
Swarm Traits immune to spells that target a specific number of creatures (including single target spells)
Immune weapon damage
Swarm Vulnerabilities see below
Fort +3, Ref +14, Will +9; +2 to all saves if within 60 ft. of Yohandi, evasion, trap sense +1, -10 penalty on saves versus spells or abilities that effect an area (or double damage if no save is allowed)
-----
Speed Fly 40 ft. (8 squares) (perfect)
Melee swarm (3d6 plus disease)
Space 10 ft.; Reach 0 ft.
Base Atk +6; Grp --
Atk Options Daunting Presence (Will 20), deathly power, hide in plain sight, sneak attack +3d6, swarm form
Spell-Like Abilities (CL 11th):
At will - detect magic, inflict minor wounds (Will 13), read magic
3/day - cause fear (Will 14), magic missile (5 missiles), summon monster I
2/day - death knell (Will 15), ghoul glyph (Fort partial 15)
-----
Abilities Str 2, Dex 27, Con --, Int 18, Wis 14, Cha 17
SQ hivemind, swarm traits, trapfinding
Feats Alertness, Daunting Presence, Improved Initiative, Lifebond (Yohandi)
Skills Bluff +8, Climb +9, Concentration +9, Diplomacy +7, Disable Device +9, Disguise +8 (+10 when it knows its observed and tries to act in character), Escape Artist +12, Hide +18, Intimidate +10, Knowledge (arcana) +10, Listen +13, Move Silently +17, Open Lock +9, Search +12, Sense Move +7, Sleight of Hand +11, Spellcraft +12 (+14 to decipher spells on scrolls), Spot +13, Use Magic Device +8 (+10 to checks related to scrolls), Use Rope +4 (+6 to bind someone)
-----
Daunting Presence (Ex): As a standard action against an intelligent foe within 30 feet who has line of sight, causes that creature to be shaken for 10 minutes (Will save DC 17 negates).

Deathly Power (Ex): Add lurking terror class level to save DCs of all extraordinary and supernatural abilities. This modifier is included in Ahsryel's stat blocks.

Disease (Ex) (swarm form only): Red ache - swarm attack, Fortitude save DC 21, incubation period 1d3 days, damage 1d8 Dex. The save is Charisma-based.

Distraction (Ex) (swarm form only): Any living creature vulnerable to a swarm's damage that begins its turn with the swarm in its square is nauseated for 1 round (Fort DC 18). Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check.

Hide in Plain Sight (Ex): Use the Hide skill even when being observed as long as it has cover or concealment.

Immune to Weapon Damage (Ex) (swarm form only): Weapon attacks are useless against a swarm of Fine creatures.

Swarm Form (Su): As a standard action, Ahsyrel can transform into or from a swarm of undead flies. Assuming swarm form absorbs all its equipment into swarm form. Transforming either to swarm form or back again infuses Ahsyrel with negative energy, healing 11 hit points of damage. Some feats and skills may not be usable in swarm form.

Swarm Vulnerabilities (swarm form only): A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit. A weapon with a special ability such as flaming or frost deal its energy damage with a hit even if the swarm is immune to weapon damage. High winds treat a Fine swarm as if it were a single Fine creature.[/sblock]
[sblock=Aldesal Vobert; CR 12
Advanced choker cleric 5/assassin 4]
NE Medium aberration
Init +6; Senses darkvision 60 ft., Listen +7, Spot +7
Language Abyssal, Undercommon
-----
AC 22 (+2 Dex, +4 natural, +6 armor), touch 12, flat-footed 22; uncanny dodge
hp 109 (16 HD)
Fort +10, Ref +11, Will +13; +4 versus poison, +2 versus mind-affecting spells/abilities and disease
-----
Speed 20 ft. (4 squares), climb 10 ft.
Melee 2 tentacles +15 melee (1d4+4), or
Ranged +1 magebane returning throwing axe +13 (1d6+5), or
Ranged (versus arcane target) +1 magebane returning throwing axe +15 (1d6+7 plus 2d6)
Space 5 ft.; Reach 15 ft.
Base Atk +11; Grp +19
Atk Options constrict 1d4+4, death attack, improved grab, poison use, Profane Lifeleech, quickness, rebuke undead (+2 rebuking checks) (4/day), sneak attack +2d6
Assassin Spells Known (CL 4th):
2nd (2/day) - alter self, invisibility, undetectable alignment
1st (4/day) - feather fall, ghost sound, jump, obscuring mist, true strike
Cleric Spells Prepared (CL 5th):
3rd (2+1/day) - dispel magic, magic circle against good*, prayer
2nd (3+1/day) - bull's strength, hold person, invisibility*, resist energy
1st (4+1/day) - bane (Will DC 14), disguise self*, divine favor, shield of faith (x2)
0 (5/day) - detect magic, guidance (x2), resistance (x2)
* Domain spell. Domains Evil (cast evil spells at +1 caster level), Trickery.
-----
Abilities Str 18, Dex 14, Con 16, Int 12, Wis 16, Cha 12
Feats Brew Potion, Improved Initiative (B), Lightning Reflexes, Profane Lifeleech, Stealthy, Tomb-Born Resilience, Tomb-Tainted Soul
Skills Bluff +10, Climb +11*, Diplomacy +3, Disguise +6 (+8 if it knows its observed and tries to act in character), Hide +22*, Intimidate +3, Knowledge (religion) +6, Listen +7, Move Silently +13*, Spot +7 (*Includes -1 armor check penalty.)
Possessions +2 chain shirt, +1 magebane returning throwing axe, lesser silent metamagic rod, oil of greater magic fang +1, potion of inflict moderate wounds, plus 700 gp
-----
Constrict (Ex): Aldesal deals 1d4+4 points of damage with a successful grapple check against a Huge or smaller creature. Because it seizes its victim by the neck, a creature in the choker’s grasp cannot speak or cast spells with verbal components.

Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 15) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes his save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Improved Grab (Ex): To use this ability, a choker must hit a Huge or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Chokers receive a +4 racial bonus on grapple checks, which is already included in the statistics block.

Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Profane Lifeleech (Su): As a standard action, spend two rebuke undead attempts to deal 1d6 points of damage to all living creatures within a 30-foot burst. This effect cannot reduce a creature's hit points to less than 0. Aldesal is healed an amount of damage equal to the total amount of hit points that it drains from affected creatures.

Quickness (Su): Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round.

Tomb-Tainted Soul (Ex): Aldesal is healed by negative energy and harmed by positive energy as if it were an undead creature.

Skills: A chokers has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.[/sblock]
[sblock=Blood-Caw; CR 9
Achaierai pious templar 4]
CE Large outsider (chaotic, evil, extraplanar)
Init +2; Senses darkvision 60 ft., Listen +13, Spot +13
Language Infernal
-----
AC 23 (-1 size, +2 Dex, +2 armor, +10 natural), touch 11, flat-footed 21; Dodge, Mobility
hp 79 (10 HD); DR 1/-
SR 19
Fort +12, Ref +8, Will +13; mettle, True Believer (+2 insight bonus to 1 save once/day)
-----
Speed 50 ft. (10 squares)
Melee 2 claws +13 (2d6+5) and bite +7 (4d6+1), or
Melee (with Smite) claw +17 (2d6+9) and claw +13 (2d6+5) and bite +7 (4d6+1)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Grp +17
Atk Options smite 1/day, Spring Attack
Blackguard Spells Prepared (CL 4th):
2nd (2/day) - bull's strength, cure moderate wounds
1st (2/day) - corrupt fang x2
N.B. Corrupt fang works like bless weapon but affects one natural weapon per casting and improves that weapon's effectiveness against good foes. Blood-Caw uses this on its claws and fangs in order to automatically confirm critical hits.
-----
Abilities Str 17, Dex 14, Con 17, Int 11, Wis 18, Cha 21
Feats Dodge, Mobility, Spring Attack (B), True Believer, Weapon Focus (claw), Weapon Specialization (claw) (B)
Skills Balance +8, Climb +12, Concentration +10, Diplomacy +7, Hide +7, Knowledge (religion) +4, Jump +13 (+21 with running start), Listen +13, Move Silently +11, Sense Motive +13, Spot +13
Possessions bracers of armor +2, divine scroll (cure serious wounds, inflict serious wounds) (CL 5th), potion of greater magic fang +2, potion of heroism, wand of shatter (50 charges), plus 800 gp
-----
Black Cloud (Ex): Up to three times per day an achaierai can release a choking, toxic black cloud. Those other than achaierai within 10 feet instantly take 2d6 points of damage. They must also succeed on a DC 15 Fort save or be affected for 3 hours as though by an insanity spell (caster level 16th). The save DC is Constitution-based.

Mettle (Su): If the pious templar makes a Will or Fortitude saving throw that would nromally reduce the spell's effects, he suffers no effects from the spell at all.

Smite (Su): Once per day, the pious templar may make a single melee attack with a +4 attack bonus and damage bonus equal to his pious templar level.[/sblock]
[sblock=Chopsis; CR 9
Hieracosphinx divine crusader 4]
CE Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, Listen +13, Spot +15
Language Common, Draconic, Sphinx
-----
AC 21 (-1 size, +3 Dex, +8 natural, +1 armor), touch 12, flat-footed 18
hp 93 (13 HD)
Resist electricity 5
Fort +12, Ref +10, Will +12
-----
Speed 30 ft. (6 squares), fly 90 ft. (poor); Flyby Attack
Melee +17 melee (1d10+6) and 2 claws +13 melee (1d6+3)
Space 10 ft.; Reach 5 ft.
Base Atk +12; Grp +22
Atk Options Cleave, death touch (1/day), pounce, Power Attack, rake (1d6+3)
Divine Crusader Spells Prepared (CL 4th):
2nd (2/day) - death knell (x2) (Will 13)
1st (3/day) - cause fear (x3) (Will 12)
Domain Death
-----
Abilities Str 23, Dex 17, Con 14 (12), Int 10, Wis 20, Cha 12
Feats Cleave, Flyby Attack, Power Attack, Weapon Focus (claw)
Skills Concentration +10, Knowledge (religion) +4, Listen +13, Spot +15
Possessions bracers of armor +1, necklace of fireballs (Type I), pink rhomboid ioun stone (+2 Con), ring of lesser healing, plus 270 gp
-----
Pounce (Ex): If a sphinx charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +17 melee, damage 1d6+3.

Skills: Hieracosphinxes have a +4 racial bonus on Spot checks.

Ring of Lesser Healing: Upon command as a standard action that doesn not provoke attacks of opportunity, up to three times per day, this ring enables its wearer to cast cure light wounds (caster level 1st). Faint conjuration; CL 1st; Forge Ring, cure light wounds; Price 1,080 gp.[/sblock]
[sblock=The Tongue of Orcus; CR 9
Doppelganger bard 2/evangelist 4]
NE Medium monstrous humanoid (shapechanger)
Init +1; Senses darkvision 60 ft., Listen +8, Spot +6
Languages Common, Elven, Gnome, Goblin, Infernal
-----
AC AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
hp 59 (10 HD)
Immune sleep effects, charm effects
Fort +6, Ref +9, Will +15
-----
Speed 30 ft. (6 squares)
Melee slam +8 (1d6), or
Ranged +1 flaming shortbow +9/+4 (1d6 plus 1d6 fire/x3, range increment 60 ft.)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Grp +8
Atk Options countersong, detect thoughts, fascinate, inflame the righteous, inspire courage +1, inspire dread
Special Action change shape, fast talk, skill mastery (Bluff, Diplomacy, Disguise, Sense Motive)
Bard Spells Known (CL 2nd):
1st (1/day) - expeditious retreat, undetectable alignment
0 (3/day) - detect magic, ghost sound (Will disbelief 11), light, mage hand, message
-----
Abilities Str 10, Dex 12, Con 14, Int 17, Wis 18, Cha 16
SQ bardic knowledge +5, bardic music (2/day), great orator (4/day)
Feats Great Fortitude, Lingering Song, Negotiator, Requiem
Skills Bluff +20 (+24 if it can read opponent's mind), Diplomacy +13, Disguise +16 (+18 when it knows its being observed and tries to act in character), Gather Information +11, Intimidate +9, Listen +8, Knowledge (religion) +11, Perform (oratory) +14, Sense Motive +17, Spot +6
N.B. Add +10 circumstance bonus to Disguise checks when using change shape. Add +4 circumstance bonus to Disguise checks if it can read opponent's mind.
Possessions +1 flaming shortbow, one arrow of slaying (DM's choice), two potions of cure moderate wounds, potion of mage armor, potion of misdirection, quiver with 20 arrows, plus 438 gp
-----
Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Inflame the Righteous (Su): This ability wreathes the Tongue and his allies within 30 feet in divine flame. This duplicates the fire shield spell (caster level 9th). Damage caused by this ability is purely divine and not subject to a creature's resistance to or immunity to fire. Delivering this oratory requires a full-round action to activate and requires concentration each round to continue the effect. The effect lasts 3 rounds after the Tongue ceases to speak.

Inspire Dread (Su): Inspire hopelessness in all enemies within 30 feet. This imposes a -4 penalty on Will saves. Delivering this oratory requires a full-round action to activate and requires concentration each round to continue the effect. The effect lasts 3 rounds after the Tongue ceases to speak. This is a mind-affecting ability.

Lingering Song (Ex): The Tongue's inspire courage bardic music ability's effects last for 1 minute after an inspired ally stops hearing him perform.

Requiem (Ex): The Tongue's mind-affecting bardic music abilities can effect the undead.

Skills: A doppelganger has a +4 racial bonus on Bluff and Disguise checks. When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.[/sblock]
 
Last edited:

Mark Chance

Boingy! Boingy!
Tenebrous Templars, Continued

Here's the last member of the Tenebrous Templars.

[sblock=Yohanhdi; CR 10
Hooded pupil human cleric 3/wizard 3/true necromancer 3]
NE Medium humanoid
Init +5; Senses Listen +7, Spot +7
Languages Abyssal, Common, Infernal
-----
AC AC 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
hp 49 (9 HD)
Resist cold 5
Fort +7, Ref +6, Will +12
-----
Speed 30 ft. (6 squares)
Melee claw +4 (1d6), or
Ranged Touch wand of acid arrow +5 (2d4 acid for two rounds, range 520 ft.), or
Ranged Touch ray of exhaustion +5 (exhausted for 5 minutes, Fort DC 17 reduces effect to fatigued; range 45 ft.)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +4
Atk Options death touch (1/day), drink blood, rebuke undead (8/day as 6th-level cleric with a +2 bonus on turning checks)
Cleric Spells Prepared (CL 5th, or CL 6th for necromancy):
3rd (2+1/day) - animate dead* (N/E), dispel magic, summon undead III (E)
2nd (3+1/day) - blade of pain and fear (Will partial 15), cure moderate wounds, desecrate* (E), silence
1st (4+1/day) - cause fear* (Will 14), cure light wounds (x2), detect good, entropic shield
0 (5/day) - detect magic, guidance, light, resistance (x2)
* Domain spell. Domains Death, Undeath. N.B. E = Evil spell. N = Necromancy spell.
Wizard Spells Prepared (CL 5th, or CL 6th for necromancy):
3rd (2/day) - haste, ray of exhaustion (N) (Fort partial 17)
2nd (3/day) - cat's grace, false life (N), magic missile (Fell Weaken)
1st (4/day) - acid splash (Fell Weaken) (x2), mage armor, shield
0 (4/day) - daze (Will 13), mage hand, message (x2), touch of fatigue (Fort 14) (N)
Spell-Like Ability:
1/day - clutch of orcus (CL 11th) (Fort 14), create undead (CL 10th)
-----
Abilities Str 10, Dex 12, Con 14, Int 16, Wis 16, Cha 12
SQ necromantic prowess, spider climb
Feats Alertness (B), Corpsecrafter, Deadly Chill, Extra Turning (B), Fell Weaken, Improved Initiative (B), Lightning Reflexes (B), Nimble Bones, Scribe Scroll (B), Spell Focus (necromancy) (B)
Skills Concentration +14, Decipher Script +8, Diplomacy +9, Hide +3, Knowledge (arcana) +15, Knowledge (religion) +15, Listen +7, Move Silently +3, Search +5, Spellcraft +17, Spot +7
Possessions arcane scroll (scorching ray (Fell Weaken), slow) (CL 5th), minor circlet of blasting, potion of shield of faith +4, skeletal hand undead graft, wand of acid arrow (50 charges), plus 670 gp
-----
Clutch of Orcus (Sp): A magical force grips the subject's heart or similar vital organ to a range of 210 feet. The humanoid victim reacts as if having a heart attack. It is paralyzed and takes 1d3 points of damage per round. Concentration is required to maintain the spell each round. A DC 14 Fortitude save negates. A conscious victim is allowed a new save each round to end the spell.

Corpsecrafter, Deadly Chill, and Nimblebones (Ex): Each undead Yohandi raises or creates with any necromancy spell gains a +4 enhancement bonus to Strength, gains a +2 hit points per Hit Die, deals an extra 1d6 points of cold damage with its natural weapons, gains a +4 bonus on initiative checks, and a gains a +10-foot increase to its base land speed.

Drink Blood (Su): Once per day, Yohandi can suck blood from a living victim who has damage that is not yet healed. She does so by making a successful grapple check (or targeting a helpless foe). Against a pinned or helpless foe, she drinks blood, dealing 2 points of Constitution damage.

Fell Weaken: Spells altered with this metamagic feat that damage a living foe also inflict a -4 Strength penalty for 1 minute on that foe. Strength penalties from multiple Fell Weaken spells do not stack.

Necromantic Prowess (Ex): When rebuking undead, casting a necromancy spell, or using a spell-like ability that mimics a necromancy spell, Yohandi has a +1 bonus to effective caster level.

Spider Climb (Su): Yohandi can spider climb at will.

Skills: Hooded pupils have a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.[/sblock]
[sblock=Yohandi's Guard of Two Ettin Skeletons]
Created via animate dead and desecrate
NE Large undead
Init +8; Senses darkvision 60 ft.
Languages Abyssal, Common, Infernal
-----
AC AC 11 (-1 size, +2 natural), touch 9, flat-footed 11
hp 95 (10 HD); DR 5/bludgeoning
Undead Traits immune to ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, sleep effects, stunning
Immune cold
Fort +3, Ref +3, Will +7
-----
Speed 50 ft. (10 squares)
Melee 2 claws +12 (1d6+8 plus 1d6 cold), or
Ranged 2 javelins +4 (1d8+8)
Space 10 ft.; Reach 10 ft.
Base Atk +5; Grp +17
Atk Options superior two-weapon fighting
-----
Abilities Str 27, Dex 10, Con —, Int —, Wis 10, Cha 1
Feats Improved Initiative
Possessions javelins (x4)[/sblock]
 

Mark Chance

Boingy! Boingy!
The Lord of Despair

The Lord of Despair was once one of the Heavens' greatest warriors, a shining example of nobility and bravery, but as his reputation grew so too did his pride and ambition. After a few centuries, his hubris reached such unmanageable proportions that he led a mutiny against its heavenly overlords. The war was terrible in ways that defy mortal comprehension. The Lord of Despair lost and was cast out of the Heavens. Unfortunately, the Lord of Despair neither reformed nor wasted away in whatever infernal realm to which he was banished. Instead, he dedicated himself to malevolent, nameless powers, becoming a hierophant and then a lich. Today, the Lord of Despair serves the cause of tyranny. Its appearance on the Material Plane heralds doom and destruction on a massive scale.

The Lord of Despair is ridiculously versatile. Between its lichiness, spell-like abilities, and cleric spells, there's little that it can't accomplish given time. On top of its magical prowess, it is also formidable in melee. BTW, several of his spells come from Complete Divine.


[sblock=The Lord of Despair; CR 21
Fallen planetar lich hierophant 5]
LE Large undead (augmented angel, evil, extraplanar)
Init +8; Senses darkvision 60 ft., low-light vision, Listen +32, Spot +32
Languages Celestial, Draconic, Infernal
N.B. The Lord of Despair can speak with any creature that has a language as though using a tongues spell [CL 19th]; this supernatural ability is always active.)
-----
AC 32 (-1 size, +4 Dex, +19 natural), touch 13, flat-footed 28; protective aura
hp 123 (19 HD); DR 15/bludgeoning and good; fast healing 10; turn resistance +4
Immune acid, cold, electricity, petrification, polymorph (except effects it uses on itself)
Undead Traits immune to ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, sleep effects, stunning
Resist fire 10
SR 30
Fort +18, Ref +14, Will +20; protective aura
-----
Speed 30 ft. (6 squares), fly 90 ft. (good)
Melee +3 greatsword +25/+20/+15/+10 (3d6+13/19-20), or
Melee (Power Attack) +3 greatsword +18/+13/+8/+3 (3d6+27/19-20), or
Melee slam +22 (2d8+10 plus 1d8+5 negative energy plus paralysis/19-20), or
Ranged Touch various spells +20
Space 10 ft.; Reach 10 ft.
Base Atk +16; Grp +27
Atk Options blast the infidel, Contagious Paralysis, damaging touch, destructive smite (1/day), divine reach (60 ft.), fear aura, Improved Sunder, paralyzing touch, Power Attack, smite good (1/day)
Cleric Spells Prepared (6/8/8/8/7/6/6/5/3/2; CL 22nd, or 23rd for Law spells):
9th - implosion* (Fort DC 26), miracle, summon monster VIII (Extended) (L)
8th - create greater undead, flame strike (Ref DC 22 half) (Maximized), fire storm (Ref DC 25 half), shield of law* (Will DC 25) (L)
7th - blasphemy (Will DC 24), dictum* (Will DC 24) (L), greater scrying (Will DC 24), inflict critical wounds (Will DC 22 half) (Maximized), repulsion (Will DC 24), searing light (Corrupted, Maximized)
6th - antilife shell, dragon breath (DC 22) (Corrupted) (x2), greater dispel magic, harm* (Will DC 23 half), symbol of persuasion (Will DC 22), word of recall
5th - doomtide (Will DC 21) (Extended), energy vortex (Ref DC 21 half) (Corrupted), greater command (Will DC 22), mass inflict light wounds* (Will DC 22 half), plane shift (Will DC 22), righteous might, symbol of pain (Fort DC 22)
4th - castigate (Fort DC 21 half) (x2), divination, poison (Fort DC 21) (x2), protection from energy (Extended), order's wrath* (Will DC 21 partial) (L), wrack (Fort DC 20) (Extended)
3rd - animate dead, blindness/deafness (Fort DC 20) (x2), bull's strength (Extended), chain of eyes (Will DC 20), contagion* (Fort DC 20), owl's wisdom (Extended), prayer, stone shape
2nd - death knell (Will DC 19), desecrate, divine favor (Extended), hold person (Will DC 19) (x2), shatter* (DC 19), silence (Will DC 19), spiritual weapon, undetectable alignment
1st - bane (Will DC 18), deathwatch, detect chaos (x2), doom (Will DC 18) (x2), entropic shield, inflict light wounds* (Will DC 18 half), sanctuary (Will DC 18)
0 - detect magic, guidance (x2), mending, resistance (x2)
* Domain spell. Domains Destruction, Law
N.B. The Lord of Despair is a 17th-level cleric for determining spells prepared per day. A spell with the (L) label is a Lawful spell.
Spell-Like Abilities (CL 17th):
At will - bestow curse (Will DC 20), cause fear (Will DC 18), contagion (Fort DC 20), deeper darkness, dispel magic, invisibility (self only), lesser restoration, speak with dead (Will DC 20), unholy blight (Will DC 21 partial)
3/day - blade barrier (Ref DC 23), flame strike (Ref DC 22 half), polymorph (self only), power word stun, slay living (Fort DC 22 partial), waves of fatigue
1/day - earthquake (DC 25), greater restoration, mass charm monster (Will DC 25), waves of exhaustion
-----
Abilities Str 25, Dex 19, Con --, Int 24, Wis 25, Cha 25
SQ Always active (as the spells, CL 17th) - detect good, detect snares and pits, discern lies (DC 21), see invisibility, true seeing. (They can be dispelled, but the fallen planetar can reactivate them as a free action.)
Feats Contagious Paralysis, Corrupt Spell (B), Craft Wondrous Item, Extend Spell, Improved Critical (slam), Improved Initiative, Improved Sunder, Maximize Spell (B), Power Attack
Skills Concentration +24, Diplomacy +26, Escape Artist +21, Hide +25, Intimidate +24, Knowledge (arcana) +24, Knowledge (history) +24, Knowledge (the planes) +24, Knowledge (religion) +24, Listen +32, Move Silently +29, Search +32, Sense Motive +32, Spellcraft +9, Spot +32, Use Rope +4 (+6 with bindings)
Possessions +3 greatsword
-----
Blast the Infidel (Su): Any chaotic good creature the Lord of Despair hits with any spell that involves inflicting or channeling negative energy takes maximum damage from the spell, just as if the spell had been Maximized (without using a higher-level spell slot).

Contagious Paralysis: Any creature paralyzed by the Lord of Despair's paralyzing touch can confer paralysis to other creatures that touch it. Any creature touching an affected creature is immediately affected as if the Lord of Despair had delivered a paralyzing attack upon it (using the same save DC to resist). If a creature successfully saves against contagious paralysis, it cannot be affected by the Lord of Despair's paralysis for 24 hours.

Corrupt Spell: This feat adds the evil descriptor to a spell. Furthermore, half the damage dealt by the spell results direct from divinepower is not subject to resistance or immunity.

Damaging Touch (Su): A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack. A DC 26 Will save halves the negative energy damage.

Destructive Smite (Su): Make a single melee attack with a +4 bonus on attack rolls and a +17 damage bonus. This ability is usable once per day.

Divine Reach (Su): The Lord of Despair can use touch spells on target up to 60 feet away. If the spell requires a melee touch attack, the Lord of Despair must make a ranged touch attack instead.

Fast Healing (Ex): A fallen planetar's fast healing does not heal damage from epic good-aligned weapons and spells or effects with the good descriptor.

Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a DC 26 Will save or be affected as though by a fear spell from a 22nd-level sorcerer. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.

Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a DC 26 Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

Protective Aura (Su): Against attacks made or effects created by good creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the fallen planetar. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 ft. (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in the Lord of Despair's stat block.)

Smite Good (Su): Once per day a fallen planetar can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.

Skills: A lich has a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.[/sblock]
 
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Mark Chance

Boingy! Boingy!
Hfuhruhurr, the Brain in a Jar

I modified Liber Mortis's brain in a jar to make it conform with the psionics rules. This particular brain in a jar also has five levels of wilder plus two guardians: a gargoyle death's chosen and a special type of shield guardian.

[sblock=Hfuhruhurr; CR 10
Advanced brain in a jar wilder 5]
NE Tiny undead (psionic)
Init +3; Senses blindsight 60 ft., darkvision 60 ft., Listen +21, Spot +21
Languages A brain in a jar can speak telepathically to any creature within 100 ft. that has a language.
-----
AC 16 (+2 size, +3 Dex, +1 deflection), touch 16, flat-footed 13; elude touch +7
hp 78 (12 HD); turn resistance +8
Undead Traits immune to ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, sleep effects, stunning
Resist postive energy 10
Fort +3, Ref +6, Will +15
-----
Speed Fly 30 ft. (6 squares) (good)
Space 1 ft.; Reach --
Base Atk --; Grp --
Atk Options mind thrust, rebuke undead (10/day) (+2 on turning checks), surging euphoria, wild surge +2
Powers Known (42 pp; ML 5th):
2nd (3 pp) - demoralize (Will DC 19) (A)
1st (1 pp) - astral construct (A), force screen (A), mental disruption (Will DC 18) (A)
N.B. A power with the (A) notation can be augmented. Hfuhruhurr has lots of power points, so it enjoys augmenting its powers.
Psi-Like Abilities (ML 10th):
3/day - psionic suggestion (Will DC 18) (up to four targets within 15 ft. of each other), telekinetic maneuver (+16 check)
1/day - psionic dominate (Will DC 22) (up to two humanoid targets within 15 ft. of each other)
N.B. All psi-like abilities include augmentation for manifester level.
-----
Abilities Str --, Dex 16 (14), Con --, Int 19, Wis 18 (16), Cha 24
SQ madness, psychic enervation
Feats Alertness, Expanded Knowledge, Improved Turn Resistance, Iron Will, Positive Energy Resistance
Skills Bluff +22, Concentration +10, Diplomacy +23, Intimidate +9, Knowledge (history) +17, Knowledge (psionics) +20, Knowledge (religion) +17, Listen +21, Psicraft +17, Sense Motive +14, Spot +21
Possessions deep red sphere ioun stone (+2 Dex), incandescent blue ioun stone (+2 Wis), crystal guardian amulet
-----
Elude Touch (Ex): A wilder’s intuition supersedes his intellect, alerting his to danger from touch attacks (including rays). He gains a bonus to Armor Class against all touch attacks equal to his Charisma bonus (+7 for this brain in a jar); however, his touch AC can never exceed his Armor Class against normal attacks.

Madness (Su): Any one targeting a brain in a jar with a thought detection, mind control, or any sort of telepathic or psionic ability that makes direct contact with its tortured mind takes 1d4 points of Wisdom damage.

Mind Thrust (Su): As a standard action, assaults the thought pathways of one creature, inflicting 2d10 points of damage (Will DC 23 negates).

Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of his effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge. A wilder who is overcome by psychic enervation is dazed until the end of his next turn and loses a number of power points equal to his wilder level.

Surging Euphoria (Ex): Starting at 4th level, when a wilder uses his wild surge ability, he gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of his wild surge. If a wilder is overcome by psychic enervation following his wild surge, he does not gain the morale bonus for this use of his wild surge ability.

Volatile Mind (Ex): A wilder’s temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent.

The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply a wasted power point. The wilder’s volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.

As a standard action, a wilder can choose to lower this effect for 1 round.

Wild Surge (Su): A wilder can let his passion and emotion rise to the surface in a wild surge when he manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm himself by the reckless use of his power (see Psychic Enervation above).

A wilder can choose to invoke a wild surge whenever he manifests a power. When he does so, he gains up to a +1 to his manifester level with that manifestation of the power. The manifester level boost gives his the ability to augment his powers to a higher degree than he otherwise could; however, he pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge. Level-dependent power effects are also improved, depending on the power a wilder manifests with his wild surge. This improvement in manifester level does not grant his any other benefits (psicrystal abilities do not advance, he does not gain higher-level class abilities, and so on).

In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder’s power point reserve.[/sblock]
[sblock=Crystal Guardian; CR 8]
N Large construct
Init +0; Senses darkvision 60 ft., low-light vision, Listen +0, Spot +0
Languages Shield guardians cannot speak, but they understand commands given in any language, including those delivered via telepathy.
-----
AC 24 (-1 size, +15 natural), touch 9, flat-footed 24
hp 112 (15 HD); fast healing 5
Construct Traits Immune to ability damage, ability drain, critical hits, death effects, death from massive damage, disease, effects requiring a Fortitude save (unless the effect also works on objects or is harmless), energy drain, exhaustion, fatigue, all mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning
Fort +5, Ref +5, Will +5
-----
Speed 30 ft. (6 squares)
Melee 2 slams +16 (1d8+6)
Space 10 ft.; Reach 10 ft.
Base Atk +11; Grp +21
Atk Options power storing
-----
Abilities Str 22, Dex 10, Con --, Int --, Wis 10, Cha 1
SQ find master, guard, share pain
-----
Find Master (Su): As long as a crystal guardian and its amulet are on the same plane, the crystal guardian can find the amulet wearer (or just the amulet, if it is removed after the guardian is called).

Guard (Ex): If ordered to do so, a crystal guardian moves swiftly to defend the wearer of its amulet, blocking blows and disrupting foes. All attacks against the amulet wearer take a -2 penalty when the crystal guardian is adjacent to its master. When Hfuhruhurr rides in the specially designed seat between the crystal guardian's shoulders, Hfuhruhurr enjoys a +4 cover bonus to AC.

Power Storing (Psi): A crystal guardian can store one power of 4th level or lower that is manifested into it by another creature. It “manifests” this spell when commanded to do so or when a predefined situation arises. Once this power is used, the crystal guardian can store another power (or the same power again).

Share Pain (Psi): The wearer of a crystal guardian’s amulet can activate this defensive ability if within 100 feet of the crystal guardian. Just as the power of the same name, this ability transfers to the crystal guardian half the damage that would be dealt to the amulet wearer.
[/sblock]
[sblock=Marmaros; CR 8
Gargoyle fighter 1/death's chosen 3]
CE Medium monstrous humanoid (earth)
Init +3; Senses darkvision 60 ft., Listen +7, Spot +7
Languages Common, Terrran
-----
AC 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
hp 67 (8 HD); DR 10/magic
Fort +9 (+13 against disease), Ref +8, Will +6 (+8 if within 60 feet of its master)
-----
Speed 40 ft. (8 squares), fly 60 ft. (average)
Melee 2 claws +12 (1d4+3) and bite +9 (1d8+1) and gore +9 (1d6+1)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Grp +11
Atk Options bravery of the chosen
-----
Abilities Str 16, Dex 16, Con 16, Int 10, Wis 13, Cha 11
SQ freeze
Feats Endurance (B), Improved Natural Attack (bite), Multiattack, Toughness, Weapon Focus (bite) (B)
Skills Hide +5 (+13 when concealed against a background of stone), Knowledge (religion) +1, Listen +7, Spot +7
Possessions brooch of Imog
-----
Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.

Bravery of the Chosen (Ex): When within 30 ft. of Hfuhruhurr, Marmaros gains a +1 morale bonus on melee attack rolls and melee damage rolls. If Hfuhruhurr has been reduced to half or less its full normal hit points, this bonus increases to +2. The bonus disappears if Hfuhruhurr is destroyed.

Shield of the Master (Ex): Whenever Hfuhruhurr uses an extraordinary, supernatural, or spell-like ability, it can choose (as a free action) to exempt Marmaros from its effects.

Unnatural Aura (Su): Wild and domesticated animals can sense Marmaros's presence out to a distance of 30 ft. The animals do not willingly approach nearer than that and become panicked if forced to do so. They remain panicked as long as they are within distance.

Vigor of the Chosen (Ex): Marmaros needs only 2 hours sleep each night.

Skills: Gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.

Brooch of Imog: Once per day this magical brooch enables its wearer to activate a lesser globe of invulnerability. The lesser globe lasts for 7 rounds.
...Moderate abjuration; CL 7th; Craft Wondrous Item, lesser globe of invulnerability; Price 10,800 gp.[/sblock]
 
Last edited:

mseds99

First Post
Muchos gracias!

Consider the Scourge of Erythnul yoinked! He is going to be the personal bodyguard/thrall of an elder brain.

Thanks for the effort of putting these up. My next campign will bee using a host of these as some interesting baddies.
 

Mark Chance

Boingy! Boingy!
mseds99 said:
Consider the Scourge of Erythnul yoinked! He is going to be the personal bodyguard/thrall of an elder brain.

Nobody yoinks! the Scourge of Erythnul and lives to tell about it! Muahaha!

mseds99 said:
Thanks for the effort of putting these up. My next campign will bee using a host of these as some interesting baddies.

You're welcome, and hope those baddies work out for you.

:D
 

Mark Chance

Boingy! Boingy!
Greek Mythology Beasties

Let's toss in a few beasties from Greek mythology.

[sblock=Charybdis; CR 27]
Unique NE Colossal magical beast (aquatic)
Divine Rank 0
Init +5; Senses darkvision 60 ft., low-light vision, Listen +49, Spot +49
Languages Aquan
-----
AC 25 (-5 size, +1 Dex, +19 natural), touch 6, flat-footed 24; Combat Expertise
hp 1817 (79 HD); DR 10/epic; fast healing 10
SR 32
Immune ability damage, ability drain, energy drain, mind-affect effects, petrification, polymorph, sleep, starvation, suffocation
Resist fire 5
Fort +54, Ref +42, Will +41
-----
Speed swim 140 ft. (28 squares) (only to ascend or descend); Dire Charge
Melee 2 tentacles +98 (3d8+18/19-20, +1d6 plus Fort DC 67 or die instantly) and 6 arms +95 (1d8+9/19-20) and bite +95 (6d6+9/19-20)
Space 30 ft.; Reach 20 ft. (80 ft. with tentacle, 40 ft. with arm)
Base Atk +79; Grp +113
Atk Options Blind-Fight, Combat Reflexes, constrict (tentacle 3d8+18 or arm 1d8+9), control water, Great Cleave, Improved Disarm, improved grab, Improved Sunder, Improved Trip (+38 check), Knock-Down (+34 check), Power Attack
Spell-Like Abilities (CL 13th):
1/day - control weather, control winds (Fort 21)
-----
Abilities Str 46, Dex 13, Con 36, Int 13, Wis 22, Cha 22
SQ immortal, limited movement
Feats Alertness, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Improved Critical (tentacle, arm, bite), Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Knock-Down, Multiattack, Power Attack, Stealthy, Weapon Focus (tentacle)
Epic Feats Devastating Critical (tentacle), Dire Charge, Fast Healing (x5), Overwhelming Critical (tentacle)
Skills Concentration +13, Hide +26, Intimidate +47, Listen +49, Move Silently +42, Sense Motive +47, Spot +49
Advancement --
-----
Constrict (Ex): Charybdis deals automatic arm or tentacle damage with a successful grapple check.

Control Water (Su): At will as a 20th-level caster, Charybdis can control water.

Damage Reduction (Su): Charybdis's natural weapons are considered to be epic for the purposes of overcoming DR.

Divine Rank: All game effects of Charybdis's divine rank 0 have been added to the statistics presented here. You need not be familiar with the divine rules in the SRD to use Charybdis.

Immortal (Ex): Charybdis is naturally immortal and cannot die from natural causes. It does not age, nor does it need to eat, sleep, or breathe. The only way for Charybdis to die is by being slain in magical or physical combat.

Improved Grab (Ex): To use this ability, Charybdis must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Limited Movement (Ex): When ascending or descending in a straight line, Charybdis moves through water at enormous speed. Otherwise, its base swim speed is 20 feet.

Skills: As a creature with the aquatic subtype, Charybdis doesn't need to make Swim checks. It can use the run action while swimming, provided it swims in a straight line.

Strategies and Tactics Charybdis preys on ships and their crews, motivated by nothing more than a love for bloodshed and terror. Few creatures pose any significant threat to it, and it has sufficient power to destroy a vessel, crew in all, in a matter of seconds. Consequently, it thinks little of defense or tactics. This monster lurks beneath the waves, waiting patiently for a ship to pass overhead. It then rises to within a score or so yards from the surface and uses control water to trap the vessel within a whirlpool.

Charybdis then makes a Dire Charge to come up beneath the ship and still make a full attack. Its tentacles and arms attack sailors on deck while the ship is subjected to Charybdis's powerful bite. Charybdis uses Improved Disarm, Improved Sunder, and Improved Trip to toy with its victims. Charybdis usually devotes +20 of its base attack bonus to Combat Expertise (adding +5 to its AC) and Power Attack (adding +15 damage to its attacks).

Any creature taking more than 10 points of damage from any of Charybdis's attacks is subjected to an automatic trip attack (due to the monster's Knock-Down feat). Charybdis does not get a free attack against a creature tripped via Knock-Down. Any creature suffering a critical hit from a tentacle attack takes an additional 1d6 points of damage plus must make a DC 67 Fortitude save or die instantly (although creatures immune to critical hits are unaffected).

Charybdis always takes a -20 grapple check penalty to use improved grab without interfering with its other attacks. After constricting a foe for a round or two, Charybdis typically hurls him into the sea. Treat Charybdis's whirlpool as stormy water (Swim check DC 20).

Typical Treasure Charybdis hoards treasure within shattered ships' hulls on the ocean's bottom. This monster has triple standard treasure for a creature of its Challenge Rating.[/sblock]
[sblock=Cerberus; CR 8]
Always NE Large undead (evil, extraplanar)
Init +5; Senses darkvision 60 ft., magical senses, scent, Listen +14, Spot +14
Languages Cerberuses cannot speak, but they understand Abyssal, Common, and Infernal.
-----
AC 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14; Dodge
hp 78 (12 HD); DR 10/bludgeoning and magic; turn resistance +4
Immune cold, electricity, mind-affecting effects, polymorph
Fort +4, Ref +5, Will +10
-----
Speed 50 ft. (10 squares)
Melee 3 bites +12 melee (1d8+10)
Space 10 ft.; Reach 5 ft.
Base Atk +6; Grp +17
Atk Options bay, Blind-Fight, trip (+11 check)
Special Actions shadow blend
-----
Abilities Str 25, Dex 13, Con --, Int 8, Wis 14, Cha 15
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Stealthy, Track (B)
Skills Hide +8, Listen +14, Move Silently +12, Spot +14, Survival +9
Advancement 13-24 HD (Large); 25-36 HD (Huge)
-----
Bay (Su): When a cerberus howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 18 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same cerberus's bay for 24 hours. The save DC is Charisma-based.

Damage Reduction (Su): A cerberus's natural weapons are treated as evil-aligned and magic weapons for the purpose of overcoming damage reduction.

Magical Senses (Su): A cerberus sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.

Shadow Blend (Su): In any condition of illumination other than full daylight, a cerberus can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Trip (Ex): A cerberus that hits with a bite attack can attempt to trip the opponent as a free action (+11 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cerberus.

Skills: A cerberus has a +4 racial bonus on Survival checks when tracking by scent.[/sblock]
[sblock=Diomedean Horse; CR 2]
Always N Large animal
Init +2; Senses low-light vision, scent, Listen +4, Spot +4
-----
AC 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
hp 25 (3 HD)
Fort +7, Ref +5, Will +2
-----
Speed 60 ft. (12 squares)
Melee 2 hooves +5 melee (1d4+4) and bite +0 melee (1d6+2/19-20)
Space 10 ft.; Reach 5 ft.
Base Atk +2; Grp +10
-----
Abilities Str 18, Dex 15, Con 19, Int 2, Wis 13, Cha 8
Feats Endurance, Improved Critical (bite) (B), Run
Skills Listen +4, Spot +4
Advancement 4-6 HD (Large)
-----
Carrying Capacity: A light load for a Diomedean horse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A Diomedean horse can drag 4,500 pounds.[/sblock]
[sblock=Nemean Lion; CR 7]
Always N Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent, Listen +10, Spot +10
-----
AC 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
hp 85 (9 HD); DR 15/bludgeoning; invulnerable hide
Fort +10, Ref +9, Will +7
-----
Speed 40 ft. (8 squares)
Melee 2 claws +17 melee (1d6+8) and bite +11 melee (1d8+4)
Space 10 ft.; Reach 5 ft.
Base Atk +9; Grp +21
Atk Options improved grab, pounce, rake (2 attacks +16 melee, 1d6+4)
-----
Abilities Str 27, Dex 17, Con 19, Int 3, Wis 12, Cha 10
Feats Alertness, Run, Stealthy, Weapon Focus (claw)
Skills Hide +6, Listen +10, Move Silently +6, Spot +10
Advancement 10-18 HD (Large); 19-27 HD (Huge)
-----
Improved Grab (Ex): To use this ability, a Nemean lion 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 rake.

Invulnerable Hide (Su): Any nonmagical weapon striking a Nemean lion's hide might break. The weapon takes damage equal to the amount of damage the attack would have inflicted (not counting DR) unless the wielder makes a DC 18 Reflex save. The weapon's hardness protects against this damage as normal. Natural weapons are not subject to this ability. The save DC is Constitution-based.

Pounce (Ex): If a Nemean lion charges, it can make a full attack, including two rake attacks.

Skills: Nemean lions have a +4 racial bonus on Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.[/sblock]
 
Last edited:

Mark Chance

Boingy! Boingy!
Obviously Named Monsters

[sblock=Scare Crow; CR 1]
Always N Small magical beast
Init +1; Senses darkvision 60 ft., low-light vision, Listen +4, Spot +4
-----
AC 13 (+1 size, +2 Dex), touch 13, flat-footed 11
hp 5 (1 HD)
Fort +2, Ref +3, Will +2
-----
Speed 10 ft., fly 40 ft. (average) (8 squares)
Melee claws +3 (1d3-2 plus cause fear)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp -2
Atk Options cause fear
-----
Abilities Str 5, Dex 13, Con 10, Int 2, Wis 14, Cha 6
Feats Weapon Finesse
Skills Listen +4, Spot +4
Environment temperate forests
Organization solitary
Treasure none
Advancement 2-3 HD (Small)
-----
Cause Fear (Su): A living creature with 5 or fewer Hit Dice hit by a scare crow's claws must make a DC 13 Will save or become frightened for 1d4 rounds. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect. Cause fear counters and dispels remove fear. This is a mind-affecting, fear effect. The saving throw is Wisdom-based.[/sblock]
[sblock=Vampire Bat; CR 4]
Always E Large undead
Init +12; Senses blindsense 40 ft., Listen +14, Spot +14
Languages Vampire bats communicate with each other via squeaks and whistles. They can understand (but cannot speak) Common.
-----
AC 23 (-1 size, +8 Dex, +6 natural), touch 17, flat-footed 15; Dodge
hp 26 (4 HD); DR 10/silver and magic; fast healing 5; turn resistance +4
Undead Traits immune to ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, sleep effects, stunning
Resist cold 10, electricity 10
Fort +1, Ref +9, Will +7
-----
Speed 20 ft., fly 40 ft. (good) (8 squares)
Melee bite +7 melee (1d8+9 plus energy drain)
Space 10 ft.; Reach 5 ft.
Base Atk +2; Grp +12
Atk Options blood drain, children of the night, paralysis
-----
Abilities Str 23, Dex 26, Con --, Int 4, Wis 16, Cha 10
SQ spider climb
Feats Alertness, Combat Reflexes (B), Dodge (B), Improved Initiative (B), Lightning Reflexes (B), Stealthy
Skills Hide +13, Listen +14, Move Silently +20, Search +5, Sense Motive +11, Spot +14
Environment temperate deserts or underground
Organization solitary or colony (5-8)
Treasure none
Advancement 5-12 HD (Large)
-----
Blindsense (Ex): A vampire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

Blood Drain (Ex): A vampire bat can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire bat gains 5 temporary hit points.

Children of the Night (Su): Vampire bats command the lesser creatures of the world and once per day can call forth 1d4+1 bat swarms as a standard action. These creatures arrive in 2d6 rounds and serve the vampire bat for up to 1 hour.

Paralysis (Su): A vampire bat can paralyze just by looking onto his eyes. This is similar to a gaze attack, except that the vampire bat must use a standard action, and those merely looking at it are not affected. Anyone the vampire bat targets must succeed on a DC 12 Will save or become paralyzed as if affected by a hold person spell (caster level 12th). The ability has a range of 30 feet. The save is Charisma-based.

Energy Drain (Su): Living creatures hit by a vampire bat’s bite attack gain two negative levels (Fort DC 12 to overcome). For each negative level bestowed, the vampire bat gains 5 temporary hit points. A vampire bat can use its energy drain ability once per round. The save is Charisma-based.

Damage Reduction (Su): A vampire bat’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fast Healing (Ex): A vampire bat heals 5 points of damage each round so long as it has at least 1 hit point.

Spider Climb (Ex): A vampire bat can climb sheer surfaces as though with a spider climb spell.

Skills: Vampire bats have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Racial bonuses to Listen and Spot are reduced to +4 each its blindsense is negated.[/sblock]
[sblock=Vampire Bat Weaknesses]
For all their power, vampire bats have a number of weaknesses.

Repelling a Vampire: Vampire bats cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire bat; they merely keep it at bay. A recoiling vampire bat must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire bat at bay takes a standard action.

Slaying a Vampire Bat: Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire bat in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a vampire bat’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).[/sblock]
[sblock=Timber Wolf; CR 2]
Always N Medium plant
Init +2; Senses blindsight 30 ft., scent
-----
AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
hp 13 (2 HD)
Immune critical hits, mind-affect effectings, paralysis, polymorph, poison, sleep effects, stunning
Fort +6, Ref +2, Will +1
-----
Speed 50 ft. (10 squares)
Melee bite +4 melee (1d6+3)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +3
Atk Options trip (+2 check modifier)
-----
Abilities Str 14, Dex 15, Con 16, Int 2, Wis 12, Cha 6
SQ camouflage
Feats Track (B), Weapon Focus (bite)
Skills Hide +5 (+9 in forests or tall grass), Move Silently +4, Survival +1 (+5 to track by scent)
Environment temperate forests
Organization solitary, pair, or pack (7-16)
Treasure none
Advancement 3 HD (Medium); 4-6 HD (Large)
-----
Blindsight (Ex): Timber wolves have no visual organs but can ascertain all foes within 30 ft. using sound and vibration.

Camouflage (Ex): Since a timber wolf looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.

Scent (Ex): Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Trip (Ex): A timber wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the timber wolf.

Skills: Timber wolves have a +4 racial bonus on Survival checks when tracking by scent. They have a +4 racial bonus to Hide checks made in forests or tall grass.[/sblock]
 

Mark Chance

Boingy! Boingy!
Am-Bush

My kids have been playing this silly on-line game called Adventure Quest. The other day, my daughter's character had to fight an am-bush. The more I thought about it, the more I realized that I just had to stat this one.

[sblock=Am-bush; CR 3]
Always N Medium plant
Init +8; Senses blindsight 45 ft., Listen +2
Languages none
-----
AC 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
hp 18 (4 HD)
Immune critical hits, mind-affect effectings, paralysis, polymorph, poison, sleep effects, stunning
Resist cold 5, electricity 5, fire 5
Fort +4, Ref +5, Will +2
-----
Speed 20 ft. (4 squares)
Melee 2 slams +4 (1d4+1)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +4
Atk Options pounce, sneak attack +1d6
-----
Abilities Str 12, Dex 18, Con 11, Int 8, Wis 13, Cha 11
SQ camouflage
Feats Improved Intiative, Stealthy
Skills Hide +7, Listen +2, Move Silently +11
Environment temperate forests
Organization solitary or pair
Treasure none
Advancement 5-8 HD (Medium); 9-12 HD (Large)
-----
Blindsight (Ex): Am-bushes have no visual organs but can ascertain all foes within 45 ft. using sound, scent, and vibration.

Camouflage (Ex): Since an am-bush looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.

Pounce (Ex): If an am-bush charges, it can make a full attack.[/sblock]
 

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