Things from the east

Glad you liked it. While True Gashadokuro is theoretically the maximum form attainable by a Gashadokuro spontaneously generated or created by a mortal "A gashadokuro's size depends on the scale of the famine that caused its emergence, with more devastating food shortages resulting in larger gashadokuros. A typical gashadokuro is 30 feet tall and weighs up to 5,000 pounds. ", the Ancestral Gashadokuro is theoretically the original Gashadokuro, creatable only by a deity of death or famine with the starvation of an entire continent. This self-propelled fortress of death has low offensive power (attack roll and low spell-like DC for its level) but a huge defense and like a furnace of the undead, create huge amounts of undead armies in no time. An Ancestral Gashadokuro is theoretically capable of destroying a world by itself, simply by walking the world raising hordes of the dead ready to wreak havoc.
That's intense.
 

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Obly99

Hero
Well, nothing epic today. Directly from Nioh, the Hino Enma (Hino-Enma).

Hino Enma CR 8

CE Medium Monstrous Humanoid

Init +4; Senses darkvision 60 ft., scent; Perception +16

DEFENSE

AC 22, touch 22, flat-footed 17 (+5 Cha, +4 Dex, +1 dodge, +2 monk)

hp 85 (10d10+30)

Fort +10, Ref +16, Will +15

Defensive Abilities ac bonus, evasion, umbrella block, unearthly grace; DR 10/magic; Immune disease, energy drain, mind-affecting effects, paralysis, poison; SR 19

Weakness vulnerability to electricity

OFFENSE

Speed 30 ft., fly 60 ft. (good)

Melee flurry of blow +12/+12/+7/+7 (1d10+3) or umbrella +14/+9 (1d6+3/x3) or unarmed strike +14/+9 (1d10+3)

Ranged shuriken +14/+7 (1d2+3)

Special Attacks blood drain, scream (DC 18/20, 3d10 sonic damage), shadow trample (DC 18/20, 1d10+4), wingspin (DC 19/20)

Spell-Like Abilities (CL 10th, concentration +15)

3/dayalter self, charm person (DC 16), hold person (DC 18), suggestion (DC 18)

1/dayconfusion (DC 19), dominate person (DC 19), invisibility, shadow step

STATISTICS

Str 16, Dex 18, Con 16, Int 17, Wis 16, Cha 20

Base Atk +10; CMB +14 (+16 for grapple); CMD 36 (38 vs. grapple)

Feats Aerial RollB, Blind-FightB, Combat Reflexes, Dodge, Improved Grapple, Improved Unarmed StrikeB, Mobility, Power Attack, Spring AttackB, Weapon FinesseB

Skills Bluff +15, Diplomacy +15, Fly +21, Intimidate +18, Perception +16, Sense Motive +13, Stealth +17

Languages Common, Giant, Tengu

SQ coven, monk training, umbrella

Gears umbrella

Environment cold mountains

Organization solitary, coven (1 Hino Enma plus 2 hags), or patrol (1 Hino Enma plus 1 Ogre Mage and 3 Oni CR 5 or less)

Treasure standard

Blood Drain (Ex)
Every time the Hino Enma’s maintain a grapple check she suck the creature blood. The Hino Enma inflict 2d6+4 damage, heal the same number of hit points and if the target has a ki pool, then the Hino Enma drains 2 ki points from the victim. The Hino Enma may add these points to her own ki pool if she has one (up to her maximum total ki). Otherwise, the Hino Enma gains a +2 racial bonus to saving throws for a number of rounds equal to her HD. Construct and undead are immune to this ability.

Coven (Ex)
An Hino Enma counts as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever the Hino Enma is within 30 feet of another member of the coven, she can use the aid another action to grant a +1 bonus to the other creature’s caster level for 1 round.

Monk Training (Ex)
The Hino Enma gains the AC Bonus, Flurry of Blows and Unarmed Strike abilities as a monk of a level equal to her racial HD but for the AC Bonus she use her Charisma instead of Wisdom and can only use her legs and foot for the unarmed strike and flurry.

Scream (Su)
As a standard action, an Hino Enma can shout a devastating shout that can possibly paralyze creatures. The shout is a 30 ft. long line of 10 ft. x 10 ft. area. Every creature in the area take 3d10 sonic damage and are paralyzed for 1d4+1 rounds. A Reflex save DC 18 half the damage and negate the paralysis. Each round at the start of its turn, a paralyzed creature may attempt a Fortitude save DC 18 to end the effect in advance. After using the shout, the Hino Enma must wait 1d6+2 rounds before she can use it again. The save DC is Constitution-based.

Shadow Trample (Ex/Su)
This work as the trample ability, but the Hino Enma can only use this ability while flying and creatures that fail the save or chose the attack of opportunity are also paralyzed for 1d4+1 rounds. Each round at the start of its turn, a paralyzed creature may attempt a Fortitude save DC 20 to end the effect in advance. The save DC of the paralysis is Charisma-based.

Umbrella (Su)
A Hino Enma has an umbrella with which fight. The umbrella in the hand of the Hino Emna work as a light melee weapon with 1d6 base damage (Medium sized), a x3 critical multiplier, deal bludgeoning or piercing damage, and belongs to the weapon group light blades. If the umbrella is lost or destroyed, a Hino Enma can create a new umbrella by spending 24 hours crafting it (no materials required).

Umbrella Block (Ex)
As an immediate action, when the Hino Enma is attacked with a melee attack, she can attempt a melee attack using her umbrella at her highest attack bonus. If this result exceeds the result from the attack against her, the Hino Enma is unaffected by the attack (as if the attack had missed).

Unearthly Grace (Su)
A Hino Enma adds her Charisma modifier as a racial bonus on all her saving throws.

Wingspin (Ex)
As a standard action every 1d4+1 rounds, while not flying, a Hino Enma can spins moving 15 ft. in a line. All creatures in the area take 4d6+10 slashing damage and are paralyzed for 1d4+1 rounds. A creature can make a Reflex DC 19 for half the damage and negate the paralysis. Each round at the start of its turn, a paralyzed creature may attempt a Fortitude save DC 20 to end the effect in advance. The save DC of the paralysis is is Charisma-based while the save DC of the damage is Dexterity-based.
 

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Obly99

Hero
Well, I don't think the Tengu need special presentations. In Pathfinder (and DnD under the Kenku name) they are a playable race but it always made me cringe that they couldn't fly (yes I know, flying race, low levels, game break, etc. etc. but give me then a chain of racial feats to give me wings, you did it with the aasimar too!) Aside from my rant, this version is based on the Tengu of the myth. Enjoy. Abilities are inspired by the base Tengu (Tengu (13 RP) – d20PFSRD), the ni version (Oni, Yamabushi Tengu – d20PFSRD), and greater version (Greater Tengu, Yamabushi – d20PFSRD)

Legendary Tengu CR 26

CN Medium outsider (air, chaotic, native, shapechanger)

Init +8; Senses darkvision 60 ft., true seeing; Perception +44

Aura frightful presence (DC 36, 60 ft.)

AC 45, touch 45, flat-footed 41 (+12 Cha, +12 deflection, +4 Dex, +7 monk)

hp 518 (28d10+364)

Fort +30, Ref +32, Will +27

Defensive Abilities freedom of movement, improved evasion, lord of winds, parry; DR 10/cold iron, epic and lawful; Immune ability damage and drain, death effect, disease, energy drain, mind-affecting effect, paralysis, petrification, poison, unwilling polymorph, wind; Resistance all elements 30; SR 37

Weakness mirror taboo

Offense

Speed 30 ft., fly 120 ft. (perfect)

Melee +5 ghost touch impact wounding katana +45/+40/+35/+30 (2d6+16/15-20 plus 1 bleed), bite +34 (2d8+5 plus steal voice) or flurry of blows +5 ghost touch impact wounding katana +43/+43/+38/+38/+33/+33/+28 (2d6+16/15-20 plus 1 bleed), bite +34 (2d8+5 plus steal voice), or unarmed strike +40/+35/+30/+25 (4d6+11/19-20), bite +34 (2d8+5 plus steal voice) or flurry of blows unarmed strike +38/+38/+33/+33/+28/+28/+23 (4d6+11/19-20), bite +34 (2d8+5 plus steal voice)

Ranged +5 returning shuriken +37 (1d2+5) or deadly shuriken +37/+32/+27/+22 (1d2+5)

Special Attacks cut spells, deadly shuriken, quivering palm 1/day (DC 36), steal voice (DC 36), stunning fist 28/day (DC 36; fatigued, blind, deafness, paralyzed 1d6+1 rounds, sickened 1 minute, or staggered 1d6+1 rounds), wing baffle

Spell-Like Abilities (CL 28th; concentration +40)

Constantfreedom of movement, speak with animals (birds only), true seeing

At willbestow curse (DC 26), charm person (DC 23), ghost sound (DC 22), hold person (DC 24), major image (DC 25), mirror image, ventriloquism (DC 23)

3/daydimension door, displacement, dominate person (DC 27), find the path, gaseous form, greater dispel magic, greater invisibility (self only), greater teleport (self plus 50 lbs. of objects only), hideous laughter (DC 24), mirage arcana (DC 29), mislead (DC 28), stone shape, telekinesis (DC 27)

1/dayastral projection, dream, dominate monster (DC 31), etherealness, impenetrable veil (DC 31), getaway, greater possession (DC 31), mage’s disjunction (DC 31), mass hold person (DC 29), nightmare (DC 27), overwhelming presence (DC 31), phasic challenge (DC 30), resplendent mansion, shades (DC 31), shadow walk, telekinetic storm (DC 31), wish (replicate sorcerer/wizard spell of 8th level or lower only)

Str 32, Dex 18, Con 28, Int 30, Wis 28, Cha 34

Base Atk +28; CMB +39; CMD 84

Feats Aerial Roll, Alertness, Combat Reflexes, Deceitful, Flyby Attack, Improved Critical (katana, unarmed strike), Improved Initiative, Improved Unarmed StrikeB, Power Attack, Psychic SensitivityB, Skill Focus (appraise, fly), Signature Skill (linguistics), Stunning FistB, Weapon Focus (katana, unarmed strike)

Skills Appraise +47, Bluff +47, Diplomacy +43, Disguise +47, Fly +49, Heal +37, Intimidate +40, Knowledge (arcane) +38, Linguistics +49, Perception +44, Perform (act) +40, Sense Motive +44, Spellcraft +38, Stealth +35, Survival +43, Use Magic Device +40; Racial Modifiers +8 Linguistics

Languages Aboleth, Abyssal, Aklo, Aquan, Arabic, Aramaic, Auran, Celestial, Chinese, Common, Coptic, Cyclops, Draconic, Druidic, Elder Thing, Giant, Greek, Ignan, Indian, Infernal, Japanese, Latin, Mi-Go, Necril, Protean, Senzar, Sphinx, Sylvan, Tengu, Terran, Treant, Undercommon, Vegepygmy, Yithian, other 33; speak with animals (birds only)

SQ change shape (any small or medium humanoid, alter self), combat style mastery, gifted linguist, long-nose form, monk training, swordtrained, tengu blessing, unarmed strike

Gears +5 ghost touch impact wounding katana, +5 returning shuriken

Change Shape (Su)
When using change shape, a legendary tengu can chose between three options:
  • change shape work as normal​
  • it maintain the wings. While in this form it maintain the fly speed (does not gains the normal bonus to Disguise checks for using a polymorph effect)​
  • it maintain the wings and gains a red face whose nose is the length of its beak. While in this form it maintain the fly speed and gains the scent ability (does not gains the normal bonus to Disguise checks for using a polymorph effect)​

Combat Style Mastery (Ex)
A legendary tengu may enter the basic stance of any combat style feat (such as Crane Style, Monkey Style, and so on) as if it had the first feat in the feat path for that combat style.

Cut Spells (Su)
A legendary tengu can destroy a magical effect (whether it’s on a creature or an independent effect such as a wall of fire) by attacking it with a slashing weapon (like a katana or unarmed strike modified with Tiger Style). It must succeed at a melee touch attack against the creature or effect. If the attack hits, the creature or effect is subject to targeted greater dispel magic (CL 28th). If the legendary tengu dispels an effect, it suffer no harmful effects from touching it. If the effect is on a creature, the creature takes 1 point of damage per spell level of each effect dispelled. The legendary tengu can use this ability a number of times per day equal to its Charisma modifier (12 for a typical legendary tengu).

Deadly Shuriken (Ex)
As a full-round action, a legendary tengu can take careful aim and pool all of its attack potential into a single, deadly shuriken throw. When it does this, it throws a single shuriken at a single target, but makes as many attack rolls as it can, based on it base attack bonus. The legendary tengu makes the attack rolls in order from highest bonus to lowest, as if it were making a full attack. If any of the attack rolls hit the target, the attack hits. For each additional successful attack roll beyond the first, the legendary tengu increases the damage by 2d6. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this. If one or more rolls are critical threats, the legendary tengu confirms the critical once using its highest base attack bonus.

Feather Fan (Su)
A legendary tengu possess a magical feather fan (hardness 2, hp 20) that allow the user to use the following spell-like abilities (CL 20th):

At willcloak of winds, control winds, gentle breeze, gust of wind, hurricane blast (DC 19), river of winds (DC 19), tailwind, whispering wind, wind wall, with the wind

3/daypath of the winds (DC 21), scouring winds (DC 22),

1/dayconversing wind, elemental swarm (air spell only), storm of vengeance (DC 24), whirlwind (DC 23), wind walk, winds of vengeance (DC 24)

A legendary tengu can craft a feather fan with 1 week of work. In this case, any already existing feather fan lose any magical property, becoming a mundane fan. A magical feather fan can be sold for 300,000 gp.

Gifted Linguist (Ex)
A legendary tengu gain a +8 racial bonus on Linguistics checks, and learn 2 languages each time it gains a rank in Linguistics rather than 1 language. Linguistics is always a class skill for a legendary tengu.

Lord of Winds (Su)
A legendary tengu adds its Charisma modifier as a racial bonus on all its saving throws, and as a deflection bonus to its Armor Class.

Immunity to Wind (Ex)
A legendary tengu is immune to the effects of wind, even if hurricane force. It ignores the penalties applied to the Fly skill incurred by wind speed, and is immune to the negative effects of any spell or effect that manipulates wind, such as gust of wind and whirlwind.

Mirror Taboo (Su)
A legendary tengu may not look at themselves in any man-made mirror (Reflex DC 20 avoids), or it become staggered for 1d4 rounds.

Monk Training (Ex)
A legendary tengu gains the AC Bonus, Flurry of Blows, Quivering Palm, Stunning Fist, and Unarmed Strike abilities as a monk of a level equal to its racial HD but for the AC Bonus, Quivering Palm, and Stunning Fist it use its Charisma instead of Wisdom.

Parry (Ex)
When a melee, ranged, or ray attack is made against the legendary tengu or a target adjacent to it, the legendary tengu can parry the attack (or ammunition), deflecting the attack so the target takes no damage. As an attack of opportunity, the legendary tengu make a melee attack roll at its highest bonus. If the result is greater than the attack roll total of the attack, the attack is deflected. The legendary tengu must be aware of the attack and not flat-footed.

Steal Voice (Su)
A legendary tengu can attempt to steal a victim’s voice as part of its bite attack. When it does so, the creature bitten must make a DC 36 Will save or lose the ability to speak aloud. This prevents the use of any spell with verbal components and the use of commandword-activated magic items, among other difficulties.
The legendary tengu’s voice changes to match the one stolen. The victim’s voice remains stolen until the legendary tengu steals another voice, until the tengu chose to give the stolen voice back (a free action), or until the next sunrise. Any effect that removes curses (such as remove curse or break enchantment) can restore a stolen voice (DC for success equals the save DC of the steal voice ability—DC 36 for most legendary tengu), as does the death of the legendary tengu who stole the voice in the first place. The save DC is Charisma-based.

Swordtrained (Ex)
Legendary tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, katana, kukris, longswords, punching daggers, rapiers, scimitars, short swords, two-bladed swords, and wakizashi). Also, the katana count as a monk weapon for the legendary tengu.

Tengu’s Blessing (Su)
Once per week as a standard action, a legendary tengu can bestow its mastery of greater fighting arts upon a creature it touches. The legendary tengu selects up to 3 combat feats that it knows and that its target meets the prerequisites for. Upon being touched, the target gains that feats as a bonus feats for a number of days equal to the legendary tengu’s racial Hit Dice.

Unarmed Strike (Ex)
A legendary tengu unarmed strikes are treated as adamantine, chaotic, cold iron, ghost touch, epic, magic, and silver weapons for the purpose of overcoming damage reduction and interact with incorporeal creatures.

Wing Baffle (Ex)
A legendary tengu uses its wings even in combat although not to make slam attacks; it supplements its melee combat with the slaps and whips of its wings to buffet and disorient its opponents. Once per round, a legendary tengu may make a Feint check against an opponent as a free action.
 

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