Mark Chance
Boingy! Boingy!
Hello! Since I'm trying to keep these in alphabetical order, but I'm not typing them that way, the latest addition might not be the last addition. I just added the leprechaun, the leucrotta, and the luck eater.
AERIAL SERVANT
Large Elemental (Air, Extraplanar)
Hit Dice: 16d8+48 (120 hp)
Initiative: +10
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 22 (-1 size, +6 Dex, +7 natural), touch 16, flat-footed 15
Base Attack/Grapple: +12/+20
Attack: Slam +15 melee (2d8+4)
Full Attack: 2 slams +15 melee (2d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict (2d8+6), improved grab
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, greater invisibility
Saves: Fort +8, Ref +16, Will +5
Abilities: Str 19, Dex 23, Con 16, Int 4, Wis 10, Cha 10
Skills: Hide +5*, Listen +8, Move Silently +14, Spot +8
Feats: Alertness, Combat Reflexes, Flyby Attack, Improved Initiative, Power Attack, Stealthy
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Usually neutral
Advancement: 17-24 HD (Large); 24-32 HD (Huge)
Level Adjustment: --
Aerial servants are naturally invisible creatures from the Elemental Plane of Air. For those that can see them, aerial servants stand about 8 feet tall with slender, powerful bodies. They are humanoid in form. Instead of hair, their heads are covered with wispy mist. Their large eyes are entirely silver. Aerial servants are seldom encountered away from the Elemental Plane of Air except when performing some service for a powerful cleric. Most of the time, aerial servants perform menial duties in the courts of deities associated with elemental air.
A cleric with the Air Domain can use greater planar ally to summon an aerial servant without having to promise return payment for the aerial servant's services, but he cannot summon more than one aerial servant per day.
Aerial servants speak Auran.
COMBAT
An aerial servant attacks with its powerful fists. It is likely to grapple with a foe then crush it to death.
Constrict (Ex): An aerial servant deals 2d8+6 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, an aerial servant must hit with both slam attacks. 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.
Elemental Traits: Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking.
Greater Invisibility (Su): An aerial servant remains invisible even when it attacks. This ability is constant, but the aerial servant can suppress or resume it as a free action.
Skills: *When invisible, an aerial servants gets a +40 bonus to Hide checks when immobile, and a +20 bonus to Hide checks when moving.
AFANC
Huge Magical Beast (Aquatic)
Hit Dice: 15d10+90 (172 hp)
Initiative: +2
Speed: Swim 50 ft. (10 squares)
Armor Class: 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple: +15/+31
Attack: Bite +21 melee (5d4+8)
Full Attack: Bite +21 melee (5d4+8) and tail slap +16 melee (3d4+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Whirlpool
Special Qualities: Damage reduction 5/-, darkvision 60 ft., low-light vision
Saves: Fort +14, Ref +11, Will +9
Abilities: Str 27, Dex 15, Con 21, Int 7, Wis 14, Cha 15
Skills: Listen +10, Spot +10, Swim +22
Feats: Alertness, Blind-Fight, Improved Sunder, Iron Will, Power Attack, Swim-By Attack
Environment: Any temperate or cold water
Organization: Solitary or school (2-5)
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral evil
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
Level Adjustment: --
Afancs are fearsome, magical fish. An afanc is covered with dark blue, iron-hard scales that darken to black near the ends of its tail and fins. Although their heads are decidedly whale-like, they have powerful jaws filled with row after row of razor-sharp teeth. They do not have have the characteristic, fishy dorsal fin, and their tails are also wide and whale-like. Nevertheless, afancs are indeed truly aquatic and not mammals adapted to life in the seas. The average afanc is about 24 feet long and weighs several tons.
Afancs communicate with each other by means of clicking teeth and tremulous vocalizations.
COMBAT
Afancs are mighty combatants. They use their whirlpools to capsize ships and pull sailors into a salty grave. With their powerful jaws and tails, afancs can crush hulls and bones alike.
Whirlpool (Su): An afanc can cause a whirlpool once every 10 minutes. The center point of the whirlpool must remain within 250 feet of the afanc (otherwise the whirlpool dissipates in 1 round), and the whirlpool lasts for 1 round for every 2 HD the afanc has (normal duration is 7 rounds). The whirlpool is 5 feet wide at its base, 5 feet wide per HD at the surface, and 5 feet deep per 2 HD (normal width is 75 feet and normal depth is 35 feet). As a standard action, the afanc can cause the whirlpool's center point to move up to 30 feet per round.
Creatures or objects size Huge or smaller might take damage when caught in the whirlpool and may be pulled down into it. An affected creature must succeed on either a DC 25 Reflex save or a DC 25 Swim check when it comes into contact with the whirlpool or else be pulled into it. An affected creature is allowed a Swim check (DC 25) as a standard action each round to escape the whirlpool. If a Swim check is failed by more than 5, the affected creature is pulled underwater. If an affected creature opts to not take a standard action to fight the whirlpool's current, that creature is automatically pulled underwater. Normal dangers of drowning apply to any creature pulled underwater.
Creatures caught in the whirlpool can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlpool take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The afanc can have only as many creatures trapped inside the whirlpool at one time as will fit inside the whirlpool’s volume. If the whirlpool’s base touches the bottom, it creates a swirling cloud of mud and debris. This cloud is centered on the whirlpool and has a diameter equal to half the whirlpool’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
A whirlpool that forms under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.
An afanc isn't immune to its whirlpool, but it is such a powerful swimmer that the whirlpool poses little threat. Both the save and Swim check DCs are Strength-based.
Skills: An afanc has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.
AERIAL SERVANT
Large Elemental (Air, Extraplanar)
Hit Dice: 16d8+48 (120 hp)
Initiative: +10
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 22 (-1 size, +6 Dex, +7 natural), touch 16, flat-footed 15
Base Attack/Grapple: +12/+20
Attack: Slam +15 melee (2d8+4)
Full Attack: 2 slams +15 melee (2d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict (2d8+6), improved grab
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, greater invisibility
Saves: Fort +8, Ref +16, Will +5
Abilities: Str 19, Dex 23, Con 16, Int 4, Wis 10, Cha 10
Skills: Hide +5*, Listen +8, Move Silently +14, Spot +8
Feats: Alertness, Combat Reflexes, Flyby Attack, Improved Initiative, Power Attack, Stealthy
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Usually neutral
Advancement: 17-24 HD (Large); 24-32 HD (Huge)
Level Adjustment: --
Aerial servants are naturally invisible creatures from the Elemental Plane of Air. For those that can see them, aerial servants stand about 8 feet tall with slender, powerful bodies. They are humanoid in form. Instead of hair, their heads are covered with wispy mist. Their large eyes are entirely silver. Aerial servants are seldom encountered away from the Elemental Plane of Air except when performing some service for a powerful cleric. Most of the time, aerial servants perform menial duties in the courts of deities associated with elemental air.
A cleric with the Air Domain can use greater planar ally to summon an aerial servant without having to promise return payment for the aerial servant's services, but he cannot summon more than one aerial servant per day.
Aerial servants speak Auran.
COMBAT
An aerial servant attacks with its powerful fists. It is likely to grapple with a foe then crush it to death.
Constrict (Ex): An aerial servant deals 2d8+6 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, an aerial servant must hit with both slam attacks. 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.
Elemental Traits: Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking.
Greater Invisibility (Su): An aerial servant remains invisible even when it attacks. This ability is constant, but the aerial servant can suppress or resume it as a free action.
Skills: *When invisible, an aerial servants gets a +40 bonus to Hide checks when immobile, and a +20 bonus to Hide checks when moving.
AFANC
Huge Magical Beast (Aquatic)
Hit Dice: 15d10+90 (172 hp)
Initiative: +2
Speed: Swim 50 ft. (10 squares)
Armor Class: 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple: +15/+31
Attack: Bite +21 melee (5d4+8)
Full Attack: Bite +21 melee (5d4+8) and tail slap +16 melee (3d4+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Whirlpool
Special Qualities: Damage reduction 5/-, darkvision 60 ft., low-light vision
Saves: Fort +14, Ref +11, Will +9
Abilities: Str 27, Dex 15, Con 21, Int 7, Wis 14, Cha 15
Skills: Listen +10, Spot +10, Swim +22
Feats: Alertness, Blind-Fight, Improved Sunder, Iron Will, Power Attack, Swim-By Attack
Environment: Any temperate or cold water
Organization: Solitary or school (2-5)
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral evil
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
Level Adjustment: --
Afancs are fearsome, magical fish. An afanc is covered with dark blue, iron-hard scales that darken to black near the ends of its tail and fins. Although their heads are decidedly whale-like, they have powerful jaws filled with row after row of razor-sharp teeth. They do not have have the characteristic, fishy dorsal fin, and their tails are also wide and whale-like. Nevertheless, afancs are indeed truly aquatic and not mammals adapted to life in the seas. The average afanc is about 24 feet long and weighs several tons.
Afancs communicate with each other by means of clicking teeth and tremulous vocalizations.
COMBAT
Afancs are mighty combatants. They use their whirlpools to capsize ships and pull sailors into a salty grave. With their powerful jaws and tails, afancs can crush hulls and bones alike.
Whirlpool (Su): An afanc can cause a whirlpool once every 10 minutes. The center point of the whirlpool must remain within 250 feet of the afanc (otherwise the whirlpool dissipates in 1 round), and the whirlpool lasts for 1 round for every 2 HD the afanc has (normal duration is 7 rounds). The whirlpool is 5 feet wide at its base, 5 feet wide per HD at the surface, and 5 feet deep per 2 HD (normal width is 75 feet and normal depth is 35 feet). As a standard action, the afanc can cause the whirlpool's center point to move up to 30 feet per round.
Creatures or objects size Huge or smaller might take damage when caught in the whirlpool and may be pulled down into it. An affected creature must succeed on either a DC 25 Reflex save or a DC 25 Swim check when it comes into contact with the whirlpool or else be pulled into it. An affected creature is allowed a Swim check (DC 25) as a standard action each round to escape the whirlpool. If a Swim check is failed by more than 5, the affected creature is pulled underwater. If an affected creature opts to not take a standard action to fight the whirlpool's current, that creature is automatically pulled underwater. Normal dangers of drowning apply to any creature pulled underwater.
Creatures caught in the whirlpool can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlpool take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The afanc can have only as many creatures trapped inside the whirlpool at one time as will fit inside the whirlpool’s volume. If the whirlpool’s base touches the bottom, it creates a swirling cloud of mud and debris. This cloud is centered on the whirlpool and has a diameter equal to half the whirlpool’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
A whirlpool that forms under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.
An afanc isn't immune to its whirlpool, but it is such a powerful swimmer that the whirlpool poses little threat. Both the save and Swim check DCs are Strength-based.
Skills: An afanc has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.
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