Alright, Craigs here!

Ferret

Explorer
:D First post hello everyone! My names craig, and don't ask how I got the nickname!:D :o I've got some custom, Monsters, prestige classes and spells, here they are:

Undervile
Large (Huge?) Beast
Hit-dice: 4d10 (22hp)
Initiative: 1(1+ dex)
AC: 16 (+1 Dex, -1 size, +6 Nat. armour)
Attack: 2 tentacle, bite, tail, elbow spike
Damage: 2 Tentacles 2d4 Bite 4d6 Tail 1d8 Elbow spike 1d2
Reach: 5 ft. by 5 ft. /10 ft.
Special attacks: improved grab
Special qualities: DR (15/--)
Saves: Fort +1 Ref +4 Will +5
Abilities: Str 21 Dex 11 Con 24 Int 4 Wis 8 Cha 22
Skills: Hide+2, Move silently+2 spot+4 listen+4
Feats: Great fortitude, Cleave, Greater cleave, power attack, dodge, mobility, endurance, Improved critical, Improved bull rush, Weapon focus Mouth-claw

Climate or terrain: Any land and underground
Organization: Solitary (1)
Challenge rating: TBA
Treasure: None
Alignment: Always evil
Advancement: None

An Undervile is a vile creature born of the planes (Native outsider), it attacks devours any creature it can see, although it may retreat if seriously hurt.

Standing from 10-15 ft high, these gruesome creatures seemed to have come from other planes even though these may be rumours; it seems that nothing of this sort could be Toril born; both hands are squid like and have amazing grip, and crushing power. These octopi-appendages are 2 to 3 foot long and coated with a slimy substance. The mouth has 3 razor sharp talons around it also 3-4 foot long, which can undeniably crush metal, mounted close into the bone under the skin is a pair of beady red eyes, that disallow site towards the side. It has dinosaur-esque feet, 3 talons and a thumb; these feet are gigantic to keep the creatures balance, which it looses if it raises one to attack. Its skin is almost as hard as rock and any blows that get through are almost instantly ignored. It’s most distinguishing mark is the large (½-1 foot) spike on its elbow (Upper arm) which is rarely used in combat.

Plaze
Fine Ooze
Hit-dice: 1/8 d10 (??Hp)
Initiative: 1(4+ dex)
AC: 22 (+4 Dex, +8 size)
Attack: Slam +12
Damage: Slam 1+12
Reach: 1/2. /0 ft.
Special attacks: None
Special qualities: Split, DR --/cold, combine
Saves: Fort +0 Ref +12 Will -3
Abilities: Str 4 Dex 19 Con 10 Int 1 Wis 1 Cha 1
Skills: None
Feats: None

Climate or terrain: Any temperate or warm
Organization: Plague 60
Challenge rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: None

They seem to be a joke, but after you see their numbers and speed, you won’t be laughing

Plaze, are small and green blobs of ooze, that multiple at phenomenal rates, no one knows how they came to be and no one cares.

Combat:
Plaze swarm and over run, they attack anything they can find wood, creatures, metal if it sees another object it will attack it, the only thing they will not attack are other oozes.

Special abilities:
Split (Ex): Weapons and energy attacks (Bar cold) attacks deal no damage to a Plaze. Instead, the creature splits into two identical jellies, each with full hit points.
DR --/Cold, any cold damage will harm a Plaze; after they have been frozen, bludgeoning damage must be dealt
Dravern
Huge Dragon (Sonic)
Hit Dice: 16d12+14 (118 hp)
Initiative: +1 (Dex)
Speed: 20 ft., fly 30 ft. (Clumsy)
AC: 22 (-2 size, +1 Dex, +15 natural)
Attacks: bite +9 melee, Sting +4 melee, 2 wings +4 melee; or _2 claws +9 melee
Damage: Sting 1d6+4, bite 2d8+2, wing 1d8+2; or claw 1d6+4
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Acid, improved grab, snatch
Special Qualities: Scent, damage reduction 5/+1, Sonics immunity, hover, Blind sight, Push off, Frightful presence
Saves: Fort +7, Ref +6, Will +6
Abilities: Str 24, Dex 12, Con 18, Int 12, Wis 12, Cha 12
Skills: Listen +20*, Move Silently +9 Spot +13*
Feats: Alertness, Flyby Attack, dodge, mobility
Climate/Terrain: Temperate and warm forest, hill, and mountains (Caves)
Organization: Solitary, pair, or flight (3-6)
Challenge Rating: 6
Treasure: Standard
Alignment: Often evil
Advancement: 16-20 HD (Huge); 18-23 HD (Gargantuan)
These are the malformed offspring of Wyvern and Black Dravern.

At a glance, it may pass as its Chromatic cousins, but after closer inspection, the subtle differences arise and it becomes apparent it is a hybrid. One of the most prominent differences is that the monsters scales twists and spikes shift sonic vibrations away from it, the wings are too small to carry it fast, although flight is possible. The usual poison in its tail is gone; the breeding with black Draverns has produced powerful acid in its place. As soon as you see its mouth, and the strange shape of its teeth, you realize
It must screech at its victims causing vibration that can rip apart flesh, knock a man out, or shatter stone.

Combat

Frightful Presence (Ex): A Dravern can unsettle foes with its mere presence. The ability takes effect automatically whenever the Dravern attacks, charges, or flies overhead. Creatures within a radius of 30 feet x 6 are subject to the effect if they have fewer HD than the Dravern.
A potentially affected creature that succeeds at a Will save (DC 10 + 1/2 Dravern’s HD + Dravern’s Charisma modifier) remains immune to that Dravern’s frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Draverns ignore the frightful presence of other Draverns.

Acid: The Dravern can use the acid on its tail to deal 4d4 damage

Breath weapon: A Dravern can blast sonic energy in a cone up to 80 feet long. It can tune the harmonics of this destructive power to affect different types of targets.
• Flesh: Disrupting tissue and rending bone, this horrible attack deals 10d6 points of damage to all within the cone (Reflex half DC 20) and have a chance to be deafened permanently (Fortitude 25) If they made the Reflex save they need not take the Fort save.

• Nerves: The Dravern can knock out an opponent that does not make their Fortitude save (DC 30) and their Reflex save (DC 15); you need to fail both to be knocked out. If you only fail your Reflex you are unaffected, if you fail your Fortitude save your next 1d4+1 rounds you can only take partial actions.

• Material: All objects within the cone must succeed at a Fortitude save (DC 25) or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack. Magic items are immune to this

Improved Grab (Ex): To use this ability, the Dravern must hit with both claw attacks. If it gets a hold, it hangs on and stings.

Snatch: If a Dravern gets a hold on a creature, four or more sizes smaller, it automatically deals damage with both claws and its sting attacks each round the hold is maintained. The Dravern can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the Dravern flings it while flying, the creature suffers this amount or falling damage, whichever is greater.

Special qualities: Dravern have scent, DR (5/+1), Sonics Immunity, Hover and Blindsight. It also gains Push back, once a round, as a free action, jump and flap its wings to move back 15 feet

Skills: *Draverns receive a +3 racial bonus to Spot checks when flying during daylight hours.
Draverns gain a +10 racial modifier when in caves or other enclosed places.

Description
Cleansers are hunters who specialize in the eradication of all undead

The darks shadows of gravestones loomed ahead, this was the place; he stopped and closed his eyes for a seconded, this way. Hoards of undead poured out of the crypt, he held out a hand, palm first “Be gone” A sliver of light raced from his hand, widening, as the seconds past; most of them had fallen. “I will not tolerate your existence!” He cried and swept his hand at the undead, some ran some exploded and others simply vaporized, it was then that Lodryn was suddenly caught on the back of his tunic, and grappled by a humongous undead, which promptly turn to dust. The night lasted no longer, as he turned back to town, brushing the dust off his tunic.

Hit Dice—D10/level

Requirements :
--Alignment: Any Non-evil
--Skill ranks: Track
--Other: Base attack +5, Favoured enemy: Undead

CLASS SKILLS:
--Skill Points per level: 4 (+Intelligence modifier)

--Move Silently, Hide, Spot, Knowledge (Undead), Wilderness lore, Knowledge (Acrana) Track

Base-attack .. Refl/Fort /Will .. Special
1st +1 .... +0/+2/+0 .. Detect undead at will
2nd +2 .... +0/+3/+0 ..
3rd +3 .... +0/+3/+0 .. Disrupt undead
4th +4 .... +1/+4/+1 ..
5th +5 .... +1/+4/+1 .. Ray of light
6th +6 .... +1/+5/+1 ..
7th +7 .... +2/+5/+2 .. Blessed weapon
8th +8 .... +2/+6/+2 .. Turn undead, Beacon
9th +9 .... +2/+6/+2 .. Any advantage
10th +10.... +3/+7/+3 .. Undead crits

Special abilities descriptions:

--Detect Undead: Using the knowledge of undead you can detect all undead at will

--Disrupt undead: By years if training you can shot a disruptive ray at all undead per Cleanser lvl

--Ray of light: After intense training your disruptive ray has become a blinding light to all undead, this can be cast 1/day

--Blessed weapon: Any weapon the Cleanser HOLDS is considered blessed whilst attacking undead, it can also his undead that need magic items to hit, or incorporeal undead creatures

-- Beacon: By shear hatred of all, undead you radiate positive energy, harming undead for 1+Cleanser lvl if you strike them unarmed or if they grapple you

-- Turn undead: By use of your positive energy you can turn undead as though a cleric using your prestige class lvl

--Any advantage: By knowing your undead opponents you can strike, them whilst they attack if their Natural roll is lower then your Dex Mod (Cap 5)

--Undead Crits: After extensive studies of the changes to undead you know how to hinder them in combat and movement, as they are know susceptible to critical hits

Naerl's Wailing Shriek
Transmutation/Evocation (Sonic)
Level: Wiz/Sor??
Components: V
Casting Time: 1 action
Range: (25 ft. + 5 ft./2 levels)
Target: Self
Duration: Special
Saving Throw: Yes
Spell Resistance: No

By casting Naerl’s Wailing Shriek he or she transforms their vocal cords and lungs to inhale a large amount of air then the caster screams, for as long as possible (See holding breath) it deals 1d6 per caster lvl (Up to 15d6) ever one in 25 ft. + 5 ft./2 levels circle must make a Fortitude check or be deafened. The caster must scream immediately and cannot use this to go under water. The caster cannot die of air loss; the worst that can happen is for them to be knocked unconscious.

Naerl’s Engulf Element
Evocation [Elemental]
Level: Drd 4 Sor/Wiz 5
Components: V, S, M
Range: One Creature
Saving Throw: Special (See text)
This spells creates a Sphere of elemental power. The caster can choose air, earth, fire, or water.
Fire deals 3d5 fire damage A round,
Earth deals 4d6 Crushing damage unless broken (DC16 against strength),
Air deals 2d6 damage to all Water breathing creatures A round,
Water deals 2d6 damage to all Air breathing creatures A round,
When used on an element (air - earth, fire - water) it uses the chart below, if it is in the dispel part the elemental takes a DC roll (Caster Lvl vs. HD. A fortitude save negates the kill.
A differing Engulf spell air - earth, Air - water, fire - water dispels the last Engulf spell, any other combinations create the following affects
Air and fire raise the damage to 4d6
Earth and fire create hot earth 5d6)
Material Components: Air: A small fan of paper. Earth: A handful of rock and dirt. Fire: A bit of ash and charcoal. Water: A flask of holy water.

Naerl’s searing heat
Evocation [fire]
Level: Sor/Wiz 2
Components: V, S,
Casting Time: 1 action
Range: Medium (300ft + 10ft/level)
Area of effect: 10ft Radius Spread
Saving Throw: Reflex Partial
Spell Resistance: Partial

A Heat ball spell is a burst of flame that detonates with a low roar and deals 1d2 points of fire damage per caster level (maximum 10d2)and 1d2 points of sonic damage per caster level (maximum 10d2) to all creatures within the area. Unattended objects also take this damage. The explosion creates a lot of pressure.

The character points a finger and determines the range (distance and height) at which the Heat ball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the Heat ball at that point (an early impact results in an early detonation). If the character attempts to send the bead through a narrow passage, such as through an arrow slit, the character must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

Once the Ball has exploded, a low sucking nose is heard and all creatures make a Ref save or are drawn considered flat-footed, anyone who saves is not considered flat-footed.

So then what do you think?
 

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Welcome!

Sorry to do this to you, but I'm gonna move this thread to "House Rules" - also I recommend breaking up your things into one thread for each new item or group of items. . . You are more likely to get the kind of feedback you are looking for.. .

Again, welcome!
 

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