Kafkonia
First Post
Epaerid
Large Outsider (extraplanar)
Hit Dice: 5d10+13 (40 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 15 ft., Fly 60 ft (good)
Armor Class: 21 (–1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
Base Attack/Grapple: +5/+17
Attack: Claw +17 melee (1d6+12)
Full Attack: 2 claws +17 melee (1d6+12) and bite +12 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Daylight; Rend; Smite Evil; Breath Weapon; Spell-Like Abilities
Special Qualities: Low-light vision; Scent; Darkvision out to 60 feet; Damage reduction/5; Resistance to cold/10, acid/10, electricity/10; Immune to fire; Spell resistance equal to the epaeird’s HD + 10 (maximum 25); Immune to Sleep, Paralysis, and Disease; +4 save vs. Poison
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 34, Dex 17, Con 20, Int 7, Wis 16, Cha 13
Skills: Climb +14, Listen +5, Move Silently +4, Spot +6
Feats: Alertness, Toughness
Environment: Warm forests
Organization: Solitary or family (4-6)
Challenge Rating: 7
Treasure: None
Alignment: Always good (any)
Advancement: 6–15 HD (Large)
Level Adjustment: —
What you see before you resembles a golden-scaled feathered serpent in a hunched, vaguely humanoid form. Its brow is heavily ridged, and when it smiles it bares rows of menacing teeth, but its manner is friendly.
Due to their abilities and their fierce defence of their territory from the incursion of evil, epaeirds can often be found serving as guardians for places of importance to good-aligned creatures, and have served as the first line of defense against more than one fiendish incursion.
Epaerids dwell primarily in the forests of Arborea, although some have been transported to and now take up residence in other planes. Those residing on the Prime Material Plane have the native subtype.
The average epaerid stands about 10 feet tall and weighs from 900 to 1,300 pounds.
Epaeirds understand but do not speak Celestial, though the more intelligent among them sometimes learn to utter short phrases in the languages of those cultures near which they live.
Combat
Epaerids attack any evil creature that enters their territory. If an opponent’s armor foils an epaerid’s attacks, it will attempt to grapple and pin, then rend the prone opponent.
Rend (Ex): An epaerid that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+12 points of damage.
Daylight (Su): The creature can use a daylight effect (as the spell) at will.
Smite Evil (Su): Twice per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against an evil foe.
Breath Weapon (Su): 30-ft cone of fire 1/day, 6d8 dmg, Reflex (DC 17)
Spell-Like Abilities: Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based: Protection From Evil 3/day; Bless; Aid; Detect Evil; Cure Serious Wounds; Neutralize Poison
Skills: Epaerids have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
The epaeird's weapons are considered magic for the purpose of overcoming damage
reduction.
----
The epaeird was built using a dire ape as a base. I then applied the fiendish template, the half-dragon (gold) template (changing its alignment to good), and then the half-celestial template.
Large Outsider (extraplanar)
Hit Dice: 5d10+13 (40 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 15 ft., Fly 60 ft (good)
Armor Class: 21 (–1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
Base Attack/Grapple: +5/+17
Attack: Claw +17 melee (1d6+12)
Full Attack: 2 claws +17 melee (1d6+12) and bite +12 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Daylight; Rend; Smite Evil; Breath Weapon; Spell-Like Abilities
Special Qualities: Low-light vision; Scent; Darkvision out to 60 feet; Damage reduction/5; Resistance to cold/10, acid/10, electricity/10; Immune to fire; Spell resistance equal to the epaeird’s HD + 10 (maximum 25); Immune to Sleep, Paralysis, and Disease; +4 save vs. Poison
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 34, Dex 17, Con 20, Int 7, Wis 16, Cha 13
Skills: Climb +14, Listen +5, Move Silently +4, Spot +6
Feats: Alertness, Toughness
Environment: Warm forests
Organization: Solitary or family (4-6)
Challenge Rating: 7
Treasure: None
Alignment: Always good (any)
Advancement: 6–15 HD (Large)
Level Adjustment: —
What you see before you resembles a golden-scaled feathered serpent in a hunched, vaguely humanoid form. Its brow is heavily ridged, and when it smiles it bares rows of menacing teeth, but its manner is friendly.
Due to their abilities and their fierce defence of their territory from the incursion of evil, epaeirds can often be found serving as guardians for places of importance to good-aligned creatures, and have served as the first line of defense against more than one fiendish incursion.
Epaerids dwell primarily in the forests of Arborea, although some have been transported to and now take up residence in other planes. Those residing on the Prime Material Plane have the native subtype.
The average epaerid stands about 10 feet tall and weighs from 900 to 1,300 pounds.
Epaeirds understand but do not speak Celestial, though the more intelligent among them sometimes learn to utter short phrases in the languages of those cultures near which they live.
Combat
Epaerids attack any evil creature that enters their territory. If an opponent’s armor foils an epaerid’s attacks, it will attempt to grapple and pin, then rend the prone opponent.
Rend (Ex): An epaerid that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+12 points of damage.
Daylight (Su): The creature can use a daylight effect (as the spell) at will.
Smite Evil (Su): Twice per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against an evil foe.
Breath Weapon (Su): 30-ft cone of fire 1/day, 6d8 dmg, Reflex (DC 17)
Spell-Like Abilities: Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based: Protection From Evil 3/day; Bless; Aid; Detect Evil; Cure Serious Wounds; Neutralize Poison
Skills: Epaerids have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
The epaeird's weapons are considered magic for the purpose of overcoming damage
reduction.
----
The epaeird was built using a dire ape as a base. I then applied the fiendish template, the half-dragon (gold) template (changing its alignment to good), and then the half-celestial template.