Kafkonia
First Post
Ereban
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 15d8+60 (130 hp)
Initiative: +7
Speed: 10 ft. (2 squares), fly 20 ft. (4 squares)
Armor Class: 27 (-1 size, +3 Dex, +15 natural), touch 12, flat-footed 24
Base Attack/Grapple: +10/+20
Attack: Strand +13 ranged touch (drag) or bite +15 melee (2d6+9) or claw +15 melee (1d6+8)
Full Attack: 6 strands +13 ranged touch (drag) and 2 claws +15 melee (1d6+8) and bite +10 melee (2d6+9)
Space/Reach: 10 ft./10 ft. (50 ft. with strand)
Special Attacks: Drag, strands, weakness, smite law 1/day, smite good 1/day, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to electricity, immunity to poison, immunity to polymorph and petrification, low-light vision, resistance to cold 10, acid 10, fire 10, and sonic 5, spell resistance 30, damage reduction 5/magic, fast healing 3
Saves: Fort +12, Ref +10, Will +12
Abilities: Str 23, Dex 17, Con 20, Int 16, Wis 16, Cha 14
Skills: Bluff +20, Concentration +22, Diplomacy +22, Hide +21, Intimidate +22, Knowledge: The Planes +21, Listen +23, Move Silently +21, Search +21, Sense Motive +21, Spot +23
Feats: Alertness, Improved Initiative, Iron Will, Toughness, Weapon Focus (strand)
Environment: Any chaotic plane
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 17
Treasure: No coins; 50% goods; standard items
Alignment: Always chaotic evil
Advancement: 15-20 HD (Large); 21-40 HD (Huge)
Level Adjustment: --
An ereban resembles a bloated, fleshy sack floating through the sky on two leather wings. Two clawed tentacles hang from its underside, while six quite lengthy strands are coiled at its side, deployed to drag food to its beaklike maw.
Erebans are a race of carnivorous outsiders mostly found on chaotic planes; those that are encountered on the Material Plane have usually been summoned by spellcasters.
While erebans have little respect for anyone other than themselves, they are exceptionally good at concealing that fact. Many planar travellers have been accompanied by an ereban for quite a while before it decided it would rather eat them than speak with them.
Erebans speak their own language, as well as Common, Celestial, and Abyssal.
Combat
An ereban glides slowly through the skies of its home plane, relying on the reach of its strands rather than speed to catch its prey. It prefers to prey on significantly weaker creatures, reserving its spell-like abilities for more evenly-matched battles
Drag (Ex): If an ereban hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 25 Escape Artist check or a DC 21 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. An ereban can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking an ereban’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the ereban takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to an ereban.
Strands (Ex): Most encounters with an ereban begin when it fires strong, sticky strands. The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment). If a strand is severed, the ereban can extrude a new one on its next turn as a free action.
Weakness (Ex): An ereban’s strands can sap an opponent’s strength. Anyone grabbed by a strand must succeed on a DC 21 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.
Smite Law (Su): Once per day, an erebon can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a lawful foe.
Smite Good (Su): Once per day, an erebon can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.
Spell-Like Abilities: At will: Greater Invisibility; 3/day: Cloak of Chaos; 1/day: Call Lightning, Chaos Hammer, Mass Charm Monster, Teleport, Word of Chaos. Caster level 15th.
----
This was inspired by the thread about chaos monsters elsewhere. I took a roper, added the half-fiend and anarchic templates, and then seasoned to taste by adding the alignment subtypes and altering the spell-like abilities to suit the flavour more than the default spell list. I also removed the vulnerability to fire for two reasons: a) it felt silly to have vulnerability and resistance to the same thing, although it's technically by-the-book; b) several of the benefits of the templates overlapped with one another or with the roper's existing abilities, so I felt this balanced out.
Edit: I increased the HD by 50%, raising the CR by 1, and adjusted the spell-like abilities again. I think the CR needs to be lowered, still; although Greater Invisibility at will is certainly a potent ability, an invisibility purge (or even glitterdust) would reduce its usefulness dramatically. I didn't give it Improved Toughness because I'm trying to keep it OGL compliant.
Edit 2: Of course, with the increase in HD, that means an increase in SLAs according to the half-fiend template. Technically, this should increase the CR as well, but since the trouble was that the CR seemed to high I'm leaving it as-is for the moment.
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 15d8+60 (130 hp)
Initiative: +7
Speed: 10 ft. (2 squares), fly 20 ft. (4 squares)
Armor Class: 27 (-1 size, +3 Dex, +15 natural), touch 12, flat-footed 24
Base Attack/Grapple: +10/+20
Attack: Strand +13 ranged touch (drag) or bite +15 melee (2d6+9) or claw +15 melee (1d6+8)
Full Attack: 6 strands +13 ranged touch (drag) and 2 claws +15 melee (1d6+8) and bite +10 melee (2d6+9)
Space/Reach: 10 ft./10 ft. (50 ft. with strand)
Special Attacks: Drag, strands, weakness, smite law 1/day, smite good 1/day, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to electricity, immunity to poison, immunity to polymorph and petrification, low-light vision, resistance to cold 10, acid 10, fire 10, and sonic 5, spell resistance 30, damage reduction 5/magic, fast healing 3
Saves: Fort +12, Ref +10, Will +12
Abilities: Str 23, Dex 17, Con 20, Int 16, Wis 16, Cha 14
Skills: Bluff +20, Concentration +22, Diplomacy +22, Hide +21, Intimidate +22, Knowledge: The Planes +21, Listen +23, Move Silently +21, Search +21, Sense Motive +21, Spot +23
Feats: Alertness, Improved Initiative, Iron Will, Toughness, Weapon Focus (strand)
Environment: Any chaotic plane
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 17
Treasure: No coins; 50% goods; standard items
Alignment: Always chaotic evil
Advancement: 15-20 HD (Large); 21-40 HD (Huge)
Level Adjustment: --
An ereban resembles a bloated, fleshy sack floating through the sky on two leather wings. Two clawed tentacles hang from its underside, while six quite lengthy strands are coiled at its side, deployed to drag food to its beaklike maw.
Erebans are a race of carnivorous outsiders mostly found on chaotic planes; those that are encountered on the Material Plane have usually been summoned by spellcasters.
While erebans have little respect for anyone other than themselves, they are exceptionally good at concealing that fact. Many planar travellers have been accompanied by an ereban for quite a while before it decided it would rather eat them than speak with them.
Erebans speak their own language, as well as Common, Celestial, and Abyssal.
Combat
An ereban glides slowly through the skies of its home plane, relying on the reach of its strands rather than speed to catch its prey. It prefers to prey on significantly weaker creatures, reserving its spell-like abilities for more evenly-matched battles
Drag (Ex): If an ereban hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 25 Escape Artist check or a DC 21 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. An ereban can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking an ereban’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the ereban takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to an ereban.
Strands (Ex): Most encounters with an ereban begin when it fires strong, sticky strands. The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment). If a strand is severed, the ereban can extrude a new one on its next turn as a free action.
Weakness (Ex): An ereban’s strands can sap an opponent’s strength. Anyone grabbed by a strand must succeed on a DC 21 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.
Smite Law (Su): Once per day, an erebon can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a lawful foe.
Smite Good (Su): Once per day, an erebon can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.
Spell-Like Abilities: At will: Greater Invisibility; 3/day: Cloak of Chaos; 1/day: Call Lightning, Chaos Hammer, Mass Charm Monster, Teleport, Word of Chaos. Caster level 15th.
----
This was inspired by the thread about chaos monsters elsewhere. I took a roper, added the half-fiend and anarchic templates, and then seasoned to taste by adding the alignment subtypes and altering the spell-like abilities to suit the flavour more than the default spell list. I also removed the vulnerability to fire for two reasons: a) it felt silly to have vulnerability and resistance to the same thing, although it's technically by-the-book; b) several of the benefits of the templates overlapped with one another or with the roper's existing abilities, so I felt this balanced out.
Edit: I increased the HD by 50%, raising the CR by 1, and adjusted the spell-like abilities again. I think the CR needs to be lowered, still; although Greater Invisibility at will is certainly a potent ability, an invisibility purge (or even glitterdust) would reduce its usefulness dramatically. I didn't give it Improved Toughness because I'm trying to keep it OGL compliant.
Edit 2: Of course, with the increase in HD, that means an increase in SLAs according to the half-fiend template. Technically, this should increase the CR as well, but since the trouble was that the CR seemed to high I'm leaving it as-is for the moment.
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