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<blockquote data-quote="Khisanth the Ancient" data-source="post: 3542248" data-attributes="member: 11368"><p>Servants of the Arbiters</p><p></p><p>The Arbiters have a variety of servants who travel the worlds and planes. Some spend their time gathering information, while others serve to enforce the Arbiters’ commands.</p><p>All Servants of the Arbiters share the following traits:</p><p>· Fire resistance 10</p><p>· Darkvision 90 ft.</p><p>· Gain a +2 racial bonus on Sense Motive checks.</p><p>· Aura of Apathy (Su): All foes within 30 feet of the servant suffer a –2 penalty to one or more skill checks.</p><p></p><p>Enigma Walker</p><p>Medium Aberration</p><p>Hit Dice: 3d10+3 (19 hp)</p><p>Initiative: +1</p><p>Speed: 30 ft.</p><p>Armor Class: 14 (+1 Dex, +1 natural, +2 leather armor), touch 11, flat-footed 13</p><p>Base Attack/Grapple: +3/+3</p><p>Attack: Touch +4 melee touch (poison); or light mace +3 melee (1d6)</p><p>Full Attack: Touch +4 melee touch (poison); or light mace +3 melee (1d6)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Poison</p><p>Special Qualities: Aura of apathy, darkvision 90 ft., fire resistance 10, resistant to poison</p><p>Saves: Fort +4, Ref +4, Will +1</p><p>Abilities: Str 10, Dex 13, Con 12, Int 11, Wis 10, Cha 13</p><p>Skills: Diplomacy +7, Listen +8, Sense Motive +8, Spot +8</p><p>Feats: Alertness, Weapon Focus (touch)</p><p>Environment: Any land or underground</p><p>Organization: Solitary or task force (2-5)</p><p>Challenge Rating: 1</p><p>Treasure: Standard</p><p>Alignment: Always neutral (good, neutral, or evil)</p><p>Advancement: 4-6 HD (Medium)</p><p></p><p>Enigma walkers stand about 5 ½ feet tall and weigh just over 120 pounds. They speak Common and Draconic.</p><p></p><p>An enigma walker resembles a completely featureless-faced humanoid, grayish-blue in color. Its empty, four-fingered hands gesture constantly, and its speech appears to issue from no particular part of its body. Despite these oddities, those in its presence tend to feel calm, sleepy, and apathetic, as if a magical force radiated from the being.</p><p></p><p>The biology of enigma walkers is a puzzle even to the learned. Few have been captured for dissection, and dissections so far have revealed no recognizable organs. It is currently accepted that the enigma walker is merely a collection of cells, with no organization into tissues and organs. While it is unknown how such a simple organism can display the level of intelligence exhibited by the enigma walker, many believe that the answer may lie in the probability that these creatures were purposefully designed. Their strange bodily construction gives it great ability to recover from burns and envenomation. The skin of an enigma walker secretes a poison which has a soporific effect on most living creatures. This poison is densest on its hands and can be used as an attack. </p><p></p><p></p><p>All three Arbiters are served by enigma walkers, and all three Arbiters have an equal number. Enigma walkers appear to be those servants of the Arbiters most closely connected to the Material Plane. Of all the varieties of Arbiter servants, only they are true natives of the Material. Their main role appears to be that of spies, negotiators, and occasionally handlers of goods considered contraband by an Arbiter and thus stolen.</p><p></p><p></p><p></p><p>COMBAT</p><p></p><p>When entering combat, a good enigma walker will use its mace only in a life-threatening situation or if facing creatures obviously immune to poison. Otherwise, it will rely on its soporific touch, preferring not to inflict permanent harm. Neutral enigma walkers will use whichever attack form seems more practical, while evil ones will use whichever seems likely to inflict the greater suffering.</p><p></p><p></p><p>Poison (Ex): Touch, Fort DC 12, initial damage 2d4 Wis, secondary damage 1d4 Dex.</p><p></p><p>Aura of Apathy (Su): Creatures near an enigma walker become sleepy. The –2 penalty applies to Bluff and Diplomacy skill checks.</p><p></p><p>Resistant to Poison (Ex): An enigma walker, due to its unusual anatomy, gains a +2 bonus on Fortitude saves against poison.</p><p></p><p></p><p>Devouring Shade</p><p>Huge Outsider (Evil, Extraplanar)</p><p>Hit Dice: 12d8+84 (138 hp)</p><p>Initiative: +1</p><p>Speed: 30 ft.</p><p>Armor Class: 23 (-2 size, +1 Dex, +5 deflection, +9 natural), touch 14, flat-footed 22</p><p>Base Attack/Grapple: +12/+27</p><p>Attack: Bite +19 melee (2d8+8)</p><p>Full Attack: Bite +19 melee (2d8+8), 2 claws +14 melee (1d8+4)</p><p>Space/Reach: 15 ft./10 ft.</p><p>Special Attacks: Howl of torment, improved grab, magic fang, swallow whole</p><p>Special Qualities: Aura of apathy, darkvision 90 ft., DR 5/magic, fire resistance 10</p><p>Saves: Fort +13, Ref +9, Will +10</p><p>Abilities: Str 26, Dex 13, Con 24, Int 6, Wis 15, Cha 21</p><p>Skills: Listen +19, Search +17, Sense Motive +4, Spot +19, Survival +17</p><p>Feats: Ability Focus (howl of torment), Alertness, Run, Weapon Focus (bite, claw)</p><p>Environment: Any land or underground</p><p>Organization: Solitary</p><p>Challenge Rating: 9</p><p>Treasure: Standard</p><p>Alignment: Always neutral evil</p><p>Advancement: 13-18 HD (Huge); 19-24 HD (Gargantuan)</p><p></p><p>A devouring shade is about 19 feet long and 8 ½ feet tall at the highest point of its back. It weighs just over 8,000 pounds. Devouring shades speak Abyssal, Common, and Infernal in voices that hold the deepest imaginable chill of remorse.</p><p></p><p>A devouring shade resembles a hugely bloated, half-formed bear, utterly black in color. Its swollen, clawed paws continually catch at the air, and its massive jaws drip crystals of black ice. Its form appears to be only partially solid, dissolving into curls of shadow at its edges. The huge head of a devouring shade is dominated by its vast jaws, capable of swallowing a horse whole.</p><p></p><p>Devouring shades are not native to the Material Plane and therefore have no natural role in the life of that plane. It is not known how devouring shades were created. The main theory is that they are an extreme mutation and corruption of shadow mastiffs, but other sages argue that they are simply embodiments of the Arbiter’s will, just as its Bodyguard is. Their alien nature gives them great resistance to harm.</p><p></p><p>Devouring shades, being utterly evil, serve only the Arbiter of Evil. Their main role is to capture creatures, but they are also used to demoralize foes on the battlefield and to track down and eliminate foes.</p><p></p><p>COMBAT</p><p></p><p>A devouring shade will attempt to consume any living creature. If a mission requires it to capture a being alive, the creature will be held immobile in the stomach. The devouring shade’s digestion of the creature’s essence is not fatal, and the Arbiter or its higher-ranking servants can restore the creature’s consciousness if necessary.</p><p></p><p>Howl of Torment (Su): Once per day, a devouring shade can release its constant agony in a mighty, ear-shattering howl. This howl deals 3d10 points of sonic damage (Fort DC 23 half) in a 30-foot cone. The save DC is Constitution-based.</p><p></p><p>Improved Grab (Ex): When a devouring shade hits a creature up to one size smaller with a bite attack, it may make a grapple check as a free action without making a touch attack roll or provoking an attack of opportunity. </p><p></p><p>Magic Fang (Sp): A devouring shade’s bite and claw attacks are permanently affected by magic fang (caster level 12th).</p><p></p><p>Swallow Whole (Ex): A devouring shade can swallow a grappled creature up to one size smaller than itself with a successful grapple check. Swallowed creatures suffer 1d4 points of Charisma damage per round as the shade digests their essence. A swallowed creature may escape with a grapple check or cut its way out by inflicting 25 points of damage to the shade’s stomach (AC 14) with a Tiny piercing or slashing weapon or a natural weapon. After one creature exits, muscular action closes the hole; other swallowed creatures must cut their own way out. A Huge devouring shade’s stomach can hold 1 Large, 4 Medium, 16 Small, or 64 Tiny or smaller creatures.</p><p></p><p>Aura of Apathy (Su): Creatures near a devouring shade despair and become hopeless. The –2 penalty applies to Concentration, Listen, and Spot skill checks.</p><p></p><p>Luminous Sentry</p><p>Large Outsider (Extraplanar, Good)</p><p>Hit Dice: 12d8+72 (126 hp)</p><p>Initiative: +0</p><p>Speed: 30 ft.</p><p>Armor Class: 22 (-2 size, +5 deflection, +9 natural), touch 13, flat-footed 22</p><p>Base Attack/Grapple: +12/+25</p><p>Attack: Slam +20 melee (2d6+8)</p><p>Full Attack: 4 slams +20 melee (2d6+8)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Shout of victory, spell-like abilities</p><p>Special Qualities: Aura of apathy, darkvision 90 ft., DR 5/magic, fire resistance 10, shed light</p><p>Saves: Fort +13, Ref +8, Will +10</p><p>Abilities: Str 26, Dex 11, Con 22, Int 6, Wis 15, Cha 21</p><p>Skills: Listen +19, Search +17, Sense Motive +4, Spot +19, Survival +17</p><p>Feats: Ability Focus (shout of victory), Alertness, Lightning Reflexes, Run, Weapon Focus (slam)</p><p>Environment: Any land or underground</p><p>Organization: Solitary</p><p>Challenge Rating: 9</p><p>Treasure: Standard</p><p>Alignment: Always neutral good</p><p>Advancement: 13-18 HD (Large); 19-24 HD (Huge)</p><p></p><p>A luminous sentry is about 9 ½ feet tall. It weighs just over 700 pounds. Luminous sentries speak Celestial, Common, and Sylvan in voices that sound like clear flutes.</p><p></p><p>A luminous sentry resembles a tall, strong humanoid with four arms, golden-ivory in color. Its form appears to be solid and staid, like a noble statue. </p><p></p><p>Luminous sentries are not native to the Material Plane and therefore have no natural role in the life of that plane. It is not known how luminous sentries were created. The main theory is that they are humanoids enhanced by holy magic, but other sages argue that they are directly created by the Arbiter. </p><p></p><p>Luminous sentries, being universally good, serve only the Arbiter of Good. Their main role is to guard important locations, holy relics, and the strongholds of powerful good beings, but they are also used to attack evil foes directly.</p><p></p><p>COMBAT</p><p></p><p>A luminous sentry will not attempt to harm any living creature that is not interfering with the object or place it is guarding (unless it is sent on a military mission). If it is required to fight, it releases its shout of the righteous before entering combat.</p><p></p><p>Shout of the Righteous (Su): Three times per day, a luminous sentry can release a mighty war cry. This shout deals 3d10 points of sonic damage (Fort DC 23 half) in a 30-foot cone. The save DC is Constitution-based.</p><p>Spell-like Abilities: 3/day – bless, daylight, magic weapon.</p><p></p><p>Aura of Apathy (Su): Creatures near a luminous sentry are lulled into relaxation. The –2 penalty applies to Concentration, Search, and Sense Motive skill checks.</p><p></p><p>Shed Light (Su): A luminous sentry sheds light as a torch.</p><p></p><p>Agent of Harmonious Disharmony</p><p>Large Outsider (Extraplanar)</p><p>Hit Dice: 12d8+72 (126 hp)</p><p>Initiative: +0</p><p>Speed: 30 ft.</p><p>Armor Class: 22 (-2 size, +5 deflection, +9 natural), touch 13, flat-footed 22</p><p>Base Attack/Grapple: +12/+25</p><p>Attack: Greataxe +20 melee (2d8+8)</p><p>Full Attack: Greataxe +20/+15/+10 melee (2d8+8)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Shout of victory, spell-like abilities</p><p>Special Qualities: Aura of apathy, darkvision 90 ft., DR 5/magic, fire resistance 10, SR 19</p><p>Saves: Fort +13, Ref +8, Will +10</p><p>Abilities: Str 26, Dex 11, Con 22, Int 6, Wis 15, Cha 21</p><p>Skills: Listen +19, Search +17, Sense Motive +4, Spot +19, Survival +17</p><p>Feats: Ability Focus (shout of victory), Alertness, Lightning Reflexes, Run, Weapon Focus (greataxe)</p><p>Environment: Any land or underground</p><p>Organization: Solitary</p><p>Challenge Rating: 9</p><p>Treasure: Standard</p><p>Alignment: Always neutral</p><p>Advancement: 13-18 HD (Large); 19-24 HD (Huge)</p><p></p><p>An agent of harmonious disharmony is about 8 ½ feet tall. It weighs just over 800 pounds. Agents speak Celestial, Common, and Infernal in voices that sound like clear flutes.</p><p></p><p>An agent of harmonious disharmony resembles a huge, strong humanoid, broad and stocky. They are a greenish color. Its form appears to be solid and staid, like a noble statue. </p><p></p><p>Agents of harmonious disharmony are not native to the Material Plane and therefore have no natural role in the life of that plane. It is not known how agents of harmonious disharmony were created. The main theory is that they are constructs somehow given full life and mortal flesh, but other sages argue that they are directly created by the Arbiter. </p><p></p><p>Agents of harmonious disharmony, being universally neutral, serve only the Arbiter of Neutrality. Their main role is to preserve the balance by guarding stable kingdoms and realms and attacking unbalancing ones.</p><p></p><p>COMBAT</p><p></p><p>An agent of harmonious disharmony will fight eagerly if combat is part of its mission, but otherwise will not enter combat unless threatened.</p><p></p><p>Shout of Victory (Su): Three times per day, an agent of harmonious disharmony can release a great war cry. This shout deals 3d10 points of sonic damage (Fort DC 23 half) in a 30-foot cone. The save DC is Constitution-based.</p><p></p><p>Spell-like Abilities: 3/day – mage armor, magic weapon, resistance.</p><p></p><p>Aura of Apathy (Su): Creatures near an agent of harmonious disharmony feel the essential balance of the universe. The –2 penalty applies to Listen, Spot, and Search skill checks.</p></blockquote><p></p>
[QUOTE="Khisanth the Ancient, post: 3542248, member: 11368"] Servants of the Arbiters The Arbiters have a variety of servants who travel the worlds and planes. Some spend their time gathering information, while others serve to enforce the Arbiters’ commands. All Servants of the Arbiters share the following traits: · Fire resistance 10 · Darkvision 90 ft. · Gain a +2 racial bonus on Sense Motive checks. · Aura of Apathy (Su): All foes within 30 feet of the servant suffer a –2 penalty to one or more skill checks. Enigma Walker Medium Aberration Hit Dice: 3d10+3 (19 hp) Initiative: +1 Speed: 30 ft. Armor Class: 14 (+1 Dex, +1 natural, +2 leather armor), touch 11, flat-footed 13 Base Attack/Grapple: +3/+3 Attack: Touch +4 melee touch (poison); or light mace +3 melee (1d6) Full Attack: Touch +4 melee touch (poison); or light mace +3 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Poison Special Qualities: Aura of apathy, darkvision 90 ft., fire resistance 10, resistant to poison Saves: Fort +4, Ref +4, Will +1 Abilities: Str 10, Dex 13, Con 12, Int 11, Wis 10, Cha 13 Skills: Diplomacy +7, Listen +8, Sense Motive +8, Spot +8 Feats: Alertness, Weapon Focus (touch) Environment: Any land or underground Organization: Solitary or task force (2-5) Challenge Rating: 1 Treasure: Standard Alignment: Always neutral (good, neutral, or evil) Advancement: 4-6 HD (Medium) Enigma walkers stand about 5 ½ feet tall and weigh just over 120 pounds. They speak Common and Draconic. An enigma walker resembles a completely featureless-faced humanoid, grayish-blue in color. Its empty, four-fingered hands gesture constantly, and its speech appears to issue from no particular part of its body. Despite these oddities, those in its presence tend to feel calm, sleepy, and apathetic, as if a magical force radiated from the being. The biology of enigma walkers is a puzzle even to the learned. Few have been captured for dissection, and dissections so far have revealed no recognizable organs. It is currently accepted that the enigma walker is merely a collection of cells, with no organization into tissues and organs. While it is unknown how such a simple organism can display the level of intelligence exhibited by the enigma walker, many believe that the answer may lie in the probability that these creatures were purposefully designed. Their strange bodily construction gives it great ability to recover from burns and envenomation. The skin of an enigma walker secretes a poison which has a soporific effect on most living creatures. This poison is densest on its hands and can be used as an attack. All three Arbiters are served by enigma walkers, and all three Arbiters have an equal number. Enigma walkers appear to be those servants of the Arbiters most closely connected to the Material Plane. Of all the varieties of Arbiter servants, only they are true natives of the Material. Their main role appears to be that of spies, negotiators, and occasionally handlers of goods considered contraband by an Arbiter and thus stolen. COMBAT When entering combat, a good enigma walker will use its mace only in a life-threatening situation or if facing creatures obviously immune to poison. Otherwise, it will rely on its soporific touch, preferring not to inflict permanent harm. Neutral enigma walkers will use whichever attack form seems more practical, while evil ones will use whichever seems likely to inflict the greater suffering. Poison (Ex): Touch, Fort DC 12, initial damage 2d4 Wis, secondary damage 1d4 Dex. Aura of Apathy (Su): Creatures near an enigma walker become sleepy. The –2 penalty applies to Bluff and Diplomacy skill checks. Resistant to Poison (Ex): An enigma walker, due to its unusual anatomy, gains a +2 bonus on Fortitude saves against poison. Devouring Shade Huge Outsider (Evil, Extraplanar) Hit Dice: 12d8+84 (138 hp) Initiative: +1 Speed: 30 ft. Armor Class: 23 (-2 size, +1 Dex, +5 deflection, +9 natural), touch 14, flat-footed 22 Base Attack/Grapple: +12/+27 Attack: Bite +19 melee (2d8+8) Full Attack: Bite +19 melee (2d8+8), 2 claws +14 melee (1d8+4) Space/Reach: 15 ft./10 ft. Special Attacks: Howl of torment, improved grab, magic fang, swallow whole Special Qualities: Aura of apathy, darkvision 90 ft., DR 5/magic, fire resistance 10 Saves: Fort +13, Ref +9, Will +10 Abilities: Str 26, Dex 13, Con 24, Int 6, Wis 15, Cha 21 Skills: Listen +19, Search +17, Sense Motive +4, Spot +19, Survival +17 Feats: Ability Focus (howl of torment), Alertness, Run, Weapon Focus (bite, claw) Environment: Any land or underground Organization: Solitary Challenge Rating: 9 Treasure: Standard Alignment: Always neutral evil Advancement: 13-18 HD (Huge); 19-24 HD (Gargantuan) A devouring shade is about 19 feet long and 8 ½ feet tall at the highest point of its back. It weighs just over 8,000 pounds. Devouring shades speak Abyssal, Common, and Infernal in voices that hold the deepest imaginable chill of remorse. A devouring shade resembles a hugely bloated, half-formed bear, utterly black in color. Its swollen, clawed paws continually catch at the air, and its massive jaws drip crystals of black ice. Its form appears to be only partially solid, dissolving into curls of shadow at its edges. The huge head of a devouring shade is dominated by its vast jaws, capable of swallowing a horse whole. Devouring shades are not native to the Material Plane and therefore have no natural role in the life of that plane. It is not known how devouring shades were created. The main theory is that they are an extreme mutation and corruption of shadow mastiffs, but other sages argue that they are simply embodiments of the Arbiter’s will, just as its Bodyguard is. Their alien nature gives them great resistance to harm. Devouring shades, being utterly evil, serve only the Arbiter of Evil. Their main role is to capture creatures, but they are also used to demoralize foes on the battlefield and to track down and eliminate foes. COMBAT A devouring shade will attempt to consume any living creature. If a mission requires it to capture a being alive, the creature will be held immobile in the stomach. The devouring shade’s digestion of the creature’s essence is not fatal, and the Arbiter or its higher-ranking servants can restore the creature’s consciousness if necessary. Howl of Torment (Su): Once per day, a devouring shade can release its constant agony in a mighty, ear-shattering howl. This howl deals 3d10 points of sonic damage (Fort DC 23 half) in a 30-foot cone. The save DC is Constitution-based. Improved Grab (Ex): When a devouring shade hits a creature up to one size smaller with a bite attack, it may make a grapple check as a free action without making a touch attack roll or provoking an attack of opportunity. Magic Fang (Sp): A devouring shade’s bite and claw attacks are permanently affected by magic fang (caster level 12th). Swallow Whole (Ex): A devouring shade can swallow a grappled creature up to one size smaller than itself with a successful grapple check. Swallowed creatures suffer 1d4 points of Charisma damage per round as the shade digests their essence. A swallowed creature may escape with a grapple check or cut its way out by inflicting 25 points of damage to the shade’s stomach (AC 14) with a Tiny piercing or slashing weapon or a natural weapon. After one creature exits, muscular action closes the hole; other swallowed creatures must cut their own way out. A Huge devouring shade’s stomach can hold 1 Large, 4 Medium, 16 Small, or 64 Tiny or smaller creatures. Aura of Apathy (Su): Creatures near a devouring shade despair and become hopeless. The –2 penalty applies to Concentration, Listen, and Spot skill checks. Luminous Sentry Large Outsider (Extraplanar, Good) Hit Dice: 12d8+72 (126 hp) Initiative: +0 Speed: 30 ft. Armor Class: 22 (-2 size, +5 deflection, +9 natural), touch 13, flat-footed 22 Base Attack/Grapple: +12/+25 Attack: Slam +20 melee (2d6+8) Full Attack: 4 slams +20 melee (2d6+8) Space/Reach: 10 ft./10 ft. Special Attacks: Shout of victory, spell-like abilities Special Qualities: Aura of apathy, darkvision 90 ft., DR 5/magic, fire resistance 10, shed light Saves: Fort +13, Ref +8, Will +10 Abilities: Str 26, Dex 11, Con 22, Int 6, Wis 15, Cha 21 Skills: Listen +19, Search +17, Sense Motive +4, Spot +19, Survival +17 Feats: Ability Focus (shout of victory), Alertness, Lightning Reflexes, Run, Weapon Focus (slam) Environment: Any land or underground Organization: Solitary Challenge Rating: 9 Treasure: Standard Alignment: Always neutral good Advancement: 13-18 HD (Large); 19-24 HD (Huge) A luminous sentry is about 9 ½ feet tall. It weighs just over 700 pounds. Luminous sentries speak Celestial, Common, and Sylvan in voices that sound like clear flutes. A luminous sentry resembles a tall, strong humanoid with four arms, golden-ivory in color. Its form appears to be solid and staid, like a noble statue. Luminous sentries are not native to the Material Plane and therefore have no natural role in the life of that plane. It is not known how luminous sentries were created. The main theory is that they are humanoids enhanced by holy magic, but other sages argue that they are directly created by the Arbiter. Luminous sentries, being universally good, serve only the Arbiter of Good. Their main role is to guard important locations, holy relics, and the strongholds of powerful good beings, but they are also used to attack evil foes directly. COMBAT A luminous sentry will not attempt to harm any living creature that is not interfering with the object or place it is guarding (unless it is sent on a military mission). If it is required to fight, it releases its shout of the righteous before entering combat. Shout of the Righteous (Su): Three times per day, a luminous sentry can release a mighty war cry. This shout deals 3d10 points of sonic damage (Fort DC 23 half) in a 30-foot cone. The save DC is Constitution-based. Spell-like Abilities: 3/day – bless, daylight, magic weapon. Aura of Apathy (Su): Creatures near a luminous sentry are lulled into relaxation. The –2 penalty applies to Concentration, Search, and Sense Motive skill checks. Shed Light (Su): A luminous sentry sheds light as a torch. Agent of Harmonious Disharmony Large Outsider (Extraplanar) Hit Dice: 12d8+72 (126 hp) Initiative: +0 Speed: 30 ft. Armor Class: 22 (-2 size, +5 deflection, +9 natural), touch 13, flat-footed 22 Base Attack/Grapple: +12/+25 Attack: Greataxe +20 melee (2d8+8) Full Attack: Greataxe +20/+15/+10 melee (2d8+8) Space/Reach: 10 ft./10 ft. Special Attacks: Shout of victory, spell-like abilities Special Qualities: Aura of apathy, darkvision 90 ft., DR 5/magic, fire resistance 10, SR 19 Saves: Fort +13, Ref +8, Will +10 Abilities: Str 26, Dex 11, Con 22, Int 6, Wis 15, Cha 21 Skills: Listen +19, Search +17, Sense Motive +4, Spot +19, Survival +17 Feats: Ability Focus (shout of victory), Alertness, Lightning Reflexes, Run, Weapon Focus (greataxe) Environment: Any land or underground Organization: Solitary Challenge Rating: 9 Treasure: Standard Alignment: Always neutral Advancement: 13-18 HD (Large); 19-24 HD (Huge) An agent of harmonious disharmony is about 8 ½ feet tall. It weighs just over 800 pounds. Agents speak Celestial, Common, and Infernal in voices that sound like clear flutes. An agent of harmonious disharmony resembles a huge, strong humanoid, broad and stocky. They are a greenish color. Its form appears to be solid and staid, like a noble statue. Agents of harmonious disharmony are not native to the Material Plane and therefore have no natural role in the life of that plane. It is not known how agents of harmonious disharmony were created. The main theory is that they are constructs somehow given full life and mortal flesh, but other sages argue that they are directly created by the Arbiter. Agents of harmonious disharmony, being universally neutral, serve only the Arbiter of Neutrality. Their main role is to preserve the balance by guarding stable kingdoms and realms and attacking unbalancing ones. COMBAT An agent of harmonious disharmony will fight eagerly if combat is part of its mission, but otherwise will not enter combat unless threatened. Shout of Victory (Su): Three times per day, an agent of harmonious disharmony can release a great war cry. This shout deals 3d10 points of sonic damage (Fort DC 23 half) in a 30-foot cone. The save DC is Constitution-based. Spell-like Abilities: 3/day – mage armor, magic weapon, resistance. Aura of Apathy (Su): Creatures near an agent of harmonious disharmony feel the essential balance of the universe. The –2 penalty applies to Listen, Spot, and Search skill checks. [/QUOTE]
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