Immortals Handbook - Epic Bestiary (Epic Monster Discussion)

Hi dante mate! :)

dante58701 said:
To be quite honest Id love to see Krusty do his own daemons, demons, and devils. Essentially remakes of the old planescapes apendixes. As none of the current outsiders done by WOTC make any sense, they are in dire need of revisions.

Maybe Krusty can do a revision manual for outsiders.

Probably not the best use of my talents. I'd rather create something new that revise something that already exists, certainly to the extent you are suggesting anyway. I don't mind revising the odd character or monster here or there.
 

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Hiya mate! :)

WarDragon said:
They're not using Greatswords, they're using Large Longswords.

Same difference. My point is that they are medium size creatures from the torso up - which means they should not be wielding Large Longswords or Medium Greatswords.

WarDragon said:
A Large creature wielding a Medium Greatsword in one hand takes a -2 to hit, because of how it's balanced, as does a Medium creature wielding a Large Longsword in two hands.

I remember years ago there was a letter written in to Dragon magazine from an expert in sword wielding who stated that he was just as comfortable wielding two bastard swords as he was longsword and shortsword and that a secondary weapon should not have an overt penalty just because it is the same size.

While obviously thats not canon, its something I personally would go by.

WarDragon said:
I believe you're still using the 3.0 weapon size rules, Krusty, which is confusing a lot of people.

To be honest I find the distinction mentioned above (Large Longsword vs. Medium Greatsword) a waste of time. Although it does show another failing of D&D.

Both deal the same damage, even though the Large Longsword would weigh four times as much. ;)
 

Upper_Krust said:
Same difference. My point is that they are medium size creatures from the torso up - which means they should not be wielding Large Longswords or Medium Greatswords.
According to the strict wording of the rules, it's a major difference.

I remember years ago there was a letter written in to Dragon magazine from an expert in sword wielding who stated that he was just as comfortable wielding two bastard swords as he was longsword and shortsword and that a secondary weapon should not have an overt penalty just because it is the same size.

While obviously thats not canon, its something I personally would go by.
Uh.... when did I say anything about secondary weapons? I was talking about general situations, not specifically for the Marilith. A human wielding a Large Longsword, and holding it with two hands, takes the -2 penalty even though it's otherwise identical to a Medium Greatsword.


To be honest I find the distinction mentioned above (Large Longsword vs. Medium Greatsword) a waste of time. Although it does show another failing of D&D.

Both deal the same damage, even though the Large Longsword would weigh four times as much. ;)
Unless you make a specific ruling on it, it's still the RAW, failing or not.
 


Just a little, nearly epic level, PC race. With goodies included.

Druatha

Druatha are a mysterious and beautiful species that seem to derive from both fey and plant alike. Around average human height and possessed of striking features, there would be no mistaking them for any other race, although, if they chose, they could easily disguise themselves as humans, provided they hid their subtle plant-like features and sharply pointed ears. Perhaps their most strikingly inhuman quality is their tendency to grow vines from their hair, or mayhaps it is their sap-like emerald blood. Though many sages still debate which is more distinguishing, it is enough to say that they are the druatha.

Druatha culture is centered around clan, crystals, family, magic, nature, peace, pistols, plant-life, psionics, and steel these things they cherish above all else. When asked to leave their wild homelands, they often stare in abject horror at the very notion. This is not to say that they care nothing for other sentient races, they just prefer their own ways to the ways of others. Shaping their environs in aesthetically pleasing ways, they form their very homes from the living plants that surround their peoples. In larger communities of druatha, entire villages or even cities are formed from the native wilds they dwell in. In nearly all instances, these dwellings are decorated with crystals and steel.

Druatha are forbidden to intentionally harm any plant, as it may be a relative, and even consider the eating of vegetable matter to be cannibalism. Resultantly all druatha are carnivores and often come into conflict with races that eat plants. For this reason above all others, druatha are considered to be quite savage, although in truth, it is, from the druatha's perspective, quite other way around. Though they try to avoid killing the “less enlightened” species, it is, at times, simply unavoidable. Perhaps because of this reason, more than any other, druatha avoid most other sentient species.

Druatha are often misunderstood by other species. The most popular misconception is in regard to their profound love of all plant-life. Such as it is, it is commonly thought that druatha even hate stepping on grass, while this is true to an extent, they will do so if they must. Druatha druids of high enough level do not concern themselves with such trivial matters, since their footsteps do not bring harm to smaller plant-life, thanks to their “Trackless Step” ability. These druatha are the ones most commonly found exploring other cultures. They are also more tolerant of the ways of the other species, seeing the eating of plants as natural.

Druatha druids are highly respected by all druatha, though were it not for the profound truths behind druidic wisdom, druids would be cast out of their clans for this “backward” thinking. As the most powerful members of any druatha community, druatha druids are seen as guides, mentors, and in rare cases icons worthy of worship. In each clan seven druids rule the clan and one “High Druid” rules them all. This “High Druid” is always the eldest druatha druid and never leaves the security of the clan. “High Druids” are in turn ruled by the “Arch Druid”, who is the eldest druatha druid in all the world. This druid is Eglynysta of the Gynyryen clan and she is seldom seen by any not of her own clan.

Druatha, though peaceful, are far from naive. They do wield potent magicks and powers, with almost effortless proficiency. Furthermore, they have a profound interest in the singularly most unusual aspect of their culture...pistols. While they do not relish most technologies, in fact disdaining them almost entirely, they possess an almost obsessive love of personal firearms. Though for them, this obsession stems not from war, but from their fascination with the ease with which they may defend their homes, using personal firearms, without inflicting overwhelming damage upon their beloved plants. Their primary exports are crystal, steel, and wild boar.

Druatha Traits (Ex): Druatha initially possess the following racial traits.

- Fey type, Psionic subtype.
- Medium size (No adjustments due to size).
- +2 Dexterity, –2 Constitution, +2 Intelligence, +2 Charisma.
- A druatha’s base land speed is 30 feet, their climb speed is 15 ft.
- Low-Light Vision: A druatha can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish
color and detail under these conditions.
- Immunity to sleep powers / spells and effects, and a +2 racial saving throw bonus against enchantment / mind-affecting spells or effects.
- Power resistance equal to 10 + class levels.
- Spell resistance equal to 10 + class levels.
- +2 racial bonus on Will saves against spells and spell-like abilities.
- Spell-Like Abilities: Druatha can use the following spell-like abilities once per day: detect magic, obscuring mist, plant shape (as wood shape, except, all plants). Caster level equals the druatha’s class levels.
- Psionics:Druatha receive the Wild Talent feat for free. Furthermore, they possess the following psi-like abilities, each usable once per day: crystal shard, empathy, and object
reading. Manifester level equals the druatha's class levels.
- Weapon Proficiency: A druatha is automatically proficient with the pistol, the longsword, and the short sword.
- Armor Proficiency:A druatha is automatically proficient in heavy, light, and medium armor. Druatha druids may wield metal weapons and wear metal armor without penalty,
for they are forbidden to intentionally harm any plant, as it may be a relative, and even consider the eating of vegetable matter to be cannibalism (all druatha are carnivores).
Furthermore, all druatha are considered to have Armor Mastery when using their own elaborate form of Banded Mail, though not with any other form of armor. Druatha favor
peace, but are always prepared for the inevitability of war.
- +2 racial bonus on Listen, Search, and Spot checks. A druatha who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he
were actively looking for it. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
- Automatic Languages: Druatha, Delgoran, and Folynaran. Bonus Languages: Kyteryn, Maegyer, Oldryn, Quedaryul, and Yrglastynoryun.
- Favored Class: Archivist, Druid, or Erudite.
- Level adjustment +5.

Upon coming of age, the onset of adolescence, a druatha automatically acquires the half-plant template and the eidothrope template (ignoring size restrictions for their “other form” in all cases, though also lacking the “Curse of Eidothropy” ability in all cases...though since such a curse exists, it is included for posterity, while their “Eidothropic Empathy” ability extends to all plants). There “other form” is always that of a mobile sentient plant of one variety of another, most often that of a treant of one variety or another, though other “other forms” do exist. An entire clan of druatha will all possess the same “other form”, there are no exceptions to this rule.

Druatha age 100x slower than elves, thus this event takes quite a long time to occur. These druatha are known as Elder Druatha, although, many are not much older than their own siblings. Elder druatha are the only druatha allowed to take part in any decisions regarding the clan, all other druatha must abide by these decisions or be cast out of the clan for all time, a horrifying thought for any druatha. Surprisingly there have only been a small handful of outcast druatha in all of druatha history, and these ones formed their own clans. Though they are no longer welcome in their original clans, they follow druatha tradition and are accepted by other druatha clans.

The oldest druatha known are of the Gynyryen clan. The elders of this clan possess “other forms” equivalent to elder treants and are greatly respected, indeed almost worshiped, by all other clans. Any outcast clans wrought by their laws have long since vanished, so all druatha are accepted by the Gynyryen's as beloved kindred.


Half-Plant

Half-plants live between the worlds of flora and fauna. They often have grass for hair, thorns for nails, leaves for ears, bark-like skin that comes in any of a hundred hues, and eyes that come in any color that flowers do.

Creating a Half-Plant

“Half-plant” is an inherited template that can be applied to any aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, or vermin (referred to hereafter as the base creature).

A half-plant uses all of the base creature’s statistics and special abilities except as noted here.

Armor Class: Th e half-plant’s natural armor bonus improves by +1 over that of the base creature.

Special Qualities: Th e half-plant retains all the base creature’s special qualities and gains those described here.

Fortification (Ex): When a creature becomes a half-plant, many of its internal organs are replaced by vegetable matter. Thus, whenever a sneak attack or critical hit is scored against the half-plant, there is a 50% chance that the extra damage is negated and damage is rolled normally.

Low-Light Vision (Ex): The half plant can see twice as far as a human in torchlight, starlight, moonlight, and other conditions of low light.

Plant Feeding (Ex): If a half-plant remains in the direct light of the sun for at least 4 hours, it does not need to eat that day.

Plant-like (Ex): A half-plant creature counts as a plant for the purpose of spells and effects that specifically affect creatures of the plant type. Half-plant creatures can use magic items with powers or abilities that work specifically for creatures of the plant type. A half-plant also has a +4 bonus on saving throws against poison, sleep, paralysis, stunning, polymorphing, and mind-affecting effects.

Abilities: Change from the base creature as follows: Dex –2 (minimum 0), Con +4.

Skills: A half-plant has a +5 racial bonus on Hide checks in forests and flora-heavy settings.

Level Adjustment: Same as the base creature +1.


Half-Plant Characters

A half-plant favors whichever class the base creature does.


Eidothrope

An eidothrope is a creature of humanoid form that can assume the form of another creature, or even take on a form that is a hybrid of the two. Natural eidothropes can control their forms and communicate the disease of eidothropy to other creatures with its natural attacks. Afflicted eidothropes are slaves to the phases of the moon, becoming monstrous beings at certain times regardless of their will.

Creating an Eidothrope

“Eidothrope” is a template that can be added to any living humanoid, monstrous humanoid, giant, or other creature with a generally humanoid form—namely, two arms, two legs, and a head (referred to hereafter as the base creature). The eidothrope template can be inherited (for natural eidothropes) or acquired (for afflicted eidothropes).

The eidothrope takes on the characteristics of some other kind of living creature (referred to hereafter as the werecreature). Th e werecreature can be any creature whose size is within one step of the base creature’s size. An eidothrope can also adopt a hybrid shape that combines features of the base creature with those of the werecreature.

An eidothrope uses either the base creature’s or the werecreature form’s statistics and special abilities, as described here.

Size and Type: The eidothrope retains the base creature’s type and gains the shapechanger subtype and the subtypes of the werecreature if the base creature did not already have them. If two subtypes conflict (such as fire and cold), the eidothrope retains all immunities granted by the conflicting subtypes but loses them both. Size of the eidothrope is the same as the base creature in its normal form and the same as the werecreature in monster form. Its hybrid shape is the same size as the werecreature’s or the base creature’s form, whichever is larger.

Form: An eidothrope can take any of three forms: the base creature’s form (called normal form), a hybrid form, or the werecreature’s form (called monster form). The hybrid form has the base creature’s body shape and number of limbs and heads, but it shares certain characteristics of the werecreature form, including scales, fur, or skin tones. The hybrid form might also include smaller versions of the werecreature’s wings, horns, or facial features, or even vestigial limbs (or heads) of the werecreature form that the base creature form does not possess.

Hit Dice: An eidothrope has a number of racial Hit Dice equal to the base creature’s racial HD + the werecreature’s racial HD. All its racial HD are of the same type as the base creature’s racial HD. To calculate its hit points, apply the base creature’s Constitution modifier to the base creature’s racial HD and the werecreature’s Constitution modifier to the werecreature’s HD.

Speed: Same as the base creature or werecreature, depending on which form the eidothrope is using. The hybrid form retains the speeds of the base creature. If the base creature lacks a particular type of movement that the werecreature possesses, the hybrid form possesses that mode of movement at one-half the werecreature’s speed.

Armor Class: The eidothrope’s natural armor bonus improves by +2 over that of the base creature in all its forms. An eidothrope in hybrid form has a natural armor bonus equal to the werecreature’s or the base creature’s, whichever is higher.

Base Attack Bonus: Recalculate the eidothrope’s base attack bonus for its racial Hit Dice based on its creature type and number of racial HD, according to the following table. Add to this value the base attack bonus for any class Hit Dice it has.

Base Attack Bonus Creature Type
HD x 3/4 (as cleric) Aberration, animal, construct, elemental, giant, humanoid, ooze, plant,
vermin HD (as fighter) Dragon, magical beast, monstrous humanoid,
outsider
HD x 1/2 (as wizard) Fey, undead

Grapple: The eidothrope’s grapple modifier varies with the size and Strength of the form it is using. Th e size modifier for grapple checks is given on the following table.

Amalgam’s Size Size Modifier for Grapple Checks
Fine -16
Diminutive -12
Tiny -8
Small -4
Medium +0
Large +4
Huge +8
Gargantuan +12
Colossal +16

Attack: In normal or monster form, the eidothrope retains all the attacks of the form it is using, and the weapon and armor proficiencies of both forms. In hybrid form, it gains a bite attack with each head if the werecreature has a bite attack and a claw attack with each arm if the werecreature has a claw attack. The bite attack is primary if the creature has no other natural attacks, or secondary otherwise. Th e claw attacks (if any) are primary. Any other natural attacks it has retain the same primary or secondary status they had for the base creature. In hybrid form, an eidothrope usually attacks with a weapon, a natural attack, or a claw.

Damage: If the eidothrope gained bite or claw attacks for its hybrid form from the application of this template, the base damage for each is as given on the following table.

Size of Hybrid Form Bite Base Damage Claw Base Damage
Fine - 1
Diminutive 1 1d2
Tiny 1d2 1d3
Small 1d3 1d4
Medium 1d4 1d6
Large 1d6 1d8
Huge 1d8 2d6
Gargantuan 2d6 2d8
Colossal 2d8 4d6

Space/Reach: An eidothrope has the base creature’s space and reach in normal form and the werecreature’s space and reach in werecreature form. In hybrid form, the eidothrope has the space of either the base creature or the werecreature, whichever is larger. If the base creature is smaller than the werecreature but has a longer reach, the hybrid creature’s reach is equal to that of the base creature. If the werecreature is the larger form but has an unusually long reach, the hybrid form has the reach typical for a humanoid creature of the monster form’s size category. Otherwise, the hybrid form has the reach of the larger of the two forms.

Special Attacks: The eidothrope retains all the special attacks of the base creature or the werecreature when it is in normal or monster form, respectively. The hybrid form gains the special attacks of the base creature and the werecreature. Class abilities are retained regardless of form, although certain abilities may be severely hindered. For example, an eidothrope spellcaster cannot cast spells with V, S, or M components in werecreature form, or spells with V components in hybrid form, unless its werecreature form can cast spells in the same manner as the base creature can. The eidothrope also gains the following special attack while in the forms specified.

- Curse of Eidothropy (Su): Any humanoid, monstrous humanoid, giant, or creature with a generally humanoid form (two arms, two legs, and a head) that is hit by the bite attack of a natural eidothrope in monster or hybrid form must succeed on a DC 15 Fortitude save or contract eidothropy. If the victim is not within one size category of the monstrous eidothrope’s monster form (for example, a hill giant bitten by a weresprite), the victim cannot contract eidothropy from that creature. Afflicted eidothropes cannot pass on the curse of eidothropy.

Special Qualities: The eidothrope retains all the special qualities of the base creature or the werecreature when it is in normal or monster form, respectively. The hybrid form gains the special qualities of the base creature and the werecreature. Class abilities are retained regardless of form, although certain abilities may be severely hindered. For example, an eidothrope in hybrid or monster form loses the ability to make use of armor, unless their armor is either built for the form in question or is capable of magically altering it's form to suit their new form as they change. For this reason, many eidothropes tend to not wear armor, as any change in form destroys it, unless they are assuming a smaller form, while inflicting 6d6 damage upon the eidothrope. For similar reasons they tend to disrobe before changing form. The eidothrope also gains the following special qualities while in the forms specified.

- Alternate Form (Su): An eidothrope can shift into normal, monster, or hybrid form as though using the shapechange spell on itself, except that its gear is not affected, it does not regain hit points for changing form, and only one specific werecreature’s form can be assumed. The eidothrope does not assume the ability scores of the werecreature; instead, it adds the werecreature’s physical ability score modifiers (see Abilities, below) to the ability scores of the base creature when assuming either monster or hybrid form. A slain eidothrope either reverts to its normal form (50% chance) or does not revert to it's normal form (50% chance), although it remains dead. Separated body parts retain their current form (50% chance) or revert to their normal form (50% chance), as well. Afflicted eidothrope find this ability difficult to control (see the Eidothropy as an Affliction section on the next page), but natural eidothropes have full control over this power.

- Damage Reduction (Ex): An eidothrope in hybrid or monster form gains damage reduction equal to half their hit dice/silver. If the werecreature has damage reduction of another sort, the eidothrope becomes vulnerable to damage from silver weapons in all forms.

- Eidothropic Empathy (Ex): In any form, an eidothrope can communicate and empathize with normal creatures of its werecreature kind. This ability gives the creature a +4 racial bonus on Charisma-based checks made to influence the creature’s attitude.

Saves: The eidothrope's base saves for its racial Hit Dice depend on its type, as given on the following table. Any saves not noted as good for a particular type are poor. See Chapter 3: Classes of the PHB for the progression of good and poor saves. Add to each of these values the corresponding base save bonuses for any class Hit Dice the eidothrope has, and apply the appropriate modifiers from ability scores and feats for whichever form the creature is using.

Creature Type Good Saves
Aberration Will
Animal Fortitude and Reflex (and sometimes Will)
Construct —
Dragon Fortitude, Reflex, Will
Elemental Fortitude (Earth or Water) or Reflex (Air or Fire)
Fey Reflex and Will
Giant Fortitude
Humanoid Fortitude or Reflex or Will
Magical beast Fortitude, Reflex
Monstrous humanoid Reflex, Will
Ooze —
Outsider Fortitude, Reflex, Will
Plant Fortitude
Undead Will
Vermin Fortitude

Abilities: When a eidothrope is in werecreature or hybrid form, each of its physical ability scores (Strength, Dexterity, and Constitution) improves by an amount equal to the corresponding score for the werecreature –10 (if even) or –11 (if odd). If the werecreature lacks a certain ability (such as a Constitution score for a construct or undead), ignore this adjustment for that score. The eidothrope acquires the mental ability (Intelligence, Wisdom, and Charisma) bonuses (if any), though not penalties, of the werecreature in all three forms. The eidothrope may also gain additional ability score increases by virtue of its extra Hit Dice, just as any other character would.

Skills: The eidothrope gains a number of additional skill points from its added Hit Dice based on its type, as given in the following table. Skills given in the werecreature’s description are class skills for its werecreature Hit Dice, and all others are cross-class skills. The eidothrope retains any skill points gained from class levels. In any form, the eidothrope also retains the base creature’s and the werecreature’s racial skill bonuses, although conditional skill bonuses apply only in forms with the proper features. New racial bonuses, new size modifiers, and new ability scores all modify skill modifiers. In addition, any size change also changes the size modifier on Hide checks.

Creature Type Skill Points
Aberration (2 + Int modifier, minimum 1) x (HD +3)
Animal (2 + Int modifier, minimum 1) x (HD +3)
Construct (2 + Int modifier, minimum 1) x (HD +3)
Dragon (6 + Int modifier, minimum 1) x (HD +3)
Elemental (2 + Int modifier, minimum 1) x (HD +3)
Fey (6 + Int modifier, minimum 1) x (HD +3)
Giant (2 + Int modifier, minimum 1) x (HD +3)
Humanoid (2 + Int modifier, minimum 1) x (HD +3)
Magical beast (2 + Int modifier, minimum 1) x (HD +3)
Monstrous humanoid (2 + Int modifier, minimum 1) x (HD +3)
Ooze (2 + Int modifier, minimum 1) x (HD +3)
Outsider (8 + Int modifier, minimum 1) x (HD +3)
Plant (2 + Int modifier, minimum 1) x (HD +3)
Undead (4 + Int modifier, minimum 1) x (HD +3)
Vermin (2 + Int modifier, minimum 1) x (HD +3)

Feats: The eidothrope retains the feats of both the base creature and the werecreature. If the eidothrope ends up with the same feat twice, it loses the duplicate feat unless it is one that can normally be taken more than once. If the eidothrope has more feats than its character level would allow, the “extra” feats are gained as bonus feats. If the eidothrope cannot meet the prerequisites for a given feat in a particular form, it still has the feat but cannot use it in that form. A eidothrope also receives Iron Will as a bonus feat if neither
the base creature nor the werecreature already has it.

Environment: Same as either the base creature or the werecreature.

Organization: Solitary, pair, family (3–4), or pack (6–10).

Challenge Rating: Same as the challenge rating of the base creature + the challenge rating of the werecreature.

Treasure: Standard or same as the werecreature, whichever is greater.

Alignment: Any, usually same as the werecreature.

Advancement: Same as either the base creature or the werecreature.

Level Adjustment: Same as the base creature plus either the level adjustment of the werecreature or +3, whichever is greater. The eidothrope’s effective level equals it's character level.



Treant
Huge Plant
Hit Dice: 7d8+35 (66 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: +5/+22
Attack: Slam +12 melee (2d6+9)
Full Attack: 2 slams +12 melee (2d6+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Animate trees, double damage against objects, trample 2d6+13
Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire
Saves: Fort +10, Ref +1, Will +7
Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12
Skills: Diplomacy +3, Hide –9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)
Feats: Improved Sunder, Iron Will, Power Attack
Environment: Temperate forests
Organization: Solitary or grove (4–7)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral good
Advancement: 8–16 HD (Huge); 17–21 HD (Gargantuan)
Level Adjustment: +5

A treant’s leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. A treant’s legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree.

A treant is about 30 feet tall, with a “trunk” about 2 feet in diameter. It weighs about 4,500 pounds.

Treants speak their own language, plus Common and Sylvan. Most also can manage a smattering of just about all other humanoid tongues—at least enough to say “Get away from my trees!”

Combat

Treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements.

Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.

Trample (Ex): Reflex DC 22 half. The save DC is Strength-based. Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.
 
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Druatha and Eidothrope are mine, though they are loosely based on drow and lycanthropes.

The half-plant template is from the Advanced Bestiary so I lay no claim to it. It is included purely for use with Druatha and for fun.

The Treant is SRD.

Watcha think?
 

Here's a new toy for you Krusty...The lich king/queen.


Inspiration gleaned from the akalich.


Lich King/Queen (Sceletus Rex/Regina)

Lich kings/queens are liches so ancient, that their bones have been fossilized and imbued with incredible spiritual and supernatural power. Destined to exist for eternity, they guide the fates of lesser liches and command armies so vast that even the gods would be hard pressed to resist their might.

The macabre processes of becoming an lich king/queen require the being to have existed as a lich for at least ten thousand years. It is also necessary for them to forgo the transformation into a demilich or an akalich for these processes to be successful.

Lich kings/queens are the same height they were in life.

Creating an Lich King/Queen

“Lich King/Queen” is a template that can be added to any lich, overlapping with the previous template rather than adding to it (though it is assumed any such character has been a lich for millennia before becoming an lich king/queen).

Size and Type: The lich king/queen is the same size it was in life, though it may acquire virtual size categories due to it's terrifying physical strength.

Hit Dice: Lich kings/queens use d20’s for Hit Dice and have maximum hit points per die.

Speed: As the base creature x10, additionally, the lich king/queen can fly at 3x it's total land speed with perfect maneuvrability.

Armor Class: Lich kings/queens acquire a natural armor bonus equal to their hit dice and gain a deflection bonus equal to their Charisma modifier and an insight bonus equal to their Wisdom modifier.

Attack: A lich king/queen has a touch attack that it can use once per round. If the base creature can use weapons, the lich king/queen retains this ability. A creature with natural weapons retains those natural weapons. A lich king/queen fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich king/queen armed with a weapon uses its touch or a weapon, as it desires.

Full Attack: A lich king/queen fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).


Damage: The lich king's/queen's touch attack uses negative energy to deal 2d20 points of damage for every Hit Dice of the lich king/queen. The lich king/queen adds its Charisma bonus to the damage. A lich king/queen with natural weapons can use it's touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals touch attack damage as extra damage on one natural weapon attack.

Special Attacks:

- Dread Aura (Su): Lich kings/queens are shrouded in an aura of death and weakness. Any creature within a radius equal to 100 feet + 10 feet/Hit Dice, is affected as if by a symbol of death and a symbol of weakness, however, there is no hit point limit for these effects. All targets must make a Fortitude save (DC 10 + 1/2 Hit Dice + Charisma modifier) every round they are within the area to avoid the effect.

- Overshadow (Su): As a standard action, the lich king/queen can sacrifice one of its captured immortal souls/spirits to wrap a shroud of death around a single opponent. This attack deals damage equal to the lich king's/queen's own full hit point total (no save) and has a range of 100 feet + 10 feet/Hit Dice.

- Spells: Same as the base creature.

- Spell-like Abilities: At will - alter self, animate dead, astral projection, create greater undead, create undead, death knell, destruction, enervation, greater dispel magic, greater teleport, harm, planeshift, slay living, summon monster I-IX, telekinesis, wierd; 3/day - gate, wail of the banshee; 1/day - ruin; 1/week - momento mori. The save DCs are Charisma based.

- Stasis Touch (Su): As temporal stasis except a supernatural ability. Any creature touched by the lich king/queen must make a Fortitude save (DC 10 + 1/2 Hit Dice + its Charisma modifier) or be placed in suspended animation.

- Trap the Soul (Su): A lich king/queen can trap even immortal souls/spirits. To use this power it selects any target within 1,500 feet. The target is allowed a Fortitude save (DC 10 + 1/2 Hit Dice + its Charisma modifier). If the target makes its save half its levels are drained (this does not count as a use of trap the soul/spirit). If the target fails its save, its soul/spirit is instantly drawn from it's body and trapped within one of the lich king's/queen's ribs, with no tell-tale signs indicating that this has even occured. The soulless/spiritless body collapses in a mass of corruption and molders in a single round, reduced to dust.The lich king/queen can only capture twenty-four spirits or souls/spirits at any given time. If left to its own devices, the lich king/queen slowly devours mortal souls/spirits over 24 hours - at the end of that time the soul is completely absorbed, and the victim is forever gone. If the lich king/queen is overcome before the soul/spirit is eaten, crushing the gem releases the soul/spirit, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. If the lich king/queen is overcome before the soul/spirit is eaten, crushing the gem releases the soul/spirit, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. Those of capture immortals of demi-deity or above are used to fuel the lich king's/queen's overshadow and rejuvenation abilities. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save.

Special Qualities:

- Damage Reduction (Ex): A lich king/queen gains damage reduction equal to its Hit Dice (rounded down to the nearest multiple of 5).

- Immunities (Ex): Lich kings/queens are immune to acid, cold, electricity, and fire damage.

- Immunity to Magic (Ex): Lich kings/queens are immune to all spells, spell-like abilities, and supernatural effects except as follows:

- A dispel evil spell deals 1 point of damage per spell level.

- Holy smite affects the lich king/queen normally.

- A shatter spell affects the lich king/queen as if it were a crystalline creature, but deals only half normal damage (then apply sonic resistance).

- Phylactery (Ex): An integral part of becoming a lich king/queen is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich king/queen for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich king/queen reappears 1d10 days after its apparent death. This makes lich kings/queens notoriously difficult, for even gods, to permanently destroy, especially since it's phylactery is in essence a major artifact in it's own right.

- Phylacteric Ribs (Ex): Liches have phylacteries that allow them to reappear 1d10 days after their apparent death, as do lich kings/lich queens. Lich kings/lich queens also have twenty-four phylacteric ribs, each of which acts like a phylactery in its own right. If all the phylacteric ribss, as well as the lich king's/queen's phylactery, are not destroyed after a lich king/queen is downed, the lich king/queen reappears 1d10 days after its apparent death. The phylacteric ribs also allow the lich king/queen to use its most devastating ability, trap the soul (see above), as well as all abilities reliant upon it's trap the soul ability. As each phylacteric rib is part of it's natural form, should it's phylactery, or even one rib, survive, each of the others will reappear as part of the lich king/queen when the lich king/queen reappears. This makes lich kings/queens notoriously difficult, for even gods, to permanently destroy, especially since each rib is in essence a major artifact in it's own right.

- Phylacteric Transference (Su): Any items kept in close proximity (within 1 foot per Hit Dice) to the lich king's/queen's phylactery transfer all their benefits to the lich king/queen regardless of the distance between the lich king/queen and it's phylactery. Standard limits on types of items apply.

- Rejuvenation (Ex): When a lich king/queen is destroyed, it immediately rejuvenates to full hit points, by sacrificing one of the immortal souls/spirits trapped within its ribs. Typically a lich king/queen will have 2d12 captured immortal souls/spirits within it's ribs when encountered. Only the souls/spirits of true immortals (demi-deities and above) can bestow the ability to rejuvenate upon the lich king/queen.

- Sonic Resistance (Ex): A lich king/queen has sonic resistance 100.

- Turn Resistance (Ex): A lich king/queen has turn resistance +100.

- Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

Saves: Same as the base creature.

Abilities: A lich king/queen gains +50 to Strength, Dexterity, Intelligence, Wisdom and Charisma.

Skills: Lich kings/queens receive a +100 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive and Spot checks.

- Maven: Maximum skill ranks for each skill they know.

- Omnicompetent: Lich kings/queens know all skills.

Feats: The lich king/queen gains the Eschew Materials, Ignore Material Components, and Still Spell metamagic feats for free.

Epic Feats: Same as the character.

Environment: Negative Energy or Negative Quasi-Elemental Plane.

Organization: Solitary

Challenge Rating: Same as base creature +40

Treasure: Quadruple standard.

Alignment: Any evil.

Advancement: By character class.

Level Adjustment: Same as the base creature +75
 

A snake, vaguely inspired by the deathcoil.

Nightwyrm
Huge Animal (Aquatic)
Hit Dice: 10d8+133 (173 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 120 ft. (24 squares), climb 120 ft., swim 120 ft.
Armor Class:33 (-2 size, +22 natural), touch 11, flat-footed 30
Base Attack/Grapple: +7/+24
Attack: Bite +49 melee (8d8+37 plus poison)
Full Attack: Bite +49 melee (8d8+37 plus poison)
Space/Reach: 30 ft./20 ft.
Special Attacks: Constrict 8d8+37, improved grab, poison, poison breath, spit poison
Special Qualities: Amphibious, damage reduction 5/ - , darkvision 60 ft., evasion, low-light vision, regeneration 5, scent, sound imitation, virtual size categories 2, water breathing
Saves: Fort +20, Ref +9, Will +3
Abilities: Str 60, Dex 11, Con 26, Int 2, Wis 10, Cha 10
Skills: Balance +8 Climb +33, Hide +7, Listen +7, Spot +7, Swim +33
Feats: Alertness, Endurance, Improved Initiative, Improved Natural Attack (B), Lightning Reflexes
Environment: Temperate wetlands
Organization: Solitary
Challenge Rating: 17
Treasure: Double standard
Alignment: Always neutral
Advancement: 11-15 HD (Huge); 16-30 (Gargantuan)
Level Adjustment: +13

An immense shape slithers through the branches that form a canopy over the forest floor. Its dark green form is nearly invisible against the leaves, but its serpentine eyes, unblinking and emerald, track its prey with cold precision. A nightmare made flesh, the nightwyrm is a horror to be reckoned with.

Many horrific tales tell of a single nightwyrm devouring an entire party of adventurers, one by one. This mighty constrictor snake likes to lurk on forest fringes, where wild herd animals stray from the plains to dine on tree foliage. The creature's ability to hibernate for months at a time enables it to survive even the coldest winters.

A nightwyrm lives primarily in water, as such it is highly adapted to aquatic life. It does, however hunt primarily near land and is often forced to stalk it's more landbound prey, such as wild boar, which they will devour even in preference to soft plushy humans.

A nightwyrm also ventures onto land for mating purposes. Female nightwyrms bury their eggs in mudmounds deep in the muddy banks of their wetland homes and coil over these mud mounds to shield their eggs from harm.

Many male nightwyrms seemingly guard nearby and often attack enmasse, though the truth is, they just want to devour the hatchlings when they burst forth into the presence of their mothers, who will also try to devour them.

A nightwyrm eats carrion, all other snakes, and fresh prey of all kinds. It even attacks its own kind on sight unless the opponent is clearly larger. The smaller nightwyrm usually flees from such a confrontation, and the aggressor rarely pursues for long.

A nightwyrm is a dark green snake with exotic black markings that help it hide in forest settings.

A nightwyrm knows no languages, though it is able to imitate all known vocal patterns.

A nightwyrm is about 30 ft. in length and weighs about 60 tons (120,000 pounds), due to it's incredible muscular density.

Combat

Amphibious (Ex): Although nightwyrms are aquatic, they can survive indefinitely on land.

Nightwyrms are aggressive, relentless hunters. Those that live near water often drag their prey underwater to drown it. They usually save their breath weapons for defense against numerous foes, or to slay formidable opponents.

Nightwyrms, though not actually intelligent, displays an incredible amount of primitive cunning for an animal. They have the wisdom to plan ambushes, and they often collect treasure from victims and scatter it near a cave or a good ambush area to lure prey off a trail.

Nightwyrms have also been known to drive animals into ravines and over precipices, then leave their broken bodies for later feasting while they hunt other creatures. A nightyrm should never be underestimated.

Constrict (Ex): On a successful grapple check, a nightwyrm deals 8d8+37 points of damage.

Evasion (Ex): Despite their size nightwyrms are astonishingly agile and capable of twisting their great coils with amazing dexterity. If a nightwyrm is subject to an attack that allows a Reflex save for half-damage the nightwyrm takes no damage on a successful save

Improved Grab (Ex): To use this ability, a nightwyrm must hit an opponent up to one size category larger than itself with its bite attack. 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. A nightwyrm often drags grabbed prey underwater to drown (see page 304 in the -Dungeon Master's Guide).

Poison (Ex): A nightwyrm has a poisonous bite that deals initial damage sleep for 6d4 rounds and secondary damage of 6d6 Con (Fortitude DC 34 negates). The save DCs are Constitution-based and include a +6 modifier to the DC due to the poison's heavily concentrated nature.

Poison Breath (Ex): Once per 1d4 rounds, a nightwyrm can breathe a 50-foot cone of poisonous gas (inhaled, Fortitude DC 28, initial damage sleep for 2d4 hours or until damage is taken, secondary damage 1d6 Con). This poison is a less concentrated variation of the poison derived from it's venomous bite. The save DC is Constitution-based.

Regeneration (Ex): A nightwyrm takes normal damage from acid or fire-based attacks and effects.

Skills: A nightwyrm gains a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks.

A nightwyrm can always choose to take 10 on a Climb check, even if rushed or threatened.

A nightwyrm can use either its Strength or its Dexterity modifier for Climb checks, whichever is higher.

A nightwyrm 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. It can use the run action while swimming, provided it swims in a straight line.

Sound Imitation (Ex): A nightwyrm can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC 15) to detect the ruse. The DC is Charisma-based.

Spit Poison (Ex): Nightwyrms are capable of spitting their venom at foes up to 100 ft. distant; this requires a normal ranged attack roll with no range increment. Fort DC 34; damage blind for 1d10 minutes/blind permanently. The save DC is Constitution-based and include a +6 modifier to the DC due to the poison's heavily concentrated nature.

Water Breathing (Ex): A nightwyrm can breathe underwater indefinitely and can freely use its breath weapon and other abilities while submerged.
 
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Hi Dante mate! :)

I think your Druatha post was very interesting (although its a bit big for me to go through and make notes upon). I'll get back to it a bit later today and go through it more closely. ;)

I think the Lich King/Queen post is you falling back on your old habits of simply copying out stuff from the Bestiary. Remember, before you even think about writing up the stats you should have a handful of original ideas for your monster. Otherwise you simply detract from the uniqueness of the monster you are copying from.

In fact I would just forget about stats until you have people interested in seeing one of your ideas fleshed out. Just post a paragraph about the monster. Name; Challenge Rating Target; Hit Dice; Type; Idea #1; Idea #2; Idea #3 etc. Then ask people for feedback. Then when you get some comments, you can then write up the stats.

Remember there is no point simply having stats for Monster B that are almost identical to Monster A. Originality and poignancy are the keys to good monster design. Always ask the question "what is original about this monster" or "what is poignant about that ability".

The Nightwyrm idea is quite a good base.

However, there seem to be a number of anomalies. Why is it Aquatic? Also it has Strength 60 but its only Huge size (it should have strength 30 something). When a monster only has a single attack you add 1.5 times its str bonus to damage. Also the wyrm might have a large head so it might still have 4d6 base damage without those virtual size categories.

Str 34 = 4d6+18 (bite) Then maybe give it Improved Natural Attack for 4d8 base damage assuming it has oversized jaws.

But I still think that the Nightwyrm needs some original ideas to make it worthwhile. Although that will be tricky considering its just an animal.
 

Hiya mate! :)

WarDragon said:
According to the strict wording of the rules, it's a major difference.

Uh.... when did I say anything about secondary weapons? I was talking about general situations, not specifically for the Marilith. A human wielding a Large Longsword, and holding it with two hands, takes the -2 penalty even though it's otherwise identical to a Medium Greatsword.

I understand the point you are making. But from my perspective its an irrelevance purely because they don't change the damage.

If a Medium Greatsword weighs 8 pounds and a Large Longsword weighs 32 pounds there should be some sort of damage difference.

But obviously I am not advocating that a Human could/should wield a Large Longsword - in fact I think the penalty for a medium creature wielding something that heavy would be more than -2.

WarDragon said:
Unless you make a specific ruling on it, it's still the RAW, failing or not.

So you agree that it is a failing of the rules.
 

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