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JiCi's Beastiary [updated January 2nd 2007]

JiCi

First Post
Greetings everyone,

I have been working on creatures for my campaign, and I would like to show them to you all and get some feedback.

Here goes:

Arctic Diamond
Large Magical Beast (Cold)
HD: 7d10+21 (59 hp)
Initiative: +5
Speed: 20 ft. (4 squares), fly 100 ft. (good)
Armor Class: 20 (-1 size, +5 Dex, +6 natural), touch 14, flat-footed 15
Base Attack/Grapple: +7/+14
Attack: Beak peck +11 melee (1d6+3 plus 1d6 cold) or polar ray +11 ranged touch* (7d6 cold)
Full Attack: Beak peck +11 melee (1d6+3 plus 1d6 cold) and 2 talons +6 melee (1d4+1 plus 1d6 cold) or polar ray +11 ranged touch* (7d6 cold)
Space/Reach: 10 ft./5 ft.
Special Attacks: Freezing touch, polar ray, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to cold, low-light vision, vulnerability to fire, scent.
Saves: Fort +8, Ref +10, Will +4
Abilities: Str 16, Dex 20, Con 16, Int 12, Wis 14, Cha 12
Skills: Listen +12, Spot +12, Survival +12
Feats: Point-blank Shot, Flyby Attack, Weapon Finesse
Environment: Cold mountains
Organization: Solitary or pairs
Challenge Rating: 5
Treasure: None, except diamond
Alignment: Usually neutral
Advancement: 1-3 HD (Small); 4-6 HD (Medium); 8-11 HD (Large); 12-21 HD (Huge)
Level Adjustment: +6 (cohort)
*An arctic diamond’s polar ray may be used once every 1d4 rounds

This creature has the appearance of a large peacock, with blue and white feathers and a majestic head crest of dark blue feathers. Its eyes are deep blue with pearl-sized white pupils. Its most significant feature, however, is the diamond lodged in its forehead and it shines with a faint blue-white light.

This creature has the word “confusion” written all over it. Many are easily confused by the name “Arctic Diamond”, thinking it is a great treasure worth thousand of gold, and many faced the wrath a real arctic diamond, a fiercely territorial and protective avian with similar habits that match birds of prey. Its appearance also confuses explorers, since a normal peacock is not a threat to humanoids, and again many perished frozen solid due to overconfidence.
An arctic diamond behaves like any other birds. It seeks a place to nest, a mountain by preference, then it searches for a mate and raises chicks. An arctic diamond is very protective and territorial when it covers the eggs and raises its chicks. Both parents take turns taking care of their young and hunting and defending their domains. So generally, a arctic diamond’s domain is littered with frozen statues of unfortunate creatures who dared to enter.
An arctic diamond is omnivorous and can eat just about anything it can kill. Hares, fishes, snow spiders and even white dragon wyrmlings, which make those dragons the greatest predators to an arctic diamond, either for vengeance or simply for the diamond it possesses. Winter wolves are also a common threat.
An arctic diamond can be friendly to creatures who mean no harm to it or its chicks, and can help them in need, regardless of motives. This bird can be seen as a protector for an uldra village as well as a battle mount for a frostfolk barbarian.
An arctic diamond speaks Auran, Aquan, Common and Sylvan.

Combat
An arctic diamond prefers to stay in the air, firing its chilling polar ray from above. When its prey looks weak it dives toward and finishes off with its beak and talons. If its polar ray does not seem to affect the creature, then it flies off and search of another meal. The diamond of a killed arctic diamond is no longer magical, but keeps its value in gp.
Freezing Touch (Su) : A mere touch from an arctic diamond is icy cold. Its natural weapons deals an additional 1d6 pts of cold damage.
Polar Ray (Su) : An arctic diamond can fire a ice ray from its diamond once every 1d4 rounds. It has a maximum range of 40 ft., deals 7d6 of cold damage. This ability works like the polar ray spell. The caster level is equal to the arctic diamond’s HD and the range is equal to 25 ft + 5/2 HD.
Spell-like abilities (Sp) : At will: fog cloud, mirror image; caster level 10th.
 
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JiCi

First Post
next one:

Awakening Spirit
Medium Fey
HD: 15d6 (50 hp)
Initiative: +4
Speed: 30 ft. (6 squares), fly 30 ft. (good), swim 30 ft.
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +7/+7
Attack: Dagger +7 melee (1d4)
Full Attack: Dagger +7/+2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Summon the awakened, Spells
Special Qualities: Low-light vision, spell-like abilities, water breathing, DR 5/cold iron, wild empathy
Saves: Fort +5, Ref +11, Will +12
Abilities: Str 10, Dex 15, Con 10, Int 12, Wis 18, Cha 20
Skills: Climb +18, Diplomacy +23, Hide +20, Listen +22, Move Silently +20, Spot +22, Survival +22, Swim +8
Feats: Empower Spell, Maximize Spell-like Ability (Awaken), Empower Spell-like Ability (Awaken), Rapid Spell-Like Ability (Awaken), Spell Focus (Conjuration), Augment Summoning
Environment: Any
Organization: Solitary or ring (1 awakening spirit and 2d6 awakened animals and trees)
Challenge Rating: 15
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: --

This fey has a greenish skin tone, long and pointy ears, dark blue eyes and a pair of swallow-like wings. Its hairs are black and short and its hands and feet are partially webbed.

An awakening spirit is a fey that has the power to mentally transforms wild beasts and plants. Some sages pretend that these spirits are the reincarnation of animal companions that perished in battle, alongside their masters.
The awakening spirit is a shy fey. Considering its poor combat abilities, it prefers to hide and spies on the intruders, since there is always a chance that these intruders might be dangerous. If this is the case, then the spirit sends a special guest to “greet” them.
In general, awakening spirits are good at heart. They always repay a debt to someone who helped it or saved it. It is usually in good terms with other fey too. Dryads, nymphs, sprites and treants are common around these spirits. Though chaotic themselves, they do not really tolerate mischief, meaning satyrs are considered ill-mannered to the awakening spirits.
Mostly all the time, the spirit is accompanied by friendly creatures of its own creation. Scholars think these spirits suffer from a phobia of being alone. The fact is that they rather be accompanied because of their weak physical aptitudes. Though its ability is powerful, it knows its limit. An awakening spirit will not awaken all the trees from a forest by pure pleasure for example. Also, these spirits can be seen in any environment, from the bottom of the ocean to the top of mountains.
A spirit is about the same size and weight of an elf. It speaks Sylvan, Common and the language of Treants.

Combat
An awakening spirit is not suited for battle, but makes it up for its leadership and companions. It usually sends a tough monsters to chase intruders, but it can mass up quite a number of beasts, rivalled by an army. While in battle, the spirit stays away and shout clear tactics to its “soldiers”. If ever encountered alone, it uses its spells to hamper its foes, starting by a few conjuration spells, in addition of the benefits from Augment Summoning, and then transmutation spells either on it or its summoned creatures.
Spell-like Abilities : Caster Level 15th. At will – Awaken (DC 20); 1/day – Mass Awaken (DC 23)
Spells : An awakening spirit casts divine spells as a 15th-level druid. (6/6/6/6/5/4/3/2/1, save DC 14 + spell level). The spirit typically prepares conjuration and transmutation spells.
Summon the awakened (Su) : An awakening spirit can summon any creature it has awaken as a standard action. It summons 2d6 creatures, chosen by the spirit. This ability is a conjuration (summoning) effect, and works only on creatures awakened by the spirit.
Water breathing (Ex) : An awakening spirit can breathe water as well as air.
Wild Empathy (Ex) : This power works like the druid’s wild empathy class feature, except that the spirit has a +8 racial bonus on the check.
Skills: An awakening spirit 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.
 

JiCi

First Post
next, a new devil:

Blaze Devil (Ignicatena)
Large Outsider (Evil, Extraplanar, Fire, Lawful)
HD: 14d8+140 (203 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 31 (-1 size, +2 Dex, +15 natural, +5 chain armor), touch 11, flat-footed 29
Base Attack/Grapple: +14/+28
Attack: Chain +23 melee (1d8+10 plus 2d6 fire) or slam +23 melee (1d6+10 plus 1d6 fire)
Full Attack: Chain +21/+16/+11 melee (1d8+10 plus 2d6 fire) and chain +21/+16 melee (1d8+5 plus 2d6 fire) or 2 slams +23 melee (1d6+10 plus 1d6 fire)
Space/Reach: 10 ft./10 ft. (25ft. with chains)
Special Attacks: Breath weapon, constrict, fear aura, heat, improved grab, summon devil
Special Qualities: Damage reduction 10/good and silver, darkvision 60 ft., fire aura, fire healing, immunity to fire and poison, resistance to acid 10, see in darkness, spell resistance 24, telepathy 100 ft., vulnerability to cold
Saves: Fort +17, Ref +9, Will +12
Abilities: Str 30, Dex 14, Con 30, Int 16, Wis 20, Cha 18
Skills: Bluff +21, Concentration +27, Craft (metalworking) +20, Diplomacy +21, Disguise +21 (+23 when acting), Escape Artist +19, Intimidate +21, Listen +24, Search +20, Sense Motive +21, Spot +24
Feats: Power Attack, Two-Weapon Fighting, Cleave, Improved Bull Rush, Improved Two-Weapon Fighting
Environment: Nine Hells of Baator
Organization: Solitary or team (2-4)
Challenge Rating: 16
Treasure: Standard coins, double goods, standard items (non-flammable objects)
Alignment: Always lawful evil
Advancement: 15-28 HD (Large); 29-40 HD (Huge)
Level Adjustment: --

A 12-foot tall, grey-toned, muscular humanoid stands before you. It wears a charred trouser with heavy iron boots. Lengths of chains are wrapped around its arms, legs and chest and a it has a belt made out of hooked chains. Several burned corpses hang on its belt. Its head has a pair of blackened horns, thick blue-black hair and its face is covered by a iron mask. The mask seems fused to its face, as its mouth can move along with the mask opening. Two smaller openings unveil its eyes, two flickering orbs of fire in dark pits.

Blaze devils, also known as ignicatenas, are the craftsmen of Baator societies. They are expert metal smiths, making masterwork weapons and armors for their masters. Their chains and appearance make them excellent torturers and slave traders. They have an enmity with ice devils. Being immune to fire despite their frigid nature, ice devils can easily overwhelm blaze devils, which they hate the most. They view chain devils as inferiors, much like hobgoblins view goblins, yet they use them as minions and workers. A blaze devil is around 12 feet tall and weighs around 450 lbs, chains included.
Blaze devils speak Ignan, Infernal, Celestial, and Draconic.

Combat
A blaze devil is a bold fighter. It rarely retreats, unless it faces a cold-based creature, which it tries to stay away as often as possible. It whips opponents with its chains wildly, grappling and crushing some foes at irregular intervals. Against close targets, it wraps its chains around its fists and pummel them and grab them. Against one tough foe, it entangles with both chains and crush it while watching it burned. Any fallen foe is picked up and hanged on the blaze devil’s belt.
The chains wrapped around its chest gives the blaze devil an armor-like protection, granting a +5 armor bonus to AC.
A blaze devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Breath Weapon (Su) : 45-foot cone of fire, once every 2d4 rounds, damage 15d6, Reflex DC 27 half. The save DC is Constitution-based.
Constrict (Ex) : A blaze devil deals 2d6+15 plus 2d6 points of fire damage with a successful grapple check when grappling with its chains. It deals 1d8+15 plus 1d6 points of fire damage with a successful grapple check when grappling with its slams.
Fear Aura (Su) : A blaze devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 21 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by the same blaze devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Fire Aura (Su) : A blaze devil can engulf itself with fire as a free action. Creatures hitting a blaze devil with natural weapons or unarmed attacks take fire damage as though hit by the blaze devil’s slam attack, and also catch on fire unless they succeed on a DC 27 Reflex save.
Fire Healing (Su) : Any fire attack that would normally deal damage instead heals a blaze devil. Any fire effect targeted on a blaze devil heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the blaze devil to exceed, it gets them as temporary hit points. For example a blaze devil exposed to a fireball that deals 30 points of damage would heal up to 10 points of damage, or provide the blaze devil with up to 10 temporary hit points.
Heat (Su) : A mere touch from a blaze devil is searing hot. Its natural weapons deals an additional 1d6 pts of fire damage. Furthermore, the blaze devil’s chains become white-hot, almost like they are melting; a hit from a blaze devil’s chain deals an additional 2d6 pts of fire damage. The blaze devil can suppress or resume this ability as a free action. However, in the case of a blaze devil, if it misses to hit as a melee attack, but would have hit as a melee touch attack, its slams deal 1d6 pts of fire damage and its chains deal 2d6 pts of fire damage. Both attacks deal no physical damage in this case.
A creature struck by a blaze devil’s slam or chain attacks must make a successful DC 27 Reflex save or catch on fire. The flames burn for 1d4 rounds. A burning creature can take a move action to put out the flames. The save DC is Constitution-based.
Improved Grab (Ex) : To use this ability, a blaze devil must hit a creature of up to one size categories larger with a slam or chain 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.
Summon Devil (Sp) : Once per day a blaze devil can attempt to summon 2d10 lemures or 1d6 hellcats or 1d6 chain devils with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or another blaze devil with a 20% chance of success. This ability is the equivalent of a 6th-level spell.
Vulnerability to cold (Ex) : Unlike other devils, blaze devils are not resistance to cold and thus take additional damage from cold effects.
 

JiCi

First Post
next, an undead creature

Crimson Breather
Small Undead
HD: 8d12 (36 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 15 ft. (poor)
Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Base Attack/Grapple: +4/+1
Attack: Bite +8 melee (1d4+2 plus blood drain) or Tongue +8 melee (blood drain)
Full Attack: Bite +8 melee (1d4+2 plus blood drain) or Tongue +8 melee (1d3 non-lethal plus blood drain)
Space/Reach: 5 ft./ 5 ft.(10 ft. with tongue)
Special Attacks: Blood drain, create spawn, poison breath
Special Qualities: Darkvision 60 ft., scent, undead traits.
Saves: Fort +2, Ref +5, Will +5
Abilities: Str 12, Dex 16, Con --, Int 10, Wis 8, Cha 16
Skills: Climb +12, Hide +18 (+22 in shadow), Listen +10, Spot +10
Feats: Weapon Finesse, Ability focus (blood drain), Ability focus (poison breath)
Environment: Any land
Organization: Solitary or troup (1 plus 3d4 zombies)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral evil
Advancement: 9-15 HD (Small); 16-22 HD (Medium)
Level Adjustment: --

A pale figure sprouts from the shadow of the night. It looks like a hairless toad-headed chubby halfling with pale watery eyes and sharp fangs. Two small leathery wings protrude from its back. As it pulls out its tongue, blood drips from its large mouth and a crimson vapor comes out of it.

A crimson breather is a vicious undead that crave blood and transforms its victims into zombies. Said to be a daring halfling who fell victim to a crimson death, its origin is still shrouded in mystery.
Fortunately, few of these undead exist, but they are rarely encountered alone. Many zombies who died from drained blood or poison follow its creator on its trek. This undead is not stupid; being mistaken for a vampire, it often uses this fear to feed on innocent victims.
Crimson breathers are about 3 feet tall and weighs around 50 lbs. They speak Common with their raspy and slurred voices.

Combat
A crimson breather strikes from ambush, letting its zombie horde to soften the targets. It slaps its target with its tongue and goes into a biting frenzy to quicken drain the target of its blood. Against multiple opponents, its breathe out its poison into a cloud.
Blood Drain (Ex) : A crimson breather can suck blood from a living victim with its fangs by making a successful bite or tongue attack. The target must make a Fortitude save DC 19 or lose 1d4 points of Constitution damage. On a successful save, the drain is negated. On each such successful attack, the crimson breather gains 5 temporary hit points. The save is Charisma-based.
Create Spawn (Su) : Any creature who dies from the crimson breather’s blood drain or poison breath turns into a zombie within 1d4 minutes after its death. A creature whose blood has been drained automatically turns into a zombie. Those who die from the poison have a 50% chance of becoming a zombie. All zombies are compelled to obey the crimson breather, as a cleric’ ability to command undead. A crimson breather can't control more than twice its hit dice worth of zombies.
Poison Breath (Su) : Once every 2d4 rounds, a crimson breather can belch a smoky-red poisonous cloud at its foes. The cloud is 10 feet wide, 10 feet high and 20 feet long. The poison deals 1d6 Con as initial damage and 1d6 Con as secondary damage. A Fortitude save DC 19 negates the poison. The save is Charisma-based.
Skills : A crimson breather gains a +4 to Hide checks when concealed in shadows and in darkness.
 

JiCi

First Post
next: a true dragon

Diamond Dragon
Dragon (Earth, Light)
Climate/Terrain: any mountains and underground
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, or very old: solitary, pair, or family (1-2 plus 2-5 offspring); ancient, wyrm, or great wyrm: solitary.
Challenge Rating: Wyrmling 5; very young 6; young 8; juvenile 10; young adult 13; adult 15; mature adult 17; old 20; very old 21; ancient 23; wyrm 25; great wyrm 27.
Treasure: Triple standard
Alignment: Always neutral good.
Advancement: Wyrmling 8-9 HD (Tiny); very young 11-12 HD (Small); young 14-15 HD (Small); juvenile 17-18 HD (Medium); young adult 20-21 HD (Medium); adult 23-24 HD (Large); mature adult 26-27 HD (Large); old 29-30 HD (Huge); very old 32-33 HD (Huge); ancient 35-36 HD (Gargantuan); wyrm 38-39 HD (Gargantuan); great wyrm 41+ HD (Colossal).
Level Adjustment: Wyrmling +4; very young +5; young +5; others –
Code:
Diamond Dragons by Age
Age           Size  Hit Dice (hp)    Str Dex Con Int Wis Cha  Base    Attack Fort Ref  Will 
                                                              Attack/ Bonus  Save Save Save
                                                              Grapple
Wyrmling      T     7d12 (45)         7  10  11  12  14  13   +7/-3    +9    +5   +5   +7  
Very young    S     10d12+10 (75)    10  10  12  14  15  14   +10/-6   +11   +8   +7   +9
Young         S     13d12+26 (110)   13  10  14  16  16  15   +13/+10  +15   +10  +8   +11
Juvenile      M     16d12+32 (136)   16  10  15  18  17  16   +16/+19  +19   +12  +10  +13
Young adult   M     19d12+57 (180)   19  10  17  20  18  17   +19/+23  +23   +14  +11  +15
Adult         L     22d12+88 (231)   22  10  18  22  19  18   +22/+32  +27   +17  +13  +17
Mature adult  L     25d12+125 (287)  25  10  20  24  20  19   +25/+36  +31   +19  +14  +19
Old           H     28d12+140 (322)  28  10  21  26  21  20   +28/+45  +34   +21  +16  +21
Very old      H     31d12+186 (387)  31  10  23  28  22  21   +31/+49  +39   +23  +17  +23
Ancient       G     34d12+238 (459)  34  10  24  30  23  22   +34/+58  +42   +26  +19  +25
Wyrm          G     37d12+296 (536)  37  10  26  32  24  23   +37/+62  +46   +28  +20  +27
Great wyrm    C     40d12+320 (580)  40  10  27  34  25  24   +40/+71  +47   +30  +22  +29

Age           Breath      Frightful     SR  Initiative
              Weapon (DC) Presence (DC)     
Wyrmling      2d8 (13)    -             -   +0
Very young    4d8 (16)    -             -   +0
Young         6d8 (18)    -             -   +0
Juvenile      8d8 (20)    -             -   +0
Young adult   10d8 (22)   22            21  +0
Adult         12d8 (25)   25            23  +0
Mature adult  14d8 (27)   26            25  +0
Old           16d8 (29)   29            27  +0
Very old      18d8 (31)   30            28  +0
Ancient       20d8 (34)   33            30  +0
Wyrm          22d8 (36)   34            32  +0
Great wyrm    24d8 (38)   36            34  +0

Age           Speed                    Armor Class                Special Abilities
Wyrmling      40 ft., fly 100 ft.      23 (+2 size, +11 natural)  Light immunity, [I]Light[/I]
              (good), burrow 20 ft     touch 12, flat-footed 23    
Very young    40 ft., fly 100 ft.      25 (+1 size, +14 natural)  Hardened Scales 10%
              (good), burrow 20 ft.    touch 11, flat-footed 25
Young         40 ft., fly 100 ft.      28 (+1 size, +17 natural)  [I]Daylight[/I]
              (good), burrow 20 ft.    touch 11, flat-footed 28
Juvenile      40 ft., fly 150 ft.      30 (+20 natural)           Hardened Scales 20%, [I]Searing Light[/I]
              (average), burrow 20 ft. touch 10, flat-footed 30   
Young adult   40 ft., fly 150 ft.      33 (+23 natural)           DR 5/magic
              (average), burrow 20 ft. touch 10, flat-footed 23
Adult         40 ft., fly 200 ft.      35 (-1 size, +26 natural)  Hardened Scales 40%
              (average), burrow 20 ft. touch 9, flat-footed 35
Mature adult  40 ft., fly 200 ft.      38 (-1 size, +29 natural)  DR 10/magic, [I]Sunbeam[/I], Diamond Body
              (poor), burrow 20 ft.    touch 9, flat footed 38    
Old           40 ft., fly 200 ft.      40 (-2 size, +32 natural)  Hardened Scales 60%
              (poor), burrow 20 ft.    touch 8, flat footed 40  
Very old      40 ft., fly 200 ft.      43 (-2 size, +35 natural)  DR 15/magic
              (poor), burrow 20 ft.    touch 8, flat footed 43
Ancient       40 ft., fly 200 ft.      44 (-4 size, +38 natural)  Hardened Scales 80%, [I]Sunburst[/I]
              (clumsy), burrow 20 ft.  touch 6, flat footed 44
Wyrm          40 ft., fly 250 ft.      47 (-4 size, +41 natural)  DR 20/magic
              (clumsy), burrow 20 ft.  touch 6, flat footed 47
Great wyrm    40 ft., fly 250 ft.      46 (-8 size, +44 natural)  Hardened Scales 100%
              (clumsy), burrow 20 ft.  touch 2, flat footed 46
This dragon has a broad and craggy frame, with a long thick neck and tail. Its claws are ivory-colored and its legs has large as any temple pillars. Its scales are light grey and a slightly smooth texture. Its large head has two massive translucent horns curved backward, a wedge-shape snout with a mouth filled with sharp teeth, two smaller horns protruding from each side and chin. Its a eyes are a light green tone, yet a gentle look. The wings are thick but provide effective lift, and the membranes are pearly white in color.

Diamond dragons are heavily-armored dragons that take some of the diamond’s resiliency as they age. Each step this dragon takes shakes the ground, as well as the morale of any intruder in the facility.

At birth, a diamond dragon’s scales are grey and unusually hard for dragonkind. As it ages, the scales become lighter and smoother, like a polished diamond. Its eyes start as black with a green iris, but as it ages, the eye become brighter, until it become a full green emerald orb.

Diamond dragons has been mistakenly archived with the other gem dragons over the years. This dragon does have a few light-based spell-like abilities, but it does not have any psionic affinity. Some say it is a metallic dragon, due to its breath weapons and good nature, but it is more of a mineral dragon than a metallic dragon.

Diamond dragons love to sunbathe, as well as flying in clear sky. A diamond dragon builds its lair with several corridors with windows on each room. Many build their lair in mountains with a special opened room where they can feel the warmth of the sun without leaving the lair. Their lair can be as deep as they wish, however, as a diamond dragon sometimes manages to plant crystal spires in order to illuminate the corridors and provide a sweet and faint glow. Some sages qualify this love for light as obsessive, but, in any case, these dragons do not suffer from a darkness-related phobia.

Diamond dragons to tend to socialize and befriend any creatures around their lair. They assist dwarves and gnomes in their mining business and tries to help any passing explorers within their caves. They do not tolerate thieves and evil creatures, such as kobolds, duergars, drows and cave-dwelling aberrations. Chromatic dragons, especially red dragons, engage into fight for territory or wealth with diamond dragons.

Combat
A diamond dragon caught inside its lair quickly hides inside the multiple lightless corridors. If the intruders are inoffensive, it tries to parley while remaining hidden, mimicking the ventriloquism spell, and only showing up when the intruders are good-natured. If not, it yells out to scare them off, muck like a wandering spirit. It takes its time to study its foes before talking or doing anything else. If the threats are obvious, it blind them with its cone-shaped light breath weapon and it then rush into melee, breathing searing light and blinding light in dreaded concert, leaving little or no chance to the enemies to see the dragon.

It outside, it employs the same strategy: blinding then dive bombing on the opponents. A favorite tactic is to fly in front of the sun, dazzling everyone who followed its flight path and then charging into melee. They generally do not fear combat; they trust their scales to protect them.

Breath Weapon (Su): A diamond dragon has two types of breath weapon, a line of searing focused light and a cone of bright light. Creature within the line get burned by the light, and those who fail their save are dazzled for 1d6 rounds plus 1 round per age category of the dragon. Creatures within the cone must succeed on a Fortitude save or become blinded, for 1d6 rounds plus 1 round per age category of the dragon.

Diamond Body (Ex) : When reaching the mature adult stage, the diamond dragon gains immunity to poisons of all kinds.

Hardened Scales (Ex): Starting at the very young stage, the diamond dragon’s scales become harder and resilient. There’s a chance that any critical hit or sneak attack fails to damage further damage the diamond dragon, much like the fortification armor enhancement.

Light Immunity (Ex): A diamond dragon is immune to light-based powers, spells, and effects.

Spell-like abilities: At will – light (wyrmling or older), daylight (young or older); 3/day – searing light (juvenile or older), sunbeam (mature adult or older); 1/day - sunburst (great wyrm).

Skills: Appraise, Diplomacy, Hide, and Jump are considered class skills for diamond dragons.
 

JiCi

First Post
next: a new lizardfolk subrace

Eldritch Lizardfolk
Medium Humanoid (Dragonblood, Reptilian)
HD: 10d8+20 (65 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +7/+9
Attack: Spear +9 melee (1d8+3) or Eldritch Blast +9 ranged touch (5d6)
Full Attack: Spear +9/+4 melee (1d8+3) or Eldritch Blast +9 ranged touch (5d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eldritch blast, Invocations, Spells
Special Qualities: Low-light vision, hold breath, SR 15
Saves: Fort +5, Ref +9, Will +4
Abilities: Str 14, Dex 14, Con 15, Int 16, Wis 12, Cha 20
Skills: Concentration +15, Knowledge (arcana) +16, Knowledge (nature) +16, Spellcraft +16, Use Magic Device +18
Feats: Combat Casting, Empower Spell, Spell Penetration, Accelerate Metamagic
Environment: Warm forests
Organization: Solitary, party (4-6), camp (10-20), tribe (100+)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +5

This creature appears like a purple-scaled lizardfolk with draconic wings, although they don’t have menacing claws or fangs. It wears fine clothes and a large cloak to hide its appearance. It carries a spear on its back and one of its hand is crackling with magical energy.

Said to be descendants of chromatic dragons, the eldritch lizardfolks are a subrace immersed in arcane and eldritch magic.
These lizardfolks live in rainforests in large settlements that mix both ground villages and treehouses. They practice magic everyday, always trying to master the dark arts. A patriarch leads its tribe into battles, and succession is decided by lethal spell duels.
Eldritch lizardfolks treat other lizardfolks, as well as the blackscales and poison dusk, as inferior, thinking of them as barbaric and unorganized. Yet they do form alliances with these creatures; being hampered in combat, they need stronger guards and soldiers for protection. Kobolds are treated with respect, as they are related with dragons too.
They hate elves, seeing them as bitter rivals for magic control. Having a strong tie with magic, they consider themselves superior to the other races. When conquering a village, they enslave the survivors for forced labours or for their magical experiments.
Eldritch lizardfolks are about 7 feet tall and weigh about 200 lbs.
Eldritch lizardfolks speak Draconic, Common, Abyssal and Infernal.

Combat
An eldritch lizardfolk prefers to strike from a distance, from either a tree branch or heavy overgrowth. It uses its invocations to weaken its foes, and alternate between necromancy and evocation spells. If weakened or outmatched, it casts an illusion spell or abjuration spell.
Eldritch Blast (Sp): The eldritch lizardfolk can blast its foes with a 60-foot long ray of pure profane energy and it deals 5d6 point of damage. This is the same ability as the warlock’s eldritch blast.
Hold Breath (Ex): An eldritch lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Invocations (Sp): The eldritch lizardfolk can use the following invocations: Frightful Blast, Eldritch Spear, Sickening Blast, Beshadowed Blast, Curse of Despair
Spells: A eldritch lizardfolk casts arcane spells as a 10th-level sorcerer (per day 6/8/7/7/6/4, save DC 15 + spell level, known 9/5/4/3/2/1).
 

JiCi

First Post
next: 9 elemental creatures

Elemental Knights

People might reconize elementals as brutal, crude and primitive creatures. They live only to destroy or obey the commands of its summoner or binder. What people ignore is that by combining the essence of an elemental and the soul of a mighty warrior, often through magic but some speculate a natural formation with a soul of a dead hero, those elements become a new kind of creature: the elemental knight, a cunning elemental built for war and other military operations.

The rulers of the Elemental Planes often use these knights as shock troops and commanders, yet it is not unusual that a ruler build its entire army with elemental knights. Genies use them as soldiers, elemental weirds as guards and even demons and devils add these creatures to their ranks in the Blood War.

Elemental knights look like humanoid-shaped masses of energy wearing scale mail and wielding a shield and a sword. Their armors have metal boots, gauntlets and a helm, which lets their glowing eyes show. Unlike true elementals, they don’t posess any of the elemental’s abilities, such as whirlwind and push, nor the elemental mastery. However, they can shoot a powerful beam from their swords, which is a knight’s abilitiy and not the sword, and they move rather fluidly despite their armors.

The elemental knights can be summoned with summon monster V and summon nature’s ally V.

Air Elemental Knight
Medium Elemental (Air, Extraplanar)
HD: 12d8+24 (78 hp)
Initiative: +8
Speed: 30 ft., fly 60 ft. (perfect)
Armor Class: 21 (+4 Dex, +1 natural, +4 scale mail, +2 heavy steel shield), touch 14, flat-footed 15
Base Attack/Grapple: +9/+12
Attack: Masterwork bastard sword +13 (1d10+3/19-20 plus wind pulse)
Full Attack: Masterwork bastard sword +13/+8 (1d10+3/19-20 plus wind pulse)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elemental beam, wind pulse
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, unaffected speed.
Saves: Fort +6, Ref +12, Will +5
Abilities: Str 16, Dex 18, Con 14, Int 10, Wis 12, Cha 14
Skills: Listen +17, Spot +17
Feats: Combat Reflexes, Flyby Attack, Improved Initiative, Weapon Focus (Bastard Sword).
Environment: Elemental Plane of Air
Organization: Solitary, shock troop (1 plus 4-5 Large elementals) or unit (1 20-HD commander, 20-200 regular knights and 3-4 Elder elementals)
Challenge Rating: 8
Treasure: None, except masterwork bastard sword, masterwork scale mail and masterwork heavy steel shield
Alignment: Any lawful
Advancement: 13-20 HD (medium)
Level Adjustment: +8

This creature looks like a suit of armor, a shield and a sword floating in midair, but a humanoid-shaped mass of thick air and dust fills the gap. It stares at you with its pearly white glowing eyes and is pointing its sword at you, ready to fight.

The Air Elemental Knight is one of the most agile of the existing knights. Commonly used by djinnis, they command flying units and always approche targets by air.
The Air Elemental Knight stands at 6 ft. tall and weighs 30 lbs.
The Air Elemental Knight speaks Auran, Common and the language of its leader, the one who hired, summoned or compeled it.

Combat
The Air Elemental Knight starts the battle by taking the air and diving through opponents.
Elemental beam (Su): Once every 1d4 rounds, as a standard action, the Air Elemental Knight can shoot a powerful beam, a line-shaped whirlwind, from its sword. The beam is 5 ft. wide, 5 ft. high and 50 ft. long and deals 6d6 points of slashing damage, as the dust and grit are swept at great speed. Those within the area are entitled to a reflex save (DC 18) to halve the damage. Disarming the elemental knight does not negate this ability. The save is charisma-based.
Unaffected speed (Ex): The elemental knight is unaffected by maximum dexterity bonus and speed from medium armors and lighter.
Wind pulse (Su): On a successful strike, the Air Elemental Knight discharges a burst of wind, dealing 1d6 points of damage. This is an ability of the knight, not the sword.

Earth Elemental Knight
Medium Elemental (Earth, Extraplanar)
HD: 12d8+48 (102 hp)
Initiative: +8
Speed: 30 ft., burrow 45 ft.
Armor Class: 21 (+2 Dex, +3 natural, +4 scale mail, +2 heavy steel shield), touch 12, flat-footed 19
Base Attack/Grapple: +9/+12
Attack: Masterwork bastard sword +13 (1d10+3/19-20 plus rock shatter)
Full Attack: Masterwork bastard sword +13/+8 (1d10+3/19-20 plus rock shatter)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elemental beam, rock shatter
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, unaffected speed.
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 16, Dex 14, Con 18, Int 10, Wis 12, Cha 14
Skills: Listen +17, Spot +17
Feats: Cleave, Improved Bull Rush, Power Attack, Weapon Focus (Bastard Sword).
Environment: Elemental Plane of Earth
Organization: Solitary, shock troop (1 plus 4-5 Large elementals) or unit (1 20-HD commander, 20-200 regular knights and 3-4 Elder elementals)
Challenge Rating: 8
Treasure: None, except masterwork bastard sword, masterwork scale mail and masterwork heavy steel shield
Alignment: Any lawful
Advancement: 13-20 HD (medium)
Level Adjustment: +8

This creature looks like a pile of rock and earth shaped like a humanoid wearing armor. Each step it takes seems to shake the ground. The creature stares at you with menacing glowing yellow eyes.

The Earth Elemental Knight is one of the most toughest of the existing knights. Daos use them as guards in the Great Dismal Delve, patroling through the maze in search of fugitives and unworthy slaves to punish.
The Earth Elemental Knight stands at 6 ft. tall and weighs 750 lbs.
The Earth Elemental Knight speaks Terran, Common and the language of its leader, the one who hired, summoned or compeled it.

Combat
The Earth Elemental Knight starts the battle on the ground or even underground, buried and ready to spring behing the target.
Elemental beam (Su): Once every 1d4 rounds, as a standard action, the Earth Elemental Knight can shoot a powerful beam, a stream of rocks, earth and mud, from its sword. The beam is 5 ft. wide, 5 ft. high and 50 ft. long and deals 6d6 points of bludgeoning damage. Those within the area are entitled to a reflex save (DC 18) to halve the damage. Disarming the elemental knight does not negate this ability. The save is charisma-based.
Unaffected speed (Ex): The elemental knight is unaffected by maximum dexterity bonus and speed from medium armors and lighter.
Rock Shatter (Su): On a successful strike, the Earth Elemental Knight discharges a exploding chunk of rock, dealing 1d6 points of damage. This is an ability of the knight, not the sword.

Fire Elemental Knight
Medium Elemental (Extraplanar, Fire)
HD: 12d8+24 (78 hp)
Initiative: +4
Speed: 50 ft.
Armor Class: 21 (+4 Dex, +1 natural, +4 scale mail, +2 heavy steel shield), touch 14, flat-footed 15
Base Attack/Grapple: +9/+12
Attack: Masterwork bastard sword +13 (1d10+3/19-20 plus 1d6 fire)
Full Attack: Masterwork bastard sword +13/+8 (1d10+3/19-20 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elemental beam, fire
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, unaffected speed, vulnerability to cold.
Saves: Fort +6, Ref +12, Will +5
Abilities: Str 16, Dex 18, Con 14, Int 10, Wis 12, Cha 14
Skills: Listen +17, Spot +17
Feats: Dodge, Mobility, Spring Attack, Weapon Focus (Bastard Sword).
Environment: Elemental Plane of Fire
Organization: Solitary, shock troop (1 plus 4-5 Large elementals) or unit (1 20-HD commander, 20-200 regular knights and 3-4 Elder elementals)
Challenge Rating: 8
Treasure: None, except masterwork bastard sword, masterwork scale mail and masterwork heavy steel shield
Alignment: Any lawful
Advancement: 13-20 HD (medium)
Level Adjustment: +8

This creature looks like a humanoid-shaped flame, wearing red-hot armor. Its cold blue eyes lock onto you, ready to observe you and to defeat you.

The Fire Elemental Knight is one of the most dangerous of the existing knights. Efreet use these knights as commanders and elite soldiers. They are also seen inside the City of Brass, watching.
The Fire Elemental Knight stands at 6 ft. tall and weighs 30 lbs.
The Fire Elemental Knight speaks Ignan, Common and the language of its leader, the one who hired, summoned or compeled it.

Combat
The Fire Elemental Knight charges into battle, firing its elemental beam whenever possible.
Elemental beam (Su): Once every 1d4 rounds, as a standard action, the Fire Elemental Knight can shoot a powerful beam, a line of white-hot fire, from its sword. The beam is 5 ft. wide, 5 ft. high and 50 ft. long and deals 6d6 points of fire damage. Those within the area are entitled to a reflex save (DC 18) to halve the damage. Disarming the elemental knight does not negate this ability. The save is charisma-based.
Unaffected speed (Ex): The elemental knight is unaffected by maximum dexterity bonus and speed from medium armors and lighter.
Fire (Su): The Fire Elemental Knight radiates so much heat, that merely touch the knight is painful. Each successful strike deals 1d6 points of fire damage. Anyone who grapple or strike the knight with natural weapons or unarmed strike takes damage as hit by the knight’s attack. This is an ability of the knight, not the sword or the armor.

Water Elemental Knight
Medium Elemental (Extraplanar, Water)
HD: 12d8+48 (102 hp)
Initiative: +8
Speed: 30 ft., swim 50 ft.
Armor Class: 21 (+2 Dex, +3 natural, +4 scale mail, +2 heavy steel shield), touch 12, flat-footed 19
Base Attack/Grapple: +9/+12
Attack: Masterwork bastard sword +13 (1d10+3/19-20 plus water jet)
Full Attack: Masterwork bastard sword +13/+8 (1d10+3/19-20 plus water jet)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elemental beam, water jet
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, unaffected speed.
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 16, Dex 14, Con 18, Int 10, Wis 12, Cha 14
Skills: Listen +17, Spot +17
Feats: Improved Overrun, Improved Sunder, Power Attack, Weapon Focus (Bastard Sword).
Environment: Elemental Plane of Water
Organization: Solitary, shock troop (1 plus 4-5 Large elementals) or unit (1 20-HD commander, 20-200 regular knights and 3-4 Elder elementals)
Challenge Rating: 8
Treasure: None, except masterwork bastard sword, masterwork scale mail and masterwork heavy steel shield
Alignment: Any lawful
Advancement: 13-20 HD (medium)
Level Adjustment: +8

This creature looks like a humanoid-shaped body of water and its armor seems to float on it. Looking with its glowing green eyes, it awaits the right moment to strike, as if it already knew what you will do.

The Water Elemental Knight is one of the most reckless of the existing knights. Being the perfect ship-sinking creatures, madrids enjoy leading squads to break the ship’s hull and attack its crew in distress.
The Water Elemental Knight stands at 6 ft. tall and weighs 280 lbs.
The Water Elemental Knight speaks Aquan, Common and the language of its leader, the one who hired, summoned or compeled it.

Combat
The Water Elemental Knight starts the battle underwater if possible. It then launches itself upward, striking its target off-guard.
Elemental beam (Su): Once every 1d4 rounds, as a standard action, the Water Elemental Knight can shoot a powerful beam, a stream of high-pressure water, from its sword. The beam is 5 ft. wide, 5 ft. high and 50 ft. long and deals 6d6 points of bludgeoning damage. Those within the area are entitled to a reflex save (DC 18) to halve the damage. Disarming the elemental knight does not negate this ability. The save is charisma-based.
Unaffected speed (Ex): The elemental knight is unaffected by maximum dexterity bonus and speed from medium armors and lighter. Furthermore, the Water Elemental Knight is not affected by underwater terrain.
Water Jet (Su): On a successful strike, the Water Elemental Knight discharges a water jet from its sword, dealing 1d6 points of damage. This is an ability of the knight, not the sword.

Ice Elemental Knight
Medium Elemental (Air, Cold, Extraplanar, Water)
HD: 12d8+24 (78 hp)
Initiative: +4
Speed: 30 ft., fly 60 ft. (good), swim 30 ft.
Armor Class: 21 (+4 Dex, +1 natural, +4 scale mail, +2 heavy steel shield), touch 14, flat-footed 15
Base Attack/Grapple: +9/+12
Attack: Masterwork bastard sword +13 (1d10+3/19-20 plus 1d6 cold)
Full Attack: Masterwork bastard sword +13/+8 (1d10+3/19-20 plus 1d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cold, elemental beam
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to cold, unaffected speed, vulnerability to fire.
Saves: Fort +6, Ref +12, Will +5
Abilities: Str 16, Dex 18, Con 14, Int 10, Wis 12, Cha 14
Skills: Listen +17, Spot +17
Feats: Combat Reflexes, Improved Sunder, Power Attack, Weapon Focus (Bastard Sword).
Environment: Elemental Plane of Air or Water
Organization: Solitary, shock troop (1 plus 4-5 Large elementals) or unit (1 20-HD commander, 20-200 regular knights and 3-4 Elder elementals)
Challenge Rating: 8
Treasure: None, except masterwork bastard sword, masterwork scale mail and masterwork heavy steel shield
Alignment: Any lawful
Advancement: 13-20 HD (medium)
Level Adjustment: +8

This creature looks like a crude humanoid-shaped ice sculpture, with armor, shield and sword. Its cold blue eyes represent its nature and will put you into deep freeze if you’re underestimating its fighting potential.

The Ice Elemental Knight is one of the most brutal of the existing knights. Djinnis and madrids alike, and sometimes powerful frost giants, use these knights as shock troops to put their opponenets into deep freeze at the beginning of the battle.
The Ice Elemental Knight stands at 6 ft. tall and weighs 150 lbs.
The Ice Elemental Knight speaks Aquan, Auran, Common and the language of its leader, the one who hired, summoned or compeled it.

Combat
The Ice Elemental Knight charges into battle, breaking both weapons and opponents while rushing.
Elemental beam (Su): Once every 1d4 rounds, as a standard action, the Ice Elemental Knight can shoot a powerful beam, a line of cold, from its sword. The beam is 5 ft. wide, 5 ft. high and 50 ft. long and deals 6d6 points of cold damage. Those within the area are entitled to a reflex save (DC 18) to halve the damage. Disarming the elemental knight does not negate this ability. The save is charisma-based.
Unaffected speed (Ex): The elemental knight is unaffected by maximum dexterity bonus and speed from medium armors and lighter. Furthermore, the Ice Elemental Knight is not affected by underwater terrain.
Cold (Su): The Ice Elemental Knight radiates a aura of intense cold, that merely touch the knight is painful. Each successful strike deals 1d6 points of cold damage. Anyone who grapple or strike the knight with natural weapons or unarmed strike takes damage as hit by the knight’s attack. This is an ability of the knight, not the sword or the armor.

Magma Elemental Knight
Medium Elemental (Earth, Extraplanar, Fire)
HD: 12d8+48 (102 hp)
Initiative: +8
Speed: 40 ft., burrow 40 ft.
Armor Class: 21 (+2 Dex, +3 natural, +4 scale mail, +2 heavy steel shield), touch 12, flat-footed 19
Base Attack/Grapple: +9/+12
Attack: Masterwork bastard sword +13 (1d10+3/19-20 plus 1d6 fire)
Full Attack: Masterwork bastard sword +13/+8 (1d10+3/19-20 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elemental beam, fire
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, unaffected speed, vulnerability to cold.
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 16, Dex 14, Con 18, Int 10, Wis 12, Cha 14
Skills: Listen +17, Spot +17
Feats: Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (Bastard Sword).
Environment: Elemental Plane of Earth or Fire
Organization: Solitary, shock troop (1 plus 4-5 Large elementals) or unit (1 20-HD commander, 20-200 regular knights and 3-4 Elder elementals)
Challenge Rating: 8
Treasure: None, except masterwork bastard sword, masterwork scale mail and masterwork heavy steel shield
Alignment: Any lawful
Advancement: 13-20 HD (medium)
Level Adjustment: +8

This creature looks like a pile of blacken rock streamed with lava, shaped like a humanoid wearing armor. Each step it takes burns the ground, leaving a deep imprint. The creature stares at you with menacing glowing orange eyes, just like a erupting volcano.

The Magma Elemental Knight is one of the most aggressive of the existing knights. Daos and efreet use these knights as guards and sometimes executionners, as its rage matches a erupting volcano.
The Magma Elemental Knight stands at 6 ft. tall and weighs 800 lbs.
The Magma Elemental Knight speaks Ignan, Terran, Common and the language of its leader, the one who hired, summoned or compeled it.

Combat
The Magma Elemental Knight charges into battle whether by running or burrowing, regardless of the opposing force.
Elemental beam (Su): Once every 1d4 rounds, as a standard action, the Magma Elemental Knight can shoot a powerful beam, a stream of lava and molten rocks, from its sword. The beam is 5 ft. wide, 5 ft. high and 50 ft. long and deals 6d6 points of bludgeoning damage and fire damage (half damage for each). Those within the area are entitled to a reflex save (DC 18) to halve the damage. Disarming the elemental knight does not negate this ability. The save is charisma-based.
Unaffected speed (Ex): The elemental knight is unaffected by maximum dexterity bonus and speed from medium armors and lighter.
Fire (Su): The Magma Elemental Knight radiates so much heat, that merely touch the knight is painful. Each successful strike deals 1d6 points of fire damage. Anyone who grapple or strike the knight with natural weapons or unarmed strike takes damage as hit by the knight’s attack. This is an ability of the knight, not the sword or the armor.

Ooze Elemental Knight
Medium Elemental (Earth, Extraplanar, Water)
HD: 12d8+48 (102 hp)
Initiative: +8
Speed: 30 ft., swim 30 ft.
Armor Class: 21 (+2 Dex, +3 natural, +4 scale mail, +2 heavy steel shield), touch 12, flat-footed 19
Base Attack/Grapple: +9/+12
Attack: Masterwork bastard sword +13 (1d10+3/19-20 plus 1d6 acid)
Full Attack: Masterwork bastard sword +13/+8 (1d10+3/19-20 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, elemental beam
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to acid, unaffected speed.
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 16, Dex 14, Con 18, Int 10, Wis 12, Cha 14
Skills: Listen +17, Spot +17
Feats: Cleave, Improved Overrun, Power Attack, Weapon Focus (Bastard Sword).
Environment: Elemental Plane of Earth or Water
Organization: Solitary, shock troop (1 plus 4-5 Large elementals) or unit (1 20-HD commander, 20-200 regular knights and 3-4 Elder elementals)
Challenge Rating: 8
Treasure: None, except masterwork bastard sword, masterwork scale mail and masterwork heavy steel shield
Alignment: Any lawful
Advancement: 13-20 HD (medium)
Level Adjustment: +8

This creature looks like a featureless humanoid-shaped ooze and its armor seems to float on it. Looking with its glowing black eyes, it sways and bobs, like its body is unstable.

The Ooze Elemental Knight is one of the most unpredictable of the existing knights. Daos and madrids use them as spies and infiltrators among their army.
The Ooze Elemental Knight stands at 6 ft. tall and weighs 200 lbs.
The Ooze Elemental Knight speaks Aquan, Terran, Common and the language of its leader, the one who hired, summoned or compeled it.

Combat
The Ooze Elemental Knight earned its title by almost always attacking last. It readies its sword and surprises its opponents.
Elemental beam (Su): Once every 1d4 rounds, as a standard action, the Ooze Elemental Knight can shoot a powerful beam, a line of acid, from its sword. The beam is 5 ft. wide, 5 ft. high and 50 ft. long and deals 6d6 points of acid damage. Those within the area are entitled to a reflex save (DC 18) to halve the damage. Disarming the elemental knight does not negate this ability. The save is charisma-based.
Unaffected speed (Ex): The elemental knight is unaffected by maximum dexterity bonus and speed from medium armors and lighter. Furthermore, the Ooze Elemental Knight is not affected by underwater terrain.
Acid (Su): The Ooze Elemental Knight is highly toxic and acidic, that merely touch the knight is painful. Each successful strike deals 1d6 points of acid damage. Anyone who grapple or strike the knight with natural weapons or unarmed strike takes damage as hit by the knight’s attack. This is an ability of the knight, not the sword or the armor.

Smoke Elemental Knight
Medium Elemental (Air, Extraplanar, Fire)
HD: 12d8+24 (78 hp)
Initiative: +8
Speed: 40 ft., fly 60 ft. (good)
Armor Class: 21 (+4 Dex, +1 natural, +4 scale mail, +2 heavy steel shield), touch 14, flat-footed 15
Base Attack/Grapple: +9/+12
Attack: Masterwork bastard sword +13 (1d10+3/19-20 plus 1d6 fire)
Full Attack: Masterwork bastard sword +13/+8 (1d10+3/19-20 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elemental beam, fire
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, unaffected speed, vulnerability to cold.
Saves: Fort +6, Ref +12, Will +5
Abilities: Str 16, Dex 18, Con 14, Int 10, Wis 12, Cha 14
Skills: Listen +17, Spot +17
Feats: Combat Reflexes, Dodge, Improved Initiative, Weapon Focus (Bastard Sword).
Environment: Elemental Plane of Air or Fire
Organization: Solitary, shock troop (1 plus 4-5 Large elementals) or unit (1 20-HD commander, 20-200 regular knights and 3-4 Elder elementals)
Challenge Rating: 8
Treasure: None, except masterwork bastard sword, masterwork scale mail and masterwork heavy steel shield
Alignment: Any lawful
Advancement: 13-20 HD (medium)
Level Adjustment: +8

This creature looks like a black humanoid-shaped smoke cloud with burning cinder. Its bright red eyes show a fiery rage and its sword crackles with ash and cinder sparks.

The Smoke Elemental Knight is one of the most sneaky of the existing knights. Djinnis and efreet send these knights behind enemy lines to kill leaders and commanders, as well as disabling the army.
The Smoke Elemental Knight stands at 6 ft. tall and weighs 30 lbs.
The Smoke Elemental Knight speaks Auran, Ignan, Common and the language of its leader, the one who hired, summoned or compeled it.

Combat
The Smoke Elemental Knight dives into battle from great heights and several knights often employ flanking tactics.
Elemental beam (Su): Once every 1d4 rounds, as a standard action, the Smoke Elemental Knight can shoot a powerful beam, a line-shaped cloud of ashes and cinders, from its sword. The beam is 5 ft. wide, 5 ft. high and 50 ft. long and deals 6d6 points of fire damage. Those within the area are entitled to a reflex save (DC 18) to halve the damage. Disarming the elemental knight does not negate this ability. The save is charisma-based.
Unaffected speed (Ex): The elemental knight is unaffected by maximum dexterity bonus and speed from medium armors and lighter.
Fire (Su): The Smoke Elemental Knight radiates so much heat, that merely touch the knight is painful. Each successful strike deals 1d6 points of fire damage. Anyone who grapple or strike the knight with natural weapons or unarmed strike takes damage as hit by the knight’s attack. This is an ability of the knight, not the sword or the armor.

Storm Elemental Knight
Medium Elemental (Air, Extraplanar)
HD: 12d8+24 (78 hp)
Initiative: +4
Speed: 30 ft., fly 60 ft. (perfect)
Armor Class: 21 (+4 Dex, +1 natural, +4 scale mail, +2 heavy steel shield), touch 14, flat-footed 15
Base Attack/Grapple: +9/+12
Attack: Masterwork bastard sword +13 (1d10+3/19-20 plus 1d6 electricity*)
Full Attack: Masterwork bastard sword +13/+8 (1d10+3/19-20 plus 1d6 electricity*)
Space/Reach: 5 ft./5 ft.
Special Attacks: Electricity*, elemental beam
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to electricity and sonic, unaffected speed.
Saves: Fort +6, Ref +12, Will +5
Abilities: Str 16, Dex 18, Con 14, Int 10, Wis 12, Cha 14
Skills: Listen +17, Spot +17
Feats: Combat Reflexes, Flyby Attack, Power Attack, Weapon Focus (Bastard Sword).
Environment: Elemental Plane of Air
Organization: Solitary, shock troop (1 plus 4-5 Large elementals) or unit (1 20-HD commander, 20-200 regular knights and 3-4 Elder elementals)
Challenge Rating: 8
Treasure: None, except masterwork bastard sword, masterwork scale mail and masterwork heavy steel shield
Alignment: Any lawful
Advancement: 13-20 HD (medium)
Level Adjustment: +8

This creature looks like a suit of armor, a shield and a sword floating in midair, but a humanoid-shaped thundercloud fills the gap. It stares at you with its yellow glowing eyes and is pointing its sword at you, humming and crackling with electricity.

The Storm Elemental Knight is one of the most cunning of the existing knights. Commonly used by djinnis as tactical commanders, they command flying units into unique formations and almost impossible to predict.
The Storm Elemental Knight stands at 6 ft. tall and weighs 30 lbs.
The Storm Elemental Knight speaks Auran, Common and the language of its leader, the one who hired, summoned or compeled it.

Combat
The Storm Elemental Knight starts the battle by taking the air and diving. If in charge of a unit, it will send these before entering the frey, as it prefers observing its opponent.
Elemental beam (Su): Once every 1d4 rounds, as a standard action, the Air Elemental Knight can shoot a powerful beam, a line-shaped thundercloud, from its sword. The beam is 5 ft. wide, 5 ft. high and 50 ft. long and deals 6d6 points of electricity and sonic damage (half damage for each). Those within the area are entitled to a reflex save (DC 18) to halve the damage. Disarming the elemental knight does not negate this ability. The save is charisma-based.
Unaffected speed (Ex): The elemental knight is unaffected by maximum dexterity bonus and speed from medium armors and lighter.
Electricity (Su): The Storm Elemental Knight generates a lot of electricity, that merely touch the knight is painful. Each successful strike deals 1d6 points of electricity damage. Anyone who grapple or strike the knight with natural weapons or unarmed strike takes damage as hit by the knight’s attack. This is an ability of the knight, not the sword or the armor. *There is a 10% chance per attack that the additionnal damage deals sonic damage.
 

JiCi

First Post
next: an interesting template

Energy-Touched Creature

Creating A Energy-Touched Creature

“Energy-Touched” is a template that can be applied to any creature, regardless of type. The creature must then pick an energy type: acid, cold, electricity or fire.

Challenge Rating: 1 HD to 4 HD, +1; 5 HD to 8 HD, +2; 9 HD to 12 HD, +3; 13 HD to 16 HD, +4; 16 or more HD, +5.

Immunities: The base creature gains immunity to its chosen energy.

Weakness: The base creature gains a vulnerability to the opposite energy of its chosen energy: fire vs. cold, acid vs. electricity.

Attack Options: The base creature retains its special attacks, and gains one new special attack.
Energy Blast (Su): The creature can release an energy blast made of acid, cold, electricity or fire. This blast deals 1d6 points of damage per HD (including class HD). The blast can be released once per 2d4 rounds as a standard action. A reflex save halves this damage (DC 10 + ½ HD + Cha mod). At the creation, the creature chooses a shape, which cannot be changed afterward and counts as its new special attack.
Line: 5 ft. wide x 5 ft. high x 30 ft. + 5 ft./ 2 HD long
Cone: 30 ft. + 5 ft./ 2 HD
Burst: 15-ft. radius, either at a range of 25 ft. + 5 ft./ 2 HD or centered on you.
Pillar: 5 ft. wide x 10 ft. + 5 ft./ 2 HD high, centered on the creature

Energy Bolt (Su): The creature can shoot a bolt made of its chosen energy, once per round as a standard action. Upon a successful ranged touch attack, the beam deals 1d6 points of damage equal to ¾ of the base creature’s HD (including class HD). The beam has a range of 30 ft. + 5 ft./ 2 HD, with no range increment.

Energy Touch (Su): The creature can release a blast made of its chosen energy by touch. The base creature’s natural weapons, manufactured weapons or unarmed strikes deal 1d6 points of damage. As a full-round action, the base creature can also release a much larger amount of energy with a successful melee touch attack that deals 1d6 points of damage per HD (including class HD), but it must wait 2d4 rounds to use either that ability or to deal additional damage. The base creature may suppress and resume this ability as a free action.

Energy Weapon (Su): The creature can materialize a weapon made out of its chosen energy as a free action. As a melee touch attack according the creature’s base attack bonus, the weapon deals 1d8 points of damage per 5 HD (including class HD) of the base creature. As a full-round action, the base creature can also make a melee touch attack that deals twice the damage, but it must wait 2d4 rounds to use either that ability or to materialize the weapon. The base creature may suppress and resume this ability as a free action, and does not apply its strength modifier to damage, but it can take feats that can be applied to normal weapons.

Special Qualities: The base creature retains its special qualilies, and gains one new special quality. This defensive ability can be released once every 1d4 rounds. A reflex save halves this damage (DC 10 + ½ HD + Cha mod)
Wall of Energy (Su): This ability works like the Wall of Fire spell, except it deals the appropriate energy damage.
Energized Blood (Su): when hit by a piercing or slashing weapon, a small quantity of blood bursts forth in a 5-ft. cone, dealing 1d6. Those using reach weapons are safe from this burst.
Aura of Energy (Su): The creature can activate an 10-ft. energy aura, which deals 1d6 per round, and lasts 3 rounds + 1 round per Cha mod.

Level adjustment: Same as base creature + 5
 
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JiCi

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next: another template, concerning weapons

Fell Weapon template

The aftermath of a battlefield is not a pretty sight. Corpses, burning structures and water stained by blood. What also remains is the weapons and siege engines used in this conflict. Combined with the taint of arcane energy used by spellcasters, some weapons become sentient, intelligent and with a guilty pleasure to use “itself”.
These manifestations have been archived as “Fell Weapons”, due to their fiendishly evil behaviors. Nevertheless, other Fell Weapons are created when the spirit of a mighty warrior is bound, either naturally or magically, to their weapon. These weapons are also sly to the core; they pass as intelligent magic items and then go for the kill when its “wielder” is asleep or otherwise helpless. Exceptional observers can make the difference between a Fell Weapon and a normal intelligent weapon.: It does not have any specific over the wielder nor does it have any unique powers.

Creating a Fell Weapon

Fell Weapon is an acquired template that can be applied to any weaponlike animated object (referred to hereafter as the base creature). This include melee weapons, ranged weapons and siege weapons.

Size and type: The size and type remain unchanged. The Fell Weapon also gains the Evil subtype. For a Medium character, a light weapon is a Tiny animated weapon (or two sizes smaller). This includes slings, darts, shurikens, bullets, bolts and arrows . A one-handed weapon is a Small animated weapon (or one size smaller). This includes shortbows, nets, crossbows and bolas. A two-handed weapon is a Medium animated weapon (or the same size). This includes longbows.

Hit Dice: Same as the base creature.

Speed: Light weapons has a flight speed of 40 ft (good), one-handed weapons has a flight speed of 30 ft (good) and two-handed weapons has a flight speed of 20 ft (good). Siege weapons, which are wheeled, use the speed with wheels.

Armor Class: Fell weapons gain a +4 profan bonus to armor class.

Attack: The base creature’s slam is replaced by the weapon base damage. Ranged weapons, such as crossbows and bows, use the base creature’s slam.

Full attack: A Fell weapon can attack as many times per round as its base attack bonus can permit.

Damage: A Fell weapon deals damage as the weapon. Ranged weapons, such as bows and crossbows, can either use its slam or shoot, assuming it has animated ammunitions nearby. Fell crossbows can reload them as fast as lightning.

Special Attacks: The base creature retains its special attacks, and gains this new special attack.

Thrown sprint (Su): A Fell weapon can spin itself and launch itself right at the target. Treat this attack as a normal ranged attack, except the Fell weapon uses its Strength modifier. The range increment is 20 feet or as the weapon, whichever is noted.

Special Qualities: The base creature retains its special qualilies, and gains those described below.

Flight (Su): A Fell weapon’s flight is supernatural. If it loses that ability, it cannot move, and so is effectively helpless. It may not take any actions that require movement, such as using its slam attack or taking a 5ft. step.

Speech (Su): A Fell weapon can speak with a dark, rasping voice, though this speech is supernatural.

Odd shape (Ex): A Fell weapon is treat as a creature. It cannot be sundered, tripped or disarmed. A shot weapon, like an arrow, is not destroyed.

Abilities: Str +2, Dex +4, Int 10, Wis 10, Cha 10.

Skills and Feats: Since a Fell weapon is intelligent, it gains feats and skills according to its HD. It gains skill points equal to 2 x its HD.

Organization: Any; crossbows, bows and slings usually are accompanied by Fell arrows, bolts and bullets.

Alignment: Always evil.

Challenge Rating: +2
 

JiCi

First Post
next: 3 ant-like creatures

Gem Ant worker
Tiny Magical Beast (Earth)
HD: 2d10 (12 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 20 ft, burrow 20 ft., fly 40 ft. (good)
Armor Class: 20 (+2 size, +4 Dex, +2 natural, +2 deflection), touch 18, flat-footed 16
Base Attack/Grapple: +2/-11
Attack: Bite +3 melee (1d4-1)
Full Attack: Bite +3 melee (1d4-1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Spell gem
Special Qualities: Darkvision 60 ft., low-light vision, gem deflection.
Saves: Fort +2, Ref +7, Will +5
Abilities: Str 8, Dex 18, Con 10, Int 3, Wis 14, Cha 8
Skills: Climb +12*, Listen +3, Spot +3
Feats: Great Fortitude
Environment: Any underground
Organization: Solitary, unit (2-4) or colony (1 queen and 20 warriors and 100 workers)
Challenge Rating: 2
Treasure: Standard (gem and stone only)
Alignment: Usually neutral
Advancement: 3-5 HD (Tiny)
Level Adjustment: --

Gem Ant warrior
Small Magical Beast (Earth)
HD: 6d10+6 (39 hp)
Initiative: +3
Speed: 30 ft. (4 squares), climb 30 ft, burrow 30 ft., fly 40 ft. (good)
Armor Class: 20 (+1 size, +3 Dex, +4 natural, +2 deflection), touch 16, flat-footed 17
Base Attack/Grapple: +4/+1
Attack: Bite +8 melee (1d6+1)
Full Attack: Bite +8 melee (1d6+1) and Sting +3 melee (1d4)
Space/Reach: 5 ft./0 ft.
Special Attacks: Spell gem
Special Qualities: Darkvision 60 ft., low-light vision, gem deflection.
Saves: Fort +5, Ref +8, Will +7
Abilities: Str 12, Dex 17, Con 12, Int 3, Wis 14, Cha 10
Skills: Climb +12*, Listen +7, Spot +7
Feats: Great Fortitude, Weapon Finesse, Alertness
Environment: Any underground
Organization: Solitary, squadron (3-6) or colony (1 queen and 20 warriors and 100 workers)
Challenge Rating: 4
Treasure: Standard (gem and stone only)
Alignment: Usually neutral
Advancement: 6-9 HD (Small)
Level Adjustment: --

Gem Ant queen
Medium Magical Beast (Earth)
HD: 10d10+20 (75 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 17 (-1 Dex, +6 natural, +2 deflection), touch 11, flat-footed 17
Base Attack/Grapple: +10/+13
Attack: Bite +13 melee (1d8+3)
Full Attack: Bite +13 melee (1d8+3)
Space/Reach: 5 ft./0 ft.
Special Attacks: Spell gem
Special Qualities: Darkvision 60 ft., low-light vision, gem deflection.
Saves: Fort +7, Ref +6, Will +11
Abilities: Str 16, Dex 8, Con 14, Int 3, Wis 14, Cha 12
Skills: Listen +9, Spot +9
Feats: Great Fortitude, Iron Will, Alertness, Ability Focus (Spell gem)
Environment: Any underground
Organization: Colony (1 queen and 20 warriors and 100 workers)
Challenge Rating: 7
Treasure: Standard (gem and stone only)
Alignment: Usually neutral
Advancement: 11-15 HD (Medium); 16-20 HD (Large)
Level Adjustment: --

An winged ant, about the size of a housecat, scavenge around you for food. Aside from its size, this ant has a particularity, its chest has an embedded gemstone which glows faintly. Alongside this ant is a larger insect with a vicious stinger and its gem glows brighter. At the end of the tunnel, you see a even larger ant, with a bloated abdomen and with a gemstone that illuminates the entire cavity.

Some believe these creatures were “born” by encasing a live specimen inside a enchanted gem, some think an ordinary ant touched a gem within a blasted magic area or a used spell component, and others say that gnomes tried to create new companions using gem stones and magic.
Nevertheless, these insects bred through. Furthermore, they come in multiple varieties, each with a different embedded gem stone. A colony of gem ants behave exactly like normal ants: there are workers, warriors and a queen. Unlike normal ants, they can come up with effective tactics, such as ambushes. Wizards and sorcerers sometimes take gem ants as familiars, although this creature is often subject to hunts, as its gem can actually by salvaged for profit.
A gem ant worker measures about 2 feet long and weighs around 15 pounds.
A gem ant warrior measures about 3 feet long and weighs around 45 pounds.
A gem ant queen measures about 6 feet long and weighs around 125 pounds.

Combat
Having a diet of stones and plants, a gem ant rarely engages a fight with a living prey. It usually flee when something bigger then it comes around. But when in its territory, it tries to scare the intruders off, as well as using its gem. Workers stays on the defensive while warriors surround or ambush the intruders, biting and stinging until the prey flees or falls. The queen, not very mobile, does not fight often, but it is always accompagnied by warriors and assists them with its spell gem. It defeated, the gem stops glowing, but retains its value, assuming it wasn’t too much damaged during the fight.
Gem Deflection (Su) : The stone in the gem ant radiates a minor shield, granting a +2 deflection bonus to AC on all time.
Spell Gem (Sp) : The stone in the gem ant radiates faint magic and it provides the gem a spell related ability, usable once per round. The ability depends on the gem and the caster level is equal the gem ant’s HD and the DC is 10 + 1 for 1st level + the gem ant's charisma modifier. For a typical specimen, a worker's caster level is 2nd with DC 10, a warrioir's is 6th with DC 11 and a queen is 10th with DC 14, with Ability Focus. When killed the gem retains a flicker of magic, allowing anyone to cast the spell. There's enough power for 5 charges. It is considered a command word activated wondrous item with no spell completion.
Code:
Amber		[I]Jump[/I]
Amethyst	[I]Calm Animals[/I]
Aquamarine	[I]Cure Light Wounds[/I]
Diamond	        [I]Color Spray[/I]
Emerald	        [I]Summon Nature’s Ally I[/I]
Jacinth		[I]Shocking Grasp[/I]
Jade		[I]Doom[/I]
Jet		[I]Ray of Enfeeblement[/I]
Pearl		[I]Sleep[/I]
Quartz		[I]Magic Missile[/I]
Ruby		[I]Produce Flame[/I]
Sapphire	[I]Expeditious Retreat[/I]
Topaz		[I]Hypnotism[/I]
At the DM’s option, you may add more gems and powers.
Skills: Gem ant workers and warriors have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. A gem ant can always choose to take 10 on Climb checks, even if rushed or threatened.

Gem ant workers as Familiars: A gem ant worker can serve as a familiar for wizards and sorcerers with the Improved Familiar feat and 3rd level or higher. A gem ant worker grants its master a +1 to caster level when casting the spell corresponding to the ant's spell gem, in addition of the normal familiar benefits.
 

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