Monster Ideas Thread

Sidran

First Post
This is my thread where we can begin to brainstorm and then begin to cull out monsters for the setting, and unless anyone else wants the title I would like to take up the reins on the missing monster problem.


I have already written notes on about a dozen new monsters and then just last night I began to work on Unique denziens of the Fiendish DF world. I will post my notes and critters as I write them here.


Brief teaser


Bibliotheca Daimonium

Guide to the Fiends of the Daemonforge

Storm Riders- Demons who throw lightning

Reavers - Reavers are hard to kill fiends from the Layer of Mithrask, they have a hive mind like the Formians, and many special abilities. they are giant beetle like beings with small humanoid arms capable of wielding specially crafted weapons. Believed to be the originators of Rune Magic. Their blades are treated as a +3 frost Greatsword. Also a second level of the Reaver is the Reaver Mage which has even more dark magical powers

Leanan Shee- Vampiric fiends who live off the essence of Men, highly charismatic they are mostly a danger to bards, or other creative types.

The Torpid- insubstantial demons who can possess mortals and cause them to do harm to others and them selves

Wretches- a new type of Fiend found only in Numer, the DF equivalent of hell very few of the fiend hordes that left Numer were Wretches as they prefer the stagnant atmosphere of their hellish underworld

There are four types of wretch

Plague Wretches- Plague wretches appear to be the decomposing carcasses of great metallic dragons. covered in boils, and puss these wretches spread disease and death like a wake behind them

Defiler Wretches - Defiler Wretches appear similar to a great wyrm blue dragon though on a closer inspection one can find dark crimson blotches. Everywhere a Defiler goes chaos, and rioting trail behind. They cause mortals to rage uncontrollably causing pain, and death on innocents in their wake.

Ravager Wretches- These wretches appear similar to a great red wyrm though anyone who looks upon them can see a slight orangish tent to the creatures fiery scales. Ravager Wretches are in a state of constant raging hunger that drives them into a slaughtering frenzy at the smell of even the slightest amount of spilt blood. Used effectively by the Fiend Lords on the battlefield the Ravagers are one of the only types of Wretches that came up from Numer.

Reaper Wretches- Similar to the great black wyrm, a Reaper Wretch is different only by the sheen of its scales, while a black dragon may look skeletal in appearance a Reaper drake will not, and its scales shimmer with an unholy light. Reaper Wretches entered into the World above on the behest of the Dark King. Able to steal the life of all who look into their eyes the Reaper wretch appeared in the Kessel during the first fiend war on the battlefield taking the life of fatally injured mortals, and fiends alike.

Also thinking about a type of Psionic Wretch patterned after the Styx Dragon

Wastarri- The Rust demons related to the Rust Monster, and the Rust Dragon.

Chaos Cloud- A swarm of demonic wasp like creatures whose sting carries a poison that does not kill a being but drives it momentarily insane

Dream Stalkers Demons who prey on mortals in their dreams they are a canine like bipedal demon common in the first fiend war but rarely seen in modern times.

Dhor - grey faceless fiends that are one of the regulars of the fiendblood hordes very tough in combat, but rather weak against magical foes.

Scavenger Demons- small rodent like demons who scavenge the essence of a fiendish spirit and take it back to the Arkoth to be reused. very weak beings not meant to fight but to gather up the left over spiritual remains of fallen fiends

Fiendspawn (Mortal creations of the Fiend Lords whether they be half fiends or infernal creations)

Deformities- Descendants of humans, elves and Dwarves so warped by the fiendish magic that created them that they are almost completely unrecognizable. Some appear sickeningly human in appearance. Found mostly in the dark streets of the DF Urbanity.

The Nains- all that remains of the transfigured mortal soldiers of the frontline these fiends can be found along night roads, and haunting ruins. They appear to be a man of mortal flesh with eyes that gleam crimson carbuncle. It is said that a man who comes across a Nain at eventide will find his death, a man who crosses one by noontide will breathe another breath. Nains are not as malevolent or as vile as other members of the fiend hordes and some can be found in abandoned buildings in cities such as Abbaye.


Bahnean or the night-washers are evil spirits who appear at night on the banks of streams and call on the passers-by to assist them to wash the linen of the dead. If they are refused, they seize upon the person who denies them, drag him into the water, and break his arms. They are seen in lonely places beside a pool or stream, washing the linen of those who will shortly die. In the Kessel she is said to be short of stature. If any one catches her she tells all that will befall him in the after life. In the shattered isles she is represented by a wailing spirit ( the Reu-Shan) seen walking across the midnight waves off shore.

Ankou is a malicious demon of bestial nature, able, it would seem, to transform himself into any animal shape it chooses. In general the Ankou appears to be a mortal man dressed in the natural toned habit of a druid. Closer inspection reveals a horrendous visage covered in boils, and puss. The Ankou’s eyes glow with an eldritch fire. Ankou are usually accompanied by fiendish animals that serve as their companions. Ankou are all that remains of the druids that were captured and then transformed by the Queen of the Ratling Race.

The Ratlings- the weakest of the fiends who came from Numer through the Gate of Dusk these creatures have no more in common with rats than a general rodent appearance, and a reputation for carrying disease, and plagues. They are the fastest breeding of the fiends able to produce thousands of their young from the corpse of a single mortal. To breed they simply have to bite into a corpse and release a spore that hatches 3d20 Runtlings in 2d6 days. Runtlings mature into adult Ratlings within 1 full week after their birthing.

Arkoth- The largest of the Fiendspawn, the Arkoth processes the essence of a fallen fiend and reincarnates the spirit into a new devilish host. Seen on the battlefields of the Second fiend wars harvesting (via its scavengers) the foul souls of the fallen fiends, and organic material from which it spawns new fiends. Created by the Mistress of Many.
New Demon Race

Monster types

Fiendspawn HD d8, similar to the shadowspawn of the WoT Sourcebook.
Demon (Numer’ri) Similar to Tanar’ri see below



Numer’ri related to Tanar’ri only vaguely the Numer’ri have the following abilities


Numer’ri are immune to poison, disease, and fire.

Numer’ri have cold, electricity, and acid resistance 20.

Unless noted otherwise a Numer’ri speaks infernal, and celestial. Also they are able to mimic the language of the region in which they are found.

Numer’ri can communicate telepathically with any creature within 100 feet that has a language ( Although Ratlings are more limited.)


SRD FORM Monsters


Ratling (Numer‘ri)
Small Outsider (Chaotic, Evil)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 ( Dex)
Speed: 20 ft.
AC: 17 (+1 Size, +1 Dex, +5 Natural)
Attacks: 2 claws +3 melee, bite +1 melee or by weapon
Damage: Claw 1d4, bite 1d4 or by weapon
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison, Spell like abilities
Special Qualities Scent, Telepathy Numer’ri qualities
Saves: Fort +3, Ref +4, Will + 2
Abilities: Str 10, Dex 12 , Con14, Int 9 , Wis10 , Cha 10
Skills: Hide +5, Intimidation +4, Move Silently +4
Feats: Weapon focus (bite)
_________________________________________________
Climate/Terrain: Any land and underground
Organization: Solitary, Pack (2-5), or Brood (10-100)
Challenge Rating: 2
Treasure: None
Alignment: Usually Chaotic evil
Advancement: By character class


the weakest of the fiends who came from Numer through the Gate of Dusk these creatures have no more in common with rats than a general rodent appearance, and a reputation for carrying disease, and plagues. They are the fastest breeding of the fiends able to produce thousands of their young from the corpse of a single mortal. To breed they simply have to bite into a corpse and release a spore that hatches 3d20 Runtlings in 2d6 days. Runtlings mature into adult Ratlings within 1 full week after their birthing.

Creation notes Ratlings are aggresive in large packs, but are cowardly when outnumbered. They usually have a Ratling Confessor in a pack of 10 or more a confessor is a Ratling with at least two levels as an adept. He is the Direct Voice of the Ratling Queen.

COMBAT

Ratlings prefer to attack a party in as a pack rather than trying to take on a larger force than itself. Though a single Ratling may try and subdue a single opponent if the opportunity arises. If they are outnumbered at any time during a combat they will flee, regroup, and seek to ambush their prey again.

Spell-Like Abilities: At will-darkness, scare, and telekinesis; 1/day-stinking cloud. These abilities are as the spells cast by a 2nd-level sorcerer (save DC 10 + spell level).

Telepathy (Su): Ratlings can communicate telepathically with creatures within 100 feet that speak Abyssal.

Poison (Ex): Bite, Fortitude save (DC 16); initial damage 1d6 temporary Constitution, secondary damage 2d6 temporary Constitution. Ratling saliva carries spores that pollute a bitten victim at death the spores release 3d20 Runtling larvae into the host. After an incubation period of 2d6 days the larvae will hatch out of the dead flesh consuming it as they go. A Runtling takes 1 full week to mature into an adult Ratling. A character who has been infected in this way can only be healed by a Remove Curse, Wish, or Reincarnate spell.

Numer'ri Qualities As Numer'ri ratlings are immune to poison, disease, and fire. Also ratlings have a cold, electricity, and acid resistance of 20. Ratlings speak Abyssal, and may roughly speak orcish.

RATLINGS AS PLAYER CHARACTERS

A Ratlings favored class is Barbarian.


FOR NOW WE REALLY ONLY NEED THE MONSTERS STATS A BRIEF PARAGRAPH OF DESCRIPTIVES TO HOOK THE REST OF US, MAYBE THE COMBAT SECTION OF THE WRITTEN FORM, AND THE ABILITIES IN WOTC FORM

Saves time and lets us turn out really unique and interesting monsters at a steady pace.
 
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G'baal

First Post
The kindred - The long forgotten flesh eating and seemingly mindless kindred of Numer.

The kindred (Numer'ri)
Medium sized Outsider (chaotic, evil)
Hit Dice: 5d8
Initiative: +2 (Dex)
Speed: 30ft.
AC: +18 (+2 Dex, +6 Natural)
Attacks: 2 claws +6 melee; or bite +8 melee
Damage: claw 1d6, bite 2d4
Face/Reach: 5ft. by 5ft./5ft.
Special attacks: Fear aura, Improved Grab, Spell-like abilities
Special Qualities: Damage Reduction 10/+1, Telepathy, Restoration, Numer'ri Qualities
Saves: Fort +5, Ref +7, Will +6
Abilities: Str 12, Dex 15, Con 10, Int 8, Wis 13, Cha 9
Skills: Hide +10, Move silently +10, Spot +11, Listen +11
Feats: Alertness

Climate/Terrain: Any land or underground
Organization: Solitary, pair, gang (2-5), swarm (6-15), mob (16-40), or an army (41-80)
Challenge Rating: Pending...
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 6-12 HD (Medium-size); 13-24 (Large)

One of the more weaker varieties of the Numer'ri that are trapped jst beyond the first gates of Numer. They resembled cloak bearing human corpses with many large sharp teeth. Little is known about these foul looking fiend save for the fact that there seems to be an infinite number of them. Runor has it that they are spawned deep within the Hells as simple mindless militants. They work as a swarm, devouring whatever is there target much like a school of phirana.


COMBAT

The kindred live for combat as it is there sole purpose. They will attack anything that is there target or anything they deem as a threat. Being mindless they attack without fear or care save that they attempt to destroy what they attack. In a group, they will attacj outright, swarming at there target with snapping jaws and slashing claws while a lone kindred will use stealth and shadow its prey, waiting for a better time to strike.

Fear aura(Su): The fear aura of a kindred is overwhelming to most, often freezing people in there tracks for 1d4 rounds. A will save DC 15 allows the being to ignore the effects of this specific kindreds fear aura for one day.

Improved Grab(Ex): The indred must successfully hit with a claw attack to start a grapple.

Spell-like abilities(Su): At will - Magic Circle against Good, Detect Good, Deeper Darkness, Death Knell 3/day - Invisibility, Lightning bolt (6d6)

Telepathy(Su): Can communicate with any creature having the language Abyssal.

Restoration(Su):Once the kindred is slain, it is slowly reformed in Numer over a number of years equal to its hit dice.

Numer'ri Qualities: Kindred are immune ot poison, disease, and fire. They also have a cold, electricity, and acid resistance of 20. Kindred speak Abyssal only.

Sidran, sorry about the style...I read the last bit of the post before I wrote this out.
 

G'baal

First Post
Ok, so my testing of The kindred is complete and it is safe to say that kindred have a CR of 7. Also, a few fixer-uppers: in the Fear aura I forgot to mention a range. The range of the Fear aura is a 10ft. radius centered on The kindred. The Improved Grab can also be executed through a successful bite attack and it allows an automatic bite attack each round another is held in the grapple. Another addition is Jump +9 seeing as they attack through mindlessly throwing themselves at their opponents hoping to latch onto them with their jaws. Hp for them is 33. Ok, thats all...The kindred is complete...enjoy.
 

Sidran

First Post
Thanks you weren't holding me back and the format you gave is fine, It is awesome that you already play tested them.

I am held back by other projects namely Abbaye at the moment. But I have been working on the Reaper which is a CR 18 creature or there abouts
 

G'baal

First Post
Guta - The personal mercenary of Jaalek.



Guta (Numer'ri)

Medium sized Outsider (lawful, evil)
Hit dice: 40d8 + 280 (303 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: +43 (+8 Dex, +8 Bracers of Armor, +5 Ring of Protection, +12 Natural)
Attacks: +5 vorpal unholy shortsword "Scorpius" +50/+45/+40/+35/+30/+25/+20/+15 , bite +50 melee; or 2 claws +48 melee
Damage: +5 vorpal unholy shortsword "Scorpius" 1d6+10, bite 1d8+10, claw 2d4+8
Face/Reach: 5ft. by 5ft./5ft.
Special attacks: Fear aura, Sneak attack, Spell-like abilities, Death attack
Special Qualities: Damage Reduction 30/+3, See in Darkness, Telepathy, SR 38, Numer'ri Qualities
Saves: Fort +25, Ref +28, Will +30
Abilities: Str 30, Dex 27, Con 24, Int 34, Wis, 31, Cha 20
Skills: Balance +48, Bluff +45, Climb +50, Forgery +52, Disable Device +52, Escape Artist +48, Hide +48, Innuendo +52, Intimidate +45, Jump +50, Listen +50, Move Silently +48, Open Lock +48, Pick Pocket +48, Read lips +52, Use magic device +45, Spot +50, Swim +50, Tumble +48, Search +52
Feats: Ambidexterity, Combat Casting, Dodge, Mobility, Endurance, Improved Initiative, Lightning reflexes, Iron will, Great fortitude, Prone fighting

Climate/Terrain: Any land or Underground
Organization: Solitary
Challenge Rating: 21
Treasure: Double standard
Alignment: Always Lawful Evil
Advancement: By character class

Guta is the personal mercenary of Jaalek. He recieves direct orders from Jaalek and does what he is asked to do. In most cases, his job is to eliminate some other being. He has become very good at stealth and has learned the art of assassination. At the very moment, according to myth, Guta was not trapped in numer like his master. Supposedly Guta is on some mission of seek and destroy. It is also rumored that Guta seeks the release of Jaalek, his personal master.


COMBAT

Guta uses stealth to attack an opponent. He will try to catch them off guard and attempt to simply assassinate them. He uses his spell-like abiltities to help him be more stealth or to give him and unfair advantage. If out in the open, Guta will try his hand at swordsmanship and attack with Scorpius. If all else begins to fail, he will turn to his spell-like abilities to give him a boost.

Fear aura(Su): The fear aura of a Guta is not overwhelming to most, though it can freezing people in there tracks for 1d6 rounds. A will save DC 30 allows the being to ignore the effects of this aura for one day.

Sneak attack(Ex): Exactly like a rogues sneak attack and deals +15d6 damage on a successful sneak attack.

Spell-like abilities(Su): at will - detect magic, detect good, invisibility, foresight, deeper darkness, greater scrying, miagic circle against good, knock, spider climb, ventriloquism, greater dispelling, wall of force, wall of fire, feeblemind, unholy aura, fire storm, blasphemy, circle of doom, circle of death, bestow curse, inflict critical wounds, clairvoyance/clairaudience, insanity, mislead, teleport without error

Death attck(Ex): Exactly the same as an assassins Death attack. The DC is 32, on a failed throw, Guta may choose death or paralysis. On a successful save, it instead deals sneak attack damage.

Numer'ri Qualities: Guta is immune to poison, disease, and fire. He also has cold, electricity, and acid resistance of 20. He can speak Common, Abyssal, Infernal, and Celestial.

Telepathy(Ex): Guta can communicate with any being within a 100ft. radius. Guta speaks Common, Abyssal, Infernal, and Celestial.

Scorpius - The shortsword Scorpius is Gutas prized weapon, crafted for him by his master, Jaalek. With each hit of the blade, the opponent must make a fortitude save DC 30 or become paralyzed for 1d6 rounds.

So...there is Guta...not 100% complete, but mostly. Guta is no ral power hitter though. If you have any questions about him...let me know. Now...I go to work on that template.

Edited: Ok, Guta is complete. I play tested him against Celestials and Dragons so I am pretty sure he is good to go. His sword is nice in combat...just imagine it being used on a weaker creature. Anyways, there he is.

Re-edited: Ok, a really minor adjustment was made to Guta.
 
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G'baal

First Post
Sahgurim - The remanents of those whom betray the dark lord, Yogsathoth.

Sahgurim

The Sahgurim are the remanents of those slaves that rebel against Yogsathoth. If any commit treason in his eyes they deserve the worst punishment that he can give them. The Sahgurim are what is left of those creatures that decided to take on the dark lord. The creature is taken away and granted an immortal life...though it is one of immortal pain and suffer as they are tortured for years and thus driven permanently insane. They then become nothing, begging always for forgiveness, for an end to there suffering. They constantly weep and cringe, yell and howl as they suffer forever more.

CREATING A SAHGURIM

Sahgurim

The Sahgurim are the remanents of those slaves that rebel against Yogsathoth. If any commit treason in his eyes they deserve the worst punishment that he can give them. The Sahgurim are what is left of those creatures that decided to take on the dark lord. The creature is taken away and granted an immortal life...though it is one of immortal pain and suffer as they are tortured for years and thus driven permanently insane. They then become nothing, begging always for forgiveness, for an end to there suffering. They constantly weep and cringe, yell and howl as they suffer forever more.

CREATING A SAHGURIM

"Sahgurim" is a template that can be added to any creature. The creature loses all abilities it had prior to becoming a Sahgurim.

Hit dice: Change to d8
Speed: Same as character
AC: The character loses all goods including armor and magical items...anything such as Dex bonus, Wisdom bonus, Size mod. all remain.
Damage: The creature gains bite and claw attacks on the list:

Size Bite Claw
Fine 1 -
Diminuitive 1d2 1
Tiny 1d3 1d2
Small 1d4 1d3
Medium-size 1d6 1d4
Large 1d8 1d6
Huge 2d6 1d8
Gargantuan 2d8 2d6
Colossal 4d6 2d8
(+Str mod) (+Dex mod, with two attacks)
Special Qualities: Loses all prior abilities.
Damage Reduction(Su): Gains damage reduction 10/+1 due to increased toughening of the skin from continuous beatings.
Insanity(Ex): Because of all the trauma they go through, they become permanently insane as affected by an insanity spell.
Saves: +2 Fort, +2 Ref, -4 Will
Abilities: -4 Int due to the trauma, +4 Con due to growing endurances.
Skills: +4 spot and listen checks as they have become more aware of things about them.
Feats: As character

Climate/Terrain: Any land or underground
Organization: Solitary; or troupe (2-8)
Challenge rating: Base creature: Up to 6 HD -2, 7 HD to 12 HD -4, 13 HD to 20 HD -6, 21 HD to 30 HD -8...and so on.
Treasure: None
Alignment: Any Evil
Advancement: By character class

And so there it is...the template for the Sahgurim. For playing purposes...most Sahgurim are intensely insane often weeping and begging forgiveness. They have a hadr time working with others as they are often preoccupied with there grovelling. They are not meant to be player characters...although, through happenstance they could become one. Add it in. Enjoy.
 

Sidran

First Post
Reaver (Numer‘ri)
Huge Outsider (Chaotic, Evil)
Hit Dice: 15d8+75 (139 hp)
Initiative: +1 ( Dex)
Speed: 40 ft. Burrow 60 ft
AC: 23 (-2 Size, +2 Dex, +13 Natural)
Attacks: 2 claws +17/+12/+7/+2 melee, or +3 Frost Greatsword
Damage: Claw 2d4, bite 2d6, or Frost Greatsword 2d6 +1d6
Face/Reach: 15 ft. by 15 ft./ 10 ft.
Special Attacks: Stench, trample, stun
Special Qualities Hive mind, damage reduction 20/+2, SR 25, telepathy, Numer'ri qualities
Saves: Fort +13, Ref +8, Will + 10
Abilities: Str 28, Dex 14 , Con 21, Int 9 , Wis13 , Cha 16
Skills: Bluff +14, Concentration +15, Hide +10, Listen +24, Move Silently +12, Scry +14, Search +14, Sense Motive +15, Spellcraft +14, Spot +24
Feats: Cleave, Multiattack, Multidexterity, Multiweapon Fighting, Power Attack Weapon Focus (Claw)
_____________________________________________________________
Climate/Terrain: Any land and underground
Organization: Solitary, Brood (10-100), or Hive (100+)
Challenge Rating: 19, Reaver Mage 21
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 16-29 HD (Huge), 30-43 HD (Gargantuan)


Reavers are beetle like fiends from the dark pit of Numer, dark mountains amongst the lithe shadows of their lesser companions these beings live a putrid and corrupt life in the bowles of the world corrupting its soil, and tainting those who live in the world above. Reavers occasionally creep up out of their foul abodes to wreak havoc on the Kessel, and the Mountains.

Reavers have not been spotted for over four hundred and fifty years, though a dark tiding from the Ravenswood has placed an entire brood lurking in the grasp of a Powerful Reaver Mage. It is not uncommon, however to find relics made from the rune engraved carapice of the dreaded Reaver Mages who are thought to have been the first wielders of the Runic magic. Relics include armour, weapons, shields, and many other items.

It is said to eat the brain of a reaver gives one the memories of the hive, and imbues those who consume it with a thirst for more of the reavers addictive mind.


COMBAT

A Reaver is a ferocious beast who will strive to use its brute strength and overwhelming height against an opponent, opting to trample smaller foes first and deal with bigger threats later. When in large groups, or when led by a Reaver Mage they will become more tactful attempting to ambush a party as a whole using the information garnered by the Mage to target opponents with magic items first.

Hive Mind (Ex): All Reavers within twenty miles of a Reaver mage are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Reaver in a group is considered flanked unless all of them are.

Trample: (Ex) Reavers can move through a space occupied by a creature of medium or smaller size as a full round action. Opponents can make opportunity attacks against the Reaver, but if they do so they are not entitled to a saving throw. Those who do not attempt opportunity attacks must succeed at a Reflex save (DC 18) or be trampled; on a success, they are pushed back or aside (opponent’s choice) as the Reaver moves forward. A character who fails his save takes 2d6 points of slam damage, are considered as being trampled by the Reaver.

Stench (Ex): A Reaver produces a foul-smelling scent whenever it is in combat. All creatures (except other Numer’ri) within 10 feet must succeed at a Fortitude save (DC 17) or be overwhelmed by nausea, and despair. They are rendered helpless from gagging and vomiting for as long as they remain in the affected area and for 1d4 rounds afterward. Creatures who successfully save suffer a -2 morale penalty to attack rolls but cannot be affected again by the same Reaver’s stench for one day. Also affected creatures must succeed at a Will save (DC 18) or flee in utter despair for 1d4 rounds.

Stun (Su): A Reaver can stun a humanoid creature with a look. This is not a gaze attack, and the target need not meet the Reavers gaze. This ability has a range of 60 feet; an affected opponent must succeed at a Will save (DC 18) or be stunned for 1d4 rounds.

Telepathy (Su): Reavers can communicate telepathically with any creature within 100 feet that speaks Abyssal

Half Damage (Ex): Any nonmagical attack against a Reaver, including hits from enchanted weapons, deals only half damage. This effect does not stack with the Reaver’s damage reduction; apply either the damage reduction or the half damage, whichever results in the least amount of damage suffered.

REAVER MAGE ABILITIES

As with normal Reavers with the following exceptions.

Spell-Like Abilities: At will-blasphemy, deeper darkness, desecrate, detect good, detect law, greater dispelling, pyrotechnics, read magic, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight, and wall of fire; 1/day-fire storm and implosion. These abilities are as the spells cast by a 20th-level sorcerer (save DC 13 + spell level).

Smite (Su): Three times per day a Reaver can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Affected creatures take 15 points of damage (Reflex half DC 18). They also must succeed at a Will save (DC 18) or be in a stupor for 1d10 rounds as visions of their worst fears hound them. They receive full Dexterity and shield bonuses to AC if attacked but can take no actions. Other Numer’ri are immune to this effect.

Dance of Ruin (Su): A Reaver mage slowly and rhythmically begins to work a dance of symmetry that forms a ritual of foul energy that unleashes in a volatile rush outward in a 100-foot radius. All non Numer’ri creatures within the radius take 2d20 points of damage (Reflex half DC 15). Forcing the Mage to stop its dance breaks the ritual, A Reaver mage can only use this ability once per week.

Detect Magic (Su): Reaver Mages continuously detect magic as the spell cast by a 20th-level sorcerer.

Psionics (Sp): At will-astral projection, charm monster, detect thoughts, levitate, invisibility, and suggestion. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13 + spell level).
 

Sidran

First Post
The Avem Once beautiful beasts that roamed the Ravenswood in herds. the Avem are now twisted and tainted beyond recognition. Once they were fair beasts related to the noble pegasi, with manes the color of the rainbow and feathered bodies as silvery white as winters snow. While never they appeared as a horse being more in the likeness of a deer. They were always beloved by the Sidhe as a uniquely wonderous breed. Now however their manes, and feathery fur are missing revealing scarred and blemished skin their wings have the appearance like a bats. The fair lines of the forest deer have been mangled into that off a strangly disfigured rat like beast.


Vrell Vrell are a shadowy form of primate that lives in the darkness of the Ravenswood thriving off unlucky creatures caught in the bires or poisoned by the Adder Vines.

Adder Vines Like assasin vines with poisonous thorns that paralyze a victim and strangling them sending feeding tubes throught the victims flesh to get the sustainance it needs.


Blue Metal Hounds A creature that hunts down veins of the substence known as blue metal. Favored by the Gnomes for its ability to find the ore that lets them build the flying ships.

Darkling Walker A type of Goblinoid known as Darklings that dwell deep in the sewers and under lands of the Kessel feeding of refuse and the dead. Appearing as a dark skinned goblin with pale white eyes they tend to hunt rats, and collect anything of value (or not) found in the subterrainial lands)

Girrame These long necked creatures can be found in the savannahs on the edge of the burning lands. much like Girrafes

Kesselan Firecats Animal of the Kessel
 
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G'baal

First Post
Aukiln - The three-eyed dog fiends of numer.

Aukiln (Numer'ri)

Medium sized Outsider (Chaotic, Evil)
Hit dice: 4d8+20 (42 hp)
Initiative: +6 (+2 Dex, +4 Improved intiative)
Speed: 60ft.
AC: +16 (+2 Dex, +4 Natural)
Attacks: Bite +8 melee
Damage: Bite 1d6+4
Face/Reach: 5ft. by 5ft./5ft.
Special attacks: Trip, Bay, Frightening presence
Special Qualities: Scent, Numer'ri Qualities
Saves: Fort +9, Ref +6, Will +6
Abilities: Str 18, Dex 14, Con 20, Int 6, Wis 14, Cha 11
Skills: +8 Listen, +8 Spot*, +8 Wilderness lore*
Feats: Dodge, Improved initiative

Climate/terrain: Any land or underground
Organization: Solitary, pair; or pack (5-12)
Challenge rating: 6
Treasure: None
Alignment: Usually Chaotic Evil
Advancement: 5-6 HD (Medium size), 7-12 HD (Large), 13-20 HD (Huge)

The Aukiln are dog-like fiends that run amok throughout the open areas of numer. The Aukiln look like skinny dogs with sharp bony horn like protrusions coming from there backs and head. Most noticeable of all about the Aukiln is the three red eyes that dominate their heads. They often live in packs being run by the biggest and strongest Aukiln of the pack. They run about the open spaces preying on anything they see move, thus keeping the open spaces in numer quite unpopulated. There have also been some Aukiln that have been trained as mounts and guards by the other various denizens of numer.


COMBAT

The Aukiln are great in combat situations, often employing pack tactics to take down larger creatures. The Aukiln often use circling techniques and using their knowledge of the terrain to their advantage. In all out combat, they rely on there sharp teeth and strength, attempting to rip their opponents to shreds. This is all enhanced by the unnatural abilties that the Aukiln have about creating fear in others.

Trip(Ex): An Aulin that hits with its bite attack may trip its opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attept fails, the opponent cannot react to trip the Aukiln.

Bay(Su): When an Aukiln howls all creatures except for evil outsiders must make a will save of 12 or become panicked for 2d4 rounds.This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that same Aukilns bay for one day.

Frightening Presence(Ex): When an Aukiln is within 30ft. of a creature and snarls, barks, growls, or attempts any quick movements the opponent must make a will save of 12 or become frightened for 1d4 rounds.

Numer'ri Qualities(Ex): The Aukiln are immune to poison, disease, and fire. They are also have cold, electricity, and acid resistance 20. They cannot telepathically communicate as other Numer'ri do.

Skills: Aukiln recieve a +4 racial bonus to spot checks due to the fact that they have three eyes. They also recieve a +4 bonus to Wilderness lore while tracking by scent.
 
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Sidran

First Post
Dark Huntsmen

First created by the Order of the Foul, the Dark Huntsmen are diabolical undead creatures out of nightmare. Completely loyal to their nefarious masters these creatures track, and slaughter the enemies of the Order.

From a distance the Dark Huntsmen will appear as if a shrouded woodsmen, or ranger. When seen in light however the Huntsmen appear similar to a Ghast, with the exception that the Huntsmen have cold intelligent eyes that emanate a tangible hatred for all life. Its clothing is torn and ragged with the earth of the grave still clinging to it. The foul stench of rot, and soil roll in waves with each step that the creature takes.

The Dark Huntsmen are an Intelligent breed of undead, capable of giving commands to lesser undead such as Ghouls, or Zombies. They carry the possessions they owned in life, and horde items of magic which they take back to their Master. Dark huntsmen speak fluently in the language of their previous life, and most are able to speak common. Some Dark Huntsmen are followed by their Eldritch Companions of old and their is a 10% chance that a Huntsmen will be in the company of 1d6 Eldritch creatures of the DM’s choosing. Unaffected by daylight the Dark huntsmen can if careful continue to hunt its target by daylight. This is a rare bit of knowledge that perhaps a bard or a wizard might know ( DC 38)

Creating a Dark Huntsmen

“Dark Huntsmen” is a template that can be added to any aberration, dragon, giant, humanoid, magical beast, monstrous humanoid, or shapechanger. The creature (referred to hereafter as the ‘base creature’) must have an Intelligence score of at least 8. The creature’s type changes to ‘undead’. It retains most of the base creatures abilities and statistics change slightly.

Hit Dice: Increase to d12
Speed: Same as base creature
AC: Dark Huntsmen gain a +5 Natural bonus to their AC due to the difficulty to take them down.
Damage: Dark Huntsmen are dangerous undead indeed, prefering to use their weapon from life to attack their victims.

Special Attacks: The Dark Huntsmen does not retain any of the base creature’s special attacks. It instead gains the following listed below.

Foul Stench Aura(Su): All Dark Huntsmen radiate a 60-foot-radius of the foul stench of undeath. While this aura does not damage living things, it spoils food and drink, and will cause characters who fail a fortitude save (DC 15) to grow nauseous. Characters effected in this way get -1 to their save rolls, and a -2 to attack, and damage rolls

Detect Living (Su): A Dark Huntsmen can sense living creatures up to 100 feet away, and once per week it may single out one living creature by calling the creatures name. This ability pin points the whereabouts of the creature within 50ft feet.

Chill Touch (Su): When a Dark Huntsmen touches a victim, the victim must make a Fortitude save or lose an additional 1d6 damage due to the extremely cold temperature of the Huntsmen's touch

Summon Pack (Su): Once per night the Dark Hunter can summon a pack of four Eldritch Wolves. The pack is under the complete and total control of the Hunter. The pack disappears with the coming of dawn and may not be resummoned again until after dusk.

Special Qualities: A Dark Huntsmen gains the following special qualities plus the ones it had in life.

Turn Resistance (Ex): A Dark Huntsmen has a turn resistance of +4.

Heat Vulnerability (Ex): Dark Huntsmen are especially vulnerable to heat, and fire attacks. They take double damage from such attacks unless they make their saves (in which case they take half damage).

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of an Dark Huntsmen at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Saves: Same as base creature.

Abilities: Same as base creature except that Dark Huntsmen have no Constitution score.

Skills: Dark Huntsmen receive a +8 racial bonus to Hide, Listen, Search and Spot checks. Otherwise same as base creature.

Feats: Track, Alertness, otherwise same as base creature

Climate/Terrain: Any land or underground
Organization: Solitary, Pod (2)
Challenge Rating: Same as base creature +2
Treasure: Standard, ( What was carried by the base creature)
Alignment: Any Evil
Advancement: Same as base creature


Sample Dark Huntsman

Thamilis ( Elf, High)
Medium-sized Undead
Hit Dice:
3d12 (24 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 17 (+1 Dex, +1 Deflection Bonus, +5 Natural)
Attacks: Chill touch, Longsword + 1 Melee Longbow +2 Ranged
Damage: Chill touch ( see text for damage), Longsword 1d8+1, Longbow 1d8+1
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: Foul Stench Aura, Detect Living, Chill Touch, Spells
Special Qualities: Undead, Turn Resistance +4, Unnatural Aura, Heat/Fire Vulnerability, Spell Vulnerability
Saves: Fort +4, Ref +2, Will +2
Abilities: [/b]Str 15, Dex 13, Con --, Int 12, Wis 7, Cha 12
Skills: Hide +17*, Listen +13*, Search +15*, Spot +13* Craft +8, Gather information +3, Hide +1, Intuit direction +2, Knowledge (arcana) +7, Listen +1, Move silently +2, Scry +7, Search +4, Spellcraft +8, Spot +1;
Feats: Combat casting, Improved Initiative
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Sorcerer Spells Known (6/6): 0th -- Detect Magic, Detect Poison, Light, Prestidigitation, Read Magic. 1st -- Magic Missile, Shield, Sleep.
CR: 5
Alignment: Neutral Evil
Languages Spoken: Common, Elven, Sylvan.
 
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