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Monster Revisions

dante58701

Banned
Banned
And then we have lihuagin.

Lihuagin
Medium Monstrous Humanoid (Aquatic, Reptilian)
Hit Dice: 3d8+3+3 (18 hp)
Initiative: +1 (+1 Dexterity)
Speed: 30 ft. (6 squares), swim 60 ft.
Armor Class: 13 (+1 Dexterity, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+5
Attack: Talon +5 melee (1d4+2) or harpoon +5 melee (1d8+3) or harpoon +4 ranged (1d8+3)
Full Attack: Harpoon +5 melee (1d8+3) and bite +3 melee (1d6+1); or 2 talons +5 melee (1d4+2) and bite +3 melee (1d6+1); or harpoon +4 ranged (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood frenzy, rake 1d4+1
Special Qualities: Amphibious, blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light blindness, speak with crosarks
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9
Skills: Handle Animal +4*, Hide +6*, Listen +6*, Profession (hunter) +3*, Ride +3, Spot +6*, Survival +3*
Feats: Great Fortitude, Multiattack B, Toughness
Environment:Warm aquatic
Organization: Solitary, pair, team (5–8), patrol (11–20 plus 1 3rd-level lieutenant and 1–2 crosarks), band (20–80 plus 100% noncombatants plus 1 3rd-level lieutenant and 1 4th-level chieftain per 20 adults plus 1–2 crosarks), or tribe (70–160 plus 100% noncombatants plus 1 3rd-level lieutenant per 20 adults, 1 4th-level chieftain per 40 adults, 9 4th-level guards, 1–4 underpriestesses of 3rd–6th level, 1 7th-level priestess, and 1 baron of 6th–8th level plus 5–8 crosarks)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 4-7 HD (Large), 8–15 HD (Huge), or by character class
Level Adjustment: +2 (+3 if four-armed)

This reptilian humanoid has scaly skin with webbed fingers and toes, and sharp fangs fill its mouth. It has a long tail ending in a curved fin, and it has fins on its arms, back, and head. Its great, staring eyes are deep black.

Lihuagin are marine predators superbly adapted to undersea hunting. Also known as sea dragon, these beings dwell in coastal waters, forming organized groups that raid shore communities.

Most lihuagin feature green coloration, darker along the back and lighter on the belly. Many have dark stripes, bands, or spots, but these tend to fade with age. An adult male lihuagin stands roughly 6-7 feet tall and weighs about 200-250 pounds.

Lihuagin are the natural enemy of aquatic elves, lizardfolk, and sahuagin. They cannot coexist peacefully: Wars between them are prolonged, bloody affairs that sometimes interfere with shipping and maritime trade. Lihuagin have an only slightly less vehement hatred for tritons.

Lihuagin speak their own language, Lihuagin, a derivative of Draconic and Sahuagin. Thanks to their high Intelligence scores, most lihuagin also speak two bonus languages, usually Aquan and one other language.

Combat

Lihuagin are savage fighters, asking for and giving no quarter. When swimming, a lihuagin tears with its feet as it strikes with its talons or a weapon. About half of any group of lihuagin are also armed with nets.

When lihuagin raid surface dwellers’ communities, they venture ashore on dark, moonless nights to slaughter the inhabitants and livestock for food. They attack ships by swarming up from all sides, leaving a portion of their forces in the water as reinforcements or to deal with opponents the raiders throw into the sea.

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

Blindsense (Ex): A lihuagin can locate creatures underwater within a 30-foot radius. This ability works only when the lihuagin is underwater.

Blood Frenzy: Once per day a lihuagin that takes damage in combat can fly into a frenzy in the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and takes a –2 penalty to Armor Class. A lihuagin cannot end its frenzy voluntarily.

Freshwater Sensitivity (Ex): A lihuagin fully immersed in fresh water must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for round. On subsequent rounds, they are dazzled while operating in bright light.

Rake (Ex): Attack bonus +3 melee, damage 1d4+1. A lihuagin also gains two rake attacks when it attacks while swimming.

Speak with Crosarks (Ex): Lihuagin can communicate telepathically with crosarks up to 150 feet away. The communication is limited to fairly simple concepts such as “food,” “danger,” and “enemy.” Lihuagin can use the Handle Animal skill to befriend and train crosarks.

Skills: A lihuagin's tail gives it a +4 racial bonus on Balance and Jump checks. A lihuagin 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.

*Underwater, a lihuagin has a +4 racial bonus on Hide, Listen, and Spot checks.

*A lihuagin has a +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of its home.

*A lihuagin has a +4 racial bonus on Handle Animal checks when working with crosarks.

Lihuagin Mutants

About one in two hundred lihuagin fusions has four arms. Such creatures can make four claw attacks or use extra weapons, in addition to the claw and bite attacks.

If a community of aquatic elves is located within 100 miles of a lihuagin community, about one in one hundred lihuagin looks just like an aquatic elf, if a community of lizardfolk is located within 100 miles of a lihuagin community, about one in one hundred lihuagin looks just like a lizardfolk, and if a community of sahuagin is located within 100 miles of a lihuagin community, about one in one hundred lihuagin looks just like a sahuagin. These creatures are called malenti. Sahuagin malenti are statistically unchanged from the base lihuagin, while aquatic elven and lizardfolk malenti have a swim speed of 40 feet and have freshwater sensitivity and light sensitivity (dazzled in bright light). Aquatic elven malenti have no natural attacks. All malenti are otherwise identical with lihuagin.

Lihuagin Society

The sea dragons live by a code of ritualized behavior developed over millennia. Every member of a lihuagin community knows its place well—and remains there. The lihuagin pride themselves on self-sufficiency and strict adherence to their social code. Unfortunately for others, one of their core beliefs is that the survival of the lihuagin depends on ruthlessly eradicating anything that is not lihuagin.

Lihuagin dwell in communities of varying sizes, from villages to cities, built of stone and other natural materials deep beneath the ocean waves. The creatures employ a variety of defenses, both passive (such as seaweed camouflage) and active (such as traps and tame crosarks), to protect their communities. Elite groups of senior males (especially the four-armed ones) rule each community: A baron governs a village, while a prince rules approximately twenty villages. Lihuagin kings rule much larger territories and dwell within cities having as many as six thousand inhabitants. A lihuagin kingdom generally covers an entire seacoast, with villages and towns at least 100 miles apart. Lihuagin clerics function as teachers and keepers of lore, controlling religious life in their communities. Despite the presence of these priestesses within their society, the superstitious sea dragons distrust and fear magic.

The patron deity of lihuagin is Klufarghin, the first of their kind.

Lihuagin Characters

A male lihuagin’s favored class is ranger, and most lihuagin leaders are rangers. Most lihuagin fusion rangers choose humanoids (elves) or monstrous humanoids (lizardfolk or sahuagin) as their favored enemy. Female lihuagin favor the cleric class. Lihuagin clerics worship Klufarghin. A lihuagin cleric has access to two of the following domains: Evil, Law, Strength, or War (favored weapon: harpoon).


Crosark
Large Aberration (Aquatic)
Hit Dice: 6d8+30+3 (63 hp)
Initiative: +1 (+1 Dexterity)
Speed: 30 ft. (6 squares), Swim 45 ft.
Armor Class: 16 (+1 Dexterity, +6 Natural -1 Size), touch 11, flat-footed 15
Base Attack/Grapple: +4/+15
Attack: Bite +8 melee (2d6 +15) or Tail +8 melee (2d8+13)
Full Attack: Bite +8 melee (2d6 +15) and Tail +8 melee (2d8+13)
Space/Reach: 10 ft./5 ft. (30 ft. with tail)
Special Attacks: Improved grab, thrash (2d6 +15)
Special Qualities: Amphibious, blindsense 30 ft., keen scent, low-light vision, sprint (9)
Saves: Fort +7, Ref +3, Will +6
Abilities: Str 28, Dex 13, Con 20, Int 2, Wis 12, Cha 2
Skills: Hide +1*, Listen +2, Spot +2, Survival +5*, Swim +19*
Feats: Alertness, Awesome Bite (b), Improved Natural Attack, Toughness
Challenge Rating: 7
Advancement: 7 HD (Large), 8-15 HD (Huge)

An amphibious reptilian beast undulates through the water, creating virtually no wake in it's passage. Calmly slipping up behind it's prey, it opens it's vast maw of teeth, then drags it's kicking and screaming victim below the surface of the sea.

Crosarks are the aberrant creation of the lihuagin. A fin-limbed fusion of saltwater crocodile and thresher shark, they are quite deadly and equally adept on land or in water. An unnatural predator of extremely deadly proportions, it can only be tamed by the lihuagin, to whom it is a most pliable and violent servant.

Crosarks are about 12 ft. in length, not including their slender whip-like tails, which measure some 36 ft. in length. Crosarks weight about 3,600 pounds, due to their enormous size and extreme muscular density.

Crosarks do not speak, though they do understand lihuagin, barely.

Combat

Crosarks may circle for several minutes before moving in to kill with their bite. They will often make exploratory bites to test the suitability of the prey for feeding. They do attack any creature that can be perceived as food and have even been known to attack small boats. They are not overly aggressive, but they are not timid and are considered a danger to the survivors of sunken ships. They may gather in large numbers near a food source and engage in a “feeding frenzy.”

Crosarks also hunt using an ambush technique. They lie in wait near the edge of the sea. When their prey comes to the edge, they will leap up to snatch it and then drag their prey underwater. They cannot chew, so they break up the prey into chunks by biting and thrashing. The crosark’s Awesome Bite feat adds an additional +6 damage to its Bite attack.

Crosarks need to keep moving forward to breathe. If injuries or obstacles prevent them from moving forward, they will sink and drown.

Amphibious (Ex): Although a crosark is aquatic, it can survive indefinitely on land.

Blindsense (Ex): A crosark can locate animals underwater within a 30 ft. radius. This ability works only when the shark is underwater.

Improved Grab (Ex): A crosark must hit with its Bite attack to use this ability. It can then attempt to start a Grapple as a free action without provoking an Attack of Opportunity. If it wins the Grapple check, the crosark establishes a hold on the opponent with its mouth and may commence a Thrash attack (see below) or drag it into deep water, attempting to Pin it to the bottom. The crosark can use this ability against opponents that are of equal size or smaller.

Keen Scent (Ex): A crosark can notice animals by scent in a 180 ft. radius. They can detect blood in the water at ranges of up to a mile.

Thrash (Ex): During each round that the crosark maintains its Grapple (see Improved Grab), it can cause 2d6+15 damage to its prey by shaking it's head vigorously back and forth, causing more laceration damage or by spinning on it's own axis and thereby tearing limbs and chunks of flesh from its prey. If the prey is of equal or smaller size, the crosark will be able to thrash the whole body of its prey back and forth, causing injury through dislocation of the prey’s neck or other joints. Eventually it tears apart the prey’s body.

Skills: A crosark has a +8 racial bonus on Swim checks to perform a special action or avoid a hazard, and a +8 racial bonus on Survival checks. It can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. It can use the run action while swimming, provided that it swims in a straight line.

* A crosark gains a +4 racial bonus on Hide checks when in the water. Also, a crosark can lie in the water with only it's eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

*A crosark gains a +2 bonus to Survival from it's Alertness feat and its Keen Scent special quality. It may only use it's Survival skill in its native habitats.
 
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dante58701

Banned
Banned
Divine Handicap

Alymara's Insanity (Ex)
Alymara's Insanity, named so for it's victim.
Prerequisites: Alymara.
Handicap: Alymara is insane, although his insanity is not readily apparent and does not hinder him in any readily apparent way. Alymara's particular insanity is his inability to restrain himself from genetic research and development now and again. For 1 full day (24 hours), every 1d100 days (1d100 24 hour periods), Alymara feels an overwhelming compulsion (Alymara must make successful Will save (DC equal to Alymara's character level) to resist, not that he'd really want to unless he was really busy with something else) to create some new form of life. During this day (one 24 hour period), he is free to defend himself, his allies, his creations, and his property normally, though time spent doing so does not count as time spent creating some new form of life and must be accounted for when reckoning with his insanity. All time spent pursuing the creation of some new form of life does.
Special: Alymaras Insanity cannot be cured by any means.


The reason this insanity is particularly devastating is because it is a compulsion that happens at random intervals, sometimes at the most inopportune times, and cannot be cured by any means.
 
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dante58701

Banned
Banned
Major Overhaul

Paragon Creature

Among the population of every kind of creature are some specimens that are its weakest, worst representatives. Likewise, every population has its paragons: the strongest, smartest, luckiest, and most powerful of the species. Paragon creatures may represent the mythical First Creature, created in its perfect form by some creator deity, or perhaps the evolutionary endpoint of a race after thousands of years of steady improvement. Sometimes, paragons just spring up accidentally, when all the factors are right.

Creating a Paragon Creature

“Paragon” is a template that can be added to any creature (referred to hereafter as the base creature).

The paragon creature uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The base creature's size remains unchanged. The base creature’s type remains unchanged. A psionic paragon also gains the psionic subtype.

Hit Dice: A paragon creature uses d20's for Hit Dice and always has maximum hit points per die.

Speed: All movement speeds are tripled.

Armor Class: A paragon creature retains the armor bonuses of the base creature and acquires the following.

- Luck Bonus (Ex): A paragon creature gains a +15 luck bonus to it's armor class (see their Fortuity special quality).

Attacks: A paragon creature makes all its attacks with a +15 luck bonus on the attack roll (see their Fortuity special quality).

A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Damage: A paragon creature gains a +15 luck bonus on Damage rolls for all melee and thrown ranged attacks (see their Fortuity special quality).

Special Attacks: A paragon creature’s special attacks, if any, all gain a +15 luck bonus, if applicable (see their Fortuity special quality).

Spell-Like Abilities (Sp) or Psionics (Ps): If the base creature has spell-like abilities or psionics, it gains +15 to its caster level or +15 to it's manifester level to use those abilities (see their Fortuity special quality). A paragon creature also gains the ability to use greater dispel magic, haste, and see invisibility three times per day, even if it did not have spell-like abilities before, unless it is a psionic paragon, in which case it instead gains the ability to use dispel psionics, sensitivity to psychic impressions, and temporal acceleration three times per day, even if it did not have psi-like abilities before. Caster Level or Manifester Level equals Hit Dice/Character Level + 15 (see their Fortuity special quality).

Special Qualities: A paragon creature retains all the special qualities of the base creature and also gains the following.

- Damage Reduction (Ex): A paragon creature gains damage reduction 15/epic.

- Fast Healing (Ex): A paragon creature gains fast healing 15.

- Fortuity (Ex): A paragon creature add a +15 luck bonus to: armor class; attack rolls; checks (ability checks, caster level checks, manifester level checks (if psionic), skill checks, turning checks); difficulty class (for any special abilities, psi-like abilities (if psionic), psionics (if psionic), spell-like abilities, spells); initiative; power resistance (if psionic); saving throws; and spell resistance.

- Resistances (Ex): A paragon creature gains resistance to cold 15 and fire 15.

- Spell Resistance (Su) or Power Resistance (Su): A paragon creature gains spell resistance or power resistance (if psionic) equal to the base creature's Hit Dice/Character Level + 10 + 15 (see their Fortuity special quality).

Saves: The paragon creature gains a +15 luck bonus on all its saving throws (see it's Fortuity special quality).

Abilities: All ability scores are 15 points higher than those of the base creature.

Skills: The paragon creature gains a +15 luck bonus on all its skill checks (see it's Fortuity special quality).

Feats: Same as the base creature, plus five bonus feats.

Climate/Terrain: Any land and underground.

Organization: Same as the base creature.

Challenge Rating: Same as the base creature +15.

Treasure: Standard.

Alignment: Same as the base creature.

Advancement: Same as the base creature.

Level Adjustment: Same as the base creature +22.
 
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dante58701

Banned
Banned
Shark
Medium Animal (Aquatic)
Juvenile Shark
Hit Dice: 3d8+9 (23 hp)
Initiative: +2 (+2 Dexterity)
Speed: Swim 60 ft. (6 squares)
Armor Class: 14 (+2 Dexterity, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (2d4+2)
Full Attack: Bite +4 melee (2d4+2)
Space/Reach: 10 feet/5 feet
Special Attacks: Improved grab, thrash (3d4+3)
Special Qualities: Blindsense, keen scent, low-light vision
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 14, Dex 15, Con 14, Int 1, Wis 12, Cha 2
Skills: Hide +10, Listen +7, Spot +7, Survival +13, Swim 11
Feats: Alertness, Improved Natural Attack, Toughness
Environment: Cold aquatic
Organization: Solitary, school (2–5), or pack (6–11)
Challenge Rating: 2
Advancement: 4-7 HD (Large), 7-15 HD (Huge)
Level Adjustment: —

These carnivorous fish are aggressive and liable to make unprovoked attacks against anything that approaches them. Smaller sharks are from 5 to 8 feet long and not usually dangerous to creatures other than their prey. Large sharks can reach around 15 feet in length and are a serious threat. Huge sharks are true monsters, like great whites, that can exceed 20 feet in length.

Combat

Sharks circle and observe potential prey, then dart in and bite with their powerful jaws.

Blindsense (Ex): A shark can locate animals underwater within a 30-foot radius. This ability works only when the shark is underwater.

Improved Grab (Ex): If the shark hits with its Bite attack, it may as a free action attempt a Grapple attack and hold onto the prey with its bite. This Grapple attempt does not provoke an Attack of Opportunity. Once it has successfully Grappled its prey, the shark can make a Thrash attack (see below).

Keen Scent (Ex): A shark can notice animals by scent in a 180-foot radius. They can detect blood in the water at ranges of up to a mile.

Thrash (Ex): During each round that the shark maintains its Grapple (see Improved Grab), it can cause 3d4+3 damage to its prey by shaking its head vigorously back and forth, causing more laceration damage. If the prey is one Size or more smaller than itself, the shark will be able to thrash the whole body of its prey back and forth, causing injury through dislocation of the prey’s neck or other joints. Eventually they tear apart the prey’s body.

Skills & Abilities: A shark has a +6 racial bonus on Hide checks. A shark has a +8 racial bonus on Survival checks. A shark gains a further +2 bonus on Survival checks from it's Alertness feat and it's Keen Scent special quality. It may only use it's survival skill in it's native habitats. A shark has a +8 racial bonus on Swim checks to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. It can use the run action while swimming, provided that it swims in a straight line.
 


Hi dante mate! :)

dante58701 said:
Is the paragon template alright? Or does it need something?

Seems okay. I don't think a version tweaked to my specifications would be that different. The hit point change is the obvious one.
 

dante58701

Banned
Banned
Fun Fun

Dracolich

A dracolich appears as a skeletal or semiskeletal version of its former self, with glowing points of light in its shadowy eye sockets.

A dracolich is an undead creature resulting from the transformation of a dragon. Like humans and other humanoid races, evil dragons can also choose to assume a lich form. These specialized liches – known to most mortals as dracoliches – are rare and fearsome beasts. Dragons who choose to become dracoliches generally do so for specific and nefarious purposes, as the long lifespan of a dragon makes the ‘immortality’ that comes from lichdom seem rather insignificant to the draconian beasts.

A dragon must first consume a lethal concoction known as a dracolich brew. An act that instantly slays the dragon, whereupon its spirit is transferred to it's dracolich phylactery, regardless of the distance between the phylactery and the dragon’s body. It's spirit, contained in the phylactery can sense any corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. A dracolich's original body is an ideal vessel, and any attempt to possess it is automatically successful.

A dracolich, to possess a suitable corpse other than its own, must make a successful Charisma check (DC 10 for a dragon, DC 15 for any other creature of the dragon type, DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk, or DC 25 for any other creature). If the check fails, the dracolich can never possess that particular corpse. If the corpse accepts the spirit, the corpse becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich (see below).

A dracolich speaks any languages it knew in life.

Creating a Dracolich

“Dracolich” is an acquired template that can be added to any evil dragon (referred to hereafter as the base dragon).

A dracolich has all the base dragon’s statistics and special abilities except as noted here.

Size and Type:Size is unchanged. The base dragon's type changes to undead. Do not recalculate base attack bonus, saves, or skill points.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: A dracolich's ability to fly becomes supernatural in nature.

Armor Class: A dracolich's natural armor bonus increases by +5.

Attack: A dracolich retains all the attacks of the base dragon.

Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Full Attack: A dracolich retains all the attacks of the base dragon.

Damage: A dracolich's natural attack deal an extra 1d6 points of negative energy damage/16 Hit Dice/Levels of the dracolich on any successful hit.

Special Attacks: A dracolich retains all the base dragon's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 dracolich’s Hit Dice + dracolich’s Charisma modifier unless otherwise noted.

- Breath Weapon (Su): A dracolich uses its Charisma modifier to determine the save DC for its breath weapon instead of it's Constitution modifier.

- Death Weapon (Su): In addition to retaining its natural breath weapons, a dracolich may once per day unleash an alternate breath weapon of pure black necromantic energy. This “death weapon” takes the
same basic line/cone shape of its natural breath weapon, as well as the same range. However, all creatures caught within the energies of this necromantic blast must make a successful Fortitude save or be
instantly slain. Creatures that successfully save still take 12d6 points of damage. Slain creatures not resurrected or blessed before burial will rise from the dead 1d6 days later as zombies. Creatures with
more hit dice than the dracolich are immune to the death weapon.

- Fear Aura (Su): Dracoliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 Hit Dice in a 60-foot radius that look at the dracolich must succeed on a Will save or be affected as
though by a fear spell from a sorcerer of the dracolich’s level. A creature that successfully saves cannot be affected again by the same dracolich’s aura for 24 hours. This is in addition to the dragon’s
normal fear aura, though the effects are different.

- Frightful Presence (Ex.): Dracolich’s gain a +2 to the DC of the frightful presence aura generated by all dragons.

- Paralyzing Gaze (Su): Any creature that meets the dracolich's gaze must make a Fortitude save or be permanently paralyzed; this ability has an effective range of 40 ft.. Remove paralysis or any spell
that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a dracolich seems dead, though a DC 20 Spot check or a DC 15
Heal check reveals that the victim is still alive.

- Paralyzing Touch (Su): A creature struck by any of a dracolich’s physical attacks must make a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free
the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a dracolich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim
is still alive.

- Spells: A dracolich can cast any spells it could cast while alive.

Special Qualities: A dracolich retains all the base dragon’s special qualities and gains those described below.

- Damage Reduction (Su): A dracolich’s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic.

- Immunities (Ex): Dracoliches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.

- Invulnerability: If a dracolich is slain, its spirit immediately returns to its phylactery. If no dragon-type corpse lies within 90 feet for the spirit to possess, the dracolich is trapped in the phylactery
until it reforms. A dracolich is difficult to destroy. If its spirit is currently contained in its phylactery, destroying that item when a suitable corpse is not within range effectively destroys the dracolich.
Likewise, an active dracolich is unable to attempt further possessions if its phylactery is destroyed. The fate of a disembodied dracolich spirit—that is, a spirit with no body or phylactery—is unknown,
but presumably it is drawn to the Lower Planes.

- See Invisible (Su.): A dracolich can continually see invisible as the spell as cast by a 15th-level sorcerer. It can suppress or resume this ability as a free action.


- Turning Immunity (Ex): Dracoliches cannot be Turned or Rebuked.

- Undead Traits: A dracolich is immune to mind-affecting effects, poison, magic sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on
objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It
cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet (unless the base dragon had a greater range).

Abilities: Increase from the base dragon as follows: Str +8, Dex +8, Int +2, Wis +2, Cha +4. Being undead, a dracolich has no Constitution score.

Skills: Dracoliches have a +8 racial bonus on Hide, Intimidate, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base dragon.

Organization: Solitary.

Challenge Rating: Same as the base dragon +7.

Treasure: Double standard.

Alignment: Any evil.

Advancement: Same as the base dragon.

Level Adjustment: Same as the base dragon +10.

The Dracoliches Phylactery

Dracolich Phylacteries: An integral part of becoming a dracolich is creating a magic phylactery in which the dragon stores its life force. As a rule, the only way to get rid of a dracolich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a dracolich reappears 1d10 days after its apparent death. Each dracolich must make its own phylactery (Creation Prerequisites: Ability to cast spell, Craft Wondrous Item, Caster Level 11th).

A dracolich’s phylactery costs a minimum of 190,000 gp and 7,700 XP to create, and possesses a caster level equal to the caster level of the spellcaster who created it. A “standard” dracolich phylactery is of Medium size and has a hardness rating of 40, 100 hit points, and a break DC of 60. Should the dragon so desire, a more elaborate and expensive phylactery can be created; as with a standard lich, this extra expense in creating a phylactery aids in the process of successfully creating a dracolich.

Proto-Dracoliches

A proto-dracolich comes into being when a dracolich’s spirit possesses any body other than the corpse that was created when the dragon consumed its dose of dracolich brew. A proto-dracolich has the mind and memories of its original form but the hit points and immunities of a dracolich. A proto-dracolich can neither speak nor cast spells. Further, it cannot deal extra cold damage, use a breath weapon, or use frightful presence as a dracolich. Its Strength, speed, and Armor Class are those of the possessed body.

A proto-dracolich transforms into a full-fledged dracolich in 2d4 days. When the transformation is complete, the dracolich’s form resembles that of its original body. It can now speak, cast spells, and employ the breath weapon it originally had, in addition to gaining all the abilities of a dracolich. A dracolich typically keeps a few “spare” bodies of a suitable size near the hiding place of its phylactery, so that if its current form is destroyed, it can possess and transform a new body within a few days.
 

dante58701

Banned
Banned
This is far from complete, any suggestions?

Goatmen

Warriors of the Hell, the goatmen once battled each other for the amusement of the Prime Evils. Now, they war against all who seek to stop their vile masters. The goatmen are broken into clans, the members of each with their own boon from their dark lords. These goat-headed humanoids are armed with curved blades, and half of them carry bows as well.


Goatman, Moon Clan
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 2d8+2 (12 hp)
Initiative: +1 (+1 Dexterity)
Speed: 30 ft.
Armor Class: 12 (+1 Dexterity, +1 Natural), touch 11, flat-footed 11
Base Attack/Grapple: +2/+
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 14, Dex 12, Con 12, Int 11, Wis 12, Cha 13
Skills: Intimidate +5, Jump +6, Listen +5, Search +4
Feats: Weapon Focus (longbow)
Organization: Herd (1-12)
Challenge Rating: 1/2
Alignment: Lawful Evil


Goatman, Night Clan
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 3d8+6 (21 hp)
Initiative: +1 (+1 Dexterity)
Speed: 30 ft.
Armor Class: 12 (+1 Dexterity, +1 Natural), touch 11, flat-footed 11
Base Attack/Grapple: +3/+
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks: +2 first melee attack
Special Qualities: -
Saves: Fort +5, Ref +4, Will +4
Abilities: Str 14, Dex 12, Con 14, Int 12, Wis 12, Cha 13
Skills: Intimidate +7, Jump +7, Listen +6, Search +7, Spot +6
Feats: Point Blank Shot, Weapon Focus (longbow)
Organization: Herd (1-12)
Challenge Rating: 1
Alignment: Lawful Evil

Night Clan goatmen blend in with the darkness. Thus, Night Clan goatmen get a +2 attack bonus to their first attack in any melee.

Goatman, Blood Clan
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 4d8+8 (28 hp)
Initiative: +1 (+1 Dexterity)
Speed: 30 ft.
Armor Class: 12 (+1 Dexterity, +1 Natural), touch 11, flat-footed 11
Base Attack/Grapple: +4/+
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks: +2 melee damage to wounded foe
Special Qualities: -
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 15, Dex 13, Con 14, Int 13, Wis 12, Cha 13
Skills: Intimidate +9, Jump +9, Listen +8, Search +8, Spot +8
Feats: Point Blank Shot, Weapon Focus (longbow)
Organization: Herd (1-12)
Challenge Rating: 2
Alignment: Lawful Evil

Blood Clan goatmen become fierce at first blood. They get a +2 damage bonus against any foe that has been wounded in this combat.

Goatman, Death Clan
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 5d8+10 (35 hp)
Initiative: +1 (+1 Dexterity)
Speed: 30 ft.
Armor Class: 13 (+1 Dexterity, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +5/+
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: +8 save vs. mind control
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 16, Dex 13, Con 14, Int 13, Wis 12, Cha 13
Skills: Intimidate +10, Jump +10, Listen +9, Search +9, Spot +9, Survival +10
Feats: Point Blank Shot, Weapon Focus (longbow)
Organization: Herd (1-12)
Challenge Rating: 3
Alignment: Lawful Evil

Death Clan goatmen are killers through and through. Death clan receive a +8 racial saving throw bonus against mind-influencing effects.

Goatman, Hell Clan
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 6d8+12 (42 hp)
Initiative: +2 (+2 Dexterity)
Speed: 30 ft.
Armor Class: 14 (+2 Dexterity, +2 Natural), touch 12, flat-footed 12
Base Attack/Grapple: +6/+
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks: Night and Blood special attacks
Special Qualities: Fire Resistance 5
Saves: Fort +5, Ref +4, Will +4
Abilities: Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 15
Skills: Intimidate +11, Jump +13, Listen +10, Search +11, Spot +10, Survival +10
Feats: Point Blank Shot, Power Attack, Weapon Focus (longbow)
Organization: Herd (1-12)
Challenge Rating: 4
Alignment: Lawful Evil

Hell Clan goatmen are the ultimate terror of their kind. They have the special attacks of the Night and Blood clans.
 
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Hey dante! :)

regarding the goat clan, I think the Hell Clan CR is probably a 'tad' off.

Also aren't there already Goat Demon Outsiders Called Bulezau? I suppose these could be Lawful Evil equivalents.

I suppose you could base them on different species of goats (in terms of colour and horn shapes).

I think they need some sort of unique ability/abilities to become more interesting though.
 

dante58701

Banned
Banned
They're from Diablo. LOL!!!

Im just remaking them. I guess what I really need is an official goat.

Something with all the qualities of a real goat, horns, sure-footedness, charge attacks, sneakiness (goats are crafty buggers, they wait till you bend over and then knock you down)
I wish someone would make an official goat. All the ones Ive seen so far are just kinda bland and have no real goatiness.

Aha I have made goatment before they die and become devils.

I know...Goatfolk in Monster Manual III already exist, but they seriously lack goatiness. They look like goats, but thats about where the similarities end. I do like Ibixian as a race and language...so Im gonna borrow that for them.

Goatmen (Ibixian)
Medium Monstrous Humanoid
Hit Dice: 3d8+6 (21 hp)
Initiative: +2 (+2 Dexterity)
Speed: 30 ft. (6 squares)
Armor Class: 13 (+2 Dexterity, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +3/+5
Attack: Butt +5 melee (1d6+2) or Greataxe +5 melee (1d10+2/x3) or Longbow +6 ranged (1d8/x2)
Full Attack: Butt +5 melee (1d6+2) or Greataxe +5 melee (1d10+2/x3) or Longbow +6 ranged (1d8/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful charge 2d6+3
Special Qualities: Darkvision, low-light vision, scent
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 12
Skills: Balance +12, Climb +8, Craft (bowmaking) +3, Craft (weaponsmithing) +3, Intimidate +7, Jump +8, Listen +3, Spot +7, Survival +3
Feats: Point Blank Shot, Weapon Focus (longbow)
Environment: Any land
Organization: Solitary, pair, or herd (3–10 plus 30% young)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement Range: 4-7 HD (Large); 8-9 HD (Huge)
Level Adjustment: —

Goatmen are 7 ft. tall and weigh 250 pounds.

Goatmen speak Ibixian, their own language.

Combat

Powerful Charge (Ex): Goatmen deal 2d6+3 points of damage when they make a charge.

Skills: Goatmen have a +8 racial bonus on Balance checks and a +4 racial bonus on Climb, Intimidate, Jump, and Spot checks.

Now if I could convince someone do flavor text. These could be my basis for a rehash of the goatmen devils.
 
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