ugh, that break was longer than i intended it to be!
posting these next 4 in their original entirety... as always, comments on SAs and SQs, and anything else you see are welcome...
#47
damage reduction… either 5/magic, or 5/evil, or maybe even 5/cold iron.
Medium-size Magical Beast
Hit Dice: 4d10 + 16 (38 hp)
Initiative: +1 (Dex) Speed: 30 ft.
AC: 17 (+1 Dex, +6 natural)
Attacks: Horn + 7 melee
Damage: Horn 1d8 + 4
Face/Reach: 5 ft. X 5 ft./5 ft.
Special Attacks: None
Special Qualities: Aura of Good Omen, Damage Reduction 5/+ 1, Low-light Vision, Spell Resistance 10, Spell-like Abilities
Saves: Fort +6, Ref +8, Will +7
Abilities: Str 16, Dex 12, Con 18, Int 14, Wis 18, Cha 14
Skills: Animal Empathy +9, Hide +4, Listen +9, Move Silently + 4, Spot +9, Wilderness Lore +9
Feats: Alertness, Iron Will, Lightning Reflexes
Climate/Terrain: Warm hill and plain
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always lawful good
Advancement: 5-8 HD (Medium-size)
The CREATURE is a human-sized intelligent pachyderm with a unicorn-like horn and amazing powers. Though shy, these creatures are friendly to non-evil humanoids, and simply seeing one is considered good luck. CREATURE speak Kordo and Sylvan.
Combat
Painfully shy, CREATURE avoid conflict whenever possible. If attacked, they will turn invisible and try to escape.
Aura of Good Omen (Su): A CREATURE radiates an aura of good luck as a continuous burst effect with a 30-foot radius. All good-aligned creatures within range (including the CREATURE) gain a +2 luck bonus to all attack rolls, weapon damage rolls, ability checks, skill checks, and saving throws; these modifiers are not included in the CREATURE's statistics.
The aura is so strong that even if the CREATURE is killed or the subject moves out of range, the effect of the aura will persist for an additional 1d4 days if the subject can make a Will save DC 17. The good omen cannot be dispelled or negated by any effect less powerful than an antimagic field.
Damage Reduction (Su): A CREATURE ignores 5 points of damage from most weapons and natural attacks; the wounds heal immediately. A weapon with a +1 or better enhancement bonus deals full damage.
Magical Beast: CREATURE have the Low-light Vision common to magical beasts, but not Darkvision.
Spell Resistance (Ex): To determine if a spell or spell-like ability works against a CREATURE, the spellcaster makes a level check (1 d20 + caster level). If the result equals or exceeds 10, the spell works normally, though the CREATURE still gets a saving throw if the spell allows such.
Spell-like Abilities: A CREATURE can detect evil at will as a free action. Three times per day it can turn itself (not other creatures) invisible as per the spell invisibility. These abilities function as if the CREATURE were a 4th-level sorcerer.
#48
LA… +0?
Medium-size Humanoid (Orc)
Hit Dice: 1d8 + 1 (6 hp)
Initiative: + 2 (Dex)
Speed: 30 ft., climb 20 ft.
AC: 14 ( + 2 Dex, +2 natural)
Attacks: Club +2 melee, or rock +2 ranged
Damage: Club 1d6 + 2, or rock 1d3 + 2
Face/Reach: S ft. X 5 ft./5 ft.
Special Attacks: Dung
Special Qualities: Darkvision, Light Sensitivity, Scent
Saves: Fort + 1, Ref +2, Will +1
Abilities: Str 14, Dex 14, Con 12, Int 12, Wis 8, Cha 8
Skills: Bluff +2, Climb +11, Listen + 4, Spot +4
Feats: Alertness
Climate/Terrain: Warm forest, plain, and hill
Organization: Gang (2 - 4), squad (11-20), or band (30- 100)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
The ORC-KIN are the degenerate remains of the kosan ores. They appear to be oversized gray-skinned baboons, with decidedly orcish-looking faces. ORC-KIN speak Daka-kosa, Daka-alif, Daka-kara, and Kordo. When speaking, they make heavy use of foul language.
Combat
ORC-KIN typically begin combat by throwing rocks or their own dung, and then charge forward into melee, attempting to beat their foes to a pulp with clubs. When fighting in the savannah, they delight in setting brush fires to rout their enemies.
Dung (Ex): An ORC-KIN can throw its own dung as a ranged touch attack. Any creature hit by the dung takes no damage, but must make a Fort save (DC 8) or contract worms; see Chapter Eleven.
Darkvision (Ex): ORC-KIN can see in the dark up to 60 feet. Darkvision is black and white, but otherwise like normal sight, and ORC-KIN can function with no light at all.
Light Sensitivity (Ex): ORC-KIN suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
Scent (Ex): An ORC-KIN can detect those within 30 feet by sense of smell. It can take a partial action to note the direction of the scent. If it moves within 5 feet of the source, the ORC-KIN can pinpoint that source. The ORC-KIN can also follow fresh tracks with a Wisdom check DC 10.
ORC-KIN Society
ORC-KIN are rowdy and violent. They kill, they rape, they burn, they steal, and they make an incredible amount of noise while doing so. ORC-KIN never travel alone or stay in one place too long, as most sentient humanoids would just as soon kill an ORC-KIN as look at it.
ORC-KIN Characters
An ORC-KIN's preferred class is the mchawi wizard.
#49
needs LA.
Will probably switch the spellcasting to sorcerer instead of wizard…?
Medium-size Aberration
Hit Dice: 8d8 + 16 (52 hp)
Initiative: +1 (Dex)
Speed: 1 5 ft., fly 90 ft. (clumsy)
AC: 13 (+ 1 Dex, + 2 natural)
Attacks: Club +8/+3 melee
Damage: Club 1d6 + 2
Face/Reach: 5 ft. X 5 ft./5 ft.
Special Attacks: Nauseating Gaze
Special Qualities: Darkvision, Flight, Spell Resistance 18, Spells
Saves: Fort +4, Ref +3, Will +6
Abilities: Str 15, Dex 12, Con 14, Int 15, Wis 7, Cha 5
Skills: Balance +5, Bluff +2, Concentration + 10, Diplomacy +2, Knowledge (arcana) +6, Intimidate + 2, Listen-1, Sense Motive +3, Pickpocket + 3, Tumble +5, Spellcraft +6, Spot +0
Feats: Blind-Fight, Combat Casting, Iron Will, Still Spell
Climate/Terrain: Warm mountain
Organization: Solitary, clan (3-18), clan (6-36)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
The HALFY are a race of humans suffering under an ancient curse that separated them into two.
The HALFY's appearance is startling, to say the least. The creature appears to be human, but looks like it has been cut in half lengthwise. As a result, it only has one eye, one arm, and one leg. The part of its body where the cut appears to be is exposed raw flesh, and is always wet and oozing, though the injury does not bleed or cause the creature any discomfort. All male HALFY are "right handed," and all female HALFY are "left handed."
These creatures are cannibals, and especially enjoy feeding upon children. Many families use tales of these creatures to reinforce to their children the necessity of staying indoors at night.
Combat
HALFY prefer to attack with spells, but will resort to a club or other blunt instrument if its opponent is resistant to magic. Because a HALFY only has one hand, it cannot cast spells while holding a weapon unless it prepares the spell using its Still Spell feat.
Aberration: HALFY have Darkvision with a range of 60 feet.
Flight (Su): While it can awkwardly hop around on one leg, the HALFY prefers to move though the air, using its supernatural powers to propel itself.
Nauseating Gaze (Su): Any creature that meets the HALFY's gaze must make a Will save DC 16 or immediately become nauseated.
Spell Resistance (Ex): To determine if a spell or spell-like ability works against a HALFY, the spellcaster makes a level check (1d20 + caster level). If the result equals or exceeds 18, the spell works normally, though the creature still gets a saving throw if the spell allows such.
Spells: (4/5/4/3/2.) All HALFY cast spells as if they were 8th-level wizards. They generally prepare the following spells, and cast water breathing with the Still Spell feat. 0 Level — daze (x2), flare (x2), open/close 1st Level — grease, magic missile, obscuring mist, sleep, ventriloquism
2nd Level — alter self, darkness, protection from arrows, scare 3rd Level — hold person (xl), nondetection 4th Level — stoneskin, water breathing (Still)
HALFY Society
These aberrations live in isolated mountain villages, though they often make raids against humanoid settlements to gather "food."
HALFY Characters
A HALFY's preferred class is the mchawi wizard. If the creature has mchawi levels, they stack with its existing spell-casting ability. For example, a HALFY with 2 mchawi levels casts spells as a 10th-level mchawi.
#50
LA – if it would be greater than +5, I’ll skip the LA.
This one’s got some interesting problems. The designer obviously wanted a “ghost” type incorporeal undead, which is fine. However, they seem to have abilities that wouldn’t seem to affect most incorporeal creatures. Maybe the “club” and “rock” attacks would make more sense as touch attacks that deal damage and drain Con – making them work more like similar undead creatures. Thus:
Attack: Incorporeal greatclub +8 melee touch (2d8 plus 1d6 Con drain) or incorporeal rock +8 ranged touch (2d8 plus 1d4 Con drain)
I don’t know why they feel it’s entitled to a +14 deflection bonus to AC – usually with incorporeals you have a deflection bonus = Cha mod, in which case this guy would be… +0.
Also they need a total of 5 feats. Power Attack doesn’t seem like it would make sense here…?
Large Undead (Incorporeal)
Hit Dice: 14d12 (91 hp)
Initiative: + 2 (Dex)
Speed: 40 ft., fly 60 ft. (perfect)
AC: 25 (-1 size, +2 Dex, +14 deflection)
Attacks: Incorporeal Hugegreatclub +6/+1 melee, or incorporeal rock + 9/ + 4 ranged
Damage: Incorporeal Huge greatclub 2d6 and 1d6 permanent Constitution drain, or incorporeal rock 2d8 and 1d4 permanent Constitution drain
Face/Reach: 5 ft. X 5 ft./10 ft.
Special Attacks: Constitution Drain, Incorporeal Rock Throwing
Special Qualities: Darkvision, Incorporeal Rock Catching, Sunlight Powerlessness, + 4 Tum Resistance, Unnatural Aura
Saves: Fort +4, Ref +6, Will +9
Abilities: Str -, Dex 15, Con -, Int 10, Wis 10, Cha 11
Skills: Hide +8 ( + 16 in rocky terrain), Intimidate +10, Intuit Direction +8, Listen +10, Search +8, Spot +10
Feats: Combat Reflexes, Point Blank Shot, Power Attack, Precise Shot
Climate/Terrain: Warm mountains and underground
Organization: Solitary, gang (2 - 5), or mob (7-12)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral evil
Advancement: By character class
The UNDEAD are a race of ghostly stone giants. In an ancient mythic battle between the dwarves ad the UNDEAD, the UNDEAD all perished in a massive cave-in. The UNDEAD have haunted the dwarves ever since. UNDEAD appear as transparent stone giants, and seem to be filled with a never-ending rage. Virtually every encounter with a UNDEAD ends in violence.
Combat
UNDEAD initiate combat without warning, hurling endless ghostly rocks at foes from a safe distance. In melee, a UNDEAD uses a ghostly greatclub that drains Constitution from its victims with every hit.
Constitution Drain (Su): Living creatures hit by a UNDEAD's incorporeal club must succeed at a Fortitude save (DC 17) or suffer 1 d6 points of permanent Constitution score drain. Those hit by a UNDEAD's incorporeal throwing rocks must succeed at a Fortitude save (DC 17) or suffer 1d4 points of permanent Constitution drain. Unlike many undead that drain ability points, UNDEAD cannot create spawn.
Incorporeal Rock Catching (Su): UNDEAD can catch Small, Medium-size, or Large incorporeal rocks or projectiles. Once per round, a UNDEAD that would normally be hit by an incorporeal rock can make a Reflex save to catch it as a free action; DC 1 5 for Small objects, DC 20 for Medium-sized, and DC 25 for Large ones. The UNDEAD must be ready for and aware of the attack. Because of the brutal nature of UNDEAD, this ability is more useful than it might otherwise be since violence frequently erupts between them.
Incorporeal Rock Throwing (Su): UNDEAD are accomplished rock throwers and gain a +1 racial bonus to attack rolls using them as a weapon. The rocks thrown by a UNDEAD are incorporeal, and the UNDEAD can produce them out of thin air.
Undead: Undead are immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and they ignore mind-influencing effects. Undead are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They have no Constitution scores and are therefore immune to any effect requiring a Fortitude save (unless it affects objects). Undead have Darkvision with a range of 60 feet. Negative energy (such as an inflict wounds spell) can heal undead creatures. An undead creature is not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. Undead cannot be raised. Resurrection can affect them, but generally fails because they're unwilling to return to life.
Incorporeal: Incorporeal creatures can only be harmed by other incorporeal creatures, by +1 or better weapons, or by spells, spell-like effects, or supernatural effects. They are immune to all non-magical attack forms, and cannot be tripped or grappled by corporeal creatures. They cannot fall or suffer falling damage. An incorporeal creature has a 50% chance to ignore any damage from a corporeal source. The physical
attacks of incorporeal creatures ignore material armor. Incorporeal creatures are not burned by normal fires, affected by natural cold, or harmed by mundane acids. They do not leave footprints, have no scent, make no noise, and can pass through solid objects at will.
Sunlight Powerlessness (Ex): UNDEAD are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A UNDEAD caught in sunlight cannot attack and can take only partial actions.
Turn Resistance (Ex): A UNDEAD is considered 18 Hit Dice when subject to Turning or Rebuking attempts.
Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a UNDEAD at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Skills: A UNDEAD gains a +8 racial bonus to Hide checks in rocky terrain; this bonus is already worked into the stats.