Paragon Template Madness!

Calyria
Paragon Celestial Half-Air Elemental Nymph
Medium-Size Outsider (Air, Chaos, Good)
Hit Dice:
9d6+180 (234 hp)
Initiative: +14 (+10 Dex, +4 Improved Initiative)
Speed: 90 ft., swim 60 ft.
AC: 49 (+10 Dex, +5 natural, +12 insight, +12 luck)
Attacks: +4 frost defending dagger +40 melee
Damage: +4 frost defending dagger 1d4+31 and 1d6 cold
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Blinding beauty, unearthly beauty, spells, smite evil
Special Qualities: Spell-like abilities, darkvision 60 ft., acid and electricity resistance 15, fire resistance 10, damage reduction 20/+6, SR 39, half-elemental qualities, fast healing 20
Saves: Fort +21, Ref +26, Will +29
Abilities: Str 25, Dex 30, Con 27, Int 33, Wis 34, Cha 36
Skills: Animal Empathy +30, Escape Artist +33, Heal +33, Hide +33, Knowledge (nature) +32, Listen +34, Move Silently +33, Sense Motive +34, Spot +34
Feats: Ability Focus (unearthly beauty), Alertness, Dodge, Improved Initiative, Iron Will, Mobility, Skill Focus (Animal Empathy)
Climate/Terrain: Any land and underground
Challenge Rating: 29
Treasure: Standard
Alignment: Always chaotic good

Blinding Beauty (Su): This ability operates continuously, affecting all humanoids within 60 feet of Calyria. Those who look directly at her must succeed at a Fortitude save (DC 40) or be blinded permanently as though by the blindness spell. Calyria can suppress or resume this ability as a free action.
Unearthly Beauty (Su): Calyria can evoke this ability once every 10 minutes. Those within 30 feet of Calyria who look directly at her must succeed at a Will save (DC 42) or die.
Spells: Calyria casts divine spells as a 7th-level druid. Calyria usually has the following spells prepared: 0 - detect magic (2), detect poison, know direction, light, and read magic; 1st - calm animals, cure light wounds (3), entangle (2), and pass without trace; 2nd - charm person or animal, chill metal, speak with animals (2), and tree shape; 3rd - call lightning, cure moderate wounds (2), plant growth, and spike growth; 4th - control plants, freedom of movement, quench, and sleet storm. The save DC for these spells is 22+spell level.
Smite Evil (Su): Once per day Calyria can make a normal attack to deal +22 additional damage against an evil foe.
Spell-like Abilities: Calyria can use dimension door once per day as cast by a 22nd-level sorcerer. She may also use air walk, control winds, gaseous form, obscuring mist, and wind wall once per day each, and greater dispelling, haste, and see invisibility three times per day each, as a 24th-level sorcerer.
Half-Elemental Qualities (Ex): Immune to disease, cold, and air effects. Calyria has a +4 racial bonus on Fortitude saves against poison.
 

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Pophaudes
Paragon Half-Celestial Triton
Medium-Size Outsider (Good, Water)
Hit Dice:
9d8+198 (270 hp)
Initiative: +8 (Dex)
Speed: Swim 120 ft.
AC: 49 (+8 Dex, +7 natural, +12 insight, +12 luck)
Attacks: +4 shock trident of wounding +48 melee; or +3 shock heavy crossbow of distance +45 ranged
Damage: +4 shock trident of wounding 1d8+39; or +3 shock heavy crossbow of distance 1d10+3
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Low-light vision, immunities, fire resistance 10, damage reduction 20/+6, SR 34, fast healing 20
Saves: Fort +26, Ref +24, Will +27
Abilities: Str 31, Dex 27, Con 31, Int 30, Wis 32, Cha 30
Skills: Craft (pottery) +29, Hide +30, Intuit Direction +26, Knowledge (nature) +22, Listen +33, Ride +30, Spot +33, Wilderness Lore +26
Feats: Expertise, Mounted Combat, Power Attack, Sunder
Climate/Terrain: Any aquatic
Challenge Rating: 24
Treasure: Standard
Alignment: Always neutral good

Spell-like Abilities: Pophaudes can use summon nature’s ally III once per day as the spell cast by a 20th-level sorcerer, often choosing water elementals for his companions. He may use light at will as the spell. Pophaudes may also use greater dispelling, haste, protection from evil, and see invisibility three times per day, and aid, bless, cure serious wounds, detect evil, dispel evil, holy smite, neutralize poison, and remove disease once per day each as a 24th-level sorcerer.
Immunities (Ex): Pophaudes is immune to acid, cold, disease, and electricity. He also gains a +4 racial bonus to Fortitude saves against poison.
 
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next up:

Paragon Half-Earth Elemental Great Wyrm Brown Dragon
Paragon Half-Fiend Fire Giant Wizard 7 / Fighter 3
Paragon Anarchic Half-Fire Elemental Minotaur Barbarian 10
Paragon Celestial Half-Water Elemental Great Wyrm Bronze Dragon
 

How about a paragon shadow beholder?
Paragon wood elemental galeb duhr?
Paragon half-dragon minotaur death knight?
Paragon shadow cold elemental half-fiend mind flayer?

:D

I like this game!
 


How 'bout

Paragon wood elemental(dire) raccoon?

*cough*
Raccoon
Small Animal
Hit Dice:
1d8+1 (5 hp)
Initiative: +3 (Dex)
Speed: 30 ft, climb 20 ft, swim 20 ft
AC: 15 (+1 size, +3 Dex, +1 natural)
Attack: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d3, bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Slow fall, scent, low-light vision
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 10, Dex 16, Con 13, Int 2, Wis 12, Cha 6
Skills: Climb +11, Listen +8, Spot +8, Swim +11
Feats: Weapon Finesse (claws, bite)
Climate/Terrain: Temperate forest
Organization: Solitary or den (male plus female and 1-2 young)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)

The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff.

The raccoon's body is stocky and generally weighs from 13-15 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 2 feet to 3 1/2 feet.

COMBAT
Raccoons attack with their forepaws and teeth.

Slow Fall (Ex): A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is.

Skills: Raccoons receive a +4 racial bonus to Listen and Spot checks.

ACTIVITY/ECOLOGY
Raccoons are nocturnal and seldom active in the daytime. During extremely cold, snowy periods, raccoons have been observed sleeping for long periods at a time, but do not hibernate. Primarily a solitary animal, the only real social groups raccoons form are that of mother and young. Although, occasionally a male may stay with a female for a month prior to breeding and until after the birth of their young.

Raccoons have a highly developed tactile sense. Their human-like forepaws are especially sensitive and enable the raccoon to handle and pry open prey and climb with ease. With their fine sense of hearing, raccoons are also especially alert. Similarly, raccoons have excellent night vision. Their common gait is a shuffle like walk; however, they are able to reach speeds of 15 miles per hour on the ground. Raccoons climb with great agility and are not bothered by a drop of just over 10 times their own length.

As well as being excellent climbers, raccoons are also strong swimmers, which is beneficial to an animal that often lives near water. However, they are reluctant to swim; without waterproof fur, swimming forces them to take on extra weight. Raccoons don't travel any farther than necessary; they travel only far enough to meet the demands of their appetites.

Dire Raccoon
Medium sized Animal
Hit Dice:
3d8+6 (13 hp)
Initiative: +3 (Dex)
Speed: 30 ft, climb 20 ft, swim 20 ft
AC: 17 (+1 size, +3 Dex, +3 natural)
Attack: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d4+2, bite 1d6 +3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Slow fall, scent, low-light vision
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +11, Listen +8, Spot +8, Swim +11
Feats: Weapon Finesse (claws, bite)
Climate/Terrain: Temperate forest
Organization: Solitary or den (male plus female and 1-2 young)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Medium)

The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff.

The raccoon's body is stocky and generally weighs from 39-45 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 3 feet to 4 1/2 feet.

Although its cousins may be timid, the larger and fiercer version is rough even in dire context.

COMBAT
Raccoons attack with their forepaws and teeth.

Slow Fall (Ex): A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is.

Skills: Raccoons receive a +4 racial bonus to Listen and Spot checks*cough*
 

heh! i really like the raccoon and dire raccoon stats. i'll have to steal them for use later. :)

well, i've only got two of the next batch done -- dragons and leveled monsters take a long time to stat out...
 

Astalos
Paragon Half-Earth Elemental Great Wyrm Brown Dragon
Colossal Outsider (Earth, Evil)
Hit Dice:
39d12+1,287 (1,755 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 180 ft., burrow 180 ft.
AC: 71 (-8 size, +6 Dex, +39 natural, +12 insight, +12 luck)
Attacks: Bite +75 melee, 2 claws +70 melee, tail slap +70 melee
Damage: Bite 4d8+47, claw 4d6+33, tail slap 4d6+33
Face/Reach: 20 ft. by 80 ft. / 15 ft.
Special Attacks: Breath weapon, frightful presence, spells, spell-like abilities, sandstorm
Special Qualities: Immunities, SR, blindsight 360 ft., keen senses, tremorsense, damage reduction 20/+6, summon elementals, half-elemental qualities, fire and cold resistance 10, SR 48, fast healing 20
Saves: Fort +52, Ref +37, Will +45
Abilities: Str 64, Dex 23, Con 52, Int 37, Wis 38, Cha 37
Skills: Alchemy +33, Appraise +43, Bluff +63, Concentration +57, Diplomacy +62, Escape Artist +26, Intuit Direction +43, Knowledge (arcana) +63, Knowledge (nature) +29, Knowledge (religion) +43, Knowledge (the planes) +43, Listen +65, Scry +43, Search +63, Sense Motive +44, Spellcraft +62, Spot +65, Wilderness Lore +44
Feats: Alertness, Cleave, Combat Reflexes, Great Cleave, Empower Spell, Energy Substitution (acid), Improved Initiative, Maximize Spell, Power Attack, Sunder, Twin Spell
Epic Feats: Improved Metamagic
Climate/Terrain: Any land and underground
Challenge Rating: 38
Treasure: Double standard
Alignment: Always neutral evil

Breath Weapon (Su): Astalos’ breath weapon is a line of acid. Using a breath weapon is a standard action. Once Astalos breathes, he can’t breathe again until 1d4 rounds later. A blast from a breath weapon always starts at Astalos’ mouth and extends in a direction of his choice, as a line 140 ft. long, 5 ft. high, and 5 ft. wide. Creatures caught in the area take 24d6 points of acid damage and can attempt a Reflex save (DC 53) to take half damage.
Frightful Presence (Ex): Astalos can unsettle foes with his mere presence. The ability take effect automatically whenever he attacks, charges, or flies overhead. Creatures within a 360 ft. radius are subject to the effect if they have less than 39 Hit Dice.
A potentially affected creature that succeeds at a Will save (DC 55) remains immune to Astalos’ frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Spells: Astalos casts arcane spells as a 17th-level sorcerer. He may cast 6 0-level spells, 10 1st-level spells, 9 2nd-level spells, 9 3rd-level spells, 9 4th-level spells, 9 5th-level spells, 8 6th-level spells, 8 7th-level spells, and 6 8th-level spells per day. Astalos knows the following spells: 0 - arcane mark, dancing lights, daze, detect magic, detect poison, flare, ghost sound, light, and read magic; 1st - hypnotism, identify, jump, magic missile, and ventriloquism; 2nd - blur, detect thoughts, Melf’s acid arrow, shatter, and summon swarm; 3rd - dispel magic, fireball, gust of wind, and suggestion; 4th - confusion, ice storm, scrying, and shout; 5th - cloudkill, cone of cold, feeblemind, and telekinesis; 6th - acid fog, chain lightning, and flesh to stone; 7th - forcecage, prismatic spray, and teleport without error; 8th - incendiary cloud and sunburst. The save DC for these spells is 23+spell level. Astalos prefers to use his Energy Substitution (acid) feat with the following spells: chain lightning, cone of cold, fireball, ice storm, and incendiary cloud.
Spell-like Abilities: 3/day - greater dispelling, haste, and see invisibility; 1/day - create water and disintegrate. These abilities are as the spells cast by a 32nd-level sorcerer. Additionally, Astalos may use earthquake, elemental swarm*, iron body, magic stone, plane shift, soften earth and stone, spike stones, stone shape, stoneskin, and wall of stone once per day each as a 54th-level sorcerer.
* Cast as an earth spell only.
Sandstorm (Sp): Once per day, Astalos can create a vortex of violently churning sand at a distance up to 80 yards away. All creatures within a 60-foot radius of the center of the sandstorm take 1d6 points of damage each round they remain within the sandstorm. Characters in the swirling sands are blinded and must make a Balance check (DC 28) during each round they move more than 5 feet or fall prone.
Immunities (Ex): Astalos is immune to sleep and paralysis effects, as well as acid attacks, polymorphing, and petrification.
Keen Senses (Ex): Astalos sees four times as well as a human in low-light conditions and twice as well in normal light. He also has darkvision with a range of 1,200 feet.
Tremorsense (Ex): Astalos can automatically sense the location of anything within 500 feet that is in contact with the ground.
Summon Elementals (Sp): Once per day, Astalos can cast summon nature’s ally VII to summon one Huge air elemental, 1d3 Large air elementals, or 1d4+1 air elementals of smaller size. Additionally, he can cast summon nature’s ally VIII to summon one greater air elemental, 1d3 Huge air elementals, or 1d4+1 air elementals of smaller size.
Half-Elemental Qualities (Ex): Immune to disease and earth-based effects. Astalos has a +4 racial bonus on Fortitude saves against poison.
 
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Otanomeros
Paragon Half-Fiend Fire Giant Wizard 7 / Fighter 3
Large Outsider (Evil, Fire, Law)
Hit Dice:
15d8+7d4+3d10+650 (828 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: base 120 ft., fly 120 ft. (average)
AC: 51 (-1 size, +9 Dex, +9 natural, +12 insight, +12 luck)
Attacks: +4 flaming unholy huge greatsword +67/+62/+57 melee; or bite +62 melee, 2 claws +57 melee; or rock +52/+47/+42 ranged
Damage: +4 flaming unholy huge greatsword 2d8+54 and 1d6 fire; or bite 1d8+40, claw 1d6+30; or rock 2d6+40 and 2d6 fire
Face/Reach: 5 ft. by 5 ft. / 10 ft.
Special Attacks: Rock throwing, spell-like abilities, spells
Special Qualities: Rock catching, fire subtype, darkvision 60 ft., poison immunity, acid, cold, and electricity resistance 20, damage reduction 20/+6, SR 47, fast healing 20
Saves: Fort +38, Ref +27, Will +28
Abilities: Str 50, Dex 28, Con 38, Int 29, Wis 25, Cha 28
Skills: Alchemy +35, Appraise +26, Climb +49, Concentration +44, Craft (armorsmithing) +30, Craft (weaponsmithing) +30, Jump +48, Knowledge (arcana) +38, Knowledge (the planes) +32, Listen +27, Search +27, Sense Motive +25, Scry +34, Spellcraft +31, Spot +35, Wilderness Lore +22
Feats: Alertness, Cleave, Dodge, Empower Spell, Great Cleave, Improved Initiative, Power Attack, Quicken Spell, Scribe Scroll, Sunder, Weapon Focus (huge greatsword)
Epic Feats: Improved Metamagic
Climate/Terrain: Any land and underground
Challenge Rating: 37
Treasure: Standard
Alignment: Always lawful evil

Rock Throwing (Ex): Like all adult giants, Otanomeros is an accomplished rock thrower and receives a +1 racial bonus to attack rolls when throwing rocks. Otanomeros can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments of 120 feet each. Like all fire giants, Otanomeros sometimes heats his rocks in fires, geysers, or lava pools, so that they deal additional damage.
Spell-like Abilities: 3/day - darkness, greater dispelling, haste, poison, see invisibility, and unholy aura; 1/day - blasphemy, contagion, desecrate, destruction, horrid wilting, summon monster IX*, unhallow, and unholy blight. These abilities are as the spells cast by a 40th-level sorcerer.
* Fiends only.
Spells: As a 7th-level wizard, Otanomeros usually has the following spells prepared: 0 - dancing lights, detect magic (2), and read magic; 1st - mage armor, magic missile (3), shield, and true strike (2); 2nd - empowered burning hands, empowered magic missile (2), and pyrotechnics; 3rd - fireball, empowered flaming sphere, hold person, and major image; 4th - quickened magic missile, empowered fireball, and wall of fire. The save DC for these spells is 19+spell level.
Rock Catching (Ex): Otanomeros can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, Otanomeros can make a Reflex save to catch a rock that would normally hit him. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) Otanomeros must be ready for and aware of the attack.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
 


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