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<blockquote data-quote="Ferret" data-source="post: 1575401" data-attributes="member: 4052"><p>I was looking at outsiders and they're all good, evil, lawful or chaotic. So I thought, I think we need some balance. And here it is.</p><p></p><p><strong> Frijnär </strong></p><p><strong>Large Outsider </strong></p><p><strong>Hit Dice:</strong> 10d8 +40 (85 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Armor Class:</strong> 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16</p><p><strong>Speed:</strong> 40 ft. (8 squares)</p><p><strong>Base Attack/Grapple:</strong> +10/+16</p><p><strong>Attack:</strong> Claw +11 melee (2d6+2 + Equalise)</p><p><strong>Full Attack:</strong> 2 Claw +11 melee (2d6+2) and Bite +5 melee (1d6 + Equalise)</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks:</strong> Equalise, Spell-like abilities </p><p><strong>Special Qualities:</strong> Damage reduction 5/--, darkvision 60 ft., Spell-like abilities, spell resistance 23, single minded</p><p><strong>Saves:</strong> Fort +11, Ref +10, Will +16</p><p><strong>Abilities:</strong> Str 14, Dex 17, Con 18, Int 22, Wis 24, Cha 23</p><p><strong>Skills:</strong> Balance +13, Climb +13, Disguise +13 Intimidate +13, Jump +13, Knowledge (arcana) +13, Knowledge (religion) +13, Knowledge (the planes) +13, Listen +13, Search +13, Sense Motive +13, Spot +13, Survival +13, Swim +13</p><p><strong>Feats:</strong> Cleave, Iron will, Power attack, Track</p><p><strong>Environment:</strong> Thought to be one of the nine rings of the Outlands</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 10</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always Neutral</p><p><strong>Advancement:</strong> 11-12 HD (Large); 13 - 24 HD (Huge); 25 - 30 HD (Gargantuan)</p><p><strong>Level Adjustment:</strong> --</p><p></p><p>Looming over you, yet still hunched, this pale beast advances towards you with obvious purpose. Its claws, at least 2 feet long drag along, the floor and the creatures cold black eyes staring right through you.</p><p></p><p>Self-appointed keepers of balance, these planar roamers seek out those who have upset the universal equilibrium, and ‘balance’ the scales by destroying whoever upset the balance, or another, equally powerful creature who acts in an opposing manner.</p><p></p><p>It is thought that they originated at the beginning of the universe, at which time they roamed open space. It wasn’t until the formation of the planes that they settled in the outlands. Even though they have chosen a plane of a neutral stance, they are mistaken as being of a lawful disposition, however they are balanced completely.</p><p></p><p>A normal Frijnär is 15 feet tall, and weighs around 600 lbs. They speak all languages.</p><p></p><p><strong>Combat</strong></p><p></p><p>Equalise (Su): The natural weapons of the Frijnär deal 2d6 extra damage to any creature with an alignment of Lawful good, chaotic good, lawful evil and chaotic evil. And they deal 1d6 extra damage to Neutral good, Lawful neutral, Neutral evil and chaotic neutral. </p><p></p><p>Spell-Like Abilities: At will—hold person (DC 19), locate creature, Knock. 1/day— Demand(DC 23), Phase door, Plane shift (self only), Scrying (DC 20). Caster level 12th. The save DCs are Charisma-based.</p><p></p><p>Mindless (Ex): Although not truly mindless the Frijnär have no other purpose then preserving balance, and act mindlessly to that task. This deprives them of Skills or feats other then the fundementals, but it also gives them immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).</p></blockquote><p></p>
[QUOTE="Ferret, post: 1575401, member: 4052"] I was looking at outsiders and they're all good, evil, lawful or chaotic. So I thought, I think we need some balance. And here it is. [b] Frijnär [/b] [b]Large Outsider [/b] [b]Hit Dice:[/b] 10d8 +40 (85 hp) [b]Initiative:[/b] +3 [b]Armor Class:[/b] 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16 [b]Speed:[/b] 40 ft. (8 squares) [b]Base Attack/Grapple:[/b] +10/+16 [b]Attack:[/b] Claw +11 melee (2d6+2 + Equalise) [b]Full Attack:[/b] 2 Claw +11 melee (2d6+2) and Bite +5 melee (1d6 + Equalise) [b]Space/Reach:[/b] 10 ft./10 ft. [b]Special Attacks:[/b] Equalise, Spell-like abilities [b]Special Qualities:[/b] Damage reduction 5/--, darkvision 60 ft., Spell-like abilities, spell resistance 23, single minded [b]Saves:[/b] Fort +11, Ref +10, Will +16 [b]Abilities:[/b] Str 14, Dex 17, Con 18, Int 22, Wis 24, Cha 23 [b]Skills:[/b] Balance +13, Climb +13, Disguise +13 Intimidate +13, Jump +13, Knowledge (arcana) +13, Knowledge (religion) +13, Knowledge (the planes) +13, Listen +13, Search +13, Sense Motive +13, Spot +13, Survival +13, Swim +13 [b]Feats:[/b] Cleave, Iron will, Power attack, Track [b]Environment:[/b] Thought to be one of the nine rings of the Outlands [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 10 [b]Treasure:[/b] None [b]Alignment:[/b] Always Neutral [b]Advancement:[/b] 11-12 HD (Large); 13 - 24 HD (Huge); 25 - 30 HD (Gargantuan) [b]Level Adjustment:[/b] -- Looming over you, yet still hunched, this pale beast advances towards you with obvious purpose. Its claws, at least 2 feet long drag along, the floor and the creatures cold black eyes staring right through you. Self-appointed keepers of balance, these planar roamers seek out those who have upset the universal equilibrium, and ‘balance’ the scales by destroying whoever upset the balance, or another, equally powerful creature who acts in an opposing manner. It is thought that they originated at the beginning of the universe, at which time they roamed open space. It wasn’t until the formation of the planes that they settled in the outlands. Even though they have chosen a plane of a neutral stance, they are mistaken as being of a lawful disposition, however they are balanced completely. A normal Frijnär is 15 feet tall, and weighs around 600 lbs. They speak all languages. [b]Combat[/b] Equalise (Su): The natural weapons of the Frijnär deal 2d6 extra damage to any creature with an alignment of Lawful good, chaotic good, lawful evil and chaotic evil. And they deal 1d6 extra damage to Neutral good, Lawful neutral, Neutral evil and chaotic neutral. Spell-Like Abilities: At will—hold person (DC 19), locate creature, Knock. 1/day— Demand(DC 23), Phase door, Plane shift (self only), Scrying (DC 20). Caster level 12th. The save DCs are Charisma-based. Mindless (Ex): Although not truly mindless the Frijnär have no other purpose then preserving balance, and act mindlessly to that task. This deprives them of Skills or feats other then the fundementals, but it also gives them immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). [/QUOTE]
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