Request for some Ideas (my players please avoid)

Okay, here's my new monster. This is actually a special occasion for me, because it marks the first time I made a monster from scratch for you. Up to this point, the monsters are either directly from my own campaign or advanced and templated versions thereof. Expect another one some time in a week, though it might take until next weekend to finish it.

On a related note, much as I like 3.5 in general, why did they change the confusion spell? The new version makes no sense when expanded to the related Insanity power, among other situations, and is far less useful in general.

Now then, here's the default monster:

Madness Horse
Large Magical Beast
Hit Dice: 12d10+60 (126 hp)
Initiative: +5 (+1 Dex, +4 Improved Init)
Speed: 50 ft. (10 squares)
AC: 20 (-1 Size, +1 Dex, +10 natural armor) touch 10, flat-footed 19
Base Attack/Grapple: +12/+22
Attack: Hoof +17 melee (1d8+6)
Full Attack: 2 Hooves +17 melee (1d8+6,) and bite +12 melee (1d4+3)
Space/Reach: 10 feet/5 feet
Special Attacks: Madness Field, Spell-like Abilities
Special Qualities: Insane, Low-Light Vision, scent
Saves: Fort +13, Ref +9, Will +5
Abilities: Str 23, Dex 13, Con 20, Int 4, Wis 13, Cha 22
Skills: Listen +6, Spot +6, Survival +6
Feats: Endurance, Run, Improved Initiative, Improved Natural Attack (hoof,) Power Attack
Climate/Terrain: Temperate Plains
Organization: solitary or herd (2d6)
Challenge Rating: 8
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: 13-24 HD (Large,) 25-36 (Huge)

Once, madness horses were just ordinary animals. However, constant exposure to powerful magic effects has warped the horses, making them completely insane and accompanied by a constant magical manifestation of their madness. When alone or with other Madness Horses, these creature can maintain a relative sanity, but when other creatures spook the creatures, they become a danger to everything around them!

Combat:
Madness Horses are guided entirely by their encompassing madness, which dictates their actions for them most of the time. When they are allowed to act normally, they’re fairly calm and timid, but if they were attacked while in their madness phase, they’ll act in self-defense against their attackers.

Insane (Su): All Madness Horses are possessed by a supernatural insanity that prevents them from acting normally much of the time. This effect is similar to a Confusion or Insanity spell. At the start of a Horse’s turn, roll percentile dice and consult the table below to determine what the Madness Horse will do.

D% Behavior
1-20 Act Normally (Arrogancy)
21-50 Do Nothing But Evade Attacks (Static)
51-70 Retreat from Danger (Isolation)
71-100 Attack nearest non-Madness Horse (Fury)

Note that while the Madness Horse will flee from combat if the Isolation effect is rolled, it won’t be reckless, nor will it flee at top speed. It will use only a movement action instead of a double move if doing so will prevent an Attack of Opportunity, it will evade other threats as it retreats, and it usually won’t run unless greatly outmatched.
If all non-Madness Horses are dead or out of sight, the madness will persist for 2d4 rounds before the Madness Horse returns to normal.
Nothing short of a Wish or Miracle will remove the madness of this creature. A Heal, Greater Restoration, or Limited Wish will remove the madness, but this effect only lasts for 1d4 days.

Madness Field (Su and Sp): Though the Madness Horse won’t actually attack at least half of the time, the magical manifestations of the insanity will act regardless of what the Horse is doing, essentially making them Swift actions. The field performs actions based on the state of mind of the Horse.

Arrogancy: The horse appears normal, but a sense of calm and confidence surrounds it now that it can act normally, and the magical field enhances this confidence. The horse gains a +5 morale bonus to attacks, damage, and saves for the duration of this madness affect.

Static: The Madness Horse shuts itself away from all contact when this phase occurs, and the field amplifies this static nature. The Horse’s hide becomes white and its mane becomes ice-blue during this phase, and it gains the Cold sub-type. One non-Madness Horse creature within 30 ft. of it is struck by a Polar Ray using the Horse’s own ranged attack bonus (+12 for the default Madness Horse,) and a 10th level caster.

Isolation: The most sinister of the effects, Isolation makes the Horse want to flee from all reality and wrap itself in its own little world, and the magic helps it by seeking to destroy all life around it! The Horse gets a black hide and dark purple mane, and when it ends its round, everything within a thirty foot radius of where it was when it started its round (i.e. before it tried to retreat,) will be caught in a negative energy field. The field does 8d6 points of negative energy damage (which increases based on the Horse’s CR,) with a Fortitude save for half damage. The DC is 22 and is Charisma-based. During this period, the Horse has the Evil sub-type, but its alignment does not change.

Fury: A horse in this mode has a bright red hide and orange mane and develops a fiery rage. It even gains the Fire sub-type and its attacks do an extra 1d6 points of fire damage. In addition, one random target within 30 feet of the horse is struck by a Flame Strike. Like an ordinary Flame Strike, it also affects anything within a 10 ft. radius of the target, but Madness Horses are immune to the blast. The caster Level is 10th, and the DC for the Reflex Save is 19.

And here's the big, nasty version more suited for your party:

Klunni Nei’Gesh
Paragon Madness Horse
Large Magical Beast
Hit Dice: 12d10 (always maximum) +144 +144 (408 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: 150 ft. (30 squares)
AC: 52 (-1 Size, +9 Dex, +10 natural armor, +12 insight, +12 luck) touch 42, flat-footed 43
Base Attack/Grapple: +12/+30
Attack: Hoof +51 melee (1d8+34, 19-20/x2)
Full Attack: 2 Hooves +51 melee (1d8+34, 19-20/x2,) and bite +45 melee (1d4+27)
Space/Reach: 10 feet/5 feet
Special Attacks: Madness Field, Spell-like Abilities
Special Qualities: Insane, Low-Light Vision, scent, fire and cold resistance 10, DR 10/epic, SR 33, Fast Healing 20
Saves: Fort +30, Ref +27, Will +23
Abilities: Str 38, Dex 28, Con 35, Int 19, Wis 28, Cha 37
Skills: Listen +34, Spot +34, Survival +34, Jump +39, Swim +39, Knowledge (arcana) +29
Feats: Endurance, Run, Improved Initiative, Improved Natural Attack (hoof,) Power Attack, Weapon Focus (hoof,) Improved Critical (hoof)
Climate/Terrain: Temperate Plains
Organization: solitary or herd (2d6)
Challenge Rating: 23
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: 13-24 HD (Large,) 25-36 (Huge)

Though it seems to project an aura of incredible power, the creature before you appears to be no more than an ordinary horse. It even seems to have an expression of gentleness and wisdom in its eyes. As soon as it takes notice of the intrusion, however, it changes. Elemental powers of fire, ice, and pure evil radiate around it as the true madness of the beast is revealed.

Unlike ordinary Madness Horses, Klunni Nei’Gesh is far smarter than common animals, or even most humans! It believes that it was blessed by the gods to help restore its people and save them from the magical curse that warped them. However, the curse that it strives to break has affected it as well, putting Klunni in the tragic situation that turns it into an insane monstrosity whenever it encounters the very people it seeks help from to save it!

Combat:
Klunni fights like an ordinary Madness Horse most of the time, though it strives to avoid others whenever possible in the first place unless forced into encounters. It only uses more advanced tactics in its brief periods of lucidity, where it can try to flee the battle entirely or use its spell-like abilities.

Insane (Su): Klunni is possessed by a supernatural insanity that prevents it from acting normally much of the time. This effect is similar to a Confusion or Insanity spell. At the start of Klunni’s turn, roll percentile dice and consult the table below to determine what it will do.

D% Behavior
1-21 Act Normally (Arrogancy)
21-51 Do Nothing But Evade Attacks (Static)
51-71 Retreat from Danger (Isolation)
71-101 Attack nearest non-Madness Horse (Fury)

Note that while Klunni will flee from combat if the Isolation effect is rolled, it won’t be reckless, nor will it flee at top speed. It will use only a movement action instead of a double move if doing so will prevent an Attack of Opportunity, it will evade other threats as it retreats, and it usually won’t run unless greatly outmatched.
If all non-Madness Horses are dead or out of sight, the madness will persist for 2d4 minutes before Klunni returns to normal.
Unlike a normal Madness Horse, normal magic won’t cure Klunni’s curse. Only divine intervention or some other magic of incredible proportions will work. However, it is theorized that if Klunni was cured, all other madness Horses will instantly be cured as well.

Madness Field (Su and Sp): Though Klunni won’t actually attack at least half of the time, the magical manifestations of the insanity will act regardless of what the Horse is doing, essentially making them Swift actions. The field performs action based on the state of mind of Klunni.

Arrogancy: Klunni appears normal, but a sense of calm and confidence surrounds it now that it can act normally, and the magical field enhances this confidence. Klunni gains a +18 morale bonus to attacks, damage, and saves for the duration of this madness affect.

Static: Klunni shuts itself away from all contact when this phase occurs, and the field amplifies its static nature. Klunni’s hide becomes white and its mane becomes ice-blue during this phaze, and it gains the Cold sub-type. One non-Madness Horse creature within 30 ft. of it is struck by a Polar Ray using the Horse’s own ranged attack bonus (+46 for Klunni Nei’Gesh,) and a 25th level caster.

Isolation: The most sinister of the effects, Isolation makes Klunni want to flee from all reality and wrap itself in its own little world, and the magic helps it by seeking to destroy all life around its! Klunni gets a black hide and dark purple mane, and when it ends its round, everything within a thirty foot radius of where it was when it started its round (i.e. before it tried to retreat,) will be caught in a negative energy field. The field does 23d6 points of negative energy damage with a Fortitude save for half damage. The DC is 42, and is Charisma-based. During this period, the horse has the Evil sub-type, but its alignment does not change.

Fury: Klunni in this mode has a bright red hide and orange mane and develops a fiery rage. It even gains the Fire sub-type and its attacks do an extra 1d6 points of fire damage. In addition, one random target within 30 feet of Klunni is struck by a Flame Strike. Like an ordinary Flame Strike, it also affects anything within a 10 ft. radius of the target, but Madness Horses are immune to the blast. The caster Level is 25th, and the DC for the Reflex Save is 41.

Spell-Like Abilities (SP): In addition to the automatic spell-like abilities some of its madness fields project, Klunni Nei’Gesh has a number of other spell-like abilities. It can use Greater Dispelling, Haste, and See Invisibility 3/day each as a 15th level caster. It only has the presence of mind to use these powers in the normal Arrogancy stage, however.
 

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Interesting. I think I can use him. Of course, I can't help it: I immediately thought of this:

20050311.png
 

Hah! I've been getting into that strip lately. I'm not sure if I like the current version of it more than Wigu more. I'm worried too much Topato would lead to burnout.

Glad you can use the Madness Horse (which I had the idea for almost eight years ago, just so you know I'm not ripping off Sheriff Pony. :) ) Any opinions on Taarak and the Hive Birds, or can you give us more ideas on where you're going and what you'll need?
 

Well, I'm thinking that the Far Realms adventure took care of weird, alternate reality adventuring for a while, and now the time has come for some adventure book-keeping. The trick here is that it depends on whether the meepites jump left, right...or just gate to the Elysium Fields.

I will definitely need some pumped-up elves in the coming weeks, not necessarily evil...but certainly not good. I need to stat out the Black and Red Giths, as well. Probably as a template, rather than a straight racial type.

I need to rework the three hunters, most likely, the Hrdad, as they need a significant boost in power. They are currently based on some 3.5 conversions of high-powered Yugoloths....but I think I may rework them to be nastier. At CR 23 or so, they lack...punch. :)
 

I was thinking that this would make a good mount for a bad guy.

DISJOINER
Advanced Disenchanter
Gargantuan Magical Beast
Hit Dice: 51d10+306
Initiative: +10
Speed: 30’
Armor Class: 32 (+20 natural, -4 size, +6 dex), touch 12, flat-footed 26
Base Attack/Grapple: +51/+84
Attack: Tail slam +54 melee (3d8+9) or tongue +55 melee
Full Attack: Tail slam +54 melee (3d8+9) and 2 hooves +49 melee (2d6+4); or tongue +55 melee
Space/Reach: 20’/15’ (20’ with tongue)
Special Attacks: Adhesive, constrict, disenchant, drain magic, improved grab
Special Qualities: Darkvision 60’, DR 10/magic, detect magic, low-light vision, SR 38
Saves: Fort +33, Ref +33, Will +25
Abilities: Str 29, Dex 23, Con 22, Int 5, Wis 22, Cha 10
Skills: Hide -1, Jump +13, Listen +28, Move Silently +11, Spot +28
Feats: Alertness, Diehard, Dodge, Endurance, Improved Disarm (B), Improved Initiative, Improved Natural Armor (x5), Improved Natural Attack (tail slam), Improved Sunder, Iron Will, Mobility, Power Attack, Run, Spring Attack, Weapon Focus (tongue)
Challenge Rating: 28
Treasure: None
Alignment: Neutral
This massive thing looks like a 30’ long blue camel with a long snout and a long curling tongue like an anteater's. Its skin looks tough and it moves with a fluid grace surprising in something so big.

Combat

Adhesive (Ex):
A disjoiner’s tongue is coated with a sticky adhesive, giving it a +8 on grapple and disarm checks (factored into the grapple bonus above).

Constrict (Ex): If a disjoiner gets a hold on a creature with its tongue, it may constrict for 3d6+13 hp of damage with each successful grapple check.

Detect Magic (Su): A disjoiner is always aware of magical auras within 60’ and discerns the number, strength and location instantly. This ability is otherwise similar to the spell.

Disenchant (Su): Magic weapons that hit a disjoiner deal normal damage, but must then make a Fort save (DC 41) or be reduced in power. On a failed save the weapon permanently loses 1d4 randomly determined special abilities. If it has no more special abilities, these transfer to lost points of enhancement bonus on a 1 for 1 basis.

Drain Magic (Su): If a disjoiner hits an opponent with its tongue attack, it can choose to drain any magic items that the opponent might have. It affects magic items in the following order: shield, armor, helmet, item in hand, cloak, stowed or sheathed weapon, bracers, clothing, jewelry (including rings) and anything else. Every round it leaves its tongue attached, the disjoiner drains 1d4 special abilities of an item, or 1d4 points of bonus from it, or 2d4x10% of its full number of charges. For every special ability or point of enhancement bonus the disjoiner drains, it gains 10 temporary hit points. For every charge it drains it gains one temporary hit point.

An opponent can attempt a str check (DC 46) to wrestle its item free of the disjoiner’s tongue, but this is virtually impossible due to the disjoiner’s incredible tenacity. A disjoiner can still attack with its hooves and tail while attached to an item.

Improved Grab (Ex): If a disjoiner hits with its tongue attack, it may choose to initiate a grapple as a free action without provoking an attack of opportunity. It may choose to constrict if it gets a hold.
 

Okay, here's what I've got for you this week. For now, just an epic vermin monster you might like. It's not too complicated, it won't grapple or eat anyone, and it should be sufficiently nasty without that Far Realms vibe, but it hints at greater forces at work. Later tonight or possibly tomorrow, I'll have one of the Hrdad for you. This one will be the "muscle" of the group; it's an advanced Mezzoloth with fighter levels and a template from an old dungeon article. And I'll probably come up with a good elven fey or humanoid for you by next weekend, if not during next weekend. Unfortunately, I don't know enough about the gith to really help you make a new version of them. But the next time you need a big, epic, apocalyptic monster, let me know. I've been eager to try some new creature types from a recent game idea as D&D monsters.

Consumer
Large Vermin
Hit Dice: 33d8+429 (577 hp)
Initiative: +7 (+7 Dex)
Speed: 70 ft. (10 squares)
AC: 36 (-1 Size, +7 Dex, +20 natural armor) touch 16, flat-footed 29
Base Attack/Grapple: +24/+42
Attack: Bite +38 melee (3d8+14 and Desperate Power)
Full Attack: Bite +38 melee (3d8+14 and Desperate Power,) 2 Claws +33 (2d8+7)
Space/Reach: 5 feet/5 feet
Special Attacks: Desperate Power, Trample, Devastating Bite
Special Qualities: Battle Fortitude, Darkvision 120 ft., Tremorsense 120 ft., Vermin Traits, Cold and Fire resistance 15, DR 10/epic
Saves: Fort +31, Ref +18, Will +11
Abilities: Str 38, Dex 25, Con 37, Int -, Wis 10, Cha 2
Climate/Terrain: Any Land
Organization: solitary, colony (1-6) or swarm (2d12)
Challenge Rating: 23
Treasure: None
Alignment: Always Neutral
Advancement: 34-45 HD (Large,) 46-66 (Huge)

Consumers are the termites of civilization itself. Some unknown force often sends them to planes where some sort of devastation has occurred, leaving ruined cities and few survivors. The Consumers are instinctively drawn to these places of ruin, where they seek to remove the last traces of that culture. Everything from debris to ruined buildings to the remaining living creatures in the area are consumed by the creatures, leaving nothing left but a few perfectly-preserved but completely empty buildings assuming any of them remained standing and undamaged in the initial cataclysm.

Consumers have the bodies of giant beetles but a pair of claws similar to a mantis. Their chitin armor has a sheen and hardness that resembles steel, which sometimes causes them to be mistaken for constructs. Their most notable feature, however, are their mouths. Instead of teeth or an insect-like set of mandibles, Consumer mouths consist of dozens of blades that whirl around in a circle at speeds so fast the human eye can’t pick it up. These blades cut through even the hardest of meals with ease. Once a meal has been thoroughly liquefied, a series of invisible pores near the mouth absorb the remains to sustain the Consumer. Consumers are able to eat nearly anything, including organic matter, stones, and metal, to survive. When all the food in a ruined area is consumed, they go into hibernation, letting them wait indefinitely for intruders to enter their home or until another area near their ruins is attacked and nearly destroyed, causing the entire hive to migrate to this new home and consume anything left.

Combat:
Despite their power, Consumers are simplistic fighters. They have enough sense to target living or moving food sources first, and anything that actually is capable of damaging them has first priority, but they otherwise don’t rely on complicated tactics. They prefer to use their magical enhancements to guarantee that eventually, they’ll be able to destroy and consume their prey. The natural attacks of the Consumer bypass epic and adamantine damage reduction.

Desperate Power (Su): Powerful as the Consumers are when they first attack their prey, they only get more powerful with time. Every time a Consumer is successfully gets a target with its bite attack, it absorbs the bitten material for an instant energy boost. It channels some of this power into its own muscles. As a result, the Strength of a Consumer increases by two every time it takes damage! This affects its to hit and damage as well as skill and ability checks. This increase stacks with itself until a Consumer’s strength score is double its original value. However, one hour after the first attack is made, the Consumer’s systems will finally reject this increased muscle mass, causing it to instant revert to normal and preventing this ability from being used again until the Consumer rests for at least an hour.

Battle Fortitude (Su): Like Desperate Power, this ability makes the Consumer increasingly powerful over the course of a battle, though mercifully this power usually balances out and gets negated over the course of a battle. Whenever a Consumer is hit in battle, it absorbs part of the energy used to harm it and channels it into rapid production of its chitin armor. It gains an additional +1 to its natural armor every time it is struck, increasing its AC respectively. However, the Consumer can’t keep this fragile additional armor maintained while improving its other systems. As a result, whenever it successfully hits with a bite attack and activates its Desperate Power ability, it loses 5 points of this gained AC (or all of the AC if it had 5 or less points of a bonus at this point.)

Trample (Ex): As a full-round action, a Consumer can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. A trample attack does bludgeoning damage equal to 2d6+21. Trampled opponents can make attacks of opportunity, but at a –4 penalty. If they do not make attacks of opportunity, they can attempt a Reflex save for half damage. The DC is 40 and Strength-based.

Devastating Bite (Ex): The unusual teeth of the Consumer are designed to bite through and rip apart anything. It ignores hardness when attacking objects.
 

Okay, here we go. Meet Xetich! I had to make a few changes to the 3.5 mezzoloth and the half-machine template as I went. For one thing, the half-machine template never got updated to 3.5, and it had a few weird rules I had to figure out or get into detail as well. As for the mezzoloth, I never figured out how the four-clawed creature had the number of attacks the book gave it (and the illustration of the creature weilding the trident two-handed didn't help, either!) Feel free to change anything you need. I left the poison its new tail spike had blank so you can figure out an appropriately high-level one, and if you want to ditch the pun in her name, I'd understand. :)

Xetich Halfclocked
Advanced 24 HD Half-Machine Mezzoloth Yugoloth, 6th level fighter
Large Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 30d10 +300 (465 hp)
Initiative: +6 (+4 Improved Initiative, +2 Dex)
Speed: 40 ft. (8 squares,) fly 40 ft., (8 squares, average)
AC: 41 (-1 Size, +13 armor (built-in full plate +5,) +2 Dex, +10 natural armor, +7 large metal shield) touch 12, flat-footed 39
Base Attack/Grapple: +30/+48
Attack: Claw +48 melee (3d6+21) or tentacle slam +48 melee (3d8+19,) or tail spike +48 melee (3d6+19+poison,) or bite +48 melee (2d4+19,) or large +1 trident +49 melee (2d6+21/19-20) or trident +37 ranged (2d6+21/19-20)
Full Attack: Large +1 trident +49/44/39/34 melee (2d6+21/19-20) and 2 claws +46 melee (3d6+14,) and 2 tentacle slams +46 melee (3d8+12,) and tail spike +46 melee (3d6+12+poison,) and bite +46 melee (2d4+12,) or trident +37 ranged (2d6+21/19-20)
Space/Reach: 10 feet/10 feet
Special Attacks: Spell-like Abilities, Summon Yugoloth
Special Qualities: Damage reduction 10/good and magic, immunity to poison and acid, resistance 20 to fire, cold, and electricity, SR 32, telepathy 100 ft., partial construct, shielded mind, Scent, fast healing 3
Saves: Fort +31, Ref +20, Will +19
Abilities: Str 33 (39,) Dex 14, Con 31, Int 6, Wis 12, Cha 12
Skills: Hide +25, Intimidate +43, Knowledge (the planes) +25, Listen +30, Move Silently +29, Spot +38
Feats: Improved Critical (trident,) Improved Initiative, Power Attack, Weapon Focus (trident,) Blind-Fighting, Combat Reflexes, Iron Will, Lightning Reflexes, Multiattack, Flyby Attack, Alertness, Great Fortitude, Run, Cleave, Great Cleave, Weapon Specialization (trident and claw,)
Epic Feats: Dire Charge, Fast Healing
Climate/Terrain: Bleak Eternity of Gehenna
Organization: Solitary or with Hrdad
Challenge Rating: 23
Treasure: brilliant energy, returning, trident +5, amulet of mighty fists +5, belt of giant strength +6, large steel shield +5, Daern’s instant fortress
Alignment: Neutral evil
Advancement: -

The creature killed before it was even seen. All around, comrades fall to many hideous wounds. Finally, an ally uses magic to remove the enemy’s veil of invisibility, revealing a hideous, four-armed, bipedal insect. It wields a trident in one hand and a shield in the other, but the rest of its body is covered with unnatural metal weapons. Two tentacles angrily lash around its body while a giant saw spins between its mandibles. The creature regards the survivors with a look of amusement before vanishing, and the carnage begins anew.

Once a normal, if unusually powerful, mezzoloth, Xetich was captured and forced into slavery by a cruel and unusual master. This master enhanced its new slave with a variety of new components that combine magic with a strange new force called “technology.” Eventually, the master was killed, freeing Xetich and letting her seek power on his own. Eventually she was discovered and recruited by the Hrdad, a band of Yugoloth assassins. Xetich is no smarter than most of her race, but she serves as the muscle of the group. Her new abilities make her both faster and stealthier than most mezzoloths, and she has been known to unleash all of her many attacks to destroy an entire roomful of enemies in a matter of seconds or slice even a powerful enemy to ribbons for the enemy can even react or be aware of her!

Combat:

Xetich’s tactics are simple but effective. She prefers to watch her enemies for a few rounds before initiating combat and activating her greater invisibility, haste, and see invisibility first. Once ready, she tries to sneak into the middle of a group of enemies and then use all of her attacks on anyone around her. She uses power attack on any enemies she can consistently hit with her weaponry or on slow but heavily armored enemies that are vulnerable to her trident’s Brilliant Energy effect. On a powerful foe, she uses her dire charge to close with the enemy and release all of her attacks instantly.

Spell-Like Abilities (Sp): Xetich can cast the following spell-like abilities: At will – cause Fear (DC 12,) darkness, desecrate, produce flame, see invisibility, 3/day – haste, greater invisibility, 2/day - cloudkill (DC 16,) dispel magic. All abilities are as a 10th level caster. Twice per day, Xetich can use greater teleport (self plus 50 pounds only,) as a 14th level caster.

Summon Yugoloth (Sp): Once per day, Xetich can attempt to summon a normal mezzoloth with a 40% chance of success.

Telepathy (Su): Xetich can communicate telepathically with any creature within 100 feet that has a language.

Partial Construct (Ex): Xetich’s half mechanical body grants her numerous abilities. She is immune to disease and would be immune to poison as well if her yugoloth nature didn’t already make him immune to it. She is treated as being one size larger when determining death by massive damage if the optional rules that base it on size are applied. All nonlethal damage done to her is halved. She also gains a number of additional powers based on her half machine nature and hit dice.

Attacks: She gains two tentacle attacks, one bite attack, and a poison tail spike. She gains two additional dice of damage to the claws, tentacles, and tail spike, and one additional dice of damage to the bite.

Qualities: Her DR expands to include 10/magic, she gains a rust protection to counter a normal half machine’s rust vulnerability, she gains haste and greater invisibility as spell-like abilities, her fire, electricity, and cold resistance all increase by 10, its spell resistance increases by 10, and she gains the scent and shielded mind special qualities.

Shielded Mind (Su): Xetic’s mind has been protected by a specialized field that essentially makes her a construct when confronted with mind-affecting attacks. This makes her immune to these attacks.
 


Sandain said:
Powerful Elves? why not use Leshay from the ELHB?

Can you give us a quick refresh on Red and Black Gith please?

The Leshay have been clearly established as the Elven equivalent of the Ancients, and only one has ever been seen, in-game. While I do want to use an evil Leshay, he'll be something unique...something I plan to take some time hand-crafting. The heretofore unmentioned Lords of the Air are led by a Leshay, for example...the secret masters of the old Grey Guild.

The Valley of the Mage, however, has clearly been established as a Bad Place for outsiders (not Outsiders) to go. Under the control of...Jonathan...the elves there are considered dangerous, even by the PCs, to some extent. I'd like them to remember that, when they go there.

Black and Red Gith are splinter factions from the main Gith force. Worried that they are, by and large, too weak to retake the Prime, their original home-world, some Gith have allowed themselves to be merged with black and red dragon stock to create unique hybrids, like the Duthka'Gith, but different and more powerful. Essentially, the only way to bypass their old level restriction was by being turned into undead...that restriction has past, but some Gith can't wait that long to build up a powerbase. I intend to make them different than just half-dragon templated...though I haven't figured out quite how, yet.

Been very busy, otherwise. Will examine Xetich more in-depth tonight. Looks promising.
 

If the Leshay are the ancients of the Elves - then maybe there are a version of Dark Leshay for the Dark Elves? maybe the mortal elves split was a reflection of the ancients split?

For the Gith, maybe the Black Gith are half Shadow dragons or negative energy dragons? maybe the red Gith are half force dragon? owwies.
 

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