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Request for some Ideas (my players please avoid)
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<blockquote data-quote="LordVyreth" data-source="post: 1886865" data-attributes="member: 9626"><p>It seems like a good system that we have worked out here. I and Jester provide the crunch and Sindain is more the plot and ideas guy!</p><p></p><p>At any rate, here are the three outsiders I mentioned. If they aren't even reaching the Far Realms yet, I'll wait until next week to give you the full list. In the meantime, though, here are the three outsiders I promised, and I'll try to give you the advanced monsters I mentioned by tomorrow, along with the basic template, so you can use their powers. They'd probably make good advance guards of the Far Realm, just to give them a hint of what's in store for them... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p><strong>Lipido</strong></p><p>Large Outsider (Evil, Chaotic)</p><p>Hit Dice: 7d8+28 (59 hp)</p><p>Initiative: -1 (-1 Dex)</p><p>Speed: 30 ft, (6 squares) fly 20 feet (4 squares) (perfect).</p><p>AC: 17 (-1 Size, -1 Dex, +9 Natural,) touch 8, flat-footed 17</p><p>Base Attack/Grapple: +7/+17</p><p>Attack: Tentacle +12 melee (1d8+6)</p><p>Attacks: 4 Tentacles +12 melee (1d8+6)</p><p>Space/Reach: 10 feet/10 feet</p><p>SA: Improve Grab, Darkness Scatter, Consume Souls, Spell-Like Abilities</p><p>SQ: Damage Reduction 5/magic, SR 16, Poison Immunity, Fire Resistance 10</p><p>Saves: Fort +9, Ref +4, Will +6</p><p>Abilities: Str 22, Dex 8, Con 19</p><p>Int 13, Wis 12, Cha 15</p><p>Skills: Climb +16, Jump +16, Hide +5, Move Silently -11*, Spot +11, Listen +11, Search +11, Sense Motive +11, Spellcraft +11, Knowledge (planes) +11</p><p>Feats: Combat Reflexes, Blind Fighting, Ability Focus (Darkness Scatter)</p><p>Climate/Terrain: Any land or underground</p><p>Organization: Solitary or gang (2-4)</p><p>Challenge Rating: 6</p><p>Treasure: Standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: 8-9 HD (Large,) 10-15 (Huge,) 16-33 (Gargantuan)</p><p></p><p>Lipidos are psychotic demons, who enjoy killing their victims, and consuming their souls to create a horrible chorus of anguished wailing. They resemble jellyfish, but they have four tentacles, and are of a sickly green color. Their tentacles also end in beds of sharp needles, which they use to pierce their enemies. In addition, their head is actually a contained orb full of dark fluid. The spirits of those killed by the Lipido constantly appear in this orb and cry out about their fate in despair. Lipidos often ally with evil forces that want to control and inspire fear in lesser opponents.</p><p></p><p>Combat: </p><p>Lipidos often start combat by using their darkness powers, then using their Blind Fighting ability to attack their unaware enemies. They also like to hover over their enemies, while using their superior reach to lash out at opponents that can’t engage them in melee.</p><p></p><p>Improved Grab(Ex): If a Lipidos successfully hits with a tentacle, it can immediately attempt to grab a hold of their target. If successful, it will pull the victim to its body, and inflict automatic tentacle damage each round.</p><p></p><p>Darkness Scatter(Su): Three times a day, the Lipido can generate eight orbs of darkness around its body as a standard action that doesn’t provoke an attack of opportunity. The next round, it can release these as a free action. The orbs fly outward in the eight cardinal directions for 10 feet, effectively creating eight line areas of effect. The four diagonal lines always fly directly from the four corners of the Lipido, but the Lipido can choose to fire the four straights shots through the more clockwise or the more counterclockwise line, though all four lines must be one or the other. Those caught in a line takes 3d8 of unholy damage (or half the Lipido’s HD, for advanced Lipidos, maximum 20d6) unless they make a Reflex Save (DC 17) to take only half damage. The Save is Charisma-based.</p><p></p><p>Consume Soul(Su): If the Lipido kills a victim with a tentacle, it pulls the victim’s soul into itself. The soul is then bound inside the Lipido, and can’t be resurrected unless the Lipido is killed or banished from the plane. In addition, the Lipido heals 1d10 points of damage after consuming the soul. If at full health, the Lipido instead gains 1d10 temporary hit points for five rounds.</p><p></p><p>Spell-Like Abilities(Sp): At will: Darkness, Teleport Without Error (DC 17) (Self and 50 pounds only,) Silence (DC 14,) Detect Good, See Invisibility. 1/day: Confusion (DC 16.) All spells are cast as a 12th level sorcerer. The Save DCs are Charisma-based.</p><p></p><p>Spell Resistance(Su): Lipido Spell Resistance is equal to 10+the Lipido’s CR.</p><p></p><p>Lipido have a –10 racial penalty to Move Silently checks, because of the constant wailing of the lost souls within it. This penalty is not present if the Lipido does not have any souls consumed. It also could use its silence power to cancel this effect, but rarely does so, as it enjoys using the screams to demoralize its enemies.</p><p></p><p><strong>Swift Pride</strong></p><p>Large Outsider (Evil)</p><p>Hit Dice: 12d8+60 (114 hp)</p><p>Initiative: +5 (+1 Dex, +4 Improved Initiative)</p><p>Speed: 20 ft., fly 40 ft. (good)</p><p>AC: 21 (-1 Size, +1 Dex, +11 Natural,) touch 10, flat-footed 20</p><p>Base Attack/Grapple: +12/+22</p><p>Attack: Bite +17 (2d6+6,) or Claw +17 (1d8+6+Spirit Drain on right claw, 19-20/x2)</p><p>Full Attack: Bite +17 (2d6+6,) and 2 Claws +15 (1d8+3+Spirit Drain on right claw, 19-20/x2)</p><p>Space/Reach: 10 ft./10 ft.</p><p>SA: Life Suck, Spirit Drain, Latent Spellcasting, Fiend Blast</p><p>SQ: SR 17, Fire and Cold Resistance 10, Blindsight, Darkvision 60ft.</p><p>Saves: Fort +13, Ref +9, Will +10</p><p>Abilities: Str 23, Dex 13, Con 20</p><p>Int 12, Wis 14, Cha 21</p><p>Skills: Concentration +20, Hide +12, Knowledge (any one) +16, Listen +17, Move Silently +16, Search +16, Spellcraft +16, Spot +17, Survival +17</p><p>Feats: Multiattack, Power Attack, Cleave, Improved Critical (Claw,) Track</p><p>Climate/Terrain: Any land or underground</p><p>Organization: Solitary or colony (2-4)</p><p>Challenge Rating: 9</p><p>Treasure: Standard</p><p>Alignment: Always neutral evil</p><p>Advancement: 13-16 HD (Large,) 17-24 (Huge,) 25-36 (Gargantuan)</p><p></p><p>Swift Prides, or Abyssal Bats, as they are sometimes called, are giant bats with the heads of white-skinned and haired elves. They are believed to be the spirits of extremely prideful beings who spurned the gods even after death, and were reborn in this current form as punishment. It is unknown if all swift prides have elf heads, and if they do, whether they are all descended from elves, or if all beings just take that form upon becoming Swift Prides. Despite their secondary name, they rarely are found in the Abyss, for they have difficulty with the pure chaos there.</p><p></p><p>Combat: </p><p></p><p>Swift Prides like to start combat by using Fiend Blast from a position that would cause maximum problems for their enemies (on a bridge, next to a cliff, etc.) and then attack the survivors with their wings and growing magical ability.</p><p></p><p>Life Suck (Su): The left wing of a Swift Pride heals the being for the damage it does. If the Swift Pride is at full health, the damage becomes temporary hit points. However, it can only have 2 temporary hit points per hit die and they only last 1 hour.</p><p></p><p>Spirit Drain (Su): the right wing of a Swift Pride sucks out spiritual power from the user. If the target is a spellcaster, it drains 1d4 randomly selected prepared spells or spell slots from the user. If a Psionicist, the character loses 4d4 power points. If neither, the player takes 1d4 temporary points of either Intelligence or Wisdom damage, select randomly. This energy is used to power the Pride’s Latent Spellcasting ability.</p><p></p><p>Latent Spellcasting (Sp): All Swift Prides have spells as a 7th level sorcerer, or a sorcerer equal to its CR – 2 for advanced Swift Prides. However, it can’t cast these spells unless they are powered from energy gained with the Spirit Drain attack. Each spell or four power points drained let it cast spells for one round. Every 2 damaged ability points also counts as a round. Swift Prides each have different spell, but all have these spells on their list: Ray of Frost, Ray of Enfeeblement, Ghoul Touch, and Vampiric Touch. Though these spells use a known list and use up spell slots as a sorcerer’s magic normally does, they are cast as normal spell-like-abilities.</p><p></p><p>Fiend Blast (Su): Three times a day, the Swift Pride can use their deadliest attack, which must be used while flying. As a standard action, they fill their wings with dark energy, and then flap them rapidly, creating a windstorm of dark energy. All caught within the power’s sixty-foot cone are affected as if by a hurricane for one round, but the DC to be affected by the hurricane is based on the Swift Pride, not the normal weather DC. The DC is 22, and is Strength-based. In addition, the dark energy does 4d8 points of damage (+1d8 for every additional 3 HD a Swift Pride has,) to all good characters, half of that to neutral, and none to evil. Characters who made their hurricane resistance save can also make a save against the dark energy at the same DC for half damage, but those affected by the hurricane also take full damage from the energy without a save!</p><p></p><p>Spell Resistance (Su): Spirit Pride’s have a Spell Resistance equal to their CR +8.</p><p></p><p><strong>Canor Factum</strong></p><p>Medium Outsider (Evil, Chaotic)</p><p>Hit Dice: 15d8+105 (172 hp)</p><p>Initiative: +4 (+4 Dex)</p><p>Speed: 30 ft (6 squares) or 60 ft when Tongue Walking (12 squares.) </p><p>AC: 26 (+4 Dex, +12 Natural,) touch 14, flat-footed 22</p><p>Base Attack/Grapple: +15/+22</p><p>Attack: Tongue-Blade +22 melee (1d6+7)</p><p>Full Attack: 10 Tongue-Blades +22 melee (1d6+7)</p><p>Space/Reach: 5 ft./10 ft.</p><p>SA: Extended Breath Weapon, Spell-Like Abilities, Improved Grab</p><p>SQ: Tongue Walk, Damage Reduction 10/good and cold iron, SR 26, Acid, Electricity, and Fire Resistance 10</p><p>Saves: Fort +16, Ref +13, Will +13</p><p>Abilities: Str 25, Dex 18, Con 24</p><p>Int 15, Wis 18, Cha 19</p><p>Skills: Climb +25, Jump +25 (+35 when starting a Tongue Walk,) Spot +22, Listen +22, Search +20, Sense Motive +22, Spellcraft +20, Intimidate +22, Concentration +25, Bluff +22</p><p>Feats: Combat Reflexes, Improved Trip, Dodge, Mobility, Ability Focus (Extended Breath Weapon,) Run</p><p>Climate/Terrain: Any land or underground</p><p>Organization: Solitary or gang (2-4)</p><p>Challenge Rating: 15</p><p>Treasure: Double coins; double goods; standard items.</p><p>Alignment: Always chaotic evil</p><p>Advancement: 16-21 (Medium) 21-45 (Large)</p><p></p><p>Canor Factums are twisted outsiders of a bizarre nature. They look like humanoids with great strength, red hides, and horns growing out of their shoulders and backs. They appear to have many scars on their bodies, but when they are ready to attack, the horrible truth becomes clear; each scar is actually a large, tooth mouth, with a gigantic tongue. Canor Factums are often employed by powerful demons as brutish enforcers, for they enjoy inspiring disgust and terror in their victims. </p><p></p><p>Combat: </p><p>Canor Factums use these tongues as deadly reach weapons, but since they are spaced all around the creature’s body, it only can attack one individual with three tongues in a round. Against powerful foes, they like to use their Tongue Walk ability to move swiftly across the battlefield.</p><p></p><p>Extended Breath Weapon (Su): Canor Factums can breath fire out of all of its mouths at once as a standard action once every 1d4 rounds. This creates a burst of flames around its body in a 10-foot radius, doing 9d6 points of fire damage (+1d6 per 2 HD beyond this, maximum 20d6) to all caught inside it (Reflex Save DC 26 for half, DC is Constitution-based.) Even worse, it can continue to breathe until the start of its actions in the next round. As a result, anyone who enters, remains in, or passes through the area for that time will also get hit! However, if the breath is used continuously instead of the normal instantaneous action, it is extremely taxing for the Canor Factum, and on the round that the breath ends, he can’t take any action, and is considered stunned until its next round.</p><p></p><p>Improved Grab (Ex): If a Canor Factum successfully hits with a tentacle, it can immediately attempt to grab a hold of their target. If successful, it can inflict automatic tongue-blade damage each round. Canor Factums often will take a -20 on this check, and then walk away while still holding the grabbed target, and try to drop him into something harmful, or off a cliff.</p><p></p><p>Tongue Walk (Ex): As a free action, a Canor Factum can extend the tongues on the soles of his feet, and use them to walk 10 feet above the ground! When in this position, his movement increases to 60 feet, and he can gains the abilities of the Spring Attack feat and the ability to pass over Medium-sized or smaller creatures with only 5 feet or less reach without provoking an attack of opportunity. However, this tends to limit his targets, as the only ground-level target he can hit is right under him. He also can use this right before a jump, to add +10 to the jump and remove the maximum jump limit based on height. He can also pull the tongues in as a free action, but has to have a space available to land for him to do so. Extending or Retracting the tongues normally provokes an attack of opportunity as it moves through multiple threatened spaces on the vertical plane.</p><p></p><p>Spell-Like Abilities (Sp): At will: Expeditious Retreat, Jump (DC 15,) Detect Good, Detect Law, Melf’s Acid Arrow. 3/day: Acid Orb (DC 18,) Hold Monster (DC 19.) All spells are cast as a 16th level sorcerer. The Save DCs are Charisma-based.</p></blockquote><p></p>
[QUOTE="LordVyreth, post: 1886865, member: 9626"] It seems like a good system that we have worked out here. I and Jester provide the crunch and Sindain is more the plot and ideas guy! At any rate, here are the three outsiders I mentioned. If they aren't even reaching the Far Realms yet, I'll wait until next week to give you the full list. In the meantime, though, here are the three outsiders I promised, and I'll try to give you the advanced monsters I mentioned by tomorrow, along with the basic template, so you can use their powers. They'd probably make good advance guards of the Far Realm, just to give them a hint of what's in store for them... :) [B]Lipido[/B] Large Outsider (Evil, Chaotic) Hit Dice: 7d8+28 (59 hp) Initiative: -1 (-1 Dex) Speed: 30 ft, (6 squares) fly 20 feet (4 squares) (perfect). AC: 17 (-1 Size, -1 Dex, +9 Natural,) touch 8, flat-footed 17 Base Attack/Grapple: +7/+17 Attack: Tentacle +12 melee (1d8+6) Attacks: 4 Tentacles +12 melee (1d8+6) Space/Reach: 10 feet/10 feet SA: Improve Grab, Darkness Scatter, Consume Souls, Spell-Like Abilities SQ: Damage Reduction 5/magic, SR 16, Poison Immunity, Fire Resistance 10 Saves: Fort +9, Ref +4, Will +6 Abilities: Str 22, Dex 8, Con 19 Int 13, Wis 12, Cha 15 Skills: Climb +16, Jump +16, Hide +5, Move Silently -11*, Spot +11, Listen +11, Search +11, Sense Motive +11, Spellcraft +11, Knowledge (planes) +11 Feats: Combat Reflexes, Blind Fighting, Ability Focus (Darkness Scatter) Climate/Terrain: Any land or underground Organization: Solitary or gang (2-4) Challenge Rating: 6 Treasure: Standard Alignment: Always chaotic evil Advancement: 8-9 HD (Large,) 10-15 (Huge,) 16-33 (Gargantuan) Lipidos are psychotic demons, who enjoy killing their victims, and consuming their souls to create a horrible chorus of anguished wailing. They resemble jellyfish, but they have four tentacles, and are of a sickly green color. Their tentacles also end in beds of sharp needles, which they use to pierce their enemies. In addition, their head is actually a contained orb full of dark fluid. The spirits of those killed by the Lipido constantly appear in this orb and cry out about their fate in despair. Lipidos often ally with evil forces that want to control and inspire fear in lesser opponents. Combat: Lipidos often start combat by using their darkness powers, then using their Blind Fighting ability to attack their unaware enemies. They also like to hover over their enemies, while using their superior reach to lash out at opponents that can’t engage them in melee. Improved Grab(Ex): If a Lipidos successfully hits with a tentacle, it can immediately attempt to grab a hold of their target. If successful, it will pull the victim to its body, and inflict automatic tentacle damage each round. Darkness Scatter(Su): Three times a day, the Lipido can generate eight orbs of darkness around its body as a standard action that doesn’t provoke an attack of opportunity. The next round, it can release these as a free action. The orbs fly outward in the eight cardinal directions for 10 feet, effectively creating eight line areas of effect. The four diagonal lines always fly directly from the four corners of the Lipido, but the Lipido can choose to fire the four straights shots through the more clockwise or the more counterclockwise line, though all four lines must be one or the other. Those caught in a line takes 3d8 of unholy damage (or half the Lipido’s HD, for advanced Lipidos, maximum 20d6) unless they make a Reflex Save (DC 17) to take only half damage. The Save is Charisma-based. Consume Soul(Su): If the Lipido kills a victim with a tentacle, it pulls the victim’s soul into itself. The soul is then bound inside the Lipido, and can’t be resurrected unless the Lipido is killed or banished from the plane. In addition, the Lipido heals 1d10 points of damage after consuming the soul. If at full health, the Lipido instead gains 1d10 temporary hit points for five rounds. Spell-Like Abilities(Sp): At will: Darkness, Teleport Without Error (DC 17) (Self and 50 pounds only,) Silence (DC 14,) Detect Good, See Invisibility. 1/day: Confusion (DC 16.) All spells are cast as a 12th level sorcerer. The Save DCs are Charisma-based. Spell Resistance(Su): Lipido Spell Resistance is equal to 10+the Lipido’s CR. Lipido have a –10 racial penalty to Move Silently checks, because of the constant wailing of the lost souls within it. This penalty is not present if the Lipido does not have any souls consumed. It also could use its silence power to cancel this effect, but rarely does so, as it enjoys using the screams to demoralize its enemies. [B]Swift Pride[/B] Large Outsider (Evil) Hit Dice: 12d8+60 (114 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) Speed: 20 ft., fly 40 ft. (good) AC: 21 (-1 Size, +1 Dex, +11 Natural,) touch 10, flat-footed 20 Base Attack/Grapple: +12/+22 Attack: Bite +17 (2d6+6,) or Claw +17 (1d8+6+Spirit Drain on right claw, 19-20/x2) Full Attack: Bite +17 (2d6+6,) and 2 Claws +15 (1d8+3+Spirit Drain on right claw, 19-20/x2) Space/Reach: 10 ft./10 ft. SA: Life Suck, Spirit Drain, Latent Spellcasting, Fiend Blast SQ: SR 17, Fire and Cold Resistance 10, Blindsight, Darkvision 60ft. Saves: Fort +13, Ref +9, Will +10 Abilities: Str 23, Dex 13, Con 20 Int 12, Wis 14, Cha 21 Skills: Concentration +20, Hide +12, Knowledge (any one) +16, Listen +17, Move Silently +16, Search +16, Spellcraft +16, Spot +17, Survival +17 Feats: Multiattack, Power Attack, Cleave, Improved Critical (Claw,) Track Climate/Terrain: Any land or underground Organization: Solitary or colony (2-4) Challenge Rating: 9 Treasure: Standard Alignment: Always neutral evil Advancement: 13-16 HD (Large,) 17-24 (Huge,) 25-36 (Gargantuan) Swift Prides, or Abyssal Bats, as they are sometimes called, are giant bats with the heads of white-skinned and haired elves. They are believed to be the spirits of extremely prideful beings who spurned the gods even after death, and were reborn in this current form as punishment. It is unknown if all swift prides have elf heads, and if they do, whether they are all descended from elves, or if all beings just take that form upon becoming Swift Prides. Despite their secondary name, they rarely are found in the Abyss, for they have difficulty with the pure chaos there. Combat: Swift Prides like to start combat by using Fiend Blast from a position that would cause maximum problems for their enemies (on a bridge, next to a cliff, etc.) and then attack the survivors with their wings and growing magical ability. Life Suck (Su): The left wing of a Swift Pride heals the being for the damage it does. If the Swift Pride is at full health, the damage becomes temporary hit points. However, it can only have 2 temporary hit points per hit die and they only last 1 hour. Spirit Drain (Su): the right wing of a Swift Pride sucks out spiritual power from the user. If the target is a spellcaster, it drains 1d4 randomly selected prepared spells or spell slots from the user. If a Psionicist, the character loses 4d4 power points. If neither, the player takes 1d4 temporary points of either Intelligence or Wisdom damage, select randomly. This energy is used to power the Pride’s Latent Spellcasting ability. Latent Spellcasting (Sp): All Swift Prides have spells as a 7th level sorcerer, or a sorcerer equal to its CR – 2 for advanced Swift Prides. However, it can’t cast these spells unless they are powered from energy gained with the Spirit Drain attack. Each spell or four power points drained let it cast spells for one round. Every 2 damaged ability points also counts as a round. Swift Prides each have different spell, but all have these spells on their list: Ray of Frost, Ray of Enfeeblement, Ghoul Touch, and Vampiric Touch. Though these spells use a known list and use up spell slots as a sorcerer’s magic normally does, they are cast as normal spell-like-abilities. Fiend Blast (Su): Three times a day, the Swift Pride can use their deadliest attack, which must be used while flying. As a standard action, they fill their wings with dark energy, and then flap them rapidly, creating a windstorm of dark energy. All caught within the power’s sixty-foot cone are affected as if by a hurricane for one round, but the DC to be affected by the hurricane is based on the Swift Pride, not the normal weather DC. The DC is 22, and is Strength-based. In addition, the dark energy does 4d8 points of damage (+1d8 for every additional 3 HD a Swift Pride has,) to all good characters, half of that to neutral, and none to evil. Characters who made their hurricane resistance save can also make a save against the dark energy at the same DC for half damage, but those affected by the hurricane also take full damage from the energy without a save! Spell Resistance (Su): Spirit Pride’s have a Spell Resistance equal to their CR +8. [B]Canor Factum[/B] Medium Outsider (Evil, Chaotic) Hit Dice: 15d8+105 (172 hp) Initiative: +4 (+4 Dex) Speed: 30 ft (6 squares) or 60 ft when Tongue Walking (12 squares.) AC: 26 (+4 Dex, +12 Natural,) touch 14, flat-footed 22 Base Attack/Grapple: +15/+22 Attack: Tongue-Blade +22 melee (1d6+7) Full Attack: 10 Tongue-Blades +22 melee (1d6+7) Space/Reach: 5 ft./10 ft. SA: Extended Breath Weapon, Spell-Like Abilities, Improved Grab SQ: Tongue Walk, Damage Reduction 10/good and cold iron, SR 26, Acid, Electricity, and Fire Resistance 10 Saves: Fort +16, Ref +13, Will +13 Abilities: Str 25, Dex 18, Con 24 Int 15, Wis 18, Cha 19 Skills: Climb +25, Jump +25 (+35 when starting a Tongue Walk,) Spot +22, Listen +22, Search +20, Sense Motive +22, Spellcraft +20, Intimidate +22, Concentration +25, Bluff +22 Feats: Combat Reflexes, Improved Trip, Dodge, Mobility, Ability Focus (Extended Breath Weapon,) Run Climate/Terrain: Any land or underground Organization: Solitary or gang (2-4) Challenge Rating: 15 Treasure: Double coins; double goods; standard items. Alignment: Always chaotic evil Advancement: 16-21 (Medium) 21-45 (Large) Canor Factums are twisted outsiders of a bizarre nature. They look like humanoids with great strength, red hides, and horns growing out of their shoulders and backs. They appear to have many scars on their bodies, but when they are ready to attack, the horrible truth becomes clear; each scar is actually a large, tooth mouth, with a gigantic tongue. Canor Factums are often employed by powerful demons as brutish enforcers, for they enjoy inspiring disgust and terror in their victims. Combat: Canor Factums use these tongues as deadly reach weapons, but since they are spaced all around the creature’s body, it only can attack one individual with three tongues in a round. Against powerful foes, they like to use their Tongue Walk ability to move swiftly across the battlefield. Extended Breath Weapon (Su): Canor Factums can breath fire out of all of its mouths at once as a standard action once every 1d4 rounds. This creates a burst of flames around its body in a 10-foot radius, doing 9d6 points of fire damage (+1d6 per 2 HD beyond this, maximum 20d6) to all caught inside it (Reflex Save DC 26 for half, DC is Constitution-based.) Even worse, it can continue to breathe until the start of its actions in the next round. As a result, anyone who enters, remains in, or passes through the area for that time will also get hit! However, if the breath is used continuously instead of the normal instantaneous action, it is extremely taxing for the Canor Factum, and on the round that the breath ends, he can’t take any action, and is considered stunned until its next round. Improved Grab (Ex): If a Canor Factum successfully hits with a tentacle, it can immediately attempt to grab a hold of their target. If successful, it can inflict automatic tongue-blade damage each round. Canor Factums often will take a -20 on this check, and then walk away while still holding the grabbed target, and try to drop him into something harmful, or off a cliff. Tongue Walk (Ex): As a free action, a Canor Factum can extend the tongues on the soles of his feet, and use them to walk 10 feet above the ground! When in this position, his movement increases to 60 feet, and he can gains the abilities of the Spring Attack feat and the ability to pass over Medium-sized or smaller creatures with only 5 feet or less reach without provoking an attack of opportunity. However, this tends to limit his targets, as the only ground-level target he can hit is right under him. He also can use this right before a jump, to add +10 to the jump and remove the maximum jump limit based on height. He can also pull the tongues in as a free action, but has to have a space available to land for him to do so. Extending or Retracting the tongues normally provokes an attack of opportunity as it moves through multiple threatened spaces on the vertical plane. Spell-Like Abilities (Sp): At will: Expeditious Retreat, Jump (DC 15,) Detect Good, Detect Law, Melf’s Acid Arrow. 3/day: Acid Orb (DC 18,) Hold Monster (DC 19.) All spells are cast as a 16th level sorcerer. The Save DCs are Charisma-based. [/QUOTE]
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