Sub-Epic Offerings

Oblex CR 10

XP 9,600

LE Huge ooze

Init +7; Senses blindsight 60 ft., detect thoughts; Perception +20

DEFENSE

AC 24, touch 21, flat-footed 18 (+7 deflection, +3 Dex, +6 natural, –2 size)

hp 136 (13d8+78)

Fort +10, Ref +7, Will +12

DR 10/magic; Immune exhaustion, fatigue, mind-affecting effect, ooze traits; Resistance acid 10; SR 21

Weakness aversion to fire

OFFENSE

Speed 20 ft., climb 20 ft.

Melee 2 pseudopod +15 (2d8+8 plus mind shock)

Special Attacks eat memories, mind shock

Space 15; Reach 10 ft.

Spell-Like Abilities (CL 10th, concentration +17)

Constant—detect thoughts (DC 19)

At willcharm person (DC 18)

3/daydimension door, dominate person (DC 22), hypnotic pattern (DC 19), quicken charm person (DC 18), telekinesis (DC 22)

STATISTICS

Str 27, Dex 16, Con 23, Int 24, Wis 17, Cha 22

Base Atk +9; CMB +19; CMD 39 (cannot be tripped)

Feats Ability Focus (eat memories), Alertness, Deceitful, Improved Initiative, Quicken Spell-Like Ability (charm person), Power Attack, Skill Focus (Disguise)

Skills Bluff +23, Diplomacy +19, Disguise +29, Intimidate +19, Knowledge (all) +20, Perception +20, Sense Motive +20, Spellcraft +20, Stealth +8

Languages Common, Undercommon, plus any one obtained with eat memories

SQ eater of knowledge, greater compression, psionic mind

ECOLOGY

Environment Any swamp, urban, or underground

Organization solitary

Treasure incidental

Aversion to Fire (Ex)
An Oblex has vulnerability to fire. If an Oblex takes fire damage, it suffer a –4 penalty on attack rolls and skill checks until the end of its next turn.

Detect Thoughts (Sp)
An Oblex can, as a move action, concentrate on a single individual within 60 feet and read its surface thoughts, as if having studied it for 3 rounds. While focusing on one individual, the Oblex does not detect thought on any other individual within range. Creatures that succeed the save are immune to having their surface thoughts from the same Oblex in this way for 24 hours.

Eat Memories (Su)
The Oblex can target one creature it can see within 30 ft. of itself as a standard action. The target must succeed on a DC 25 Will saving throw or take 8d6 damage and become memory drained: a number of months of his memories equal to the monster HD (13 for a usual Oblex) are lost and consumed by the Oblex (who see them as if they were its own). This can potentially result in forgetting the encounter with the Oblex. A creature that succeed his save become immune to the eat memories attack from all Oblex for 24 hours.
While memory drained, the target must roll a d4 and subtract the number rolled from any attack roll and skill check it makes (the d4 is rolled each time he makes an attack or skill check). If the target does not have at least one rank in the skill rolled, the penalty does not apply. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. A restoration spell (1,000 gp version) remove this penalty but does not restore any lost memory. Also modify memory cannot restore lost memories because the memory is completely stolen. Lost memories can only be restored with greater restoration (which also remove the penalty), limited wish, or psychic surgery (which also remove the penalty).
The Oblex learns all the languages a memory drained target knows.
This is a mind-affecting effect and the save DC is Intelligence-based.

Eater of Knowledge (Ex)
An Oblex gains Will as a good saving throw and add its Intelligence as a deflection bonus to AC. It also treats a rank placed in a Knowledge skill as a rank placed in all Knowledge skills.

Greater Compression (Ex)
An Oblex can move through an area as small as one-eighth its space without squeezing or 1 inch wide when squeezing.

Mind Shock (Su)
A creature hit by an Oblex pseodopod attack suffer 2d6 extra damage from visions of memories of victims consumed with eat memories. This extra damage is a mind-affecting effect.

Psionic Mind
An Oblex use its Intelligence for modify its racial spell-like abilities concentration checks and DCs.

Sulfurous Impersonation (Su)
An Oblex can extrudes a piece of itself as a full-round action, that assumes the appearance of one Medium or smaller creature whose memories it has stolen with eat memories. This copy appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur and work as a simulacrum of that creature (simulacrums of creatures with only 1 HD also have only 1 HD). The Oblex can impersonate up to ½ its Intelligence modifier in different creatures at the same time (3 for a standard Oblex), each one tethered to its body by a strand of slime that can extend up to 120 ft. away. A simulacrum benefit of the Oblex mind shock ability on its natural and unarmed attacks.
The simulacrum is an extension of the Oblex, meaning that the Oblex can see through the simulacrum senses and occupies its space and the simulacrum's space simultaneously for the purpose of line of sight and effect (this is usually used for charm and use detect thoughts and eat memories through the simulacrum without reveal its main body). The tether has hardness 2, 13 hp, is immune to bludgeoning damage, and is automatically severed if there is no opening at least 1 inch wide between the Oblex and the simulacrum. The simulacrum disappears if the tether is severed.
A creature can spot the tether with a successful Perception check against the Disguise check of the Oblex (remember that it must also roll a Disguise check when creating a simulacrum to determine how good the likeness is).
 

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Baobhan Sith CR 19

CE Medium fey

Init +11; Senses darkvision 60 ft., lifesense 60 ft, low-light vision, true seeing; Perception +32

Aura frightful presence (60 ft., DC 32)

DEFENSE

AC 34, touch 30, flat-footed 26 (+12 deflection, +7 Dex, +1 dodge, +4 shield)

hp 325 hp (21d6+256) regeneration 5 (cold iron)

Fort +21, Ref +31, Will +28

Defensive Abilities evasion, freedom of movement, scarlet dance, shield, unearthly grace; DR 10/cold iron and lawful; Immune curse, disease, death effects, fear, poison; Resist acid 20, cold 20, fire 20; SR 30

Weakness escape the light

OFFENSE

Speed 40 ft.

Melee bite +22 (1d8+8 plus grab), 2 claws +22 (2d6+8/17-20 plus bleed)

Special Attacks bleed (2d6), blood drain, captivating dance, dying world, false seduction, fetch failnaught, throat-slicer

Spell-Like Abilities (CL 19th, concentration +31)

Constantfreedom of movement, shield, true seeing

At willdetect thoughts (DC 24)

3/dayblindness/deafness (DC 24), calamitous flailing (DC 26), charm monster (DC 26), confusion (DC 26), dominate person (DC 26), greater bestow curse (DC 30), greater dispel magic, suggestion (DC 25)

1/daydominate monster (DC 31), insanity (DC 29), irresistible dance (DC 30), mass charm monster (DC 30), mass inflict critical wounds (DC 30), wish (replicate a sorcerer/wizard spell with the curse descriptor only)

Str 26, Dex 25, Con 14, Int 24, Wis 19, Cha 35

Base Atk +10; CMB +22 (+26 grapple); CMD 48

Feats Accursed Critical, Alertness, Combat Reflexes, Critical Focus, Dodge, Improved Critical (claws), Improved Initiative, Mobility, Nimble Moves, Persuasive, Spring Attack

Skills Acrobatics +31, Bluff +40, Craft (any one) +31, Diplomacy +36, Heal +25 (+33 for torture), Intimidate +37, Knowledge (local, nature) +31, Perception +32, Perform (dance) +44, Sense Motive +32, Stealth +31, Use Magic Device +36; Racial Modifiers +8 Heal for torture and other uses of that skill presents in Villains: Rebirth book of the Bastion Press, +8 Perform (dance)

Languages Aklo, Common, Sylvan

SQ change shape (scarlet colored raven, beast shape II)

Blood Drain (Ex)
A baobhan sith can suck blood from a grappled or helpless opponent; if she establishes or maintains a pin, she deals bite damage and drains blood, dealing 1d4 points of Strength damage and 1d4 points of Constitution damage each round and if the target has a ki pool or spellcasting, then the baobhan sith drains 2 ki points and one random spell slot of the highest level available to the victim. The baobhan sith may add these points to her own ki pool if she has one (up to her maximum total ki). Otherwise, the baobhan sith gains a +2 racial bonus to saving throws for 4 rounds. Further blood drain does not increase the bonus, but does increase the duration of the bonus.

Captivating Dance (Su)
When a baobhan sith dances, all living creatures within 60 feet that view the rhythmic swaying and movements of her body must succeed on a DC 32 Will save or become utterly enthralled and captivated. A creature that succeeds this save is immune to the captivating dance of all baobhan sith for the next 24 hours. A baobhan sith can start her dance as a swift action and maintain it as a free. A baobhan sith cannot start or maintain a captivating dance when entangled, when grappled, and whenever she could not choose to take a move or standard action (such as when paralyzed, stunned, or dazed).

Creatures that cannot see the baobhan sith are immune to the effect of the dance. Creatures that are sexually attracted to females who view this dance suffer a –2 penalty on their saving throws. If a creature under this effect is targeted with a hostile effect (attack, non-harmless spell, etc.), it can re-roll the save with a +4 bonus. If a creature is subject to the throat-slicer ability and survive, it automatically make the saving throw without the need to roll.

A victim under the effects of the captivating dance moves dancing toward the baobhan sith using the most direct means available as long the baobhan sith continues to dance. A dancing creature suffer a –4 penalty to Armor Class and a –10 penalty on Reflex saves, and cannot benefit from any Armor Class bonus granted by a shield it holds. The dancing victim provokes attacks of opportunity each round on its turn. If the path leads a victim into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the baobhan sith simply dance and offers no resistance to the baobhan sith’s attacks. This effect continues for as long as the baobhan sith dance and for 1 round thereafter. This is a charm, compulsion, mind-affecting effect based on sight and the save DC is Charisma-based.

Dying Words (Sp)
When a baobhan sith is slain, she utters a curse as a free action (whether it’s her turn or not) that affects her killer as if it were a greater bestow curse spell (caster level 21th). If her killer is a creature controlled (like a summoner creature or a creature under a charm monster, dominate monster, or possession spells), the curse affect instead the controlling creature. The target can resist the curse with a successful DC 32 Will save. If the save fails, the target is afflicted by the curse of the ages (or suffers a –8 penalty on attack rolls, saves, ability checks, and skill checks if ageless). The save DC is Charisma-based.

Escape the Light (Ex)
While not a true vampire, a baobhan sith is still deathly afraid of the light of the sun and will never willingly enter any zone currently irradiated by natural sunlight. In any round in which a baobhan sith finds herself under the natural light of the sun, she must make a DC 40 Will save or panic, flail and suffer the panicked condition until leaving the light. This overcome the normal immunity to fear of a baobhan sith.

False Seducer (Su)
When a baobhan sith attempts a Bluff check to lie, and the creature believes the lie and it would tend to make them perceive the baobhan sith more favorably, its attitude toward her improved by one step for a limited time. This is a mind-affecting, language-dependant effect and lasts for 1 minute per HD of the baobhan sith (21 for a standard baobhan sith). Once a creature has been exposed to this ability, it is immune to further uses by the same baobhan sith for 24 hours. The baobhan sith automatically knows when a creature has believed a lie made with this ability.

The baobhan sith may dismiss the effect on any one creature as an immediate action to plant a suggestion in a victim’s mind, which they obey as if the thought had been their own (DC 32 Will negates). The suggested course of activity must be a simple request and makes sense to the person in question (eg. to a paladin she can ask to protect the innocent from danger or hunt a monster in the area; to an evil-aligned professional thief to share non-compromising information or teach someone thieving skills). The creature performs the suggested action until it finishes, or for 1 hour per HD of the baobhan sith (21 for a standard baobhan sith), whichever comes first. If the baobhan sith choose, she can instead specify conditions the creature should look for, (eg. you should search the next person who enters this room, looking for weapons.) If the condition is not met before this duration expires, the activity is not performed. The target cannot be asked to do anything it would not normally do. This is a charm, compulsion, mind-affecting effect and the save DC is Charisma-based.

Fetch Failnaught (Su)
As a full-round action, a baobhan sith can create the miniature replica of a living or undead creature by using parts of it (hair, nails, etc.) As another full-round action, baobhan sith can “slay” the replica by nailing it with a stake. The creature must make a DC 32 Will save or be affected by a curse of death that slowly eat away the life of the target. Every round the target that is affected by this curse it suffer 3d6 damage and 1d3 Constitution drain (or 3d6 damage and 1d3 Charisma damage if undead; an undead reduced to Charisma 0 is destroyed). This curse cannot be dispelled even with greater dispel magic (as its a supernatural ability), but it can be removed with a break enchantment (the equivalent caster level is equal to the baobhan sith HD), limited wish, miracle, or wish spell. It cannot be removed with remove curse or suppressed with abeyance. Once a creature is cursed, it cannot be affected again by the fetch failnaught of all baobhan sith for one year. This is a curse effect and the save DC is Charisma-based.

Scarlet Dance (Ex)
As an immediate action when the baobhan sith would normally be hit with an attack roll, she may make a Perform (dance) check to avoid being hit. The DC for this check is equal to the attack roll that hit her. The baobhan sith gains a free 5-foot step as part of this Perform check, and must take it. (If she cannot take his 5-foot step, she cannot use this ability. The movement doesn’t count against any other movement she is taking, and does not provoke an attack of opportunity.) A baobhan sith may only use this ability when she is wearing light armor or no armor, is carrying no more than a light load, and she is not wielding a two-handed weapon.

Throat-Slicer (Ex)
A baobhan sith can deliver a coup de grace using her claws to a dancing creature under the effect of her captivating dance.

Unearthly Grace (Ex)
A baobhan sith adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class. A Baobhan Sith adds her Charisma modifier to melee attack rolls and to her base attack bonus and size bonus when determining her Combat Maneuver Bonus instead of her Strength bonus. A baobhan sith use her Charisma score in place of her Constitution score when calculating hit points.

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Inspired by the wonderful song of an evil Ariel by Lydia the Bard. Images by the artist luck.buggy.

Melusine CR 13

This scaly, finned female humanoid has an athletic build and blue-green coloration. In place of legs she has a long massive fish’s tail.

XP 25,600

CN Large monstrous humanoid (water)

Init +10; Senses blindsense 30 ft., darkvision 180 ft., keen scent; Perception +26

DEFENSE

AC 28, touch 23, flat-footed 23 (+8 deflection, +6 Dex, +5 natural, –1 size)

hp 187 (15d10+105) regeneration 5 (cold iron)

Fort +20, Ref +23, Will +21; +8 vs. against bardic performance, sonic, and language-dependent effects

Defensive Abilities deep dweller, evasion, freedom of movement, unearthly grace; DR 10/cold iron and magic; Immune cold; Resistance fire 20, electricity 30; SR 24

Weakness clumsy moves, sea longing

OFFENSE

Speed 5 ft., swim 90 ft., sky swim

Melee +3 shock trident +22/+17/+12 (1d8+10 plus 1d6 electricity), bite +14 (1d6+3 plus bleed), or bite +19 (1d6+5 plus bleed), 2 claws +19 (1d4+5)

Ranged kinetic blast +20 (6d6+13)

Special Attacks bardic performance 40 rounds/day (DC 25; countersong, frightened tune, dirge of doom, fascinate, inspire competence +4, inspire courage +3, inspire greatness, soothing performance, suggestion), bleed (1d6), captivating song, shipwrecker, stunning glance

Space 10; Reach 5 ft.

Spell-Like Abilities (CL 13th, concentration +21)

Constant—freedom of movement, glibness, sky swim, speak with animals (aquatic animals only)

At willcharm animal (DC 19, aquatic only), charm person (DC 19), control water (DC 22), water breathing

3/daydispel magic, dominate person (DC 23), geyser (DC 22), globe of tranquil water, hypnotic pattern (DC 20)

1/daycontrol weather (as a druid), greater dispel magic, heroic finale, song of healing, submerge ship, track ship (DC 20), vortex (DC 25)

1/yearlimited wish, salvage, seamantle, tsunami (DC 27, +29)

Druid Spells Prepared (CL 11th; concentration +19)

6thfind the path, primal regression (DC 24)

5thbaleful polymorph (DC 23), old salt’s curse (DC 23), shadowbard

4thanimal ambassador, communal protection from energy, grand destiny, heavy water (DC 22), virtuoso performance

3rdair breathing, aquatic cloud of seasickness, communal resist energy, hydraulic torrent, hydrophobia (DC 21), tail current

2ndaboleth’s lung (DC 20), allegro, frigid touch, divine trident, flotsman vessel, share language, slipstream

1stbristle, call animal, hydraulic push (+19), marid’s mastery, saving finale, wave shield

0 (at will)detect magic, detect poison, light, read magic

STATISTICS

Str 21, Dex 22, Con 25, Int 21, Wis 18, Cha 26

Base Atk +15; CMB +21; CMD 45 (cannot be tripped)

Feats Alertness, Aquatic SpellB, Charming Performance, Eschew Materials, Improved Initiative, Kinetic Counter, Lingering Performance, Persuasive, SpellsongB

Skills Bluff +23 (+43 to convince another of the truth of her words), Diplomacy +27, Intimidate +30, Knowledge (nature) +20, Perform (sing) +46, Perception +26, Sense Motive +23, Stealth +20, Swim +31; Racial Modifiers +20 Perform (sing)

Languages Aquan, Common; speak with animals (aquatic animals only)

SQ amphibious, aquatic empathy +23, inspiration, singer, undersized weapons, walk on the earth

ECOLOGY

Environment Any cost

Organization solitary, colony (1 plus 1d6+4 sirens), or kingdom (1 plus 6d6+20 sirens)

Treasure double standards (+3 shock trident, other treasures)

Aquatic Empathy (Ex)
This works like the druid’s wild empathy class feature, except that only apply to creatures with a swim speed. The melusine’s effective druid level is equal to her HD for determining her total modifier to the check.

Captivating Song (Su)
A melusine’s song has the power to infect the minds of those that hear it, calling them to the melusine’s side. A melusine can start sing as a standard action and all creatures aside from other melusines or sirens capable of hearing her must succeed on a DC 25 Will saving throw or become captivated. A creature that successfully saves is not subject to the same melusine’s song for 24 hours. A victim under the effects of the captivating song moves toward the melusine using the most direct means available as long the melusine continues to sing as a standard action. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the melusine simply stands and offers no resistance to the melusine’s attacks. This effect continues for as long as the melusine sings and for 1 round thereafter. This is a charm, mind-affecting, sonic effect. The save DC is Charisma-based.

Clumsy Moves (Ex)
While the melusine is not swimming, she is automatically flat-footed, lose her racial evasion and freedom of movement, and suffer a –4 penalty to attack rolls.

Deep Dweller (Ex)
A melusine is immune to damage from water pressure; her bodies is capable of instantly adjusting to different water depths or even the surface with ease.

Inspiration (Su)
A melusine can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the melusine retains her favor for this creature and as long as the creature carries the melusine’s token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a melusine for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his melusine muse’s Charisma modifier. The melusine retains a link to her token and its carrier as if she had cast a status spell on the carrier. The melusine can end this effect at any time as a free action. A single melusine may inspire a number of creatures at a time in this manner equal to her Charisma modifier.

Singer (Ex/Sp/Su)
A melusine gains a +20 racial bonus to Perform (sing) and Perform is always a class skill for her. Also, a melusine gains the bardic performance class feature as a bard, using her racial HD as her bard level. Unlike a normal bard, a melusine can only use Perform (sing) for her racial bardic performance (so she cannot use distraction). If the melusine takes level in bard, the bard level stack with her racial HD and can use any Perform, not only sing.

Sea Longing (Ex)
Every 24 hours a melusine spends in an area more than 3 miles from the sea, she must succeed at a DC 30 Fortitude save or take 1d3 points of Constitution and Charisma drain. This Constitution and Charisma drain are both healed at a rate of 1 point each for each full day immersed underwater in the sea.

Spells
A melusine casts spells as an 11th-level druid, using her Charisma as her spellcasting modifier, except that she can select bard spells as well as druid spells and cannot swap out prepared spells to cast summon spells. She count her druid spell as bard spell for the purpose of Spellsong.

Shipwrecker (Ex/Su)
A melusine’s attacks, spells, and spell-like abilities (like kinetic blast) deal double damage when damaging water vehicles. In addition, if she concentrate as a full-round action on a water vehicles standing on water, she can make a combat maneuver check (using her Charisma in place of her Strength; +24 for a normal melusine) opposed by the ship’s captain’s Profession (sailor) check. If the check succeeds, the water surge and the target ship is unable to move for 1 round and it heels over. All creatures on board are knocked prone (DC 20 Reflex negates), and all of the ship’s decks become steep slopes. If the melusine’s check exceeds the DC by 5, the target ship is capsized instead, with all creatures on deck or in the rigging knocked into the water. If her check exceeds the DC by 10, the target ship’s hull is snapped in two and the ship immediately begins sinking.

Unearthly Grace (Su)
A melusine adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.

Walk the Earth (Su)
A melusine can transform her fish-like lower half into human legs or back as a full-round action. Her size change to Medium, she lose her swim speed, evasion, clumsy moves, immunity to trip, and undersized weapon, but she gains a land speed of 30 ft. This is a polymorph effect.

Water Mastery (Sp)
A melusine gains the Water Blast as an 11th-level kineticist. She does not gains any other kineticist ability.
 

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Inspired by the xeno with the same name from WH40K

Rangdan CR 13

You are certain of what you saw that day in the alley. A fox-like monster, like a kitsune out of a kid nightmare, with glowing white eyes and black fur. For an instant its form seems to become fluid and the next second it transforms into Old Tom, the miller.

XP 25,600

NE Medium monstrous humanoid (shapechanger)

Init +11; Senses arcane sight, darkvision 60 ft., scent, thoughtsense; Perception +27

DEFENSE

AC 28, touch 22, flat-footed 21 (+5 deflection, +7 Dex, +2 natural, +4 shield)

hp 184 (16d10+96), force field (65 hp, fast healing 13), regeneration 1 (silver)

Fort +11, Ref +17, Will +18

Defensive Abilities force shield, mental potency, morphic anatomy (evasion), shadow veil, shield; DR 10/adamantine or silver; Immune disease, mind-affecting effects, poison; Resistance electricity 30, fire 30; SR 24

OFFENSE

Speed 40 ft., air walk

Melee bite +23 (1d10+6/19-20 plus osseivores), 2 claws +23 (1d8+6/19-20 plus 4d6)

Ranged shadow blast +23 touch (DC 23, blind 1d4 rounds)

Special Attacks disintegration pulse, command slaves, murder-mind, osseivores

Space 5; Reach 5 ft. (10 ft. with claws)

Spell-Like Abilities (CL 13th; concentration +18)

Constantair walk, arcane sight, shield, thoughtsense

3/daycause fear (DC 16), charm monster (DC 19), hypnotism (DC 16), invisibility (self only), mind probe (DC 19), oneiric horror (DC 18), synaptic pulse (DC 18), synaptic scramble (DC 19), telekinetic maneuver

1/daydominate person (DC 20), ego whip II (DC 19), greater synaptic pulse (DC 20), repress memory, synapse overload (DC 20)

Psychic Magic (CL 13th, concentration +18)

19 PEego whip III (4 PE, DC 20), id insinuation II (3 PE, DC 18), mass synesthesia (7 PE, DC 22), mind thrust IV (4 PE, DC 19), mindlink (1 PE, DC 16), psychic surgery (8 PE), silent image (1 PE, DC 16), suggestion (2 PE, DC 17)

STATISTICS

Str 22, Dex 25, Con 22, Int 21, Wis 16, Cha 19

Base Atk +16; CMB +22; CMD 44

Feats Alertness, Combat Reflexes, Deceitful, FleshwarperB, Improved Critical (bite, claws), Improved Initiative, Persuasive, Skill Focus (heal), Weapon Finesse

Skills Bluff +25, Diplomacy +25, Disguise +25 (+35 using morphic body), Intimidate +28, Heal +36, Perception +27, Sense Motive +24, Spellcraft +22, Stealth +27; Racial Modifiers +8 Heal

Languages Aklo, Common, Rangdan, plus any one obtain with cerabvores; telepathy 100 ft.

SQ biological expert, cerabvores, command slave, mental potency, morphic body, shadow veil

ECOLOGY

Environment Any

Organization solitary or unit (1 Rangdan plus 1d4+2 fleshwarped)

Treasure double standard

Biological Expert (Ex)
A Rangdan may use its Intelligence modifier when making Heal checks instead of his Wisdom modifier and gains Fleshwarper as a bonus feat without the need to meet its prerequisites. A Rangdan adds ½ its racial HD as a racial bonus on Heal checks and may use its Heal skill bonus in place of its Craft (alchemy) skill bonus for create fleshwarped creatures and fleshcraft grafts. The Rangdan always count as having a healer’s kit with him and from which it can spend uses. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a Rangdan. Also, a Rangdan gains the skill unlock for Heal.

Cerabvores (Ex)
A Rangdan can attempt to devour the brain of an adjacent helpless or dead creature that has died by less than a minute as a full-round action that provoke attack of opportunity. This automatically slay the creature if it fail a DC 24 Fortitude save. If the attack slay the creature or is used on a corpse, this destroy the head of the victim, preventing any resurrection effect that require a whole body (like breath of life or raise dead). If the Rangdan successfully consume the creature brain, it gains all the memories of the victim and add all the languages know by the victim ot its own. The save DC is Strength-based.

Command Slave (Ex)
As a standard action, a Rangdan can command an allied creature within 60 feet to take a move or standard action immediately. A creature cannot cast spells or spell-like abilities with this standard or move action. A creature can only benefit of command slave once per round.

Disintegration Pulse (Su)
A Rangdan's claws deal an additional 4d6 untyped points of damage that ignore DR and hardness, similar to the one of the disintegrate spell. A creature or object reduced to 0 or less hit points by a Rangdan's claw is reduced to dust as for the disintegrate spell.

Force Shield (Su)
A force field sheathes a Rangdan in a thin layer of mental energy that grants 65 bonus hit points (typically 5 x the Rangdan’s CR). All damage dealt to a Rangdan with an active force field is reduced from these hit points first. A force field has fast healing equal to the Rangdan’s CR (usually 13), but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Mental Potency (Su)
A Rangdan’s intrinsic understanding of occult magic allows it to modify the concentration checks and save DCs of its racial spell-like abilities that are normally affected by Charisma to be modified instead by the its Intelligence modifier. This doesn’t affect actual spellcasting ability, such as that granted by sorcerer levels.

Mental Shield (Su)
The psychic potency of a Rangdan give it a deflection bonus to AC and as a racial bonus to Will save equal to its Intelligence modifier.

Morphic Anatomy (Ex)
Rangdan are adept shapechangers and can shift their internal anatomy to best suit their immediate needs. This ability renders them immune to critical hits, sneak attacks, and precision damage, grant them the evasion feature like a rogue, and increase the natural reach of their claws by 5 ft.

Morphic Body (Ex)
A Rangdan can assume the appearance of any creature within one size category of itself (other than creatures with the elemental, incorporeal, or swarm subtypes—the body assumed must be solid), including specific creatures, as a move action. The Rangdan’s creature type doesn’t change in this new form, and it gains none of the mimicked creature’s special abilities; the transformation is cosmetic only. In these other forms, the Rangdan retains all of its normal statistics and abilities as noted above, though it does take the appropriate bonuses and penalties based on its new size. A Rangdan gains a +10 racial bonus on Bluff and Disguise checks to impersonate the creature it changes into.
Though this ability affects only the Rangdan’s outward appearance, it is a transmutation effect and a creature under the effect of true seeing see the Rangdan true aspect.

Murder-Mind (Su)
A Rangdan can try to stun all creatures in a 60 ft. cone as a standard action. All creatures in the area must make a DC 23 Will save be stunned for 1d2+1 rounds. Each round, a victim may attempt a new saving throw to end the effect at the start of its turn. A winged creature who is stunned cannot flap its wings and falls. A swimmer can’t swim and may drown. After using this ability, the Rangdan must wait 1d4+1 rounds before using it again. This is a compulsion, mind-affecting effect and the save DC is Intelligence-based.

Osseivores (Ex)
If a Rangdan hit with its bite attack a corporeal creature, the victim must succeed a DC 24 Fortitude save or suffer 1d4 Strength damage as the Rangdan liquefies and drink its bone. This attack ignore the racial immunity against Fortitude save and ability damage of corporeal construct and undead that have bones (like a bone golem or a ghoul). Creatures without bones (like most oozes) or immune to critical hits (like for the amorphous or morphic anatomy) are immune to this attack. A successful critical hit increase the save DC by 2 and inflicts Constitution drain instead of damage. The save DC is Constitution-based.

Shadow Blast (Su)
As a standard action a Rangdan can generate a pulse of radioactive energy. A creature hit must succeed a DC 23 Fortitude save or be blinded for 1d4 rounds. Shadow blast is a ranged touch attack with a range of 60 ft. and no range increment. This is a poison effect and the save DC is Intelligence-based.

Shadow Veil (Su)
A Rangdan can as a swift action activate a veil of unnatural darkness that lasts for a number of rounds equal to its racial HD, creating a 20-foot radius of shadows centered on itself that move with the Rangdan. This grants concealment to the Rangdan and imposes a –2 penalty on ranged attack rolls made against it.


Tall, lean, and fox-like in appearance, the Rangdan moves with an eerie grace and a terrifying precision. Clad in a force field and wielding bizarre energy, it bends lesser beings to its will and strikes from the shadows, vanishing before retaliation. As masterminds of the ancient Rangdan war machine, these beings are living weapons of terror and manipulation.
 

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