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Also, I thought I would like to describe their appearance and personality. Lithium dragons are long and skinny, with long, swan-like necks. They are silvery-white in color. They tend to be light-hearted and mischievous, but are never actually mean with their pranks, except against evil people who deserve it.
 


Oh, one more thing; I pictured its fire breath looking like a red laser beam that does fire damage, rather than actual fire. I know it doesn't really matter, but that's just how I see it.
 


Dementor CR 10
NE Large Outsider (evil, native)
Init +8; Senses darkvision 60 ft., emotionsense 120 ft.; Sense Motive +24;

Aura cold (60 ft., DC 21), frightful presence (120 ft., DC 21)

DEFENSE

AC 20, touch 20, flat-footed 15 (+6 deflection, +4 Dex, +1 dodge, -1 size)
hp 95 (10d10+40); regeneration 10 (good)
Fort +7, Ref +11, Will +10
Defensive Abilities freedom of movement; DR 5/good; Immune cold, undead traits; SR 15

Weakness positive energy vulnerability;

OFFENSE

Speed fly 60 ft. (good) (supernatural in origin)
Melee 2 slam +14 (1d8+5/19–20 plus 1d6 cold, charisma damage and grab)
Space 10 ft.; Reach 10 ft.
Special Attacks charisma damage (1d4, DC 21), dementor’s kiss (DC 23), tap fears (DC 21);
Spell-Like Abilities (CL 10th; concentration +16)

Constantfreedom of movement
At willfear (DC 20)
3/daydeeper darkness, nightmare (DC 21)
1/dayfeeblemind (DC 21)

STATISTICS

Str 21, Dex 19, Con 18, Int 14, Wis 17, Cha 23
Base Atk +10; CMB +16 (+20 grab); CMD 37 (41 vs. grab)
Feats Ability Focus (dementor’s kiss), Dodge, Improved Initiative, Mobility, Spring Attack;

Skills Acrobatics +14, Bluff +19, Fly +19, Intimidate +24, Knowledge (arcana) +12, Sense Motive +24, Stealth +21, Survival +13; Racial Modifiers +8 Intimidate, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Infernal (can’t speak); telepathy 100 ft.
SQ undead affinity;

Charisma Damage (Su)
When a Dementor hit a creature it deals 1d4 Charisma Damage to the subject (Will save DC 21 negate), this effect cannot be triggered more than 1 time per rounds per target, even if the dementor hit multiple times the creature. If the creature fail the save, the target is immediately affected by the Dementor's frightful presence (no saving throw allowed), even if they wouldn’t normally be subject to it. If the attack would take the target to 0 Charisma or lower, it instead leaves them at 1 Charisma and makes them fall unconscious for 1 minute per remaining point of Charisma Damage.

Cold Aura (Su)
The air within 60 feet of a Dementor is supernaturally chilled to freezing. Creatures within the area can feel the cold, and if they spend more than 1 minute in it they must save against extreme cold with the difference that the save DC is not the normal but Charisma based for the Dementor.

Extrem Cold: Extreme cold (below –20° F) deals 1d6 points of cold per minute (no save). In addition, a character must make a Fortitude save (DC 21, +1 per previous check) or take 1d4 points of nonlethal damage.

Dementor’s Kiss (Su)
A Dementor can, as a part of maintain the grapple, inhale the soul of a grappled opponent. If the victim fails a Will save (DC 23), the Dementor deals 2d6 Charisma Drain to the victim. If this Charisma Drain would reduce the Charisma score of the target to 0, instead the Dementor eats the target's soul. This leaves them with a Charisma score of —, alive but mindless and vegetative. A soulless victim can only be cured through the use of a wish or a miracle spell as long as the Dementor who devoured the soul is alive. If the Dementor who eat the soul is killed, all the souls are released, the victim Charisma score turn to 0 and can be cured with a restoration spell. The save DC is Charisma based.

Emotionsense (Su)
Dementors are blind as they do not have eyes. Instead they see by sensing emotions, using Sense Motive in place of Perception. One who is sensed by a Dementor is treated as the Dementor have blindsight against the creature. One who wishes to hide from a Dementor must use Bluff to hide their emotions. Creature under rage or other emotion or fear effects cannot hide from the dementors. Creature under the Calm Emotion spell gains +20 bonus to Bluff for hide from the dementors. Creature without emotion like undead, construct or particularly aberration cannot be detected with emotionsense.

Special: a Dementor who somehow notices the presence of a creature that has no emotion (such as a ghoul) and manages to deals Charisma Damage (assuming the creature is not immune to damage to its mental abilities) with its Slam automatically causes the creature to suffer its frightful presence, shakin or panickin it and automatically making it visible with emotionsense.

Tap Fears (Su)
As a standard action, a Dementor may inhale deeply, seeming to draw the fears of its victims to the surface. This target a creature within 30 ft., which must make a Will save (DC 21) or take 1d6 points of Charisma damage and suffer a random effect, taken from the table below:

D20 roll

1-2: Stunned for 1d4+1 rounds

3-4: Confused for 1d6 rounds

5-7: Sickened for 1d6 rounds

8-9: Nauseated for 1d6 rounds

10-12: Panicked for 1d6+1 rounds

13-15: Frightened for 1d6+1 rounds

16-17: Dazed for 1d4+1 rounds

18-19: Cowers for 1d4+1 rounds

20: No additional effect

A creature that successfully saves cannot be affected by the tap fears of that dementor for 24 hours. The save DC is Charisma based.

Undead Affinity
Although Dementors are living creatures, they interacts with negative and positive energy as if they were an undead. Dementors despite are Native Outsider don’t need to breathe, eat and sleep. Dementors are ageless and immune to aging effect. Dementors have all the undead immunity.
 

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Dementor CR 10
CE Large Outsider (evil, native)
Init +8; Senses darkvision 60 ft., emotionsense 120 ft.; Sense Motive +24;

Aura cold (60 ft., DC 21), frightful presence (120 ft., DC 21)

DEFENSE

AC 20, touch 20, flat-footed 15 (+6 deflection, +4 Dex, +1 dodge, -1 size)
hp 95 (10d10+40); regeneration 10 (good)
Fort +7, Ref +11, Will +10
Defensive Abilities freedom of movement; DR 5/good; Immune cold, undead traits; SR 15

Weakness positive energy vulnerability;

OFFENSE

Speed fly 60 ft. (good) (supernatural in origin)
Melee 2 slam +14 (1d8+5/19–20 plus 1d6 cold, charisma damage and grab)
Space 10 ft.; Reach 10 ft.
Special Attacks charisma damage (1d4, DC 21), dementor’s kiss (DC 23), tap fears (DC 21);
Spell-Like Abilities (CL 10th; concentration +16)

Constantfreedom of movement
At willfear (DC 20)
3/daydeeper darkness, nightmare (DC 21)
1/dayfeeblemind (DC 21)

STATISTICS

Str 21, Dex 19, Con 18, Int 14, Wis 17, Cha 23
Base Atk +10; CMB +16 (+20 grab); CMD 37 (41 vs. grab)
Feats Ability Focus (dementor’s kiss), Dodge, Improved Initiative, Mobility, Spring Attack;

Skills Acrobatics +14, Bluff +19, Fly +19, Intimidate +24, Knowledge (arcana) +12, Sense Motive +24, Stealth +21, Survival +13; Racial Modifiers +8 Intimidate, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Infernal (can’t speak); telepathy 100 ft.
SQ undead affinity;

Charisma Damage (Su)
When a Dementor hit a creature it deals 1d4 Charisma Damage to the subject (Will save DC 21 negate), this effect cannot be triggered more than 1 time per rounds per target, even if the dementor hit multiple times the creature. If the creature fail the save, the target is immediately affected by the Dementor's frightful presence (no saving throw allowed), even if they wouldn’t normally be subject to it. If the attack would take the target to 0 Charisma or lower, it instead leaves them at 1 Charisma and makes them fall unconscious for 1 minute per remaining point of Charisma Damage.

Cold Aura (Su)
The air within 60 feet of a Dementor is supernaturally chilled to freezing. Creatures within the area can feel the cold, and if they spend more than 1 minute in it they must save against extreme cold with the difference that the save DC is not the normal but Charisma based for the Dementor.

Extrem Cold: Extreme cold (below –20° F) deals 1d6 points of cold per minute (no save). In addition, a character must make a Fortitude save (DC 21, +1 per previous check) or take 1d4 points of nonlethal damage.

Dementor’s Kiss (Su)
A Dementor can, as a part of maintain the grapple, inhale the soul of a grappled opponent. If the victim fails a Will save (DC 23), the Dementor deals 2d6 Charisma Drain to the victim. If this Charisma Drain would reduce the Charisma score of the target to 0, instead the Dementor eats the target's soul. This leaves them with a Charisma score of —, alive but mindless and vegetative. A soulless victim can only be cured through the use of a wish or a miracle spell as long as the Dementor who devoured the soul is alive. If the Dementor who eat the soul is killed, all the souls are released, the victim Charisma score turn to 0 and can be cured with a restoration spell. The save DC is Charisma based.

Emotionsense (Su)
Dementors are blind as they do not have eyes. Instead they see by sensing emotions, using Sense Motive in place of Perception. One who is sensed by a Dementor is treated as the Dementor have blindsight against the creature. One who wishes to hide from a Dementor must use Bluff to hide their emotions. Creature under rage or other emotion or fear effects cannot hide from the dementors. Creature under the Calm Emotion spell gains +20 bonus to Bluff for hide from the dementors. Creature without emotion like undead, construct or particularly aberration cannot be detected with emotionsense.

Special: a Dementor who somehow notices the presence of a creature that has no emotion (such as a ghoul) and manages to deals Charisma Damage (assuming the creature is not immune to damage to its mental abilities) with its Slam automatically causes the creature to suffer its frightful presence, shakin or panickin it and automatically making it visible with emotionsense.

Tap Fears (Su)
As a standard action, a Dementor may inhale deeply, seeming to draw the fears of its victims to the surface. This target a creature within 30 ft., which must make a Will save (DC 21) or take 1d6 points of Charisma damage and suffer a random effect, taken from the table below:

D20 roll

1-2: Stunned for 1d4+1 rounds

3-4: Confused for 1d6 rounds

5-7: Sickened for 1d6 rounds

8-9: Nauseated for 1d6 rounds

10-12: Panicked for 1d6+1 rounds

13-15: Frightened for 1d6+1 rounds

16-17: Dazed for 1d4+1 rounds

18-19: Cowers for 1d4+1 rounds

20: No additional effect

A creature that successfully saves cannot be affected by the tap fears of that dementor for 24 hours. The save DC is Charisma based.

Undead Affinity
Although Dementors are living creatures, they interacts with negative and positive energy as if they were an undead. Dementors despite are Native Outsider don’t need to breathe, eat and sleep. Dementors are ageless and immune to aging effect. Dementors have all the undead immunity.
Nice, those things were always terrifying af
 

Dementor CR 10
CE Large Outsider (evil, native)
Init +8; Senses darkvision 60 ft., emotionsense 120 ft.; Sense Motive +24;

Aura cold (60 ft., DC 21), frightful presence (120 ft., DC 21)

DEFENSE

AC 20, touch 20, flat-footed 15 (+6 deflection, +4 Dex, +1 dodge, -1 size)
hp 95 (10d10+40); regeneration 10 (good)
Fort +7, Ref +11, Will +10
Defensive Abilities freedom of movement; DR 5/good; Immune cold, undead traits; SR 15

Weakness positive energy vulnerability;

OFFENSE

Speed fly 60 ft. (good) (supernatural in origin)
Melee 2 slam +14 (1d8+5/19–20 plus 1d6 cold, charisma damage and grab)
Space 10 ft.; Reach 10 ft.
Special Attacks charisma damage (1d4, DC 21), dementor’s kiss (DC 23), tap fears (DC 21);
Spell-Like Abilities (CL 10th; concentration +16)

Constantfreedom of movement
At willfear (DC 20)
3/daydeeper darkness, nightmare (DC 21)
1/dayfeeblemind (DC 21)

STATISTICS

Str 21, Dex 19, Con 18, Int 14, Wis 17, Cha 23
Base Atk +10; CMB +16 (+20 grab); CMD 37 (41 vs. grab)
Feats Ability Focus (dementor’s kiss), Dodge, Improved Initiative, Mobility, Spring Attack;

Skills Acrobatics +14, Bluff +19, Fly +19, Intimidate +24, Knowledge (arcana) +12, Sense Motive +24, Stealth +21, Survival +13; Racial Modifiers +8 Intimidate, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Infernal (can’t speak); telepathy 100 ft.
SQ undead affinity;

Charisma Damage (Su)
When a Dementor hit a creature it deals 1d4 Charisma Damage to the subject (Will save DC 21 negate), this effect cannot be triggered more than 1 time per rounds per target, even if the dementor hit multiple times the creature. If the creature fail the save, the target is immediately affected by the Dementor's frightful presence (no saving throw allowed), even if they wouldn’t normally be subject to it. If the attack would take the target to 0 Charisma or lower, it instead leaves them at 1 Charisma and makes them fall unconscious for 1 minute per remaining point of Charisma Damage.

Cold Aura (Su)
The air within 60 feet of a Dementor is supernaturally chilled to freezing. Creatures within the area can feel the cold, and if they spend more than 1 minute in it they must save against extreme cold with the difference that the save DC is not the normal but Charisma based for the Dementor.

Extrem Cold: Extreme cold (below –20° F) deals 1d6 points of cold per minute (no save). In addition, a character must make a Fortitude save (DC 21, +1 per previous check) or take 1d4 points of nonlethal damage.

Dementor’s Kiss (Su)
A Dementor can, as a part of maintain the grapple, inhale the soul of a grappled opponent. If the victim fails a Will save (DC 23), the Dementor deals 2d6 Charisma Drain to the victim. If this Charisma Drain would reduce the Charisma score of the target to 0, instead the Dementor eats the target's soul. This leaves them with a Charisma score of —, alive but mindless and vegetative. A soulless victim can only be cured through the use of a wish or a miracle spell as long as the Dementor who devoured the soul is alive. If the Dementor who eat the soul is killed, all the souls are released, the victim Charisma score turn to 0 and can be cured with a restoration spell. The save DC is Charisma based.

Emotionsense (Su)
Dementors are blind as they do not have eyes. Instead they see by sensing emotions, using Sense Motive in place of Perception. One who is sensed by a Dementor is treated as the Dementor have blindsight against the creature. One who wishes to hide from a Dementor must use Bluff to hide their emotions. Creature under rage or other emotion or fear effects cannot hide from the dementors. Creature under the Calm Emotion spell gains +20 bonus to Bluff for hide from the dementors. Creature without emotion like undead, construct or particularly aberration cannot be detected with emotionsense.

Special: a Dementor who somehow notices the presence of a creature that has no emotion (such as a ghoul) and manages to deals Charisma Damage (assuming the creature is not immune to damage to its mental abilities) with its Slam automatically causes the creature to suffer its frightful presence, shakin or panickin it and automatically making it visible with emotionsense.

Tap Fears (Su)
As a standard action, a Dementor may inhale deeply, seeming to draw the fears of its victims to the surface. This target a creature within 30 ft., which must make a Will save (DC 21) or take 1d6 points of Charisma damage and suffer a random effect, taken from the table below:

D20 roll

1-2: Stunned for 1d4+1 rounds

3-4: Confused for 1d6 rounds

5-7: Sickened for 1d6 rounds

8-9: Nauseated for 1d6 rounds

10-12: Panicked for 1d6+1 rounds

13-15: Frightened for 1d6+1 rounds

16-17: Dazed for 1d4+1 rounds

18-19: Cowers for 1d4+1 rounds

20: No additional effect

A creature that successfully saves cannot be affected by the tap fears of that dementor for 24 hours. The save DC is Charisma based.

Undead Affinity
Although Dementors are living creatures, they interacts with negative and positive energy as if they were an undead. Dementors despite are Native Outsider don’t need to breathe, eat and sleep. Dementors are ageless and immune to aging effect. Dementors have all the undead immunity.
Awesome. Just one thing: I always thought they would be NE rather than CE, as they are basically personifications of despair.
 

Shirshu CR 8

N Huge magical beast

Init +8; Senses blindsight 120 ft., darkvision 60 ft., legendary scent, low-light vision; Perception +20

DEFENSE

AC 22, touch 12, flat-footed 12 (+4 Dex, +10 natural, –2 size)

hp 110 (13d10+39)

Fort +11, Ref +12, Will +8

DR 5/adamantine; Immune gaze attack, visual effect; SR 19

Weaknesses blind

OFFENSE

Speed 50 ft., burrow 20 ft., swim 10 ft.

Melee bite +19 (2d6+8 plus paralysis), 2 claws +19 (1d8+8), tongue touch +15 (paralysis)

Space 15 ft.; Reach 10 ft. (30 ft. with tongue)

Special Attacks paralysis (1d6+4 rounds or special, DC 22)

STATISTICS

Str 26, Dex 18, Con 16, Int 3, Wis 18, Cha 16

Base Atk +13; CMB +23; CMD 37 (41 vs. trip)

Feats Ability Focus (paralysis), Blind-Fight, Endurance, Improved Initiative, Power Attack, Run, Skill Focus (survival)B, Weapon Focus (tongue)

Skills Perception +20, Survival +39; Racial Modifiers +13 Survival

Languages Undercommon (cannot speak)

SQ legendary tracker, natural hunter

Blindsight (Ex)
The Shirshu blindsight is based on the sense of smell. If a creature or an object cannot be located, or pinpointed by the scent quality (like for the negate aroma spell), it cannot be perceived with this blindsight.

Legendary Scent (Ex)
The Shirshu can detect opponents within 12.000 feet by sense of smell. If the opponent is upwind, the range increases to 24.000 feet; if downwind, it drops to 6.000 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. If the Shirshu has a sample of the specific thing he has to look for, the normal range increases to 100 mile per HD of the Shirshu. When a Shirshu detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The Shirshu can take a swift action to note the direction of the scent. When the Shirshu is within 20 feet of the source, he pinpoints the source’s location.

A Shirshu can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 5 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For every 10 years that the trail is cold, the DC increases by 1. The Shirshu ignore the effects of surface conditions and poor visibility. Legendary scent count as scent for prerequisites and abilities.

Legendary Tracker (Ex)
A Shirshu can track creatures that leave no tracks, including flying, swimming and underwater creatures and creatures using trackless step or pass without trace without penalty, with his legendary scent.

Natural Hunter (Ex)
A Shirshu gain Survival as a class skill, gain a number of skill rank in it equal to his racial HD and a racial bonus to it equal to his HD. A Shirshu can move at twice his normal speed or using his Run feat while using Survival to follow tracks without taking any penalty.

Paralysis (Ex)
The saliva of a Shirshu contains a combination of enzymes that make it numb. A creature hit by a bite or tongue of a Shirshu must make a Fortitude save DC 22 or be paralyzed for 1d6+4 rounds. If a creature fail the save by more than 5, he is instead paralyzed for 1d4 hours. The target can repeat the saving throw at the end of each of his turns, ending the paralysis on a success.

A shirshu is a predator that relies on the nose to track down its prey. No matter where you run, it will always find you and that's why it is bred by groups of bounty hunters. As long as it is raised from an early age, it becomes a faithful companion.
 

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