Things from my setting

Poison Ivy CR 16

NE Medium plant (augmented humanoid)

Init +8; Senses darkvision 30 ft., greensight 60 ft., low-light vision, tremorsense 30 ft.; Perception +27

Aura fascinating pollen (30 ft., DC 29)

Defense

AC 31, touch 25, flat-footed 27 (+7 deflection, +4 Dex, +4 insight, +6 natural)

hp 250 (20d8+160) fast healing 5 in direct sunlight

Fort +27, Ref +17, Will +17

Defensive Abilities forest friend, freedom of movement, nondetection, pass without trace, unearthly grace, wilderness insight; DR 15/cold iron; Immune plant traits; Resistance acid 10, sonic 10; SR 27

Weakness light dependent, vulnerability to fire

Offense

Speed 30 ft., burrow 15 ft., climb 20 ft., swim 15 ft.

Melee 2 slam +22 (1d6+7), 6 vines +23 (3d8+7 plus grab)

Ranged 6 thorns +20 (2d6+7)

Space 5 ft.; Reach 5 ft. (30 ft. vines)

Special Attacks constrict (3d8+7)

Spell-like Abilities (CL 20th, concentration +27)

Constant—forest friend (self only), freedom of movement, nondetection (self only), pass without trace

At will—arboreal hammer, barkskin, charm monster (DC 21), command plants (DC 21), create water, forest’s sense (DC 21), goodberry, quench (DC 20), plant voice, sickening entanglement (DC 19), spike growth (DC 20), spore burst (DC 19), tree shape, warp wood, wilderness soldiers, wood shape

3/day—antiplant shell, diminish plans, plant growth, poison (DC 21), repel wood, siege of trees, summon plant, tree stride, wall of thorns

1/day—control plants (DC 25), greater siege of trees, green caress (DC 23), grove of respite, plants awaken, shambler (DC 26), transport via plants

Statistics

Str 24, Dex 18, Con 28, Int 26, Wis 18, Cha 24

Base Atk +15; CMB +22; CMD 47 (53 vs. trip)

Feats Ability Focus (fascinating pollen), Brew Potion, Craft Wondrous Item, Cultivate Magical PlantsB, Improved Initiative, Skill Focus (Bluff, Craft [alchemy], Diplomacy, Knowledge [nature]), Weapon Focus (thorns), Weapon Focus (vines)

Skills Bluff +33, Craft (alchemy) +34, Climb +28, Diplomacy +33, Heal +24, Intimidate +27, Knowledge (nature) +34 (+42 regarding plants), Perception +27, Sense Motive +24, Spellcraft +28, Swim +28; Racial Modifiers +8 Climb, +8 Knowledge (nature) regarding plants, +8 Swim

Languages English; plantspeech

SQ animate plants, change shape (any plant or tree, plant shape III or tree shape), floral bounty, green empathy, green thumb, hold breath, one with nature, plant meld, photosynthesis

Animate Plants (Su)
Poison Ivy can animate and control up to two plants within 180 feet at will. It takes 1 full round for a plant to uproot itself, after which it moves at a speed of 30 feet and fights as an animated objects of the appropriate size except that it gains the plant type, vulnerability to fire, and its Constitution score is equal to 10 +4 for every size above medium (10 for medium and small plants). The plant cannot gain stone, metal or other CP based on a material type. The plant cannot gain construction flaws. If the plant terminates the animation, moves out of range, or is incapacitated, the plant immediately takes root wherever it is and returns to its normal state.

Fascinating Pollen (Su)
This ability affects all living creatures with sense of smell within 30 feet of Poison Ivy. Those who enter this aura is subject to her invisible pollen and must succeed on a DC 29 Fortitude save or be fascinated. A victim under the effects of the pollen moves toward Poison Ivy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a new saving throw to end the effect before moving into peril. Fascinated creatures can take no actions other than to defend themselves. A victim within 5 feet of Poison Ivy simply stands. Each time a hostile action is taken against the victim, the victim receives a new saving throw against the effect. This effect continues for as long as the victims remain in the area and for 1 round thereafter. Poison Ivy can suppress or resume this ability as a free action. This is a compulsion, mind-affecting, poison effect and creature without the sense of smell are immune to it. A creature that succeeds at this saving throw is immune to the fascinating pollen for 24 hours. The save DC is Charisma-based.

Floral Bounty (Su)
Poison Ivy gain Cultivate Magical Plants as a bonus feat except that cultivating a magical plant only takes her 1 day per 1,000gp in the base price rather than 1 week per 1,000gp in the base price. When she create a magic plant, Poison Ivy make the same choices that she would normally make when casting the spell. Whoever consumes the fruit of the magic plant is the target of the spell. In addition any fruit or clipping harvested from a magical plant Poison Ivy cultivated remains potent for 1 week before losing its magical properties rather than 1 day and can be kept potent by using magic such as Gentle Repose and similar effects. If Poison Ivy does not has access to a spell required for create a magic plant (like fireball for a Fireapple Tree), she can expend one use of a non at-will spell-like ability (consuming one of its use for that day) with a spell level equal or higher of the required spell, this count as using the appropriate spell for craft the magic plants.

Greensight (Ex)
Poison Ivy can see through thick plant matter as though it were transparent, with a range of 60 feet. Leaves, vines, greenery, and undergrowth offer no concealment to Poison Ivy’s sight, though solid wood still blocks her line of sight.

Green Empathy (Ex)
This ability functions as the druid’s wild empathy, save that Poison Ivy can only use this ability on plant creatures. Poison Ivy’s green empathy check bonus is equal to her HD plus her Charisma modifier +8 (+35). Poison Ivy may also make a special green empathy check on a plant creature as a full-round action, DC 10 + the HD of the target creature. If the creature is currently in combat with Poison Ivy or her allies, the DC increases by 5. If the green empathy check succeeds, the creature is dominate per the dominate monster spell if it fail a Will save DC 27. She may also affect creatures of other types that are plant-like in nature with an intelligence of 2 or lower. The duration for the effect is 1 day and affects the creature even if they are normally immune to such an effect. When the spell expires, the target has their disposition lowered by two steps as they know on some level that they were dominated. The save DC is Charisma-based.

Green Thumb (Su)
A number of times per per day equal at her Charisma modifier, as a standard action, Poison Ivy may cause a single, living, non magical plant that she touch and is no larger than an apple tree to grow and flower as though it had grown to its peak maturity in ideal conditions. Poison Ivy may have a number of plants augmented at once equal to twice her HD. When Poison Ivy reach this limit and use the ability again, she can choose which previously augmented plant to end the effect on. Anything clipped or picked from the plant during this time remains and is unaffected when the plant reverts to its previous natural state. This ability has no effect on creatures of the plant type.

Light Dependent (Ex)
Poison Ivy is heavily light dependent and so take 1d4 points of Constitution damage each day she go without exposure to sunlight.

One with Nature (Ex)
Poison Ivy is respected or even feared by the plants. No creature with the plant type or is plant-like with an Intelligence of 2 or lower willingly attacks Poison Ivy unless magically compelled to or if Poison Ivy attacks it first. Poison Ivy can attempt to demoralize creatures in the appropriate category as a swift action, making an Intimidate check. This ability works even if they are normally immune to the effect.

Plantspeech (Ex)
Poison Ivy is skilled in speaking with plant creatures. She can speak with any plant, plant-type creature, or creature akin to a plant (even non-creature plants) or communicate with them as if she spoke their language if they don’t have one. With non-creature plants, this operates as the spell speak with plants, and most plants greet her with an attitude of friendly or helpful. This innate connection allows Poison Ivy to use Green Empathy with plants or plant creatures.

Plant Focus (Su)
Poison Ivy can take on the aspect of a plant as a swift action. She must select one type of plant to emulate, gaining a bonus or special ability based on the type of plant emulated. Poison Ivy can use this ability at-will. She can emulate only one plant at a time. Poison Ivy can select or change the plant focus as a swift action.

  • Assassin Vine: Poison Ivy gains a +4 bonus on combat maneuver checks to grapple.​
  • Brambles: When Poison Ivy is hit by an unarmed strike or natural attack, the attacker takes 3 point of piercing damage.​
  • Creeping Vine: Poison Ivy gains a +8 competence bonus on Climb checks.​
  • Giant Flytrap: Poison Ivy gains a +8 competence bonus on Stealth checks.​
  • Mushroom: Poison Ivy gains a +4 to all the DC of poison she create (like with alchemy, the spell poison, or the poison monster ability with plant shape III).​
  • Oak: Poison Ivy gains a +6 enhancement bonus to CMD.​
  • Shrieker: Poison Ivy increase her darkvision to 120 feet and gains blindsense with a range of 10 feet.​
  • Spore: Poison Ivy gains a +8 competence bonus on Fly checks.​
  • Water Lily: Poison Ivy gains a +8 competence bonus on Swim checks.​

Plants Awaken (Sp)
This work like the spell awaken with the difference that it does not work on animals and work on all type of plants, not only trees. Its Constitution score is equal to 10 +4 for every size above medium (10 for medium and small plants). The plant cannot gain stone, metal or other CP based on a material type. The plant cannot gain construction flaws.

Plant Meld (Su)
Poison Ivy can meld with any medium or bigger non-creature plant, similar to how the spell meld into stone functions. She can remain melded with a plant as long as she wishes.

Photosynthesis (Ex)
While in direct sunlight, Poison Ivy gain fast healing 5 and can regenerate lost limbs by spending 8 hours in direct sunlight. Poison Ivy can be sustained with only 1 gallon of water and 2 hours of light a day without suffering from starvation.

Summon Plants (Sp)
Three times per day as a swift action, Poison Ivy can summon any combination of plant creatures whose total combined CR is 14 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success and counts as a 7th-level spell effect.

Thorns (Ex)
Poison Ivy’s thorns are ranged touch attacks with a range increment of 120 feet. A creature damaged by Poison Ivy’s thorn moves at half speed and can’t take 5-foot steps, until the target or another creature pulls out the thorn as a full-round action that provokes attacks of opportunity.

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

Vines (Su)
Poison Ivy can extend up to six thorny vines from the ground to attack foes. These act as primary natural melee attacks that deal bludgeoning and piercing damage and have a reach of 30 feet. Poison Ivy cannot use this ability if she is not standing on soft ground or if she is not in the vicinity (at least 30 feet) of lush vegetation. Those vines can grab creatures up to Huge size.

Wilderness Insight (Ex)
When in a natural area with foliage present, the plants whisper to Poison Ivy and grant her an insight bonus to her AC equal to her Wisdom bonus. This bonus is included in the statistics above, but it is lost in areas where plant life is not present in large quantities (typically the case for desert, underground, or urban locales).
You think her strength is really that high? She never really seemed that physically powerful to me.
 

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Bootlebat

Explorer
Poison Ivy CR 16

NE Medium plant (augmented humanoid)

Init +8; Senses darkvision 30 ft., greensight 60 ft., low-light vision, tremorsense 30 ft.; Perception +27

Aura fascinating pollen (30 ft., DC 29)

Defense

AC 31, touch 25, flat-footed 27 (+7 deflection, +4 Dex, +4 insight, +6 natural)

hp 250 (20d8+160) fast healing 5 in direct sunlight

Fort +27, Ref +17, Will +17

Defensive Abilities forest friend, freedom of movement, nondetection, pass without trace, unearthly grace, wilderness insight; DR 15/cold iron; Immune plant traits; Resistance acid 10, sonic 10; SR 27

Weakness light dependent, vulnerability to fire

Offense

Speed 30 ft., burrow 15 ft., climb 20 ft., swim 15 ft.

Melee 2 slam +22 (1d6+7), 6 vines +23 (3d8+7 plus grab)

Ranged 6 thorns +20 (2d6+7)

Space 5 ft.; Reach 5 ft. (30 ft. vines)

Special Attacks constrict (3d8+7)

Spell-like Abilities (CL 20th, concentration +27)

Constant—forest friend (self only), freedom of movement, nondetection (self only), pass without trace

At will—arboreal hammer, barkskin, charm monster (DC 21), command plants (DC 21), create water, forest’s sense (DC 21), goodberry, quench (DC 20), plant voice, sickening entanglement (DC 19), spike growth (DC 20), spore burst (DC 19), tree shape, warp wood, wilderness soldiers, wood shape

3/day—antiplant shell, diminish plans, plant growth, poison (DC 21), repel wood, siege of trees, summon plant, tree stride, wall of thorns

1/day—control plants (DC 25), greater siege of trees, green caress (DC 23), grove of respite, plants awaken, shambler (DC 26), transport via plants

Statistics

Str 24, Dex 18, Con 28, Int 26, Wis 18, Cha 24

Base Atk +15; CMB +22; CMD 47 (53 vs. trip)

Feats Ability Focus (fascinating pollen), Brew Potion, Craft Wondrous Item, Cultivate Magical PlantsB, Improved Initiative, Skill Focus (Bluff, Craft [alchemy], Diplomacy, Knowledge [nature]), Weapon Focus (thorns), Weapon Focus (vines)

Skills Bluff +33, Craft (alchemy) +34, Climb +28, Diplomacy +33, Heal +24, Intimidate +27, Knowledge (nature) +34 (+42 regarding plants), Perception +27, Sense Motive +24, Spellcraft +28, Swim +28; Racial Modifiers +8 Climb, +8 Knowledge (nature) regarding plants, +8 Swim

Languages English; plantspeech

SQ animate plants, change shape (any plant or tree, plant shape III or tree shape), floral bounty, green empathy, green thumb, hold breath, one with nature, plant meld, photosynthesis

Animate Plants (Su)
Poison Ivy can animate and control up to two plants within 180 feet at will. It takes 1 full round for a plant to uproot itself, after which it moves at a speed of 30 feet and fights as an animated objects of the appropriate size except that it gains the plant type, vulnerability to fire, and its Constitution score is equal to 10 +4 for every size above medium (10 for medium and small plants). The plant cannot gain stone, metal or other CP based on a material type. The plant cannot gain construction flaws. If the plant terminates the animation, moves out of range, or is incapacitated, the plant immediately takes root wherever it is and returns to its normal state.

Fascinating Pollen (Su)
This ability affects all living creatures with sense of smell within 30 feet of Poison Ivy. Those who enter this aura is subject to her invisible pollen and must succeed on a DC 29 Fortitude save or be fascinated. A victim under the effects of the pollen moves toward Poison Ivy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a new saving throw to end the effect before moving into peril. Fascinated creatures can take no actions other than to defend themselves. A victim within 5 feet of Poison Ivy simply stands. Each time a hostile action is taken against the victim, the victim receives a new saving throw against the effect. This effect continues for as long as the victims remain in the area and for 1 round thereafter. Poison Ivy can suppress or resume this ability as a free action. This is a compulsion, mind-affecting, poison effect and creature without the sense of smell are immune to it. A creature that succeeds at this saving throw is immune to the fascinating pollen for 24 hours. The save DC is Charisma-based.

Floral Bounty (Su)
Poison Ivy gain Cultivate Magical Plants as a bonus feat except that cultivating a magical plant only takes her 1 day per 1,000gp in the base price rather than 1 week per 1,000gp in the base price. When she create a magic plant, Poison Ivy make the same choices that she would normally make when casting the spell. Whoever consumes the fruit of the magic plant is the target of the spell. In addition any fruit or clipping harvested from a magical plant Poison Ivy cultivated remains potent for 1 week before losing its magical properties rather than 1 day and can be kept potent by using magic such as Gentle Repose and similar effects. If Poison Ivy does not has access to a spell required for create a magic plant (like fireball for a Fireapple Tree), she can expend one use of a non at-will spell-like ability (consuming one of its use for that day) with a spell level equal or higher of the required spell, this count as using the appropriate spell for craft the magic plants.

Greensight (Ex)
Poison Ivy can see through thick plant matter as though it were transparent, with a range of 60 feet. Leaves, vines, greenery, and undergrowth offer no concealment to Poison Ivy’s sight, though solid wood still blocks her line of sight.

Green Empathy (Ex)
This ability functions as the druid’s wild empathy, save that Poison Ivy can only use this ability on plant creatures. Poison Ivy’s green empathy check bonus is equal to her HD plus her Charisma modifier +8 (+35). Poison Ivy may also make a special green empathy check on a plant creature as a full-round action, DC 10 + the HD of the target creature. If the creature is currently in combat with Poison Ivy or her allies, the DC increases by 5. If the green empathy check succeeds, the creature is dominate per the dominate monster spell if it fail a Will save DC 27. She may also affect creatures of other types that are plant-like in nature with an intelligence of 2 or lower. The duration for the effect is 1 day and affects the creature even if they are normally immune to such an effect. When the spell expires, the target has their disposition lowered by two steps as they know on some level that they were dominated. The save DC is Charisma-based.

Green Thumb (Su)
A number of times per per day equal at her Charisma modifier, as a standard action, Poison Ivy may cause a single, living, non magical plant that she touch and is no larger than an apple tree to grow and flower as though it had grown to its peak maturity in ideal conditions. Poison Ivy may have a number of plants augmented at once equal to twice her HD. When Poison Ivy reach this limit and use the ability again, she can choose which previously augmented plant to end the effect on. Anything clipped or picked from the plant during this time remains and is unaffected when the plant reverts to its previous natural state. This ability has no effect on creatures of the plant type.

Light Dependent (Ex)
Poison Ivy is heavily light dependent and so take 1d4 points of Constitution damage each day she go without exposure to sunlight.

One with Nature (Ex)
Poison Ivy is respected or even feared by the plants. No creature with the plant type or is plant-like with an Intelligence of 2 or lower willingly attacks Poison Ivy unless magically compelled to or if Poison Ivy attacks it first. Poison Ivy can attempt to demoralize creatures in the appropriate category as a swift action, making an Intimidate check. This ability works even if they are normally immune to the effect.

Plantspeech (Ex)
Poison Ivy is skilled in speaking with plant creatures. She can speak with any plant, plant-type creature, or creature akin to a plant (even non-creature plants) or communicate with them as if she spoke their language if they don’t have one. With non-creature plants, this operates as the spell speak with plants, and most plants greet her with an attitude of friendly or helpful. This innate connection allows Poison Ivy to use Green Empathy with plants or plant creatures.

Plant Focus (Su)
Poison Ivy can take on the aspect of a plant as a swift action. She must select one type of plant to emulate, gaining a bonus or special ability based on the type of plant emulated. Poison Ivy can use this ability at-will. She can emulate only one plant at a time. Poison Ivy can select or change the plant focus as a swift action.

  • Assassin Vine: Poison Ivy gains a +4 bonus on combat maneuver checks to grapple.​
  • Brambles: When Poison Ivy is hit by an unarmed strike or natural attack, the attacker takes 3 point of piercing damage.​
  • Creeping Vine: Poison Ivy gains a +8 competence bonus on Climb checks.​
  • Giant Flytrap: Poison Ivy gains a +8 competence bonus on Stealth checks.​
  • Mushroom: Poison Ivy gains a +4 to all the DC of poison she create (like with alchemy, the spell poison, or the poison monster ability with plant shape III).​
  • Oak: Poison Ivy gains a +6 enhancement bonus to CMD.​
  • Shrieker: Poison Ivy increase her darkvision to 120 feet and gains blindsense with a range of 10 feet.​
  • Spore: Poison Ivy gains a +8 competence bonus on Fly checks.​
  • Water Lily: Poison Ivy gains a +8 competence bonus on Swim checks.​

Plants Awaken (Sp)
This work like the spell awaken with the difference that it does not work on animals and work on all type of plants, not only trees. Its Constitution score is equal to 10 +4 for every size above medium (10 for medium and small plants). The plant cannot gain stone, metal or other CP based on a material type. The plant cannot gain construction flaws.

Plant Meld (Su)
Poison Ivy can meld with any medium or bigger non-creature plant, similar to how the spell meld into stone functions. She can remain melded with a plant as long as she wishes.

Photosynthesis (Ex)
While in direct sunlight, Poison Ivy gain fast healing 5 and can regenerate lost limbs by spending 8 hours in direct sunlight. Poison Ivy can be sustained with only 1 gallon of water and 2 hours of light a day without suffering from starvation.

Summon Plants (Sp)
Three times per day as a swift action, Poison Ivy can summon any combination of plant creatures whose total combined CR is 14 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success and counts as a 7th-level spell effect.

Thorns (Ex)
Poison Ivy’s thorns are ranged touch attacks with a range increment of 120 feet. A creature damaged by Poison Ivy’s thorn moves at half speed and can’t take 5-foot steps, until the target or another creature pulls out the thorn as a full-round action that provokes attacks of opportunity.

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

Vines (Su)
Poison Ivy can extend up to six thorny vines from the ground to attack foes. These act as primary natural melee attacks that deal bludgeoning and piercing damage and have a reach of 30 feet. Poison Ivy cannot use this ability if she is not standing on soft ground or if she is not in the vicinity (at least 30 feet) of lush vegetation. Those vines can grab creatures up to Huge size.

Wilderness Insight (Ex)
When in a natural area with foliage present, the plants whisper to Poison Ivy and grant her an insight bonus to her AC equal to her Wisdom bonus. This bonus is included in the statistics above, but it is lost in areas where plant life is not present in large quantities (typically the case for desert, underground, or urban locales).
Do Harley Quinn next please?
 

Obly99

Hero
You think her strength is really that high? She never really seemed that physically powerful to me.
It varies a lot from comic to comic. In some she can only use plants, in others she gives blows that makes Bane envious. I wanted to go somewhere in between: strong yes but nothing high for a CR 16.
 

Obly99

Hero
Harley Quinn CR 6 (old version, before separation from the Joker)

Female Human Unchained Rogue (Acrobat) 5/ Barbarian (Savage Technologist) 2

CE Medium humanoid (human)

Init +7; Perception +9

Defense

AC 15, touch 15, flat-footed 10 (+3 Dex, +2 dodge)

hp 76 (5d8+2d12+12)

Fort +4, Ref +5, Will +5

Defensive Abilities evasion, second chance 1/day, uncanny dodge

Offense

Speed 40 ft.

Melee hammer +4/-1 (1d8+1) and revolver +6 (1d8/x4)

hammer +6/+1 (1d8+1)

or revolver +8/+3 (1d8/x4)

or dagger +6/+1 (1d4+3) and revolver +6 (1d8/x4)

or dagger +8/+3 (1d4+5)

Special Attacks debilitating injury, rage 7 rounds/day (+4 Str and Dex), rage powers (smasher), sneak attack +3d6

Statistics

Str 13, Dex 16, Con 12, Int 14, Wis 8, Cha 18

Base Atk +5; CMB +6 (+8 for sunder); CMD 21 (23 vs. sunder)

Feats Improved Initiative, Improved Sunder, Power Attack, Skill Focus (Acrobatics), Weapon FinessB, Unarmored Specialist

Skills Acrobatics +17, Bluff +14, Disable Device +13, Disguise +11, Escape Artist +11, Intimidate +14, Knowledge (local) +9, Perception +9, Sense Motive +9, Stealth +11

Languages English, French, Spanish

SQ expert acrobat, fast movement, finesse training (dagger), madness, rogue talent (expert leaper, stand up), rogue’s edge (acrobatics), sword and gun

Gears hammer (warhammer reskined) and revolver

Madness (Ex)
Harley Quinn use her Charisma modifier on Will saves instead of her Wisdom modifier, and is immune to insanity and confusion effects. Only a miracle or wish can remove Harley Quinn’s madness. If this occurs, Harley Quinn gain 6 points of Wisdom and loses 6 points of Charisma.
 

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Bootlebat

Explorer
Harley Quinn CR 6 (old version, before separation from the Joker)

Female Human Unchained Rogue (Acrobat) 5/ Barbarian (Savage Technologist) 2

CE Medium humanoid (human)

Init +7; Perception +9

Defense

AC 15, touch 15, flat-footed 10 (+3 Dex, +2 dodge)

hp 76 (5d8+2d12+12)

Fort +4, Ref +5, Will +5

Defensive Abilities evasion, second chance 1/day, uncanny dodge

Offense

Speed 40 ft.

Melee hammer +4/-1 (1d8+1) and revolver +6 (1d8/x4)

hammer +6/+1 (1d8+1)

or revolver +8/+3 (1d8/x4)

or dagger +6/+1 (1d4+3) and revolver +6 (1d8/x4)

or dagger +8/+3 (1d4+5)

Special Attacks debilitating injury, rage 7 rounds/day (+4 Str and Dex), rage powers (smasher), sneak attack +3d6

Statistics

Str 13, Dex 16, Con 12, Int 14, Wis 8, Cha 18

Base Atk +5; CMB +6 (+8 for sunder); CMD 21 (23 vs. sunder)

Feats Improved Initiative, Improved Sunder, Power Attack, Skill Focus (Acrobatics), Weapon FinessB, Unarmored Specialist

Skills Acrobatics +17, Bluff +14, Disable Device +13, Disguise +11, Escape Artist +11, Intimidate +14, Knowledge (local) +9, Perception +9, Sense Motive +9, Stealth +11

Languages English, French, Spanish

SQ expert acrobat, fast movement, finesse training (dagger), madness, rogue talent (expert leaper, stand up), rogue’s edge (acrobatics), sword and gun

Gears hammer (warhammer reskined) and revolver

Madness (Ex)
Harley Quinn use her Charisma modifier on Will saves instead of her Wisdom modifier, and is immune to insanity and confusion effects. Only a miracle or wish can remove Harley Quinn’s madness. If this occurs, Harley Quinn gain 6 points of Wisdom and loses 6 points of Charisma.
How would the modern version be different? I was thinking just give her a few more levels and maybe change her to CN.
 

Obly99

Hero
True Gashadokuro CR 25

CE Colossal undead

Init +8; Senses darkvision 300 ft., lifesense 60 ft., true seeing; Perception +46

Aura profanity (30 ft., DC 41), starvation (30 ft., DC 41)

Defense

AC 44, touch 19, flat-footed 40 (+13 deflection, +4 Dex, +25 natural, -8 size)

hp 702 (36d8+540) regeneration 20 (good)

Fort +27, Ref +18, Will +29

Defensive Abilities channel resistance +12; DR 20/bludgeoning and good; Immune undead traits; Resistance all elements 20; SR 36

Offense

Speed 160 ft.

Melee bite +43 (4d6+23 plus grab), 6 claws +43 (2d8+23 plus grab)

Ranged 6 rock +27 (4d8+33) or 4 gnawing skulls (2d6+23)

Space 80 ft.; Reach 80 ft.

Special Attacks breath weapon (120-ft. cone, 30d6 damage, Reflex DC 41 half, usable every 1d4 rounds), cleaving attacks, constrict (2d8+23), call from the grave, channel negative energy 16/day (DC 47, 18d6), corpse consumption, devastation, hurl foe, roar of anguished hunger, rock throwing (240 ft.), swallow whole (12d6 bludgeoning plus 12d6 negative energy damage, AC 22, 70 hp)

Spell-like Abilities (CL 20th, concentration +33)

Constant—nondetection (self only), true seeing

At will—blasphemy (DC 30), desecrate, greater dispel magic, harm (DC 29), unhallow, unholy blight (DC 27)

3/day—finger of death (DC 30)

1/day—energy drain (DC 32), power word kill, wail of the banshee (DC 32)

Statistics

Str 52, Dex 18, Con –, Int 26, Wis 24, Cha 36

Base Atk +27; CMB +56; CMD 83

Feats Command Undead, Cornugon Smash, Deadly Aim, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Intimidating Prowess, Nightstalker, Power Attack, Quick Channel, Run, Selective Channeling, Signature Skill (intimidate), Stealthy, Vital Strike, Weapon Focus (bite, claws, rock)

Skills Climb +60, Intimidate +73, Knowledge (arcane, religion) +47, Knowledge (local, history, nobility, planes) +44, Perception +46, Sense Motive +46, Spellcraft +47, Stealth +31 (+49 in areas of shadowy illumination or natural darkness)

Languages Common, Necril

SQ massive

Breath Weapon (Su)
A gashadokuro has two version of a breath weapon: one breathe bone shards and deal bludgeoning damage while the other deal negative energy damage. This negative energy damage can heal undead creatures.

Call from the Grave (Su)
Once per day, a gashadokuro can vomit a consumed creature (see below) as a full-round action. The creature is spawned prone in a square adjacent to the gashadokuro with the skeletal champion template applied to it (remember that having been generated within the profane aura of the gashadokuro, it gains its benefits: +6 profane bonus to negative channeled energy DCs, +2 profane bonus on all attack rolls, damage rolls, and saving throws and +2 hit points per HD). The creature is under the total control of the gashadokuro. A gashadokuro can only have one such skeletal champion under its control at a time. A gashadokuro that create a new skeletal champion with one already in existence, lose control of the previous skeletal champion.

Cleaving Attacks (Ex)
A single attack from one of the gashadokuro melee natural weapons or rock throwing ability can target all creatures in a 20-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the attack and suffer the addition affects (like grab).

Constrict (Ex)
A gashadokuro can only constrict with its claws.

Corpse Consumption (Su)
A gashadokuro that kills a creature by using its swallow whole special ability automatically consumes its victim’s body and regains a number of hit points equal to the victim’s Constitution score. Consumed creatures cannot be resurrected by any effect short of a miracle or wish spell until the gashadokuro is destroyed.

Devastation (Ex)
As a full-round action, a gashadokuro can assault a structure, dealing 24d8+128 points of damage to the structure in that round.

Gnawing Skulls (Ex)
As part of a full-attack action, a gashadokuro can fire 4 skulls up to 4 creatures. The skulls have an 80-foot range increment. If a skull strikes an opponent, it can make a free grapple attempt, using the gashadokuro’s CMB. Each skull that succeeds latches onto its victim, dealing 4d6 points of bludgeoning, piercing, and slashing damage at the beginning of the gashadokuro’s turn until it is removed. This damage count as evil and magic for overcome damage reduction and regeneration. The victim is not considered to be grappled while a skull is attached.
A successful grapple or Escape Artist check (or automatically any effect that break grapple like freedom of movement), using the gashadokuro’s CMD, removes the skull, as does dealing 32 points of damage to the skull (the HD of the gashadokuro), which has AC 10 and DR 10/bludgeoning.
A gashadokuro can fire a single skull as a swift action.

Hurl Foe (Ex)
When a gashadokuro damages a Huge or smaller foe with one of its natural attacks, it can try to hurl the foe as part of that attack by attempting a combat maneuver check instead of making the grapple check. On a successful check, the foe is knocked back 30 feet in a direction of the gashadokuro choice and falls prone. The distance the foe is hurled increases by 5 feet for every 5 points by which the gashadokuro check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.

Massive (Ex)
Because the gashadokuro is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to the monster movement, though areas of forest or settlements are considered difficult terrain for the gashadokuro. A Huge or smaller creature can move through any square occupied by the gashadokuro, or vice-versa. The gashadokuro can make attacks of opportunity only against foes that are Huge or larger, and can be flanked only by Huge or larger foes. The gashadokuro gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Huge or smaller creature to climb the gashadokuro—this generally requires a successful DC 30 check, and unlike the normal rules about gashadokuro and attacks of opportunity, a Small or larger creature that climbs on the gashadokuro body provokes an attack of opportunity from the monster.

Profane Aura (Su)
A gashadokuro constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the gashadokuro’s body as an altar of sorts to double the effects granted. The gashadokuro constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the gashadokuro’s creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric’s channel energy ability, a paladin’s lay on hands, or any spell with the healing subtype—must make a concentration check with a DC equal to 10 + 1/2 the gashadokuro’s Hit Dice + the gashadokuro’s Charisma modifier. If the character fails, the effect is expended but does not function.

Roar of Anguished Hunger (Su)
As a standard action, a gashadokuro can unleash a cry that affects all creatures in a 360-food radius. Creatures failing a DC 41 Will save become shaken for 3d6 rounds. Creatures that currently suffer nonlethal damage from starvation who fail the save instead become frightened for 6d4 rounds, while those who succeed become shaken for 4d4 rounds. Creatures that successfully save cannot be affected by the same gashadokuro’s roar for 24 hours. This is a fear, mind-affecting effect. The save DC is Charisma-based.

Starvation Aura (Su)
A gashadokuro emits a powerful aura that causes all creatures within range to feel the intense pains of starvation. Each creature within 30 feet must succeed at a DC 41 Fortitude save or be fatigued and succumb to the supernatural starvation of the gashadokuro, taking 4d6 points of nonlethal damage at the end of its turn each round it remains in the aura. Even after leaving the area or slaying the gashadokuro, an affected creature continues to starve and cannot heal from the nonlethal damage dealt by this ability until it consumes food. All creatures taking damage from a gashadokuro’s starvation aura must succeed at an additional DC 41 Fortitude save or suffer from the effects of feast of ashes (CL equal to gashadokuro HD). The save DC is Charisma-based.

Swallow Whole (Ex)
If a gashadokuro manage to grapple a creature, it can put the grappled creature in its mouth as a move action and attempt another grapple combat maneuver check (as though attempting to pin the opponent). If it succeed, it swallow the opponent as for the swallow whole special ability. If a creature that is swallowed whole by the gashadokuro manages to escape by cutting itself free, the gashadokuro’s body simply seals over the hole created so that other swallowed creatures must cut their own way out.
 

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Obly99

Hero
Can you make the Joker to go with Harley Quinn? I assume he'd be the Evil Clown class Beefer used to make Capricus Evil Clown (3.5e NPC Class) - D&D Wiki
Eventually some levels I can put them from Evil Clown if it were not that some abilities, I don't know why, are written in a strange way.
Vanishing (Su): Beginning at 3rd level, The Evil Clown can make any or all parts of his body go invisible and gain a charisma boost to move silently. This affext last 1 round or minuet every 2 levels.
This is rounds or minutes?

Quick regeneration. (Su): Beginning at 4th level, At the start of the Evil clowns turn or every 1 minuet the Evil clown's evil aura heals him and he regains HP equal to his charisma modifier.
Every minute or every turn?

Mad Mind (Su): Beginning at 6th level, You are immune to mind reading and control effects and anyone who tries to control or read your mind has to make a will save of 15 plus you Evil Clown level. A fail causes the target to go insane for 1 round/minuet equal to you charisma modifier.
They are rounds or minutes?
@Beefermatic you are one of the creators, can you clarify my doubt?
 

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