Things from the east

Bootlebat

Explorer
I love it. Especially the dismember thing. Also, it says it's addicted to sake. How much sake would it have to drink to actually get drunk (considering it's the size of a skyscraper)?
 

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Obly99

Adventurer
I love it. Especially the dismember thing. Also, it says it's addicted to sake. How much sake would it have to drink to actually get drunk (considering it's the size of a skyscraper)?
A lot. But more than quantity goes to quality. Since alcohol is categorized as a poison in D&D 3.5 e PF...
"Crafting Poison
You can make poison with the Craft (alchemy) skill. The DC to make a poison is equal to its Fortitude save DC."
You have to make sake with a high enough check to demand a high save from it. That's why I gave him those two Divine Abilities: the drunkard can craft sake itself and if you are patient enough it puts itself out of action with a DC over 200 of Fortitude. This is why i don't give him immunity to poison.
 


Obly99

Adventurer
I honestly really like this one, I wish it was slightly more powerful, like greater deity or low level Sidereal power but I think that's mainly an idea picked up from video games lol. Otherwise I think this one is super cool.
I understand the idea. I didn't want to make it an Entity because no matter how strong it is, it's not something powerful enough to shake the skies and make an entire pantheon tremble with fear. It ruled over a small rural region of Japan acting like a mafia boss, demanding "pizzo" (Pizzo (mafia) - Wikipedia) in the form of virgins and sake in exchange for "protection" from bad accidents. Basically I wanted to create something fearsome for a lonely and isolated Intermediate Deity, out of her divine realm but nothing that a couple of deity can't badly crush. I have always seen him more as a mafia, a bully who dominates the weakest rather than a power in the world.
 

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I understand the idea. I didn't want to make it an Entity because no matter how strong it is, it's not something powerful enough to shake the skies and make an entire pantheon tremble with fear. It ruled over a small rural region of Japan acting like a mafia boss, demanding "pizzo" (Pizzo (mafia) - Wikipedia) in the form of virgins and sake in exchange for "protection" from bad accidents. Basically I wanted to create something fearsome for a lonely and isolated Intermediate Deity, out of her divine realm but nothing that a couple of deity can't badly crush. I have always seen him more as a mafia, a bully who dominates the weakest rather than a power in the world.
Well put. Honestly I agree.
 

Obly99

Adventurer
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)

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, 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 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.

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.

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 120 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.

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

Adventurer
Ancestral Gashadokuro

CE Macro-Diminutive undead

Init +4; Senses blindsight 120 ft., darkvision 60 ft., low-light vision, see in darkness, spiritsense 120 ft., true seeing; Perception +68

Aura desecrating presence (1.000 ft., DC 50), profanity (1.000 ft., DC 50), reanimating (1.000 ft.), starvation (1.000 ft., DC 50)

Defense

AC 64, touch 26, flat-footed 54 (+14 deflection, +4 Dex, +56 natural, +14 profane, -24 size)

hp 1.066 (52d8+832); regeneration 30 (epic and good)

Fort +45, Ref +35, Will +57

Defensive Abilities freedom of movement, massive, nondetection (self only), undead power; DR 20/epic and good; Immune channel energy, magical control, positive energy, undead traits; Resist all elements 30; SR 45

Offense

Speed 160 ft.

Melee bite +48 (8d8+33 plus grab), 6 claws +48 (4d6+33 plus grab)

Ranged 6 rock +22 (8d6+48)

Space 1.025 ft.; Reach 685 ft.

Special Attacks breath weapon (360-ft. cone, 60d6 damage and 6 negative levels, Reflex DC 50 half, usable every 1d4 rounds), cleaving attacks, constrict (4d6+33), channel negative energy 17/day (DC 56, 28d6), corpse consumption, fast swallow, devastation, hurl foe, rock throwing (1.000 ft.), swallow whole (30d6 bludgeoning plus 30d6 negative energy damage, AC 106, 38 hp)

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

Constant—freedom of movement, nondetection (self only), true seeing

At will—blasphemy (DC 31), desecrate, finger of death (DC 31), greater dispel magic, harm (DC 30), unhallow, unholy blight (DC 28)

3/day—energy drain (DC 33), power word kill, wail of the banshee (DC 33)

Statistics

Str 72, Dex 18, Con —, Int 36, Wis 36, Cha 38

Base Atk +39; 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 +86, Intimidate +100, Knowledge (arcane, religion) +68, Knowledge (local, history, nobility, planes) +65, Perception +68, Sense Motive +68, Spellcraft +68, Stealth +15 (+65 in areas of shadowy illumination or natural darkness), Swim +86

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.

Cleaving Attacks (Ex)
A single attack from one of the gashadokuro natural weapons or rock throwing ability can target all creatures in a 60-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 40d8+200 points of damage to the structure in that round.

Hurl Foe (Ex)
When a gashadokuro damages a Colossal 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.

Immune to Control (Ex)
A gashadokuro is immune to all forms of control, including command undead, control undead and similar effect. Other methods, particularly those tied to strange and powerful artifacts related to the death, may work (GM’s discretion).

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 Colossal or smaller creature can move through any square occupied by the gashadokuro, or vice-versa. The gashadokuro can be flanked only by Colossal 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 40 check and 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 1.000-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.

Reanimation Aura (Su)
All creatures that die within the gashadokuro reanimation aura (even if killed by the swallow whole special ability), become in one round an undead under the monster control. The undead is selected by the list of the create greater undead and the gashadokuro count as having casting all the necessary spell (like teleport for a Crypt Thing). The gashadokuro choose which undead they become. Their statistic are increased by the profane aura. Undead created with reanimation aura do not gain the create spawn special ability. If the undead creature is created inside the gashadokuro because killed by the swallow whole special ability, the monster can vomit the new minion as a free action at the start of its turn.

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 1.000 feet must succeed at a DC 50 Fortitude save or be fatigued and succumb to the supernatural starvation of the gashadokuro, taking 10d6 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.

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.

Undead Power (Su)
A gashadokuro gains a profane bonus equal to his Charisma bonus on AC and all saving throws.
 
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Ancestral Gashadokuro

CE Macro-Diminutive undead

Init +4; Senses blindsight 120 ft., darkvision 60 ft., low-light vision, see in darkness, spiritsense 120 ft., true seeing; Perception +68

Aura desecrating presence (1.000 ft., DC 50), profanity (1.000 ft., DC 50), reanimating (1.000 ft.), starvation (1.000 ft., DC 50)

Defense

AC 64, touch 26, flat-footed 54 (+14 deflection, +4 Dex, +56 natural, +14 profane, -24 size)

hp 1.066 (52d8+832); regeneration 30 (epic and good)

Fort +45, Ref +35, Will +57

Defensive Abilities freedom of movement, massive, nondetection (self only), undead power; DR 20/epic and good; Immune channel energy, magical control, positive energy, undead traits; Resist all elements 30; SR 45

Offense

Speed 160 ft.

Melee bite +48 (8d8+33 plus grab), 6 claws +48 (4d6+33 plus grab)

Ranged 6 rock +22 (8d6+48)

Space 1.025 ft.; Reach 685 ft.

Special Attacks breath weapon (360-ft. cone, 60d6 damage and 6 negative levels, Reflex DC 50 half, usable every 1d4 rounds), cleaving attacks, constrict (4d6+33), channel negative energy 17/day (DC 56, 28d6), corpse consumption, fast swallow, devastation, hurl foe, rock throwing (1.000 ft.), swallow whole (30d6 bludgeoning plus 30d6 negative energy damage, AC 106, 38 hp)

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

Constant—freedom of movement, nondetection (self only), true seeing

At will—blasphemy (DC 31), desecrate, finger of death (DC 31), greater dispel magic, harm (DC 30), unhallow, unholy blight (DC 28)

3/day—energy drain (DC 33), power word kill, wail of the banshee (DC 33)

Statistics

Str 72, Dex 18, Con —, Int 36, Wis 36, Cha 38

Base Atk +39; CMB +56; CMD 83

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

Skills Climb +86, Intimidate +100, Knowledge (arcane, religion) +68, Knowledge (local, history, nobility, planes) +65, Perception +68, Sense Motive +68, Spellcraft +68, Stealth +15 (+65 in areas of shadowy illumination or natural darkness), Swim +86

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.

Cleaving Attacks (Ex)
A single attack from one of the gashadokuro natural weapons or rock throwing ability can target all creatures in a 60-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 40d8+200 points of damage to the structure in that round.

Hurl Foe (Ex)
When a gashadokuro damages a Colossal 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.

Immune to Control (Ex)
A gashadokuro is immune to all forms of control, including command undead, control undead and similar effect. Other methods, particularly those tied to strange and powerful artifacts related to the death, may work (GM’s discretion).

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 Colossal or smaller creature can move through any square occupied by the gashadokuro, or vice-versa. The gashadokuro can be flanked only by Colossal 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 40 check and 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 1.000-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.

Reanimation Aura (Su)
All creatures that die within the gashadokuro reanimation aura (even if killed by the swallow whole special ability), become in one round an undead under the monster control. The undead is selected by the list of the create greater undead and the gashadokuro count as having casting all the necessary spell (like teleport for a Crypt Thing). The gashadokuro choose which undead they become. Their statistic are increased by the profane aura. Undead created with reanimation aura do not gain the create spawn special ability. If the undead creature is created inside the gashadokuro because killed by the swallow whole special ability, the monster can vomit the new minion as a free action at the start of its turn.

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 1.000 feet must succeed at a DC 50 Fortitude save or be fatigued and succumb to the supernatural starvation of the gashadokuro, taking 10d6 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.

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.

Undead Power (Su)
A gashadokuro gains a profane bonus equal to his Charisma bonus on AC and all saving throws.
That thing is terrifying.
 

Obly99

Adventurer
That thing is terrifying.
Glad you liked it. While True Gashadokuro is theoretically the maximum form attainable by a Gashadokuro spontaneously generated or created by a mortal "A gashadokuro's size depends on the scale of the famine that caused its emergence, with more devastating food shortages resulting in larger gashadokuros. A typical gashadokuro is 30 feet tall and weighs up to 5,000 pounds. ", the Ancestral Gashadokuro is theoretically the original Gashadokuro, creatable only by a deity of death or famine with the starvation of an entire continent. This self-propelled fortress of death has low offensive power (attack roll and low spell-like DC for its level) but a huge defense and like a furnace of the undead, create huge amounts of undead armies in no time. An Ancestral Gashadokuro is theoretically capable of destroying a world by itself, simply by walking the world raising hordes of the dead ready to wreak havoc.
 

Obly99

Adventurer
Oni Race
A tribute and altered version of the Oni race of the LRGG (Oni (New Race) - Little Red Goblin Games | Pathfinder (1st Edition) | DriveThruRPG.com)

Oni Racial Traits (15 RP)
Strong and with an forceful presence, oni are a threat to the average human. They gain +2 Strength, +2 Charisma, and -2 Wisdom. (0 RP)

Size (0 RP): Oni are Medium creatures and thus have no bonuses or penalties due to their size.

Type (3 RP): Oni are native outsiders with the giant, oni, and shapechanger subtype. This race does not gain any of the normal beneficts given by the oni subtype unless stated in this sheet.

Base Speed (0): Oni have a base speed of 30 feet.

Languages (0): Oni begin play speaking Common and Giant. Oni with high Intelligence scores can choose from the following languages: Abyssal, Celestial, Draconic, Gnoll, Goblin, Infernal, or Orc. See the Linguistics skill page for more information about these languages.

Darkvision (-): Oni have darkvision 60 feet.

Change Shape (Su) (2): A oni can change their shape as a standard action to that of a medium humanoid. The appearance of this form is set; it is a generally more humanoid version of the oni’s base form. It causes them to shrink a little, lose non-human traits like horns, sharp teeth, claws, extra (or missing) eyes, etc. An oni in humanoid form cannot use his bite and gore attack, and lose his natural armor to AC from warrior affinity, but gains a +10 racial bonus on Disguise checks made to appear human. This ability otherwise functions as alter self, except that the oni does not adjust his ability scores and can remain in this form indefinitely.

Intimidating (4): Oni gains Intimidating Prowess as a bonus feat at 1st level, they also get a +2 bonus on Intimidate checks and always treat it as a class skill.

Warrior Affinity (2): Oni gains a +1 natural armor bonus to their Armor Class.

Ogre Warrior (1): Oni are proficient with tetsubo, great clubs, and greatswords.

Bite (2 RP): Oni have sharp teeth and this give them a bite primary natural attack, dealing 1d4 plus Strength modifier damage.

Gore (1 RP): Oni have two horns and this give them a gore primary natural attack, dealing 1d6 plus Strength modifier damage.

Drunk (2 RP): Once per day, when oni consume alcoholic drinks, they flies into a frenzy for 1 minute, gaining a +2 moral bonus to Constitution and Strength, but a –2 penalty to AC.

Vulnerable to Trickery (-2 RP): Oni do poorly when not in a stand-up honest fight. When flanking the oni, opponents gain a +4 bonus to attack the oni instead of +2. Oni also have a -2 on saving throws against traps.


Table: Oni Random Starting Ages

Adulthood
Simple
Moderate
Complex
15 years​
+1d4​
+1d6​
+2d6​



Table: Oni Aging Effects

Middle Age
Old
Venerable
Maximum Age
250 years​
480 years​
650 years​
650+8d% years​



Table: Oni Random Height and Weight

Gender
Base Height
Height Modifier
Base Weight
Weight Modifier
Male
6' 3"​
+4d8​
180 lb.​
(2d12) x 7 lb.​
Female
6' 1"​
+3d8​
160 lb.​
(2d10) x 7 lb.​



FAVORED CLASS OPTIONS
The following favored class options are available to all oni characters who have the listed favored class, and unless otherwise stated, the bonus applies each time the favored class reward is selected.

Barbarian: Add 1 to the oni’s total number of rage rounds per day.

Fighter: +1/3rd to attack rolls with tetsubo, great clubs, and greatswords.

Magus: Add a +½ bonus on concentration checks made to cast defensively.

Ninja: Gain +1/6 of a new ninja trick.

Samurai: Gain +1/6 of a daily use of resolve.

Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +½ to the number of uses per day of that bloodline power.

Wizard: +1/4th to the maximum number of missiles the wizard can fire with magic missile spells and spell-like abilities.

Racial Feat

Giant Oni
Prerequisites:
Character level 7th, Oni, Oni-Ni-Kanabo
Benefit: You increase you base size to Large, gaining +4 to Strength, -2 Dexterity and +2 to Constitution. You gain all the benefit and drawback for being of large size (like the increase of the damage of the natural attacks). Your equipment increase in size with you at the moment you take this feat.

Kishin’s Eye
Prerequisites:
Oni Missile, Oni with CL 9th
Benefit: Your Oni Missile feat as no longer a cooldown period. Additionally, the number of missiles you can create with your magic missile spell and spell-like ability are not restricted by your effective caster level (normally limited to 5 missiles at 9th level).

Oni Missile
Prerequisites:
Oni with the ability to cast 1st level spells.
Benefit: As a swift action, a number of time per day equal to your spellcastin modifier, you can launch a bolt of elemental energy from your eye(s) as a spell-like ability. This attack has a range of 120 feet with no range increment. This functions as a magic missile spell but deals either acid, cold, electricity, or fire damage (chosen at the time of taking this feat). Your caster level is equal to your character level for this spell-like ability. After doing so you can’t do this again for 1d4 rounds.

Oni-Ni-Kanabo
Prerequisites:
Character level 4th, Oni
Benefit: You gain the Powerful Build ability: The physical stature of oni lets them function in many ways as if they were one size category larger. Whenever an oni is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the oni is treated as one size larger if doing so is advantageous to him. An oni is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. An oni can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category (like Giant Oni and Titanic Oni).

Titanic Oni
Prerequisites:
Character level 14th, Oni, Giant Oni
Benefit: You increase you base size to Huge, gaining another +4 to Strength, -2 Dexterity and +2 to Constitution. You gain all the benefit and drawback for being of Huge size (like the increase of the damage of the natural attacks). Your equipment increase in size with you at the moment you take this feat.
 

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Glad you liked it. While True Gashadokuro is theoretically the maximum form attainable by a Gashadokuro spontaneously generated or created by a mortal "A gashadokuro's size depends on the scale of the famine that caused its emergence, with more devastating food shortages resulting in larger gashadokuros. A typical gashadokuro is 30 feet tall and weighs up to 5,000 pounds. ", the Ancestral Gashadokuro is theoretically the original Gashadokuro, creatable only by a deity of death or famine with the starvation of an entire continent. This self-propelled fortress of death has low offensive power (attack roll and low spell-like DC for its level) but a huge defense and like a furnace of the undead, create huge amounts of undead armies in no time. An Ancestral Gashadokuro is theoretically capable of destroying a world by itself, simply by walking the world raising hordes of the dead ready to wreak havoc.
That's intense.
 

Obly99

Adventurer
Well, nothing epic today. Directly from Nioh, the Hino Enma (Hino-Enma).

Hino Enma CR 8

CE Medium Monstrous Humanoid

Init +4; Senses darkvision 60 ft., scent; Perception +16

DEFENSE

AC 22, touch 22, flat-footed 17 (+5 Cha, +4 Dex, +1 dodge, +2 monk)

hp 85 (10d10+30)

Fort +10, Ref +16, Will +15

Defensive Abilities ac bonus, evasion, umbrella block, unearthly grace; DR 10/magic; Immune disease, energy drain, mind-affecting effects, paralysis, poison; SR 19

Weakness vulnerability to electricity

OFFENSE

Speed 30 ft., fly 60 ft. (good)

Melee flurry of blow +12/+12/+7/+7 (1d10+3) or umbrella +14/+9 (1d6+3/x3) or unarmed strike +14/+9 (1d10+3)

Ranged shuriken +14/+7 (1d2+3)

Special Attacks blood drain, scream (DC 18/20, 3d10 sonic damage), shadow trample (DC 18/20, 1d10+4), wingspin (DC 19/20)

Spell-Like Abilities (CL 10th, concentration +15)

3/dayalter self, charm person (DC 16), hold person (DC 18), suggestion (DC 18)

1/dayconfusion (DC 19), dominate person (DC 19), invisibility, shadow step

STATISTICS

Str 16, Dex 18, Con 16, Int 17, Wis 16, Cha 20

Base Atk +10; CMB +14 (+16 for grapple); CMD 36 (38 vs. grapple)

Feats Aerial RollB, Blind-FightB, Combat Reflexes, Dodge, Improved Grapple, Improved Unarmed StrikeB, Mobility, Power Attack, Spring AttackB, Weapon FinesseB

Skills Bluff +15, Diplomacy +15, Fly +21, Intimidate +18, Perception +16, Sense Motive +13, Stealth +17

Languages Common, Giant, Tengu

SQ coven, monk training, umbrella

Gears umbrella

Environment cold mountains

Organization solitary, coven (1 Hino Enma plus 2 hags), or patrol (1 Hino Enma plus 1 Ogre Mage and 3 Oni CR 5 or less)

Treasure standard

Blood Drain (Ex)
Every time the Hino Enma’s maintain a grapple check she suck the creature blood. The Hino Enma inflict 2d6+4 damage, heal the same number of hit points and if the target has a ki pool, then the Hino Enma drains 2 ki points from the victim. The Hino Enma may add these points to her own ki pool if she has one (up to her maximum total ki). Otherwise, the Hino Enma gains a +2 racial bonus to saving throws for a number of rounds equal to her HD. Construct and undead are immune to this ability.

Coven (Ex)
An Hino Enma counts as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever the Hino Enma is within 30 feet of another member of the coven, she can use the aid another action to grant a +1 bonus to the other creature’s caster level for 1 round.

Monk Training (Ex)
The Hino Enma gains the AC Bonus, Flurry of Blows and Unarmed Strike abilities as a monk of a level equal to her racial HD but for the AC Bonus she use her Charisma instead of Wisdom and can only use her legs and foot for the unarmed strike and flurry.

Scream (Su)
As a standard action, an Hino Enma can shout a devastating shout that can possibly paralyze creatures. The shout is a 30 ft. long line of 10 ft. x 10 ft. area. Every creature in the area take 3d10 sonic damage and are paralyzed for 1d4+1 rounds. A Reflex save DC 18 half the damage and negate the paralysis. Each round at the start of its turn, a paralyzed creature may attempt a Fortitude save DC 18 to end the effect in advance. After using the shout, the Hino Enma must wait 1d6+2 rounds before she can use it again. The save DC is Constitution-based.

Shadow Trample (Ex/Su)
This work as the trample ability, but the Hino Enma can only use this ability while flying and creatures that fail the save or chose the attack of opportunity are also paralyzed for 1d4+1 rounds. Each round at the start of its turn, a paralyzed creature may attempt a Fortitude save DC 20 to end the effect in advance. The save DC of the paralysis is Charisma-based.

Umbrella (Su)
A Hino Enma has an umbrella with which fight. The umbrella in the hand of the Hino Emna work as a light melee weapon with 1d6 base damage (Medium sized), a x3 critical multiplier, deal bludgeoning or piercing damage, and belongs to the weapon group light blades. If the umbrella is lost or destroyed, a Hino Enma can create a new umbrella by spending 24 hours crafting it (no materials required).

Umbrella Block (Ex)
As an immediate action, when the Hino Enma is attacked with a melee attack, she can attempt a melee attack using her umbrella at her highest attack bonus. If this result exceeds the result from the attack against her, the Hino Enma is unaffected by the attack (as if the attack had missed).

Unearthly Grace (Su)
A Hino Enma adds her Charisma modifier as a racial bonus on all her saving throws.

Wingspin (Ex)
As a standard action every 1d4+1 rounds, while not flying, a Hino Enma can spins moving 15 ft. in a line. All creatures in the area take 4d6+10 slashing damage and are paralyzed for 1d4+1 rounds. A creature can make a Reflex DC 19 for half the damage and negate the paralysis. Each round at the start of its turn, a paralyzed creature may attempt a Fortitude save DC 20 to end the effect in advance. The save DC of the paralysis is is Charisma-based while the save DC of the damage is Dexterity-based.
 

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Obly99

Adventurer
Well, I don't think the Tengu need special presentations. In Pathfinder (and DnD under the Kenku name) they are a playable race but it always made me cringe that they couldn't fly (yes I know, flying race, low levels, game break, etc. etc. but give me then a chain of racial feats to give me wings, you did it with the aasimar too!) Aside from my rant, this version is based on the Tengu of the myth. Enjoy. Abilities are inspired by the base Tengu (Tengu (13 RP) – d20PFSRD), the ni version (Oni, Yamabushi Tengu – d20PFSRD), and greater version (Greater Tengu, Yamabushi – d20PFSRD)

Legendary Tengu CR 26

CN Medium outsider (air, chaotic, native, shapechanger)

Init +8; Senses darkvision 60 ft., true seeing; Perception +44

Aura frightful presence (DC 36, 60 ft.)

AC 45, touch 45, flat-footed 41 (+12 Cha, +12 deflection, +4 Dex, +7 monk)

hp 518 (28d10+364)

Fort +30, Ref +32, Will +27

Defensive Abilities freedom of movement, improved evasion, lord of winds, parry; DR 10/cold iron, epic and lawful; Immune ability damage and drain, death effect, disease, energy drain, mind-affecting effect, paralysis, petrification, poison, unwilling polymorph, wind; Resistance all elements 30; SR 37

Weakness mirror taboo

Offense

Speed 30 ft., fly 120 ft. (perfect)

Melee +5 ghost touch impact wounding katana +45/+40/+35/+30 (2d6+16/15-20 plus 1 bleed), bite +34 (2d8+5 plus steal voice) or flurry of blows +5 ghost touch impact wounding katana +43/+43/+38/+38/+33/+33/+28 (2d6+16/15-20 plus 1 bleed), bite +34 (2d8+5 plus steal voice), or unarmed strike +40/+35/+30/+25 (4d6+11/19-20), bite +34 (2d8+5 plus steal voice) or flurry of blows unarmed strike +38/+38/+33/+33/+28/+28/+23 (4d6+11/19-20), bite +34 (2d8+5 plus steal voice)

Ranged +5 returning shuriken +37 (1d2+5) or deadly shuriken +37/+32/+27/+22 (1d2+5)

Special Attacks cut spells, deadly shuriken, quivering palm 1/day (DC 36), steal voice (DC 36), stunning fist 28/day (DC 36; fatigued, blind, deafness, paralyzed 1d6+1 rounds, sickened 1 minute, or staggered 1d6+1 rounds), wing baffle

Spell-Like Abilities (CL 28th; concentration +40)

Constantfreedom of movement, speak with animals (birds only), true seeing

At willbestow curse (DC 26), charm person (DC 23), ghost sound (DC 22), hold person (DC 24), major image (DC 25), mirror image, ventriloquism (DC 23)

3/daydimension door, displacement, dominate person (DC 27), find the path, gaseous form, greater dispel magic, greater invisibility (self only), greater teleport (self plus 50 lbs. of objects only), hideous laughter (DC 24), mirage arcana (DC 29), mislead (DC 28), stone shape, telekinesis (DC 27)

1/dayastral projection, dream, dominate monster (DC 31), etherealness, impenetrable veil (DC 31), getaway, greater possession (DC 31), mage’s disjunction (DC 31), mass hold person (DC 29), nightmare (DC 27), overwhelming presence (DC 31), phasic challenge (DC 30), resplendent mansion, shades (DC 31), shadow walk, telekinetic storm (DC 31), wish (replicate sorcerer/wizard spell of 8th level or lower only)

Str 32, Dex 18, Con 28, Int 30, Wis 28, Cha 34

Base Atk +28; CMB +39; CMD 84

Feats Aerial Roll, Alertness, Combat Reflexes, Deceitful, Flyby Attack, Improved Critical (katana, unarmed strike), Improved Initiative, Improved Unarmed StrikeB, Power Attack, Psychic SensitivityB, Skill Focus (appraise, fly), Signature Skill (linguistics), Stunning FistB, Weapon Focus (katana, unarmed strike)

Skills Appraise +47, Bluff +47, Diplomacy +43, Disguise +47, Fly +49, Heal +37, Intimidate +40, Knowledge (arcane) +38, Linguistics +49, Perception +44, Perform (act) +40, Sense Motive +44, Spellcraft +38, Stealth +35, Survival +43, Use Magic Device +40; Racial Modifiers +8 Linguistics

Languages Aboleth, Abyssal, Aklo, Aquan, Arabic, Aramaic, Auran, Celestial, Chinese, Common, Coptic, Cyclops, Draconic, Druidic, Elder Thing, Giant, Greek, Ignan, Indian, Infernal, Japanese, Latin, Mi-Go, Necril, Protean, Senzar, Sphinx, Sylvan, Tengu, Terran, Treant, Undercommon, Vegepygmy, Yithian, other 33; speak with animals (birds only)

SQ change shape (any small or medium humanoid, alter self), combat style mastery, gifted linguist, long-nose form, monk training, swordtrained, tengu blessing, unarmed strike

Gears +5 ghost touch impact wounding katana, +5 returning shuriken

Change Shape (Su)
When using change shape, a legendary tengu can chose between three options:
  • change shape work as normal​
  • it maintain the wings. While in this form it maintain the fly speed (does not gains the normal bonus to Disguise checks for using a polymorph effect)​
  • it maintain the wings and gains a red face whose nose is the length of its beak. While in this form it maintain the fly speed and gains the scent ability (does not gains the normal bonus to Disguise checks for using a polymorph effect)​

Combat Style Mastery (Ex)
A legendary tengu may enter the basic stance of any combat style feat (such as Crane Style, Monkey Style, and so on) as if it had the first feat in the feat path for that combat style.

Cut Spells (Su)
A legendary tengu can destroy a magical effect (whether it’s on a creature or an independent effect such as a wall of fire) by attacking it with a slashing weapon (like a katana or unarmed strike modified with Tiger Style). It must succeed at a melee touch attack against the creature or effect. If the attack hits, the creature or effect is subject to targeted greater dispel magic (CL 28th). If the legendary tengu dispels an effect, it suffer no harmful effects from touching it. If the effect is on a creature, the creature takes 1 point of damage per spell level of each effect dispelled. The legendary tengu can use this ability a number of times per day equal to its Charisma modifier (12 for a typical legendary tengu).

Deadly Shuriken (Ex)
As a full-round action, a legendary tengu can take careful aim and pool all of its attack potential into a single, deadly shuriken throw. When it does this, it throws a single shuriken at a single target, but makes as many attack rolls as it can, based on it base attack bonus. The legendary tengu makes the attack rolls in order from highest bonus to lowest, as if it were making a full attack. If any of the attack rolls hit the target, the attack hits. For each additional successful attack roll beyond the first, the legendary tengu increases the damage by 2d6. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this. If one or more rolls are critical threats, the legendary tengu confirms the critical once using its highest base attack bonus.

Feather Fan (Su)
A legendary tengu possess a magical feather fan (hardness 2, hp 20) that allow the user to use the following spell-like abilities (CL 20th):

At willcloak of winds, control winds, gentle breeze, gust of wind, hurricane blast (DC 19), river of winds (DC 19), tailwind, whispering wind, wind wall, with the wind

3/daypath of the winds (DC 21), scouring winds (DC 22),

1/dayconversing wind, elemental swarm (air spell only), storm of vengeance (DC 24), whirlwind (DC 23), wind walk, winds of vengeance (DC 24)

A legendary tengu can craft a feather fan with 1 week of work. In this case, any already existing feather fan lose any magical property, becoming a mundane fan. A magical feather fan can be sold for 300,000 gp.

Gifted Linguist (Ex)
A legendary tengu gain a +8 racial bonus on Linguistics checks, and learn 2 languages each time it gains a rank in Linguistics rather than 1 language. Linguistics is always a class skill for a legendary tengu.

Lord of Winds (Su)
A legendary tengu adds its Charisma modifier as a racial bonus on all its saving throws, and as a deflection bonus to its Armor Class.

Immunity to Wind (Ex)
A legendary tengu is immune to the effects of wind, even if hurricane force. It ignores the penalties applied to the Fly skill incurred by wind speed, and is immune to the negative effects of any spell or effect that manipulates wind, such as gust of wind and whirlwind.

Mirror Taboo (Su)
A legendary tengu may not look at themselves in any man-made mirror (Reflex DC 20 avoids), or it become staggered for 1d4 rounds.

Monk Training (Ex)
A legendary tengu gains the AC Bonus, Flurry of Blows, Quivering Palm, Stunning Fist, and Unarmed Strike abilities as a monk of a level equal to its racial HD but for the AC Bonus, Quivering Palm, and Stunning Fist it use its Charisma instead of Wisdom.

Parry (Ex)
When a melee, ranged, or ray attack is made against the legendary tengu or a target adjacent to it, the legendary tengu can parry the attack (or ammunition), deflecting the attack so the target takes no damage. As an attack of opportunity, the legendary tengu make a melee attack roll at its highest bonus. If the result is greater than the attack roll total of the attack, the attack is deflected. The legendary tengu must be aware of the attack and not flat-footed.

Steal Voice (Su)
A legendary tengu can attempt to steal a victim’s voice as part of its bite attack. When it does so, the creature bitten must make a DC 36 Will save or lose the ability to speak aloud. This prevents the use of any spell with verbal components and the use of commandword-activated magic items, among other difficulties.
The legendary tengu’s voice changes to match the one stolen. The victim’s voice remains stolen until the legendary tengu steals another voice, until the tengu chose to give the stolen voice back (a free action), or until the next sunrise. Any effect that removes curses (such as remove curse or break enchantment) can restore a stolen voice (DC for success equals the save DC of the steal voice ability—DC 36 for most legendary tengu), as does the death of the legendary tengu who stole the voice in the first place. The save DC is Charisma-based.

Swordtrained (Ex)
Legendary tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, katana, kukris, longswords, punching daggers, rapiers, scimitars, short swords, two-bladed swords, and wakizashi). Also, the katana count as a monk weapon for the legendary tengu.

Tengu’s Blessing (Su)
Once per week as a standard action, a legendary tengu can bestow its mastery of greater fighting arts upon a creature it touches. The legendary tengu selects up to 3 combat feats that it knows and that its target meets the prerequisites for. Upon being touched, the target gains that feats as a bonus feats for a number of days equal to the legendary tengu’s racial Hit Dice.

Unarmed Strike (Ex)
A legendary tengu unarmed strikes are treated as adamantine, chaotic, cold iron, ghost touch, epic, magic, and silver weapons for the purpose of overcoming damage reduction and interact with incorporeal creatures.

Wing Baffle (Ex)
A legendary tengu uses its wings even in combat although not to make slam attacks; it supplements its melee combat with the slaps and whips of its wings to buffet and disorient its opponents. Once per round, a legendary tengu may make a Feint check against an opponent as a free action.
 

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