Some of my creations, mostly a bit older. The yeenagaar is quite barebones at the moment, due to how it was created. The battlebeast in retrospect I'm not terribly happy with, but it might be salvageable. The draconythe could be considered a desert monster.
Yeenagaar (Gnoll Demon)
Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 6d8+24 (51 hp)
Initiative: +6
Speed: 30 ft.
AC: 25 (+6 Dex, +9 natural), touch 16, flat-footed 19
Base Attack/Grapple: +6/+11
Attack: Dire flail +11 (1d8+5)
Full Attack: Dire flail +9/+4 (1d8+5) and dire flail (off-hand) +9/+4 (1d8+2); or dire flail +11/+6 (1d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to elecricity and poison, resistance to acid 10, cold 10, and fire 10, scent, spell resistance 15, summon tanar’ri, telepathy 100 ft.
Saves: Fort +9, Ref +11, Will +9
Abilities: Str 20, Dex 22, Con 18, Int 20, Wis 19, Cha 17
Skills: Balance +15, Climb +14, Concentration +13, Handle Animal +12], Hide +19, Intimidate +12, Jump +14, Knowledge (nature) +16, Listen +13, Move Silently +19, Search +18, Spot +13, Survival +17 (+19 aboveground, +19 following tracks; +21 to find or follow tracks in aboveground natural environments)
Feats: Improved Two-Weapon Fighting, Track, Two-Weapon Fighting
Climate/Terrain: Abyss
Organization:
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7–10 HD (Medium); 11–18 HD (Large); or by character class
Level Adjustment: +9 (+6?)
Spell-like Abilities: 3/day—bear’s endurance, bull’s strength, darkness, magic fang. Caster level 6th; Save DC 13 + spell level.
Summon Tanar’ri: Once per day a yeenagaar can attempt to summon 1 gnoll demon with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.
Skills: Yenagaar have a +4 racial bonus on Hide, Move Silently, Search, and Survival checks.
Battlebeast
Gargantuan Outsider (Chaos, Evil, Extraplanar)
Hit Dice: 25d8+250 (362 hp)
Initiative: -4
Speed: 10 ft.
AC: 30 (-4 size, -4 Dex, +28 natural), touch 2, flat-footed 30
Base Attack/Grapple: +25/+49
Attack: Bite +34 melee (4d6+12)
Full Attack: Bite +34 melee (4d6+12) and 4 claws +32 melee (2d6+6) and 4 gores +32 melee (2d6+6)
Space/Reach: 40 ft./15 ft.
Special Attacks: Aura of power, frightful presence, penetration, rush, trample 8d8+18
Special Qualities: DR 15/good and cold iron, fast healing 5, outsider traits
Saves: Fort +24, Ref +10, Will +15
Abilities: Str 35, Dex 2, Con 31, Int 2, Wis 13, Cha 24
Skills: Intimidate +35, Listen +31, Spot +31, Survival +29
Feats: Ability Focus (Frightful Presence, Trample), Alertness, Cleave, Multiattack, Power Attack, Weapon Focus (bite, claw, gore)
Environment: Chaotic evil planes
Organization: Solitary
Challenge Rating: 21
Treasure: None
Alignment: Always chaotic evil
Advancement: 26-30 (Gargantuan); 31-50 (Colossal)
Huge and wild, the enormous battlebeasts usually do not care for other demons, and hunt for prey on the dreadful planes they are native to. About 40 feet long and 30 feet high, they have few enemies except for powerful demons and demon lords, who price them as mounts or siege engines. Their massive maw, claws and horns are ideally suited for such a task, and their empowering aura greatly benefits any rider. It is rare for two battlebeasts to look even remotely similar. One might have draconic features, others might look as being made from steel, and the next could be a horribly deformed and enlarged bat. But all are fearsome combatants.
Sages have speculated about a possible link between battlebeasts and the dreaded tarrasque, but for obvious reasons, no real research has ever been conducted.
Combat
Unless mounted or trained into service, a battlebeast is straightforward in battle, trying to destroy the nearest enemy or obstacle. It often begins a fight with rushing into melee.
A battle beasts’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Aura of Power (Su): Any creature within 50 feet that the battlebeast perceives as an ally receives a +4 bonus to Strength and Constitution, as well as a +4 deflection bonus to Armor Class. Any creature that the battlebeast perceives as a superior (such as a rider) receives a +8 bonus to Strength and Constitution as well as a +8 deflection bonus to Armor Class instead. A battlebeast never benefits from its own aura of power. This ability is always active.
Frightful Presence (Ex): When a battlebeast charges or attacks, it inspires terror in all creatures within 100 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must attempt a Will save (DC 29 <31>). On a failure, a creature with 5 or fewer Hit Dice becomes panicked for 3d6 rounds, and one with 6 or more Hit Dice becomes shaken for 3d6 rounds. A successful save leaves that opponent immune to that battlebeast's frightful presence for 24 hours. Dragons ignore the frightful presence of a battlebeast. Creatures that benefit from a battlebeast's aura of power ignore the frightful presence of this particular battlebeast. The save Dc is Charisma-based.
Penetration (Ex): The natural attacks of a battlebeast can penetrate damage reduction as if they were magic, silver, adamantine and cold iron.
Rush (Ex): Once per minute, the normally slow-moving battlebeast can use a charge action to move at ten times it's normal speed.
Trample (Ex): As a standard action, a battlebeast can trample opponents at least one size category smaller than itself. This attack deals 8d8+18 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 36) for half damage. The save DC is Strength-based and includes the battlebeast’s Abiliy Focus feat.
Fast Healing (Ex): A battlebeast regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst or suffocation, and it does not allow the battlebeast to regrow or reattach lost body parts.
Death Crow
Tiny Outsider (Chaos, Evil, Extraplanar)
Hit Dice: 4d8 (18 hp)
Initiative: +10
Speed: 5 ft., fly 50 ft. (Good)
AC: 22 (+2 size, +10 Dex), touch 22, flat-footed 12
Base Attack/Grapple: +4/-7
Attack: Bite +16 melee (1d4-3)
Full Attack: Bite +16 melee (1d4-3) and claws -2 melee (1d3-3)
Space/Reach: 21/2 ft./0 ft.
Special Attacks: Call of the crow, spell-like abilities
Special Qualities: DR 5/good or cold iron, outsider traits, SR 16
Saves: Fort +4, Ref +14, Will +6
Abilities: Str 4, Dex 30, Con 10, Int 11, Wis 15, Cha 21
Skills: Bluff +12, Concentration +7, Intimidate +12, Knowledge (the planes) +7, Knowledge (Religion) +7, Listen +9, Spot +9, Spellcraft +7
Feats: Fly-By Attack, Weapon Finesse (bite)
Environment: Chaotic evil planes
Organization: Solitary or flight (2-12)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 5 - 9 HD (Tiny); 10 - 12 HD (Small)
Much the opposite of battlebeasts, death crows are small and vicious crow-like demons with powers over the undead. Looking more or less like normal crows, they have burning red eyes.
Many death crows are accompanied by undead creatures, either because they were created by it, or because they accept its rule.
Combat
Death crows usually let their undead minions fight for them, as their bites and claws do not deal much damage. Due to their high speed, they can flee from most enemies if necessary.
A death crow’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Call of the Crow (Su): Once per day, a death crow can call upon negative energy to temporarily animate any fresh corpses in its proximity. All corpses within 50 feet that are no older than 24 hours animate into a zombie of the appropriate type for 1d10+4 rounds.
Spell-like Abilities: At will - animate dead, dimension door, fear (DC 18); once per day - create undead, ghoul touch (DC 17), nightmare (DC 20), plane shift (DC 22); once per year - bestow curse (DC 19), create greater undead. Caster level equals death crows Hit Dice; save DCs are Charisma-based.
Draconythe
Medium Monstrous Humanoid (Fire)
Hit Dice: 2d8+6 (15 hp)
Initiative: -2
Speed: 30 ft
AC: 12 (-2 Dex, +4 natural), touch 8, flat-footed 12
Base Attack/Grapple: +2/+3
Attack/Full Attack: Long sword +3 melee (1d8+1)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Breath weapon
Special Qualities: Immunity to fire, SR 8, vulnerability to cold, water vulnerability
Saves: Fort +3, Ref +1, Will +2
Abilities: Str 13, Dex 6, Con 16, Int 9, Wis 8, Cha 9
Skills: Climb +4, Jump +5, Listen +2, Spot +2
Feats: Power Attack
Environment: Warm mountains or deserts
Organization: Solitary, gang (2 - 6), band (11 - 20 plus 1 3rd-level leader)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +1
A wild and brutal folk, draconythes are lizardlike humanoids possibly related to dragons. Standing about 5.5 feet high, they weigh about 170 pounds. They are covered in scales ranging from bright red to dirty brown in color. Their eyes gleam in various shades of green.
Since water hurts them in any doses larger than a single glass, they stay away from it as far as possible, usually in some hot mountain ranges or deserts. They have a natural resistance against magic, and the few spellcasters among them are viewed with suspicion.
Draconythes speak Draconic. Those draconythes with a higher than average intelligence usually learn Common and Dwarven.
Combat
In combat, draconythes start off with their breath weapon before entering melee. They are nearly fearless during their fights.
Breath Weapon (Su): A draconythe can breathe a 15-foot cone of fire that deals 1d4 points of fire damage for every 3 full Hit Dice (Minimum of 1d4, maximum of 7d4). Each creature caught in the area can attempt a Reflex save (DC 14) to take half damage. Once the draconythe breathes, it must wait 3d4 rounds before using its breath weapon again. The save DC is Constitution-based.
Fire Subtype (Ex): A draconythe is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, it takes half damage on success and double damage on a failure.
Spell Resistance (Ex): A draconythe's spell resistance is equal to 8 plus it's number of class levels. Thus, a draconythe without any class levels has a spell resistance of 8.
Water Vulnerability (Ex): Whenever a draconythe is hit by an amount of water, treat it as though he was hit by an equal amount of acid, except that any hit that would result in 1 point of damage does not deal damage.
Skills: Draconythes receive a +2 racial bonus to Climb, Jump, Listen and Spot checks.
Draconythe Society
Draconythes are organized in loose tribes that quickly form and dissolve again. As long as a leader can prove his prowess, he can keep control of the tribe, but if he shows weakness, his people leave him or replace him. Depending on the type of weakness he showed and the whims of the tribe, the old leader might become an advisor of the new leader, a simple member of the tribe, an exile, or a corpse.
Draconythe Characters
A draconythe's favored class is barbarian. The few draconythe clerics usually choose between the deities presented below.
DRACONYTHES AS CHARACTERS
Draconythe characters possess the following racial traits.
— +2 Strength, -4 Dexterity, +6 Constitution, -2 Intelligence, -2 Wisdom, –2 Charisma.
—Medium size.
—A draconythe’s base land speed is 30 feet.
—Racial Hit Dice: A draconythe begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
—Racial Skills: A draconythe’s monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Climb, Jump, Listen and Spot.
—Racial Feats: A draconythe’s monstrous humanoid levels give it one feat.
— +4 natural armor bonus.
— +2 racial bonus to Climb, Jump, Listen and Spot checks.
—Special Attacks (see above): Breath weapon.
—Special Qualities (see above): Immunity to fire, SR 8, vulnerability to cold, water vulnerability
—Automatic Languages: Common, Draconic. Bonus Languages: Abyssal, Dwarven, Ignan, Infernal, Terran.
—Favored Class: Barbarian.
—Level adjustment +1.
Draconythe Feats
Draconythes can choose a number of feats not normally available to other creatures.
Improved Breath Damage [General]
Your breath weapon deals more damage than normal
Prerequisites: Draconythe, Con 23
Benefit: Your breath weapon deals 1d6 points of damage per three Hit Dice instead of 1d4 points. The maximum of 7d6 points of damage still applies.
Improved Breath Recharge [General]
Your breath weapon recharges faster than normal
Prerequisites: Draconythe, Base Fortitude save bonus +7
Benefit: Your breath weapon recharges in 2d4 rounds instead of 3d4 rounds.
Special: You can take this feat two times. If you do, your breath weapon recharges in 1d4 rounds, but the Base Fortitude save bonus prerequisite is +10 instead of +7 for the second time.
You can combine this feat with other feats that improve breath weapons.
Sweat Fire [General]
You can literally sweat fire from your body.
Prerequisites: Draconythe, Con 25, Improved Breath Damage
Benefit: As a standard action, you force out your breath weapon from literally all of your pores, creating a burst of fire with a radius of 5 feet centered around you. This counts as an use of your breath weapon, and you must wait twice as long as normal to use it again. Until you have recharged your breath weapon, you are considered to have cold resistance 5.
Draconythe Deities
Draconythes revere a small number of gods fitting the random and brutal society they live in.
Groulghaan of the Curse
Groulghaan, according to draconythe legends, was the god who cursed them with their water vulnerability. His priests, however, state that it is a blessing, as he managed to free the draconythes from their dependence on that unnatural element and thus strengthened them. He is chaotic evil. The domains he is associated with are Chaos, Evil, Fire and Strength.
Shanptaar of the Volcano
Shanptaar, the sister of Groulghaan, supposedly created the draconythes. She does not care much for her creations or her brother, though, as she is more fond of destruction. Her clerics further this goal by secretly influencing powerful chieftains to go to war with other creatures. Priests of Shanptaar are not reviled as much as other spellcasters, but they still are not popular. She is chaotic neutral. The domains she is associated with are Chaos, Destruction, Earth and Fire.
Traan the Outcast
Traan is a minor deity of the draconythes that favors stealth over power. Due to this perceived cowardice, he was forced to leave the protection of the divine tribe, and now he lives alone in the wilds, living from the spoils of the hunt as well as the scraps stolen from his former tribe and other gods. Unsurprisingly, he has a following among the few draconythe rogues and rangers. He is a surprisingly accepting deity, and thus allows creatures of any race and alignment to become his clerics. He is neutral. The domains he is associated with are Animal, Plant and Trickery.