Dicefreaks d20 Community - View Topic - Alternate World Creatures
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Hecatoncheires (Juvenile)
Huge Outsider (Abomination)
Hit Dice: 50d8 + 1250 (1,650 hp)
Initiative: +2
Speed: 150 ft.
Armor Class: 70 (+14 armor, +2 Dex, +36 natural, +10 deflection, -2 size), touch 20, flat-footed 68 Kain Darkwind
Base Attack/Grapple: +50/+73 Site Admin
Attack: 100 longswords +64 melee (1d8 + 15 /17-20/x2) or 100 boulders +63 ranged (2d8 + 15) Posts: 13685
Full Attack: 100 longswords +64/+59/+54/+49 melee (1d8 + 15 /17-20/x2) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/Reach: 20 ft. /20 ft.
Special Attacks: Focused attack, spell-like abilities, superior multiweapon fighting
Special Qualities: Blindsight 500 ft., damage reduction 30/greater epic and cold iron, fast healing 50, immune to electricity, multiwill,
regeneration 50, resistance to cold 50 and fire 50, spell resistance 63, telepathy 1000 ft.
Saves: Fort +56, Ref +39, Will +36
Abilities: Str 40, Dex 15, Con 48, Int 6, Wis 8, Cha 30
Skills: Climb +63, Intimidate +60, Jump +63, Knowledge (history) +50, Listen +75, Search +48, Spot +75, Swim +62
Feats: Brutal Throw, Cleave, Combat Reflexes, Great Cleave, Improved Critical (longsword), Improved Sunder, Power Attack, Power Throw,
Quick Draw
Epic Feats: Epic Toughness (x3), Multiweapon Rend, Penetrate Damage Reduction (adamantine), Penetrate Damage Reduction (cold iron),
Penetrate Damage Reduction (silver)
Climate/Terrain: Carceri
Organization: Solitary
Challenge Rating: 50
Treasure: Armor and swords
Alignment: Usually Chaotic (any)
Advancement: 51-65 HD (Huge), 66-80 HD (Gargantuan), 80-95 HD (Colossal), 96-150 HD (Titanic)
A hecatoncheires' natural attacks, as well as any weapon it wields, affects damage reduction and regeneration as a greater epic weapon.
Focused Attack: A hecatoncheires can sacrifice any number of attacks and gain a +1 bonus to attack to another attack made in that
round. The bonus can be arranged as the hecatoncheires desires. For instance, it could sacrifice 50 attacks and gain a +1 bonus to attack
for its remaining 50 attacks, or it could gain a +50 bonus to attack for its next single attack.
Superior Multiweapon Fighting: A hecatoncheires fights with a greatsword or a boulder in each hand. The hecatoncheires does not suffer
an attack or damage penalty for attacking with one hundred weapons. The press of limbs prevents the creature from making more than
ten attacks against a creature three or more size categories smaller than itself, twenty five attacks against a creature two size categories
smaller, or thirty attacks against creature one size category smaller in the same action. In a full round attack, these limits apply once to
each set of iterative attacks.
Spell-like Abilities: Always active – nondetection, true seeing; At will – mass enlarge monster (DC 29), fly, greater magic weapon. Caster
level 50th.
Multiwill: A hecatoncheires gains 50 separate saving throws against any mind-affecting effects that overcome its immunity. Success on
any saving throw is success for the creature.
Regeneration: Hecatoncheires take normal damage from greater epic weapons tempered with the blood of a deity.
Skills: A hecatoncheires has a +50 racial bonus to Listen, Search and Spot checks due to its fifty heads.
Possessions: Hecatoncheires are armed with masterwork longswords and armored with +7 mithril half plate of heavy fortification
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Ancient Cyclops
Gargantuan Outsider (Lawful)
Hit Dice: 48d8 + 816 (1,032 hp)
Initiative: -1
Speed: 80 ft.
Armor Class: 54 (+7 deflection, -1 Dex, +4 insight, +38 natural, -4 size) touch 16, flat-footed 54
Kain Darkwind
Base Attack/Grapple: +48/+84 Site Admin
Attack: Warhammer +74 melee (6d6 + 30 /x3) or rock +68 ranged (3d6 + 24) or slam +68 melee (2d8 + 24)
Posts: 13685
Full Attack: Warhammer +74/+69/+64/+59 melee (6d6 + 30 /x3) or 2 slams +68 melee (2d8 + 24) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/Reach: 20 ft. /20 ft.
Special Attacks: Oversized weapon, rock throwing
Special Qualities: Damage reduction 25/greater epic and chaotic, darkvision, resistance to acid 50 and fire 50, spell resistance 43
Saves: Fort +47, Ref +25, Will +34
Abilities: Str 58, Dex 8, Con 41, Int 30, Wis 18, Cha 25
Skills: Appraise +61 (+67 armor, +67 stone, +67 weapons), Climb +75, Concentration +40, Craft (armor) +84, Craft (stone) +71, Craft
(weapon) +84, Diplomacy +13, Intimidate +58, Jump +95, Knowledge (architecture and engineering) +61, Knowledge (history) +61,
Knowledge (nature) +41, Knowledge (religion) +36, Listen +55, Sense Motive +55, Search +61, Spellcraft +36, Spot +55, Survival +55 (+
tracking), Swim +65, Use Magic Device +58
Feats: Awesome Blow, Blind-Fight, Brutal Throw, Cleave, Endurance, Great Cleave, Great Fortitude, Improved Bullrush, Improved Sunder,
Power Attack, Skill Focus (Craft - armor), Skill Focus (Craft – weapon)
Epic Feats: Epic Fortitude, Epic Skill Focus (Craft - armor), Epic Skill Focus (Craft – weapon), Epic Toughness, Epic Will
Climate/Terrain: Mt. Olympus
Organization: Solitary or pair
Challenge Rating: 30
Treasure: Double Standard
Alignment: Any Lawful
Advancement: 49-60 HD (Gargantuan), 61-98 HD (Colossal), 99-144 HD (Titanic)
Level Adjustment: +0
Oversized Weapon (Ex): Ancient cyclops wield weapons one size category larger than themselves with no penalty.
Rock Throwing: The range increment on an ancient cyclops' thrown rocks is 240 ft.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Gigas
Colossal Giant
Hit Dice: 38d8 + 608 (779 hp)
Initiative: +4
Speed: 80 ft.
Armor Class: 35 (+33 natural, -8 size), touch 2, flat-footed 35
Kain Darkwind
Base Attack/Grapple: +28/+71 Site Admin
Attack: Greatclub +44 melee (8d8 + 28 /19-20) or rock +43 ranged (4d8 + 23)
Posts: 13685
Full Attack: Greatclub +44/+39/+34/+29 melee (8d8 + 28 /19-20) or 2 slams +43 melee (4d8 + 23) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/Reach: 20 ft. /20 ft.
Special Attacks: Crush, fling, massive sweeping boulder, massive swing, rock throwing, trample
Special Qualities: Damage reduction 20/adamantine and piercing or slashing, oversized weapon, rock catching, slow
Saves: Fort +38, Ref +12, Will +11
Abilities: Str 57, Dex 10, Con 41, Int 10, Wis 8, Cha 22
Skills: Climb +50, Jump +70, Listen +27
Feats: Brutal Throw*, Cleave, Great Cleave, Great Fortitude, Improved Bullrush, Improved Critical (greatclub), Improved Grapple, Improved
Initiative, Improved Sunder, Improved Toughness, Large and In Charge, Power Attack, Power Throw, Weapon Focus (greatclub)
Climate/Terrain: Any
Organization: Solitary, pair or band (3-5)
Challenge Rating: 20
Treasure: Greatclub
Alignment: Usually chaotic evil
Advancement: By character class
Crush (Ex): 20 ft. x 20 ft., Large or smaller opponents take 4d6 + 28 bludgeoning damage. Reflex DC 38 or be pinned.
Fling (Ex): A gigas that successfully grapples a Huge or smaller foe can fling that foe up to 270 feet away. A flung creature takes 20d6
damage when it hits. A creature of at least Large size can be used in place of a rock for the giant's ranged attack. It takes 20d6 + 23
damage and the target takes damage as per a normal rock attack. A flung creature cannot be used for an area effect attack.
Massive Sweeping Boulder (Ex): A gigas's thrown boulders affect 4 15-foot squares in a line.
Massive Swing (Ex): As a standard action, a gigas can make a single attack that applies to every creature that he currently threatens. It
may make Cleave attempts only once per such attack, regardless of how many foes he drops.
Trample: Move action, Gargantuan or smaller opponent takes 3d6 + 34 bludgeoning damage. Reflex DC 52 for half.
Oversized Weapon (Ex): Gigantes can use Titanic weapons without penalty.
Slow (Ex): Spells or spell-like abilities that successfully affect a gigas do not take effect for 1 minute. The only exceptions are spells that
deal hit point damage or restore it.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Abyssal Roc
Colossal Magical Beast (Augmented Animal)
Hit Dice: 33d8 + 297 (445 hp)
Initiative: +2
Speed: 30 ft., fly 160 ft. (average)
Armor Class: 21 (+2 Dex, +17 natural, -8 size), touch 4, flat-footed 19
Kain Darkwind
Base Attack/Grapple: +24/+56 Site Admin
Attack: Talon +32 melee (4d6 + 16)
Posts: 13685
Full Attack: 2 talons +32 melee (4d6 + 16) and bite +30 melee (4d8 + 8) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/Reach: 40 ft. /30 ft.
Special Attacks: Vile strike
Special Qualities: Damage reduction 10/good and lawful, darkvision, low-light vision, resistance to acid 10 and electricity 10, scent, spell
resistance 25
Saves: Fort +27, Ref +20, Will +14
Abilities: Str 42, Dex 15, Con 28, Int 3, Wis 13, Cha 11
Skills: Hide -14, Listen +21, Spot +21
Feats: Awesome Blow, Fly-by Attack, Hover, Improved Fly-by Attack, Improved Natural Attack (bite), Improved Natural Attack (talon), Iron
Will, Multiattack, Power Attack, Snatch, Wingover, Wingstorm
Climate/Terrain: The Abyss
Organization: Solitary, pair or pride (6-10)
Challenge Rating: 15
Treasure: None
Alignment: Always chaotic evil
Vile Strike (Ex): An Abyssal roc deals vile damage with its natural attacks.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Torremornian Griffon
Huge Outsider (Evil)
Hit Dice: 21d8 + 147 (241 hp)
Initiative: +6
Speed: 40 ft., fly 160 ft. (average)
Armor Class: (+10 Dex, +10 natural, -2 size), touch, flat-footed
Kain Darkwind
Base Attack/Grapple: +21/+41 Site Admin
Attack: Bite +31 melee (4d6 + 12)
Posts: 13685
Full Attack: Bite +31 melee (4d6 + 12) and 2 claws +29 melee (1d8 + 6) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/Reach: 15 ft. /10 ft.
Special Attacks: Pounce, rake, summon fiendish griffins
Special Qualities: Damage reduction 10/good, darkvision, low-light vision, resistance to acid 10, cold 10, electricity 10 and fire 10, scent,
spell resistance 31
Saves: Fort +19, Ref +18, Will +16
Abilities: Str 35, Dex 23, Con 25, Int 7, Wis 15, Cha 10
Skills: Hide +22, Intimidate +24, Listen +26, Move Silently +30, Spot +26, Survival +26
Feats: Fly-by Attack, Improved Natural Attack (bite), Improved Natural Attack (claw), Iron Will, Multiattack, Power Attack, Snatch, Track
Climate/Terrain: The Abyss
Organization: Solitary, pair or pride (6-10)
Challenge Rating: 13
Treasure: None
Alignment: Always chaotic evil
Pounce (Ex): If a Torremornian griffon dives or charges, it can make a full attack including 2 rake attacks.
Summon Fiendish Griffons: 2/day, a Torremornian griffon can summon 4d6 fiendish griffons.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Re: Alternate World Creatures
by Kain Darkwind » Thu May 15, 2008 12:33 pm
Bodak Harbinger
Large Undead
Hit Dice: 27d12 + 162 (337 hp)
Initiative: +10
Speed: 30 ft.
Armor Class: 32 (+5 deflection, +6 Dex, +12 natural, -1 size), touch 20, flat-footed 26
Kain Darkwind
Base Attack/Grapple: +13/+26 Site Admin
Attack: Slam +22 melee (2d6 + 14)
Posts: 13685
Full Attack: 2 slams +22 melee (2d6 + 14) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/Reach: 10 ft. /10 ft.
Special Attacks: Death gaze
Special Qualities: Damage reduction 15/cold iron, darkvision, immunity to electricity, resistance to acid 20 and fire 20, undead traits,
unholy grace, unholy power, unholy toughness, vulnerability to sunlight
Saves: Fort +14, Ref +20, Will +25
Abilities: Str 29, Dex 23, Con -, Int 6, Wis 20, Cha 20
Skills: Listen +25, Move Silently +26, Spot +25
Feats: Ability Focus (death gaze), Cleave, Combat Reflexes, Improved Initiative, Improved Toughness, Power Attack, Weapon Focus
(unarmed)
Climate/Terrain: The Abyss
Organization: Solitary, pair, mob (3-10) or horde (11-100)
Challenge Rating: 19
Treasure: None
Alignment: Always chaotic evil
Advancement: -
Level Adjustment: -
Death Gaze (Su): Death, range 40 feet, Fortitude DC 35 negates. Humanoids who die from this attack are transformed into bodaks 24
hours later. The save DC is Charisma-based.
Vulnerability to Sunlight (Ex): Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct
rays of the sun deals 1 point of damage to the creature.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Acid Burn (Ex): Any creature that has taken acid damage from the Thoon elder brain's attacks suffers 4d6 acid damage the following
round.
Confusion Sphere (Su): All creatures within 10 feet of the Thoon elder brain must make a Will save (DC 24) or suffer a confusion effect.
The effect lasts for 15 rounds unless the victim remains within 10 feet of the elder brain.
d% Effect
01-10 Attack the Thoon elder brain with melee or range, or close with the elder brain if attack isn't
possible.
11-20 Act normally.
21-50 Do nothing but mutter "Thoon...Thoon..."
51-70 Flee from the Thoon elder brain at top speed.
71-100 Attack nearest creature.
Overmind Blast (Su): As a standard action, the Thoon elder brain can impose on a target within 100 ft. its horrific consciousness. The
target takes 2d6 Wisdom damage (Will DC 22 negates). Although this isn't a fear effect, a creature with immunity or a bonus on fear saving
throws gains a +4 bonus on this save. A creature reduced to 0 Wisdom by this attack is unconscious and its body continually mutters,
“Thoon...Thoon...Thoon,” until consciousness returns.
Psionics (Ps): Thoon elder brains manifest powers as psions. (Usually telepaths)
Powers known: (PP: 168; Manifester level 12th, DC 17 + power level) 1 -charm, detect psionics, inertial armor, mind link, vigor; 2-brain lock,
ego whip, read thoughts, suggestion; 3-hostile empathic transfer, mental barrier, mind trap, psionic blast; 4-correspond, dominate, mindwipe,
schism; 5-metaconcert, mind probe, plane shift, psychic crush; 6- mass cloud mind, fuse flesh, mind switch
Dual Action (Ex): A Thoon elder brain rolls two initiative checks. The higher represents a mental action turn and the lower represents a
physical action turn. Mental actions include manifesting powers and its overmind blast. Physical actions include movement and natural
attacks.
This is a psionic revision of the monster in the MMV, along the same lines as the psionic revisions of the elder brains and illithids and such.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Paragonian Dwarf
Medium Humanoid (Dwarf)
Hit Dice: 5d10 + 120 (170 hp)
Initiative: +6
Speed: 60 ft.
Armor Class: 45 (+6 Dexterity, +12 insight, +5 luck, +12 natural), touch 33, flat-footed 27
Kain Darkwind
Base Attack/Grapple: +5/+39 Site Admin
Attack: Masterwork waraxe +40 melee (1d10 + 29 /x3)
Posts: 13685
Space/ Reach: 5 ft. /5 ft. Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/epic, darkvision, fast healing 20, resistance to acid 10 and fire 10, spell resistance 30,
stonecunning
Saves: Fort +27 (+42 vs poison and spells), Ref +17 (+32 vs spells), Will +18 (+33 vs spells)
Abilities: Str 28, Dex 22, Con 33, Int 25, Wis 25, Cha 18
Skills: Appraise +21 (+41 stone or metal), Climb +23, Craft (armorsmith) +45, Craft (stoneworking) +45, Craft (weaponsmith) +45,
Intimidate +22, Jump +31, Knowledge (dungeoneering) +25, Listen +21, Profession (miner) +25, Search +21, Sense Motive, +21, Spot +21
Feats: Cleave, Great Fortitude, Improved Toughness, Power Attack
Climate/Terrain: Mortal Coil (Paragonia)
Organization: Solitary, pair, squad (3-8) or clan (20-100)
Challenge Rating: 18
Treasure: Possessions
Alignment: Usually Lawful Good
Advancement: by character class
Spell-like Abilities: 3/day – passwall, stone shape, wall of stone. Caster level 20th.
Stonecunning: A paragonian dwarf has a +15 racial bonus Search checks to notice unusual stonework. A dwarf that comes within 10 feet
of unusual stonework can make a Search check as if actively searching. A dwarf can also intuitively sense his depth underground.
Special:
Paragonian dwarves have a +10 bonus on attack rolls against two of the following groups of enemies: giants, humanoids (goblinoids) or
humanoids (orcs).
Skills: Paragonian dwarves have a +20 racial bonus on Appraise and Craft checks related to metal or stone. Paragonian dwarves have no
bonus at all to Ride, Spellcraft and Swim checks.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Paragonian Elf
Medium Humanoid (Elf)
Hit Dice: 5d8 + 80 (120 hp)
Initiative: +12
Speed: 90 ft.
Armor Class: 51 (+12 Dexterity, +12 insight, +12 luck, +5 natural), touch 46, flat-footed 27
Kain Darkwind
Base Attack/Grapple: +5/+37 Site Admin
Attack: Masterwork longsword +43 melee (1d8 + 26 /19-20/x2) or mighty composite longbow +43 ranged (1d8 + 6 /x3)
Posts: 13685
Space/ Reach: 5 ft. /5 ft. Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/epic, fast healing 20, immune to sleep, low-light vision, resistance to cold 10 and electricity 10,
spell resistance 30
Saves: Fort +15, Ref +25, Will +20 (+35 vs Enchantment)
Abilities: Str 22, Dex 33, Con 18, Int 25, Wis 28, Cha 25
Skills: Balance +23, Craft (bowyer) +20, Hide +30, Jump +42, Knowledge (arcana) +25, Knowledge (nature) +25, Move Silently +30, Listen
+49, Search +45, Survival +23 (+25 above ground, +25 tracking), Spellcraft +20, Spot +49, Tumble +30
Feats: Alertness, Combat Reflexes, Track, Weapon Finesse
Climate/Terrain: Mortal Coil (Paragonia)
Organization: Solitary (with pointy ears)
Challenge Rating: 18
Treasure: Possessions
Alignment: Usually Chaotic Good
Advancement: By character class
Spell-like Abilities: 3/day – blur, commune with nature, haste. Caster level 20th.
Skills: Paragonian elves have a +20 racial bonus on Listen, Search and Spot checks. Paragonian elves have no bonus at all to
Concentration and Knowledge (dungeoneering) checks.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Jotun (Hrímþursar)
Huge Giant (Cold, Divine)
Hit Dice: 21d8 + 189 (399 hp)
Initiative: +5
Speed: 50 ft.
Armor Class: 40 (+6 armor, +6 deflection, +1 Dex, +19 natural, -2 size), touch 15, flat-footed 39
Kain Darkwind
Base Attack/Grapple: +15/+36 Site Admin
Attack: Greataxe +31 melee (6d6 + 23 plus 3d6 cold /x3) or slam +26 melee (1d10 + 13 plus 3d6 cold) or ice spike +26 ranged (2d8 + 13
Posts: 13685
plus 3d6 cold) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Full Attack: Greataxe +31/+26/+21 melee (6d6 + 23 plus 3d6 cold /x3) or 2 slams +26 melee (1d10 + 13 plus 3d6 cold)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Icy aura, oversized weapon, rock throwing, spell-like abilities
Special Qualities: Immunity to cold, low-light vision, regeneration, rock catching, spell resistance 28, vulnerability to fire
Saves: Fort +21, Ref +8, Will +9
Abilities: Str 37, Dex 13, Con 29, Int 15, Wis 14, Cha 23
Skills: Climb +25, Handle Animal +12, Intimidate +30, Jump +33, Knowledge (history) +8, Knowledge (nature) +10, Spot +14, Survival +20
Feats: Awesome Blow, Brutal Throw*, Cleave, Great Cleave, Improved Bullrush, Improved Initiative, Improved Sunder, Power Attack,
Weapon Focus (greataxe)
Climate/Terrain: Jotunheim
Organization: Solitary, pair or gang (2-5)
Challenge Rating: 20
Treasure: Standard
Alignment: Usually chaotic evil
Icy Aura (Su): All creatures within 30 feet of a jotun take 2d6 cold damage every round. Those that fail a Fortitude save (DC 29) are frozen
and cannot move from their place. They can take actions not requiring movement normally, but are flat footed. This persists until the ice is
broken (DC 22 Str check) or melted (10 points of fire damage for each failed Fortitude save.).
In addition, the icy aura adds 3d6 cold damage to all melee and thrown ranged attacks made by the jotun. This damage is multiplied on a
critical hit.
Oversized Weapon (Ex): Jotnar wield weapons one size category larger than themselves with no penalty.
Rock Throwing (Ex): The range increment for a jotun's thrown rocks is 140 feet. Jotnar typically fling icy spikes rather than typical rocks,
dealing piercing rather than bludgeoning damage.
Spell-like Abilities: At will - ice storm, wall of ice; 1/day - control weather; 1/week - dire winter. Caster level 21st
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Muspeli
Huge Giant (Divine, Fire)
Hit Dice: 22d8 + 220 (396 hp)
Initiative: +0
Speed: 50 ft.
Armor Class: 42 (+8 armor, +6 deflection, +20 natural, -2 size), touch 8, flat-footed 42
Kain Darkwind
Base Attack/Grapple: +16/+38 Site Admin
Attack: Greatsword +33 melee (6d6 + 25 plus 3d6 fire /19-20) or slam +28 melee (1d10 + 14 plus 3d6 fire) or rock +28 ranged (2d8 + 14
Posts: 13685
plus 3d6 fire) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Full Attack: Greatsword +33/+28/+23/+18 melee (6d6 + 25 plus 3d6 fire /19-20) or 2 slams +28 melee (1d10 + 14 plus 3d6 fire)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Fiery core, oversized weapon, rock throwing, spell-like abilities
Special Qualities: Damage reduction 5/-, immunity to fire, low-light vision, rock catching, spell resistance 30, vulnerability to cold
Saves: Fort +23, Ref +7, Will +12
Abilities: Str 39, Dex 10, Con 31, Int 15, Wis 16, Cha 23
Skills: Climb +27, Craft (metal) +20, Intimidate +31, Jump +28, Knowledge (nature) +10, Martial Lore +15, Spot +15, Survival +10
Feats: Awesome Blow, Brutal Throw*, Cleave, Great Cleave, Improved Bullrush, Improved Sunder, Iron Will, Power Attack, Weapon Focus
(greatsword)
Climate/Terrain: Muspelheim
Organization: Solitary, pair or group (3-6)
Challenge Rating: 20
Treasure: Standard
Alignment: Usually lawful evil
Fiery Core (Su): A muspel's very blood burns with flame. When injured with a slashing or piercing weapon, the blood sprays over the
attacker, dealing 5d6 fire damage. Touching the skin or metal armaments of a muspel deals 5d6 fire damage as well. A muspel grappling
an opponent deals 10d6 fire damage per round. Any creature who suffers fire damage from a muspel catches on fire. In all instances, a
Fortitude save (DC 31) halves the fire damage and negates catching on fire.
In addition, the muspel's melee and thrown ranged attacks deal an additional 3d6 fire damage. This damage is multiplied on a critical hit.
(This fire damage does not catch creatures on fire, nor is a save allowed for half.)
Oversized Weapon (Ex): Muspeli wield weapons one size category larger than themselves with no penalty.
Rock Throwing: The range increment is 140 feet for a muspel's thrown rocks.
Spell-like Abilities: At will - incendiary cloud (DC 24), wall of fire; 1/week - rain of fire (DC 26) Caster level 22nd
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Storm Titan
Huge Giant
Hit Dice: 28d8 + 280 (518 hp)
Initiative: +12
Speed: 50 ft., fly 70 ft (good), swim 50 ft.
Armor Class: 43 (+4 Dex, +7 insight, +24 natural, -2 size), touch 19, flat-footed 32
Kain Darkwind
Base Attack/Grapple: +21/+48 Site Admin
Attack: Greatsword +42 melee (4d6 + 32 plus 1d6 electricity and 1d6 sonic /19-20/x2 plus 1d10 electricity and 1d10 sonic) or slam +38
Posts: 13685
melee (1d12 + 19) or lightning +23 ranged touch (5d10 electricity) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Full Attack: Greatsword +42/+37/+32/+27 melee (4d6 + 32 plus 1d6 electricity and 1d6 sonic /19-20/x2 plus 1d10 electricity and 1d10
sonic) or 2 slams +38 melee (1d12 + 19) or lightning +23 ranged touch (10d10 electricity)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Spell-like abilities, tempest
Special Qualities: Immunity to electricity and sonic, low-light vision, rock catching, water breathing
Saves: Fort +30, Ref +14, Will +23
Abilities: Str 48, Dex 18, Con 31, Int 20, Wis 24, Cha 26
Skills: Concentration +25, Diplomacy +25, Intimidate +39, Knowledge (arcana) +20, Knowledge (history) +25, Knowledge (nature) +20,
Listen +22, Perform (sing) +23, Sense Motive +22, Spellcraft +22, Spot +22, Swim +58
Feats: Brutal Throw*, Cleave, Great Cleave, Improved Bullrush, Improved Initiative, Improved Sunder, Iron Will, Power Attack
Epic Feats: Epic Fortitude, Epic Will, Superior Initiative
Climate/Terrain: Warm mountains
Organization: Solitary or pair
Challenge Rating: 22
Treasure: Standard
Alignment: Often chaotic neutral
Spell-like Abilities: Always active – freedom of movement; 3/day – control weather. Caster level 28th
Tempest (Su): Any creature within 20 feet of a storm titan suffers 3d6 electricity and 3d6 sonic damage and cannot fly within the area. A
Fortitude save (DC 34) halves the damage and allows flight at half speed with clumsy maneuverability. Creatures on the ground who fail
their Fortitude saves are knocked prone. Storm giants and titans are immune to the effects of this attack.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Kain Darkwind
Site Admin
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Marilith
Crushing Coils (Ex) A creature that takes damage from a marilith's constrict attack must succeed on a DC 25 Fortitude save or lose
consciousness for 1d8 rounds. The save DC is Strength-based.
Infuse Weapon (Su) Any weapon a marilith wields gains a +1 enhancement bonus to attack and damage, and strikes as if it were a chaotic
and evil cold iron weapon (in addition to retaining the qualities of its actual composition).
Multiweapon Mastery (Ex) A marilith never takes penalties to her attack roll when fighting with multiple weapons.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Unholy Nimbus (Su) Three times per day as a free action a nalfeshnee can create a nimbus of unholy light, causing nauseating beams of
writhing color to play around its body. One round later, the light bursts in a 60-foot radius. Any non-demon creature caught within this area
must succeed on a DC 22 Will save or be dazed for 1d10 rounds as visions of madness hound it. The save DC is Charisma-based.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Tongue (Ex): A lizardman who hits with its tongue attack can make an opposed Strength check with its victim, success indicates the
lizardman moves the victim toward him, making an immediate bite attack as a free action against the victim. A victim that fails the
Strength check by 5 or more is rendered prone in an adjacent square to the lizard man. Although a ranged attack, a lizardman threatens the
area 10 ft. around him with his tongue and can use the attack to make attacks of opportunity.
Skills: A lizardman's chameleon-like skin grants it a +16 racial bonus to Hide checks. Its unique eyes provide it with a +8 racial bonus to
Spot checks. Lizardfolk also have a +4 racial bonus to Balance, Jump and Swim checks and a +8 racial bonus to Climb checks. A
lizardman can always choose to take 10 on a Climb check, even if rushed or threatened.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Mangani (Ape)
Medium Animal
Hit Dice: 4d8 + 12 (30 hp)
Initiative: +3
Speed: 40 ft., climb 30 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13, combat 28
Kain Darkwind
Base Attack/Combat: +3/+13 Site Admin
Attack: Slam +9 melee (1d6 + 6)
Posts: 13685
Full Attack: 2 slams +9 melee (1d6 + 6) and bite +4 melee (1d4 + 3) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/Reach: 5 ft. /5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, powerful build, scent
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 22, Dex 17, Con 14, Int 7, Wis 13, Cha 7
Skills: Acrobatics +8, Climb +14, Perception +9, Survival +6
Feats: Improved Toughness, Skill Focus (Perception)
Climate/Terrain: Warm forests
Organization: Solitary, pair or troop (5-10)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 5-8 HD (Medium)
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Huge Animal
Hit Dice: 15d8 + 60 (127 hp)
Initiative: +5
Speed: 30 ft., swim 50 ft.
Armor Class: 18 (+1 Dex, +9 natural, -2 size), touch 9, flat-footed 17, combat 45 Kain Darkwind
Site Admin
Base Attack/Grapple: +11/+30
Attack: Bite +21 melee (2d10 + 16) Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Full Attack: Bite +21 melee (2d10 + 16) and tail slap +18 melee (2d8 + 16) Location: Watering by the mudhole
Space/Reach: 15 ft. /10 ft.
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision
Saves: Fort +15, Ref +10, Will +6
Abilities: Str 32, Dex 12, Con 19, Int 2, Wis 12, Cha 6
Skills: Perception +10, Stealth +10, Swim +25
Feats: Endurance, Great Fortitude, Improved Initiative, Multiattack, Power Attack, Skill Focus (Stealth), Swim-by Attack, Weapon Focus
(bite)
Climate/Terrain: Warm marshes
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 15- 25HD (Huge), 26-30HD (Gargantuan)
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Hurrotch
Large Magical Beast (Augmented Animal)
Hit Dice: 14d10 + 56 (133 hp)
Initiative: +7
Speed: 40 ft., climb 30 ft.
Armor Class: 33 (+9 armor, +3 Dex, +2 deflection, +6 natural, +4 shield, -1 size), touch 14, flat-footed 30, combat 44
Kain Darkwind
Base Attack/Combat: +14/+29 Site Admin
Attack: Bastard sword +33 melee (2d8 + 22 /17-20) or slam +24 melee (1d8 + 11)
Posts: 13685
Full Attack: Bastard sword +33/+28/+23/+18 melee (2d8 + 22 /17-20) and bite +24 melee (1d8 + 7 19-20) or 2 slams +24 melee (1d8 + Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
11) and bite +24 melee (1d8 + 7 /19-20)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Improved grab, rend, smite good
Special Qualities: Armor training +3, low-light vision, resistance to electricity 10 and fire 10, scent, spell resistance 19, weapon training +3
Saves: Fort +13, Ref +12, Will +5
Abilities: Str 30 (32), Dex 17, Con 18, Int 10, Wis 13, Cha 10
Skills: Acrobatics +20, Climb +28, Intimidate +17, Perception +11, Stealth +13
Feats: Cleave, Combat Reflexes, Endurance, Exotic Weapon Proficiency (bastard sword), Greater Weapon Focus (bastard sword), Greater
Weapon Specialization (bastard sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Initiative, Improved Natural
Weapon (bite), Melee Weapon Specialization (slashing), Multiattack, Power Attack, Weapon Focus (bastard sword), Weapon Specialization
(bastard sword)
Climate/Terrain: Gaping Maw (The Abyss)
Organization: Solitary, pair or squad (3-8)
Challenge Rating: 12
Treasure: Possessions
Alignment: Chaotic Evil
Improved Grab (Ex): A hurrotch must hit with its slam attack to use this ability. If it gets a hold it can rend.
Rend (Ex): A hurrotch that is grappling with an opponent can attempt to pull the creature apart, dealing 2d8 + 22 points of damage and
ending the grapple.
Smite Good (Su): Once per day, a hurrotch can smite good, dealing 14 additional points of damage.
Possessions: +2 demontainted bastard sword of human bane, +1 demontainted breastplate of moderate fortification, +2 demontainted
heavy steel shield, +1 collar of resistance, demontainted ring of protection +2, gauntlets of ogre power +2, potion of cure critical wounds.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Kain Darkwind
Site Admin
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Armanite Knecht
Charge (Ex): An armanite is considered to be mounted for determining the effects of charge attacks and lances. An armanite gains a +4
bonus on attacks when charging and does not take a penalty to its Armor Class.
Hunter's Bond: An armanite knecht grants its allies within 30 feet one half of its favored enemy bonus.
Sparkbolt (Su): An armanite can infuse arrows it fires with electrical energy. Arrows fired by an armanite knecht gain a +3 enhancement
bonus and the shocking burst quality.
Summon Demons (Sp): Twice per day, an armanite knecht can attempt to summon 2d10 dretches or 1d6 armanites with a 50% chance of
success.
Possessions: +2 full plate barding, +2 heavy flail, +2 lance, mighty composite longbow (+7), quiver and 20 arrows.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Hyena (Striped)
Medium Animal
Hit Dice: 2d8 + 4 (13 hp)
Initiative: +2
Speed: 50 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12, combat 18
Kain Darkwind
Base Attack/Combat: +1/+3 (+5 trip) Site Admin
Attack: Bite +4 melee (1d6 + 4)
Posts: 13685
Full Attack: Bite +4 melee (1d6 + 4) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/Reach: 5 ft. /5 ft.
Special Attacks: Powerful bite, trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 14, Dex 15, Con 15, Int 4, Wis 13, Cha 6
Skills: Perception +5, Stealth +6*
Feats: Weapon Focus (bite)
Climate/Terrain: Warm deserts
Organization: Solitary, pair or pack (7-16)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3-5 HD (Medium)
Powerful Bite: A hyena's bite adds 2x its Str modifier to damage rather than 1.5.
Trip: A hyena that hits with its bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an
attack of opportunity. If the attempt fails, the opponent cannot react to trip the hyena.
Skills: Hyenas gain an additional +4 racial bonus on Stealth checks made in areas of tall grass or heavy undergrowth.
Hyena (Spotted)
Medium Animal
Hit Dice: 3d8 + 6 (19 hp)
Initiative: +2
Speed: 50 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12, combat 20
Base Attack/Combat: +2/+5 (+7 trip)
Attack: Bite +6 melee (1d8 + 4)
Full Attack: Bite +6 melee (1d8 + 4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Powerful bite, trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 15, Dex 15, Con 15, Int 4, Wis 13, Cha 6
Skills: Perception +6, Stealth +6*
Feats: Improved Natural Weapon (bite), Weapon Focus (bite)
Climate/Terrain: Warm deserts
Organization: Solitary, pair or pack (7-16)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 4-5 HD (Medium)
Powerful Bite: A hyena's bite adds 2x its Str modifier to damage rather than 1.5.
Trip: A hyena that hits with its bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an
attack of opportunity. If the attempt fails, the opponent cannot react to trip the hyena.
Skills: Hyenas gain an additional +4 racial bonus on Stealth checks made in areas of tall grass or heavy undergrowth.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Lynx
Small Animal
Hit Dice: 1d8 + 2 (6 hp)
Initiative: +4
Speed: 30 ft., climb 20 ft.
Armor Class: 16 (+4 Dex, +1 natural, +1 size), touch 15, flat-footed 12, combat 20
Kain Darkwind
Base Attack/Combat: +0/-1 Site Admin
Attack: Claw +4 melee (1d3 + 1)
Posts: 13685
Full Attack: 2 claws +4 melee (1d3 + 1) and bite -1 melee (1d4) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/Reach: 5 ft. /5 ft.
Special Attacks: Improved grab, pounce, rake
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 13, Dex 19, Con 15, Int 4, Wis 12, Cha 6
Skills: Acrobatics +12, Climb +9, Perception +5, Stealth +12
Feats: Weapon Finesse
Climate/Terrain: Cold forests
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 2-3 HD (Small)
Improved Grab (Ex): To use this ability, a lynx must hit with its claw attack. It can then attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a lynx charges a foe, it can make a full attack, including two rake attacks.
Skills: Lynx have a +8 racial bonus on Acrobatics and Climb checks and a +4 racial bonus on Stealth checks. A lynx can always choose to
take 10 on a Climb check, even if rushed or threatened.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Jaguar
Medium Animal
Hit Dice: 4d8 + 8 (26 hp)
Initiative: +4
Speed: 40 ft., climb 20 ft., swim 20 ft.
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11, combat 22
Kain Darkwind
Base Attack/Combat: +3/+7 Site Admin
Attack: Bite +8 melee (1d6 + 4)
Posts: 13685
Full Attack: Bite +8 melee (1d6 + 4) and 2 claws +5 melee (1d3 + 2) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/Reach: 5 ft. /5 ft.
Special Attacks: Improved grab, pounce, rake
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +8, Will +2
Abilities: Str 18, Dex 19, Con 15, Int 4, Wis 13, Cha 6
Skills: Acrobatics +12, Climb +12, Perception +7, Stealth +12*, Swim +12
Feats: Multiattack, Weapon Focus (bite)
Climate/Terrain: Warm forests
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 5-6 HD (Medium)
Improved Grab (Ex): To use this ability, a jaguar must hit with its bite attack. It can then attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a jaguar charges a foe, it can make a full attack, including two rake attacks.
Skills: Jaguars have a +8 racial bonus on Acrobatics, Climb and Swim checks and a +4 racial bonus on Stealth checks. A jaguar can
always choose to take 10 on a Climb or Swim check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Stealth
bonus improves by an additional +4.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Leopard
Medium Animal
Hit Dice: 3d8 + 6 (19 hp)
Initiative: +4
Speed: 40 ft., climb 20 ft.
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11, combat 20
Kain Darkwind
Base Attack/Combat: +2/+5 Site Admin
Attack: Bite +6 melee (1d6 + 3)
Posts: 13685
Full Attack: Bite +6 melee (1d6 + 3) and 2 claws +4 melee (1d3 + 1) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/Reach: 5 ft. /5 ft.
Special Attacks: Improved grab, pounce, rake
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 16, Dex 19, Con 15, Int 4, Wis 12, Cha 6
Skills: Acrobatics +12, Climb +11, Perception +6, Stealth +12*
Feats: Multiattack, Weapon Finesse
Climate/Terrain: Warm forests
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 4-5 HD (Medium)
Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks.
Skills: Leopards have a +8 racial bonus on Acrobatics and Climb checks and a +4 racial bonus on Stealth checks. A leopard can always
choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Stealth bonus improves
by an additional +4.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Elephant
Huge Animal
Hit Dice: 11d8 + 55 (104 hp)
Initiative: +0
Speed: 40 ft.
Armor Class: 15 (+7 natural, -2 size), touch 8, flat-footed 15, combat 41
Kain Darkwind
Base Attack/Combat: +8/+26 Site Admin
Attack: Gore +17 melee (2d8 + 15 /19-20)
Posts: 13685
Full Attack: Slam +16 melee (2d6 + 10) and 2 stamps +14 melee (2d6 + 5) or gore +17 melee (2d8 + 15 /19-20) Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole
Space/Reach: 15 ft. /10 ft.
Special Attacks: Trample
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +7, Will +6
Abilities: Str 30, Dex 10, Con 21, Int 7, Wis 13, Cha 7
Skills: Knowledge (nature) +5, Perception +13, Survival +5
Feats: Endurance, Improved Critical (gore), Iron Will, Multiattack, Power Attack, Skill Focus (Perception), Weapon Focus (gore)
Climate/Terrain: Warm plains
Organization: Solitary or herd (6-30)
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 12-22 HD (Huge)
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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