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Post by Supreveio on Oct 30, 2017 21:05:51 GMT -5
This massive creature resembles a heavily mutilated humanoid. It lacks skin and its face is dominated by a large mouth filled with razor-sharp teeth. Each of its arms end in a mechanical wheel rather than a hand, and both legs are fused to a larger wheel. It constantly spews fumes from a pipe protruding from its spine.
Prototype Magna Roader Neutral Evil Large Aberration CR: 2 XP: 600 Initiative: +1 Senses: Darkvision (60 ft.), Low-light vision
Defensive Abilities HP: 20 (3d8 + 6) Fort: +3 Refl: +2 Will: +3 AC: 14 (10 + 4 natural + 1 Dexterity - 1 size) Touch: 10 Flat-Footed: 13 Special Qualities: Wheel
Offensive Abilities Movement Speed: 40 ft. land Space: 10 ft. Reach: 5 ft. Attacks: Slam +3 (1d6 + 1) Special Attacks: Trample +5 (1d6 + 2)
Statistics STR: 13 (+1) DEX: 12 (+1) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 10 (+0)
BAB: +2 CMB: +4 CMD: 15 (17 vs. Overrun)
Feats: Power Attack, Improved Overrun
Special Abilities Wheel (Ex) A Prototype Magna Roader's Trample ability benefits from the Improved Overrun feat. The Magna Roader does not provoke attacks of opportunity while using Trample
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Post by Supreveio on Dec 19, 2017 0:04:43 GMT -5
This disgusting creature appears to be an amorphous pile of sludge covered in hundreds of eyes that wildly stare in all directions.
Micro Hecteyes Neutral Evil Medium Aberration CR: 2 XP: 600 Initiative: +0 Senses: Darkvision (60 ft.), Low-light vision
Defensive Abilities HP: 17 (3d8 + 3) Fort: +3 Refl: +2 Will: +3 AC: 13 (10 + 3 Natural) Touch: 10 Flat-Footed: 13 Special Qualities: All-Around Vision, Amorphous
Offensive Abilities Movement Speed: 20 ft. land Space: 5 ft. Reach: 5 ft. Attacks: Slam +4 (1d6 + 2) Special Attacks: Daze Gaze
Statistics STR: 14 (+2) DEX: 10 (+0) CON: 12 (+1) INT: 2 (-4) WIS: 16 (+3) CHA: 10 (+0)
BAB: +2 CMB: +4 CMD: 14
Special Abilities Daze Gaze (Su) As a standard action, a micro hecteyes can focus all of its eyes into a gaze attack upon a single target within 30 feet. Affected creatures are Dazed for 1 round (DC 12 Will save negates).
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Post by Supreveio on Jan 29, 2018 1:48:24 GMT -5
"You believe the undead can only be born of darkness? Fools! The light has granted me eternal life!"
A desiccated corpse stands before you, cloaked in rags and orbited by an eerie yellow light. This light is also shining from its otherwise-empty eye sockets. It smirks as it begins gesturing to cast a spell.
Lich CR 7 NE Medium Undead Init: +6 Senses: Darkvision 60 ft.
DEFENSE AC: 18 (10 + 2 Dex + 6 natural) Touch: 12 Flat-Footed: 16 HP: 75 (10d10 + 20) Fort: +7 Ref: +5 Will: +5
Special Qualities: Undead traits, Resist Holy 5
OFFENSE Speed: 30 ft. Melee: Claw +9 (1d6 + 2, plus Zombify) Space: 5 ft. / 5 ft. reach
MP: 20 Spells: 0th Level – Disrupt Undead 1st Level – Summon Undead I, Undead Touch 2nd Level – Bone Shield, Summon Undead II 3rd Level – Abhorrent Blight
Special Abilities: Zombify, Command Undead, Relinquish Command, Death Wave, Dualcast, Eyes of the Lich
STATISTICS STR: 14 (+2) DEX: 14 (+2) CON: n/a INT: 20 (+5) WIS: 14 (+2) CHA: 14 (+2)
BAB: +8 CMB: +12 CMD: 22
Feats: Improved Initiative
SPECIAL ABILITIES
Zombify (Sp) 3 times per day, as a standard action, the Lich can inflict Zombie status on a living target. This functions as the 5th level Necromancer spell of the same name, but without an MP cost.
Command Undead (Su) 5 times per day as a standard action, Lich can override the will of an undead or zombified creature within 30 feet of him. Under this effect, the creature is compelled to obey his commands to the best of their ability. Creatures with an intelligence score can make a DC 17 Will save to resist, and can continue making saves every round. Creatures affected are enthralled for 10 rounds, until Lich relinquishes his command of them, or until the creature is cured of Zombie status.
Relinquish Command (Su) Once per round as a standard action, Lich can sever his link to an undead or zombified creature he commands, sacrificing them as an attack.
If the target he sacrifices is a mindless creature with the Undead type, it violently explodes in a burst of light. This deals 3d8 Holy damage to all living creatures within 10 feet of the sacrifice. A DC 17 Reflex save halves the damage. The undead sacrificed is immediately reduced to 0 HP and destroyed.
If the target is an intelligent undead or under Zombie status, it instead deals 5d6 Holy damage solely to that creature, and the Zombie status is removed (if applicable). A DC 17 Fortitude save halves this damage. Regardless of the outcome, the creature is released from Lich's command undead ability.
Death Wave (Su) 3 times per day, Lich can explode with light energies, dealing 5d4 Holy damage in a 60 foot radius burst centered on him. Undead in the area (including Lich himself) are healed for that amount instead.
Dualcast (Su) Once per day, Lich can cast two spells with the same action. If one spell is countered while being cast, the other is automatically countered as well.
Eyes of the Lich (Su) Once per day, Lich can create two Eyes of the Lich that serve as sentries and are mentally linked to him. The eyes last for 24 hours, or until Lich uses this ability again, at which point they fade from existence. The Eyes are considered tiny Undead creatures with 10 HP, 14 AC, a 40 foot fly speed, and the ability to use Libra. Libra functions as the Blue Mage ability (DC 14 Will negates).
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Post by Supreveio on Feb 11, 2018 20:30:18 GMT -5
Emerging from a spiked, spiral shell is the formless flesh of a yellow snail. Electricity arcs between the spikes on its shell as it slowly slides forward.
Thunder Whelk CR 7 True Neutral Large Magical Beast Init: -2 Senses: Darkvision (60 ft.)
DEFENSE AC: 17 (10 + 10 Natural - 2 Dexterity - 1 size) Touch: 7 Flat-Footed: 17 HP: 60 Fort: +8 Ref: +5 Will: +7
Absorbs: Lightning
OFFENSE Speed: 10 ft., 10 ft. climb Melee: Slam +14 (1d8 + 5) Space: 10 ft. / 5 ft. reach
MP: 25 Spells: 1st Level – Thunder 2nd Level – Thunder II, Defensive Shock 3rd Level – Thundara, Thunder III 4th Level - Thunder IV
Special Abilities: Retract, Electric Shell, Suction
STATISTICS STR: 20 (+5) DEX: 6 (-2) CON: 16 (+3) INT: 3 (-4) WIS: 14 (+2) CHA: 10 (+0)
BAB: +9 CMB: +18 CMD: 28 (cannot be tripped, +4 against bull rush and reposition)
Feats:
SPECIAL ABILITIES Retract (Ex) A Thunder Whelk can spend a swift action to hide within its shell, preventing it from moving or attacking, but giving it several bonuses. The Thunder Whelk can return to normal as a swift action.
- The Thunder Whelk gains immunity to all elements except Earth - The Thunder Whelk gains immunity to status effects, though any that were applied prior continue to affect it - All attacks made against the Thunder Whelk are automatically redirected to its shell
Electric Shell (Su) A Thunder Whelk's shell is coursing with electricity that reacts explosively when struck. Creatures that strike the Thunder Whelk's shell with a melee weapon or natural attack take 1d6 points of Lightning damage. Creatures that merely touch the Whelk's shell are unaffected.
Additionally, the magnetic field of the shell causes creatures wielding steel or iron weapons have a 20% chance to have their attacks directed at the Whelk's shell when attacking the Whelk. A Whelk's shell has DR 20/adamantine.
Suction (Ex) A Thunder Whelk's foot adheres to surfaces so well that its 10 ft. climb speed applies even when the Whelk is traversing steep surfaces and even ceilings without the threat of falling. It can only be forcibly removed by peeling it off as part of a grapple check.
While attached to a wall or ceiling, a Thunder Whelk is unable to retract into its shell.
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Post by Supreveio on Feb 25, 2018 23:52:42 GMT -5
"Oh, it is not us who will be surrendering... but you." - DeRosso, Autafallan battle mage and Magitek enthusiast.
A machine the size of a small house stands before you. It resembles a horrible amalgamation of a spider, scorpion, and crab made entirely out of black and red-painted metal. It has many weapons attached to its underbelly and one on its scorpion-like tail. Despite its size, it moves and jumps like an insect - quickly.
Magitek Aranea X-ATM092 CR 10 Lawful Neutral Huge Construct (robot) Init: +10 Senses: Darkvision 60ft.
DEFENSE AC: 24 (10 + 6 Dex + 4 Natural + 4 Deflection) Touch: 20 Flat-Footed: 18 HP: 175 (13d10 + 60) Fort: +4 Ref: +10 Will: +6 DR: 10 / adamantine Immune: Construct traits
Special Qualities: Vulnerability to Lightning, Magitek Shield
OFFENSE Speed: 50 ft. Melee: 2 slams +20 (2d6 + 7), 2 claws +20 (1d8 + 7) Range: Laser +19 (1d8 fire and lightning), missile (1d10, fire and bludgeoning) Space: 15 ft., 10 ft. reach
Special Abilities: Explosive Ray, Magitek Laser, Magitek Missile, Autonomous Tail, Counterattack Mode, Recovery Mode
STATISTICS STR: 24 (+7) DEX: 22 (+6) CON: -- INT: 20 (+5) WIS: 14 (+2) CHA: 10 (+0)
BAB: +13 CMB: +32 (+4 on Trip) CMD: 42 (56 vs. Trip)
Feats: Improved Initiative, Improved Natural Attack (slam), Ability Focus (Magitek Missile), Improved Trip, Greater Trip, Magitek Crush (2d8 + 10), Combat Expertise
SPECIAL ABILITIES Explosive Ray (Ex) As a standard action, X-ATM092 can sweep a laser across the ground, causing an explosion. The laser has a range of 60 feet, and the explosion hits a 30 foot line in any direction. Creatures caught in the explosion take 5d6 points of Fire damage. X-ATM092 is immune to the damage caused by its own attack.
Magitek Laser (Ex) X-ATM092's laser ranged attack resolve as touch attacks and deal damage that is half Fire and half Lightning. The laser has a range of 120 feet. The magical nature of the attack prevents X-ATM092 from firing it when inside an antimagic field, though the beam is unaffected if fired into such a field from the outside.
Magitek Missile (Ex) X-ATM092's missile ranged attack resolve as a splash weapon attack, dealing half the damage dealt to the primary target to all creatures within a 10 foot radius of the target. Creatures dealt splash damage may make a Reflex save (DC 21) to nullify the damage. Damage dealt by the missile is half Fire and half Bludgeoning.
Autonomous Tail (Ex) Attached to the back of X-ATM092 is a laser cannon mounted on a flexible, tail-like arm. The tail can act separately from X-ATM092, giving it a second standard action involving one of its laser weapons every round.
Counterattack Mode (Ex) As a full-round action that takes up both X-ATM092 and its tail's turns, the two can enter a counterattack state. When X-ATM092 takes damage from an attack while in this state, the tail automatically fires a laser at the source of the attack. The tail can counter a number of attacks equal to X-ATM092's Dexterity modifier every round.
While in counterattack mode, X-ATM092 cannot move or attack, though it may make attacks of opportunity with its claws. X-ATM092 can exit counterattack mode as a swift action. X-ATM092 can remain in counterattack mode up to 1d3+1 rounds before its systems force it back into combat mode as an immediate action.
Recovery Mode (Ex) As a full-round action that takes up both X-ATM092 and its tail's turns, the two enter an auto-repair mode. While in repair mode, X-ATM092 restores 3d10+10 hit points per turn, gains +10 to its damage reduction, as well as a +4 increase to its deflection bonus to AC and CMD. However, X-ATM092 is unable to move or take any action while being repaired. X-ATM092 can remain in recovery mode for 2 rounds per use, and can only enter recovery mode 2 times per day.
Vulnerability to Lightning X-ATM092 takes double damage from attacks that deal Lightning-elemental damage. Whenever X-ATM092 takes extra damage from Lightning, it gains an additional use of Recovery Mode for the day.
Magitek Shield (Su) X-ATM092 loses its deflection bonus to AC and CMD while inside an antimagic field. Dispelling the creature also removes the bonus for 1d4+1 rounds.
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Post by Supreveio on Mar 12, 2018 8:57:34 GMT -5
A large fire in the vague shape of a man stands before you. It spews flames from its form before quickly shapeshifting into a massive fist.
Liquid Flame CR 8 True Neutral Large Outsider (elemental, fire, native) Init: +4
DEFENSE AC: 21 (10 + 4 Dex + 3 Natural + 4 Deflection) Touch: 18 Flat-Footed: 17 HP: 130 Fort: +10 Ref: +7 Will: +7 Weakness: Ice, Water Immune: Earth, Lightning Absorbs: Fire, Wind
Special Qualities: Morph, Fiery, Powered by Magic
OFFENSE Speed: 30 ft. Melee: Slam +15 (1d6 + 5, plus 1d6 Fire) Space: 10 ft. / 5 ft. reach
Spells: (CL: 8) MP: 50
1st Level: Fire, 2nd Level: Fire II, Fireflash 3rd Level: Fire III, Fireball, Fira 4th Level: Fire IV, Wall of Fire 5th Level: Osmose*
Special Abilities: Blaze, Magnet
STATISTICS STR: 20 (+5) DEX: 18 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 10 (+0) CHA: 10 (+0)
BAB: +10 CMB: +16 CMD: 24
Feats: Power Attack, Improved Bull Rush
SPECIAL ABILITIES Blaze (Su) As a standard action, the Liquid Flame can cast a 30 foot line of fire from its position. The beam deals 3d6 points of Fire damage (DC 18 Reflex half). This ability costs 2 MP.
Magnet (Su) The Liquid Flame can magically drag opponents towards itself. Liquid Flame can perform Bull Rush combat maneuvers from a range of 30 feet, though it can only push enemies directly towards itself.
Osmose (Sp) The Liquid Flame feeds on magical energies. As a standard action, the Liquid Flame makes a ranged touch attack on a target within close range (25 ft + 5 ft / 2 levels). If the attack hits, the target takes 1d4 points of damage to their MP and Liquid Flame recovers an amount of MP equal to the damage dealt. This ability is a spell with no MP cost and is subject to being disrupted or counterspelled, and provokes an attack of opportunity.
Blue Mages may learn Osmose as a Blue Magic spell.
Fiery (Su) Creatures that strike Liquid Flame with a natural melee attack take 1d6 points of Fire damage. Additionally, Liquid Flame adds 1d6 points of Fire damage to its melee strikes.
Powered by Magic (Su) Liquid Flame is a being composed entirely of magic. Despite being native to the material plane, it fades from existence in an anti-magic field as if it were a summoned creature (and is subsequently revived when the anti-magic goes away.)
If Liquid Flame's MP is reduced to 0, it dies.
Morph (Ex) Liquid Flame can take on one of three different forms, each with a unique attribute. Liquid Flame can change forms as a swift action.
Humanoid form is its first form. Inherently defensive, Liquid Flame's natural armor bonus increases by 2 while in this form.
Hand form is its second form. Inherently offensive, Liquid Flame gains a 10 foot reach, its Slam damage is increased as if it were one size category larger (1d8) while in this form, and doubles its Strength bonus to the attack.
Tornado form is its third form. Inherently quick, Liquid Flame's movement speed is increased to 50 ft. while in this form.
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Post by Supreveio on Apr 22, 2018 19:27:06 GMT -5
A dog-sized reflective ball made of metal floats silently above the ground. As you approach, a green laser field emitting from the ball sweeps over you. As you wonder what it did, the ball begins channeling magic.
Level Checker CR 10 True Neutral Medium Construct (robot) Init: +0 Senses: Low-light vision, Darkvision 60 ft.
DEFENSE AC: 23 Touch: 18 Flat-Footed: 23 HP: 100 (13d10) Fort: +9 Ref: +9 Will: +9 Special Qualities: Construct traits, DR 10/adamantine
OFFENSE Speed: 10 ft. fly (perfect) Melee: n/a Ranged: +13 (1d2 positive or negative levels) Space: 5 ft.
Special Abilities: Check Level, Level 5 Death, Level 4 Flare, Level 3 Gravity, Level 2 Curse, Enervation/Energizing Beam
STATISTICS STR: 10 (+0) DEX: 10 (+0) CON: -- (Construct) INT: 30 (+10) WIS: 30 (+10) CHA: 30 (+10)
BAB: +13 CMB: 13 CMD: Cannot be tripped
Feats:
SPECIAL ABILITIES
Check Level (Ex) A Level Checker is equipped with a special scanning feature. Sweeping a light across a 30 foot radius, the Level Checker learns the HD total of all creatures within the radius.
Level X Spell (Sp) The Level Checker artifically casts a spell. Each spell functions like the spell of the same name but with the following changes: - The spell targets all creatures within line of sight and effect to the Level Checker - The spell only affects creatures whose hit dice total is a multiple of X - In Death's specific instance, the spell reduces those who fail their saves to -1 HP and stable instead of outright killing them - The Level Checker cannot target itself with the spells - The Level Checker does not provoke attacks of opportunity while "casting"
Enervation/Energizing Beam (Ex) The Level Checker ranged attack targets a creature's touch AC. Instead of dealing damage, the beam has one of the following effects:
- The target gains 1d2 temporary negative levels, as the Enervation spell - The target gains 1d2 temporary positive levels, working as inverted negative levels
Negative and positive temporary levels negate each other. Thus, a creature who has 2 negative levels and 1 positive level has an overall net change of 1 negative level. A creature with equal positive and negative levels is considered to have neither status affecting them. The level changes only last for 1 minute.
Negative levels gained from this ability cannot reduce a creature below 1 hit die. Positive levels gained from this ability cannot raise a creature above twice its normal hit dice.
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Post by Supreveio on May 20, 2018 1:16:52 GMT -5
A massive cube that would look like an ordinary stone wall if it weren't for the demonic head and claws emerging from it. It slowly and menacingly slides forward, cracking the ground beneath its massive bulk.
Demon Wall CR 10 Chaotic Evil Gargantuan Outsider (earth, devil, extraplanar) Init: -5 Senses: Low-Light Vision, Darkvision 60 ft.
DEFENSE AC: 5 (10 - 5 Dex) Touch: 5 Flat-Footed: 5 HP: 200 (13d10 + 78) Fort: +13 Ref: -1 Will: +12 DR: 10 / [magic and silver] or [adamantine] Special Qualities: Structure
OFFENSE Speed: 5 ft. Melee: +25 Slam (2d6 + 12) Space: 20 ft. / 5 ft. reach
Special Abilities: Crush
STATISTICS STR: 34 (+12) DEX: 1 (-5) CON: 22 (+6) INT: 10 (+0) WIS: 18 (+4) CHA: 10 (+0)
BAB: +13 CMB: +25 (+2 on Bull Rush) CMD: 34 (+2 vs. Bull Rush. Cannot be tripped, grappled, overrun, disarmed, dragged, sundered, nor stolen from, and is not subject to any of the effects caused by a dirty trick)
Feats: Power Attack, Improved Bull Rush, Awesome Blow
SPECIAL ABILITIES Crush (Ex) The Demon Wall's colossal, stony body is incredibly deadly even when it isn't actively attacking. When the Demon Wall enters the space of another creature of huge size or smaller, that creature is shunted away 10 feet and takes the Demon Wall's slam damage as falling damage. If the creature is unable to be pushed at all (such as there being a wall or other sturdy, immovable object in the way, or if the creature is stuck in place), the Demon Wall instead crushes the creature beneath its body, instantly killing it.
A successful Reflex save (DC 19) negates the damage from the pushback. If there is space to the sides of the Demon Wall, a Reflex save (DC 13) can also save creatures from being crushed to death.
Structure (Ex) Demon Walls are considered constructs for the purposes of effects that only affect creatures of the construct type.
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Post by Supreveio on May 20, 2018 1:31:07 GMT -5
A large, red, and transluscent icosahredon hovers silently in the air, slowly rotating on multiple axes. A demonic face peers out from its center, seemingly locked into facing you.
Mecha-Bomb CR 7 True Neutral Medium Construct Init: +8 Senses: Low-light vision, Darkvision 60 ft.
DEFENSE AC: 19 (10 + 4 Dex + 1 Dodge + 4 Natural) Touch: 15 Flat-Footed: 14 HP: 80 (9d10 + 20) Fort: +3 Ref: +7 Will: +3 Immune: Fire, construct traits Weakness: Water, Lightning Special Qualities: Self-Destruct
OFFENSE Speed: Fly 30 ft. (Average) Melee: Slam +7 (1d8 + 3) Space: 5 ft.
Special Abilities: Detonator, Flamethrower
STATISTICS STR: 16 (+3) DEX: 18 (+4) CON: -- (Construct) INT: 3 (-4) WIS: 10 (+0) CHA: 10 (+0)
BAB: +4 CMB: +9 CMD: 19
Feats: Improved Initiative, Dodge
SPECIAL ABILITIES Detonator (Ex) Like the demonic Bombs these constructs are based on, Mecha-Bombs absorb energy from physical attacks. After each successful physical attack on a Mecha-Bomb, its surface faces begin glowing, more and more intensely after each hit. The Mecha-Bomb's Strength score increases by 2 per attack, lasting 1d6 + 4 rounds.
Unlike their elemental counterparts, Mecha-Bombs can vent excess energy early to avoid Self-Destructing. As a standard action, a Mecha-Bomb can discharge its built up energy, dealing damage to everything in a 15 foot radius. The Mecha-Bomb deals 2d6 points of half Fire, half Physical damage per attack absorbed. A DC 17 Reflex save halves this damage.
After using this ability, any Strength bonuses the Mecha-Bomb gained via this ability are removed.
Self-Destruct (Ex) If a Mecha-Bomb is struck with 3 successive physical attacks without a chance to vent energy, it explodes as an immediate action, dealing 6d6 points of half Fire, half Physical damage to everything in a 15 foot radius.
Flamethrower (Ex) Lacking the magic of regular Bombs, Mecha-Bombs are instead equipped with a flamethrower weapon. As a standard action, a Mecha-Bomb engulfs a 15 foot cone in flames, dealing 4d6 points of Fire damage and Burning creatures hit. A successful Reflex save (DC 17) halves the damage and negates the Burning status.
A Mecha-Bomb must wait 1d4 rounds for its flamethrower to cool down before it can be used again.
VARIATIONS Mecha-Snoll: Ice-elemental model. Abilities deal Ice damage instead of Fire. Replaced Weaknesses: Fire, Lightning; Replaced Immunity: Ice, construct traits. "Flamethrower" inflicts Frozen status. Mecha-Galvanade: Lightning-elemental model. Abilities deal Lightning damage instead of Fire. Replaced Weaknesses: Fire, Earth; Replaced Immunity: Lightning, construct traits. "Flamethrower" inflicts Static status.
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Post by Supreveio on Jun 16, 2018 23:26:11 GMT -5
"Yeeouch! Seafood soup is not on the menu!" - A lightly roasted Ultros
A large, purple octopus slithers toward you. A row of sharp fangs line a nonexistent mouth, and its eyes perpetually giving off a sly look. It laughs with a "Uwee hee hee" as it lashes out with its tentacles.
Ultros CR 10 Chaotic Neutral Large Magical Beast (aquatic) Init: +7 Senses: Low-Light Vision, Darkvision 60 ft.
DEFENSE AC: 24 (10 + 3 Dex + 1 Dodge - 1 Size + 11 Natural) Touch: 13 Flat-Footed: 20 HP: 182 (13d10 + 52) Fort: +12 Ref: +11 Will: +4 Immunities: Sleep, paralysis, nausea, compulsion effects, death effects, and stunning
OFFENSE Speed: 30 ft., 60 ft. Swim Melee: 4 tentacles +18 (1d8 + 5, 19-20x2, plus grab) Range: ink +15 (1d6, plus blind) Space: 10 feet Reach: 10 feet
Special Attacks: Ink, Constrict (1d8 + 5)
MP: 40 Spells (CL 12) 1st - Water, Water Blast, Water Gun 2nd - Water II 3rd - Engulf III 4th - Aqualung, Hydraulic Torrent, Water IV 5th - Drown, Geyser, Waterga 6th - Pond's Chorus
STATISTICS STR: 20 (+5) DEX: 16 (+3) CON: 18 (+4) INT: 12 (+1) WIS: 10 (+0) CHA: 8 (-1)
BAB: +13 CMB: +18 (+20 on Grapple) CMD: 32 (cannot be tripped, 34 against grapple)
Feats: Improved Natural Attack (tentacle), Dodge, Improved Initiative, Improved Grapple, Improved Critical (tentacle), Improved Grapple
SPECIAL ABILITIES Ink (Ex) For a ranged attack, Ultros sprays a blot of ink at the target. In addition to dealing damage, this attack also blinds the target for 1d4 rounds unless they can make a DC 19 Reflex save.
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Post by Supreveio on Sept 28, 2018 20:38:25 GMT -5
An ordinary tome suddenly flies open, releasing a small, translucent skull-headed imp. The pages of the book rapidly flip as the imp begins casting a powerful spell.
Tome Fiend CR 8 Lawful Evil Small Outsider (Fiend) Init: +3 Senses: Darkvision 60 ft., Low-light vision
DEFENSE AC: 21 (10 + 3 DEX + 4 Deflection + 4 Natural) Touch: 17 Flat-Footed: 14 HP: 120 (10d8 + 50) Fort: +12 Ref: +6 Will: +8 Weakness: Fire, Read Magic Special Qualities: Tomebound
OFFENSE Speed: 30 ft. Melee: 2 Claws +11 (1d4 + 1) Space: 5 ft.
Special Abilities: Page 32, Page 64, Page 128, Page 256
STATISTICS STR: 12 (+1) DEX: 16 (+3) CON: 20 (+5) INT: 20 (+5) WIS: 12 (+1) CHA: 10 (+0)
BAB: +10 CMB: +10 CMD: 23
Feats: Ability Focus x4 (Pages 32, 64, 128, 256), Improved Natural Armor
SPECIAL ABILITIES Tomebound (Ex) Tome Fiends live their lives bound to special magical books created specifically to bind an individual Tome Fiend. While the tome is intact, the fiend's essence is projected from the tome allowing it access to the mortal plane as a ghostly apparition. A Tome Fiend with an intact binding tome is immune to non-magical attacks as if it were Incorporeal, though it does not gain any other benefits nor drawbacks of actually being incorporeal.
If a Tome Fiend is slain while its tome is still intact, its essence forcibly returns to the book and begins regenerating hit points at a rate of 10 HP per minute. Once the Tome Fiend regains its full hit point pool, it can once again manifest outside the book.
When a Tome Fiend's tome is destroyed, it loses all benefits from this ability. A tomeless Tome Fiend is banished back to the void if it is slain, or if its tome was destroyed while regenerating. A Tome Fiend can be bound to a new tome, but creating one takes a number of days equal to the Tome Fiend's total hit dice.
Weakness to Read Magic (Ex) Using magic to read the pages of a Tome Fiend's bound tome weakens the magic that allows it to cast its abilities. A caster who uses Read Magic on a Tome Fiend's bound tome disables one of its Page abilities for 24 hours. If the fiend and its tome are separated, the tome itself must make a Fortitude save against the caster's DC. If the tome and fiend are within 30 feet of each other, the fiend can substitute its own Fortitude save instead to negate the effect.
Page 32 (Sp) Once every 1d4 rounds, a Tome Fiend can cast Aero IV as a spell-like ability with a caster level equal to its HD.
Page 64 (Sp) Once every 1d4 rounds, a Tome Fiend can cast Fire IV as a spell-like ability with a caster level equal to its HD.
Page 128 (Sp) Once every 1d4 rounds, a Tome Fiend can cast Corrosive Web as a spell-like ability with a caster level equal to its HD.
Page 256 (Sp) Once every 1d4 rounds, a Tome Fiend can cast Moon Flute as a spell-like ability with a caster level equal to its HD.
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Post by Supreveio on Sept 28, 2018 20:44:47 GMT -5
A strange tome begins shaking and suddenly flies open, releasing a beast. The beast resembles a bull crossed with a bear; furred, horned, clawed, with a gaping maw, but standing on two feet and hunched over.
Tome Reaver CR 12 Lawful Evil Large Outsider (Fiend) Init: +3 Senses: Low-light vision, Darkvision 60 ft.
DEFENSE AC: 23 (10 + 3 DEX + 10 Natural) Touch: Flat-Footed: HP: 208 (16d10 + 48) Fort: +13 Ref: +8 Will: +12 Weaknesses: Fire Immunities: Sleep, paralysis, compulsion, death effects, Frog Special Qualities: Boss's Willpower
OFFENSE Speed: 30 ft. Melee: Bite +18 (1d8 + 8), 2 Claws (1d6 + 8) Space: 10 feet Reach: 10 feet
Special Attacks: Dischord
MP: 40 Spells (CL 15) 1st - Magic Hammer 2nd - Silence 3rd - Haste, Slow 4th - Frog, Mini, Protection from Elements, Reflect 5th - Drain, Phantasmal Web, Protect III 6th - Confusion
STATISTICS STR: 26 (+8) DEX: 16 (+3) CON: 16 (+3) INT: 22 (+6) WIS: 14 (+2) CHA: 14 (+2)
BAB: +16 CMB: +24 CMD: 38
Feats: Maximized Spell, Empowered Spell, Quickened Spell
SPECIAL ABILITIES Dischord (Su) 3/day as a standard action, a Reaver can blast a discordant sound in the mind of a single target within 30 feet. The target takes a 1d4 competence penalty to their Caster Level for 3 rounds, unless they make a DC 17 Fortitude save. This ability fails if either the user or target is inside a field of magical silence, or if the user is under the Silence status effect.
Boss's Willpower (Ex) Tome Reavers are elite demons and have the mental and physical fortitude to match. Any status effect that stacks on itself (such as sickened -> nauseated, or shaken -> frightened) is limited to its lowest form. Any effect that would directly cause a higher status effect is reduced to its lowest form.
Panicked and Frightened are lowered to Shaken Nauseated is lowered to Sickened Blinded is reduced to Dazzled Exhausted is reduced to Fatigued Stop is reduced to Slow Stunned, Dazed, Immobilized, and Disabled are reduced to Staggered
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Post by Supreveio on Sept 28, 2018 20:50:02 GMT -5
A cluster of crystal suddenly detaches from the wall and takes the vague form of a scorpion. It raises its stinger tail at you aggressively.
Protean Crysmal CR 10 True Neutral Medium Outsider (elemental) Init: +1 Senses: Darkvision 60 ft., Crystal Sense, Perception +23
DEFENSE AC: 26 (10 + 6 Natural + 10 Deflection) Touch: 20 Flat-Footed: 26 HP: 182 (13d10 + 52) Fort: +5 Ref: +7 Will: +6 DR: 15 / bludgeoning and adamantine Immune: Elemental traits
OFFENSE Speed: 30 ft., burrow 20 ft. Melee: Sting +17 (4d6 + 4, plus 1d6 elemental) Space: 5 ft.
Special Abilities: Shard Spike, Protean Aspect
Spell-Like Abilities (CR 13th, concentration +15) At Will - Detect Magic, Ghost Sound (DC 12), Mage Hand, Silent Image (DC 13) 3/day - Dimension Door, Shining Ruby, Healing Ruby 1/day - Glittering Ruby
STATISTICS STR: 19 (+4) DEX: 10 (+0) CON: 18 (+4) INT: 6 (-2) WIS: 13 (+1) CHA: 14 (+2)
BAB: +13 CMB: +17 CMD: 27
Feats: Great Fortitude (B), Lightning Reflexes, Skill Focus (Perception), Skill Focus (Stealth) Skills: Acrobatics +16, Climb +20, Perception +23, Stealth +22 (+24 in rocky areas)
SPECIAL ABILITIES
Crystal Sense (Sp) Crysmals can sense the presence of any crystals or gems within 30 feet as if using the scent ability.
Spike Shard (Ex) Three times per day, a crysmal can launch one of its tail spikes as a ranged attack that shatters when it hits, dealing 4d6 piercing damage and 1d6 elemental damage to the target, and 1d6 piercing damage and 1 elemental damage to all creatures in adjacent squares. The spikes regrow in 24 hours, but each spike launched reduces the crysmal's sting damage by one damage die until it regrows.
Protean Aspect (Su) The crystals that make up a crysmal's body easily attune to elemental shifts. When a crysmal takes element-based damage, its body attunes to that element. The crysmal gains immunity to the attuned element, 10 resistance against the next two elements in the weakness chain, and becomes weak to the element that comes before.
(Example: If a crysmal is hit with Fire III, it attunes to the Fire element, becoming immune to it. It also gains resistance 10 to Ice and Wind, and takes 50% more damage from Water.)
While attuned to an element, a crysmal's natural attacks deal additional elemental damage of that type. Additionally, it gains a single use of the fifth tier single-target elemental spell of that element (Burn, Crush, Drown, Freeze, Shock, or Slice).
A crysmal cannot attune to the Holy or Darkness elements. A crysmal remains attuned to an element for 1 hour or until another element replaces it. A crysmal must first take damage from an element to attune to it.
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Post by Supreveio on Dec 5, 2018 2:13:26 GMT -5
A ragged, gray monstrosity stands before you - the hollowed-out husk of a goobbue. An unnatural maw on the creature's torso displays its empty, rot-dripping interior to you.
Gourmand CR 10 True Neutral Large Undead Init: +1 Senses: Blindsight 60 ft., scent
DEFENSE AC: 23 (10 + 3 Dex + 10 Natural) Touch: 13 Flat-Footed: 20 HP: 135 (15d8 + 15) Fort: +5 Ref: +8 Will: +9 Weaknesses: Holy Immunities: Undead traits, Blind Absorbs: Darkness
OFFENSE Speed: 30 ft. Melee: Slam +18 (1d8 + 7, plus grab), Bite +8 (1d8 + 6, plus grab) Space: 10 ft. / Reach 10 ft.
Special Abilities: Swallow Whole (4d6 Darkness damage, 15 AC, 35 HP), Horrifying Stare, Grab (bite and slam), Consume Life
STATISTICS STR: 24 (+7) DEX: 16 (+3) CON: -- (Undead) INT: 6 (-2) WIS: 10 (+0) CHA: 10 (+0)
BAB: +11 CMB: +19 (+4 on Grapple) CMD: 32 (+2 vs. Grapple)
Feats: Toughness, Improved Natural Attack (slam), Improved Grapple, Greater Grapple, Rapid Grappler
SPECIAL ABILITIES
Zombifying Sneeze (Ex) As a standard action, a gourmand can expel fungus spores from its mouth in a manner resembling a sneeze. Creatures within a 15 foot cone are coated in spores and rot, and are inflicted with the Zombie status ailment for 1d6 rounds unless they succeed on a DC 24 Fortitude save.
Horrifying Stare (Ex) A gourmand's lack of eyes and general body disfigurement give it a terrifying visage. Gazing at a single creature within 30 feet as a move action, the gourmand fills them with dread, inflicting the Frightened status for 1d4 rounds. A successful DC 24 Will save negates the effect.
Creatures may also avert their eyes to reduce the chance of being affected by 50% at the cost of granting the gourmand concealment against them.
Consume Life (Ex) A gourmand's swallow whole ability deals 4d6 Darkness damage per round, and heals the gourmand for the same amount dealt to the target.
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