Tuesday, April 06, 2010
April Contest: Dastardly Creatures
Be creative. Be crazy. Enter as often as you'd like; no purchase necessary. Have fun with this. Email entries to clawclawbite@gmail.com.
Winners will be printed in CCB 18!
Entries may be printed in future issues of CCB or future collections released by Unicorn Rampant Publishing.
UPDATE (response to Comment #1): To help structure your entries, borrow a template from one of our recent creature entries, described in detail in the D20 SRD, or use the Pathfinder bestiary system, including an introduction, stat block, and a description in your entry.
Monday, March 08, 2010
Dark Hounds of Sin
There are different dog types for each sin, each of which embody a particular sin. Here is an example of a Dark Hound of Gluttony, who may be encountered at a banquet in the court of a castle.
Dark Hounds of Sin (Gluttony)
Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 16d8+32 (103 hp)
Initiative: +9
Speed: 50 ft. (10 squares)
Armor Class: 28 (+5 Dex, +10 natural, +3 hide armor), touch 13, flat-footed 16
Base Attack/Grapple: +16/+24
Attack: Bite +18 melee (1d10+5/19-20 plus 1d6 poison)
Full Attack: Bite +13 melee (1d10+5/19-20 plus 1d6 poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, poison bite, rend
Special Qualities: Darkvision 60 ft., protection from good, scent, vulnerability to water, shape shift
Saves: Fort +14, Ref +11, Will +12
Abilities: Str 21, Dex 21, Con 15, Int 8, Wis 11, Cha 4
Skills: Intimidate +22, Jump +20, Listen +16, Spot +18, Survival +10*, Tumble +12
Feats: Alertness, Improved Critical (bite), Improved Initiative, Weapon Focus (bite)
Environment: Outer Planes and urban environments
Organization: Solo
Challenge Rating: 12
Treasure: None
Alignment: Always lawful evil
Advancement: 17-26 HD (Large)
Level Adjustment: --
A typical hound of sin stands 5 feet high at the shoulder and weighs 140 pounds.
Hounds of sin are always encountered alone.
Shape Shift (Su): Three times a day, hounds of sin can shape shift into humanoid forms in order to tempt their humanoid prey.
Combat
Hounds of sin sneak up behind their prey, employing razor-sharp teeth to bite into and rend their opponents.
The natural weapons of hounds of sin are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Breath Weapon (Su): 10x10 area of noxious poison that quickly fills an area, dealing 2d6 poison damage, Fortitude DC 25 to negate. The save DC is Constitution-based.
Poison Bite (Su): Hounds of sin deal an extra 1d6 points of poison damage every time they bite an opponent, as if these bites are a poison weapon.
Skills
Hounds of sin have a +10 racial bonus on Hide and Move Silently checks, which are commonly used.
*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.
Sunday, February 28, 2010
Suffering Souls

"Alas! how feeble is our faith! If a domestic animal, a little dog, falls into the fire, do you delay to draw it out? And see, your parents, benefactors, persons most dear to you, writhe in the flames of Purgatory, and you do not consider it your urgent duty to relieve them; you delay, you allow long days of suffering to pass for those poor souls, without making an effort to perform those good works which will release them from their pains."Suffering Souls
-Fr. Schouppe, from his book: Purgatory, pp. 238-239, 1893 Imprimatur
Medium Outsider (Neutral, Extraplanar, Incorporeal, Swarm)
Hit Dice: 4d8+3 (24 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16
Base Attack/Grapple: +3/+11 (+1 for each soul)
Attack: Swipe +5 melee
Full Attack: Swipe and Grapple
Space/Reach: 5 ft./5 ft.
Special Attacks: Haunt, soul link
Special Qualities: Incorporeal, strong-willed, immunity to charm and sleep effects
Saves: Fort +5, Ref +3, Will +7
Abilities: Str 18, Dex 11, Con 3, Int 10, Wis 14, Cha 11
Skills: Climb +6
Feats: Improved Grapple
Environment: Hell, any haunted locale
Organization: Swarm
Challenge Rating: 3
Treasure: None
Alignment: TN
Advancement: None
Level Adjustment: None
Haunt (Su): Suffering souls haunt an area, trying to escape their torment on the Nine Planes of Hell. Creatures within a haunted area (usually a 400' diameter circle) receive -1 penalties to all rolls.
Combat
Suffering souls swarm all who enter their unhallowed grounds. They will attack relentlessly until repelled, at which point they return to Purgatory until they are returned in an unending cycle to their place on the Prime Material Plane to haunt it evermore. The only way to free suffering souls from this torment is to travel to Hell to confront the devil that binds them.
Soul link (Su): When suffering souls make eye contact with a humanoid within 20' for a full round, they establish a soul link with them. For the duration of the encounter, all damage they experience is also experienced by those whose souls are linked with them. When the encounter ends, the soul link lingers for multiple days, during which time the affected experience the torment of the suffering souls in Hell.
Wednesday, February 17, 2010
Whelmer of Ships
This part air, part water elemental is a powerful force, devouring ships on the open seas.To visualize whelmers of ships, think pf a whirlpool with its complementary winds.
Whelmer of Ships
Size/Type: Huge Elemental (Air, Water, Extraplanar)
Hit Dice: 24d8+120 (228 hp)
Initiative: +15
Speed: Below-water portion: 30 ft. (6 squares), swim 120 ft. Above-water portion: Fly 100 ft. (perfect) (20 squares)
Armor Class: 27 (-2 size, +11 Dex, +8 natural), touch 19, flat-footed 16
Base Attack/Grapple: +18/+35
Attack: Slam +27 melee (2d10+9/19-20)
Full Attack: 2 slams +27 melee (2d10+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Water mastery, drench, vortex
Special Qualities: Damage reduction 10/-, darkvision 60 ft., elemental traits
Saves: Fort +19, Ref +25, Will +10
Abilities: Str 28, Dex 33, Con 21, Int 10, Wis 11, Cha 11
Skills: Listen +29, Spot +29
Feats: Alertness, Blind-Fight, Great Cleave, Combat Reflexes, Flyby Attack, Improved Critical (slam) Improved InitiativeB, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon FinesseB
Environment: Storm Plane
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Usually neutral
Advancement: 25-48 HD (Colossal)
Level Adjustment: —
Whelmers of ships speak Auran and Aquan, though they rarely choose to do so. A whelmer can't venture out of the body of water from which it was conjured, and cannot be conjured into a body of water too small for it to fit into.
Whelmer of Ships Height Weight Whirlpool
Save DC Damage Height
Elder 40 ft. 24,000 lb. 34 2d8 10-60 ft.
Combat
Their rapid speed at the intersections of bodies of water and fast-moving air make them well-suited to battlefields beneath the waves where their whirlpools and heavy winds suddenly swell up behind its opponents.
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a whelmer of ships.
Whirlwind (Su): The whelmer can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 10 rounds. In this form, the whelmer can move partially along the surface of a body of water at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 60 feet tall. The whelmer's movement while in whirlwind form does not provoke attacks of opportunity, even if the whelmer enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whelmer moves into or through the creature's space.
Creatures one or more size categories smaller than the whelmer might take damage when caught in the whirlwind (use the table from the air elemental) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based.
Additionally, creatures trapped underwater must make saves or begin drowning, as per the PHB.
Creatures trapped in the whirlwind cannot move except to go where the whelmer carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The whelmer can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The whelmer can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned whelmer always ejects trapped creatures before returning to its home plane.
Water Mastery (Ex): A whelmer gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the whelmer is touching the ground, the whelmer takes a -4 penalty on attack and damage rolls.
A whelmer can be a serious threat to a ship that crosses its path. A whelmer can easily overturn vessels up to 200' in length. Ships over 200' can be slowed to half speed.
Drench (Ex): The whelmer's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as a dispel magic spell.
Vortex (Su): The whelmer can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 10 rounds. In vortex form, the whelmer can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 60 feet tall.
The whelmer's movement while in vortex form does not provoke attacks of opportunity, even if the whelmer enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the whelmer moves into or through the creature's space.
Creatures one or more size categories smaller than the whelmer might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based.
Much like in the whirlpool form, creatures trapped in the vortex cannot move except to go where the whelmer carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The whelmer can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume.
The whelmer can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned whelmer always ejects trapped creatures before returning to its home plane.
A whelmer in vortex form cannot make slam attacks and does not threaten the area around it.
Skills
A whelmer of ships has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Image: The Shipwreck, Joseph Mallord William Turner, exhibited 1805
Saturday, January 09, 2010
Memory Eater
This floating, mostly-mandible creature eats memories, dealing XP damage rather than normal damage. Watch out for crits!Memory Eater
Size/Type: Small Aberration (Evil, Psionic)
Hit Dice: 8d8+15 (50 hp)
Initiative: +7
Speed: fly 60 ft. (12 squares)
Armor Class: 24 (+1 size, +6 Dex, +7 natural), touch 17, flat-footed 18
Base Attack/Grapple: +6/+3
Attack: Bite +8 melee (1d3+1)
Full Attack: Double bite +8 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like abilities, steal memory
Special Qualities: Blindsight 60 ft., damage reduction 10/adamantine, immunity to fire, power resistance 23, resistance to electricity 15, vulnerability to protection from evil, shift alignment
Saves: Fort +4, Ref +7, Will +8
Abilities: Str 15, Dex 23, Con 15, Int 12, Wis 16, Cha 14
Skills: Bluff +15, Concentration +11, Hide +16, Listen +16, Move Silently +16
Feats: Combat Manifestation, Toughness, Up the Walls, Wild TalentB
Environment: Underground
Organization: Solitary or pod (2-4)
Challenge Rating: 8
Treasure: standard coins of various sorts; double goods; standard items
Alignment: Always chaotic
Advancement: 9-12 HD (Medium), 13-16 (Large)
Level Adjustment: +7
Memory eaters understand common and all the tongues of the Dream and Astral Planes, and can understand any of the languages of prey whose memories they have stolen.
Combat
Steal Memory (Su): Upon a successful critical hit (range 18-20) on a creature, memory eaters steal memories from the creature, dealing 5d20 xp damage. Exactly which memories are taken is up to the DM. If the memory eater is killed, the memory is split among the party, who all feel as if they have the memory all to themselves. The XP taken is also split back among the party.
Psi-Like Abilities
Like their rival yet much smaller brethren, intellect devourers, memory eaters have supernatural mental abilities, including: at will—cloud mind, compression, detect psionics, ego whip (2d4, DC 16*), empty mind (+5 on Will saves*), id insinuation (three targets, DC 16*); 3/day—body adjustment (2d12*), intellect fortress, painful strike. Manifester level 7th.
The save DCs are Charisma-based.
*Includes augmentation for the memory eater's manifester level.
Blindsight (Ex): A memory eater can use nonvisual means to ascertain all foes within 60 feet as a sighted creature would.
Alignment Shift (Ex): Memory eaters' alignments shift based on the experiences they have experienced second-hand.
Skills
Memory eaters have a +4 racial bonus on Bluff checks. They also have a +8 racial bonus on Move Silently checks and Listen checks. Finally, they enjoy a +8 on all Knowledge checks, since they have learned more than their physical bodies have experienced.
Tuesday, December 01, 2009
Cut-up Construct
Cut-ups are magically created automatons of varying power. Constructing one involves a decoupaged collage of scroll parchment and the employment of summoning magic, which pulls together the components for the Cut-up out of the ether. The tasks to be performed by the Cut-up must be written along the edge of the collage in a magical runic script. This is usually done in chalk so the collage may be reused.The animating force for a Cut-up is a spirit from the Ethereal Plane. The process of creating the Cut-up assembles the component corporeal matter and breathes a temporary life into them, subjecting the ethereal spirit to the Cut-up’s creator, at least until their servitude is complete, as dictated by the tasks set forth in runes.
Combat
Since they are collections of multiple life forces all bent on competing their tasks and thus being set free, Cut-ups are strong-willed and tenacious in combat. They make any and all decisions based on this drive for freedom. They follow instructions explicitly and are incapable of any strategy or tactics outside this fundamental urge. For this reason, some may even attack their creators, if their creators are not careful to make their tasks clear.
Fatal Flaw
Cut-ups are destroyed if the collage used to summon them is destroyed, whether by fire, evisceration, or even a simple tear down the center of the parchment. Creators of Cut-ups must thus stow their collages with care, especially if they intend to reuse them.
Construction
The cost to create each Cut-up includes the cost of the scroll parchment used to breathe life into the collages and a bag of holding to provide the link the Ethereal Plane. Completing the Cut-up’s creation drains 50 XP from the creator. The bag of holding is not consumed in the creation, and once the Cut-up returns to the Ethereal Plane, the bag is left on the ground.
The resulting Cut-up can be up to 1’x1’ per level of the spellcaster. For instance, Mialee, a 14th-level spellcaster, creates a collage, and summons the ethereal energy to manifest a Cut-up up to 14’x14’. This creature is included in the stat block below.
The physical characteristics of a Cut-up come from its design on parchment, so there is infinite variation in their final forms.
Mialee's Cut-up
Size/Type: Large Construct
Hit Dice: 14d10+30 (105 hp)
Initiative: 0
Speed: 30 ft.
Armor Class: 23 (-1 size, 0 Dex, +14 natural)
Base Attack/Grapple: +8/+19
Attack: Slam +14 melee (2d8+8 plus deep cut)
Full Attack: 2 slams +14 melee (2d8+8 plus deep cut)
Space/Reach: 10 ft./10 ft.
Special Attacks: Deep cut
Special Qualities: Construct traits, fatal flaw, flip sides, fold space, damage reduction 10/bludgeoning and piercing, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +5, Ref +2, Will +5
Abilities: Str 27, Dex 11, Con Ø, Int Ø, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2-4), up to ¼ the level of the caster
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 15-21 HD (Huge)
Level Adjustment: —
Cut-ups take the forms depicted on their collages.
A Cut-up cannot speak or make any vocal noise. It moves with a wide gait like the folding of paper. It appears weightless, yet is strangely corporeal.
Combat
Flip Sides (Ex): Every round a Cut-up is in combat, there is a 5% chance each round that it will determine that the easiest path to setting its ethereal energy free is to flip sides, turning on its creator. While fighting against its creator, there is a 5% chance that the Cut-up will return to its creator’s side.
Deep Cut (Ex): Since Cut-ups are made of pure ethereal energy, damage dealt by a Cut-up doesn’t heal naturally and resists healing spells. A character attempting to cast a healing spell on a creature damaged by a Cut-up must succeed on a DC 10+ the constructor’s caster level check, or the spell has no effect on the injured character.
Vulnerable to Blades (Ex): Cut-ups are especially susceptible to damage from slashing weapons, which deal double damage.
Immunity to Magic (Ex): A Cut-up is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A blade barrier spell or other non-magical blade slows the Cut-up (as the slow spell) for 1d6 rounds and deals 2d6 points of damage.
Fold Space (Su): At will, Cut-ups can take shortcuts through the Prime Material Plane by folding themselves through the ether as per the spell ethereal jaunt.
CL 11th; Craft Construct, animate objects, resurrection, caster must be at least 11th level; Price 5,000gp in fine scroll parchment, a bag of holding; Cost 21,500gp, 1,540xp.
Saturday, May 09, 2009
Byzozius
Byzozius lives on, but has grown weak and withered without his horn. Byzozius' horn was carved by Kardâsuan, an elven carver who didn't know its origin.
Fully restored with his horn, Byzozius has the following stats. Without his horn, Byzozius is roughly as powerful as a heavy war horse. This makes his very vulnerable until restored with his horn.
Byzozius (Level 11 Celestial Charger)
Size/Type: Large Magical Beast (Extraplanar, Celestial)
Hit Dice: 8d10+11d8+75 (177 hp)
Initiative: +10
Speed: 60 ft. (12 squares)
Armor Class: 27 (-1 size, +5 Dex, +7 natural, +5 bracers of armor +6), touch 13, flat-footed 20
Base Attack/Grapple: +15/+26
Attack: Horn +24 melee (1d8+10)
Full Attack: Horn +24 melee (1d8+10) and 2 hooves +16 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Turn undead 13/day, smite evil, ride-by attack, spells
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, magic circle against evil, resistance to acid 10, cold 10, and electricity 10, scent, spell-like abilities, spell resistance 20, wild empathy
Saves: Fort +18, Ref +14, Will +20
Abilities: Str 24, Dex 20, Con 20, Int 13, Wis 29, Cha 22
Skills: Concentration +15, Knowledge (nature) +10, Knowledge (planes) +12, Knowledge (religion) +8, Listen +15, Move Silently +19, Spellcraft +12, Spot +17, Survival +15 (+17 aboveground)*
Feats: Alertness, Combat Casting, Extra Turning, Improved Initiative, Improved Turning, Run, Skill Focus (Survival)
Environment: Celestia
Organization: Unique, solitary
Challenge Rating: 17
Treasure: None
Alignment: Chaotic good
Advancement: 11 Cleric levels
Level Adjustment: +12 (cohort)
Byzozius is an 11 HD celestial unicorn with eleven levels of cleric.
A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.
A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.
Unicorns speak Sylvan and Common.
Skills
Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.
Combat
The save DC for this celestial charger’s neutralize poison ability (DC 20) is adjusted for its greater Hit Dice and altered Charisma score.
Byzozius’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Smite Evil (Su): Three times per day, Byzozius can make a normal melee attack to deal 15 points of extra damage against an evil foe.
Magic Circle Against Evil (Su): Three times per day, Byzozius can create a 20' magic circle against evil, as the spell, with the larger area of effect.
Cleric Spells Prepared (6/7/6/5/4; save DC 18 + spell level)
0th: detect magic, detect poison (2), light, virtue (2)
1st: bless (2), calm animals*, obscuring mist, remove fear, sanctuary, shield of faith
2nd: aid* (2), animal messenger, lesser restoration, remove paralysis, shield other
3rd: prayer, protection from energy, remove curse, searing light (2)
4th: air walk, divine power, holy smite*, restoration
5th: atonement, flame strike, spell resistance
6th: blade barrier, wind walk
*Domain spell. Domains: Animal and Good.
Friday, March 20, 2009
Bog Maid
Size/Type: Medium Fey Humanoid (Aquatic)Hit Dice: 7d8+14 (45 hp)
Initiative: +3
Speed: Walk 40 ft. (8 squares), Swim 30 ft. (6 squares)
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +7/+18
Attack: Claw +13 melee (1d6+5)
Full Attack: 2 claws +11 melee (1d6+5) and rancid bite +6 melee (2d6+1)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, rake 1d6+7, rancid bite 2d6+1, spell-like abilities
Special Qualities: Damage reduction 2/bludgeoning, darkvision 60 ft., shape change, spell resistance 19, swamp walk
Saves: Fort +6, Ref +8, Will +6
Abilities: Str 21, Dex 16, Con 14, Int 13, Wis 13, Cha 14
Skills: Bluff +6, Diplomacy +4, Disguise +6 (+8 when shape changed), Hide +6, Intimidate +2, Listen +10, Spot +10
Feats: Alertness, Great Fortitude
Environment: Marshes, bogs and swamps
Organization: Solitary or covey (3 maids of various enticing forms)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: —
These sirens of the swamp have been known to lure many an adventurer into brackish waters and bramble patches.
Combat
Bog maids usually draw upon their shape change ability to alter its physical form to appear as a beautiful young female elf, half-elf, or other humanoid. Then, they grapple their opponents in what seems a lustful embrace, proceeding to bite into them with their rancid maws.
Rancid Bite (Ex): The rancid bite of a bog maid deals 2d6+1 damage. In addition, a DC 18 Fortitude save is required to avoid 1d4 temporary Con damage.
Skills
Shape Change (Ex): Bog maids have the natural ability to change their shape into other humanoid forms, typically choosing a beautiful maiden of a humanoid species.
Swamp Walk (Ex): Because of their innate knowledge of the terrain, bog maids can move at normal speed through swamp, marsh, and bog.
Thanks to Rakehell over at Tailslap for the 4e version of this creature!
Wednesday, February 25, 2009
Flying V
Flying V
Size/Type: Huge Magical Beast (extraplanar)
Hit Dice: 8d8+20 (60 hp)
Initiative: +8
Speed: fly 60 ft.
Armor Class: 23 (-2 size, +8 Dex, +7 natural), touch 16, flat-footed 15
Base Attack/Grapple: +7/+26
Attack: Bite +10 melee (1d8+6)
Full Attack: 2 Bites +10 melee (1d8+6)
Space/Reach: 15 ft./20 ft.
Special Attacks: Fly-by Attack
Special Qualities: Darkvision (200'), Low-light Vision (500')
Saves: Fort +11, Ref +15, Will +8
Abilities: Str 20, Dex 26, Con 18, Int 2, Wis 14, Cha 6
Skills: Hide +12, Listen +18*, Move Silently +18, Spot +14*
Feats: Alertness, Stealthy, Fly-by Attack
Environment: Lofty Peaks, Night Sky
Organization: Colony (5-8)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Gargantuan)
Level Adjustment: —
A flying V has a wingspan of 25 feet and weighs about 400 pounds. They have hands near the ends of their wings that allows them to grip their prey.
Combat
Scouting the night sky with their strong nightvision and low-light vision, flying Vs swoop down upon unsuspecting prey from above, using a fly-by attack to either grapple or simply attack their unsuspecting prey.
Skills
Flying Vs have a +4 racial bonus on Spot and Listen checks.
Saturday, February 07, 2009
Rug Rats
Rug Rats
Size/Type: Tiny Magical Beast(Swarm)
Hit Dice: 8d8 (26 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +3/—
Attack: Swarm (1d6 plus disease)
Full Attack: Swarm (1d6 plus disease)
Space/Reach: 5 ft./0 ft.
Special Attacks: Disease, distraction
Special Qualities: Half damage from slashing and piercing, low-light vision, scent, swarm traits, meld with fabric
Saves: Fort +4, Ref +9, Will +6
Abilities: Str 2, Dex 18, Con 10, Int 2, Wis 16, Cha 2
Skills: Balance +16, Climb +16, Hide +16 +18, Listen +8, Move Silently +10, Spot +8, Swim +8
Feats: Alertness, Stealthy, Weapon FinesseB
Environment: Any
Organization: Pack (2–4 swarms), or infestation (7–12 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —
Combat
Rug rats seek to climb up from the rug they're in and attack any warm-blooded prey they encounter. A rug rat swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move, 2d6 if they stand upon the rug they inhabit.
Disease (Ex): Filth fever—swarm attack, Fortitude DC 14, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Distraction (Ex): Any living creature that begins its turn with a rug rat swarm in its square must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Meld with Fabric (Su): A rug rat swam can meld with the rug it inhabits. This makes them unable to be attacked, though the rug can still be destroyed. If the rug is destroyed, they immediately meld back into their rat forms and scatter, at which point they are treated as normal rats.
Skills: A rug rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rug rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A rug rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rug rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard.
Tuesday, January 20, 2009
Dogs of War
Dogs of war and men of hateWith no cause, we don't discriminate
Discovery is to be disowned
Our currency is flesh and bone
-- the bard band Floidus Pinkus
Dogs of War
Size/Type: Medium Outsider (Neutral, Extraplanar, Lawful)
Hit Dice: 8d8+16 (52 hp)
Initiative: +7
Speed: 50 ft. (10 squares)
Armor Class: 22 (+3 Dex, +6 natural, +3 hide armor), touch 13, flat-footed 16
Base Attack/Grapple: +8/+16
Attack: Bite +13 melee (1d8+3/19-20 plus 1d6 electricity)
Full Attack: Bite +13 melee (1d8+3/19-20 plus 1d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, electric bite
Special Qualities: Darkvision 60 ft., immunity to electricity, scent, vulnerability to water
Saves: Fort +9, Ref +9, Will +6
Abilities: Str 20, Dex 17, Con 15, Int 8, Wis 11, Cha 4
Skills: Intimidate +15, Jump +16, Listen +12, Spot +15, Survival +8*, Tumble +7
Feats: Alertness, Improved Critical (bite), Improved Initiative, Weapon Focus (bite)
Environment: Lawful plains, battlefields
Organization: Pack (5-12)
Challenge Rating: 6
Treasure: None
Alignment: Always lawful neutral
Advancement: 9-12 HD (Large); 13-16 HD (Huge)
Level Adjustment: +3 (cohort)
A typical dog of war stands 5½ feet high at the shoulder and weighs 160 pounds.
Dogs of War are never encountered alone. They travel only in packs, and are often conscripted to fight both sides of large battles. They do not speak but communicate through a series of barks, yelps, and growls and can be taught battle commands.
Combat
Dogs of war are trained to fight as tight packs, using their strong initiative and skill with their razor-sharp teeth to swarm and flank their opponents. They are also often used as artillery, breathing bolts of lightning into melee.
The natural weapons of dogs of war are treated as neutral-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Breath Weapon (Su): 10-foot-long bolt that travels up to 100 feet, once every 3 rounds, damage 2d6 electricity, Reflex DC 17 half. The save DC is Constitution-based.
Electric Bite (Su): Dogs of war deal an extra 1d6 points of electric damage every time they bite an opponent, as if these bites are electric weapon.
Skills
Dogs of war have a +5 racial bonus on Hide and Move Silently checks, though these are rarely used, except in surprise raids.
*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.
Sunday, November 16, 2008
Otherworld Dog
Otherworld DogSize/Type: Medium Outsider (Chaotic, Extraplanar)
Hit Dice: 4d8+8 (26 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 17 (+2 Dex, +5 natural)
Base Attack/Grapple: +4/+5
Attack: Bite +5 melee (1d8)
Full Attack: Bite +5 melee (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip attack
Special Qualities: Darkvision 60 ft., spell resistance 10, scent
Saves: Fort +6, Ref +6, Will +4
Abilities: Str 11, Dex 15, Con 15, Int 6, Wis 10, Cha 6
Skills: Hide +15, Jump +11, Listen +10, Move Silently +14, Spot +8, Survival +7*
Feats: Improved Initiative, Run, TrackB
Environment: A chaotically-aligned plane
Organization: Solitary, pair, or pack (5-12)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic neutral
Advancement: 5-8 HD (Medium);
Level Adjustment: +3 (cohort)
A typical otherworld dog stands 4 feet high at the shoulder and weighs 100 pounds. Their coats are a mix of pastel and light-colored hues, ranging from blue to lavender to tan across their coats.
Otherworld dogs do not speak, but they do communicate with each other through a series of howls, barks and whimpers.
Otherworld dogs have never been domesticated, tough some have tried. They have the ability to plane shift a will, complicating the process of trying to keep them in one place for very long.
Combat
Otherworld dogs are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with all the hounds, tripping prey with their trip attacks. They do not give their prey a chance to escape.
An outerworld dog's natural weapons, as well as any weapons it wields, are treated as chaotically-aligned for the purpose of overcoming damage reduction.
Trip Attack(): An otherworld dog has a trip attack resembling that of a wolf.
Skills
Otherworld dogs have a +5 racial bonus on Hide and Move Silently checks.
*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.
Monday, October 06, 2008
Beacon Beetles
Beacon Beetle
Size/Type: Medium Vermin
Hit Dice: 2d8+5 (14 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+6 natural, +1 dex), touch 10, flat-footed 16
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spray
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 13, Dex 12, Con 16, Int Ø, Wis 10, Cha 9
Skills: —
Feats: —
Environment: Forests, barren lands, and chasms
Organization: Cluster (2-5) or clique (6-11)
Challenge Rating: 2
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: —
The typical beacon beetle is about 6 feet long. Bred exclusively in captivity, these creatures feed on whatever they can find, scavenging the areas around where they are left by those who raise them. They have been bred to stay in close proximity to where they are left. Beacon beetles usually occupy locations where there is little food, so they usually attack whatever comes within view out of hunger.
Acid Spray (Ex): When attacked or enraged by passersby, beacon beetles release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d6+1 points of acid damage. The save DC is Constitution-based.
Wednesday, October 01, 2008
Purple Ooze
Purple OozeSize/Type: Large Ooze
Hit Dice: 5d10+20 (51 hp)
Initiative: –3
Speed: 10 ft. (2 squares)
Armor Class: 7 (–3 Dex), touch 5, flat-footed 5
Base Attack/Grapple: +6/+6
Attack: Slam +6 melee (1d6+2 plus 2d6 acid)
Full Attack: Slam +6 melee (1d6+2 plus 2d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Strong acid, constrict 1d6+2 plus 2d6 acid, improved grab, attack from below
Special Qualities: Blindsight 60 ft., immunity to cold and fire, ooze traits, transparent
Saves: Fort +10, Ref –2, Will –4
Abilities: Str 14, Dex 5, Con 22, Int —, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Barren wastes
Organization: Solitary or vast ooze flows
Challenge Rating: 6
Treasure: Metal items dropped by their recent prey
Alignment: Always neutral
Advancement: 6–8 HD (Large); 9–12 HD (Huge)
Level Adjustment: —
A purple ooze can grow to a diameter of up to 15 feet and a thickness of about 18 inches. A typical specimen weighs about 1200 pounds.
Combat
A purple ooze strikes like a monstrous wave, slamming opponents with its body.
Acid (Ex): A purple ooze secretes a digestive acid that quickly dissolves organic material and stone, but not metal. Any melee hit or constrict attack deals acid damage. Stone, leather and clothing dissolves and becomes useless immediately unless it succeeds on a DC 18 Reflex save. A stone or wooden weapon that strikes a purple ooze also dissolves immediately unless it succeeds on a DC 18 Reflex save. The save DCs are Constitution-based.
The ooze's acidic touch deals 25 points of damage per round to wooden, cloth and leather objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Constrict (Ex): A purple ooze deals automatic slam and acid damage with a successful grapple check. The opponent's clothing, wood and leather armor take a –4 penalty on Reflex saves against the acid.
Improved Grab (Ex): To use this ability, a purple ooze must hit with its slam 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 constrict.
Transparent (Ex): A purple ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a purple ooze and walk into it are automatically hit with a melee attack for slam and acid damage. It resembles a gray ooze, but with a lightly translucent purple surface.
Attack from Below (Ex): A purple ooze can attack from below by slithering into the floor below the target, and dissolving the stone or wood that the target stands upon, sending them splashing into the purple ooze.
Pool (Ex): Multiple oozes can join up, forming a larger specimen. This is especially deadly when used with the attack from below ability, creating large flows and moats that surround their prey.
Tuesday, September 02, 2008
Stream Spirit
These water spirits flow into the mortal world from the elemental chaos. They resemble animate waves about the size of a man, with eyes and mouth visible in their foaming features. Found in streams and rivers, they can calmly babble tunes to the weary or cruelly drown the unwary. They are powerful combatants and can knock their foes down and hold them under.
Stream Spirit: Level 7 Brute
medium elemental magical beast (water) - XP 300
Initiative +15 Senses Perception +2
HP 94; Bloodied 47
AC 19, Fortitude 19, Reflex 19, Will 19
Immunity disease, poison; Resist 5 cold
Speed 5
Powers
Wave Slap - (standard melee; at will)
+10 vs. AC; 2d6 + 5 damage, and push 2.
Drowning Tide - (standard; encounter, close blast 2; recharge 5-6)
+8 vs. Reflex, 3d10 + 5 damage, slide 1, knocked prone, and one target is grabbed.
Water Affinity
As long as the Stream Spirit is within 1 square of water it receives a +1 power bonus to attack rolls and damage.
Alignment Unaligned Languages Primordial
Str 16 (+6) Dex 16 (+7) Wis 9 (+2)
Con 14 (+5) Int 7 (+1) Cha 16 (+6)
Tactics: Stream Spirits tend to lurk in bodies of water where they are impossible to distinguish from the water – it is a DC 25 Perception check to detect them before they raise up out of the water to attack. When they do attack they try to push opponents into the water and drown them by grabbing them and holding them under, or simply bludgeoning them to death.
Stream Spirit Lore
A character knows the following with a successful Arcana check:
DC 15: These elemental spirits are unpredictable and can be very dangerous.
Saturday, August 30, 2008
Piranha Swarm
Piranha Swarm - CR 5
neutral Diminutive Animal (swarm, aquatic)
Init +8
Senses: Spot +15
AC: 19 (+4 size, +4 dex, +1 natural)
HP: 44 (HD: 10d8)
Fort: +6 Reflex: +10 Will: +4
Speed: 30 feet
Attack: swarm (4d6)
Special Attacks: Distraction
Space / Reach: 10 ft. / 0 ft.
Special Abilities: immune to weapon damage, swarm traits
Feats: Improved Initiative, Alertness, Combat Reflexes, Lightning Reflexes
Abilities: Str 1 Dex 19 Con 10 Int 1 Wis 10 Cha 4
Distraction (Ex): Any living creature that begins its turn with a piranha swarm in its space must succeed on a DC 14 Fortitude save or be panicked for 1 round. The save DC is Constitution-based.
Stygian Piranha Swarm - CR 10
neutral Diminutive Animal (swarm, aquatic)
Init +8
Senses: Spot +23
AC: 24 (+4 size, +4 dex, +6 natural)
HP: 133 (HD: 20d8 + 40)
Fort: +14 Reflex: +19 Will: +8
Speed: 30 feet
Attack: swarm (8d8)
Special Attacks: Distraction
Space / Reach: 10 ft. / 0 ft.
Special Abilities: immune to weapon damage, swarm traits
Feats: Improved Initiative, Improved Natural Attack, Iron Will, Alertness, Combat Reflexes, Lightning Reflexes, Great Fortitude, Run
Abilities: Str 1 Dex 21 Con 14 Int 1 Wis 10 Cha 4
Distraction (Ex): Any living creature that begins its turn with a piranha swarm in its space must succeed on a DC 19 Fortitude save or be panicked for 1 round. The save DC is Constitution-based.
Thursday, August 28, 2008
Fiendish Orcish Berzerker Horde
First I wanted to get a ballpark of how tough of a creature you get form SM 1-9. A little surveying and I came up with this chart. It's just an average of some monsters you get for each level of the spell.
SM level HD CR
1 1 1
2 2 2
3 4 3
4 6 4
5 8 5
6 10 5-7
7 12 6-9
8 15 8-10
9 18 11-12
Orcish Berzerkers in your game: Feel free to borrow these bruisers for your game. If your players ever end up in archeron, or if they're facing any type of orcish warlord these guys make a great army, or even just a crack squad or extra-bloodthirsty orcs in a group of normal orcs.
For your players, they could just as easily be re-cast as berzerkers from valhalla or another heavenly realm, summoned by a good cleric to help in their battles.
Summon Monster 1 orcish berzerker - CR 1
ce medium outsider
Init +0
Senses: darkvision
AC: 13 (studded leather +3)
HP: 9 (HD: 1d8+1)
Fort: +3 Reflex: +0 Will: -1
Resist cold & fire 5
Spell Resistance 6
Speed: 40 feet
Attack: greataxe +5 (1d12 + 4)
Special Abilities: rage (+2 / +3 to attacks, +1 hp, -2 AC)
Feats: Weapon Focus Greataxe
Skills: Climb +5, Jump +5
Abilities: Str 17 Dex 11 Con 12 Int 6 Wis 8 Cha 6
Equipment: Greataxe, Studded Leather Armor
Summon Monster 2 orcish berzerker - CR 2
ce medium outsider
Init +0
Senses: darkvision
AC: 14 (studded leather +3, natural armor +1)
HP: 13 (HD: 2d8+2)
Fort: +4 Reflex: +0 Will: -1
Resist cold & fire 5
Spell Resistance 7
Speed: 40 feet
Attack: greataxe +6 (1d12 + 4)
Special Abilities: rage (+2 / +3 to attacks, +2 hp, -2 AC)
Feats: Weapon Focus Greataxe
Skills: Climb +5, Jump +6
Abilities: Str 17 Dex 11 Con 12 Int 6 Wis 8 Cha 6
Equipment: Greataxe, Studded Leather Armor
Summon Monster 3 orcish berzerker - CR 3
ce medium outsider
Init +0
Senses: darkvision
AC: 15 (studded leather +3, natural armor +2)
HP: 22 (HD: 4d8+4)
Damage Reduction: 5 / magic
Fort: +5 Reflex: +1 Will: +0
Resist cold & fire 5
Spell Resistance 9
Speed: 40 feet
Attack: greataxe +9 (1d12 + 6)
Special Abilities: rage (+2 / +3 to attacks, +4 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave
Skills: Climb +7, Jump +8
Abilities: Str 18 Dex 11 Con 12 Int 6 Wis 8 Cha 6
Equipment: Greataxe, Studded Leather Armor
Summon Monster 4 orcish berzerker - CR 4
ce medium outsider
Init +0
Senses: darkvision
AC: 16 (studded leather +3, natural armor +3)
HP: 37 (HD: 6d8+6)
Damage Reduction: 5 / magic
Fort: +6 Reflex: +2 Will: +1
Resist cold & fire 5
Spell Resistance 11
Speed: 40 feet
Attack: greataxe +11 (1d12 + 6)
Special Abilities: rage (+2 / +3 to attacks, +6 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave, Power Attack
Skills: Climb +8, Jump +9
Abilities: Str 18 Dex 11 Con 12 Int 6 Wis 8 Cha 6
Equipment: Greataxe, Studded Leather Armor
Summon Monster 5 orcish berzerker - CR 5
ce medium outsider
Init +0
Senses: darkvision
AC: 17 (studded leather +3, natural armor +4)
HP: 44 (HD: 8d8+8)
Damage Reduction: 5 / magic
Fort: +7 Reflex: +2 Will: +1
Resist cold & fire 10
Spell Resistance 13
Speed: 40 feet
Attack: greataxe +13 (1d12 + 6)
Special Abilities: rage (+2 / +3 to attacks, +8 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave, Power Attack
Skills: Climb +9, Jump +10
Abilities: Str 18 Dex 11 Con 13 Int 6 Wis 8 Cha 6
Equipment: Greataxe, Studded Leather Armor
Summon Monster 6 orcish berzerker - CR 6
ce medium outsider
Init +0
Senses: darkvision
AC: 18 (studded leather +3, natural armor +5)
HP: 58 (HD: 10d8+10)
Damage Reduction: 5 / magic
Fort: +8 Reflex: +3 Will: +2
Resist cold & fire 10
Spell Resistance 15
Speed: 40 feet
Attack: greataxe +15 (1d12 + 6 / 19-20 x 2)
Special Abilities: rage (+2 / +3 to attacks, +10 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave, Power Attack, Improved Critical Greataxe
Skills: Climb +10, Jump +11
Abilities: Str 18 Dex 11 Con 13 Int 6 Wis 8 Cha 6
Equipment: Greataxe, Studded Leather Armor
Summon Monster 7 orcish berzerker - CR 8
ce medium outsider
Init +0
Senses: darkvision
AC: 19 (studded leather +3, natural armor +6)
HP: 81 (HD: 12d8+24)
Damage Reduction: 10 / magic
Fort: +10 Reflex: +4 Will: +3
Resist cold & fire 10
Spell Resistance 17
Speed: 40 feet
Attack: greataxe +17 (1d12 + 6 / 19-20 x 2)
Special Abilities: rage (+2 / +3 to attacks, +24 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave, Power Attack, Improved Critical Greataxe
Abilities: Str 18 Dex 11 Con 14 Int 6 Wis 8 Cha 6
Skills: Climb +11, Jump +12
Equipment: Greataxe, Studded Leather Armor
Summon Monster 8 orcish berzerker - CR 10
ce medium outsider
Init +0
Senses: darkvision
AC: 20 (studded leather +3, natural armor +7)
HP: 96 (HD: 15d8+30)
Damage Reduction: 10 / magic
Fort: +11 Reflex: +7 Will: +4
Resist cold & fire 10
Spell Resistance 20
Speed: 40 feet
Attack: greataxe +19 (1d12 + 6 / 19-20 x 2)
Special Abilities: rage (+2 / +3 to attacks, +30 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave, Power Attack, Improved Critical Greataxe, Lightning Reflexes
Skills: Climb +13, Jump +13
Abilities: Str 18 Dex 11 Con 14 Int 6 Wis 8 Cha 6
Equipment: Greataxe, Studded Leather Armor
Summon Monster 9 orcish berzerker - CR 12
ce medium outsider
Init +1
Senses: darkvision
AC: 23 (dex +1, studded leather +3, natural armor +9)
HP: 111 (HD: 18d8+36)
Damage Reduction: 10 / magic
Fort: +13 Reflex: +9 Will: +7
Resist cold & fire 10
Spell Resistance 23
Speed: 40 feet
Attack: greataxe +23 (1d12 + 6 / 19-20 x 2)
Special Abilities: rage (+2 / +3 to attacks, +36 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave, Power Attack, Improved Critical Greataxe, Lightning Reflexes, Iron Will
Skills: Climb +14, Jump +15
Abilities: Str 18 Dex 12 Con 14 Int 6 Wis 8 Cha 6
Equipment: Greataxe, Studded Leather Armor
Sunday, August 24, 2008
Dustling
These are the dust devils that we think of.They are actually the minions of dust devils, trapped in a pact that required them to become indentured servants of these devils.
Dustling
Size/Type: Small Elemental (Air, Extraplanar)
Hit Dice: 1d8 (5 hp)
Initiative: +4
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Slam +3 melee (1d4)
Full Attack: Slam +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flyby
Special Qualities: elemental traits
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Skills: Spot +3
Feats: Flyby Attack
Environment: Elemental Plane of Air, deserts
Organization: Solitary or Swarms
Challenge Rating: 1/2
Treasure: None
Alignment: Usually neutral
Advancement: 2 HD (Small)
Level Adjustment: —
Combat
They live in a perpetual whirlwind state, allowing them to make flyby attacks against their opponents.
Wednesday, August 20, 2008
Dust Monster
Dust Monster
Size/Type: Medium Aberration (Time)
Hit Dice: 8d8+5 (42 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/+3
Attack: Antennae touch +3 melee (dust)
Full Attack: Antennae touch +3 melee (dust) and bite -2 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dust
Special Qualities: Darkvision, scent
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 10, Dex 18, Con 13, Int 2, Wis 13, Cha 8
Skills: Listen +7, Spot +7
Feats: Alertness, Track
Environment: Underground
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: —
The hide of these creatures varies in color from a white underside to a yellowish tan upper back. A dust monster's prehensile antennae can turn any item to dust on contact.
Like its distant cousin, the rust monster, the typical dust monster measures 5 feet long and 3 feet high, weighing 200 pounds.
Dust monsters serve beings who can control time with greater power and precision than them, usually serving as a line of defense in their towers and lairs.
Combat
A dust monster can sense an object from up to 90 feet away. When it detects one, it dashes toward the source and attempts to strike it with its antennae. The creature is relentless, chasing characters over long distances if they still possess intact objects but usually ceasing its attacks to devour a freshly meal just turned to dust.
The creature targets the largest object available, striking first at armor, then at shields and smaller items. It prefers ferrous metals (steel or iron) over precious metals (such as gold or silver) but will devour any object if given the opportunity.
Dust (Ex): A dust monster that makes a successful touch attack with its antennae causes the target object to turn to dust, blowing away or falling into a pile on the floor and becoming useless immediately. The touch can destroy up to a 10-foot cube of an object instantly. Magic armor and weapons, and other magic items, must succeed on a DC 17 Reflex save or be affected. The save DC is Constitution-based and includes a +4 racial bonus. Time warded objects are not affected.
No make whole or mend spells can repair the object; it is simply lost to the ages.
Any weapon that deals damage to a dust monster turns to dust immediately. Flesh is not affected.
Sunday, August 10, 2008
Stalking Eye
Stalking Eye CR 13
lawful evil with chaotic tendencies
Large Aberration
Init: +3 Senses: darkvision 60'
Listen -2 Spot +22
Languages: Telepathy 60' and either common or none
AC: 26 (-1 size, +3 dex, +14 natural)
HP: 101 (12d8+44)
Defenses: SR 18, DR 5 / good
Saves: Fort: +9 Ref: +7 Will: +11
Speed: 5 ft., fly 20 ft.
Attack: Lightning Touch +9 ranged touch and bite +7 melee (2d4)
Full Attack: Lightning Touch +9 ranged touch and bite +7 melee (2d4)
Attack Options: Lightning Touch, Spells
Space / Reach: 10ft. / 5ft.
Base Attack: +8 Grapple: +12
SQ: DR 5/good, SR 18, All-around vision, flight
SA: spell like abilities: blur
Feats: Alertness, Flyby Attack, Great Fortitude, Ability Focus (Otherworldly Gaze), Quicken Spell-Like Ability (Blur)
Abilities: Str: 11 Dex: 16 Con: 18 Int: 16 Wis: 14 Cha: 15
Skills: Hide +10, Knowledge (arcana) +13, Knowledge (planes) +8, Search +18, Spot +22, Survival +6
Spell-like abilities: 1/day - blur (caster level 8)
DR: 5 / lawful (axiomatic)
Spell Resistance: 18
Combat
Stalking eyes will focus their otherworldly gaze on their prey, then close into melee with their claws and lightning touch, using their smaller eyes to affect their opponents and heal themselves.
Lightning Touch (Su): Stalking Eyes of the old ones can generate, as a free action, a burst of electricity from within their bodies that damages and may stun their victims. The touch deals 1d8 points of electricity damage and stuns the target for 1d4 rounds. A DC 21 Fortitude save avoids the stun effect - the save is constitution based. They may use this ability once per round, delivered by melee attack.
Otherworldly Gaze (Su): As a standard action begotten can focus their otherworldly gaze upon a mortal creature and create a haze of confusion as the spell. A DC 18 will save is required to avoid this confusion (save is wisdom based), which lasts as long as the begotten concentrates upon it. This is a mind-affecting ability.
The stalking eye also has a series of small eyes, each of which has its own ability per round, as it gazes at its foes:
Fear: works like the spell, but affects only a single creature.
Inflict Critical Wounds: (ranged, 30 ft.) inflicts 4d8+10 points of damage (Will half).
Cure Critical Wounds: heals 4d8+10 point of damage.
Slow: like the spell, but only affects one creature.
Dispel Magic: like the spell.
Fireball: like the spell.

