Alternate World Creatures

The houserules and entities of Kain Darkwind

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Re: Alternate World Creatures

Postby Kain Darkwind » Mon Aug 11, 2008 1:12 am

Mastodon
Huge Animal
Hit Dice:
13d8 + 71 (165 hp)
Initiative: +0
Speed: 40 ft.
Armor Class: 16 (+8 natural, -2 size), touch 8, flat-footed 16, combat 44
Base Attack/Combat: +9/+29
Attack: Gore +20 melee (3d8 + 18 /19-20)
Full Attack: Slam +19 melee (2d8 + 12) and 2 stamps +17 melee (2d6 + 6) or gore +20 melee (3d8 + 18 /19-20)
Space/Reach: 15 ft. /10 ft. (15 ft. with gore)
Special Attacks: Fling, improved grab, trample
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +8, Will +7
Abilities: Str 34, Dex 11, Con 25, Int 6, Wis 13, Cha 7
Skills: Knowledge (nature) +5, Perception +12, Survival +5
Feats: Cold Endurance, Endurance, Improved Critical (gore), Iron Will, Multiattack, Power Attack, Toughness, Weapon Focus (gore)
Climate/Terrain: Warm plains
Organization: Solitary or herd (6-30)
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 14-26 HD (Huge)

Fling (Ex): A mastodon can fling a foe pinned by its trunk. The foe is flung up to 20 ft., takes 2d6 + 12 damage and is knocked prone.

Improved Grab (Ex): A mastodon must hit with its slam attack to use this ability, if it hits, it can make a combat maneuver check to grapple as a free action. Should the mastodon pin its foe, it can fling.

Trample (Ex): 2d12 + 18, Reflex DC 28 half
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Re: Alternate World Creatures

Postby Kain Darkwind » Mon Aug 11, 2008 1:12 am

Allosaurus
Huge Animal
Hit Dice:
10d8 + 63 (108 hp)
Initiative: +6
Speed: 50 ft.
Armor Class: 15 (+2 Dex, +5 natural, -2 size), touch 10, flat-footed 13, combat 38
Base Attack/Combat: +7/+23
Attack: Bite +14 melee (2d8 + 16)
Full Attack: Bite +14 melee (2d8 + 16) and 2 claws +11 melee (2d4 + 4)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Improved grab, rake, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +9, Will +5
Abilities: Str 26, Dex 14, Con 21, Int 2, Wis 15, Cha 10
Skills: Perception +14, Survival +6
Feats: Improved Initiative, Multiattack, Power Attack, Run, Toughness, Weapon Focus (bite)
Climate/Terrain: Warm marshes
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)

Improved Grab (Ex): To use this ability, an allosaurus must hit an opponent of Large size or smaller 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 try to swallow the foe the following round or make two rake attacks each round in addition to its other attacks.

Rake (Ex): +13 melee, damage 2d8 + 4

Swallow Whole (Ex): An allosaurus can try to swallow a grabbed opponent of Medium size or smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the allosaurus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge allosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
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Re: Alternate World Creatures

Postby Kain Darkwind » Mon Aug 11, 2008 1:13 am

Numa (Lion)
Large Animal
Hit Dice:
5d8 + 10 (32 hp)
Initiative: +3
Speed: 40 ft.
Armor Class: 15 (+3 Dex, +3 natural, -1 size), touch 12, flat-footed 12, combat 27
Base Attack/Combat: +3/+12
Attack: Claw +7 melee (1d4 + 5)
Full Attack: 2 claws +7 melee (1d4 + 5) and bite +6 melee (1d8 + 2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Improved grab, pounce, rake
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 21, Dex 17, Con 15, Int 4, Wis 13, Cha 6
Skills: Acrobatics +8, Perception +7, Stealth +8*
Feats: Multiattack, Run, Weapon Focus (bite)
Climate/Terrain: Warm plains
Organization: Solitary, pair or pride (6-12)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 6-10 HD (Large)

Improved Grab (Ex): To use this ability, a lion 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 lion charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): +7 melee, damage 1d4+2.

Skills: Lions have a +4 racial bonus on Acrobatics and Stealth checks. *In areas of tall grass or heavy undergrowth, the Stealth bonus improves by an additional +8.
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Re: Alternate World Creatures

Postby Kain Darkwind » Mon Aug 11, 2008 1:13 am

Dire Lion
Huge Animal
Hit Dice:
10d8 + 60 (105 hp)
Initiative: +7
Speed: 40 ft.
Armor Class: 19 (+3 Dex, +8 natural, -2 size), touch 11, flat-footed 16, combat 49
Base Attack/Combat: +7/+34
Attack: Claw +16 melee (1d8 + 11)
Full Attack: 2 claws +16 melee (1d8 + 11) and bite +15 melee (2d6 + 7)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Improved grab, pounce, rake
Special Qualities: Low-light vision, scent
Saves: Fort +13, Ref +10, Will +4
Abilities: Str 33, Dex 17, Con 23, Int 4, Wis 13, Cha 10
Skills: Acrobatics +8, Perception +10, Stealth +9*
Feats: Improved Initiative, Multiattack, Power Attack, Run, Weapon Focus (bite), Weapon Specialization (bite)
Climate/Terrain: Warm plains
Organization: Solitary, pair or pride (6-12)
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 11-20 HD (Huge)

Improved Grab (Ex): To use this ability, a dire lion 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 dire lion charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): +16 melee, damage 1d6+5.

Skills: Dire lions have a +4 racial bonus on Acrobatics and Stealth checks. *In areas of tall grass or heavy undergrowth, the Stealth bonus improves by an additional +8.
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Re: Alternate World Creatures

Postby Kain Darkwind » Mon Aug 11, 2008 1:13 am

Grizzly Bear
Large Animal
Hit Dice:
6d8 + 24 (51 hp)
Initiative: +1
Speed: 40 ft.
Armor Class: 15 (+1 Dex, +5 natural, -1 size), touch 10, flat-footed 14, combat 31
Base Attack/Combat: +4/+16
Attack: Claw +12 melee (1d8 + 8)
Full Attack: 2 claws +12 melee (1d8 + 8) and bite +9 melee (2d6 + 4)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 5, Wis 12, Cha 6
Skills: Perception +9, Survival +5, Swim +12
Feats: Endurance, Multiattack, Run, Weapon Focus (claw)
Climate/Terrain: Cold forests
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral
Advancement: 7-12 HD (Large)

Improved Grab (Ex): To use this ability, a bear must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills: Grizzly bears have a +4 racial bonus on Swim checks.
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Re: Alternate World Creatures

Postby Kain Darkwind » Mon Aug 11, 2008 1:13 am

Dire Bear
Huge Animal
Hit Dice:
12d8 + 96 (150 hp)
Initiative: +1
Speed: 40 ft.
Armor Class: 19 (+1 Dex, +10 natural, -2 size), touch 9, flat-footed 18, combat 46
Base Attack/Combat: +9/+31
Attack: Claw +22 melee (2d6 + 16)
Full Attack: 2 claws +22 melee (2d6 + 16) and bite +19 melee (3d6 + 7)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +9, Will +5
Abilities: Str 39, Dex 13, Con 27, Int 5, Wis 12, Cha 10
Skills: Perception +15, Survival +5, Swim +18
Feats: Cleave, Endurance, Multiattack, Power Attack, Run, Weapon Focus (claw), Weapon Specialization (claw)
Climate/Terrain: Cold forests
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Usually neutral
Advancement: 13-36 HD (Huge)

Improved Grab (Ex): To use this ability, a bear must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills: Dire bears have a +4 racial bonus on Swim checks.
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Re: Alternate World Creatures

Postby Kain Darkwind » Mon Aug 11, 2008 1:13 am

Legendary Bear
Large Animal
Hit Dice:
22d8 + 267 (366 hp)
Initiative: +5
Speed: 40 ft.
Armor Class: 25 (+1 Dex, +15 natural, -1 size), touch 10, flat-footed 24, combat 47
Base Attack/Combat: +16/+32
Attack: Claw +31 melee (2d8 + 15)
Full Attack: 2 claws +31 melee (2d8 + 15) and bite +28 melee (3d8 + 7)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +24, Ref +14, Will +19
Abilities: Str 40, Dex 13, Con 32, Int 11, Wis 18, Cha 16
Skills: Perception +25, Survival +25, Swim +31
Feats: Cleave, Endurance, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Run, Toughness, Weapon Focus (claw)
Climate/Terrain: Cold forests
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Usually neutral
Advancement: 23-44 HD (Large)

Improved Grab (Ex): To use this ability, a legendary bear must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills: Legendary bears have a +8 racial bonus on Swim checks.
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Re: Alternate World Creatures

Postby Kain Darkwind » Mon Aug 11, 2008 11:22 am

Brachiosaurus
Colossal Animal
Hit Dice:
32d8 + 323 (467 hp)
Initiative: +0
Speed: 20 ft.
Armor Class: 18 (+16 natural, -8 size), touch 2, flat-footed 18, combat 74
Base Attack/Combat: +24/+59
Attack: Tail +37 melee (4d8 + 32) or power attack tail +18 melee (4d8 + 60) or stomp +35 melee (4d6 + 28)
Space/Reach: 30 ft. /30 ft.
Special Attacks: Trample
Special Qualities: Low-light vision, scent
Saves: Fort +29, Ref +12, Will +15
Abilities: Str 48, Dex 10, Con 29, Int 2, Wis 12, Cha 10
Skills: Perception +28, Survival +18
Feats: Ability Focus (trample), Awesome Blow, Cleave, Endurance, Great Cleave, Great Fortitude, Greater Weapon Focus (tail), Greater Weapon Specialization (tail), Improved Bull Rush, Iron Will, Power Attack, Run, Skill Focus (Perception), Skill Focus (Survival), Toughness, Weapon Focus (tail), Weapon Specialization (tail)
Climate/Terrain: Warm swamps
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Usually neutral
Advancement: 33-64 HD (Colossal)

Trample: 5d12 + 28 damage, Reflex DC 47 half.
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Re: Alternate World Creatures

Postby Kain Darkwind » Mon Aug 11, 2008 2:01 pm

Brontosaurus
Colossal Animal
Hit Dice:
30d8 + 303 (438 hp)
Initiative: +0
Speed: 20 ft.
Armor Class: 16 (+14 natural, -8 size), touch 2, flat-footed 16, combat 70
Base Attack/Combat: +22/+55
Attack: Tail +33 melee (4d8 + 29) or power attack tail +16 melee (4d8 + 54)
Space/Reach: 30 ft. /30 ft.
Special Attacks: Tail sweep, trample
Special Qualities: Low-light vision, scent
Saves: Fort +28, Ref +11, Will +14
Abilities: Str 46, Dex 10, Con 29, Int 2, Wis 12, Cha 10
Skills: Perception +27, Survival +17
Feats: Ability Focus (tail sweep), Awesome Blow, Cleave, Endurance, Great Fortitude, Greater Weapon Focus (tail), Greater Weapon Specialization (tail), Improved Bull Rush, Iron Will, Power Attack, Run, Skill Focus (Perception), Skill Focus (Survival), Toughness, Weapon Focus (tail), Weapon Specialization (tail)
Climate/Terrain: Warm swamps
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Usually neutral
Advancement: 31-60 HD (Colossal)

Tail Sweep (Ex): As a standard action, a brontosaurus can sweep a half-circle with a radius of 30 feet. Gargantuan and smaller creatures take 2d8 + 25 points of damage. (Reflex DC 44 half)

Trample: 4d12 + 25 damage, Reflex DC 42 half.
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Re: Alternate World Creatures

Postby Kain Darkwind » Mon Aug 11, 2008 2:33 pm

Stegosaurus
Huge Animal
Hit Dice:
15d8 + 123 (190 hp)
Initiative: -2
Speed: 20 ft., glide 50 ft.
Armor Class: 21 (-2 Dex, +15 natural, -2 size), touch 6, flat-footed 21, combat 45
Base Attack/Combat: +11/+30
Attack: Tail +21 melee (2d6 + 16 /19-20) or power attack tail +10 melee (2d6 + 32)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Dorsal plates, toss
Special Qualities: Glide, low-light vision, scent
Saves: Fort +18, Ref +7, Will +8
Abilities: Str 32, Dex 6, Con 24, Int 2, Wis 12, Cha 10
Skills: Acrobatics +7, Perception +15, Survival +5
Feats: Endurance, Great Fortitude, Improved Critical (tail), Iron Will, Power Attack, Run, Skill Focus (Perception), Toughness, Weapon Focus (tail)
Climate/Terrain: Warm swamps
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 16-30 HD (Huge)

Dorsal Plates (Ex): As a move action, a stegosaurus can place its dorsal plates between it and a single creature. This grants the stegosaurus a +4 shield bonus to armor class against the chosen creature. Additionally, if the chosen creature attacks the stegosaurus with a non-reach melee weapon or natural weapon, the plates inflict 1d10 slashing damage (Reflex DC 15 half).

Toss: A creature Medium size or smaller hit by the stegosaurus' tail must make a Reflex save (DC 28) or be thrown 30 ft. in a random direction away from the stegosaurus. The creature takes 1d6 damage for being tossed, plus an additional 1d6 damage if it strikes a solid object before it travels the full distance. The tossed creature is prone when it lands.

Glide: A stegosaurus can leap into the air and take flight, gliding short distances by flattening its dorsal fins. It can move forward 50 ft. for every 10 ft. of vertical movement and does not take falling damage.
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Re: Alternate World Creatures

Postby Kain Darkwind » Mon Aug 11, 2008 2:50 pm

Ankylosaurus
Huge Animal
Hit Dice:
13d8 + 120 (178 hp)
Initiative: -2
Speed: 20 ft.
Armor Class: 25 (-2 Dex, +19 natural, -2 size), touch 6, flat-footed 25, combat 42
Base Attack/Combat: +9/+27
Attack: Tail +18 melee (2d8 + 17 /x3) or power attack tail +9 melee (2d8 + 30 /x3)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Counterattack, stun
Special Qualities: Damage reduction 5/piercing, low-light vision, scent
Saves: Fort +18, Ref +6, Will +7
Abilities: Str 30, Dex 6, Con 26, Int 2, Wis 12, Cha 10
Skills: Perception +19, Survival +5
Feats: Endurance, Great Fortitude, Iron Will, Power Attack, Skill Focus (Perception), Toughness, Weapon Focus (tail), Weapon Specialization (tail)
Climate/Terrain: Warm plains
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 14-26 HD (Huge)

Counterattack (Ex): As an immediate action, ankylosaurus can make a tail attack against a creature attacking it in melee. If the counter attack hits, the creature (assuming it isn't stunned, see below) takes a -4 penalty to its attack roll.

Stun (Ex): A creature struck by an ankylosaurus's tail must make a Fortitude save (DC 26) or be stunned for one round.
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Re: Alternate World Creatures

Postby Kain Darkwind » Mon Aug 11, 2008 3:09 pm

Triceratops
Huge Animal
Hit Dice:
16d8 + 147 (219 hp)
Initiative: -1
Speed: 30 ft.
Armor Class: 20 (-1 Dex, +13 natural, -2 size), touch 7, flat-footed 20, combat 46
Base Attack/Combat: +12/+31
Attack: Gore +22 melee (2d8 + 16 /19-20/x3) or power attack gore +11 melee (2d8 + 32 /19-20/x3)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Powerful charge, toss, trample
Special Qualities: Low-light vision, scent
Saves: Fort +20, Ref +9, Will +8
Abilities: Str 32, Dex 9, Con 26, Int 2, Wis 12, Cha 10
Skills: Perception +19, Survival +5
Feats: Ability Focus (toss), Endurance, Great Fortitude, Improved Critical (gore), Iron Will, Power Attack, Run, Toughness, Weapon Focus (gore)
Climate/Terrain: Warm plains
Organization: Solitary, pair or herd (4-20)
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 17-32 HD (Huge)

Powerful Charge (Ex): A triceratops deals double damage with its gore on a charge.

Toss: A creature Large size or smaller hit by the triceratops' gore must make a Reflex save (DC 33) or be thrown 30 ft. in a random direction away from the triceratops. The creature takes 1d6 damage for being tossed, plus an additional 1d6 damage if it strikes a solid object before it travels the full distance. The tossed creature is prone when it lands.

Trample: 2d12 + 15 damage, Reflex DC 31 half
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Re: Alternate World Creatures

Postby Kain Darkwind » Wed Aug 13, 2008 1:16 pm

Owl
Tiny Animal
Hit Dice:
1d8 + 1 (5 hp)
Initiative: +3
Speed: 10 ft., fly 60 ft. (average)
Armor Class: 17 (+3 Dex, +2 natural, +2 size), touch 15, flat-footed 14, combat 9
Base Attack/Combat: +0/-6
Attack: Talon +5 melee (1d3-2)
Full Attack: 2 talons +5 melee (1d3-2) and bite +0 melee (1d3-2)
Space/Reach: 2 1/2 ft. /0 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 6, Dex 17, Con 12, Int 3, Wis 18, Cha 6
Skills: Fly +7, Perception +12, Stealth +17
Feats: Fly-by Attack, Weapon Finesse*
Climate/Terrain: Temperate forests
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Usually neutral
Advancement: 2-3 HD (Small)

Improved Grab (Ex): To use this ability, an owl must hit with its talon 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. An owl can lift up to 10 lbs as a light load.

Skills: Owls have a +8 racial bonus on Perception checks and a +14 racial bonus on Stealth checks.
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Re: Alternate World Creatures

Postby Kain Darkwind » Wed Aug 27, 2008 12:04 am

Agathinon
Medium Outsider (Aasimon, Good)
Hit Dice:
4d8 + 16 (34 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 23 (+4 armor, +3 Dex, +4 natural, +2 shield), touch 13, flat-footed 20, combat 23
Base Attack/Combat: +4/+8
Attack: Longsword +9 melee (1d8 + 4 /19-20) or slam +8 melee (1d6 + 6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Channel, spell-like abilities, spells, superior shapechange
Special Qualities: Damage reduction 5/evil, darkvision, low-light vision, immunity to death effects, disintegration and energy drain, resistance to acid 10, cold 10 and electricity 10, spell resistance 17
Saves: Fort +8 (+12 against poison), Ref +7, Will +7
Abilities: Str 18, Dex 16, Con 18, Int 15, Wis 17, Cha 15
Skills: Acrobatics +10, Climb +11, Diplomacy +11, Intimidate +9, Knowledge (the planes) +9, Knowledge (religion) +9, Perception +9, Sense Motive +10, Spellcraft +9, Swim +11
Feats: Holy Tongue, Power Attack
Environment: Any Upper plane
Organization: Solitary, pair or squad (3-6)
Challenge Rating: 4
Treasure: Possessions
Alignment: Always good (any)
Advancement: 5-12 HD (Medium)

An agathinon’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction or regeneration.

Channel (Su): An agathinon can channel positive energy in a 30 ft. sphere, healing 2d6 damage. (Will DC 14 half) Undead failing their Will saves are panicked for 1d4+4 rounds. An agathinon can exclude beings from this effect if it chooses.

Spell-like Abilities: Always active – detect evil, tongues; at will—aid, clairaudiance/clairvoyance, detect magic, hold monster (DC 17); 3/day – cure serious wounds (DC 15), plane shift (DC 19). Caster level 4th.

Spells: Agathinon cast spells as 4th level clerics with access to the Good and War domains. (Plus any from its patron)
Spells per day: 5/4/4 (DC 13 + spell level)

Superior Shapechange (Su): An agathinon can take the shape of any creature possessing no more than twice its HD. It gains the size, reach, extraordinary and natural attacks of that creature, but retains its own statistics, including ability scores. An agathinon can use this ability to take the shape of an inanimate object. Evil creatures touching an agathinon in this form suffer 1d12 points of damage; those carrying it suffer one negative level.

Possessions: Masterwork longsword, heavy shield, masterwork scale mail.
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Re: Alternate World Creatures

Postby Kain Darkwind » Wed Aug 27, 2008 12:05 am

Movanic Deva
Medium Outsider (Aasimon, Good)
Hit Dice:
8d8 + 32 (68 hp)
Initiative: +9
Speed: 40 ft., fly 90 ft. (good)
Armor Class: 23 (+5 Dex, +8 natural), touch 15, flat-footed 23, combat 27
Base Attack/Combat: +8/+12
Attack: Greatsword +13 melee (2d6 + 7 plus 1d6 fire /19-20/x2 plus 1d10 fire) or wing +12 melee (1d4 + 4) or ray +13 ranged touch (1d6 + 2 energy)
Full Attack: Greatsword +13/+8 melee (2d6 + 7 plus 1d6 fire /19-20/x2 plus 1d10 fire) and 2 wings +7 melee (1d4 + 4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Deflect, spell-like abilities, spells
Special Qualities: Damage reduction 5/evil, darkvision, low-light vision, immunity to cold, electricity, negative energy, positive energy* and petrification, protective aura, resistance to fire 10, spell resistance 22, uncanny dodge, wild empathy
Saves: Fort +10 (+14 against poison), Ref +11, Will +9
Abilities: Str 18, Dex 20, Con 18, Int 17, Wis 16, Cha 18
Skills: Acrobatics +16, Diplomacy +17, Fly +20, Intimidate +15, Knowledge (nature) +14, Knowledge (the planes) +14, Knowledge (religion) +14, Perception +22, Sense Motive +14, Spellcraft +14, Stealth +16
Feats: Combat Reflexes, Flyby Attack, Holy Tongue, Improved Initiative, Power Attack
Environment: Any Upper plane or Mortal Coil
Organization: Solitary, pair or squad (3-6)
Challenge Rating: 8
Treasure: Possessions
Alignment: Always good (any)
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
Level Adjustment: +8

A movanic deva’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction or regeneration.

Deflect (Ex): A movanic deva can deflect ranged attacks (including ranged spells, not just spells that require a ranged attack roll) as an attack of opportunity. The movanic deva must make an attack roll which equals or exceeds the attack roll or spell DC, success negates the attack. If the deva beats the attack roll or DC by 5 or more, the attack is reflected back at the attacker, using the deva's attack roll to determine the attack or DC of the effect.

Spell-like Abilities: Always active – discern lies (DC 18), sanctuary (DC 15), tongues; at will—aid, continual flame, create food and water, death ward, detect evil, polymorph; 3/day – atonement, cure serious wounds (DC 17), daylight, ethereal jaunt, holy smite (DC 17), panacea (DC 18), plane shift[/i] (DC 20); 1/day — commune, hallow, raise dead. Caster level 8th.

Spells: Movanic devas cast spells as 8th level evokers.
Spells per day: 5/5/4/4/2 (DC 13 + spell level)
Evoker: Movanic devas deal +2 damage with Evocations. They can produce a wall of energy that deals acid, cold, electricity or fire damage for 8 rounds a day. The effect is otherwise identical to wall of fire.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil and a lesser globe of invulnerability, both with a radius of 20 feet. This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits are not included in the movanic deva's stat block.)

Uncanny Dodge (Ex): A movanic deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked. This ability functions at a level equal to the movanic deva's HD.

Skills: Movanic devas have a +8 racial bonus to Perception checks.

Possessions: Flametongue.
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Re: Alternate World Creatures

Postby Kain Darkwind » Wed Aug 27, 2008 12:05 am

Monadic Deva
Medium Outsider (Aasimon, Good)
Hit Dice:
10d8 + 60 (105 hp)
Initiative: +3
Speed: 40 ft., fly 90 ft. (good)
Armor Class: 27 (+3 Dex, +14 natural), touch 13, flat-footed 27, combat 31
Base Attack/Combat: +10/+18
Attack: Heavy mace +21 melee (1d8 + 15) or wing +18 melee (1d6 + 8)
Full Attack: Heavy mace +21/+16 melee (1d8 + 15) and 2 wings +13 melee (1d6 + 8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Channel, spell-like abilities
Special Qualities: Damage reduction 10/evil, darkvision, low-light vision, immunity to acid, cold, electricity, fire, ability damage, ability drain and petrification, protective aura, resistance to sonic 10, spell resistance 24, uncanny dodge
Saves: Fort +13 (+17 against poison), Ref +10, Will +10
Abilities: Str 27, Dex 16, Con 22, Int 17, Wis 17, Cha 19
Skills: Acrobatics +16, Diplomacy +19, Fly +20, Knowledge (nature) +18, Knowledge (the planes) +16, Knowledge (religion) +16, Perception +24, Sense Motive +16, Spellcraft +16, Stealth +16, Survival +16
Feats: Ability Focus (stun), Cleave, Flyby Attack, Holy Tongue, Power Attack
Environment: Any Upper plane or elemental plane.
Organization: Solitary, pair or squad (3-6)
Challenge Rating: 10
Treasure: Possessions
Alignment: Always good (any)
Advancement: 11-20 HD (Medium); 21-30 HD (Large)
Level Adjustment: +9

A monadic deva’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction or regeneration.

Channel (Su): As a standard action, a monadic deva can unleash a 30 ft. sphere of energy dealing 5d6 acid, cold, electricity or fire damage. A Will save (DC 19) halves the damage. Any elemental failing its save (regardless of damage dealt) is immediately charmed by the deva.

Spell-like Abilities: Always active – death ward, discern lies (DC 19), tongues; at will—aid, continual flame, create food and water, detect evil, hold monster (DC 19), mirror image, polymorph; 3/day – atonement, cure critical wounds (DC 18), daylight, dispel magic, ethereal jaunt, holy smite (DC 18), panacea (DC 19), plane shift[/i] (DC 21); 1/day — commune, dispel evil (DC 19), hallow, holy aura (DC 23), raise dead. Caster level 10th.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil and a lesser globe of invulnerability, both with a radius of 20 feet. This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits are not included in the monadic deva's stat block.)

Uncanny Dodge (Ex): A monadic deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked. This ability functions at a level equal to the monadic deva's HD.

Skills: Monadic devas have a +8 racial bonus to Perception checks.

Possessions: Mace of smiting.
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Re: Alternate World Creatures

Postby Kain Darkwind » Wed Aug 27, 2008 12:05 am

Astral Deva
Medium Outsider (Aasimon, Good)
Hit Dice:
13d8 + 65 (123 hp)
Initiative: +9
Speed: 50 ft., fly 100 ft. (good)
Armor Class: 34 (+4 deflection, +5 Dex, +15 natural), touch 19, flat-footed 34, combat 35
Base Attack/Combat: +13/+20
Attack: Heavy mace +23 melee (1d8 + 13) or slam +20 melee (1d8 + 5)
Full Attack: Heavy mace +23/+18/+13 melee (1d8 + 13) and 2 wings +15 melee (1d4 + 2) or 2 slams +20 melee (1d8 + 5) and 2 wings +15 melee (1d4 + 2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, stun
Special Qualities: Damage reduction 10/greater magic and evil, darkvision, low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 27, uncanny dodge
Saves: Fort +19 (+23 against poison), Ref +17, Will +17
Abilities: Str 25, Dex 20, Con 20, Int 19, Wis 20, Cha 21
Skills: Craft (woodworking) +20, Diplomacy +23, Escape Artist +21, Fly +25, Intimidate +21, Knowledge (the planes) +20, Knowledge (religion) +20, Linguistics +20, Perception +29, Sense Motive +21, Spellcraft +20, Stealth +21
Feats: Ability Focus (stun), Cleave, Flyby Attack, Great Fortitude, Holy Tongue, Improved Initiative, Power Attack
Environment: Any Upper plane
Organization: Solitary, pair or squad (3-5)
Challenge Rating: 13
Treasure: Possessions
Alignment: Always good (any)
Advancement: 14-30 HD (Medium); 31-39 HD (Large)
Level Adjustment: +8

An astral deva’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction or regeneration.

Spell-like Abilities: Always active – death ward, discern lies (DC 19), holy aura (DC 23), see invisibility, tongues; at will—aid, continual flame, detect evil, dispel evil (DC 20), greater dispel magic, holy smite (DC 19), holy word (DC 22), invisibility, panacea (DC 19), plane shift (DC 22), polymorph, remove curse (DC 18); 1/day — blade barrier (DC 21), heal (DC 21). Caster level 13th.

Stun (Su): If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 25 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil and a lesser globe of invulnerability, both with a radius of 20 feet. This aura can be dispelled, but the angel can create it again as a free action on its next turn. (Although the defensive benefits are not included in the astral deva's stat block, its always active holy aura generally supersedes them.)

Uncanny Dodge (Ex): An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked. This ability functions at a level equal to the astral deva's HD.

Skills: Astral devas have a +8 racial bonus to Perception checks.

Possessions: +3 heavy mace of disruption
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Re: Alternate World Creatures

Postby Kain Darkwind » Wed Aug 27, 2008 3:55 am

Warden
Large Outsider (Archon, Good, Lawful)
Hit Dice:
8d8 + 40 (76 hp)
Initiative: +4
Speed: 40 ft.
Armor Class: 29 (+8 armor, +12 natural, -1 size), touch 9, flat-footed 28, combat 33
Base Attack/Combat: +8/+18
Attack: Slam +16 melee (1d8 + 9)
Full Attack: 2 slams +16 melee (1d8 + 9) and headbutt +11 melee (2d6 + 4)
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Gut punch, spell-like abilities
Special Qualities: Aura of menace, damage reduction 10/evil and silver, darkvision, immunity to electricity and petrification, know alignment, low-light vision, scent, spell resistance 23, uncanny dodge
Saves: Fort +11 (+15 vs poison), Ref +6, Will +11
Abilities: Str 28, Dex 11, Con 20, Int 12, Wis 16, Cha 12
Skills: Climb +20, Diplomacy +14, Knowledge (religion) +12, Knowledge (the planes) +12, Perception +22, Sense Motive +14, Spellcraft +12, Survival +14, Swim +20
Feats: Holy Tongue, Improved Initiative, Iron Will, Power Attack
Climate/Terrain: Heaven
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 8
Treasure: Possessions
Alignment: Always lawful good
Advancement: 9-18 HD (Large), 19-24 HD (Huge)


Gut Punch (Ex): If a warden hits a creature with both slams in a single round, he takes the opportunity to follow up with a shot to the stomach, dealing 2d8 + 13 damage and requiring a Fortitude save (DC 23) to avoid nausea for 1 round.

Spell-like Abilities: Always active – magic circle against evil, see invisibility, tongues; at will- aid, continual flame, detect scrying, detect thoughts (DC 13), greater teleport, locate creature, scrying (DC 16), true strike; 3/day- shield of the archons, true seeing. Caster level 8th

Aura of Menace: Will save DC 17

Know Alignment (Su): A warden automatically knows the true alignment of any creature within 60 ft. Effects which mask one's alignment are useless against this power.

Uncanny Dodge (Ex): A warden retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked. This ability functions at a level equal to the warden's HD.

Skills: Warden archons have a +8 racial bonus on Perception checks.

Possessions: Masterwork plate mail.
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Re: Alternate World Creatures

Postby Kain Darkwind » Wed Aug 27, 2008 3:55 am

Sentinal
Large Outsider (Archon, Good, Lawful)
Hit Dice:
10d8 + 40 (85 hp)
Initiative: +9
Speed: 30 ft., fly 90 ft. (good)
Armor Class: 24 (+5 Dexterity, +10 natural, -1 size), touch 14, flat-footed 19, combat 29
Base Attack/Combat: +10/+14
Attack: Spear +12 melee (2d6 + 4 /x3) or talon +12 melee (1d8 + 3) or eye beams +13 ranged touch (petrification, Fort DC 21)
Full Attack: Spear +12 melee (2d6 + 4 /x3) and 2 talons +7 melee (1d8 + 3)
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Eye rays, powerful charge, spell-like abilities
Special Qualities: Aura of menace, damage reduction 10/evil and silver, darkvision, immunity to electricity and petrification, low-light vision, spell resistance 23
Saves: Fort +11 (+15 vs poison), Ref +12, Will +14
Abilities: Str 16, Dex 20, Con 18, Int 17, Wis 25, Cha 15
Skills: Diplomacy +17, Escape Artist +18, Fly +22, Handle Animal +15, Knowledge (nature) +13, Knowledge (religion) +11, Knowledge (the planes) +16, Perception +28, Sense Motive +20, Spellcraft +16, Stealth +18, Survival +20
Feats: Ability Focus (eye rays), Flyby Attack, Holy Tongue, Improved Initiative, Power Attack
Climate/Terrain: Heaven
Organization: Solitary, pair, or swoop (3-5)
Challenge Rating: 9
Treasure: Possessions
Alignment: Always lawful good
Advancement: 11-20 HD (Large), 21-30 HD (Huge)


Eye Beams (Su): As flesh to stone, Fortitude DC 21 negates. Constitution based.

Powerful Charge (Ex): A sentinel archon can deal double damage with its talons or spear if it makes an aerial charge. If it hits with its talons, it can grapple without provoking an attack of opportunity and continue its movement if it has any left.

Spell-like Abilities: Always active – freedom of movement, magic circle against evil, speak with animals, tongues; at will- calm animals (DC 13), charm animal (DC 13), dispel magic, faerie fire, greater teleport, stone to flesh (no risk of death); 3/day- dismissal (DC 16), find the path, panacea[/i] (DC 17); 1/day- divine power, reincarnate. Caster level 10th

Aura of Menace: Will save DC 19

Skills: Sentinel archons have a +8 racial bonus on Perception checks.
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Re: Alternate World Creatures

Postby Kain Darkwind » Wed Aug 27, 2008 2:26 pm

Trumpet
Medium Outsider (Archon, Good, Lawful)
Hit Dice:
12d8 + 72 (126 hp)
Initiative: +8
Speed: 40 ft., fly 90 ft. (good)
Armor Class: 28 (+4 Dexterity, +14 natural), touch 14, flat-footed 24, combat 32
Base Attack/Combat: +12/+17
Attack: Greatsword +21 melee (2d6 + 11 /19-20) or wing +17 melee (1d8 + 5) or trumpet +17 ranged touch (5d6 sonic)
Full Attack: Greatsword +21/+16/+11 melee (2d6 + 11 /19-20) and 2 wings +17 melee (1d8 + 5)
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Spell-like abilities, spells, trumpet
Special Qualities: Aura of menace, damage reduction 10/evil and silver, darkvision, immunity to electricity and petrification, low-light vision, spell resistance 26
Saves: Fort +14 (+18 vs poison), Ref +12, Will +14
Abilities: Str 20, Dex 19, Con 23, Int 20, Wis 22, Cha 20
Skills: Diplomacy +22, Escape Artist +19, Fly +23, Handle Animal +20, Knowledge (religion) +20, Knowledge (the planes) +20, Perception +21, Perform (wind instruments) +20, Ride +19, Sense Motive +21, Spellcraft +20, Stealth +19, Survival +21
Feats: Cleave, Combat Reflexes, Flyby Attack, Holy Tongue, Improved Initiative, Power Attack
Climate/Terrain: Heaven
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 12
Treasure: Possessions
Alignment: Always lawful good
Advancement: 13-26 HD (Medium), 27-36 HD (Large)


Spell-like Abilities: Always active – detect evil, magic circle against evil, tongues; at will- aid, continual flame, greater teleport, message. Caster level 12th

Spells: Trumpets cast spells as 12th level clerics with access to the domains of Good, Law and either Air, Destruction or War. (plus any from its patron)
Spells per day (0-6th): 6/6/6/5/4/4/3 (DC 16 + spell level)

Trumpet (Su): As a standard action, the archon can blow a paralyzing blast on its trumpet. All creatures except archons within 100 feet of the blast must succeed on a Fortitude save (DC 19) or be paralyzed for 1d4 rounds. The save DC is Charisma-based. The archon can also command its trumpet to become a +4 greatsword as a free action.

Aura of Menace: Will save DC 23

Possessions: Archon's trumpet. Can become a +4 greatsword or used to make a ranged touch attack dealing 5d6 sonic damage. Trumpet archons can use a paralyzing blast with the item as well. If stolen, this item becomes a useless chunk of lead until the archon can recover it.
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Re: Alternate World Creatures

Postby Kain Darkwind » Wed Sep 03, 2008 8:00 pm

Vampyre
Medium Monstrous Humanoid (Shapechanger)
Hit Dice:
5d8 + 15 (37 hp)
Initiative: +7
Speed: 40 ft., fly 40 ft. (good)
Armor Class: 21 (+3 Dexterity, +2 insight, +6 natural), touch 15, flat-footed 16, combat 24
Base Attack/Combat: +5/+9
Attack: Claw +9 melee (1d4 + 4)
Full Attack: 2 claws +9 melee (1d4 + 4) and bite +4 melee (1d3 + 2)
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Blood drain, change form, improved grab, pounce
Special Qualities: Damage reduction 10/silver, darkvision, regeneration 1, resistance to cold 10 and electricity 10, scent, sunlight weakness
Saves: Fort +7, Ref +9, Will +3
Abilities: Str 18, Dex 17, Con 16, Int 12, Wis 14, Cha 16
Skills: Acrobatics +11, Bluff +19, Perception +18, Stealth +19
Feats: Combat Reflexes, Improved Initiative, Lightning Reflexes
Climate/Terrain: Any urban
Organization: Solitary or pair
Challenge Rating: 4
Treasure: Possessions
Alignment: Often chaotic evil
Advancement: 6-15 HD (Medium)

Blood Drain (Ex): A vampyre that damages a living creature with its bite attack heals an identical amount of damage.
If a vampyre pins a foe, it can drain blood more effectively, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampyre gains 5 temporary hit points.

Change Form (Ex): A vampyre can take on the form of a bat as a full round action. It can only fly in bat form.

Improved Grab (Ex): A vampyre must hit with both of its claw attacks in a single round to use this ability. If it gets a hold, it can start a grapple as a free action.

Pounce: If a vampyre charges, it can make a full attack.

Regeneration: Silver, fire and spells with the light descriptor deal normal damage to a vampyre.

Sunlight Weakness (Ex): A vampyre is nauseated in natural sunlight or effects which duplicate natural sunlight.
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Re: Alternate World Creatures

Postby Kain Darkwind » Wed Sep 03, 2008 8:13 pm

Loup-garou
Large Monstrous Humanoid (Shapechanger)
Hit Dice:
6d8 + 24 (51 hp)
Initiative: +6
Speed: 50 ft.
Armor Class: 20 (+2 Dexterity, +4 insight, +5 natural, -1 size), touch 15, flat-footed 14, combat 29
Base Attack/Combat: +6/+14
Attack: Claw +12 melee (1d6 + 7)
Full Attack: 2 claws +12 melee (1d6 + 7) and bite +10 melee (1d8 + 3)
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Change form, rend
Special Qualities: Damage reduction 10/silver, darkvision, regeneration 1, resistance to cold 10, scent
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 25, Dex 15, Con 18, Int 8, Wis 18, Cha 13
Skills: Climb +11, Perception +12, Stealth +11
Feats: Improved Initiative, Multiattack, Power Attack
Climate/Terrain: Warm forests
Organization: Solitary, pair, or pack (3-8)
Challenge Rating: 5
Treasure: None
Alignment: Often chaotic evil
Advancement: 7-18 HD (Medium)

Change Form (Ex): A loup-garou can take on the form of a human or wolf as a full round action. Its Str score is reduced by 8 and its Constitution score by 4 in either of these forms.

Rend (Ex): If a loup-garou hits with both claw attacks in a single round, it tears the flesh, dealing an additional 2d6 + 14 damage.

Regeneration: Silver or gold deals normal damage to a loup-garou.
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Re: Alternate World Creatures

Postby Kain Darkwind » Wed Sep 03, 2008 8:49 pm

Werepyre
Image

Large Monstrous Humanoid
Hit Dice:
12d8 + 84 (138 hp)
Initiative: +8
Speed: 50 ft., fly 40 ft. (average)
Armor Class: 29 (+4 Dexterity, +4 insight, +8 natural, +3 profane), touch 15, flat-footed 16, combat 24
Base Attack/Combat: +12/+22
Attack: Claw +20 melee (1d8 + 9 and wounding)
Full Attack: 2 claws +20 melee (1d8 + 9 and wounding) and bite +18 melee (1d10 + 4 and wounding) and 2 wings +18 melee (1d4 + 4)
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Blood drain, improved grab, rend, wounding attack
Special Qualities: Damage reduction 10/silver and good, darkvision, regeneration 5, resistance to acid 20, cold 20 and electricity 20, scent
Saves: Fort +15, Ref +12, Will +8
Abilities: Str 29, Dex 19, Con 24, Int 13, Wis 19, Cha 17
Skills: Fly +19, Intimidate +22, Perception +20, Stealth +20, Survival +10
Feats: Cleave, Combat Reflexes, Fly-by Attack, Improved Initiative, Multiattack, Power Attack
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Often chaotic evil
Advancement: 13-36 HD (Large)

Blood Drain: If a werepyre pins a foe, it can drain blood, dealing 1d6 points of Constitution drain each round the pin is maintained. On each such successful attack, the werepyre gains 5 temporary hit points.

Improved Grab (Ex): A werepyre must hit with both of its claw attacks in a single round to use this ability. If it gets a hold, it can start a grapple as a free action.

Rend (Ex): If a werepyre hits with both claw attacks in a single round, it can tear the flesh, dealing an additional 2d8 + 18 damage. A werepyre can not rend a creature it is using Improved Grab to grapple.

Wounding Attack (Ex): The wounds inflicted by a werepyre's claw and bite attacks deal 1 point of Constitution damage. The werepyre heals 6 hit points with each such attack. Additional hit points are stored as temporary hit points, a werepyre can possess temporary hit points equal to one-half of its maximum hit points. (69 for the typical werepyre)

Regeneration: Holy silvered weapons, fire and spells with the light descriptor deal normal damage to a werepyre.

Skills: Werepyres gain a +8 racial bonus on Intimidate, Perception and Stealth checks.
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Re: Alternate World Creatures

Postby Kain Darkwind » Thu Sep 04, 2008 4:29 pm

Dracopyre
Image

Large Dragon
Hit Dice:
15d12 + 84 (138 hp)
Initiative: +2
Speed: 50 ft., fly 40 ft. (clumsy)
Armor Class: 31 (+2 Dexterity, +2 insight, +14 natural, +4 profane, -1 size), touch 17, flat-footed 27, combat 42
Base Attack/Combat: +15/+27
Attack: Claw +25 melee (1d8 + 11)
Full Attack: 2 claws +25 melee (1d8 + 11) and bite +23 melee (2d6 + 5) and 2 wings +23 melee (1d6 + 5)
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Blood drain, breath weapon
Special Qualities: Blindsight 60 ft., damage reduction 15/silver and good, darkvision, regeneration 5, resistance to acid 20, cold 20, electricity 20 and fire 20, scent
Saves: Fort +18, Ref +11, Will +11
Abilities: Str 32, Dex 15, Con 28, Int 14, Wis 15, Cha 19
Skills: Bluff +22, Fly +16, Intimidate +22, Perception +20, Sense Motive +20, Stealth +20, Survival +20, Use Magic Device +22
Feats: Cleave, Combat Reflexes, Fly-by Attack, Improved Initiative, Multiattack, Power Attack
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Often evil (any)
Advancement: 16-45 HD (Large)

Blood Drain: If a dracopyre pins a foe, it can drain blood, dealing 1d6 points of Constitution drain and 1 negative level each round the pin is maintained. On each such successful attack, the dracopyre gains 10 temporary hit points.

Breath Weapon (Ex): Every 1d4 rounds as a standard action, a dracopyre can breath a 50 ft. line of flaming unholy acid on its foes, dealing 2d10 fire, 2d10 acid and 2d10 unholy damage. (Reflex DC 26 half)

Regeneration: Holy silvered weapons and spells with the [Good] descriptor deal normal damage to a dracopyre.
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Re: Alternate World Creatures

Postby Kain Darkwind » Sat Sep 13, 2008 6:10 pm

Jabberwock
Gargantuan Magical Beast
Hit Dice:
26d10 + 237 (380 hp)
Initiative: +8
Speed: 50 ft., fly 50 ft. (poor)
Armor Class: 35 (+4 Dexterity, +25 natural, -4 size), touch 10, flat-footed 31, combat 58
Base Attack/Combat: +26/+43
Attack: Bite +35 melee (3d10 + 13) or eye rays +26 ranged touch (paralyzation, DC 28)
Full Attack: Bite +35 melee (3d10 + 13) and 2 claws +33 melee (1d10 + 6) and 2 wings +33 melee (2d10 + 6) and tail +33 melee (2d8 + 19)
Space/ Reach: 20 ft. /20 ft.
Special Attacks: Burble, eye rays, knockback, trample
Special Qualities: Blindsight 200 ft., damage reduction 15/greater magic, regeneration 20, spell resistance 30
Saves: Fort +25, Ref +19, Will +15
Abilities: Str 36, Dex 19, Con 26, Int 4, Wis 19, Cha 20
Skills: Fly +16, Perception +20
Feats: Ability Focus (burble), Cleave, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Mobility, Multiattack, Power Attack, Spring Attack, Toughness
Climate/Terrain: Tulgey Wood, Bytopia
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Neutral

Burble (Ex): Victims are confused as per the spell until they can no longer hear the burbling. In addition, they are incapable of verbal communication or utilizing verbal spell components. The jabberwock's burbling fills a 200 ft. radius. A Will save (DC 30) negates the effects. This is a sonic, mind affecting effect.

Eye Rays (Su): As hold monster (caster level 26th), Will DC 28 negates. Charisma based.

Knockback (Ex): A jabberwock makes an automatic combat maneuver check to bull rush an opponent when it strikes with a natural weapon. The jabberwock does not move with the moved creature.

Trample: 3d12 + 19, Reflex DC 31 half

Regeneration: Vorpal weapons deal normal damage to a jabberwock.
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