Author Topic: Norse Bestiary  (Read 12470 times)

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #20 on: December 01, 2012, 03:08:05 PM »
The Vanir:

Vanaheim is not well-detailed in the Sagas.  Thus, I am treating it like the Faerie Realm from British/Celtic myth.  It is inhabited by Eladrin and Fey, primarily (as well as associated magical beasts, as well as animals, etc.)
The Unseelie Court is largely a mirror of the Eladrin Seelie Court, but with the Shadow Creature template applied (as Vanaheim has a dual nature of material plane and shadow plane).

The Faerie Queen is Morwel (from the BoED), though I need to give her Dreamtelling feat from Heroes of Horror.  Her Shadow Creature counterpart must also have this ability. (And she needs a name... Mab!  Queen Mab.)

Explanation of this can be found here.  And here:
(click to show/hide)

Possible idea:  Because merely adding the shadow creature template to a fey or eladrin would make the whole of the Unseelie Court more powerful than the Seelie Court, think about adding the Saint template to all members of the Seelie Court (neither Shadow Creature, nor Saint can technically be applied to Outsiders, so I'm breaking the rule both ways).  This also would alleviate the contradiction of Morwel being an outsider (eladrin) and her daughter Tatiana being a fey.

Very important site: http://creaturecatalog.enworld.org/cc/converted/index.php

"Tatiana" - http://creaturecatalog.enworld.org/cc/converted/view_c.php?CreatureID=1415
(click to show/hide)

Lussina, the Dark Princess: http://creaturecatalog.enworld.org/cc/converted/view_c.php?CreatureID=1614
(click to show/hide)

Question:  Does becoming a Saint (and thus becoming an Outsider) increase BAB, BSB's, and skills for racial HD?  The template does not say. [Note to Self - no, it does not alter those things]


Note to self: Think about making Lussina and Tatiana just Shadow and Saint versions of Lussina. The Faerie Queen (who I have named Tatiana) could be their mother (or older sister), with Morwel (and her shadow counterpart) being the "grandmother" as it were.

Give both of these Fey individuals the Eladrin subtype, and make them outsiders.

Also, when templating Morwel and Faerinaal, note that the designers forgot the base 10 of AC - their AC's should all be 10 higher than they are listed as.
And their deflection and insight bonuses are a mess that make no sense at all (same goes for Gwynharwyf).  Either use the values that are listed, or tie Deflection to Charisma, and Insight to Wisdom (though Morwel seems to use Wis for deflection, and Int for insight...)

Question:  Does becoming a Saint (and thus becoming an Outsider) increase BAB, BSB's, and skills for racial HD?  The template does not say.

Edit: Two more mistakes found with Lussina.  She has taken the Spell Knowledge epic feat, but does not have the two extra spells known that this feat should give her; give her two extra spells known (perhaps Greater Teleport? Plane Shift? True Haste!)
Second, she has the Permanent Emanation epic feat, applied to the spell Blasphemy.  Blasphemy is not an emanation, and thus is not a valid choice for said feat.
I have not made these changes yet.  Probably replace Permanent Emanation with Improved Spell Capacity.  Probably replace the construct-crafting feats with metamagic feats.
« Last Edit: May 24, 2013, 11:22:58 AM by ksbsnowowl »

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #21 on: December 02, 2012, 01:37:41 AM »
Note that the Master of the Hunt in the MM5 has a touch AC that forgets to account for his -1 size penalty.  I have accounted for it below, lowering his touch AC from 32 to 31.
Edit: the size penalty wasn't accounted for in his normal AC either, so I lowered it from 42 to 41.

Wild Hunter (and hounds) from MM5:
(click to show/hide)

Next up, I'll apply the Shadow Creature template to both.  Here:
(click to show/hide)

... and the Saint template:
(click to show/hide)

A Lolth-Touched Lunar Ravager.  I'm merely using Lolth-Touched to easily increase its hit points and attack rolls, especially since these are so far under my party's level.
I've always wanted to like the Lunar Ravager, but never did, preferring the Wild Hunter from Expedition to the Demonweb Pits, or the Master of the Hunt from MM5.  I just couldn't reconcile the floating castles that are their homes.  But I can live with their floating castles being present in the night skies of Vanaheim (where they will be mostly unnoticeable).

Lolth-Touched Lunar Ravager:
(click to show/hide)
« Last Edit: February 18, 2014, 02:06:19 AM by ksbsnowowl »

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #22 on: December 07, 2012, 12:12:01 PM »
I was recently wondering how to utilize Slaad as a type of extraplanar troll.  With the help of Phaedrus, I came up with the idea of them being another "bloodline" that was created by the Primordial Troll breeding with a demon.  Either the progeny of that union was then implanted by a Xill (producing Red Slaad instead of Xill), or the union was with a Xill, and created a Half-Troll Xill (the progeny of which have a 50/50 chance of being a half-troll xill or a Red Slaad), I've not yet made up my mind (probably go with the latter).  Regardless, that started the implantation reproductive process of the Red Slaad, and the rest is history.

Here is a Half-Troll Xill.  Note that corrections have been made to his four claw attacks (attack bonuses were wrong).  Also, he becomes extra nasty because we gave him a bite attack, vastly increasing the chances of paralyzing something.

      Half-Troll Xill
Size/Type:    Medium Giant (Augmented Outsider, Extraplanar)
Hit Dice:    5d8+25 (47 hp) [fast healing 5]
Initiative:    +8
Speed:       40 ft. (8 squares)
Armor Class:    25 (+4 Dex, +11 natural), touch 14, flat-footed 21
BAB/Grapple:    +5/+10
Attack:    Short sword +10 melee (1d6+5/19-20) or claw +10 melee (1d4+5) or longbow +9 ranged (1d8/×3)
Full Attack:    2 short swords +8 melee (1d6+5/19-20, 1d6+2/19-20) and 2 claws +8 melee (1d4+2) and bite +8 melee (1d6+2); or
      2 claws +10 melee (1d4+5) and 2 claws +8 melee (1d4+2) and bite +8 melee (1d6+2); or 2 longbows +5 ranged (1d8/×3)
Space/Reach:    5 ft./5 ft.
Special Attack:   Implant, improved grab, paralysis, Rend 2d4+7
Special Qual:    Darkvision 60 ft., fast healing 5, low-light vision, planewalk, scent, spell resistance 21
Saves:       Fort +9, Ref +8, Will +5
Abilities:    Str 21, Dex 18, Con 21, Int 10, Wis 12, Cha 9
Skills:    Balance +6, Climb +5, Jump +9, Listen +3 [2], Move Silently +8 [4], Spot +3 [2], Tumble +12 [8]
Feats:       Improved Initiative, MultiattackB, Multiweapon Fighting
Environment:    Ethereal Plane
Organization:    Solitary or gang (2-5)
Challenge Rate:   8 [GCR 7]
Treasure:    Standard
Alignment:    Usually neutral evil
Advancement:    6-8 HD (Medium); 9-15 HD (Large)
Level Adjust:    +8

A half-troll xill stands 4 to 5 feet tall and weighs about 250 pounds. Half-troll xills speak Giant and Infernal.

Combat

Half-troll xills are dangerous opponents, attacking with all four limbs. More civilized ones use weapons, usually fighting with two at a time so as to leave two claws free for grab attacks. Xills typically lie in wait on the Ethereal Plane for suitable prey to happen by, then ambush it using their planewalk ability. They make full use of their Tumble skill in combat: Usually, one or two distract physically powerful enemies by attacking, then assuming a defensive stance while their fellows maneuver to advantage.

Implant (Ex): As a standard action, a half-troll xill can lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the egg, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
Improved Grab (Ex): To use this ability, a half-troll xill must hit a Small or smaller creature with one or more claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It receives a +2 bonus on the grapple check for each claw that hits. If it wins the grapple check and maintains the hold in the next round, it automatically bites the foe at that time. This bite deals no damage but injects a paralyzing venom.
Paralysis (Ex): Those bitten by a xill must succeed on a DC 17 Fortitude save or be paralyzed for 1d4 hours. The save DC is Constitution-based.
Planewalk (Su): These planar travelers like to slip between the folds of space to attack enemies as though from thin air. They can cross from the Ethereal Plane with a move action but take 2 rounds to cross back, during which time they are immobile. As a xill fades away, it becomes harder to hit: Opponents have a 20% miss chance in the first round and a 50% miss chance in the second. A xill can planewalk with a willing or helpless creature.
Rend (Ex): If a half-troll xill hits with two or more claw attacks in the same round, it rends the target, automatically dealing 2d4+7 points of damage.
Scent (Ex): Detect within 30 feet (15 ft./60 ft. - down/up wind), note direction as a move action, pinpoint within 5 feet.

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #23 on: January 29, 2013, 12:16:42 AM »
Building up the ranks of my "Vanir."

Here is the "Seelie" (Saint) and "Unseelie" (Shadow) version of the Shiradi Eladrin:

Saint SHIRADI
Large Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice:    12d8+72 (126 hp)
Initiative:    +3
Speed:       40 ft. (8 squares), fly 90 ft. (good)
Armor Class:    30 (–1 size, +3 Dex, +14 natural, +4 insight), touch 17, flatfooted 27   [holy touch]
BAB/Grapple:    +12/+23
Attack:       Large +1 holy spiked chain +19 melee (2d6+11 plus 2d6 holy plus holy touch [1d6 or 1d8]) or
         +18 melee (2d6+10 plus holy touch plus lightshard strike)
Full Attack:    Large +1 holy spiked chain +19/+14/+9 melee (2d6+11 plus 2d6 holy plus holy touch) or
         +18/+13/+8 melee (2d6+10 plus holy touch plus lightshard strike)
Space/Reach:    10 ft./10 ft. (20 ft. with spiked chain)
Special Attack:   Lightshard strike, spell-like abilities, holy touch
Special Qual:   Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., enchantment awareness, eladrin
          subtype, fast healing 6, holy power, immunity to acid, cold, electricity and petrification,
         low-light vision, protective aura, resistance to fire 10, spell resistance 30, tongues, wisdom to AC
Saves:       Fort +14 (+18 against poison), Ref +11, Will +12
Abilities:    Str 24, Dex 16, Con 22, Int 16, Wis 18, Cha 26
Skills:       Concentration +21, Diplomacy +25, Gather Information +25, Heal +18, Intimidate +23, Jump +11, Knowledge (local) +10,
          Knowledge (the planes) +18, Knowledge (religion) +11, Listen +19, Perform (any one) +23,
         Sense Motive +29, Spot +19, Survival +4 (+6 on other planes)
Feats:       Combat Expertise, Combat Reflexes, Consecrate Spell-Like Ability, Exotic Weapon Proficiency
         (spiked chain), Improved Trip
Environment:    Vanaheim
Organization:    Solitary
Challenge Rate:   16 [GCR 15]
Treasure:    No coins; double goods; standard items
Alignment:    Always chaotic good
Advancement:    13–18 HD (Large); 19–36 HD (Huge)
Level Adjust:    +14

Standing 11 feet tall, this heavily muscled, statuesque figure has gleaming bronze skin, wild black hair that seemingly moves of its own accord, pointed ears with serrated lobes, and piercing black eyes. Its features are bold and striking, and its twin bronze wings shine brightly even in faint light. In its hands, it clutches a great spiked chain.

   Shiradis battle for freedom across the planes, helping the oppressed, deceived, and less fortunate wherever they travel. They are in some ways the most morally flexible of all celestials, believing that all creatures are free to act as they see fit as long as their actions do not in turn impinge on the freedoms of others.
   Although they often act on impulse, shiradis fight tirelessly on the side of good, seeking out those conflicts and areas where good creatures cannot act or think freely.
   A shiradi exhibits none of the elflike frailty of other eladrins. In addition to its statuesque humanoid form, it can take the form of a swirling cloud of golden, triangular shards of light.
   Shiradis weigh 400 pounds and speak Celestial, Common, Draconic, and Infernal.

Combat
   Shiradi eladrins do not lightly engage in combat, but when moved to strike against injustice, they attack with unflinching courage and devotion. In the first few rounds of combat, shiradis try to keep their foes within the usually superior reach of their mighty spiked chains while casting beneficial spells such as divine favor and bless weapon. In this manner, they try to take advantage of their reach and multiple attacks of opportunity. Their creative and individualistic nature makes shiradis inventive tacticians, and they use their abilities to surprise foes whenever possible.
   Any weapons a shiradi eladrin wields are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction.

Lightshard Strike (Su): A shiradi that assumes the form of a cloud of light shards can slam an opponent for 2d6 points of
damage. The slam is treated as a ghost touch attack for purposes of hitting incorporeal creatures. In addition, the light shards
also act as a greater dispel magic spell targeted upon the creature (caster level 12th).
Spell-Like Abilities: At will—aid, bless, bless weapon, detect poison, detect undead, greater dispel magic, divine favor, remove curse (DC 23), remove fear (DC 21), remove paralysis (DC 22); 3/day—break enchantment, holy smite (DC 24), restoration (DC 24); 1/day—cloak of chaos (DC 28), heal (DC 24). Caster level 12th.
The save DCs are Charisma-based. Shiradis gain a +10 sacred bonus on caster level checks made to dispel Enchantment spells
or effects when using greater dispel magic or break enchantment.
   The following spell-like abilities are always active on the shiradi: blessed sight*, discern lies (DC 24), and see invisibility. Caster level 14th.
   The following spell-like abilities are usable at will: guidance, resistance, virtue, and bless. A saint’s caster level is equal to its Hit Die total (CL 12th). The save DCs are Charisma-based.
   *New spell described in Chapter 6 of this book.
Alternate Form (Su): A shiradi can shift between its humanoid and “cloud of light shards” forms as a standard
action. In humanoid form, it cannot use its slam attack, but it can fly and use its spell-like abilities and its weapons. In cloud
form, it can fly, make slam attacks, and use spell-like abilities, but it cannot use its weapons.
   A shiradi remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the shiradi revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Enchantment Awareness (Su): Shiradis are automatically aware of Enchantment effects affecting creatures within 20 feet.
Protective Aura (Su): As a free action, a shiradi can surround itself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the shiradi’s Hit Dice.
Skills: Shiradis get a +10 racial bonus on Sense Motive checks.
Armor Class: A saint gains an insight bonus to AC equal to the character’s Wisdom bonus.
Holy Power (Su): The save DCs of any and all of the saint’s special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2 (already factored into DC's).
Holy Touch (Su): A saint’s entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint’s melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and
1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint’s attack.

Of all celestials, eladrins might be the most ready to enter combat, for their ire is easily provoked whenever they witness injustice or oppression. Their chaotic bent also makes them somewhat unpredictable, though they can at least be relied upon to avoid any evil act. Unlike archons, however, they are not preoccupied with avoiding even the appearance of evil.
Immunities: Eladrins are immune to electricity and petrification.
Energy Resistance (Ex): Eladrins have resistance to acid 10 and cold 10.
Tongues (Su): Eladrins can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.




Shadow Creature SHIRADI
Large Outsider (Chaotic, Eladrin, Extraplanar, Evil)
Hit Dice:    12d8+60 (114 hp)
Initiative:    +3
Speed:       60 ft. (12 squares), fly 135 ft. (good)
Armor Class:    26 (–1 size, +3 Dex, +14 natural), touch 13, flatfooted 23
BAB/Grapple:    +12/+23
Attack:       Large +1 unholy spiked chain +19 melee (2d6+11 plus 2d6 unholy) or
         +18 melee (2d6+10 plus lightshard strike)
Full Attack:    Large +1 unholy spiked chain +19/+14/+9 melee (2d6+11 plus 2d6 unholy) or
         +18/+13/+8 melee (2d6+10 plus lightshard strike)
Space/Reach:    10 ft./10 ft. (20 ft. with spiked chain)
Special Attack:   Lightshard strike, spell-like abilities
Special Qual:    Alternate form, damage reduction 10/cold iron or good, darkvision 60 ft., enchantment awareness, eladrin
         subtype, evasion, fast healing 2, immunity to electricity and petrification, low-light vision,
         protective aura, resistance to acid 10 and cold 15, shadow blend, spell resistance 30, tongues
Saves:       Fort +13 (+17 against poison), Ref +11*, Will +11   *evasion
Abilities:    Str 24, Dex 16, Con 20, Int 16, Wis 16, Cha 22
Skills:       Concentration +20, Diplomacy +23, Gather Information +23, Heal +18, Intimidate +21, Jump +19, Knowledge (local) +10,
          Knowledge (the planes) +18, Knowledge (religion) +11, Listen +18, Move Silently +9, Perform
         (any one) +21, Sense Motive +28, Spot +18, Survival +3 (+5 on other planes)
Feats:       Combat Expertise, Combat Reflexes, Consecrate Spell-Like Ability, Exotic Weapon Proficiency
         (spiked chain), Improved Trip
Environment:    Vanaheim
Organization:    Solitary
Challenge Rate:   15 [GCR 14]
Treasure:    No coins; double goods; standard items
Alignment:    Always chaotic evil
Advancement:    13–18 HD (Large); 19–36 HD (Huge)
Level Adjust:    +14

Standing 11 feet tall, this heavily muscled, statuesque figure has gleaming bronze skin, wild black hair that seemingly moves of its own accord, pointed ears with serrated lobes, and piercing black eyes. Its features are bold and striking, and its twin bronze wings shine brightly even in faint light. In its hands, it clutches a great spiked chain.

   Shiradis battle for freedom across the planes, helping the oppressed, deceived, and less fortunate wherever they travel. They are in some ways the most morally flexible of all celestials, believing that all creatures are free to act as they see fit as long as their actions do not in turn impinge on the freedoms of others.
   Although they often act on impulse, shiradis fight tirelessly on the side of good, seeking out those conflicts and areas where good creatures cannot act or think freely.
   A shiradi exhibits none of the elflike frailty of other eladrins. In addition to its statuesque humanoid form, it can take the form of a swirling cloud of golden, triangular shards of light.
   Shiradis weigh 400 pounds and speak Celestial, Common, Draconic, and Infernal.

Combat
   Shiradi eladrins do not lightly engage in combat, but when moved to strike against injustice, they attack with unflinching courage and devotion. In the first few rounds of combat, shiradis try to keep their foes within the usually superior reach of their mighty spiked chains while casting beneficial spells such as divine favor and bless weapon. In this manner, they try to take advantage of their reach and multiple attacks of opportunity. Their creative and individualistic nature makes shiradis inventive tacticians, and they use their abilities to surprise foes whenever possible.
   Any weapons a shiradi eladrin wields are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction.

Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows,
giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Lightshard Strike (Su): A shiradi that assumes the form of a cloud of light shards can slam an opponent for 2d6 points of
damage. The slam is treated as a ghost touch attack for purposes of hitting incorporeal creatures. In addition, the light shards
also act as a greater dispel magic spell targeted upon the creature (caster level 12th).
Spell-Like Abilities: At will—aid, bless, corrupt weapon, detect poison, detect undead, greater dispel magic, divine favor, remove curse (DC 19), remove fear (DC 17), remove paralysis (DC 18); 3/day—break enchantment, unholy blight (DC 20), restoration (DC 20); 1/day—cloak of chaos (DC 24), heal (DC 22). Caster level 12th.
The save DCs are Charisma-based. Shiradis gain a +10 sacred bonus on caster level checks made to dispel Enchantment spells
or effects when using greater dispel magic or break enchantment.
   The following spell-like abilities are always active on the shiradi: blessed sight*, discern lies (DC 20), and see invisibility. Caster level 14th.
   The following spell-like ability is useable once per day: Plane Shift: 1/day, to or from the Plane of Shadow only. Caster level 15th.
   *New spell described in Chapter 6 of this book.
Alternate Form (Su): A shiradi can shift between its humanoid and “cloud of light shards” forms as a standard
action. In humanoid form, it cannot use its slam attack, but it can fly and use its spell-like abilities and its weapons. In cloud
form, it can fly, make slam attacks, and use spell-like abilities, but it cannot use its weapons.
   A shiradi remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the shiradi revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Enchantment Awareness (Su): Shiradis are automatically aware of Enchantment effects affecting creatures within 20 feet.
Protective Aura (Su): As a free action, a shiradi can surround itself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the shiradi’s Hit Dice.
Skills: Shiradis get a +10 racial bonus on Sense Motive checks. Shadow creatures gain a +6 racial bonus on Move Silently checks.

Of all celestials, eladrins might be the most ready to enter combat, for their ire is easily provoked whenever they witness injustice or oppression. Their chaotic bent also makes them somewhat unpredictable, though they can at least be relied upon to avoid any evil act. Unlike archons, however, they are not preoccupied with avoiding even the appearance of evil.
Immunities: Eladrins are immune to electricity and petrification.
Energy Resistance (Ex): Eladrins have resistance to acid 10 and cold 10.
Tongues (Su): Eladrins can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.

Alternate Shadow Creature abilities; any three:
— +2 luck bonus on all saving throws.
—Cause Fear (Sp): 1/day. Caster level 5th. The save DC is Charisma-based.
—Damage reduction 5/magic.
—Evasion, as the rogue class feature.
—Fast healing 2.
—Mirror Image (Sp): 1/day. Caster level 5th.
—Plane Shift (Sp): 1/day, to or from the Plane of Shadow only. Caster level 15th.



Currently I merely changed the good Shiradi's +2 Holy spiked chain into a +2 unholy spiked chain for the shadow Shiradi.  When I actually use it in game, I'll likely change it to a straight up +3 spiked chain, perhaps with some other minor +1 enhancement on it, relying on the Saint's Holy Touch to inflict the holy power.  This is due to the nature of these beings (the saint and the shadow are the same creature during "day" and "night").

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #24 on: January 29, 2013, 12:17:25 AM »
      Saint Ghaele
Size/Type:        Medium Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice:        10d8+30 (75 hp)
Initiative:        +5
Speed:            50 ft. (10 squares), fly 150 ft. (perfect)
Armor Class:   29 (+1 Dex, +14 natural, +4 insight), touch 15, flat-footed 28, or
AC vs Evil:   33 (+1 Dex, +14 natural, +4 insight, +4 deflection), touch 19, flat-footed 32, or
Globe AC:   20 (+1 Dex, +5 deflection, +4 insight), touch 20, flat-footed 19
BAB/Grapple:   +10/+17
Attack:            +4 holy greatsword +21 melee (2d6+14 plus holy touch /19-20) or light ray +11 ranged touch (2d12)
Full Attack:        +4 holy greatsword +21/+16 melee (2d6+14 plus holy touch /19-20) or 2 light rays +11 ranged touch (2d12)
Space/Reach:     5 ft./5 ft.
Special Attack:   Spell-like abilities, spells, gaze, holy power, holy touch
Special Qual:   Alternate form, damage reduction 10/evil and cold iron, darkvision 60 ft., fast healing 5, immunity to acid, cold, electricity and petrification,
         low-light vision, protective aura, resistance to fire 10, spell resistance 28, tongues, wisdom to AC
Saves:            Fort +10 (+4 vs poison), Ref +8, Will +11
Abilities:        Str 25, Dex 12, Con 17, Int 16, Wis 19, Cha 20
Skills:            Concentration +16, Diplomacy +7, Escape Artist +14, Handle Animal +18, Hide +14, Jump +15, Knowledge (any two) +16, Listen +17,
         Move Silently +14, Ride +16, Sense Motive +17, Spot +17, Use Rope +1 (+3 with bindings)
Feats:            Combat Expertise, Improved Disarm, Improved Initiative, Improved Trip
Environment:   A chaotic good-aligned plane
Organization:   Solitary, pair, or squad (3-5)
Challenge Rate:   15
Treasure:        No coins; double goods; standard items
Alignment:        Always chaotic good
Advancement:   11-15 HD (Medium); 16-30 HD (Large)
Level Adjust:    —

    A ghaele can take the form of an incorporeal globe of eldritch colors, 5 feet in diameter. A ghaele is about 6 feet tall and weighs about 170 pounds.
    Ghaeles speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.

Combat

    Ghaeles who enter combat prefer direct confrontation and damaging attacks to more subtle or insidious methods. They usually fight in their humanoid form, wielding incandescent +4 holy greatswords. If a ghaele desires mobility, it assumes its globe form and blasts the enemy with light rays.
    A ghaele’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—aid, charm monster (DC 21), color spray (DC 18), comprehend languages, continual flame, cure light wounds (DC 18), dancing lights, detect evil, detect thoughts (DC 19), disguise self, dispel magic, hold monster (DC 22), greater invisibility (self only), major image (DC 20), see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day—chain lightning (DC 23), prismatic spray (DC 24), wall of force. Caster level 12th. The save DCs are Charisma-based.
   At will--guidance, resistance, virtue, bless. Caster level 10th.  The save DC's are Charisma-based.

Spells: Ghaeles in humanoid form can cast divine spells as 14th-level clerics. A ghaele has access to two of the following domains: Air, Animal, Chaos, Good, or Plant (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3; save DC 16 + spell level)
0—cure minor wounds, detect magic, guidance, light, resistance, virtue;
1st—bless, obscuring mist*, command, divine favor, obscuring mist, sanctuary, shield of faith;
2nd—aid, align weapon, bear’s endurance, hold animal*, lesser restoration, remove paralysis, zone of truth;
3rd—daylight, gaseous form*, prayer, remove curse, searing light, water breathing;
4th—air walk*, death ward, dismissal, divine power, restoration, extra spell slot;
5th—control winds*, flame strike, raise dead, true seeing;
6th—banishment, blade barrier, chain lightning*, heal;
7th—animal shapes*, holy word, summon monster VII.

*Domain spell. Domains: Air and Animal.

Gaze (Su): In humanoid form—slay evil creatures of 5 or less HD, range 60 feet, Will DC 22 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures, and evil creatures with more than 5 HD, must succeed on a DC 22 Will save or suffer the fear effect. The save DCs are Charisma-based.
Light Ray (Ex):  A ghaele in globe form can project light rays with a range of 300 feet. This attack overcomes damage reduction of any type.
Alternate Form (Su):  A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.
    A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.
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 ghaele. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals ghaele’s HD). (The defensive benefits from the circle are not included in a ghaele’s statistics block.)
Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the saint’s Hit Dice.
Tongues (Su):  Ghaeles can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Armor Class: A saint gains an insight bonus to AC equal to the character’s Wisdom bonus.
Holy Power (Su): The save DCs of any and all of the saint’s special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.
Holy Touch (Su): A saint’s entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint’s melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint’s attack.


Shadow Creature Ghaele
Size/Type:        Medium Outsider (Chaotic, Eladrin, Extraplanar, Evil)
Hit Dice:        10d8+20 (65 hp)
Initiative:        +5
Speed:            75 ft. (10 squares), fly 225 ft. (perfect)
Armor Class:   25 (+1 Dex, +14 natural), touch 11, flat-footed 24, or
              14 (+1 Dex, +3 deflection), touch 14, flat-footed 13
BAB/Grapple:   +10/+17
Attack:            +4 unholy greatsword +21 melee (2d6+14/19-20) or light ray +11 ranged touch (2d12)
Full Attack:        +4 unholy greatsword +21/+16 melee (2d6+14/19-20) or 2 light rays +11 ranged touch (2d12)
Space/Reach:     5 ft./5 ft.
Special Attack:   Spell-like abilities, spells, gaze
Special Qual:   Alternate form, damage reduction 10/evil and cold iron, darkvision 60 ft., evasion, fast healing 2, immunity to electricity and petrification,
         low-light vision, protective aura, resistance to cold 15 and fire 10, shadow blend, spell resistance 28, tongues
Saves:            Fort +9, Ref +8*, Will +10   *evasion
Abilities:        Str 25, Dex 12, Con 15, Int 16, Wis 17, Cha 16
Skills:            Concentration +15, Diplomacy +5, Escape Artist +14, Handle Animal +16, Hide +14, Jump +23, Knowledge (any two) +16, Listen +16,
         Move Silently +20, Ride +16, Sense Motive +16, Spot +16, Use Rope +1 (+3 with bindings)
Feats:            Combat Expertise, Improved Disarm, Improved Initiative, Improved Trip
Environment:   Vanaheim
Organization:   Solitary, pair, or squad (3-5)
Challenge Rate:   14
Treasure:        No coins; double goods; standard items
Alignment:        Always chaotic evil
Advancement:   11-15 HD (Medium); 16-30 HD (Large)
Level Adjust:    —

    A ghaele can take the form of an incorporeal globe of eldritch colors, 5 feet in diameter. A ghaele is about 6 feet tall and weighs about 170 pounds.
    Ghaeles speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.

Combat

    Ghaeles who enter combat prefer direct confrontation and damaging attacks to more subtle or insidious methods. They usually fight in their humanoid form, wielding incandescent +4 holy greatswords. If a ghaele desires mobility, it assumes its globe form and blasts the enemy with light rays.
    A ghaele’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—aid, charm monster (DC 17), color spray (DC 14), comprehend languages, continual flame, cure light wounds (DC 14), dancing lights, detect evil, detect thoughts (DC 15), disguise self, dispel magic, hold monster (DC 18), greater invisibility (self only), major image (DC 16), see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day—chain lightning (DC 19), prismatic spray (DC 20), wall of force. Caster level 12th. The save DCs are Charisma-based.

Spells: Ghaeles in humanoid form can cast divine spells as 14th-level clerics. A shadow ghaele has access to two of the following domains: Air, Animal, Chaos, Evil, or Plant (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3; save DC 13 + spell level)
0—cure minor wounds, detect magic, guidance, light, resistance, virtue;
1st—bless, obscuring mist*, command, divine favor, obscuring mist, sanctuary, shield of faith;
2nd—aid, align weapon, bear’s endurance, hold animal*, lesser restoration, remove paralysis, zone of truth;
3rd—gaseous form*, prayer, remove curse, searing light, true darkness, water breathing;
4th—air walk*, death ward, divine power, restoration, true deeper darkness;
5th—control winds*, flame strike, raise dead, true seeing;
6th—banishment, blade barrier, chain lightning*, heal;
7th—animal shapes*, holy word, summon monster VII.

*Domain spell. Domains: Air and Animal.

Gaze (Su): In humanoid form—slay good creatures of 5 or less HD, range 60 feet, Will DC 18 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nongood creatures, and good creatures with more than 5 HD, must succeed on a DC 18 Will save or suffer the fear effect. The save DCs are Charisma-based.
Light Ray (Ex):  A ghaele in globe form can project light rays with a range of 300 feet. This attack overcomes damage reduction of any type.
Alternate Form (Su):  A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.
    A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.
Protective Aura (Su):  Against attacks made or effects created by good 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 ghaele. Otherwise, it functions as a magic circle against good effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals ghaele’s HD). (The defensive benefits from the circle are not included in a ghaele’s statistics block.)
Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a
light or continual flame spell, does not negate this ability, but a daylight spell will.
Tongues (Su):  Ghaeles can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
Skills: Shadow creatures gain a +6 racial bonus on Move Silently checks.
« Last Edit: July 02, 2013, 01:51:45 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #25 on: January 29, 2013, 12:18:03 AM »

Saint TULANI
Medium Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice:    18d8+126 (207 hp)
Initiative:    +10
Speed:       40 ft. (8 squares), fly 90 ft. (perfect)
Armor Class:    44 (+6 Dex, +20 natural, +8 insight), touch 24, flat-footed 38
BAB/Grapple:   +18/+23
Attack:    +4 brilliant energy holy longsword +27 melee (1d8+9/19–20 plus 2d6 holy, plus holy touch) or
         dream ray +24 ranged touch (1d6 Cha)
Full Attack:    +4 brilliant energy holy longsword +27/+22/+17/+12 melee (1d8+9/19–20 plus 2d6 holy, plus holy touch) or
         dream ray +24 ranged touch (1d6 Cha)
Special Attack:   Dream ray, gaze, spell-like abilities, sword of light, holy power, holy touch
Special Qual:   Alternate form, bardic music, darkvision 60 ft., eladrin subtype, damage reduction 15/cold iron or unholy, DR 10/evil,
         fast healing 9, immune to acid, cold, electricity, and petrification, low-light vision, protective aura, resist fire 10,
         spell resistance 30, tongues, +4 racial bonus on saves against poison, Wisdom to AC
Saves:       Fort +18 (+22 against poison), Ref +17, Will +19
Abilities:    Str 20, Dex 22, Con 24, Int 24, Wis 26, Cha 30
Skills:       Bluff +31, Concentration +28, Diplomacy +35, Disguise +10 (+12 acting), Gather Information +33, Hide +27,
         Intimidate +33, Jump +9, Knowledge (arcana) +17, Knowledge (local) +28, Knowledge (nature) +18,
         Knowledge (the planes) +28, Listen +29, Move Silently +27, Perform (any one) +31, Sense Motive +29,
         Sleight of Hand +8, Spellcraft +30, Spot +29, Survival +8 (+10 in aboveground natural environments or on
         other planes; +12 if in both)
Feats:       Dodge, Improved Initiative, Mobility, Purify Spell-Like Ability, Spring Attack, Power Attack, Words of Creation
Environment:    Vanaheim
Organization:    Solitary or court (1 tulani plus 3–12 coures, 2–8 firres, and 1–4 ghaeles, with a 50% chance of 1–6 bralanis or 1 shiradi)
Challenge Rate:   20
Treasure:    Double standard
Alignment:    Always chaotic good
Advancement:   19–36 HD (Large); 37–54 HD (Huge)
Level Adjust:    +12

   The being resembles a tall, stately elven noble dressed in shimmering robes of shifting color. It has pure, yellow-gold skin and bright purple eyes.
   The tulanis, the ancient faerie lords of the eladrin, roam seeking peace, beauty, and solitude. These great beings favor peace, though the plights of good creatures can move them to fight evil. When stirred to battle, the beautiful tulanis can shatter entire armies of evil, wielding glowing swords of light and cascades of lightning.
   Tulanis exude unearthly beauty and grace; their voices are living music, and their faces shine with purity and beauty. The most reclusive of the eladrins, tulanis rarely stray from the forests of the outer planes unless in answer to a dire summons. The tulanis, and through them all eladrins, answer to the Queen of Stars, the greatest of their kind.
   Tulanis speak Auran, Celestial, Common, Draconic, Elven, Infernal, and Sylvan. They stand 6 feet tall and weigh 150 pounds.

Combat
Inventive tacticians and powerful spellcasters, the tulanis react well in both large engagements and small skirmishes. The reclusive tulanis are often underestimated by their foes. They use dispel magic to strip protections away from mortal foes, then shower them in repeated castings of their powerful chain lightning. Against fiends and other creatures resistant to lightning, the tulanis fight mobile battles combining their spell-like abilities and use of the Spring Attack feat.
   A tulani’s natural weapons, as well as any weapons it wields, are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction.
   A tulani’s alternate form is that of a 4-foot-radius scintillating sphere of rainbow-hued light.
Dream Ray (Su): In globe form, a tulani can fire a coruscating ray of light with a range of 300 feet. The ray deals 1d6 points of temporary Charisma damage with a successful hit. Any nonevil creature reduced to 0 Charisma by the dream ray falls into a dream-filled coma. An evil creature reduced to 0 Charisma falls into a nightmare-wracked coma and takes 1d10 points of damage plus an additional 1d10 points of damage per hour spent in the comatose state. A creature awakens from its coma if its Charisma is raised to 1 or higher. This is a mind-affecting effect.
Gaze (Su): Slay evil creatures of 5 HD or fewer, range 60 feet, Will DC 31 negates. The DC is Charisma-based.
Spell-Like Abilities: At will—bless, chain lightning (DC 33) (damage increased by one-half as if affected by the Empower Spell metamagic feat), mass charm monster (DC 35), cure serious wounds (DC 30), dancing lights, detect thoughts (DC 29), dispel magic, divine favor, guidance, haste (DC 30), greater invisibility (DC 31), major image (DC 30), polymorph any object (DC 35), resistance, righteous smite*(DC 34), greater teleport (self and 50 pounds of gear only), telekinesis (DC 32), virtue, wall of force; 1/day—heal (DC 33), meteor swarm (DC 36), power word kill, time stop. Caster level 18th. The save DCs are Charisma-based.
   The following abilities are always active on the tulani’s person, as the spells cast by an 18th-level sorcerer: blessed sight*, detect law, detect magic, magic circle against evil (20-foot radius), and true seeing. These abilities may be dispelled, but the tulani can reactivate them as a free action.
   *New spell described in Chapter 6 of this book.
Sword of Light (Su): A tulani can create a +4 brilliant energy holy longsword at will as a free action. If the tulani dies or loses physical contact with the sword, the sword disappears instantly
Alternate Form (Su): A tulani can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its dream rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its dream rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and a tulani has no Strength score while in that form. While incorporeal, a tulani can be harmed only by other incorporeal creatures, +1 or better magic weapons (though its damage reduction still applies as well), and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, such as magic missile, or attacks made with ghost touch weapons).
   A tulani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the tulani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Bardic Music: Tulanis use the bardic music ability as 18th level bards. Tulanis can use or maintain concentration on one such ability per round as a free action, requiring no instrument other than their unearthly voices.
Protective Aura (Su): As a free action, a tulani can surround itself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the tulani’s Hit Dice.

Armor Class: A saint gains an insight bonus to AC equal to the character’s Wisdom bonus.
Holy Power (Su): The save DCs of any and all of the saint’s special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.
Holy Touch (Su): A saint’s entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint’s melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint’s attack.

Immunities: Eladrins are immune to electricity and petrification.
Energy Resistance (Ex): Eladrins have resistance to acid 10 and cold 10.
Tongues (Su): Eladrins can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.






Shadow Creature TULANI
Medium Outsider (Chaotic, Eladrin, Extraplanar, Evil)
Hit Dice:    18d8+108 (189 hp)
Initiative:    +10
Speed:       60 ft. (12 squares), fly 135 ft. (perfect)
Armor Class:    36 (+6 Dex, +20 natural), touch 16, flat-footed 30
BAB/Grapple:   +18/+23
Attack:    +4 brilliant energy unholy longsword +27 melee (1d8+9/19–20 plus 2d6 unholy) or
         dream ray +24 ranged touch (1d6 Cha)
Full Attack:    +4 brilliant energy unholy longsword +27/+22/+17/+12 melee (1d8+9/19–20 plus 2d6 unholy) or
         dream ray +24 ranged touch (1d6 Cha)
Special Attack:   Dream ray, gaze, spell-like abilities, sword of light
Special Qual:   Acid resistance 10, cold resistance 15, alternate form, bardic music, eladrin subtype, evasion,
         damage reduction 15/cold iron or unholy, darkvision 60 ft., fast healing 2, low-light vision, protective aura,
         shadow blend, spell resistance 30, tongues, +4 racial bonus on saves against poison
Saves:       Fort +19 (+23 against poison), Ref +19*, Will +20   *evasion
Abilities:    Str 20, Dex 22, Con 22, Int 24, Wis 24, Cha 26
Skills:       Bluff +29, Concentration +27, Diplomacy +33, Disguise +8 (+10 acting), Gather Information +31, Hide +27,
         Intimidate +31, Jump +17, Knowledge (arcana) +17, Knowledge (local) +28, Knowledge (nature) +18,
         Knowledge (the planes) +28, Listen +28, Move Silently +33, Perform (any one) +29, Sense Motive +28,
         Sleight of Hand +8, Spellcraft +30, Spot +28, Survival +7 (+9 in aboveground natural environments or on other planes)
Feats:       Combat Reflexes (7 AoO's), Dodge, Improved Initiative, Mobility, Spring Attack, Power Attack, Robilar's Gambit
Environment:    Vanaheim (Unseelie Court)
Organization:    Solitary or court (1 tulani plus 3–12 coures, 2–8 firres, and 1–4 ghaeles, with a 50% chance of 1–6 bralanis or 1 shiradi)
Challenge Rate:   19
Treasure:    Double standard
Alignment:    Always chaotic evil
Advancement:   19–36 HD (Large); 37–54 HD (Huge)
Level Adjust:    +12

   The being resembles a tall, stately elven noble dressed in shimmering robes of shifting color. It has pure, yellow-gold skin and bright purple eyes.
   The tulanis, the ancient faerie lords of the eladrin, roam seeking peace, beauty, and solitude. These great beings favor peace, though the plights of good creatures can move them to fight evil. When stirred to battle, the beautiful tulanis can shatter entire armies of evil, wielding glowing swords of light and cascades of lightning.
   Tulanis exude unearthly beauty and grace; their voices are living music, and their faces shine with purity and beauty. The most reclusive of the eladrins, tulanis rarely stray from the forests of the outer planes unless in answer to a dire summons. The tulanis, and through them all eladrins, answer to the Queen of Stars, the greatest of their kind.
   Tulanis speak Auran, Celestial, Common, Draconic, Elven, Infernal, and Sylvan. They stand 6 feet tall and weigh 150 pounds.

Combat
   Inventive tacticians and powerful spellcasters, the tulanis react well in both large engagements and small skirmishes. The reclusive tulanis are often underestimated by their foes. They use dispel magic to strip protections away from mortal foes, then shower them in repeated castings of their powerful chain lightning. Against fiends and other creatures resistant to lightning, the tulanis fight mobile battles combining their spell-like abilities and use of the Spring Attack feat.
   A tulani’s natural weapons, as well as any weapons it wields, are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction.
   A tulani’s alternate form is that of a 4-foot-radius scintillating sphere of rainbow-hued light.
Dream Ray (Su): In globe form, a tulani can fire a coruscating ray of light with a range of 300 feet. The ray deals 1d6 points of temporary Charisma damage with a successful hit. Any nongood creature reduced to 0 Charisma by the dream ray falls into a dream-filled coma. A good creature reduced to 0 Charisma falls into a nightmare-wracked coma and takes 1d10 points of damage plus an additional 1d10 points of damage per hour spent in the comatose state. A creature awakens from its coma if its Charisma is raised to 1 or higher. This is a mind-affecting effect.
Gaze (Su): Slay good creatures of 5 HD or fewer, range 60 feet, Will DC 27 negates. The DC is Charisma-based.
Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artifi cial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Spell-Like Abilities: At will—chain lightning (DC 29) (damage increased by one-half as if affected by the Empower Spell metamagic feat), mass charm monster (DC 31), cure serious wounds (DC 26), dancing lights, detect thoughts (DC 25), dispel magic, divine favor, haste (DC 26), greater invisibility (DC 27), major image (DC 26), polymorph any object (DC 31), righteous smite (evil version)*(DC 30), greater teleport (self and 50 pounds of gear only), telekinesis (DC 28), wall of force; 1/day—heal (DC 29), meteor swarm (DC 32), power word kill, time stop. Caster level 18th. The save DCs are Charisma-based.
   The following abilities are always active on the tulani’s person, as the spells cast by an 18th-level sorcerer: blessed sight (evil version)*, detect law, detect magic, magic circle against evil (20-foot radius), and true seeing. These abilities may be dispelled, but the tulani can reactivate them as a free action.
   1/day--Plane Shift (to or from the Plane of Shadow only). Caster Level 15th.
   *New spell described in Chapter 6 of this book.
Sword of Light (Su): A shadow tulani can create a +4 brilliant energy unholy longsword at will as a free action. If the tulani dies or loses physical contact with the sword, the sword disappears instantly
Alternate Form (Su): A tulani can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its dream rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its dream rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and a tulani has no Strength score while in that form. While incorporeal, a tulani can be harmed only by other incorporeal creatures, +1 or better magic weapons (though its damage reduction still applies as well), and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, such as magic missile, or attacks made with ghost touch weapons).
   A tulani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the tulani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Bardic Music: Tulanis use the bardic music ability as 18th level bards. Tulanis can use or maintain concentration on one such ability per round as a free action, requiring no instrument other than their unearthly voices.
Protective Aura (Su): As a free action, a tulani can surround itself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the tulani’s Hit Dice.
Shadow Creature Abilities: +2 luck bonus on all saves, evasion, fast healing 2, plane shift
Skills: Shadow creatures gain a +6 racial bonus on Move Silently checks.

Immunities: Eladrins are immune to electricity and petrification.
Energy Resistance (Ex): Eladrins have resistance to acid 10 and cold 10.
Tongues (Su): Eladrins can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.

(Note, magic armor's caster level is three times its enhancement bonus (unless a special ability requires a higher one) - +1 = 3rd; +2 = 6th; +3 = 9th, etc.)



Their treasure is supposed to be double standard. (Standard for CR 18 is 47,000 gp)
As the lesser of them is Gestalt CR 18, we'll give them 94,000 gp in other gear.
Make it all items that will benefit both halves, such as a Belt of Giant Strength +6.

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #26 on: January 29, 2013, 12:18:50 AM »
            Saint BRALANI
            Medium Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice:          6d8+24 (51 hp)
Initiative:       +8
Speed:          40 ft. (8 squares), fly 100 ft. (perfect)
Armor Class:       23 (+4 Dex, +6 natural, +3 insight), touch 17, flat-footed 19
BAB/Grapple:      +6/+10
Attack:          +1 holy scimitar +11 melee (1d6+4 plus holy touch/18–20) or +1 holy composite longbow (+4 Str bonus) +11 ranged (1d8+5/×3) or slam +10 melee (1d6+4)
Full Attack:       +1 holy scimitar +11/+6 melee (1d6+4 plus holy touch/18–20) or +1 holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/×3) or slam +10 melee (1d6+4)
Space/Reach:      5 ft./5 ft.
Special Attacks:    Spell-like abilities, whirlwind blast, holy power, holy touch
Special Qualities:    Alternate form, damage reduction 10/cold iron or evil, damage reduction 5/+1, darkvision 60 ft., fast healing 3, immunity to acid, cold, electricity and petrification, low-light vision, resistance to fire 10, spell resistance 17, tongues
Saves:          Fort +9 (+4 vs poison), Ref +9, Will +8
Abilities:          Str 18, Dex 18, Con 19, Int 13, Wis 16, Cha 18
Skills:          Concentration +13, Diplomacy +6, Escape Artist +13, Handle Animal +13, Hide +13, Jump +10, Listen +14, Move Silently +13, Ride +6, Sense Motive +12, Spot +14, Tumble +13, Use Rope +4 (+6 with bindings)
Feats:          Alertness, Blind-Fight, Improved Initiative
Environment:       Olympian Glades of Arborea
Organization:       Solitary, pair, or squad (3–5)
Challenge Rating:    8
Treasure:       No coins; double goods; standard items
Alignment:       Always chaotic good
Advancement:    7–12 HD (Medium); 13–18 HD (Large)
Level Adjustment:   +7

The being before you resembles a short, stocky elf, broad in the shoulders but quick and nimble. Its hair is a bright silver-white, and its eyes are an
ever-changing rainbow of hues.

The bralanis are the wildest and most feral of their kind, existing from heartbeat to heartbeat in a glorious, never-ending passion. In addition to their natural form, bralanis can assume the shape of a whirlwind or zephyr of dust, snow, or sand.
Bralanis speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.

Combat
Bralanis prefer the scimitar and bow, the weapons of the desert nomads they most closely resemble.
A bralani’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will— bless, blur, charm person (DC 17), guidance, gust of wind (DC 18), mirror image, resistance, virtue, wind wall; 2/day—lightning bolt (DC 19), cure serious wounds (DC 19).
Caster level 6th. The save DCs are Charisma-based.

Whirlwind Blast (Su): When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 19 half). The save DC is Constitution-based.

Alternate Form (Su): A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities. A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

Holy Touch (Su): A saint’s entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint’s melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint’s attack.

Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the saint’s Hit Dice.






            Shadow Creature BRALANI
            Medium Outsider (Chaotic, Eladrin, Extraplanar, Evil)
Hit Dice:          6d8+18 (45 hp)
Initiative:       +8
Speed:          60 ft. (8 squares), fly 150 ft. (perfect)
Armor Class:       20 (+4 Dex, +6 natural), touch 14, flat-footed 16
BAB/Grapple:      +6/+10
Attack:          +1 holy scimitar +11 melee (1d6+4/18–20) or +1 holy composite longbow (+4 Str bonus) +11 ranged (1d8+5/×3) or slam +10 melee (1d6+4)
Full Attack:       +1 holy scimitar +11/+6 melee (1d6+4/18–20) or +1 holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/×3) or slam +10 melee (1d6+4)
Space/Reach:      5 ft./5 ft.
Special Attacks:    Spell-like abilities, whirlwind blast
Special Qualities:    Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., fast healing 2, immunity to electricity and petrification, low-light vision, resistance to cold 11 and fire 10, shadow blend, spell resistance 17, tongues
Saves:          Fort +8, Ref +9, Will +7
Abilities:          Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14
Skills:          Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +18, Listen +13, Move Silently +19, Ride +6, Sense Motive +11, Spot +13, Tumble +13, Use Rope +4 (+6 with bindings)
Feats:          Alertness, Blind-Fight, Improved Initiative
Environment:       Vanaheim
Organization:       Solitary, pair, or squad (3–5)
Challenge Rating:    7
Treasure:       No coins; double goods; standard items
Alignment:       Always chaotic evil
Advancement:    7–12 HD (Medium); 13–18 HD (Large)
Level Adjustment:   +7

The being before you resembles a short, stocky elf, broad in the shoulders but quick and nimble. Its hair is a bright silver-white, and its eyes are an
ever-changing rainbow of hues.

The bralanis are the wildest and most feral of their kind, existing from heartbeat to heartbeat in a glorious, never-ending passion. In addition to their natural form, bralanis can assume the shape of a whirlwind or zephyr of dust, snow, or sand.
Bralanis speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.

Combat
Bralanis prefer the scimitar and bow, the weapons of the desert nomads they most closely resemble.
A bralani’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will— blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall; 2/day—lightning bolt (DC 15), cure serious wounds (DC 15).
Caster level 6th. The save DCs are Charisma-based.

Whirlwind Blast (Su): When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 16 half). The save DC is Constitution-based.

Alternate Form (Su): A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities. A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artifi cial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.

Skills: Same as base creature. Shadow creatures gain a +6 racial bonus on Move Silently checks.

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #27 on: January 29, 2013, 12:19:19 AM »
Shadow Creature Verdant Prince          CR 12
Usually NE Medium fey
Init: +12;
Senses: Darkvision 60 ft., low-light vision; Listen +12, Spot +12
Languages: Elven, Common, Druidic, Sylvan
-----------------------------------------------------------------------
AC: 26, touch 23, flat-footed 18; Dodge, Mobility (+8 Dex, +5 deflection, +3 natural)
hp: 136 (16 HD); DR 10/cold iron; Cold resistance 15; Fast Healing 2
Resist: evasion, SR 20
Fort +16, Ref +25, Will +19
Weakness: double damage from cold iron
-----------------------------------------------------------------------
Speed: 60 ft. (8 squares)
Melee: staff of the woodlands +13/+8 (1d6+6)
Space: 5 ft.; Reach 5 ft.
Base Atk: +8; Grp +11
Combat Gear: expended staff of the woodlands (acts as +2 quarterstaff and allows wielder to use pass without trace at will), wand of magic missile (5th)
Spell-Like Abilities: (CL 16th):
At will — dimension door (only when starting point and destination are adjacent to a tree or plant creature), disguise self (DC 16) 1/day — baleful polymorph (DC 20), call lightning storm (DC 20), changestaff, cure critical wounds, fire seeds (DC 21), repel metal or stone, wall of thorns.
1/day - Mirror Image (CL 5th), Plane Shift (CL 15th, to or from the Plane of Shadow only)
-----------------------------------------------------------------------
Abilities: Str 17, Dex 26, Con 18, Int 16, Wis 15, Cha 21
SQ: oath bond, unearthly grace, Shadow Blend
Feats: Combat Casting, Dodge, Improved Initiative, Improved Toughness, Mobility, Stealthy, TrackB
Skills: Appraise +8, Balance +15, Bluff +15, Climb +8, Concentration +13, Diplomacy +14, Disguise +10 (+12 acting), Escape Artist +13, Gather Information +7, Handle Animal +6, Hide +15, Intimidate +17, Jump +22, Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (nature) +10, Listen +12, Move Silently +21, Search +8, Sense Motive +11, Sleight of Hand +15, Spellcraft +10 (+12 deciphering scrolls), Spot +12, Survival +11 (+13 following tracks, +13 in above ground natural environments), Swim +8, Tumble +19, Use Magic Device +19 (+21 for scrolls), Use Rope +8 (+10 involving bindings)
Advancement: by character class; Favored Class: druid; see text
-----------------------------------------------------------------------
Oath Bond (Su): A verdant prince can strike a powerful supernatural bargain with another willing creature. The bargain can be nearly anything, but must involve an exchange of services or goods. A verdant prince can make an oath bond with only one creature at a time. If either party does not hold up its end of the bargain, it takes a –6 penalty to all ability scores and is sickened until the bargain is fulfilled. When a bargain isn’t fulfilled, the wronged party becomes immediately aware of the broken oath and gains a constant awareness of the oath breaker’s distance and direction. This awareness does not extend across the boundaries of planes, but it does relate the information that an oathbreaker is not on the same plane. Only death or a wish or miracle spell can end an oath bond before the bargain is fulfilled or negate the penalties that a broken oath bond imposes. When the oath bond is negated by death or magic, the other party becomes aware that the oath was ended or suppressed but not how or where.

Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.

Unearthly Grace (Su): A verdant prince adds its Charisma modifier as a bonus on saving throws, and as a deflection bonus to Armor Class. Included above.

Shadow Creature abilities (4):
- +2 luck bonus to all saving throws
- Fast Healing 2
- Mirror Image (Sp): 1/day. Caster level 5th.
- Plane Shift (Sp): 1/day, to or from the Plane of Shadow only. Caster level 15th.

Skills: +6 racial bonus to Move Silently checks.

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #28 on: January 29, 2013, 12:20:15 AM »
Nature's Revenge

Wendigo War Troll
Large Fey (Augmented Monstrous Humanoid, cold)
Hit Dice: 12d6+132 (174 hp)
Initiative: +11
Speed: Fly 120 ft. (perfect)
Armor Class: 37 (-1 size, +14 natural armor, +5 breastplate, +7 Dex, +2 deflection), touch 18, flat-footed 30
Incorporeal AC: 18 (-1 size, +7 Dex, +2 deflection), touch 18, flat-footed 11
Base Attack/Grapple: +12/+28
Attack: Bite +23 melee (1d8+18 [15-20/x3]) or (2d4+18) plus disease, plus ravenous bite
Full Attack: Bite +23 melee (1d8+18 [15-20/x3]) plus disease, plus ravenous bite
Space/Reach: 10 ft./10 ft.
Special Attacks: Dazing blow, disease, maddening whispers, ravenous bite
Special Qualities: Damage reduction 5/adamantine, darkvision 90 ft., low-light vision, regeneration 5, regeneration 9, scent, spell resistance 20, corner of the eye, wind walk
Saves: Fort +15, Ref +15, Will +13
Abilities: Str 35, Dex 24, Con 33, Int 8, Wis 17, Cha 14
Skills: Hide +11, Listen +12, Move Silently +15, Spot +13, Survival +11
Feats: Alertness, Improved Initiative, Iron Will, Multiattack, Improved Critical (Bite), Track*
Environment: Cold forest
Organization: Solitary
Challenge Rating: 14
Treasure: Standard (including masterwork greatsword and masterwork composite longbow [+10 Str bonus])
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +10

This hulking creature stands upright. Although it has the feral features of a troll, its rubbery green skin has a dark, metallic tinge and it wears substantial armor. The creature holds a greatsword with ease and is clearly a skilled warrior.

These intelligent and dangerous creatures were bred specifically for war. Never without their weapons and armor, war trolls know nothing of peace, only the chaos of constant battle. They typically travel from battle to battle in mercenary bands. Like forest trolls (see page 179), they are capable of sophisticated tactics that most other trolls cannot match.

Although they are now a separate variety of troll, war trolls were once ordinary trolls of unusual strength and intelligence. Gathered together by a powerful cabal of arcane spellcasters, these trolls were magically engineered and augmented. They were then bred to produce soldiers of incredible power.

War trolls have a great love of magic weapons and armor, and they actively seek such equipment if it is properly sized for their frames. A typical war troll is 9 feet tall and weighs about 700 pounds.

War trolls speak Giant.

COMBAT

Unlike their troll kindred, war trolls are precise and methodical in combat. They trust their regenerative abilities to see them through a fight against even powerful warriors, so they focus their attention on spellcasters early in any skirmish.

Dazing Blow (Ex): The force of a war troll's blow can be overwhelming. If a war troll hits with a weapon or claw attack, the opponent must make a DC 27 Fortitude save or be dazed for 1 round. The save DC is Constitution-based.

Regeneration (Ex): Unlike with their lesser cousins, acid (not fire) deals normal damage to a war troll. If a war troll loses a limb or a body part, the lost portion regrows in 2d4 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Regeneration 5 (Ex): Fire deals normal damage to a wendigo.

Disease (Su): Any creature hit by a wendigo’s bite attack must succeed on a Fortitude save (DC 27) or become infected with the wendigo’s hunger. The incubation period is 1d3 days, and the disease deals 1d3 points of Wisdom damage. Additionally, each day that a victim takes Wisdom damage from the disease, he must succeed on a Will save (DC 18) or become overwhelmed with an insatiable hunger for the flesh of its own race. The victim stalks and tries to kill the closest member of its own race; if it does so, it feeds on the victim’s body and then returns home with no memory of the tragic event. If a victim of this hunger is reduced to a Wisdom score of 0, he transforms into a wendigo immediately and races off into the night sky at such speed that his feet burn away into bloody, charred stumps.

Maddening Whispers (Su): A wendigo may use its maddening whispers on any one target within 120 feet once per day. The wendigo may use this ability while wind walking. Only the chosen victim can hear the insane whispers and invitations of the wendigo. The victim must make a successful Will save (DC 18) or take 1d3 points of Wisdom damage. Typically, a wendigo stalks a chosen victim for days, wearing down the victim’s Wisdom score until it attacks and attempts to bring down its disease upon the poor soul. A wendigo will stop stalking a target that resists the maddening whispers for more than three days and fly off to seek easier prey.

Ravenous Bite (Ex): A wendigo threatens a critical hit on a natural roll of 18–20 when attacking with its bite, and deals triple damage on a successful critical hit. A wound resulting from a critical hit bleeds for an additional 3 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 6 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of any cure spell or other healing spell (heal, healing circle, or the like).

Cold Subtype (Ex): A wendigo is immune to cold damage. It takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or a failure.

Corner of the Eye (Su): A wendigo that stalks a victim while wind walking always seems to lurk just at the corner of its chosen victim’s field of vision. This victim takes a –2 penalty on all Wisdom-based skill checks as long as the wendigo stalks him.

Wind Walk (Su): A wendigo can wind walk at will, transforming from physical form to incorporeal form or back again as a move action.

Skills: Same as the base creature, except that the wendigo gains a +8 racial bonus on Hide, Move Silently, and Survival checks.

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #29 on: January 29, 2013, 12:20:57 AM »
This is a cool old monster that was converted over at the Creature Catalog:

Leshy
Medium Fey
Hit Dice: 12d6+60 (102 hp)
Initiative: +5 (+9 in forests)
Speed: 30 ft. (6 squares)
Armor Class: 24 (+5 Dex, +2 deflection, +7 natural), touch 17, flat-footed 19
Base Attack/Grapple: +6/+11
Attack: Club +11 melee (1d6+5) or Greatclub +11 melee (1d10+7) or Shillelagh +12 melee (2d6+6)
Full Attack: Club +11/+6 melee (1d6+5) or Greatclub +11/+6 melee (1d10+7) or Shillelagh +12/+7 melee (2d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Size change, spells, rock throwing, tree club
Special Qualities: Damage reduction 10/cold iron, forest dependent, forest mastery, low-light vision, spell resistance 22, unearthly grace, wild empathy
Saves: Fort +13, Ref +15, Will +14
Abilities: Str 21, Dex 20, Con 20, Int 18, Wis 19, Cha 14
Skills: Concentration +20, Diplomacy +17, Hide +20 (+28 in forests), Intimidate +17, Knowledge (nature) +19, Listen +19 (+27 in forests), Move Silently +20, Spellcraft +19, Spot +19 (+27 in forests), Survival +19 (+21 in aboveground natural environments)
Feats: Augment SummoningB, Combat Reflexes, Extend Spell, Great Fortitude, Power Attack, Spell Penetration
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 13
Treasure: Half coins; no goods; no items
Alignment: Usually neutral good
Advancement: 13-24 HD (Medium)
Level Adjustment: —
 
This creature resembles a young elf garbed in green and red clothes. Its appearance is comical, with its coat buttoned incorrectly, and its shoes on the wrong feet.

Leshies are sylvan guardians of old and ancient forests. There is always a single leshy tied to a given forest. A leshy will die if his forest is destroyed, although this rarely happens due to the size of old-growth forests. Should the leshy perish, a new one supernaturally appears to take its place within a few days.

Leshies spend their time maintaining and patrolling their bonded woods, aiding good creatures and driving away evil ones. Leshies know every detail of the forest they inhabit and make excellent guides if they can be persuaded. Money has no inherent value to leshies, but they often keep small amounts of wealth to use for bartering purposes.

Leshies are herbivorous, subsisting primarily on berries, fruit, roots, and tubers.

A leshy is 5 to 6 feet tall in its natural form and weighs 100 to 200 pounds. Leshies can live to 1,000 years of age, retaining a youthful appearance throughout their lives.

Leshies speak Sylvan and Common.

COMBAT

Leshies never carry manufactured weapons, but may wield fallen trees as clubs. Although they can hurl rocks when assuming their larger forms, they consider the act barbaric and rarely employ the tactic. Leshy are accomplished spellcasters, and often spontaneously swap prepared spells for summon nature's ally spells.

Forest Dependent (Su): Each leshy is mystically bound to a single forest and must never stray more than 300 yards from its borders. Any who do become ill and die within 4d6 hours. A leshy's forest does not radiate magic.

Forest Mastery (Ex): A leshy can use the Hide skill in any sort of forest terrain, even if the terrain doesn’t grant cover or concealment, and can use the Hide skill in forests even while being observed. While in forest terrain, a leshy gains a +8 racial bonus on Hide, Listen, and Spot checks, and a +4 racial bonus on initiative.

Rock Throwing (Ex): When assuming Large or Huge size, a leshy may hurl rocks. Leshies are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A leshy that assumes Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments, dealing 2d6+5 points of damage. A leshy that assumes Huge size can hurl rocks of 60 to 80 pounds (Medium objects), dealing 2d8+7 points of damage. The range increment is 120 feet for a leshy's thrown rocks, regardless of size.

Size Change (Su): At will, leshies can change their size by one category. A leshy cannot increase its size larger than Huge, and may not decrease its size smaller than Tiny. With each size increase, make the following adjustments: +4 Strength, -2 Dexterity, +2 natural armor, -1 attack bonus, and -1 size adjustment to Armor Class. With each size decrease, make the following adjustments: -4 Strength, +2 Dexterity, -2 natural armor, +1 attack bonus, and +1 size adjustment to Armor Class. In Large or Huge size, a leshy may use its rock throwing ability.

Spells: A leshy casts spells as a 12th-level druid.

Typical Druid Spells Prepared (6/6/5/5/4/3/2; save DC 14 + spell level):
0—create water, cure minor wounds, detect poison, guidance, purify food and drink, resistance;
1st—calm animals, entangle, faerie fire, longstrider, shillelagh, speak with animals;
2nd—animal messenger, barkskin, lesser restoration, resist energy, tree shape;
3rd—cure moderate wounds, daylight, extended owl's wisdom, plant growth, spike growth;
4th—air walk, freedom of movement, rusting grasp, scrying;
5th—extended command plants, tree stride, wall of thorns;
6th—greater dispel magic, live oak.

Tree Club (Ex): As a move action a leshy can tear off a branch or uproot a small tree and wield it as an improvised club or greatclub at no penalty. A Large leshy deals 1d8 points of damage with a club, and 2d8 points of damage with a greatclub, while a Huge leshy deals 2d6 with a club and 3d8 with a greatclub. A Small leshy deals 1d4 points of damage with a club, and 1d8 points of damage with a greatclub, while a Tiny leshy deals 1d3 with a club and 1d6 with a greatclub.

Unearthly Grace (Su): A leshy adds its Charisma modifier as a bonus on saving throws, and as a deflection bonus to Armor Class. Included above.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a leshy has a +8 racial bonus on the check.

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #30 on: January 29, 2013, 12:21:31 AM »

The Bakemono from Oriental Adventures could make a decent little group of low-level troll-lings.  Here is a Half-Troll Bakemono and a Feral Bakemono.  I think I prefer the Feral version, because it maintains an intelligence of 2 (as opposed to 1), and it also has a lower CR, with makes them a decent low-level horde type monster.

They also maintain an AC that is actually hittable by PC's at those levels.

Half-Troll Bakemono
Small Giant (Goblinoid, Shadowlands)
Hit Dice: 1d8+4 (8 hp)
Initiative: +1
Speed: 30 ft.
AC: 22 (+1 size, +1 Dex, +10 natural), touch 12, flat-footed 20
BAB/Grapple: +0/+1
Attacks: Bite +6 melee, 2 claws +1 melee
Damage: Bite 1d8+5, claw 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Rend 2d3+7
Special Qualities: Darkvision 60 ft., fast healing 5, scent
Saves: Fort +8, Ref +1, Will +0
Abilities: Str 20, Dex 12, Con 18, Int 1, Wis 11, Cha 5
Skills: Hide +5, Listen +6, Move Silently +1, Spot +2
Feats: Alertness
Climate/Terrain: Shadowlands
Organization: Gang (2–4), pack (16–35, usually with 1 warlord or 1–3 Shadowlands ogres), or army (51–100, led by 2–8 Shadowlands ogres)
Challenge Rating: 2 [GCR 1]
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class

Bakemonos are the “goblins” of the Shadowlands—small, powerfully muscled humanoids with the intelligence and the temperament of vicious attack dogs. The bulk of the race are much like hounds whose leashes are held by Shadowlands ogres. A few—those gifted with extraordinary intelligence— advance in levels (usually as warriors), use armor and weapons, and lead their kin as warlords.
The average bakemono is about 4 feet tall, 150 pounds, and rippling with powerful muscles. Bakemonos speak their own language. Those with exceptional intelligence also speak Rokugani (Common).

COMBAT
Most bakemono are too stupid to use weapons, and they really have little need for them. They leap in to attack like bulldogs, clenching their jaws around anything they can catch, and raking with their filthy claws. They attack in packs, throwing themselves on their victims without fear or strategy.


Feral Bakemono
Small Monstrous Humanoid (Goblinoid, Shadowlands)
Hit Dice: 1d10+2 (7 hp)
Initiative: -1
Speed: 40 ft.
AC: 16 (+1 size, -1 Dex, +6 natural), touch 10, flat-footed 16
BAB/Grapple: +0/+0
Attacks: Bite +5 melee, 2 claws +0 melee
Damage: Bite 1d8+4, claw 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Darkvision 60 ft., fast healing 2
Saves: Fort +6, Ref -1, Will +1
Abilities: Str 18, Dex 8, Con 14, Int 2, Wis 13, Cha 7
Skills: Hide +3, Jump +8, Listen +7, Spot +3
Feats: Alertness
Climate/Terrain: Shadowlands
Organization: Gang (2–4), pack (16–35, usually with 1 warlord or 1–3 Shadowlands ogres), or army (51–100, led by 2–8 Shadowlands ogres)
Challenge Rating: 1 [GCR 1/2]
Treasure: 50% coins, standard goods and items, no scrolls
Alignment: Always chaotic evil
Advancement: By character class

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #31 on: January 29, 2013, 12:22:12 AM »
I'll be needing these guys soon...

Advanced GRAY SLAAD (stat boosts Dex and Con)
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 16d8+128 (200 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 25 (-1 size, +3 Dex, +13 natural), touch 12, flat-footed 22
Base Attack/Grapple: +16/+28
Attack: Claw +24 melee (2d6+8)
Full Attack: 2 claws +24 melee (2d6+8) and bite +21 melee (3d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, summon slaad
Special Qualities: Change shape, damage reduction 10/lawful, darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +18, Ref +13, Will +12
Abilities: Str 27, Dex 16, Con 26, Int 14, Wis 14, Cha 14
Skills: Climb +27 [19], Concentration +24 [16], Hide +18 [19], Jump +27 [19], Knowledge (arcana) +21 [19], Listen +21 [19], Move Silently +22 [19], Search +21 [19], Spellcraft +23 [19], Spot +21 [19], Survival +5 (+7 following tracks) [3]
Feats: Multiattack, Improved Initiative, Weapon Focus (claw), item creation feat (any one), Combat Reflexes, Large and In Charge
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or pair
Challenge Rating: 14
Treasure: Double standard
Alignment: Usually chaotic neutral
Advancement: 11–15 HD (Medium); 16–30 HD (Large)
Level Adjustment: +6

Lean and quick-looking, this humanoid resembles a two-legged frog. Its skin is a dappled gray color, and its fingers are long and clawed. It stands as tall as a human.

A green slaad that survives for more than a century retreats into isolation for at least a year. It returns as a smaller, leaner gray slaad and devotes most of its time and attention to magical study. Gray slaadi enjoy crafting magic items to further their own power.

Combat
Gray slaadi prefer to fight from a distance, using their spell-like abilities, although they don’t shy away from melee.
    Spell-Like Abilities: At will—chaos hammer (DC 16), deeper darkness, detect magic, identify, invisibility, lightning bolt (DC 15), magic circle against law, see invisibility, shatter (DC 14); 3/day—animate objects, dispel law (DC 17), fly; 1/day—power word stun. Caster level 10th. The save DCs are Charisma-based.
    Change Shape (Su): A gray slaad can assume any humanoid form as a standard action. In humanoid form, a gray slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to its appearance). A gray slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.
    Summon Slaad (Sp): Twice per day a gray slaad can attempt to summon 1–2 red slaadi or 1 blue slaad with a 60% chance of success, or 1 green slaad with a 40% chance of success. This ability is the equivalent of a 5th-level spell.
   Large and In Charge: When you make a successful attack of opportunity against an opponent that is moving inside your threatened area, you can force the opponent back to the 5-foot space it was in before it provoked the attack of opportunity. After you hit with your attack of opportunity, make an opposed Strength check against your opponent. You gain a +4 bonus for each size category larger than your opponent you are, and an additional +1 bonus for every 5 points of damage you dealt with your attack of opportunity. If you win the opposed check, your opponent is pushed back 5 feet into the space it just left. An opponent you push cannot move any farther in this round. [vs Med: +12 +1/5 dmg] [vs Large: +8 +1/5 dmg]

Increase the Gray Slaad by 6 HD, to Large size:  +6 HD, +6 BAB, +3 to all saves, 60 skill points (+6 to all but survival), 2 Ability Score Increases, 2 feats.
Large size: +8 Str, -2 Dex, +4 Con, +2 Nat Arm, -1 Attack/AC, +4 Grapple/-4 Hide; damage dice increase
+4 CR

Advanced DEATH SLAAD (Ability Score Increase to Dex, Con)
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 23d8+184 (287 hp)
Initiative: +10
Speed: 30 ft. (6 squares)
Armor Class: 29 (-1 size, +6 Dex, +14 natural), touch 15, flat-footed 23
Base Attack/Grapple: +23/+36
Attack: Hammer of Thunderbolts +34 (4d6+13), or Claw +31 melee (4d6+9 plus stun)
Full Attack: Hammer of Thunderbolts +34/+29/+24/+19 (4d6+9), and claw +29 melee (4d6+9 plus stun) and bite +29 melee (4d8+4); or
   2 Claws +31 melee (4d6+9 plus stun) and bite +29 melee (4d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Stun, spell-like abilities, summon slaad
Special Qualities: Change shape, damage reduction 10/lawful, darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5, telepathy 100 ft.
Saves: Fort +21 (+4 vs poison), Ref +19, Will +17   (+1 against spells and effects from good creatures)
Abilities: Str 29, Dex 22, Con 26, Int 18, Wis 18, Cha 18
Skills: Climb +34 [25], Concentration +30 [22], Escape Artist +31 [25], Hide +27 [25], Intimidate +29 [25], Jump +34 [25], Knowledge (any two) +29 [25, 25], Listen +29 [25], Move Silently +31 [25], Search +29 [25], Spot +29 [25], Survival +19 (+21 when tracking) [15], Use Rope +6 (+8 with bindings) [0 ]
Feats: Cleave, Combat Reflexes, Fiendish Heritage, Fiendish Legacy, Improved Initiative, Multiattack, Power Attack, Robilar's Gambit
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or pair
Challenge Rating: 18
Treasure: Double standard
Alignment: Usually chaotic neutral, sometimes chaotic evil
Advancement: 16–22 HD (Medium); 23–45 HD (Large)
Level Adjustment: —

Lean and quick-looking, this humanoid resembles a two-legged frog. Its skin is a dappled gray color, and its fingers are long and clawed. It stands as tall as a human.

    Death slaadi are grays that undergo some mysterious ritual that transforms them into veritable killing machines. Although they have spell-like abilities like gray slaadi, death slaadi focus more on killing than on magical power. They look exactly like gray slaadi.
    All slaadi obey the command of a death slaad, out of fear more than anything else. Death slaadi represent a corruption of pure chaos by evil rather than true exemplars of it.

Combat
Although its prowess with its natural weapons is fearsome, a death slaad enjoys wielding a magic weapon if available.
    Stun (Ex): Three times per day, a death slaad can attempt to stun its opponent on an attack with one of its natural weapons. If the opponent fails a DC 25 Fortitude save, it is stunned for 1 round in addition to taking normal damage from the attack. The save DC is Wisdom-based.
    Spell-Like Abilities: At will—animate objects, chaos hammer (DC 18), deeper darkness, detect magic, dispel law (DC 19), fear (DC 18), finger of death (DC 21), fireball (DC 17), fly, identify, invisibility, magic circle against law, see invisibility, shatter (DC 16); 3/day—circle of death (DC 20), cloak of chaos (DC 22), word of chaos (DC 21); 1/day—implosion (DC 23), power word blind. Caster level 15th. The save DCs are Charisma-based.; 1/day  - teleport (self plus 50 pounds of objects only), summon monster V (fiendish creatures only), and unholy blight. Caster Level 23rd.
    Change Shape (Su): A death slaad can assume any humanoid form as a standard action. In humanoid form, a death slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to its appearance). A death slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.
    Summon Slaad (Sp): Twice per day a death slaad can attempt to summon 1–2 red or blue slaadi with a 60% chance of success, or 1–2 green slaadi with a 40% chance of success. This ability is the equivalent of a 6th-level spell.

Hammer of Thunderbolts
    This +3 Large returning warhammer deals 4d6 points of damage on any hit. Further, if the wielder wears a belt of giant strength and gauntlets of ogre power and he knows that the hammer is a hammer of thunderbolts (not just a +3 warhammer), the weapon can be used to full effect: It gains a total +5 enhancement bonus, allows all belt and gauntlet bonuses to stack (only when using this weapon), and strikes dead any giant upon whom it scores a hit (Fortitude DC 20 negates the death effect but not the damage).
    When hurled, on a successful attack the hammer emits a great noise, like a clap of thunder, causing all creatures within 90 feet to be stunned for 1 round (Fortitude DC 15 negates). The hammer’s range increment is 30 feet.

Increase the Death Slaad by 8 HD, to Large Size, +8 HD, +8 BAB, +4 to all saves, 96 skill points (+7 to all but Use Rope, 5 extra put into Concentration), 2 Ability Score Increases, 2 feats.
Large Size: +8 Str, -2 Dex, +4 Con, +2 Nat Arm, -1 Attack/AC, +4 Grapple/-4 Hide; damage dice increase
+5 CR



Red Slaad (average, advanced to 10 HD, and advanced plus fighter)
(click to show/hide)

Blue Slaad (average, advanced 12 HD)
(click to show/hide)

Green Slaad (average, advanced 12 HD, Gestalt w/Sorcerer)
(click to show/hide)
« Last Edit: February 14, 2013, 06:03:40 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #32 on: January 29, 2013, 12:23:56 PM »
The Jotunheim Frost Giants and Muspelheim Fire Giants statted in Deities and Demigods are a mess.  Both are listed as outsiders, but the Frost Giant's numbers are based upon having Giant HD, and the Fire Giant's numbers are based upon having Outsider HD.  They also both have feats as if they were a Giant RHD 22/Barb 20 and a Giant RHD 20/Fighter 19.

More discussion and rumination on the topic can be seen at:
http://www.ruleofcool.com/smf/index.php/topic,854.0.html

Here are a few early attempts to recreate these beings using the MM3's Eldritch Giant as a base.

Without Divine Rank:
Frost Giant:
(click to show/hide)

Fire Giant:
(click to show/hide)

Quasi-Deities with Divine Rank 0:

Technically, all deities, including quasi-deities, are supposed to get maximum hit points for their HD. None of the ones statted in D&Dg actually show that benefit, however.  I have placed that number in brackets beside the average hit point value.

Frost Giant:
(click to show/hide)

Fire Giant:
(click to show/hide)

Here are some "Legendary" Frost and Fire Giants.  These are basically Eldritch Giants with most of their racial abilities stripped away, given the appropriate subtypes, and the weapons/armor (and feats) swapped around.  I've lowered their CR by 1.

~20% of their race will have the SLA's and eldritch mastery ability reinstated (returning the CR to 15), and ~half of those will have gestalted levels of casting (10-15 levels) at and additional +1 CR.
I could, of course, give these individuals the Primordial Giant template for extra SLA fun.

Legendary Frost Giant:
(click to show/hide)

Legendary Fire Giant:
(click to show/hide)

You could also make use of Titans.  They fill the same sort of mythological niche and even can advance to gargantuan.  The SLAs are inappropriate, but that's easy enough to address.
Now why'd you have to go and make sense like that, and after I put all that work into fiddling with stats?

That's actually a pretty damn good idea.  The 3.0 Titan cast spells as either a 20th level wizard or 20th level Cleric (in addition to a bevy of SLA's).  Maybe I'll just strip out everything but the chassis, lower the CR (because really, the differences between the Titan & the Eldritch Giant without their racial abilities and SLA's is minuscule) a few points, and call that the base member of the legendary jotun race.  Gestalt on wizard casting to "replace" the SLA's on the CR 21 version...

So, I need to make some Titan versions as well.

Here is the Titan-based Legendary Frost Giant:
(click to show/hide)
The CR calculation by Vorpal Tribble over at GitP still puts this thing's CR at 22, but then it also puts my Legendary Frost Giant based upon a stripped-down Eldritch Giant at CR 19 (a base Eldritch Giant w/ it's magical abilities, but lacking the cold subtype or rock throwing, is CR 15).  So, I eyeballed the CR at 16.  Seems appropriate.  One with 17 Gestalt caster levels (Archivist, Cleric, Sorcerer, or Wizard) would be CR 17.

Here is a Titan-based Legendary Fire Giant.
(click to show/hide)

Here is a Fire Giant Titan advanced to Garganuan size.  He still hasn't spent his new skill points or feat slots.
(click to show/hide)
« Last Edit: May 31, 2013, 03:43:36 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #33 on: February 03, 2013, 12:55:01 AM »
Concordant Killer
Large Outsider (extraplanar)
Hit Dice: 19d8+114 (200 hp)
Initiative: +7
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 39 (-1 size, +3 Dex, +4 armor, +4 shield, +19 natural armor), touch 12, flat-footed 36
Aligned AC: 43 (-1 size, +3 Dex, +4 armor, +4 shield, +19 natural armor, +4 deflection), touch 16, flat-footed 40
Base Attack/Grapple: +19/+31
Attack: +2 concordant greatsword +29 melee (3d6+14 [17-20/x2]) or slam +26 melee (2d8+8)
Full Attack: +2 concordant greatsword +29/+24/+19/+14 melee (3d6+14 [17-20/x2]) or 2 slams +26 melee (2d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Concordant greatsword, spell-like abilities
Special Qualities: Aligned defense, damage reduction 10/-, darkvision 60 ft., immune to acid, cold, electricity, fire, petrification, and poison, know alignment, low-light vision, spell resistance 30, telepathy 100 ft., true seeing
Saves: Fort +17, Ref +14, Will +17
Abilities: Str 27, Dex 17, Con 23, Int 16, Wis 22, Cha 24
Skills: Concentrate +28, Diplomacy +9, Hide +21, Intimidate +29, Jump +12, Kn (Arcana) +25, Kn (Planes) +25, Listen +28, Move Silently +25, Sense Motive +28, Spellcraft +27 (+29 with scrolls), Spot +28, Survival +6 (+8 on other planes), Use Magic Device +29 (+31 with scrolls)
Feats: Cleave, Improved Critical (greatsword), Improved Initiative, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Quicken Spell-Like Ability (wall of force), Weapon Focus (greatsword)
Environment: ?
Organization: Solitary
Challenge Rating: 19
Treasure: Standard (61,000 gp - No coins [gems instead]. Many wands, staffs, or wondrous items.)
Alignment: Always true neutral
Advancement: 20-40 HD (Large)
Level Adjustment: -

Concordant Killers speak Abyssal, Celestial, and Common.  They also can communicate with any creature that has a language via their telepathy ability.

True Seeing (Su):  As the true seeing spell; continuous; caster level 19th.

Concordant Greatsword (Su):  Carried by every concordant killer, these blades are an extension of their carrier’s will. Such a blade is treated as though it    possessed the anarchic, axiomatic, holy, and unholy special abilities simultaneously. The sword can be sundered (it has hardness 14 and 30 hp),    but if the concordant killer relinquishes its grip, the weapon dissipates. A concordant killer can create a new blade as a move action.
      If the concordant killer is destroyed, the sword it bears disappears forever.
Aligned Defense (Su):  A concordant killer can increase its defenses against creatures of a specific alignment component (good, evil, law, or chaos). Against attacks made or effects created by creatures of the chosen alignment, this ability grants the concordant killer a +4 deflection bonus to AC and a +4 resistance bonus on saving throws.  At will, as a standard action, the concordant killer can change the alignment to which this effect is attuned.
   This ability also blocks spells of up to 3rd level cast by creatures of the specified alignment, as a lesser globe of invulnerability spell (CL 19th).
   (These defensive benefits are not included in the creature's statistics.)
Know Alignment (Su):  As the detect chaos, detect evil, detect good, and detect law spells; continuous; caster level 19th. A concordant killer can suppress or    resume some or all of this ability as a free action.
Spell-Like Abilities (Sp): At will - analyze dweomer (DC 23), greater dispel magic, mage armor*, magic missile, Otiluke's resilient sphere (DC 21), shield*, greater teleport (self plus 50 lb. of objects only); 3/day - forcecage, greater invisibility, Mordenkainen's sword, Otiluke's telekinetic sphere (DC 25), plane shift (self only), wall of force; 1/day - blasphemy (DC 24), dictum (DC 24), holy word (DC 24), mind blank, word of chaos (DC 24). 
   Caster level 19th, the save DC's are Charisma-based.
      *Already used




Shadow Creature Concordant Killer
Large Outsider (extraplanar)
Hit Dice: 19d8+114 (200 hp)
Initiative: +7
Speed: 60 ft. (8 squares), fly 135 ft. (good)
Armor Class: 39 (-1 size, +3 Dex, +4 armor, +4 shield, +19 natural armor), touch 12, flat-footed 36
Aligned AC: 43 (-1 size, +3 Dex, +4 armor, +4 shield, +19 natural armor, +4 deflection), touch 16, flat-footed 40
Base Attack/Grapple: +19/+31
Attack: +2 concordant greatsword +28 melee (3d6+14 [17-20/x2]) or slam +26 melee (2d8+8)
Full Attack: +2 concordant greatsword +28/+23/+18/+13 melee (3d6+14 [17-20/x2]) or 2 slams +26 melee (2d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Concordant greatsword, spell-like abilities
Special Qualities: Aligned defense, damage reduction 10/-, darkvision 60 ft., immune to acid, cold, electricity, fire, petrification, and poison, know alignment, low-light vision, shadow blend, spell resistance 30, telepathy 100 ft., true seeing; evasion, fast healing 2,
Saves: Fort +19, Ref +16*, Will +19   *evasion
Abilities: Str 27, Dex 17, Con 23, Int 16, Wis 22, Cha 24
Skills: Concentrate +28, Diplomacy +9, Hide +21, Intimidate +29, Jump +20, Kn (Arcana) +25, Kn (Planes) +25, Listen +28, Move Silently +31, Sense Motive +28, Spellcraft +27 (+29 with scrolls), Spot +28, Survival +6 (+8 on other planes), Use Magic Device +29 (+31 with scrolls)
Feats: Cleave, Improved Critical (greatsword), Improved Initiative, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Quicken Spell-Like Ability (wall of force), Mindsight
Environment: ? and plane of shadow
Organization: Solitary
Challenge Rating: 20
Treasure: Standard (61,000 gp - No coins [gems instead]. Many wands, staffs, or wondrous items.)
Alignment: Always true neutral
Advancement: 20-40 HD (Large)
Level Adjustment: -

Concordant Killers speak Abyssal, Celestial, and Common.  They also can communicate with any creature that has a language via their telepathy ability.

True Seeing (Su):  As the true seeing spell; continuous; caster level 19th.

Concordant Greatsword (Su):  Carried by every concordant killer, these blades are an extension of their carrier’s will. Such a blade is treated as though it possessed the anarchic, axiomatic, holy, and unholy special abilities simultaneously. The sword can be sundered (it has hardness 14 and 30 hp), but if the concordant killer relinquishes its grip, the weapon dissipates. A concordant killer can create a new blade as a move action.
      If the concordant killer is destroyed, the sword it bears disappears forever.
Aligned Defense (Su):  A concordant killer can increase its defenses against creatures of a specific alignment component (good, evil, law, or chaos). Against attacks made or effects created by creatures of the chosen alignment, this ability grants the concordant killer a +4 deflection bonus to AC and a +4 resistance bonus on saving throws.  At will, as a standard action, the concordant killer can change the alignment to which this effect is attuned.
   This ability also blocks spells of up to 3rd level cast by creatures of the specified alignment, as a lesser globe of invulnerability spell (CL 19th).
   (These defensive benefits are not included in the creature's statistics.)
Know Alignment (Su):  As the detect chaos, detect evil, detect good, and detect law spells; continuous; caster level 19th. A concordant killer can suppress or resume some or all of this ability as a free action.
Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Shadow Creature Abilities: +2 luck bonus to all saving throws, evasion, fast healing 2, mirror image 1/day.
Skills: Shadow creatures gain a +6 racial bonus on Move Silently checks.
Spell-Like Abilities (Sp): At will - analyze dweomer (DC 23), greater dispel magic, mage armor*, magic missile, Otiluke's resilient sphere (DC 21), shield*, greater teleport (self plus 50 lb. of objects only); 3/day - forcecage, greater invisibility, Mordenkainen's sword, Otiluke's telekinetic sphere (DC 25), plane shift (self only), wall of force; 1/day - blasphemy (DC 24), dictum (DC 24), holy word (DC 24), mind blank, word of chaos (DC 24).
   Caster level 19th, the save DC's are Charisma-based.
   1/day - mirror image. Caster level 5th.
      *Already used
« Last Edit: April 14, 2014, 01:59:53 PM by ksbsnowowl »

Offline phaedrusxy

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Re: Norse Bestiary
« Reply #34 on: February 13, 2013, 09:00:47 PM »
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #35 on: February 13, 2013, 10:00:48 PM »
http://suptg.thisisnotatrueending.com/archive/22907962/
Hey, ksbsnowowl, is this your homebrew game?!?!  :D
No, it is not, but I'll be keeping my eye on that, as I devour Norse RPG games for ideas (Vikings d20 and GURPS Vikings, I'm looking at you...)

Edit: that does make me want to use the Rejkar from the MM3, though...

I do need to give my players a proper throwing massive troll encounter, soon.  The two-headed Fell Troll from UE is CR 14; gestalt a few levels of Hulking Hurler and Warhulk...
Or a mountain troll.

Never really followed the hulking hurler stuff.  Need to read up on some of that...

The other option, would be to go with the Mountain Giant from the MM2.  Its supposed CR of 26 is WAY off, and most analyses I've seen put its CR at no higher than 16.  Making that a Gestalt CR 15.  I could gestalt some fighter and hulking hurler to allow it to throw houses, or throw something on to up its abysmal Will save.  Maybe Bard, though it would only really benefit from Bardic Song.  Hmm...  Maybe Mineral Warrior to give it some DR...

Here he is, with the changes from the 3.5 Update Booklet applied, though changing out two crappy feats for Brutal Throw and Large and In Charge.  Would be good to pick up Quick Draw too (for multiple boulders per round).  Also altered his CR to 16, though the DC 38 reflex save to avoid the Crush attack is seemingly way too high for CR 16; though everything else about him screams CR 16 tops.

Might be interesting to make him Primordial.  That would be one VERY large Invisibility Purge.  Maybe that's what I'll do - he'll be a sentry at the door to a Troll King's underground hall.  With a 150-foot radius of no invisibility around him, he'd actually make a fairly decent sentry...  Will have to add that later.
 
Mountain Giant
Colossal Giant (Earth)
Hit Dice: 30d8+390 (525 hp)
Initiative: +0
Speed: 80 ft.
AC: 31 (–8 size, +29 natural), touch 2, flat-footed 31
BAB/Grapple: +22/+54
Attacks: Mountain giant club +30/+25/+20/+15 melee, or 2 slams +30 melee, or rock +31 ranged
Damage: Mountain giant club (4d8+24/19–20), slam (2d6+16), rock (4d8+16)
Face/Reach: 30 ft./25 ft.
Special Attacks: Crush 2d6+24, fling, grapple, rock throwing, trample 4d6+24
Special Qualities: Darkvision 60 ft., rock catching, scent, summon giants
Saves: Fort +30, Ref +10, Will +10
Abilities: Str 43, Dex 10, Con 37, Int 6, Wis 10, Cha 7
Skills: Jump +39 [3], Listen +15 [15], Spot +15 [15]
Feats: Awesome Blow, Brutal Throw, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (mountain giant club), Improved Overrun, Large and In Charge, Power Attack, Track
Climate/Terrain: Any mountains
Organization: Solitary or family (2 plus 1–3 noncombatants) 
Challenge Rating: 16
Treasure: Standard
Alignment: Usually chaotic
Advancement: By character class

Among the largest giants in existence, mountain giants are primitive creatures given to cruelty and capriciousness. They take great pleasure in flinging boulders down upon passing smaller creatures, trying to hit them as they flee.Mountain giants often live to be 100 years old.

A mountain giant resembles a titanic hill giant, standing more than 40 feet tall and weighing nearly 50,000 pounds.

Greasy, jet-black hair frames a face with bulbous features and a skin tone that can be any shade from tan to reddish brown. The typical mountain giant wears only minimal clothing—usually a breechcloth and a shirt made of rough animal hide that barely covers a large pot belly.

A mountain giant’s bag contains 3d4 rocks, 1d4+2 mundane items, and the giant’s personal wealth. These items tend to be humanoid artifacts that the mountain giant considers playthings, such as broken wagons, small huts, and furniture, including tables and beds.

Combat
Mountain giants attack in a straightforward manner, stepping forth to overrun opponents whenever possible. They also enjoy picking up foes and hurling them against a mountainside. Many an armed foe has foiled a mountain giant’s initial grab attempt only to be scooped up by the monster’s other hand. In melee, mountain giants use their height to smash their clubs down on the heads of their foes. A mountain giant that feels seriously threatened often uses its summon giants ability to engage its foes with other opponents, then steps back to hurl boulders. Against groups of smaller foes, mountain giants prefer their trample or crush attacks.

Crush (Ex): A mountain giant that jumps at least 20 feet into the air (or jumps down from a height of at least 20 feet) can land on opponents two or more size categories smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the giant’s body.  (This is normally a 30-foot square, but the giant can instead opt to come down on its seat and cover a 30-foot by 40-foot area.) Each creature in the affected area must succeed at a Reflex save (DC 38) or be pinned, automatically taking 2d6+24 points of bludgeoning damage. Thereafter, if the giant chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Fling (Ex): A mountain giant that sucessfully grapples a foe two or more size categories smaller than itself can hurl the creature as a standard action. A flung creature travels up to 120 feet and takes 12d6 points of damage. A creature that is flung off a mountain takes this amount of damage or the appropriate falling damage, whichever is greater. The giant also can throw the flung creature as though it were a boulder. In this case, the flung creature takes 12d6+16 points of damage, and any opponent it strikes takes 4d8+16 points of damage.

Grapple (Ex): If a mountain giant hits an opponent that is at least one size category smaller than itself with a slam (used as a melee touch attack), it deals normal damage and attempts to start a grapple (grapple bonus +54). If it gets a hold, it can fling the opponent in the next round. Alternatively, the mountain giant has the option to conduct the grapple normally, or simply use one hand to hold the opponent (–20 penalty on grapple check, but the mountain giant is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage.

Trample (Ex): As a standard action during its turn each round, a mountain giant can trample opponents at least one size category smaller than itself. This attack deals 4d6+24 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 41) for half damage.

Scent (Ex): A mountain giant can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Summon Giants (Sp): Once per day, a mountain giant can attempt to summon 1d8+1 ogres, 1d6+1 trolls, or 1d4+1 hill giants with a 25% chance of success.

Skills and Feats: A mountain giant has EHD as though it were a Huge creature.
« Last Edit: February 14, 2013, 01:23:38 AM by ksbsnowowl »

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #36 on: February 14, 2013, 07:15:35 PM »
Ran out of room for the Slaadi above:

Green Slaad (advanced as a Gestalt Slaad//Wizard)
(click to show/hide)


Red Slaad (Advanced, Ftr 2, charger)
(click to show/hide)


Blue Slaad (Advanced, finalized)
(click to show/hide)


Blue Slaad (Advanced, Ftr 2, finalized)
(click to show/hide)


Advanced Green Slaad (finalized)
(click to show/hide)


Green Slaad (Advanced, gestalt Sorcerer, finalized):
(click to show/hide)
« Last Edit: April 11, 2013, 05:49:54 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #37 on: February 23, 2013, 07:06:24 PM »
Assassin Devil (Dogai)
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Phantom Assassin Devil (Phantom Dogai)
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Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #38 on: February 24, 2013, 01:19:37 AM »
Slaughter Wight Tomb Warden 3
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Phantom Slaughter Wight Tomb Guardian 3
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« Last Edit: February 24, 2013, 01:36:15 AM by ksbsnowowl »

Offline ksbsnowowl

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Re: Norse Bestiary
« Reply #39 on: February 24, 2013, 07:58:48 PM »
This is interesting, a template that basically turns something into a Shadar-Kai:
http://www.wizards.com/default.asp?x=dnd/re/20030728a

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This was published after Fiend Folio, right around the time of the new 3.5 PHB.
Seems to also be a series of articles about shadow-themed encounters called the Shadow Glade.
« Last Edit: February 24, 2013, 08:01:40 PM by ksbsnowowl »