Author Topic: [3.5] Risada's Bestiary  (Read 23454 times)

Offline Risada

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[3.5] Risada's Bestiary
« on: November 14, 2011, 12:45:42 PM »
It's alive once again!

This thread is where I will post my overpowered monsters of utter destruction cute little kids...

Index

Angelic Hierarchy
Angel
Archangel
Principality
Power
Virtue
Dominion
Throne

Cardinal Angels
Uriel (North)
Raphael (East)
Gabriel (West)
Michael (South)

Espers
Belias (Aries)
Chaos (Taurus)
Zalera (Gemini)
Zeromus (Cancer)
Hashmal (Leo)
Ultima (Virgo)
Exodus (Libra)
Cuchulainn (Scorpio)
Shemhazai (Sagittarius)
Adrammelech (Capricorn)
Famfrit (Aquarius)
Mateus (Pisces)
Zodiark (Ophiuchus)

Hindu Mythology
Turdak

Japanese Mythology
Itsumade
Jubokko
Komainu
Nue
Okiku-Mushi
Tsuchigumo
Yomotsu Ikusa
Yomotsu Shikome

Phillipines' Mythology
Manananggal

Book sources:
CArc: Complete Arcane
CChamp: Complete Champion
CD/CDiv: Complete Divine
CMage: Complete Mage
CS: Complete Scoundrel
CW: Complete Warrior
CoR: Champions of Ruin
DotU: Drow of the Underdark
Drac: Draconomicon
DrM: Dragon Magic
FrB: Frostburn
MIC: Magic Item Compendium
MiniHB: Miniatures Handbook
OA: Oriental Adventures
PHB2: Players' Handbook 2
RotD: Races of the Dragon
RHoD: Red Hand of Doom
SpC: Spell Compendium
ToB: Tome of Battle: Book of the 9 Swords
« Last Edit: November 21, 2011, 12:47:09 PM by Risada »

Offline Risada

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Re: Risada's Bestiary
« Reply #1 on: November 14, 2011, 12:47:34 PM »
Espers

The scions that would become the Espers were created by Ocurria (often referred to as "gods") for varied purposes. While the exact number is never revealed, there are at least 24 scions, with each zodiac sign having a light and dark representative.

Time passed, and eventually, being proud of her power and status and believing herself to be more powerful than her creators, the highest ranking Esper, Ultima, rose up against the gods. Rallying all the scions of darkness, they attacked the very gods that had created them. However, even with the combined force of 12 Espers, they were defeated, and banished to the darkest reaches of the world. A thirteenth scion, Zodiark, was also bound by the Ocurria for fear of his power. Unlike his brethren, he is not known to have harboured rebellious desire.
  (taken from here)

All espers share the folowing traits:
-immunity to all mind-affecting effects (including all fear effects), ability damage, ability drain, energy drain, death effects, poison, polymorph effects;
-immunity to the following conditions: dazed, exhausted, nauseated, paralyzed, sickened, staggered, stunned;
-espers have full hit points for its hit dice;



Belias, the Gigas
Large Outsider (Fire)
HD 8d8 + 40 (104 HP)
Speed 40 ft. (8 squares)
Init: 3
AC 19; touch 12; flat-footed 16
(-1 size, +3 Dex, +7 natural)
BAB +8; Grp +18
Attack +1 large adamantine flaming battleaxe +15 melee
(2d6+7, 19-20/x3, +1d6 fire)
Full-Attack +1 large adamantine flaming battleaxe +15/+10 melee (2d6+7, 19-20/x3, +1d6 fire) or 2 slams +13 melee (1d8+6 +1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks spell-like abilities
Special Qualities DR 5/-, darkvision 60 ft, essence of fire
Saves Fort +11 Ref +9 Will +8
Abilities Str 22, Dex 16, Con 20, Int 10, Wis 14, Cha 14
Skills: Intimidate +13, Concentration +16, Spot +13, Listen +13, Spellcraft +11, Knowledge (arcana) + 11, Balance +14, Climb + 11, Jump +12
Feats: Ability Focus (widened greater fireburst) (B), Improved critical (battleaxe), Power Attack, Weapon Focus (battleaxe)
Challenge Rating 8
Treasure none
Alignment: N

Scion of darkness and guardian of the Holy Realm, made by the Ocurria in opposition to Loghrif the Transcendent, scion of light. Called the Gigas for his appearance: man and monster fused as one. Considered a mistake upon his making, and receiving not his intended role, the Gigas challenged his masters and lost.

Belias is a 12 feet tall muscular humanoid with brown skin, with hoofs and his head resemble that of a ram, with a similar but smaller body attached to his chest. Red fur cover most of his body. Belias carries an axe.

Belias represents the Zodiac sign of Aries.

Combat
Belias tends to start combat by engaging his opponents in melee combat through a charge. Belias is fond of using his fireball SLA frequently during the combat as a way to both damage his opponents and heal himself. After he has lost around half of his hit points he uses his widened greater fireburst SLA to deal a large amount of damage so he can proceed to finish them off.

Essence of Fire (Ex): Belias has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure. Additionally, whenever Belias is subject to an effect would deal fire damage, he heals a number of hit points equal to half the amount of damage he would take instead. Finally, Belias's natural attacks are considered to be magical for the purposes of damage reduction and deal an additional 1d6 points of fire damage.

Spell-like abilities: 3/day: fireball (DC 15), 1/day: widened greater fireburst SpC (DC 19). Caster level 8th. Saves are Charisma-based.

Offline Risada

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Re: Risada's Bestiary
« Reply #2 on: November 14, 2011, 12:49:54 PM »


Mateus, the Corrupt
Large Outsider (Cold)
HD 10d8 +40 (120 HP)
Speed 40 ft. (8 squares)
Init: 4
AC 23; touch 12; flat-footed 20
(-1 size, +3 Dex, +11 natural)
BAB +10; Grp +17
Attack +1 large frost returning trident +13 melee (2d6+5; 20/x2; +1d6 cold) or +1 large frost returning trident +14 ranged (2d6+5; 20/x2; +1d6 cold) or claw +12 melee (1d10+3, 20/x2, +1d6 cold)
Full-Attack +1 large frost returning trident +13/+8 melee (2d6+5; 20/x2; +1d6 cold) or 2 claws+12 melee (1d10+3, 20/x2, +1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks spells, ice servants
Special Qualities DR 5/-, darkvision 60 ft., essence of ice, greater spellcasting affinity, resistance to acid and eletricity 10, spell resistance 18
Saves Fort +11 Ref +11 Will +11
Abilities Str 16, Dex 19, Con 18, Int 18, Wis 18, Cha 22
Skills Appraise+17, Bluff+19, Concentration+17, Diplomacy + 19, Knowledge(arcana)+17, Knowledge(nature) +17, Knowledge(the planes)+17, Listen+17, Sense Motive+17, Spellcraft+17, Spot+17, Use Magic Device+17   
Feats Cold FocusFrB, Greater Cold FocusFrB, Iron Will (B), Law DevotionCChamp, Sudden EmpowerMiniHB
Challenge Rating 10
Treasure none
Alignment LE

Scion of darkness ruling and protecting those who live in the underworld, in opposition to Lahabrea the Abyssal Celebrant and scion of light. In the course of his rule, he submitted to avarice, and the darkness took his heart, transforming him until he was both evil and corrupt. Then in his cowardice did he bind a Goddess of Ice, and using her as a living shield, he challenged the gods. Defeated before their might, he fell screaming into the depths of hell, there to be imprisoned for eternity.

Mateus's current appearance is that of a blue-skinned woman with various parts of her body resembling those of a fish, in a dark tone. Mateus's real appearance has been long forgotten; after he possessed the ice goddess to use her as a living shield against his masters, it would seem that both of them couldn't get separated anymore.

Mateus represents the Zodiac sign of Pisces.

Combat
Mateus usually starts by using his ice servants ability to summon 3 bearded devils, followed by casting slow on his opponents. While his ice servants are on the field, Mateus play as support for them, providing battlefield control and debuffing his opponents. When his ice servants are defeated, Mateus takes an offensive approach and start using spells like orb of cold and icelance.
When Mateus reaches around half his total hit points, he uses its Law Devotion feat to get some AC bonus, changing the bonus to attack rols only when using icelance or other spell that requires an attack roll. After that, he casts a sudden empowered cone of cold, and then proceeds to finish off those who survived.

Essence of Ice (Ex): Mateus has immunity to cold. It has vulnerability to fire, which means 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 failure. Additionally, whenever Mateus would be damaged by cold damage, Mateus heals a number of hit points equal to half the damage it would take. Finally, Mateus's natural attacks are considered to be magical for the purposes of damage reduction and deal an extra 1d6 points of cold damage.

Greater Spellcasting Affinity (Ex): Mateus can use spells and spell-like abilities without provoking attacks of opportunity. Additionally, Mateus can ignore any focus or components required to cast his spells. Finally, Mateus can ignore any harmful effects done to him from spells cast by himself (such as hit point damage).

Ice Servants (Sp): this ability functions like the conjure ice beast VIFrostburn spell, except this ability is activated as a swift action, this ability always summon its max number of creatures, the creatures summoned have max hit points for its hit dice and +4 bonus to caster level against dispelling. This ability is usable once per day.

Spells: 10th level sorcerer casting (6/8/8/7/6/4, DC 16+ spell level or 18+ spell level if it's a spell with the cold descriptor)
0: arcane mark, caltropsSpC, daze, detect magic, ghost sound, mage hand, read magic, resistance, sonic snapSpC
1st: blockadeCScoundrel, distract assailantSpC, grease, magic missile, nerveskitterSpC
2nd: fog cloud, ice knifeSpC, ray of iceSpC, scintillating scalesSpC
3rd: hailstonesSpC, icelanceSpC, slow
4th: orb of coldSpC, wall of ice
5th: cone of cold

Offline Risada

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Re: Risada's Bestiary
« Reply #3 on: November 14, 2011, 12:51:26 PM »


Adrammelech, the Wroth
Large Outsider (Air)
HD 12d8+84 (180 HP)
Speed 40 ft. (8 squares); fly speed 60 ft (good)
Init: 10
AC 30; touch 16; flat-footed 23
(-1 size, +7 Dex, +14 Natural)
BAB +12; Grp +24
Attack claw +19 melee (2d8+8, 20/x2, +1d8 eletricity)
Full-Attack 2 claws +19 melee (2d8+8, 20/x2, +1d8 eletricity) and 2 wings +19 melee (2d6+4, 20/x2, +1d8 eletricity)
Space 10 ft.; Reach 10 ft.
Special Attacks perfect defense, raging lightning, spell-like abilities
Special Qualities DR 5/-, darkvision 60 ft, essence of lightning, resistance to acid, cold and fire 10, spell resistance 23
Saves Fort +15 Ref +14 Will +11
Abilities Str 26, Dex 24, Con 24, Int 14, Wis 16, Cha 20
Skills Bluff +20, Concentration +22, Intimidate +20, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +18, Sense Motive +18, Spot +18, Tumble +22, Spellcraft +17
Feats Ability Focus (raging lightning), Combat Reflexes, Improved Initiative (B), Improved Multiattack, Multiattack, Robilar's GambitPHB2
Challenge Rating 12?
Treasure none
Alignment LE

Emperor among the scions, able to reduce to nothing aught he strikes with a single vengeful blow of his fist, created in opposition to Deudalephon the Benevolent, scion of light.
Though he was made by the gods to quell the fiends that raged in the world, his immense strength and fearsome visage drew the fiends to his side, and turned him against his creators.
Adrammelech led a fiendish horde against the gods, but in the end, he was defeated.


Adrammelech is a 12 feet tall winged demon in a humanoid-like body with the head resembling that of a goat and hooves for his feet, and his hands powerful claws. All his green body is covered in golden tattoos. Adrammelech's wings, altough may look like underdeveloped, function normally.

Adrammelech represents the Zodiac sign of Capricorn.

Combat
Adrammelech likes to engage his opponents in melee range for most of the time while making use of his Robilar's Gambit feat, only stopping sometimes to use his chain lightning to soften his opponents. Adrammelech uses his lightning leap to maneuver through the battlefield, hoping to reach a better position so he can attack a better or easier target.
When his hit points are reduced to half his total hit points, Adrammelech uses his Perfect Defense ability on the beginning of the next round. At the round after the Perfect Defense, he uses his Raging Lightning and keep fighting in melee range, now making use of his pounce ability.

Essence of Lightning (Ex): Adrammelech is immune to eletricity damage. Additionally, whenever Adrammelech would take eletricity damage, he heals a number of hit points equal to half the damage he would take. Finally, Adrammelech's natural weapons are considered to be magical for the purposes of damage reduction and deal an additional 1d8 points of electricity damage.

Perfect Defense (Ex): once per day as an immediate action, Adrammelech becomes immune to anything that affects him until the end of the round.

Raging Lightning (Su): as a standard action once per day, Adrammelech releases a pulse of eletricity, dealing 15d8 points of eletricity damage to all creatures within 60 ft from Adrammelech. Each affected creature can make a Reflex save for half damage (DC 23). Additionally, Adrammelech becomes berserk, gaining a +3 enhancement bonus on all attack and damage rolls, his DR increases to 10/-, he gains the pounce ability and fast healing 3. This effect lasts for 5 minutes. This is equivalent to a spell of 6th level. The DC is Charisma-based.

Spell-like abilities: 3/day: chain lightning (DC 21), 2/day: lightning leapCMage (DC 20). Caster level 12. Saves are Charisma-based.
« Last Edit: November 14, 2011, 01:06:56 PM by Risada »

Offline Risada

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Re: Risada's Bestiary
« Reply #4 on: November 14, 2011, 12:54:30 PM »


Zalera, the Death Seraph
Large Undead
HD 12d12 (144 HP)
Speed 30 ft. (6 squares)
Init: 5
AC 27; touch 14; flat-footed 22
(-1 size, +5 dex, +13 natural)
BAB +6; Grp +15
Attack touch of death +10 melee or ranged
Full-Attack touch of death +10 melee or ranged
Space 10 ft.; Reach 10 ft.
Special Attacks servants of darkness, spell-like abilities, touch of death
Special Qualities DR 5/-, essence of death, fast healing 10, resistance to acid, cold, eletricity and fire 15, spell resistance 23, spellcasting affinity
Saves Fort +6 Ref +11 Will +14
Abilities Str 21, Dex 21, Con -, Int 22, Wis 22, Cha 26
Skills Bluff +23, Concentration +15, Intimidate +23, Knowledge (arcana) +21, Knowledge (religion) +21, Knowledge (the planes) +21, Listen +21, Sense Motive +21, Spellcraft +21, Use Magic Device +23
Feats Ability Focus (fleshshiver), Ability Focus (slow), Eyes in the back of your headCW, Great Fortitude, Improved Initiative (B), Lightning Reflexes
Challenge Rating 12?
Treasure none
Alignment CE

Heretic scion who wrapped the world in dark energies, seeking to take the souls of all living things unto himself. Created in opposition to Emet-Selch, Angel of Truth, and scion of light.
Originally tasked with the judging of men upon their deaths, his soul was tainted by the curses of those who raged against the heavens, and seizing one of the gods' servants, a shamaness, as a hostage, he rebelled against his creators. Even now, in defeat, he clutches the shamaness to him in his right arm, and with the aid of her death-wail does he summon the soul of darkness to do his bidding.


Zalera looks like a 10 feet tall man, apparently wearing a dreadful armor and a skull-shaped mask. Attached to his right arm lies a shamaness from which he draws power over the dead, while his left is a claw that channels evil energy.

Zalera represents the Zodiac sign of Gemini.

Combat

Zalera starts combat by using his servants of darkness ability and follow up with his slow spell-like ability. During the time his skeletons are on the battlefield, Zalera plays as support for them, by using mostly his touch of death, and using his spell-like abilities to disable his foes. When needed, he will use his mass inflict serious wounds at least once to heal his skeletons, but Zalera can also use it offensively if his opponents are living.
When the skeletons are defeated, Zalera takes on a more offensive approach, by using his fleshshiver and reach slay living spell-like abilities, in order to quickly finish them off.

Essence of Death (Ex): Zalera is immune to the effects of turning and rebuking. Additionally, as long as there is at least one monster summoned by the servants of darkness ability within 60 ft from Zalera, his damage reduction increases to 10/-. Finally, Zalera is constantly under the effect similar to the negative energy auraSpC spell (CL 15), except the aura's area is 60 ft.

Servants of Darkness (Sp): as a swift action once per day, Zalera can summon 3 Ettin Skeletons or 3 Chimera Skeletons to fight for him. These skeletons are the same as their MM entry, except that they have a +12 profane bonus to Strength and a +6 profane bonus to their Armor Class, as well as immunity to turning and rebuking undead. This is the equivalent of a 7th level spell. This is a conjuration (summoning) effect.

Spellcasting Affinity (Ex): Zalera can use spells and spell-like abilities without provoking attacks of opportunity.

Touch of Death (Su): as a standard action, Zalera can channel negative energy through his left claw as either a melee or ranged touch attack up to 30 ft, dealing 10d6 points of negative energy damage to the affected creature, and the affected creature is dazed for 1 round. A successful Fortitude save (DC 24) halves the damage and negates the dazed condition.

Spell-like abilities: 3/day: slow (DC 23), hold monster (DC 23), mass inflict serious wounds (DC 25), reach slay living (DC 23), widened stinking cloud (DC 21) 2/day: fleshshiverSpC (DC 26). Caster level 12th. Saves are Charisma-based.


Offline Risada

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Re: Risada's Bestiary
« Reply #5 on: November 14, 2011, 12:55:44 PM »


Shemhazai, the Whisperer
Medium Outsider (Evil)
HD 14d8+84 (196 HP)
Speed 50 ft. (10 squares)
Init: 9
AC 34; touch 19; flat-footed 25
(+9 Dex, +15 natural)
BAB +14; Grp +20
Attack spirit arrow +26 ranged (2d6+14, 17-20/x2)
Full-Attack spirit arrow +26/+21/+16 ranged (2d6+14, 17-20/x2)
Space 5 ft.; Reach 60 ft.
Special Attacks spells, spirit arrow
Special Qualities DR 10/-, darkvision 60 ft., greater spellcasting affinity, fast healing 8, mana surge, resistance to acid, cold, eletricity and fire 10, shifting soul, spell resistance 26
Saves Fort +15 Ref +18 Will +14
Abilities Str 23, Dex 28, Con 23, Int 20, Wis 22, Cha 26
Skills Balance +16, Bluff +29, Diplomacy +20, Intimidate +27, Jump +25, Knowledge (arcana) +22, Knowledge (the planes) +22, Knowledge (nature) +22, Listen +23, Sense Motive +23, Spellcraft +24, Spot +23, Survival +15, Tumble +28, Use Magic Device +11
Feats Arcane StrikeCW, Empower Spell, Metamagic VigorCMage, Rapid Shot (B), Sculpt SpellCArc, Versatile SpellcasterRotD
Challenge Rating 14
Treasure None
Alignment NE

Scion that is both horse and woman, wielding utter control over the souls that wander the underworld, in opposition to Igeyorlm the Martyr, scion of light. Though she once served the gods as a guardian, when Ultima announced her rebellion, Shemhazai went to her, whispering of her masters' hidden weaknesses. She then descended upon the land without leave of her masters, and taught men of destruction and evil. For this was she stricken down and bound.

Shemhazai is a 6 feet tall woman with red skin, wearing a cloak. Her hands resembles crossbows, and her feet are hooves. Shemhazai carries on her back what looks like a grey horse.

Shemhazai represents the Zodiac sign of Sagittarius.

Combat

Shemhazai is under the effects of the following spells before combat (cast by herself): ferocity of the sanguine rage, greater resistance, haste, protection from good and scintillating scales.

Shemhazai starts combat by using her spirit arrows powered up by her Arcane Strike feat against her opponents in a round, while using spells such as mass curse of the impending blades and crushing despair to weaken her opponents every other round, following with damaging spells. If facing annoying spellcasters, Shemhazai uses spells such as arcane turmoil and greater dispel magic in an attempt to cripple them, as well as spiritwall.
When her hit points are reduced to half or lower, Shemhazai starts going more offensive, and use her more powerful spells, including radiant assault, and thanks to her mana surge ability, Shemhazai can apply her metamagic feats at no cost.

Greater Spellcasting Affinity (Ex): Shemhazai can use spells and spell-like abilities without provoking attacks of opportunity. Additionally, Shemhazai can ignore any focus or components required to cast her spells. Finally, Shemhazai can ignore any harmful effects done to her from spells cast by herself (such as hit point damage).

Mana Surge (Ex): Shemhazai can cast a spell as a free action once every other round. Additionally, all metamagic feats' level adjustment is decreased by 2 (to a minimum of 0), and her spells' casting time is unaffected by the use of metamagic feats. This ability is active only when Shemhazai's hit points are at half or less.

Shifting Soul (Ex): whenever Shemhazai takes acid, cold, eletricity or fire damage, she gains immunity to that energy type. If Shemhazai is damaged by another energy type, she loses the current immunity and becomes immune to this new energy type.

Spirit Arrow (Ex): Shemhazai's natural attacks are considered to be arrows fired from a +3 collisionMIC forceMIC large composite longbow, except that they have a range of 60 ft. (no increment), its threat range is 17-20, its critical modifier is x2, each arrow applies all of Shemhazai's Strength modifier to the damage, and these attacks doesn't provoke attacks of opportunity. Additionally, any creature struck by a spirit arrow must succeed on a Fortitude saving throw (DC 21) or be unable to recover hit points and ability damage for 1 minute. This effect can only be removed by an ability or spell that remove a curse (such as remove curse spell).
Shemhazai can use her spirit arrows to make attacks of opportunity within 60 ft.

Spells: 14th level sorcerer casting (6/8/8/8/7/7/6/4, DC 18+ spell level)
0: acid splash, arcane mark, detect magic, flare, ghost sound, mage hand, message, resistance, sonic snapSpC
1st: magic missile, protection from good, ray of enfeeblement, ray of flameSpC, sonic blastSpC
2nd: arcane turmoilCMage, glitterdust, rainbow beamSpC, scintillating scalesSpC, shadow spraySpC
3rd: ferocity of the sanguine rageDrM, haste, mass curse of impending bladesSpC, sound lanceSpC
4th: crushing despair, enervation, greater resistanceSpC, orb of fireSpC
5th: cyclonic blastSpC, lesser spell matrixSpC, spiritwallSpC
6th: acid stormSpC, greater dispel magic
7th: radiant assaultSpC
« Last Edit: November 14, 2011, 01:06:29 PM by Risada »

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Re: Risada's Bestiary
« Reply #6 on: November 14, 2011, 12:57:40 PM »


Cuchulainn, the Impure
Large Outsider (Chaotic, Evil)
HD 15d8+135 (255 HP)
Speed 40 ft. (8 squares);
Init: 5
AC 31; touch 14; flat-footed 26
(-1 size, +5 Dex, +17 natural)
BAB +15; Grp +29
Attack Slam +29 melee (2d6+14, 20/x3 plus 1 Con damage)
Full-Attack slams +29/+29/+24/+19 melee (2d6+14, 20/x3 plus 1 Con damage)
Space 10 ft.; Reach 10 ft.
Special Attacks consuming blight, empowering surge, malaise, spell-like abilities
Special Qualities corruption, DR 10/-, darkvision 60ft., fast healing 10, filthy essence, resistance to acid, cold, eletricity, fire and sonic 20, spell resistance 26, spellcasting affinity
Saves Fort +20 Ref +14 Will +16
Abilities Str 31, Dex 21, Con 28, Int 20, Wis 21, Cha 23
Skills Balance +14, Concentration +18, Intimidate +24, Knowledge (nature) +23, Listen +23, Sense Motive +23, Spot +23
Feats Ability Focus (consuming blight), Ability Focus (heightened entangle), Great Fortitude, Improved Rapidstrike (slam)Drac (B), Iron Will, Power Attack, Rapidstrike (slam)Drac (B) , Weapon Focus (slam)
Challenge Rating 14
Treasure None
Alignment CE

Scion created to rid the world of its impurities by swallowing them within himself, in opposition to Nabriales the Majestic, scion of light. The world, however, was more filled with impurity and corruption than even the gods dared imagine, and having swallowed it all, the once beautiful Cúchulainn was transformed into a hideous thing, a deity of filth, and so did he turn against his creators. Wherever his feet should fall, there all life withers to dust.

Cuchulainn looks like a 13 feet tall fat humanoid with green skin, a trident's head stabbed in his head, and spiked gloves in each of his arms. Cuchulainn is grinning for most of the time.

Cuchulainn represents the Zodiac sign of Scorpio.

Combat

Cuchulainn starts the combat by using his empowering surge ability. He usually focuses on engaging his opponents in melee, trying to always hit at least 2 creatures every round, in order to spread the Constitution damage. He uses his entangle and slow spell-like abilities to enable him to easily reach his targets.
When Cuchulainn's hit points are reduced to half his total hit points or lower, he uses his quickened righteous might and blight abilities, then resume combat, occasionally using his malaise ability to increase his hit points.

Consuming Blight (Su): once per day as a standard action, all creatures within 60 ft from Cuchulainn take 15d6 points of damage and 2d4 Constitution damage. A successfull Fortitude save (DC 25) halves both the hit point damage and the Constitution damage.

Corruption (Ex): Cuchulainn's natural attacks have a +4 enhancement bonus to attack and damage rolls, and are considered to be chaotic and evil aligned for the purposes of damage reduction. Additionally, these attacks deal 1 point of Constitution damage in addition to the normal damage.

Empowering Surge (Sp): as an immediate action once per day, Cuchulainn can use this ability to be affected by the following spells (all CL 15th): haste, nerveskitterSpC, scintillating scalesSpC and  superior resistanceSpC.

Filthy Essence (Ex): at the start of his turn, all creatures within 60 ft of Cuchulainn takes 10 points of damage. Aditionally, all creatures hitting Cuchulainn with melee attacks take 3 points of damage per attack. Creatures using reach weapons are unaffected.

Malaise (Su) three times per day as a standard action, Cuchulainn can make a melee touch attack that deals 15d6 points of damage. A successful Fortitude save halves the damage. Cuchulainn also heals a number of hit points equal to the damage dealt.   

Spellcasting Affinity (Ex): Cuchulainn can use spells and spell-like abilities without provoking attacks of opportunity.

Spell-like abilities: 3/day: heightened entangle (7th level) (DC 25), heightened slow (7th level) (DC 23) 1/day: quickened righteous might. Caster level 15th. Saves are Charisma-based.
« Last Edit: November 14, 2011, 01:05:43 PM by Risada »

Offline Risada

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Re: Risada's Bestiary
« Reply #7 on: November 14, 2011, 01:02:11 PM »


Exodus, the Judge-sal
Large Outsider (Lawful)
HD 16d8+128 (256 HP)
Speed 30 ft. (6 squares). fly 70 ft. (good)
Init: 8
AC 33; touch 17; flat-footed 25
(-1 size, +8 Dex, +16 natural)
BAB +16; Grp +25
Attack slam +20 melee (2d10+5, 20/x2)
Full-Attack 2 slams +20 melee (2d10+5, 20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks insightful surge, paling, spell-like abilities
Special Qualities DR 10/-, darkvision 60 ft., fast healing 10, greater spellcasting affinity, insightful magic, penetrating magic, resistance to acid, cold, eletricity and fire 25, spell resistance 29
Saves Fort +18 Ref +18 Will +19
Abilities Str 21, Dex 26, Con 27, Int 26, Wis 28, Cha 31
Skills Appraise +27, Balance +27, Bluff +29, Concentration +27, Decipher Script +27, Intimidate +31, Knowledge (any five) +27, Psicraft +27, Sense Motive +28, Spellcraft +29, Use Magic Device +29, Use Psionic Device +29
Feats Ability Focus (meteor swarm), Ability Focus (radiant assault), Eyes in the Back of your headCW (B), Flyby Attack, Imperious CommandDotU, Improved Critical (ray), Law DevotionCChamp
Challenge Rating 15?
Treasure None
Alignment LE

Most ancient of the scions, created in opposition to Halmarut the Arbiter, and scion of light. Tasked with keeping watch over the world, with the authority to judge the value of all things. As he watched, unseen, unknown, his attachment to the world dwindled, and faded until it was as nothing. Fitting that he would desire to make the world, too, as nothing. Yet he fell in the war against his creators, and was thwarted, imprisoned in punishment for his heresy.

Exodus looks like an old 7 feet tall human with a long beard and wearing a robe with a blue glow, sitting on an adorned golden scale. There are branches stuck to his shoulders and sprouting from his head.

Exodus represents the Zodiac sign of Libra.

Combat

Exodus starts combat by using his insightful surge ability. Exodus focuses on dealing damage to his opponents with his radiant assault and disintegrate spell-like abilities. Exodus usually goes after the spellcasters first, then the physical attackers. Occasionally, Exodus will make use of his Imperious Command feat.
When Exodus's hit points drop to half his total or lower, he uses his Law Devotion feat to gain a significant bonus to either his AC or attack bonus, as needed. He also start using his finger of death and meteor swarm spell-like abilities as well.
When Exodus's hit points drop to less than 25% his full hit points, he uses his paling ability in an attempt to survive some more, while trying to kill the enemy spellcasters.

Greater Spellcasting Affinity (Ex): Exodus can use spells and spell-like abilities without provoking attacks of opportunity. Additionally, Exodus can ignore any focus or components required to cast his spells. Finally, Exodus can ignore any harmful effects done to him from spells cast by himself (such as hit point damage).

Insightful Magic(Ex): Exodus can make any spell-like abilities act as if affected by the Empower Spell-like Ability or Quicken Spell-like Ability once every 3 rounds for each effect. When Exodus's hit points are at half or below the total, both effects can be used once every other round.

Insightful Surge (Ex): as an immediate action once per day, Exodus can use this ability to be affected by the effects of the following spells (all CL 16th): arcane sight, greater resistanceSpC, true seeing.

Paling (Ex): once per day as a free action, Exodus can use this ability to become immune to physical attacks. This effect lasts for 2 rounds.

Penetrating Magic (Ex): Exodus's spells and spell-like abilities ignore spell resistance and any form of immunity to magic (such as the one granted by the spell immunity spell). Exodus's spells are still affected by an anti-magic field normally.

Spell-like abilities: at will: disintegrate (DC 26), radiant assaultSpC (DC 29), 2/day: finger of death (DC 28), meteor swarm (DC 31). Caster level 16th. Saves are Charisma-based.
« Last Edit: November 14, 2011, 01:05:21 PM by Risada »

Offline Risada

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Re: Risada's Bestiary
« Reply #8 on: November 14, 2011, 01:04:50 PM »


Hashmal, Bringer of Order
Large Outsider (Earth, Lawful)
HD 17d8+153 (289 HP)
Speed 50 ft. (10 squares); burrow 30ft.
Init: 8
AC 37; touch 17; flat-footed 29
(-1 size, +8 Dex, +20 natural)
BAB +17; Grp +32
Attack claw +32 melee (3d6+15, 20/x2)
Full-Attack claws +32/+32/+27/+22 melee (3d6+15, 20/x2)
Space 10 ft.; Reach 15 ft.
Special Attacks empowering surge, gaia's wrath, martial maneuversToB, rend, roxxor
Special Qualities DR 12/-, darkvision 60ft., enrage, essence of earth, fast healing 10, mighty arms, resistance to acid, cold, eletricity and fire damage 25, spell resistance 29
Saves Fort +19 Ref +18 Will +17
Abilities Str 32, Dex 27, Con 29, Int 21, Wis 24, Cha 25
Skills Balance +30, Climb +31, Concentration +29, Diplomacy +27, Intimidate +27,  Jump +33, Knowledge (nature) +25, Knowledge (the planes) +25, Listen +27, Martial Lore +25, Sense Motive +22, Spot +27, Survival +12, Tumble +30
Feats Ability Focus (gaia's wrath), Combat Reflexes, Improved Rapidstrike (claw)Drac (B), Law DevotionCChamp, Power Attack, Rapidstrike (claw)Drac (B), Robilar's GambitPHB2, Weapon Focus (claw)
Challenge Rating 16?
Treasure None
Alignment LN

Scion set by the gods to wield and manipulate the laws of this world, and with holy power lead mankind to order. Created in opposition to Fandaniel the Protector, scion of light. Desiring to bring order to all things, he joined with Ultima in her battle against the gods. He gave his body to the Thousand-Years War, and when his strength was spent, down into the burning inferno he fell.

Hashmal looks like a 14 feet robust humanoid, his face resembling that of a large feline, with white hair and horns in his head, armored legs and huge metal arms.

Hashmal represents the Zodiac sign of Leo.

Combat

Hashmal begins combat by using his empowering surge ability. Hashmal favors melee combat, and tends to throw himself into the heat of the battle (provoking attacks of opportunity as he moves) while using his Robilar's Gambit feat to strike back at the attackers, as well as his various martial maneuvers. Hashmal is specially fond of using his various counters (such as fool's strike and rapid counter) and boosts (such as dancing mongoose). Occasionally Hashmal will use his roxxor ability to disable a foe.
When Hashmal's hit points are at half or below his full hit points, he uses his gaia's wrath ability, then follows with more melee attacks, and start using roxxor more often. He also uses his Law Devotion feat to get a bonus to attack rolls.

Empowering Surge (Sp): as an immediate action once per day, Hashmal can use this ability to be affected by the following spells (all of them CL 17th): haste, nerveskitterSpC, scintillating scalesSpC, superior resistanceSpC and true seeing.

Enrage (Ex): Hashmal can make an extra move, standard or swift action every round. Additionally, Hashmal gains a +4 morale bonus to damage rolls on his attacks. This ability becomes active when Hashmal's hit points are at half or below his max hit points.

Essence of Earth (Ex): Hashmal is immune to all abilites and spells with the earth descriptor. Additionally, if such effect deals damage, Hashmal heals a number of hit points equal to half the damage he would take. Finally, Hashmal can move through difficult terrain normally.

Gaia's Wrath (Su): Hashmal slams the ground with humongous strength, sending shockwaves through the ground. Once per day as a standard action, all creatures within 60 ft of Hashmal take 100 points of damage and fall prone. A successful Reflex save (DC 31) halves the damage and negates the fall. Creatures that are not touching the ground are unaffected. Additionally, the affected area becomes difficult terrain.

Mighty Arms (Ex): Hashmal's natural attacks have a +4 enhancement bonus to attack and damage rolls, and are considered to be lawful for the purposes of damage reduction. Additionally, Hashmal is considered to have huge size for the purposes of bull rush, grapple and trip checks. Finally, on each melee attack Hashmal makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. Hashmal can use this ability on any attack, even an attack of opportunity.

Rend (Ex): If Hashmal hits with both claw attacks, he latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 6d6+16 points of damage. 

Roxxor (Su): as a standard action, Hashmal conjures a rock in his claws and throw it into one opponent within 60 ft., dealing 15d6 points of damage and stunning the target for 1 round. A successful Reflex save (DC 26) halves the damage and negates the stunning.

Maneuvers and Stances Known (IL 16):
Stances: Stance of Alacrity
Strikes: Colossus Strike (DC 28), Crushing Vise, Pouncing Charge
Boosts: Dancing Mongoose, Iron Heart Endurance, Raging Mongoose
Counters: Fool's Strike, Lightning Recovery, Rapid Counter, Wall of Blades

Each of Hashmal's maneuvers can be used once per encounter, and all expended maneuvers can be recovered with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round.

Offline Risada

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Re: Risada's Bestiary
« Reply #9 on: November 14, 2011, 01:08:57 PM »


Famfrit, the Darkening Cloud
Huge Outsider (Water)
HD 17d8+170 (306 HP)
Speed 50 ft. (10 squares); swim 90 ft.
Init: 10
AC 38; touch 14; flat-footed 32
(-2 size, +6 Dex, +24 Natural)
BAB +17; Grp +37
Attack aqua jug +33 melee (2d6+28, 17-20/x2)
Full-Attack aqua jug +33/+28/+23/+18 melee (2d6+28, 17-20/x2)
Space 15 ft.; Reach 30 ft.
Special Attacks briny cannonade, empowering surge, martial maneuversToB, water spirit, wild storm
Special Qualities aqua jug, DR 12/-, darkvision 60 ft, enrage, essence of water, fast healing 12, resistance to acid, cold, eletricity and fire 25, spell resistance 30, spellcasting affinity
Saves Fort +20 Ref +16 Will +17
Abilities Str 35, Dex 22, Con 30, Int 22, Wis 24, Cha 29
Skills Bluff +29, Concentration +15, Intimidate +31, Knowledge (arcana), Knowledge (geography) +25, Knowledge (nature) +25, Knowledge (the planes) +25, Listen +27, Martial Lore +25, Search +25, Sense Motive +27, Spot +27, Survival +22, Tumble +26, Use Magic Device +29
Feats Ability Focus (briny cannonade), Combat Reflexes, Improved Critical (aqua jug), Improved Initiative, Improved Trip (B), Power Attack, Weapon Focus (aqua jug)
Challenge Rating 17?
Treasure none
Alignment CN

The hideous, darkly clouded form of Famfrit, scion in opposition to Holy Queen Emmerololth, scion of light, was anathema even to his creators. Thus, after a great battle, was he broken and sealed within armor laced with wards. The confines of his armor are void of light, and so is he called the Darkening Cloud. Men fear the rain that falls from the black clouds that ooze from that giant ewer as a herald of chaos and waste.

Famfrit resembles a 18 feet tall suit of full plate armor, but with small legs and a big torso, and carrying a water jug tied to a chain. The armor is heavily decorated with golden designs, and has a red ball clinging on his back. Although his body is devoid of any openings, Famfrit can hear and see normally.

Famfrit represents the Zodiac sign of Aquarius.

Combat

Famfrit opens combat using his empowering surge ability.
Famfrit uses his aqua jug to keep his distance from his foes using normal attacks and martial maneuvers, attempting to trip them if they move closer, thanks to his Thicket of Blades stance, and sometimes using his briny cannonade ability to deal a large amount of damage to a distant foe.
When Famfrit's hit points drop to half his max or lower, he uses his Wild Storm ability to increase his damage output while crippling his foes, as well as using his water spirit ability, in order to divide the enemy forces, and then proceed with his initial strategy, and every now and then redirecting his water spirit.

Aqua Jug (Ex): Famfrit's jug is considered to be a +5 anarchic collisionMIC huge dragonchain (RHoD pg 126). Additionally, Famfrit cannot be tripped back during his own trip attempts with the aqua jug. Finally, the aqua jug can be used normally if fighting underwater.

Briny Cannonade (Su): at will as a standard action, Famfrit shoots a pressurized jet of water from his jug, dealing 20d6 points of damage to all creatures in a 120 ft line. A successful Reflex save (DC 29) halves this damage. The DC is Charisma-based.

Empowering Surge (Sp): as an immediate action once per day, Famfrit can use this ability to be affected by the following spells (all of them CL 17th): bull's strength, haste, nerveskitterSpC, scintillating scalesSpC, superior resistanceSpC and true seeing.

Enrage (Ex): Famfrit can make an extra move, standard or swift action every round. Additionally, Famfrit gains a +4 morale bonus to damage rolls on his attacks. This ability becomes active when Famfrit's hit points are at half or below his max hit points.

Essence of Water (Ex): Famfrit is immune to all abilities and spells with the water descriptor. Additionally, if such effect deals damage, Famfrit heals a number of hit points equal to half the damage he would take. Finally, Famfrit is considered to be under the effect of the freedom of movement spell and have regeneration 12 (adamantine and lawful-aligned weapons, as well as acid deals normal damage to Famfrit) while underwater.

Spellcasting Affinity (Ex): Famfrit can use spells and spell-like abilities without provoking attacks of opportunity.

Water Spirit (Sp): twice per day, Famfrit can use this ability. This ability functions like the waterspoutSpC spell, except this ability can be used as a swift action, and its damage is maximized, as if affected by the Maximize Spell feat. This ability has a caster level of 17. The saves are Charisma-based.

Wild Storm (Su): once per day as a standard action, Famfrit calls a fierce storm onto the battlefield, affecting all creatures within 120 ft. All creatures in the area take 5d6 points of damage every round due to the heavy rain, and take a -10 penalty to all movement modes, and -2 to attack rolls. Famfrit is immune to this ability. This ability lasts for 1 minute.

Martial Maneuvers (IL 17):
Stances: Thicket of Blades
Strikes: Castigating Strike (DC 26), Daunting Strike, Lightning Throw
Boosts: Dancing Mongoose, Scything Blade
Counters: Lightning Recovery, Rapid Counter

Famfrit's expended maneuvers recover automatically every 3 rounds.

Offline Risada

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Re: Risada's Bestiary
« Reply #10 on: November 14, 2011, 01:12:46 PM »


Zeromus, the Condemner
Large Outsider (Lawful)
HD 18d8+180 (324 HP)
Speed 40 ft. (8 squares), fly 60 ft. (average)
Init: 12
AC 38; touch 17; flat-footed 30
(-1 size, +8 Dex, +21 natural)
BAB +18; Grp +33
Attack right claw +34 melee (4d6+17, 20/x2)
Full-Attack right claw +34 melee (4d6+17, 20/x2) plus left claw +34 melee (3d6+11, 20/x2) plus slam +34 melee (3d6+11) plus tail +34 melee (2d6+11, 20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks call of the damned, empowering surge, piercing gravity, spell-like abilities
Special Qualities DR 10/-, darkvision 60 ft., essence of gravity, fast healing 10, punishing claw, resistance to acid, cold, eletricity and fire 30, spell resistance 30, spellcasting affinity
Saves Fort +21 Ref +19 Will +22
Abilities Str 34, Dex 27, Con 30, Int 23, Wis 28, Cha 31
Skills Bluff +31, Climb +22, Concentration +31, Inimidate +31, Jump +23, Knowledge (nobility and royalty) +27, Knowledge (arcana) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +30, Sense Motive +30, Spot +30, Spellcraft +27, Use Magic Device +31
Feats Ability Focus (gravity blessing), Destruction DevotionCChamp, Improved Initiative (B), Improved Multiattack, Iron Will, Law DevotionCChamp, Multiattack, Power Attack
Challenge Rating 18?
Treasure None
Alignment LE

Honoring the law more than any other, a scion of holy order and condemner of criminals. Created in opposition to Knight-Star Pashtarot, scion of light. He turns his deep, abiding hatred for those who break the law into living darkness, therein to plunge the guilty in fell judgment. Over time, he came to care less for upholding the law and more for condemnation, and so tainted by hate, he sought to condemn the gods themselves to death. Thus, did he earn the title "The Condemner", and thus did he fall from grace.

Zeromus is 13 feet tall black skinned monster, with a humanoid torso and what would be his legs remembers a shell, that can be opened and reveal a tail. Zeromus's right claw is huge, and resembles a crab's claw. His whole body is covered in tattoos that constantly change colors.

Zeromus represents the Zodiac sign of Cancer.

Combat

Zeromus starts by using his empowering surge ability, then proceeds to engage his enemies in melee, occasionally using his gravity blessing ability in order to damage and reduce his enemies' actions. Zeromus can also use his surge of fortune to gain a small bonus, and when needed, trigger the secondary effect in order to kill one of his enemies. Zeromus will periodically use his piercing gravity ability to deal large amounts of damage at once. Zeromus will also use his Destruction Devotion feat at the beginning of the fight. Throughout the battle, Zeromus will use his call of the damned ability to call various kinds of undead creatures to help him.
When reduced to half or less of his maximum hit points, Zeromus uses his Law Devotion feat and proceeds with the fight.

Call of the Damned (Sp): this ability functions like the summon undead VSpC spell, except it can be used at will as a swift action. 

Empowering Surge (Ex): as an immediate action once per day, Zeromus can use this ability to be affected by the following spells (all of them CL 18th): bull's strength, haste, nerveskitterSpC, scintillating scalesSpC and true seeing.

Enrage (Ex): Zeromus can make an extra move, standard or swift action every round. Additionally, Zeromus gains a +4 morale bonus to damage rolls on his attacks. This ability becomes active when Zeromus's hit points are at half or below his max hit points.

Essence of Gravity (Ex): Zeromus is constantly under the effects of a freedom of movement spell. Additionally, all spells and spell-like abilities cast within 120 ft from Zeromus automatically fail, they are spent for the day normally.

Piercing Gravity (Su): as a standard action, all creatures within 30 ft from Zeromus take hit point damage equal to half their max hit points. This ability is usable once every 1d3 rounds.

Punishing Claw (Ex): Zeromus's natural attacks have +5 enhancement bonus on attack and damage rolls, and are considered to have the vorpal weapon property. Additionally, any creature struck by Zeromus's natural attacks must succeed on a Fortitude saving throw (DC 24) or become paralyzed for 1 round.

Spellcasting Affinity (Ex): Zeromus can use spells and spell-like abilities without provoking attacks of opportunity.

Spell-like abilities: at will: gravity blessing (DC 29); 3/day: quickened surge of fortuneCChamp. Caster level 18th. Saves are Charisma based.


Offline Risada

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Re: Risada's Bestiary
« Reply #11 on: November 14, 2011, 01:15:42 PM »


Chaos, the Walker of the Wheel
Large Outsider (Air)
HD 19d8+190 (342 HP)
Speed fly 100 ft (20 squares) (perfect)
Init: +14
AC 37; touch 19; flat-footed 27
(-1 size, +10 Dex, +18 Natural)
BAB +19; Grp +35
Attack +5 large collision corrosive transmuting longsword +37 melee (2d6+22, 17-20/x2, +1d6 acid) or +5 large collision flaming transmuting longsword +37 melee (2d6+22, 17-20/x2, +1d6 fire) or +5 large collision frost transmuting longsword +37 melee (2d6+22, 17-20/x2, +1d6 cold) or +5 large collision shocking transmuting longsword +37 melee (2d6+22, 17-20/x2, +1d6 eletricity)
Full-Attack +5 large collision shocking transmuting longsword +35/+30/+25/+20 melee (2d6+22, 17-20/x2, +1d6 eletricity) plus +5 large collision corrosive transmuting longsword +35 melee (2d6+22, 17-20/x2, +1d6 acid) plus +5 large collision flaming transmuting longsword +35 melee (2d6+22, 17-20/x2, +1d6 fire) plus +5 large collision frost transmuting longsword +35 melee (2d6+22, 17-20/x2, +1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks empowering surge, hurricane of insanity, wind blast
Special Qualities air bond, blades of wind, DR 15/-, darkvision 60 ft., earth bond, elemental mastery, enrage, essence of wind, fire bond, spell resistance 31, spellcasting affinity, water bond
Saves Fort +23 Ref +21 Will +22
Abilities Str 35, Dex 30, Con 31, Int 25, Wis 28, Cha 32
Skills Autohypnosis +31, Bluff +33, Concentration +32, Intimidate +33, Knowledge (arcana) +29, Knowledge (nature) +29, Knowledge (the planes) +29, Listen +31, Sense Motive +31, Spellcraft +29, Spot +31, Survival +31, Tumble +32, Use Magic Device +33, Use Psionic Device +33
Feats Ability Focus (hurricane of insanity), Flyby Attack, Great Fortitude, Improved Critical (longsword), Improved Initiative, Iron Will, Multiweapon Fighting (B), Oversized Two-Weapon FightingCAdv (B), Weapon Focus (longsword)
Challenge Rating 19
Treasure none
Alignment NE

Tutelary deity of the sacred crystals fashioned by the gods at the time of the Great Making. Created in opposition to Mitron the Chasiter, scion of light. Upon entering the world of Man, he was enveloped in the turmoil rampant there. Lost, he died and was reborn countless times, a walker of life's wheel, eventually to rage against the gods that had so failed him. By sitting in meditation upon the Unrh Pedestal does he clear heart and mind until all that has order and reason and thought is made as nothing

Chaos is a 15 feet tall creature with a humanoid torso sitting on an adorned golden platform, with horns sprouting from his shoulder and head. Around him four swords are floating, as well as a second pair of arms. 

Chaos represents the Zodiac sign of Taurus.

Combat

Chaos starts by using his empowering surge ability, then engage his enemies in melee with one of the chaosjets moving to flank his target, while all of the chaosjets unleash their spell-like abilities on the opposition. Whenever there are two or more enemies attacking him, Chaos use his wind blast ability to blow them away and follows with one of his chaosjets' spell-like abilities, and then proceeding with melee attacks.
When Chaos's hit points are reduced to half his max hit points or less, he uses his hurricane of insanity ability to deal a good amount of damage as well as crippling them, then proceed with his initial tactic.

Air Bond (Ex): while the Air Chaosjet is conscious, Chaos is immune to eletricity damage.

Blades of Wind (Ex): Chaos's attacks deal an additional 2d6 points of sonic damage.

Earth Bond (Ex): while the Earth Chaosjet is conscious, Chaos is immune to acid damage.

Elemental Mastery (Ex): Chaos is immune to all spell-like abilities from any chaosjet. Additionally, Chaos is capable of using any of the conscious chaosjets' spell-like abilities as a swift action, using his own Charisma to set the ability's DC and his hit dice to set the ability's caster level.

Empowering Surge (Ex): as an immediate action once per day, Chaos can use this ability to be affected by the following spells (all of them CL 19th): bull's strength, haste, nerveskitterSpC, scintillating scalesSpC, superior resistanceSpC and true seeing.

Enrage (Ex): Chaos can make an extra move, standard or swift action every round. Additionally, Chaos gains a +4 morale bonus to damage rolls on his attacks. This ability becomes active when Chaos's hit points are at half or below his max hit points.

Essence of Wind (Ex): Chaos is immune to all spells and effects with the air or sonic descriptors. Additionally, if Chaos would be damaged by such effect, he heals a number of hit points equal to half the damage he would take. Finally, all melee and ranged attacks targeted on Chaos have 50% miss chance. Creatures under the effect of the true seeing still have 20% miss chance on such attacks.

Fire Bond (Ex): while the Fire Chaosjet is conscious, Chaos is immune to fire damage.

Hurricane of Insanity(Su): once per day as a standard action, Chaos summons to the battlefield a mystic hurricane that crushes the mind and slashes the body of the victims, dealing 100 points of damage and 2d6 points of Wisdom damage to every creature within 60 ft. from Chaos, and leaving them confused for 1 minute. A successful Fortitude saving throw (DC 32) halves both damages, and a successful Will save (same DC) negates the confused condition. Even creatures normally immune to mind-affecting abilites are affected by this ability normally.

Spellcasting Affinity (Ex): Chaos can use spells and spell-like abilities without provoking attacks of opportunity.

Water Bond (Ex): while the Water Chaosjet is conscious, Chaos is immune to cold damage.

Wind Blast (Su): as a standard action, Chaos releases a blast of whirling winds, damaging all creatures within 60 ft from him for 20d4 points of sonic damage, and any creature that fails a Reflex saving throw (DC 30) is thrown 20 ft back and fall prone. A successful Reflex save also halves the damage and distance thrown, as well as negating the prone condition.


Chaosjets
(click to show/hide)

Offline Risada

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Re: Risada's Bestiary
« Reply #12 on: November 14, 2011, 01:17:34 PM »
Final boss theme starts playing...



Ultima, the High Seraph
Large Outsider (Chaotic)
HD 22d8+242 (418 HP)
Speed fly 100 ft. (perfect) (20 squares)
Init: 14
AC 41; touch 41; flat-footed 31
(-1 size, +10 Dex, +22 sacred)
BAB +22; Grp +38
Attack slam +39 melee (3d8+17, 20/x2)
Full-Attack 2 slams +39 melee (3d8+17, 20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks empowering surge, eschaton, redemption, spell-like abilities
Special Qualities DR 16/-, darkvision 60 ft., divine action, essence of the seraph,  fast healing 16, last stand, resistance to acid, cold, eletricity, fire, force and sonic 30, spell resistance 33, spellcasting affinity
Saves Fort +24 Ref +23 Will +23
Abilities Str 35, Dex 31, Con 33, Int 26, Wis 30, Cha 37
Skills Balance +33, Bluff +38, concentration +34, Diplomacy +40, Intimidate +40, Knowledge (arcana) +31, Knowledge (nature) +31, Knowledge (psionics) +31, Knowledge (religion) +31, Knowledge (the planes) +31, Listen +33, Psicraft +31, Sense Motive +33, Spellcraft +31, Spot +33, Tumble +33
Feats Ability Focus (eschaton), Eyes in the back of your HeadCW, Flyby Attack, Great Fortitude, Improved Critical (ray), Improved Initiative, Iron Will, Lightning Reflexes, Protection Devotion (B)
Challenge Rating 23
Treasure None
Alignment CN

"Masterpiece among the scions created by the gods, and the mastermind of the plot to rise against them. Prior to her betrayal, she was tasked with guiding souls to heaven and aiding in their reincarnation. Called the High Seraph for her angelic wings of glimmering gold, yet it was on wings of deepest black that the tainted angel Ultima rose against the gods. Since her fall, her heart is without light, and impossible to know."

Ultima is 15 feet tall, with the torso of a beautiful blue-skinned woman wearing an adorned white dress and a golden crown attached to a big machine. Her current appearance is the same before the rebellion against her masters.

Ultima represents the Zodiac sign of Virgo.

Combat

Ultima starts combat by using her empowering surge ability, then follows with eschaton. If at least 2 creatures are under the effect of eschaton, Ultima tends to use mass heal on these creatures to damage them, and heal herself when needed (Ultima only heals herself once during the fight). At the end of her first round, Ultima activates her essence of the seraph's life burn ability. Ultima switches these effects once every 2 rounds in the following order: life burn, mana burn, null spell field, null weapon field, then starts over.

Ultima is fond of using her quickened split lucent lance after attempting to stun one creature with her redemption, or after the empowered radiant assault. She also dispels the magic effects on her foes frequently (around every 4 rounds); even if they don't have any magical effects, Ultima may nullify their items as well. Ultima also uses her prismatic deluge to throw various effects on her enemies as well, but only if at least 2 creatures will be affected.

When Ultima is at half her max hit points or less, she uses her Protection Devotion feat and tends to use Eschaton and her greater dispel magic more often (every other round), and keep her other tactics until the end of the encounter.


Divine Action (Ex): Ultima has an additional move, standard or swift action every round, at her choice.

Empowering Surge (Ex): as an immediate action once per day, Ultima can use this ability to be affected by the following spells (all of them CL 22th): greater mighty wallopRotD, haste, nerveskitterSpC, superior resistanceSpC and true seeing.

Eschaton (Su): Twice per day as a standard action, Ultima unleashes a powerful blast of light that envelops all creatures within 60 ft from Ultima, dealing 100 points of damage and all affected creatures take damage from positive energy effects (such as the heal or the cure spells) instead of recovering hit points for 2 rounds. A Will save (DC 36) halves the damage and negates the secondary effect. Ultima must wait 1d4 rounds before using this ability again.

Essence of the Seraph (Ex): Ultima is shrouded in a mantle of light that dispels all darkness and illusion effects of 8th level or lower within 60 ft from her and counts as full daylight. Additionally, Ultima's natural attacks have a +5 enhancement bonus on attack and damage rolls, and are considered to have the shadow striking property (ToM). Finally, Ultima can activate any of the effects below as a free action at the end of her round (if an effect is already active, it is replaced by the new one):

Life burn: all creatures within 60 ft. from Ultima takes 10 points of damage every round. Additionally, all creatures hitting Ultima with melee attacks takes 3 points of damage per attack. Creatures using reach weapons are unaffected;

Mana burn: all creatures within 60 ft. from Ultima must spend an additional spell slot instead of 1 to cast a spell from any level (the additional slot must be from the same level or higher). Alternatively, all creatures within 60 ft from Ultima must pay twice the power point cost to manifest one power;

Null Spell field: all spells and psionic powers cast within 60 ft. from Ultima automatically fail (the spell slot is expended normally). Psi-like abilities and spell-like abilities are affected by this ability as well (as if it was used for the day);

Null Weapon field: Ultima gains a 50% miss chance against all kinds of attacks (unlike the other effects, this one only affects Ultima);

Last Stand (Ex): Ultima gains a +5 morale bonus on all attack and damage rolls and her DR increases to 20 whenever she is at half her max hit points or lower.

Redemption (Su): as a standard action, Ultima fires a beam of light at one creature within 120 ft as a ranged touch attack. This attack deals 15d6 points of damage and the creature struck is stunned for 1d4+1 rounds. If the affected creature succeeds on a Fortitude save (DC 34) it is dazed for 1 round instead.

Spell-like abilities: at will: empowered radiant assault (DC 30), mass heal, prismatic deluge (DC 32), quickened dimension door, quickened greater dispel magic, quickened split lucent lance. Caster level 22th. Saves are Charisma based.

Spellcasting Affinity (Ex): Ultima can use spells and spell-like abilities without provoking attacks of opportunity.
« Last Edit: November 14, 2011, 01:19:16 PM by Risada »

Offline Risada

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Re: Risada's Bestiary
« Reply #13 on: November 14, 2011, 01:20:37 PM »


Zodiark, Keeper of Precepts
Small Outsider
HD 22d8+220(396 HP)
Speed fly 100 ft. (12 squares) (perfect)
Init: 14
AC 42; touch 25; flat-footed 28
(+1 size, +14 Dex, +17 Natural)
BAB +22; Grp +26
Attack bite +41 melee (2d8+13, 17-20/x2)
Full-Attack bite +41 melee (2d8+13, 17-20/x2) plus 2 slams +39 melee (2d6+9, 20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks banish ray, empowering surge, final eclipse, piercing gravity, spell-like abilities
Special Qualities DR 16/-, darkvision 60ft., essence of the precept, fast healing 15, limit break, resistance to acid, cold, eletricity, force, fire and sonic 30, spell resistance 32, spellcasting afinity
Saves Fort +23 Ref +27 Will +23
Abilities Str 27, Dex 39, Con 31, Int 23, Wis 27, Cha 39
Skills Autohypnosis +33, Bluff+32, Concentration +32, Intimidate +32, Knowledge (arcana) +31, Knowledge (nature) +31, Knowledge (psionics) +31, Knowledge (religion) +31, Knowledge (the planes) +31, Listen +33, Sense Motive +33, Spot +33, Tumble +39, Use Magic Device +39
Feats Ability Focus (banish ray) (B), Ability Focus (final eclipse), Dodge, Elusive Target, Flyby Attack, Iron Will, Multiattack, Mobility, Weapon Finesse
Challenge Rating 25
Treasure none
Alignment N

Strongest of the scions created by the gods, they feared his growth, and so kept him a child. So indomitable is his strength that all things are by him twisted and pressed into oblivion. He alone fashions the laws governing all things, and administers punishment in place of the gods. So is he Keeper of Precepts, and his authority is absolute.

Zodiark is a 3 feet long snake, with some draconic features, wearing an armor and stuck on a metallic artifact surround him, probably working as the seal over his powers.

Zodiark represents the constellation of Ophiuchus.

Combat

Zodiark begins combat by using his empowering surge ability. Then starts moving around his enemies, while using his banish ray, piercing gravity and his darkbolt, mass hold monster, flesh to stone spell-lke abilities. Zodiark uses his final eclipse once every 3 rounds, whenever it is recharged.
When his hit points are reduced to half or lower, he stops using his non-damaging abilities, and focus on the offensive until the end of the combat.

Banish Ray (Su): as a standard action, Zodiark fires a beam of darkness at one creature within 120 ft. as a ranged touch attack. The creature struck takes 15d6 points of damage and is affected by the shadow wellSpC spell for 1 round unless it succeeds on a Will save (DC 37). When the effect ends, the creature reappears at the space it originally was.

Empowering Surge (Ex): as an immediate action once per day, Zodiark can use this ability to be affected by the following spells (all of them CL 22th): greater mighty wallopRotD, haste, nerveskitterSpC, scintillating scalesSpC, superior resistanceSpC and true seeing.

Essence of the Precept (Ex): Zodiark possess an extra move, standard or swift action every round, at his choice. Additionally, whenever Zodiark is hit by any attack (ranged or melee), he releases a small blast of darkness towards the attacker, automatically dealing 5d6 points of untyped damage.

Final Eclipse (Su): Twice per day, Zodiark releases a blast of darkness from himself, affecting every creature within 60 ft. from him as a standard action. The affected creatures are blinded for 5 rounds and take 20d6 points of damage (Reflex save DC 37 halves the damage). Additionally, any affected creature who fails a Fortitude Save (DC 37) is automatically reduced to -1 hit point. This ability is not a death effect. Zodiark must wait 1d6 rounds before using this ability again.

Limit Break (Ex): Zodiark uses his own willpower to weaken the seal holding his powers. Banish Ray's and Final Eclipse's damage are maximized, and the DCs are increased by 2. Additionally, Zodiark can make an additional move and standard actions every round. This ability becomes active when Zodiark's hit points are at half or below his max hit points.

Piercing Gravity (Su): as a standard action, all creatures within 30 ft from Zodiark take hit point damage equal to half their max hit points. This ability is usable once every 1d3 rounds.

Spell-like Abilities: at will: mass hold monster (DC 33), quickened darkboltSpC (DC 29), quickened flesh to stone (DC 30). Once per day: greater spell immunity. Caster level 22th. Saves are Charisma based.

Spellcasting Affinity (Ex): Zodiark can use spells and spell-like abilities without provoking attacks of opportunity.

« Last Edit: November 14, 2011, 01:22:40 PM by Risada »

Offline Risada

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Re: Risada's Bestiary
« Reply #14 on: November 14, 2011, 02:04:39 PM »


Uriel
Large Outsider (Extraplanar, Lawful)
HD 15d8+75 (142 HP)
Speed 40 ft (8 squares), fly 100 ft. (20 squares) (perfect)
Init: 9
AC 33; touch 14; flat-footed 28
(-1 size, +5 Dex, +19 Natural)
BAB +15; Grp +27
Attack +4 axiomatic flaming burst large bastard sword +27 melee (2d8+12, 17-20/x2+ 1d6 fire damage)
Full-Attack +4 axiomatic flaming burst large bastard sword +27/+22/+17 (2d8+12, 17-20/x2+ 1d6 fire damage)
Space 10 ft.; Reach 10 ft.
Special Attacks judgement, spell-like abilities
Special Qualities damage reduction 10/chaotic and cold iron, darkvision 60 ft., fast healing 10, low-light vision, immunity to acid, fire, and petrification, protective aura, resistance to electricity 10 and ice 10, spell resistance 25, tongues
Saves Fort +14 Ref +14 Will +15
Abilities Str 26, Dex 20, Con 21, Int 21, Wis 23, Cha 22
Skills Balance +23, Bluff +24, Concentration +23, Diplomacy +26, Intimidate +26, Knowledge (arcana) +23, Knowledge (religion) +23, Knowledge (the planes) +23, Listen +24, Sense Motive +24, Spot +24, Tumble +23, Use Magic Device +24
Feats Empower Spell-like Ability, Improved Critical (bastard sword), Improved Initiative, Law Devotion, Power Attack, Weapon Focus (bastard sword)
Challenge Rating 15
Treasure None
Alignment LN

In Abrahamic religion, Uriel was a high ranking archangel who was listed as the fourth angel that represented the four cardinal points, the others being Michael, Gabriel and Raphael. Although he is never mentioned by name in any of the widely accepted holy scriptures, he came to be known as Uriel which means "Flame of God" for his depiction of holding a flaming sword. He is said to carry the stars in the sky, and on the final day of judgement, he will oversee the resurrection and retribution of human souls.

Uriel is a 15 feet tall blue-skinned blonde man with feathery wings, wearing a red armor and wielding a magical sword imbued with the power of fire.

Uriel is the cardinal angel of the north.

Combat

Uriel starts combat by trying to affect as many enemies as possible with his judgement ability, then uses his various enhancing spell-like abilities and his Law Devotion feat to engage melee combat. Whenever Uriel goes for a full attack, he will use his blades of fire spell-like ability to add some damage. Uriel will occasionally use his flame strike and orb of fire to deal some damage from range.

Judgement (Su): Uriel unleashes a wave of fire, burning all enemies on its path. Once per day as a standard action, all creatures in a 60 ft cone takes 15d8 points of fire damage (Reflex save DC 23 half). Additionally, all creatures affected by this ability takes 10 additional points of fire damage whenever they take fire damage for 1 minute.

Protective Aura (Sp): Against attacks made or effects created by chaotic creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Uriel. Otherwise, it functions as a magic circle against chaos effect and a globe of invulnerability, both with a radius of 20 feet (caster level equals Uriel’s HD). This aura can be dispelled, but Uriel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in his statistics block.)
 
Spell-like abilities: at will: blades of fireSpC, flame strike (DC 21), orb of fireSpC (DC 20); 2/day: quickened burning swordSpC, quickened divine favor, quickened haste, wall of fire (DC 20). Caster level 15th. Saves are Charisma based.

Tongues (Su): Uriel can speak with any creature that has a language, as though using a tongues spell (caster level equal to Uriel’s HD). This ability is always active.
« Last Edit: November 14, 2011, 05:37:33 PM by Risada »

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Re: Risada's Bestiary
« Reply #15 on: November 14, 2011, 02:10:44 PM »


Raphael
Large Outsider (Extraplanar, Lawful)
HD 16d8+96 (168 HP)
Speed 40 ft. (8 squares); fly 100 ft. (20 squares) (perfect)
Init: 6
AC 32; touch 15; flat-footed 26
(-1 size, +6 Dex, +17 natural)
BAB +16; Grp +28
Attack +4 axiomatic devoted spiritToB vicious large bastard sword +28 melee (2d8+12, 19-20/x2 + 2d6 damage)
Full-Attack +4 axiomatic devoted spiritToB vicious large bastard sword +28/+23/+18/+13 melee (2d8+12, 19-20/x2 + 2d6 damage)
Space 10 ft.; Reach 10 ft.
Special Attacks martial maneuversToB, spell-like abilities
Special Qualities curative presence, damage reduction 10/chaotic and cold iron, darkvision 60 ft., fast healing 10, low-light vision, immunity to acid, eletricity, and petrification, protective aura, resistance to cold and fire 10, spell resistance 26, tongues
Saves Fort +18 Ref +16 Will +17
Abilities Str 27, Dex 23, Con 22, Int 20, Wis 24, Cha 25
Skills Appraise +24, Balance +25, Concentration +25, Diplomacy +26, Heal +26, Knowledge (arcana) +24, Knowledge (nature) +24, Knowledge (religion) +24, Knowledge (the planes) +24, Listen +26, Sense Motive +26, Spot +26, Tumble +25
Feats Ability Focus (wings of flurry), Great Fortitude, Law DevotionCChamp, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Challenge Rating 16
Treasure None
Alignment LN

In most Abrahamic religions, Raphael is a high ranking archangel that is counted among the seven that stand before God. His name comes from the Hebrew word for medicine "Rophe" and as such his name is said to mean "God heals" or "Healer from God". He is accepted by most schools of Christianity as he is one of the only two angels mentioned by name in scriptures that are considered canon, the other being Gabriel. He is credited in the Book of Tobit as the angel that healed the elder Tobias of his blindness. For this he is sometimes considered to be the patron saint of medicine and healing.

Raphael is a 14 tall male humanoid with blonde hair and slightly pink skin and feathery wings, wearing a blue armor and a sword.

Raphael is the cardinal angel of the east.

Combat

Raphael engages melee combat and use his various martial maneuvers, such as castigating strike and divine surge. Through the battle, he will use either his mass conviction or righteous wrath of the faithful spell-like abilities as needed to keep up the fight. Occasionally, he will use his wings of flurry to hurt those surrounding him.

Curative Presence (Su): every one of Raphael's allies within 30 ft from him (including himself) heals 10 hit points and 1 point of ability damage every round.

Martial Maneuvers (IL 16):
Stances: Martial Spirit
Strikes: Castigating Strike (DC 24), Divine Surge, Leading the Attack
Boosts: Covering Strike, Defensive Rebuke
Counters: Manticore Parry, Wall of Blades

Raphael has access to the maneuvers from the Devoted Spirit, Iron Heart and White Raven disciplines.

Raphael's expended maneuvers recover automatically every 3 rounds.

Protective Aura (Sp): Against attacks made or effects created by chaotic creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Raphael. Otherwise, it functions as a magic circle against chaos effect and a globe of invulnerability, both with a radius of 20 feet (caster level equals Raphael’s HD). This aura can be dispelled, but Raphael can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in his statistics block.)

Spell-like abilities: at will: wings of flurryRotD (DC 23). 2/day: quickened mass convictionSpC, reachCD restoration, righteous wrath of the faithfulSpC. Caster Level 16th. Saves are Charisma based.

Tongues (Su): Raphael can speak with any creature that has a language, as though using a tongues spell (caster level equal to Raphael’s HD). This ability is always active.
« Last Edit: November 14, 2011, 05:36:47 PM by Risada »

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Re: Risada's Bestiary
« Reply #16 on: November 14, 2011, 02:12:02 PM »


Gabriel
Large Outsider (Extraplanar, Lawful)
HD 16d8+112 (184 HP)
Speed 40 ft. (8 squares); fly 100 ft. (perfect) (20 squares)
Init: 11
AC 35; touch 16; flat-footed 28
(-1 size, +7 Dex, +14 natural, +5 shield)
BAB +16; Grp +27
Attack +4 axiomatic icy burst white ravenToB large longsword +26 melee
(2d6+11, 17-20/x2 + 1d6 cold damage)
Full-Attack +4 axiomatic icy burst white ravenToB large longsword +26/+21/+16/+11 melee (2d6+11, 17-20/x2 + 1d6 cold damage)
Space 10 ft.; Reach 10 ft.
Special Attacks martial maneuvers, spell-like abilities
Special Qualities DR 10/chaotic and cold iron, darkvision 60 ft., divine flower, fast healing 10, low-light vision, immunity to cold, eletricity, and petrification, protective aura, resistance to acid and fire 10, spell resistance 26, tongues
Saves Fort +17 Ref +17 Will +17
Abilities Str 25, Dex 24, Con 25, Int 22, Wis 25, Cha 29
Skills Balance +26, Concentration +26, Decipher Script +22, Diplomacy +28, Heal +26, Knowlege (arcana) +25, Knowledge (nature) +25, Knowledge (religion) +25, Knowledge (the planes) +25, Listen +26, Sense Motive +26, Spellcraft +25, Spot +26, Tumble +26
Feats Combat Expertise, Combat Reflexes, Improved Critical (longsword), Improved Initiative, Improved Trip, Law DevotionCChamp
Challenge Rating 16
Treasure none
Alignment LN

In Abrahamic religion, Gabriel is a high ranking archangel second only to Michael. His name means "Master who is of God" and is known to be the left hand of God and the embodiment of the Holy Spirit, in contrast to Michael who is the right hand of God. His primary task is that of a messenger who told Zacharias of the birth of John the Baptist and the Virgin Mary of the birth of Jesus. By Muslims he is especially noted for revealing the Qur'an to Muhammad and for being the messenger that tells prophets of their obligations. While typically thought to be male or of a neutral gender in early texts, some schools of thought believe that the portrayal of Gabriel's feminine face in art denotes that Gabriel is in fact a female angel. This may be in contrast to Michael's male role as the right hand of God, but the subject is still largely debated in religious circles. When portrayed as a female she often holds a lily, suggesting her gentile feminine nature.


Gabriel looks like a 13 feet tall human woman, with green skin, a pair of wings and long black hair, wearing a golden armor and wielding a longsword in her right hand and a lily in her left hand.

Gabriel is the cardinal angel of the west.


Combat

Gabriel starts combat by using her wall of ice spell-like ability in order to split the enemy forces, then use her quickened haste to grant some bonuses to herself and her allies. She proceeds to engage her enemies into close combat and unleash her various strikes, such as the white raven hammer, or trip them. She will periodically (once every other round) take some distance to use her offensive spell-like abilities.

While in melee range, Gabriel will always look for a chance to flank someone and provide her bonuses from the swarm tactics stance to her allies, and will use her shield block and shield counter maneuvers, as well as her mass cure serious wounds to help her allies in need.

Divine Flower (Ex): the flower in Gabriel's left hand acts as a +4 light fortification light shield, except its armor check penalty is 0 and can be used to bash opponents as if Gabriel had the Improved Shield Bash feat. In the hands of any other creature, this item loses all of its effects.

Martial Maneuvers (IL 16):
Stances: Swarm Tactics
Strikes: Daunting Strike, White Raven Hammer, White Raven Strike
Boosts: Order forged from Chaos, White Raven Tactics
Counters: Shield Block, Shield Counter

Gabriel has access to the Devoted Spirit and White Raven disciplines.

Gabriel's expended maneuvers recover automatically every 3 rounds.

Protective Aura (Sp): Against attacks made or effects created by chaotic creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Gabriel. Otherwise, it functions as a magic circle against chaos effect and a globe of invulnerability, both with a radius of 20 feet (caster level equals Gabriel’s HD). This aura can be dispelled, but Gabriel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in her statistics block.)

Spell-like Abilities: at will: cone of cold (DC 24), orb of coldSpC (DC 23). 2/day: mass cure serious wounds, quickened haste, wall of ice (DC 23)

Tongues (Su): Gabriel can speak with any creature that has a language, as though using a tongues spell (caster level equal to Gabriel’s HD). This ability is always active.
« Last Edit: November 14, 2011, 05:35:57 PM by Risada »

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Re: Risada's Bestiary
« Reply #17 on: November 14, 2011, 02:27:45 PM »


Michael
Large Outsider (Extraplanar, Lawful)
HD 20d8+160 (250 HP)
Speed 40 ft. (8 squares); fly 100 ft. (perfect) (20 squares)
Init: 11
AC 36; touch 16; flat-footed 29
(-1 size, +7 Dex, +20)
BAB +20; Grp +34
Attack deus xiphos +37 melee (2d8+19, 19-20/x2)
Full-Attack deus xiphos +37/+32/+27/+22 melee (2d8+19, 19-20/x2)
Space 10 ft.; Reach 10 ft. (20 ft. while Deus Xiphos in glaive form)
Special Attacks heaven's blade, martial maneuvers, spell-like abilities
Special Qualities DR 15/chaotic and cold iron, darkvision 60 ft., deus xiphos, fast healing 10, low-light vision, immunity to cold, eletricity, fire and petrification, protective aura, resistance to acid and sonic 15, spell resistance 31, tongues
Saves Fort +20 Ref +18 Will +18
Abilities Str 30, Dex 25, Con 26, Int 23, Wis 27, Cha 27
Skills Balance +32, Concentration +31, Diplomacy +33, Intimidate +31, Jump +35, Knowledge (nobility and royalty) +29, Knowledge (religion) +29, Knowledge (the planes), Listen +31, Martial LoreToB +29, Search +31, Sense Motive +31, Spot +31, Tumble +32
Feats Combat Expertise, Combat Reflexes (B), Improved Trip, Improved Initiative (B), Law DevotionCChamp, Melee Weapon Mastery (slashing)PHB2, Power Attack,  Weapon Focus (deus xiphos), Weapon Specialization (deus xiphos)
Challenge Rating 19
Treasure none
Alignment LN

In Abrahamic religion, Michael is the highest ranking archangel mentioned in the Book of Revelation. His name means "he who is like God" in Hebrew and he rose to become the leader or field commander of the Army of God during the revolt of Satan in heaven, and he was so respected by the other angels that his name was shouted as a battle charge. He was able to cast Satan down into the abyss and, in another tale, was the angel that came to the aid of Gabriel during his contest with the Persian angel Dobiel.

In Israel he is the advocate and Prince of Heaven who watches over the children of Christ, he is also the one who weights the souls of the dead and removes names from the book of life. By the times of medieval Christianity, Michael was one of the principal angels and considered the patron saint of chivalry. He is often depicted as a handsome angel with beautiful wings holding a holy sword that can repel any weapon or scales.


Michael is a 15 feet tall tanned humanoid with black hair, wearing a golden breastplate and wielding a holy sword known as Deus Xiphos, said to be able to cut through anything.

Michael is the cardinal angel of the south.

Combat

Michael uses his enhancing abilities and the law devotion feat and engage his enemies in melee, hitting them with his Deus Xiphos. He favors hunting the supporting units on the enemy force first. Occasionally he will use his radiant assault ability to damage and (hopefully) daze those hit by it.


Deus Xiphos (Ex): Michael possesses a +5 axiomatic devoted spiritToB shadow strikingToM valorousUE large bastard sword that ignores any type of miss chance on the creatures it attacks, and may be used to make trip attacks. If the opponent tries to trip Michael in response to a failed attempt, he may drop his weapon as a free action to avoid being tripped, then call it back to his hands as a swift action on his next round.  Additionally, as a free action, this weapon can be changed into a glaive of the same size as a free action, retaining all of its properties. Deus Xiphos functions a masterwork item in the hands of any other creature.

Heaven's Blade (Su): Michael brandish his weapon fiercely, striking every creature standing in his way. Whenever Michael makes a melee attack, all creatures within a 30 ft cone originating from Michael are targeted by Michael's attacks. Michael rolls each attack only once, and compare the result against all creatures' AC.

Martial Maneuvers (IL 20):
Stances: Aura of Perfect Order
Strikes: Law Bearer, Pouncing Charge, Time Stands Still
Boosts: Iron Heart Surge, Scything Blade
Counters: Lightning Recovery, Manticore Parry, Wall of Blades

Michael has access to Devoted Spirit, Diamond Mind and Iron Heart disciplines.

Michael's expended maneuvers recover automatically every 3 rounds.

Protective Aura (Sp): Against attacks made or effects created by chaotic creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Michael. Otherwise, it functions as a magic circle against chaos effect and a globe of invulnerability, both with a radius of 20 feet (caster level equals Michael’s HD). This aura can be dispelled, but Michael can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in his statistics block.)

Spell-like abilities: 2/day: quickened divine favor, quickened ferocity of the sanguine rageDrM, radiant assaultSpC, righteous wrath of the faithfulSpC

Tongues (Su): Michael can speak with any creature that has a language, as though using a tongues spell (caster level equal to Michael’s HD). This ability is always active.

« Last Edit: November 14, 2011, 05:35:36 PM by Risada »

Offline bhu

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Re: Risada's Bestiary
« Reply #18 on: November 14, 2011, 04:17:03 PM »
Nice to see u back!

Offline Risada

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Re: Risada's Bestiary
« Reply #19 on: November 14, 2011, 05:35:06 PM »
My work is killing me... LITERALLY. Due to that, I don't have much time lately... but since today and tomorrow are holidays here, I plan on moving everything here is these two days...