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Creative Corner => Homebrew and House Rules (D&D) => Topic started by: ksbsnowowl on November 06, 2011, 11:49:25 PM

Title: Norse Bestiary
Post by: ksbsnowowl on November 06, 2011, 11:49:25 PM
Here is my Norse Bestiary, ported over from the old boards.

I will be utilizing the Troll-blooded feat, as well as flaws, to enable some creatures to gain true regeneration.  It will cost 2 flaws to get this feat, however.

Troll Blooded [General]
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Alvar/Ljosalfar ("Light Elves" from Alfheim) [Killoren]
Half-Alvar [Half-Elves]
Svartalfar ("Black Elves," sometimes hard to distinguish in stories from Dwaves) [Drow]
Dwarves / Dvergar (creators of much of the world's magic) [Midgard Dwarf]
Half-Dwarves [Hill Dwarf]


Giants

Rock Giant [Stone Giant]/Elder Rock Giant [Mineral Warrior Stone Giant]
Half-Rock Giant [Goliath with type changed to Giant]
Mountain Giant [Mountain Giant (MMII)]

Fire Giants

Legendary Fire Giant (the true giants that contest with the gods and will lead the burning of the world at Ragnarok)
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Fire Giant Elder (the next "age category" of Giant, as they approach immortality) [Eldrich Giant w/ Fire subtype. Huge size.]
Fire Giant (typical fire giant most likely to find its way into Midgard) [Fire Giant. Large size.]
Half-Fire Giant [Goliath with type changed to Giant, who has taken the Improved Heat Endurance feat (and possibly also the Inured to Energy feat).]

Frost Giants

Legendary Frost Giant (The Frost Giants that contest with the gods)
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Frost Giant Elder (the next "age category" of Giant, as they approach immortality) [Eldrich Giant w/ Fire subtype. Huge size.]
Frost Giant (typical frost giant most likely to wander into Midgard] [Frost Giant. Large size.]
Half-Frost Giant [Goliath with type changed to Giant, who has taken the Improved Cold Endurance feat.]


Trolls

Sea Trolls (Sjötrollet)

Merrow & Sea Hag
Scrag & Scrag WarlockHalf-Troll Kuo Toa Leviathan
Bog Giant

Cliff Trolls

Feral Snow Goblins
Taer
Half-Troll Taer
Half-Troll Girallon
Half-Troll Yeti
Half-Troll Abominable Yeti
[Those that qualify take Rock Hurling and Fling Enemy from Races of Stone]

Multi-Headed Trolls

Ettin
Fell Troll
Any Troll with the Multiheaded Template

Vitterfolk Trolls (Vætter)
(Some aren't actually trolls.)

Half-fey Mineral Warrior Forestkith Goblin
Half-fey Mineral Warrior Mongrelfolk
Half-fey Mineral Warrior Green Hag
Huldrefolk (Bestiary of Krynn)
Half-troll Changling
Half-troll Forestkith Goblin
Half-troll Mongrelfolk
Primordial Giant Half-troll Huldrefolk (Bestiary of Krynn)
Feral Tasloi [Troll-Blooded feat]

[The above will often take levels in Ranger/Abolisher/Nature's Warrior]

Hill, Mountain, and Forest Trolls

Ogre & Annis Hag
Half-Ogre & Green Hag
Hill Troll & Troll Warlock
Cave Troll & Cave Troll Warlock
Mountain Troll
Phaerlin Giant [MoF]
Half-Troll Phaerlin Giant
Fomorian [subterranean trolls, perhaps from Vanaheim]
Half-Troll Mountain Giant
Ice Troll & Ice Troll Warlock (Troll line interbred with Frost Giants)Fire Troll & Fire Troll Warlock (Troll line interbred with Fire Giants)Forest Troll & Half-troll Green Hag
Troll Scion [Half-Troll War Troll - evil, spiteful beings that, thankfully, are dying out because of a Trollwife's propensity for cursing her rivals to barrenness.]
Primordial Troll [Half-Troll Monster of Legend War Troll - the progenitors of the troll races.]

Trolls Harmed by Sunlight

Fensir
Wasteland TrollHalf-Troll Fensir
Feral Tasloi with Troll-Blooded feat (costs 2 flaws - Pathetic and Slow)
Any Fast Healing Troll with the Troll-Blooded feat

Trolls that Eat Humans to Become Stronger

Dusk Giant and Dusk Hag
Half-Troll Dusk Giant and Half-Troll Dusk Giant Warlock
Any Troll with the Beast of Xvim template (Monsters of Faerun)

Trolls with Demonic Blood

Half-fiend Troll [Offspring of a Trollwife impregnated by a Demon or Devil]
Fiendish Troll [Offspring of a Half-fiend troll and a normal troll]
Ogre Mage [Offspring of a Trollwife and a Fiendish Troll]
Half-Troll Draegloth [Offspring of an Ogre Mage and a Glabrezu]
Mur-Zhagul (Demon Troll) [Offspring of a Demonic Fiendish Trollwife and a Horned Devil, Pit Fiend, Amnizu, or Malebranche devils]
Mur-Zhagul's children:
.


Domestic and Personal Spirits

Fylgia [Telthor (bound to a person, not a location)]
Vordr (can become a Revenant) [?]
Haminja (similar to a Fylgia) [Spirit Animal]

Nissen/Tomte (small house spirit) [Domovoi or Einsaun Nat (OA)]


- Keepers/Wardens of different landforms

Bergsrå (Mountain rå credited with giving miners problems) [Oread]
Havsrå (Saltwater rå) [Mermaid]
Sjörå (Freshwater rå) [Glaistig]
Skogsrå ("Ruler (Lady) of the Forest" or sometimes "forest troll") [Dryad]

Nature Spirits [Nature Spirit, Oriental Adventures; Spirit of the Land]


Forest Spirits

Mound Alvar (Mound elves, somewhat related to Huldre Folk) [Feytouched w/ the Mineral Warrior template, but change the DR to 8/Cold Iron - aesthetically they do not look stony]
Huldre Folk (Beautiful fey folk w/ a disease ability; often had hollow backs or cow's/fox's tails - often interchangeable with trolls of a sort, though they were almost always beautiful) [Nymph]
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Skogsråt ("Ruler (Lady) of the Forest" or sometimes "forest troll") [Half-troll or Woodling Nymph]
Skogsnufvar ("Ruler (Lady) of the Forest" - always female [Nymph, advanced w/Druid - Woodling?]
Skovmann (Like a Skogsnufvar, but male) [Verdant Prince, advanced w/Druid or Ranger 1/Abolisher 1/Nature's Warrior 1]
Askafroa [Dryad]
Spriggan (Celtic) [Spriggan]
Moss People (Southern Germany) [Wood Woad, Woodling Nymph?]
Red Cap [Redcap - usually found near abandoned ruins or cairns]


River Sririts

Fossergrim [Fossergrim, often with a level of Bard]
Backahast ("Brook Horse") [Kelpie]
Nacken [Nixie]
Rusalka (slavic in origin) [Rusalka]
Vodyanoi (Slavic) [Vodyanoi]
Sjörå/Glaistig [Glaistig]

Sea Spirits

Nokk [Nereid]
Nokken [triton]
Havmand [Merfolk]
Havsrå [Merfolk]
Selkie [Selkie]

Other Spirits and Undead

Bergsrå [Oread]
Mara (ephemeral being that "rode" men in their sleep and caused nightmares and sleep paralysis) [Night Hag]
Draugr ("typical" Norse undead) [Wight or Ghoul/Ghast, ranging from basic to advanced in HD. The last step before becoming a Greater Draugr is adding the Mineral Warrior template.]
Greater Draugr (very powerful Draugr that could drain Ond, or life energy, with their gaze, and escape into the ground) [Zovvut Mineral Warrior Gravetouched Ghoul]
Haugbui ("Barrow Wights" indignant at being burglarized; not necessarily evil) [Wight or Gravetouched Ghoul templates from Savage Species/Libris Mortis]
Gjenganger [Revenant]
Vittra (Huldrefolk)
Vorthr [Wraith or Specter]
Sending [a Curst (Monsters of Faerun) created with a Bestow Curse and Create Undead spells]
Deildegast (a corporeal ghost that haunts border-stones that mark property edges, which they moved in life, can shapeshift into owls) [Jiki-Niku-Gaki (OA) - alternate form into an owl rather than an insect]
Myling (child left to die in the woods, then haunts parents/travelers) [?]
Irrbloss, Lyktgubbar or Lygtemænd [Will o' Whisp]
Finngálkin Icelandic centaur-like creature that is part man, part horse.
Magyr --ugly mermaids with webbed hands, deformed faces, double-chins, and fishy tales reported by Vikings around Greenland.
Skoffin:  Icelandic analogue to basilisk (see above). It could only be killed by the sight of another of its kind in early Icelandic legend. In later versions, it was believed that a silver bullet or the sign of the cross might also kill it.

? [Boggart (http://www.wizards.com/default.asp?x=dnd/al/20041006a)]
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Dragons

Sea Serpent (Jormungandr's children) [Sea Drake]
Typical Norse Dragon [Rage Drake, Spitting Felldrake, Ibrandlin (Monsters of Faerun), Brown Dragon (MoF)]
Lindworms [linoworms]


Ulfhednar/Berserker [Berserk PrC]

Woden's Hunt [Wild Hunt, MMV; or Wild Hunter (http://www.wizards.com/default.asp?x=dnd/dnd/20070601a), Expedition to the Demonweb Pits]

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Also, from D&D specific stuff:

Bhur Hag (Likely some cross-breeding of a [Ice?] Troll with a Spriggan)
Shrieking Hag

Telthor
Thommil
Orglash
Title: Re: Norse Bestiary
Post by: ksbsnowowl on November 06, 2011, 11:50:29 PM
This was the original post of that old thread:

So, I'm running a Scandinavian-themed play by post game, and as one would naturally expect, Trolls will play a large part in the monsters of the world.  Also, drawing on the strong Rashemi base incorporated into the world, bound demons are also a significant world aspect.  I wanted to work through these aspects and get some feedback from folks about some of the decisions and mental constructs that I've determined for the setting.

Typically, traditional Norse trolls did not regenerate, and thus I will have trolls that do not do so in addition to those that do.  Most of these will be things like Ogres that I've simply reclassified as "trolls" (since historically and linguistically speaking it was a very broad term anyway).  Another interesting aspect of Norse Trolls was that old, cunning females (referred to as Troll-wives) often would wield magic, especially of the kind to enchant or cover the approach of a troll attack within fog.  Thus, I've made use of several of the hags, and their supernatural abilities (sometimes with the addition of the Half-troll template from the Fiend Folio), as well as Orge Mages, to represent Troll-wives.  Also, trollwives will be shown through a level of Warlock and/or the application of the Primordial Giant template (Secrets of Xen'drik) [this would be really old troll-wives].  There were also a vast variety of trolls with different abilities.  Some lived on cliff-faces, others in or near the sea.  Some could change shape into trees or rocks, and others could take the form of a human and lure children out to the woods, where they would become the troll's next meal.  Also, many stories seem to imply that troll females are sterile, and thus the trolls must kidnap human females to use a breeding partners, producing fertile males and sterile females.

Within this setting Banishment and Dismissal do not work as effectively, and thus people long ago turned to imprisoning demons from Niflheim so as to protect the people of the world from their destruction.  There are two societies of spellcasters in the world that practice Circle Magic, and this is what made the binding of powerful demons possible.  In most cases, such demons were bound within a Stonehenge-like circle (as per the Hedged Prison form of Binding), and a maximized/empowered Forbiddance was placed around the prison to keep interlopers out.  This has prevented the demons from having much of a hand in the affairs of man, but the cunning evil beings always seem to find a way.

Sadly, a Forbiddance can't kill a (regenerating) troll, and thus evil Troll-wives have been whoring themselves to demons for some time, and some demons have gained a bit of power as generals of their fiendish troll offspring.

Anyway, enough background.  Here is my attempt to organize all the above into a semblance of order.

Most of these creatures come from the MMI, MMIII, Sandstorm, Unapproachable East, and the Half-troll template is from the Fiend Folio.

The non-regenerating trolls come in most all the varieties of regenerating trolls, and I will treat all the females (hags, ie- a troll/human crossbreed) as sterile:

Sea Troll: Male: Merrow, Female: Sea Hag
Generic Troll: Male: Ogre, Female: Annis Hag
Vitterfolk Trolls (known for shape-changing abilities, but sometimes confused with huldrefolk): Male: Half-fey Mineral Warrior Forestkith Goblin, Half-troll Changling, Half-fey Mineral Warrior Mongrelfolk, Female: Green Hag
Cliff Trolls: Taer
Two-headed troll: Ettin
Troll that eats children to grow stronger: Dusk Giant (Heroes of Horror)
Troll that turns to stone in sunlight: Fensir


Regenerating Trolls do not produce sterile females, but they will sometimes breed with a human anyway.  Most trolls follow the same breeding rules as a normal troll, unless otherwise indicated.

Sea Troll: Male: Scrag, Female: Scrag with a level of Warlock/Primordial Giant
Sea Troll male mating with a human = Half-troll Sea Hag

Forest Trolls: Male: Forest Troll, Female: Half-troll Green Hag

Generic Troll: Male: Troll, Female: Troll with Warlock/Primordial Giant
Troll male mating with a human female = Half-troll Annis Hag

Troll with problems in daylight: Wasteland troll (follows same breeding rules as a troll)

Troll that turns to stone in daylight: Half-troll Fensir

Two-headed Troll: Fell Troll

Cliff Troll: Half-troll Girallon

Troll that eats children to grow stronger: Half-Troll Dusk Giant

Giant Sea Troll: Half-troll Kuo toa leviathan (Underdark)

Other "normal" trolls follow the breeding rules of Trolls (Cave Trolls, Mountain Trolls, Ice Trolls, etc).

Demonic influence:

There are two or three specific types of trolls that in my mind represent a demonic influence on their abilities, so bear with me.

Demon/Devil + female Troll = m/f Half-fiend Troll
Half-fiend Troll + Half-fiend Troll = m/f Half-fiend Troll
Half-fiend Troll + Troll (or Fiendish Troll) = m/f Fiendish Troll
Fiendish Troll + Fiendish Troll = Fiendish Troll
Male Fiendish Troll + Female Troll/Warlock = Ogre Mage
Female Fiendish Troll + Male Troll = Troll
Horned Devil or Pit Fiend + Female (Demonic) Fiendish Troll = Demon Troll (Mur-Zhagul)
Glabrezu + Ogre Mage = Half-troll Draegloth


Thus, Ogre Mages are a more rare form of Troll-wife that only occurs with a trace of fiendish heritage, and the regeration of a Mur-Zhagul (which is only overcome by blessed or holy weapons) comes from a mingling of latent demonic blood and devilish blood that has that type of regeneration.  Lastly, I liked the concept of having a Glabrezu's demonic offspring show the extra set of limbs, and so I just added the half-troll template to a draegloth in that specific instance.

Thoughts?  Am I just too detail-oriented for a silly fantasy game?  Is the use of a Draegloth too silly or stupid?
Title: Re: Norse Bestiary
Post by: ksbsnowowl on November 06, 2011, 11:58:54 PM
I've been reading a book of Scandinavian folk and fairy tales, and it has provided some very interesting new insights and sources.  Some of them must be taken with a grain of salt, as most of these stories are from post-Christianization of Scandinavia, but they have some great information.

A story of 3 blind trolls that share one eye between them.  Despite being male, the best way to do this is with 3 blind Half-troll Annis Hags who then all see through the Hag Eye.

Most Huldrefolk can become invisible, often described as being accomplished via a magical hat.  One story includes a Huldre who drops her hat, and the hat would then work for others who wore it.  They often liked to steal meat, bread, milk, cheese and dishes.

Ley-lines and Faerie Roads/Huldre homes:  The cornerstone of a new home must be checked to ensure the new home isn't built over one of these invisible pathways, or over a Huldre home (at least without their permission).  Doing so will result in the home being plagued by missing items, accidents, and most likely destruction via fire.  Another story discussed a home whose entry hall was built over a ley line, and every night the sound of a great marching army was heard.  The home was picked up and moved 5 feet, and the sounds stopped.

Huldrefolk or trolls like to steal (especially unbaptized) children and leave a "changeling" in its place.  Most infants wore iron or silver brooches pinned to their clothes, as this prevented the huldre or trolls from touching them.  Another method was an iron "cradle knife" which was stuck into the cradle or the door frame entering the child's room, as it did not allow the creatures to pass or touch the child.

From another contemporary source I found online (though I haven't confirmed via any other sources), Huldrefolk cannot cross circles of ashes.
Title: Re: Norse Bestiary
Post by: ksbsnowowl on November 07, 2011, 12:00:21 AM
Quote from: Chemus
I happen to have the 2e Vikings Campaign Source...

The monsters loosely described therein (using other creatures as a base with notable differences) are:
Gast (Spectre/Ghost/Poltergeist)
Gengånger (zombie with an agenda like a ghost)
Hamhleypa (skin changer "lycanthrope", a bit like the swanmay)
Havmand (merman)
Linnorm (umm, duh?)
Nökk (Nixie, spring dryad)
Nisse (Brownie with the ability to change luck)
Pukje (goblin wizard)
Sending (Revenant crafted by a wizard and sent on missions, paralyzation power works on anyone opposing it)
Skogsrå (Nymph w/ the ability to gift a hunter with luck/unluck)
Sjörå (mermaid)
Spöke (Poltergeist/Ghost)
Svipa (evil Ghost without an agenda)
Dverge (probably well known to you...magical dwarves with crows feet)
Dock Alfar (slightly less evil dark elves)
Huldre (hidden-folk, doppelganger/artisans)
Maahiset (standard dwarf except that they're more barbaric and elemental magicians/evokers)
Multiple types of giants of course...more magical, bigger and mostly loners.
Trolls are listed as ogres with higher int and better gear, or as large, slightly ugly to handsome, but dangerous, man-like creatures.
Trow are Sea Trolls, described as an amphibious ogre.

New magic items include:
the Bottomless Drinking Horn (duh Wink)
Cloak of Dryness (endure elements but always remain dry, no matter what)
Cloak of Fire Resistance (as the ring from 2e)
Feathered Cloak (turns wearer and possessions into a falcon for 20-120 minutes, then turns off for 10 minutes)
Gusir's Gifts (raptor arrows with only 1d4 charges)
the Helm of Terror (Belonged to Hreidmar, Fafnir's father. It can cause fear (90') at will with a -2 to save, +1 to AC, invisibility as the spell at will, owner always has bad luck (-1 to rolls with one die type at all times))
Mirror of Transformation (Command word polymorphs the reflected creature as the mirror's owner desires, or blind the reflected creature (fort save))
Reed Stalk Spear (disguised spear +1 with 2x range), Riding Stick (Disguised club +2, one charge allows wielder to ride th estick as if it were a horse for up to an hour, or to become invisible as the spell. Has 3-30 charges)
Ring of Money (while worn for one day or more, creates d8 nonmagical copies of itself, but has 5% chance of failing and becoming nonmagical itself. Value is about 2gp each nonmagical ring)
Silken Shirt of Invulnerability (+1 to +6 AC, or Immunity to one of these: poison, natural fire & cold (has Imp. evasion vs.  magical fire & cold), missile weapons, drowning (as long as there is a surface to get to, the character will always float))
Sleep Thorn (Sleep as the pixie arrow, or a very rare version that causes suspended animation which only a specific condition, or wish, will reverse.
Stone Arrows (+5 arrow. Name a target, fire the arrow, ignore all range modifiers. Deals 3d6+5 if it hits. Not reusable)

There's also timelines and stuff. It's a pretty good resource, but I think that only the above would be different from the GURPS stuff.
Title: Re: Norse Bestiary
Post by: ksbsnowowl on November 07, 2011, 12:01:29 AM
Huldra (http://dicefreaks.forumz.cc/viewtopic.php?p=49816#p49816)
Theres specific Huldra stats out here.
Interesting take on it.  There is a story about a huldre woman who was engaged to a braggart who wouldn't shut up about her.  She subsequently beat him with her tail, causing him to lose his wits and become deafened...

The setting for which I'm making this bestiary is a gestalt setting, so I can probably get a similar result by just advancing a Nymph as a Druid//Bard.  Bards get Lesser Confusion rather quickly, followed soon after by Blindness/Deafness and Suggestion.  It would also grant her a Suggestion ability through her song.  Thereafter, she could gain a Confusion spell, and if she took a few levels of Sublime Chord, she could get Insanity and Forcecage (they were known for being able to trap victims in "invisible nets.")  Yes, this last would be at CR 19 or 20, but it just provides a nice regular progression for a Huldre Folk ranging anywhere from CR 7 - CR 20.

Edit:  As I am now working on statting up an advanced Huldre Folk, I realize another legitimate track toward it is to go Beguiler 9/Bard 1/Sublime Chord.  The one level of Bard gives you the needed Bardic Music, and allows you to dump all the skill points for the level into perform, to get that up high enough for the Sublime Chord prereq's.  Beguiler has all the other needed skills as class skills.  It is a very MAD caster character, needing good Int, Wis, and Cha, but Nymphs get racial mental adjustments of +6 Int, +6 Wis, and +8 Cha, so it's not hard to do.
Title: Re: Norse Bestiary
Post by: ksbsnowowl on November 07, 2011, 12:02:06 AM
but wouldn't the Mara be something different rules wise? The night hag seems a little too strong for it, or would you only be using it as a base for the thing?
The night hag seems pretty spot on with the abilities I've read about them.  The only difference between the Night Hag and the stories is that usually the Mara appeared as a normal woman during the day, and didn't realize she was becoming ethereal and riding men at night, but that's just fluff, and depends how the DM roleplays it (and who is to say that the women in the stories weren't faking innocence?)  The night hag's DR even points to a touch of feyness (Cold Iron) about the creature, which is just about right.
Title: Re: Norse Bestiary
Post by: ksbsnowowl on November 07, 2011, 12:02:42 AM
Been doing more reading and sifted out more info about the Norse concept of Swanmays, as well as coming to a decision on what to do about Vanaheim and its inhabitants (there is almost no historical info on Vanaheim).

Swanmays have been depicted in two ways within the literature: 1. Simply as fey creatures (and often their swan cloaks are stolen and they marry a mortal who has stolen it), and 2. The Valkyries were sometimes depicted as women who could become swans.

I've decided to construct both types for this Bestiary, especially because I don't particularly like the statting of Valkyrie as straight Paladin 20 (for certain setting reasons, I don't want them to be Lawful).

Swanmay: [Nereid 3/Druid 2/Swanmay 1-10]  This is the typical fey version of a Swanmay, with the minor mechanical alteration that the Nereid's shawl is required for her shape-changing abilities, as well as holding her essence.

Valkyrie: [Human Ranger 5/Swanmay 5/Holy Liberator 10]  Despite being based on a Human, its type will be changed to Outsider.  It gets most all of the Paladin abilities, including the equivalent of full Paladin casting, without being Lawful, and incorporating the ability to wildshape into a swan.


Vanaheim

As I said, there's not a whole lot of info available on Vanaheim, other than that it is the home of the Vanir, who were themselves older nature and fertility gods.  Given that last, I don't think it out of the ordinary to think of Vanaheim as an untamed wilderness full of fey of one sort or another.  This then causes me to make a leap toward the Faerie Realm of a more celtic origin, which would fit my needs well.

Thus, like the celtic realm of faerie, I've decided to make Vanaheim a majestic mirror of Midgard, with more intense and magnificent natural features that are coterminous with similar features on Midgard.  It is the home realm of the Huldrefolk, though many Huldre have migrated to Midgard itself through the "portals" that open at the time of Samhain and the equinoxes.  Also, there are a few denizens of Vanaheim who can cross the veil between the two worlds, appearing as spirits on Midgard (Spirit Animal, Frostburn).

The Huldrefolk, who are the majority of the realm's sentient folk, are usually Chaotic Neutral, though there are two courts within Vanaheim, who can likely trace their origins to the now defunct Vanir.  This will incorporate the Seelie and Unseelie courts, and much to my chagrin, will somewhat mirror what D&D 4e has done.... [Hey, it's based on the same myths - its not odd that they came to a similar conclusion...]

The Seelie court will be home to the Eladrins (MM, BoED) and the more "fairy" type of fey and other outsiders (Sylph, Pixies, maybe Glaoura).  The Unseelie court will be composed of outcasts from the Seelie court.  It will be filled with Eladrins with the Shadow Creature template (Lords of Madness, though some will have analogues that are different [Coure vs. Half-fey Quasit; Pixie vs. Gloaming; Firre vs. Banshrae]).  Other shadow fey will also call the Unseelie court their home (Shadar-Kai [FF], Banshrae [MMV], Gloaming [Und], Half-fey Dark Ones? [FF])

Each of the nine worlds of the Norse Cosmology will have its own ethereal and shadow planes (though some may have only one or the other), but in Vanaheim the Material plane and the Shadow plane share prominence as the primary property of the plane.  Vanaheim will wax and wane between the plane of shadow and the "normal" material plane, probably on a daily basis within Vanaheim (but it will correspond to the lunar cycles on Midgard - ie, the flowing time of the faerie realm).  Just as Humans will spend most nights snug in their homes against the things that go "bump" in the night, so too will many of the Huldrefolk spend their nights indoors against the depredations of the Unseelie court.
Title: Re: Norse Bestiary
Post by: ksbsnowowl on November 07, 2011, 12:07:52 AM
Going to stat out a Feral Tasloi

Feral Tasloi [Troll-Blooded]
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Half-Vampire (Troll) Tasloi
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Half-Ogre
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Ice Troll Chief
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Uthraki
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The Primordial Troll - the one that started it all.

Paragon Monster of Legend Primordial Giant Half-Troll War Troll
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Monster of Legend Primordial Giant Half-Troll War Troll
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Primordial Giant Half-Troll War Troll
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Half-Troll War Troll
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Half-Fiend War Troll
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War Troll
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Title: Re: Norse Bestiary
Post by: ksbsnowowl on November 07, 2011, 12:08:53 AM
Trying to decide if this will work in a norse setting or not.  Haboob is basically just a hot blowing wind filled with grit.  This could be the hag tied to a Half-Ogre, rather than a Green Hag (though other than possibly being a Vitter troll, I've not decided how else to bring a green hag into the equation, unless she is the result of a Forest Troll mating with a human. 

Edit:  The answer may be the Dusk Hag from Eberron.  I'd forgotten about these, and they would make an excellent addition.  They are also CR 4, but are Medium-sized.  Maybe I'll make one or the other the half-human progeny of Cave Trolls, or one of the other types.

Dune Hag

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Dusk Hag

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I'd never looked closely at the Varag from the MMIV; they are actually quite interesting creatures.  I'll make 3 varieties of them: One that is as intelligent as an animal, and basically are treated as hounds, another that is still quite stupid, and a set that are rather intelligent and control others in the pack.

Varag

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Varag Hounds

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Varag Troll

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Primordial Varag Troll

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.


Making the above Varags presented me with a dilemma.  Most of the trolls I have are CR 3+, and I'd like more of lesser CR's.  The Feral Template is a decent way of doing this, as it gives a small amount of fast healing at only +1 CR (which produces a gestalt CR of 1 when added to a CR 1 creature), but it is extremely problematic given its -4 Intelligence modifier, which is only compounded by already dumb creatures like the varag.

I'm thinking of using the Half-Vampire template as another means of making a weak troll.  It's only +1 CR, and grants fast healing 1 (only up to half HP's), and doesn't inflict an intelligence penalty (while also granting bonuses to Str, Dex, Hide, Move Silently, Listen, and Spot).  I'd never use the blood drain option, and figure "troll wives" of this nature would gain the Charm ability, while the males would get the Children of the Night ability.

There are not any Vampires in Norse myth at all, and I never intended for there to be any in this setting.  I think this will actually work well.  In the case of the varag, it would still be a humanoid (I'd prefer a type change to giant or monstrous humanoid), but I think this will work well.

Weaker Varag Troll

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Tanarukk
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Elite "Array" Tanarukk (32 point buy)
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Troll-Blooded Tanarukk
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Half-Vampire Tanarukk
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Title: Re: Norse Bestiary
Post by: ksbsnowowl on November 07, 2011, 12:10:06 AM
Fire Troll
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Prior to getting my hands on these stats, I had considered using the Elemental Magi (Ken-Li) as a "fire troll" since it has the fire subtype and fast healing 10.  I'd still like to use it as some sort of troll crossbreed, but don't know where to fit it into the "breeding mythology" of the trolls.

Draegloth
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Male Half-Troll Draegloth
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Primordial Half-Troll Draegloth Trollwife
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Troll-Blooded Male Half-Troll Draegloth
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Troll-Blooded Primordial Half-Troll Draegloth Trollwife
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Troll-Blooded Primordial Half-Troll Draegloth Trollwife Warlock
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Half-Troll Draegloths with the BAB errantly altered when applying the half-troll template
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Title: Re: Norse Bestiary
Post by: ksbsnowowl on November 07, 2011, 12:11:40 AM
Eneko (Quarter Trolls)
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Eneko (Quarter Trolls) [nonelite array]
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Eneko Barbarian 1 (Quarter Trolls) [elite array]
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Primordial Giant Eneko Trollwife (Quarter Trolls)
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Primordial Giant Eneko Trollwife (nonelite array) (Quarter Trolls)
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Primordial Giant Eneko Trollwife (Quarter Trolls) [elite array]
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Primordial Giant Eneko Trollwife Warlock 2 (NPC stat array) (Quarter Trolls)
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Primordial Giant Eneko Trollwife Warlock 2 (Quarter Trolls) [elite array]
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Ran across an interesting fey creature, and I wanted to copy its stats here in case WotC deletes it.

Murderjack
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From: http://www.wizards.com/default.asp?x=dnd/fw/20040828a

This one might make an interesting subterranean troll if the Half-troll template is added:

(click to show/hide)

From: http://www.wizards.com/default.asp?x=dnd/mm/20040130a

Another interesting one, the Rime Sprite
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Hoarfroster
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Title: Re: Norse Bestiary
Post by: ksbsnowowl on November 07, 2011, 12:12:14 AM
Beast of Malar
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Beast of Malar Adolescent [Minion]
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Beast of Malar Whelp [Minion]
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Title: Re: Norse Bestiary
Post by: ksbsnowowl on December 15, 2011, 12:54:20 PM
Dolghast (a Spawn of Hel)
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Advanced Dolghast
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CR 16 Advanced Dolghast
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Skullcrusher Ogre & Skullcrusher Ogre War Hulk
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Title: Re: Norse Bestiary
Post by: ksbsnowowl on February 12, 2012, 07:07:08 PM
Half-Troll Nothic
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Advanced Half-Troll Nothic
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Advanced Large Half-Troll Nothic
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Ettin
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Primordial Giant Troll(wife)
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Primordial Giant Troll(wife) Warlock 1
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Primordial Giant Template
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Half-Troll Template
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Title: Re: Norse Bestiary
Post by: ksbsnowowl on May 26, 2012, 11:57:04 PM
Adult Brown Dragon
Huge Dragon
Hit Dice: 21d12+105 (241 hp)
Initiative: +0
Speed: 60 ft. (12 squares); Burrow 60 ft.
Armor Class: 26 (-2 size, +18 natural armor), touch 8, flat-footed 26
Base Attack/Grapple: +21/+38
Attack: Bite +28 (2d8+9) or Claw +26 (2d6+4) or Tail Slap +26 (2d6+13) or Crush [Ref DC 25] (2d8+13)
Full Attack: Bite +28 (2d8+9) and 2 Claws +26 (2d6+4) and Tail Slap +26 (2d6+4)
Space/Reach: 15 ft./10 ft. (15 ft with Bite)
Special Attacks: Breath Weapon, Crush (2d8+13), Frightful Presence, Spell-Like Abilities, Spells, SR 23
Special Qualities: Damage reduction 5/+1, darkvision 60 ft., immune to acid, low-light vision, tremorsense 500 ft.
Saves: Fort +17, Ref +12, Will +15
Abilities: Str 29, Dex 10, Con 21, Int 16, Wis 17, Cha 16
Skills: Climb +24, Concentration +20, Hide +12, Jump +21, Know (Planes) +15, Listen +27, Search +27, Sense Motive +27, Spot +27, Use Magic Device +27
Feats: Multiattack, Shape Breath, 6, Recover Breath, 12, Practiced Spellcaster, Snatch, Improved Snatch
Environment: Any desert
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: 14 [GCR 13]
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: see Monsters of Faerun
Level Adjustment: -

Breath Weapon (Su): 100-foot line of acid, Ref DC 25 half, 12d6 Acid
Crush (Ex): Small or smaller foes only, as many as can fit under the dragon's space.   Deals 2d8+13 damage, and Ref DC 25 or pinned (treat as normal grapple). Damage dealt each round the pin is maintained. (2d8+13)
Frightful Presence (Ex): Will DC 23 negates, 180 feet.  Creatures with 4 or fewer HD become panicked for 4d6 rounds; those with 5 or more HD become shaken for 4d6 rounds.
Spell-Like Abilities: 1/day- Create Water, Sandstorm
Sandstorm (Sp): Once per day, an adult brown dragon can create a vortex of violently churning sand at a distance up to 240 feet away. All creatures within a 60-foot radius of the center of the sandstorm take 1d6 points of damage each round they remain within the sandstorm. Characters in the swirling sands are blinded and must make a Balance check (DC 15) during each round they move more than 5 feet or fall prone.
Spells: This dragon casts spells as a 5th level Sorcerer. DC 13+spell level.  Spells per day (6/7/5/2)
Spells Known: (6/4/2/1)
0- Detect Magic, Read Magic, Detect Poison, Mage Hand, Message, Resistance
1- Mage Armor, Shield, Dawnburst, Vigilant Slumber
2- Scintillating Scales, Mirror Image
3- Ray of Dizziness

24 Listen
24 Search
24 Spot
24 Sense Motive
24 UMD
15 Concentration
12 Kn (Planes)
15 Climb
20 Hide

Amphibious Mountain Troll (AKA - sea troll)
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Title: Re: Norse Bestiary
Post by: bhu on May 27, 2012, 12:17:15 AM
You've put some effort into this.  There's a horror film based on the Huldra coming out that might be good for background.
Title: Re: Norse Bestiary
Post by: ksbsnowowl on May 27, 2012, 02:06:32 AM
You've put some effort into this.  There's a horror film based on the Huldra coming out that might be good for background.
I hadn't heard of that.  I'll look into it, thanks.

What can I say?  Norse stuff is my passion.  Running a Norse-themed game keeps me coming back to it with new ideas and stat write-ups.  I don't have absolutely everything in here, but most of it is.

Wight Mineral Warrior Zovvut
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Half-Troll Protean Scourge
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Title: Re: Norse Bestiary
Post by: bhu on May 27, 2012, 07:40:41 PM
http://www.youtube.com/watch?v=X4XoSmUoZIY
Title: Re: Norse Bestiary
Post by: ksbsnowowl on May 27, 2012, 11:59:20 PM
http://www.youtube.com/watch?v=X4XoSmUoZIY
Well, they got the tail right  ;)


Mur-Zhagul
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Note, the number of skill ranks indicates that Concentration was cross-class.

Mur-Zhagul (32 point buy - caster base [Wis/Cha])
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Mur-Zhagul Spirit Shaman 9 (32 point buy)
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Another decent low-level monster "troll" similar in power to Tanarukk, but quite different.

Feral Grimlock
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Just saw the Bestiary of Krynn for the first time.  The Huldrefolk in that book were a disappointment (being nothing like Norse Huldre Folk), but it did have this interesting non-regenerating troll.  It would be interesting to use this as a base for Woodling Mewling Trolls (CR 13) and Mineral Warrior Mewling Trolls (CR 12) - may want to utilize the Primordial Giant template to keep its intelligence above 2...

Mewling Troll
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Also interesting from that book are the Haorti and the Tylor, as examples of wingless dragons.

There are also some stats for deer, elk, and moose.  It will be interesting to compare these stats to those in Silver Marches.  The Huldrefolk are also interesting, and could be useful in some other way (seelie court?)

The desolation giant would also be a decent troll (CR 7, pounce and rend, no regen).

The Daemonlord is also interesting.  Somewhat like a Mur-zhagul in it's abilities, though much more powerful.

Half-Fiend "Loki-Touched" Spellweaver
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Marzanna Hag
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Half-Troll Marzanna Hag
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Primordial Giant Half-Troll Marzanna Hag
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Half-Troll Kuo-Toa Leviathan
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Title: Re: Norse Bestiary
Post by: ksbsnowowl on November 25, 2012, 09:34:51 PM
Gestalt Bheur Hag Wizard 4/War Hulk 5
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Gestalt Half-Troll Bheur Hag Wizard 4/War Hulk 5
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Primordial Giant Half-Troll Bheur Hag Gestalt Wizard 4/War Hulk 5
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Title: Re: Norse Bestiary
Post by: ksbsnowowl 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 (http://www.minmaxboards.com/index.php?topic=8231.0).  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.
Title: Re: Norse Bestiary
Post by: ksbsnowowl 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:
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Next up, I'll apply the Shadow Creature template to both.  Here:
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... 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:
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Title: Re: Norse Bestiary
Post by: ksbsnowowl 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.
Title: Re: Norse Bestiary
Post by: ksbsnowowl 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").
Title: Re: Norse Bestiary
Post by: ksbsnowowl 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.
Title: Re: Norse Bestiary
Post by: ksbsnowowl 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.
Title: Re: Norse Bestiary
Post by: ksbsnowowl 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.
Title: Re: Norse Bestiary
Post by: ksbsnowowl 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.
Title: Re: Norse Bestiary
Post by: ksbsnowowl 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.
Title: Re: Norse Bestiary
Post by: ksbsnowowl 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.
Title: Re: Norse Bestiary
Post by: ksbsnowowl 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
Title: Re: Norse Bestiary
Post by: ksbsnowowl 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)
Title: Re: Norse Bestiary
Post by: ksbsnowowl 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)
Title: Re: Norse Bestiary
Post by: ksbsnowowl 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
Title: Re: Norse Bestiary
Post by: phaedrusxy on February 13, 2013, 09:00:47 PM
http://suptg.thisisnotatrueending.com/archive/22907962/
Hey, ksbsnowowl, is this your homebrew game?!?!  :D
Title: Re: Norse Bestiary
Post by: ksbsnowowl 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.
Title: Re: Norse Bestiary
Post by: ksbsnowowl 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)
Title: Re: Norse Bestiary
Post by: ksbsnowowl on February 23, 2013, 07:06:24 PM
Assassin Devil (Dogai)
(click to show/hide)

Phantom Assassin Devil (Phantom Dogai)
(click to show/hide)
Title: Re: Norse Bestiary
Post by: ksbsnowowl on February 24, 2013, 01:19:37 AM
Slaughter Wight Tomb Warden 3
(click to show/hide)


Phantom Slaughter Wight Tomb Guardian 3
(click to show/hide)
Title: Re: Norse Bestiary
Post by: ksbsnowowl 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

(click to show/hide)
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. (https://www.wizards.com/default.asp?x=dnd/re/20030714x)
Title: Re: Norse Bestiary
Post by: ksbsnowowl on February 24, 2013, 09:55:48 PM
Here is a Gloaming NPC statted up in the Underdark web enhancement.  I've rearranged his listed stats into the normal stat block order, and I've readjusted his skills (I upped his Kn:Arcana to give the synergy bonus to spellcraft, getting his final modifiers the one higher in each skill; and rolled Kn: Local into Concentration).  Note that I've altered his Spell Focus feats to the 3.0 versions I use (+2 each), and I gave him one 8th level spell (due to a house-rule for my games).  I also altered his (illegal) wand of baleful polymorph into a wand of Polymorph Other (which is what I use in my games).  I also corrected his AC, which was completely wrong.

Old Skills:
Str 6, Dex 16, Con 12, Int 10, Wis 11, Cha 24.
Concentration +5 [4], Disguise +13 [4], Hide +9 [0 ], Knowledge (arcana) +4 [4], Knowledge (local—Underdark) +7 [7], Move Silently +9 [2], Spellcraft +9 [9]
Shadow Mien: +2 to Disguise and Hide.
+4 racial to Move Silently, +4 size to Hide


Gloaming Shadowcaster
(click to show/hide)
Note that he is only 25 point buy, thus his abysmal hit point total of 52 for a 15th level character...

I'll alter him into 36 point buy (all my PC's are the equivalent of 36 point buy or better), an then all also gestalt him with Scout.

36 point buy
(click to show/hide)
I've altered som of his spells.  Those marked with an asterisk should probably be changed out, as he can copy them with shadow spells.  Look at dropping Reduce Person for Nerveskitter (to trigger a Greater Shadow Evoc: Contingency). Maybe drop phantasmal killer for Greater Mirror Image.
Title: Re: Norse Bestiary
Post by: ksbsnowowl on March 08, 2013, 11:31:53 AM
Here is the base Lussina, corrected. (Edit: I actually just realized she somehow has her 18th level feat as an Epic feat (original version had 1 too many too), but at this point I don't care, and I'm not changing it.  Worst case, lose the 11th level spell slot, and pick up a metamagic feat).

(click to show/hide)

Here is the base Lussina altered to be an Outsider with the Eladrin subtype:
(click to show/hide)


Here is the fully updated and corrected version of Lussina, the Shadow Eladrin and Tatiana the Light Eladrin (based on Lussina's stats).  Her type has been altered to Outsider (Eladrin), with all associated alterations that brings. (Note, subtype benefits might not be present - resistances)

Tatiana, the Light Princess
(click to show/hide)


Lussina, the Shadow Princess
(click to show/hide)
Title: Re: Norse Bestiary
Post by: ksbsnowowl on March 24, 2013, 06:33:59 PM
Mineral Warrior Mountain Giant
Colossal Giant (Earth)
Hit Dice: 30d8+450 (585 hp)
Initiative: +0
Speed: 80 ft., Burrow 40 ft.
AC: 34 (–8 size, +32 natural), touch 2, flat-footed 34
BAB/Grapple: +22/+55
Attacks: Mountain giant club +31/+26/+21/+16 melee, or 2 slams +31 melee, or rock +32 ranged
Damage: Mountain giant club 4d8+25/19–20, slam 2d6+17, rock 4d8+17
Face/Reach: 30 ft./25 ft.
Special Attacks: Crush 2d6+25, fling, grapple, rock throwing, trample 4d6+25, Earth Strike
Special Qualities: Darkvision 60 ft., rock catching, scent, summon giants, Damage Reduction 8/adamantine
Saves: Fort +32*, Ref +10, Will +25      *Does not fail on a 1.
Abilities: Str 45, Dex 10, Con 41, Int 4, Wis 8, Cha 5
Skills: Jump +40 [3], Listen +14 [15], Spot +14 [15]
Feats: Awesome Blow, Brutal Throw, Cleave, Combat Reflexes, Endurance, Improved Bull Rush, Improved Critical (mountain giant club), Improved Overrun, Power Attack, Steadfast Determination, Track.
Climate/Terrain: Any mountains
Organization: Solitary or family (2 plus 1–3 noncombatants)
Challenge Rating: 17 [GCR 16]
Treasure: Standard
Alignment: Usually chaotic
Advancement: By character class
LA: -

(click to show/hide)


Primordial Giant Mineral Warrior Mountain Giant
Colossal Giant (Earth)
Hit Dice: 30d8+420 (555 hp)
Initiative: +0
Speed: 80 ft., Burrow 40 ft.
AC: 34 (–8 size, +32 natural), touch 2, flat-footed 34
BAB/Grapple: +22/+53
Attacks: Mountain giant club +29/+24/+19/+14 melee, or 2 slams +29 melee, or rock +30 ranged
Damage: Mountain giant club 4d8+22/19–20, slam 2d6+15, rock 4d8+15
Face/Reach: 30 ft./25 ft.
Special Attacks: Crush 2d6+22, fling, grapple, rock throwing, trample 4d6+22, Earth Strike
Special Qualities: Darkvision 60 ft., rock catching, scent, summon giants, Damage Reduction 8/adamantine
Saves: Fort +31*, Ref +10, Will +25      *Does not fail on a 1.
Abilities: Str 41, Dex 10, Con 39, Int 8, Wis 8, Cha 9
Skills: Jump +38 [3], Listen +14 [15], Spot +14 [15]
Feats: Awesome Blow, Brutal Throw, Cleave, Combat Reflexes, Endurance, Improved Bull Rush, Improved Critical (mountain giant club), Improved Overrun, Power Attack, Steadfast Determination, Track.
Climate/Terrain: Any mountains
Organization: Solitary or family (2 plus 1–3 noncombatants)
Challenge Rating: 17 [GCR 16]
Treasure: Standard
Alignment: Usually chaotic
Advancement: By character class
LA: -

(click to show/hide)
Title: Re: Norse Bestiary
Post by: ksbsnowowl on April 02, 2013, 09:57:42 AM
Advanced, Gestalt Arrow Demon Peerless Archer
(click to show/hide)
Title: Re: Norse Bestiary
Post by: ksbsnowowl on May 24, 2013, 12:55:19 AM
Had a completely random revelation that War Trolls are Monstrous Humanoids, and as such are eligible for the Feral template.  Wanting my trolls to be giants, I then apply the mostly redundant Half-Troll template, which changes its type to Giant, whereby I can apply the Primordial Giant template to bump its Intelligence out of the Animal range, and back to that of a typical Hill Troll.  The CR is probably a bit too high, thanks to a +4 CR bump from Feral, but whatever.

He'd probably be a bit better off wielding a one-handed weapon, so that when he charges he can get a claw attack and thus start a grapple (which according to the Rules Compendium is required before any Rake attacks occur, but very few people have ever played it that way, as the Core text is ambiguous).  But all that delicious 1.5x Strength on the greatsword attacks is where the pain comes.  I might have to drop one of these on my players at random.  He'll die quickly due to having low HD relative to the PC's, but it could still be fun.

FERAL PRIMORDIAL GIANT HALF-TROLL WAR TROLL
Large Giant
Hit Dice: 12d10+144 (210 hp)
Initiative: +7
Speed: 40 ft. in breastplate (8 squares); base speed 50 ft.
Armor Class: 35 (–1 size, +18 natural armor, +5 breastplate, +3 Dex), touch 12, flat-footed 32
Base Attack/Grapple: +12/+29
Attack: Masterwork greatsword +26 melee (3d6+19/19–20) or masterwork composite longbow (+10 Str bonus) +15 ranged (2d6+10/×3)
Full Attack: Masterwork greatsword +26/+21/+16 melee (3d6+19/19–20) and bite +22 melee (1d8+6); or
   2 claws +24 melee (2d6+13) and bite +22 melee (1d8+6); or
   masterwork composite longbow (+10 Str bonus) +15/+10/+5 ranged (2d6+10/×3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dazing blow, improved grab, pounce, rake +24, rend, spell-like ability
Special Qualities: Damage reduction 5/adamantine, darkvision 120 ft., fast healing 5, low-light vision, regeneration 9, scent, spell resistance 20
Saves: Fort +16, Ref +11, Will +20
Abilities: Str 37, Dex 16, Con 35, Int 6, Wis 17, Cha 12
Skills: Jump +13 (+21 unarmored), Kn (Nature) -1, Listen +10, Spot +10
Feats: Endurance, Improved Initiative, Steadfast Determination, Multiattack, Weapon Focus (greatsword)
Environment: Any
Organization: Solitary, pair, or gang (3–9)
Challenge Rating: 18
Treasure: Standard (including masterwork greatsword and masterwork composite longbow [+10 Str bonus])
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +6

A typical war trolls 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 28 Fortitude save or be dazed for 1 round. The save DC is Constitution-based.
   Improved Grab (Ex): If a feral creature hits an opponent that is at least one size category smaller than itself with
a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of
opportunity.  If it gets a hold, it can rake.  Alternatively, it has the option to conduct the grapple normally, or simply use
its claw to hold the opponent (-20 penalty on grapple check, but the feral creature is not considered grappled).  In
either case, each successful grapple check it makes during successive rounds automatically deals claw damage. 
See the Monster Manual for additional rules.
   Pounce (Ex): If a feral creature charges a foe, it can make a full attack even though it has already moved.
   Rake (Ex): A feral creature that gets a hold can make two rake attacks (+24) at its full melee attack bonus with its hind
legs.  Each successful attack does normal claw damage for the size of the feral creature, plus 1/2 its Strength bonus
(2d6+6).  If the feral creature pounces on an opponent, it can also rake.
    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.
   Rend (Ex): A feral creature that hits with both claw attacks latches onto the opponent's body and tears the flesh. 
This automatically deals double the appropriate claw damage for that size feral creature, plus double the Strength
modifier (4d6+24)
   Spell-Like Ability (Sp): At will - one of either invisibility, invisibility purge, or levitate; CL 13th.
   Skills: Gains any one Knowledge skill as a class skill.  +2 racial bonus to Spellcraft and Use Magic Device
Title: Re: Norse Bestiary
Post by: Craiconn on May 24, 2013, 11:09:56 AM
Holy smoke.  What an inspiring repository of Norse Monstrosity Goodness!  I feel like I just hit the jackpot.  I'm gonna nab a lot of this stuff for my Norse-flavored campaign in the Forgotten Realms, KSBS.  I hope that's okay.  You did some genius work here!   :clap
Title: Re: Norse Bestiary
Post by: ksbsnowowl on May 24, 2013, 11:16:13 AM
Holy smoke.  What an inspiring repository of Norse Monstrosity Goodness!  I feel like I just hit the jackpot.  I'm gonna nab a lot of this stuff for my Norse-flavored campaign in the Forgotten Realms, KSBS.  I hope that's okay.  You did some genius work here!   :clap
No problem; that's part of why I put it here.  There's some Celtic influence too (using Eladrin as Seelie Court, etc), but most of it is Scandinavian in flavor.

- KSB
Title: Re: Norse Bestiary
Post by: ksbsnowowl on June 02, 2013, 04:59:51 PM
At one point long ago, I actually statted out various HD amounts for the Dusk Giant.  Idiotically, I did it on the free monster initiative cards from www.thegamemechanics.com (which ARE a great tool), which I couldn't save at the time.  I'm sure I have the print-outs around somewhere, but I've moved since then, and want something I can more easily fiddle with anyway.  So, I'll be slowly working on adding their stats here over the next while.

I'll also be giving them better feats.  Drop Iron Will and one other to get Endurance and Steadfast Determination for a massive increase on Will saves (at least 3 greater than Iron Will for everything 12 HD and above).  Brutal Throw from Complete Adventurer is also a great feat, turning the low-Dex attack roll into a high-Strength attack roll for his thrown rocks.

I'll also be including non-power attack lines for his attack routines.  The base stats out of the book have him full power attacking every time, which would make his chances of hitting pretty low against a 14th level party (for the Greater one).

Lastly, I'll be correcting the few minor mistakes (the Greater Dusk Giant lack his -1 Dex penalty to AC, doesn't qualify for Awesome Blow, and miscalculates his rend damage by 1).

Least Dusk Giants

Least Dusk Giant
(click to show/hide)

Advanced (8 HD) Least Dusk Giant
(click to show/hide)

Advanced (10 HD) Least Dusk Giant
(click to show/hide)

Title: Re: Norse Bestiary
Post by: ksbsnowowl on June 02, 2013, 05:00:04 PM
Lesser Dusk Giants

Interestingly, the Cannibalize ability says that it gets the Str boost every HD, and the Con and Nat armor boosts every second HD, in addition to all the normal benefits of gaining HD.  It then says it gains a slight boost to Charisma as it becomes stronger of will and purpose.  One of the normal benefits of gaining HD is getting a stat boost at every level divisible by four.  This means the 6 HD base dusk giant should get a Charisma boost at 8th HD and 12th HD, yet the 12 HD Lesser Dusk Giant has only increased any of his stats by one (Charisma from 15 to 16), aside from the normal sizing bonuses and the special bonuses to Str and Con.  Then, the 18 HD Greater Dusk Giant, who has only had an opportunity for one stat boost since the base 12 HD Lesser, has his Charisma boosted by two to 18.

It seems to me like the charisma bonuses are supposed to just be from his 8th, 12th, and 16th HD, but someone dropped the ball and didn't give him the 12th level one at 12th level, but made up for it in the next stat block.  I will 'correct' this mistake, and make the base Lesser Dusk Giant have a charisma of 17.  It doesn't change any of his modifiers, and makes the HD advancement make sense with the normal rules.

Lesser Dusk Giant
(click to show/hide)

Advanced (14 HD) Lesser Dusk Giant
(click to show/hide)

Advanced (16 HD) Lesser Dusk Giant
(click to show/hide)
Title: Re: Norse Bestiary
Post by: ksbsnowowl on June 02, 2013, 05:00:28 PM
Greater Dusk Giants:

Greater Dusk Giant
(click to show/hide)

Advanced (20 HD) Greater Dusk Giant
(click to show/hide)

Primordial Giant Greater Dusk Giant
(click to show/hide)
Title: Re: Norse Bestiary
Post by: ksbsnowowl on June 13, 2013, 06:39:42 PM
Beast of Xvim Troll (26 HD)
(click to show/hide)
Title: Re: Norse Bestiary
Post by: ksbsnowowl on June 14, 2013, 11:34:13 AM
Gloura (32 point buy)
(click to show/hide)

I will be advancing this gal and adding templates, but I wanted to up her to a higher point-buy first.

Gloura (32-point buy) Bard 3
(click to show/hide)
I will advance her yet again, adding at least two levels of Sublime Chord.  This will give her one more feat, with which to pick up Combat Reflexes.

Gloura Bard 3/Sublime Chord 2
(click to show/hide)
Title: Re: Norse Bestiary
Post by: ksbsnowowl on June 18, 2013, 12:38:13 AM
Advanced (40 HD) Elder Air Elemental
(click to show/hide)

I got rid of Alertness in favor of Great Flyby Attack, and I left two feat slots open, which I will fill with Empower Spell-Like Ability and Quicken Spell-Like Ability when I add the Orglosh Template.  The Final Strike is perhaps a little overly ridiculous for the CR (average of 140 damage, of types the PC's aren't likely to be resistant to).  For the Orglosh, which has the Cold subtype as well, I might change it to the cold version (20d6 cold and 20d6 piercing) because the PC's are more likely to survive it, but piercing damage doesn't make a whole lot of sense from an air elemental...

Advanced (40 HD) Orglash (Elder Air Elemental)
(click to show/hide)

Thomil Earth Element Creature Disenchanter
(click to show/hide)
Title: Re: Norse Bestiary
Post by: ksbsnowowl on June 19, 2013, 10:17:53 AM
Beast of Xvim Quasit
(click to show/hide)

Advanced Beast of Xvim Quasit
(click to show/hide)

Advanced Half-Fey Beast of Xvim Quasit (Faesit)
(click to show/hide)

Shadow Creature Half-Fey Advanced Beast of Xvim Quasit (Shadow Faesit)
(click to show/hide)
Title: Re: Norse Bestiary
Post by: ksbsnowowl on June 20, 2013, 12:36:05 AM
Shadar-Kai Duelist
(click to show/hide)
He's not quite finished yet.  Need to add one last feat (probably Einhander for -4 attack/+5 AC), and add the text of his special abilities and a few of the more obscure feats.  His Rapier is way overboard for his CR, but it's sort of a gift drop due to my PC's having just died in a way that they lost all their equipment.
Title: Re: Norse Bestiary
Post by: ksbsnowowl on June 21, 2013, 12:44:24 AM
Advanced Ghirrash (21 HD)
(click to show/hide)

Advanced Half-Troll Ghirrash
(click to show/hide)

Ghirrash and Half-Troll Ghirrash
(click to show/hide)

Half-Troll Ghirrash//Beguiler 7
(click to show/hide)

Half-Troll Ghirrash/SA Fighter 1/Highland Stalker 2//Beguiler 10
(click to show/hide)
Title: Re: Norse Bestiary
Post by: ksbsnowowl on June 29, 2013, 02:05:20 AM
Satyr (32 point buy)
(click to show/hide)

Satyr Sorcerer 5
(click to show/hide)

Satyr Sorcerer 5/Shadowcrafter 7
(click to show/hide)
Title: Re: Norse Bestiary
Post by: ksbsnowowl on July 01, 2013, 01:02:10 PM
Working on making some Huldr Folk.

Advanced Nymph (Druid 4)
(click to show/hide)

Nymph Druid 4 (34 point buy)
(click to show/hide)

Gestalt Nymph Druid//Beguiler/Bard (34 point buy)
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I had intended it to be 32 point buy, but botched raising her intelligence to 20 instead of 18.  I don't feel like retroactively stripping out the skill points, so too damn bad.

Nymph Druid 5//Beguiler 9/Bard 1/Sublime Chord 1
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Still need to pick her first Advanced Learning spell, and pick one more 3rd level Druid spell.  Also her 9th level feat.

Also need to stat up a Greenbound Giant Constrictor Snake for her to summon.

Advanced Nymph with Items
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Greenbound Giant Constrictor Snake
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Title: Re: Norse Bestiary
Post by: ksbsnowowl on July 07, 2013, 05:26:35 PM
Telflammar Shadowlord Shadow Creature Verdant Prince
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Title: Re: Norse Bestiary
Post by: ksbsnowowl on July 21, 2013, 11:01:00 PM
Half-Troll Maelephant
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Title: Re: Norse Bestiary
Post by: ksbsnowowl on August 20, 2013, 06:55:17 PM
I'd been meaning to stat this guy up for a while now.  Here he is.  Note, the Skindancer was given a stat block in Elder Evils.  In this stat block, they clarified the Reactive Damage Reduction ability.  The chart that is included below comes straight from that stat block.

Half-Troll Skindancer
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Primordial Giant Half-Troll Skindancer
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Half-(Deep) Dragon Primordial Giant Half-Troll Skindancer
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I should probably have given him ranks in UMD, but whatever.
Title: Re: Norse Bestiary
Post by: ksbsnowowl on October 20, 2013, 02:17:43 PM
This creature isn't Norse, really, but I made him for my Norse game, so here he is.  It's a shape-changing Niflheim hound (Vorr's are Abyssal hounds, so why not?

I'd never really paid much attention to the Canomorphs (FF) before, but this thing is ready made for heading into Telflammar Shadowlord.  So, he escaped through the Niflhenge, and has aligned with the Unseelie Court enough to have been taught the ways of the TSL's.

Two versions, both the same 36 point buy.

(NB - It appears there was some accidental cross-pollination as I updated him with duskblade and swashbucker for heading into Hellbreaker.  It appears the first one is Vultivor Outsider 3/Fighter 4/Ranger 1/Telflammar Shadowlord 6//Scout 14, despite what the build chart says.  The second one is a Vultivor Outsider 3/Fighter 2/Duskblade 1/Swashbuckler 1/Ranger 1/Telflammar Shadowlord 6/Hellbreaker 1//Scout 15, despite what the header at the top of the stat block says.)

Gestalt Vultivor
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Hellbreaker Gestalt Vultivor
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I haven't included any effects of his magic items into his stats, aside from his magic rapier.
He will be a great opponent for my PC's, as he can hunt them down, approach on the ethereal plane, pop back over, placing the Mindbender inside his Telepathic Static field, which will blind the Mindbender's Mindsight.

It will be fun...
Title: Re: Norse Bestiary
Post by: ksbsnowowl on October 25, 2013, 12:30:54 AM
The Wild Hunter that I linked in the first post actually has quite a few problems (his attack rolls are all too high by 3, his ride check is +3 too high, his AC is too high by 2, his listed mighty composite longbow has a stronger pull than his strength would allow).  So, I fixed those problems, as well as made him 36 point buy, and then advanced him with levels of sorcerer and then Abjurant Champion.  I used the nonassociated class rules to add 5 levels of Sorcerer for +2 CR, but then treated his Abjurant Champion levels as associated.

Wild Hunter (36 point buy)
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Wild Hunter Sorcerer 5
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Wild Hunter Sorcerer 5/Abjurant Champion 5
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Still debating what to give him as a mount.  Something that flies.  I'm thinking of giving him a Hound of the Hunt from the MM5 as a mount.  That would be a CR 19 encounter.  Make sure he has feather fall...
A Nightmare wouldn't be a bad choice, either, though it could only be advanced to 10 HD.
But, then he could attack via Astral Projection, which would give him a measure of protection versus these deadly foes... I like this idea.

In such a case, he would be more likely to put the GMW on his greataxe, so he and the Hound could both threaten the target and attack.

Here is an advanced Nightmare (10 HD) to which I also applied the Lolth-Touched template, merely as a means of upping its hit points.

Advanced Lolth-Touched Nightmare
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Wild Hunter Sorcerer 18
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I need to make an advanced Ecalypse (20 HD) for this guy, too.

Advanced Ecalypse (20 HD)
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Title: Re: Norse Bestiary
Post by: ksbsnowowl on October 27, 2013, 03:09:19 PM
Fire Giant Wiz 9/Geometer 5
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This version still needs a 15th level feat.

Fire Giant Wizard 10/Geometer 5
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Still need to spend the 10th level bonus wizard feat, and the 30th HD feat.
Mysterious Magic or Echoing Spell (both from Secrests of Xen'drik) would be alright choices for the 30th HD feat.

Fire Giant Cleric 6/Fighter 2
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She needs a new feat at 18th (or later) HD.
I should make some where I remove the two fighter levels, then add four more levels of cleric for the same CR.

Fire Giant Cleric 10
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Fire Giant Fighter 3
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Title: Re: Norse Bestiary
Post by: ksbsnowowl on November 07, 2013, 06:28:34 PM
Advanced Magma Hurler
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Title: Re: Norse Bestiary
Post by: ksbsnowowl on December 12, 2013, 02:29:23 PM
Gestalt Hulking Hurler War Hulk Mountain Troll
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Gestalt Mountain Troll Hulking Hurler War Hulk GCR 16
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Title: Re: Norse Bestiary
Post by: ksbsnowowl on December 25, 2013, 02:14:44 AM
The Linnorms in the MMII have CR issues.  An analysis (http://www.giantitp.com/forums/showpost.php?p=11866897&postcount=5) by Runestar over at GitP pegs the Gray Linnorm at CR 16, instead of its listed CR of 20.  The gray linnorm has 13 HD and casts as a 17th level cleric, as well has having several CL 17 SLA's, including Shapechange 3/day.  I just took the initiative to rectify the disproportionate HD/casting/CR, and gave it four extra HD.  Casts as a 17th level cleric, CR 17, 17 HD.  Pretty straight-forward.

Comparing this to the Pathfinder Linnorms, it still has quite the glass jaw.  Pathfinder's CR 14 Crag Linnorm still has more hit points than this thing does, and it has regeneration.  But, the MM2 Linnorms get full casting built into the monsters; the Pathfinder ones do not.

Gray Linnorm
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I will probably also make one that is Gestalted with 17 levels of Sorcerer, with the Metamagic Specialist ACF from PHB2.  Such a specimen would get 30 point buy (my viking game uses 36 point buy for the PC's), to help up its Charisma and Wisdom scores a bit, and would get stat boosts at 4, 8, 12, and 16 (the altered stat block above did not get a stat boost at 16th level).

The gray linnorm should likely have already made use of every dirty trick it can to stay alive.  Miracle -> Contingency to Heal it when it gets severely damaged.  Death Pact from SpC.  It should use a Consumptive Field every morning to cast its long-duration buffs, so the PC's can't dispel them.  Things like that.  It might actually be worth it to give him Elder Giant Magic in place of Improved Snatch, as that could allow him to get the caster level on Consumptive Field up to 20, which would then grant +10 to his CL.  If he then used Elder Giant Magic again while Consumptive Field was active, the CL's of his buffs would be 30, and would be undispellable via Greater Dispel Magic.

Swamp Linnorm
This guy was almost lost to a WotC web purge.  Wayback Machine didn't archive it, but I found another site that did (http://archive.today/qc96O).

Swamp Linnorm

Gargantuan Dragon (Aquatic)

Hit Dice: 22d12+176 (319 hp)

Initiative: +0

Speed: 40 ft. (8 squares), fly 60 ft. (clumsy), swim 60 ft.

Armor Class: 31(-4 size, +25 natural), touch 6, flat-footed 31

Base Attack/Grapple: +22/+45

Attack: Bite +29 melee (4d6+11 plus disease)

Full Attack: Bite +29 melee (4d6+11 plus disease) and 2 claws +27 melee (2d8+5) and tail slap +27 melee (4d6+16)

Space/Reach: 20 ft./20 ft.

Special Attacks: Breath weapon, crush 4d6+16, disease, gaze of madness, spell-like abilities, spells, tail sweep 2d6+16

Special Qualities: Blindsense 60 ft., control undead, damage reduction 10/cold iron, immunity (disease, paralysis, sleep), keen senses, spell resistance 35

Saves: Fort +21, Ref +13, Will +18

Abilities: Str 32, Dex 10, Con 27, Int 15, Wis 20, Cha 18

Skills: Bluff +24, Concentration +28, Diplomacy +6, Intimidate +31, Knowledge (arcana) +22, Knowledge (nature) +27, Listen +32, Search +22, Spellcraft +4, Spot +32, Swim +39

Feats: Ability Focus (breath weapon), Alertness, Cleave, Flyby Attack, Multiattack, Power Attack, Quicken Spell-Like Ability (poison), Snatch

Environment: Any swamp

Organization: Solitary, plus 2d4 bog mummies (treat as normal mummies but without the vulnerability to fire)

Challenge Rating: 24

Treasure: Double standard

Alignment: Always chaotic evil

Advancement: 23-28 HD (Gargantuan)

Level Adjustment: --

The creature resembles a monstrously huge draconic snake, with two powerful forearms but no wings or hind legs. Its tail is long and flat, and it has ridges with hooks and jagged horns. The body and head are matted with thick tangles of mosslike hair. The creature's head resembles that of a massive feral crocodile with powerful jaws filled with ivory fangs.

The linnorms are among the most powerful and dangerous of dragonkind. Feral and almost prehistoric in appearance, these dragons are universally cruel, hateful, and destructive. The Monster Manual II details three types of linnorms. The swamp linnorm presented here is one of the more elusive of these ferocious dragons.

A swamp that serves as a swamp linnorm's lair is immediately recognizable to those who have encountered these creatures before. Large sections of the swamp consist of deep black tarns and vast stretches of mud. Animal life in a region controlled by a swamp linnorm is always minimal, since creatures larger than turtles or birds flee the creature's monstrous hunger. On the other end, plants (especially aquatic ones) are numerous and thick. The only denizens that are commonly found near a swamp linnorm are the leathery-skinned bog mummies that serve it.

A close look at a swamp linnorm reveals that its fangs protrude from its lips, even when the mouth is closed. Thick strands of steaming bile and acid drip from its maw, but most terrifying are its huge, bulging orange eyes that smoke with hatred and madness.

Swamp linnorms are often worshiped as gods by lizardfolk, maanvaki, and other swamp-dwelling creatures. They allow the linnorm to keep a vast tract of swampland as its own territory, and they work frantically to capture sacrifices to throw into the linnorm's territory in a desperate attempt to keep the creature well fed.

Swamp linnorms are amphibious and can breathe both air and water with equal ease.

Combat
Swamp linnorms have a vast array of spells and magical abilities they can call on, but they tend to prefer to use their physical attacks and breath weapons in combat. A swamp linnorm makes sure to bite and infect as many of its enemies as it can with the dread decay. Swamp linnorms only rarely encounter creatures that can actually challenge their power, but they are not overconfident and proud enough to underestimate such intruders in their realm. When faced with a challenge, linnorms prefer to send wave after wave of bog mummies against the intruders to soften their foes up while they use their druidic spells to pelt them with damage from afar. If seriously threatened, a linnorm uses its ability to transport via plants to escape and regroup.

Breath Weapon (Su): A swamp linnorm may use its breath weapon once every 1d4 rounds. This weapon manifests as a 100-foot line of boiling acid. This attack deals 6d6 points of fire damage and 6d6 points of acid damage, half on a successful Reflex save (DC 31). The save DC is Constitution-based. On a failed save, a victim is knocked down as well.

Crush (Ex): A flying swamp linnorm can land on opponents three or more sizes 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 swamp linnorm's body. Each creature in the affected area must succeed at a Reflex save (DC 29) or be pinned, automatically taking 4d6+16 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the swamp linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Disease (Ex): Any creature hit by a swamp linnorm's bite attack must succeed at a Fortitude save (DC 29), or contract the dread decay. The save DC is Constitution-based. The incubation period is immediate, and the disease deals 2d6 points of temporary Constitution damage and 1d6 points of temporary Charisma damage (see Disease, in the Dungeon Master'sGuide). This terrible disease cannot be cured until the victim is subjected to a dispel evil, after which point any magical means to cure the dread decay will halt its terrible progression. Anyone who dies of the dread decay immediately transforms into a mummy; if you have access to Savage Species, you can simply apply the mummified creature template to the victim.

Gaze of Madness (Su): Anyone within 30 feet of a swamp linnorm who meets the creature's smoking orange eyes must succeed at a Will saving throw (DC 25) or be driven permanently insane (as if by the insanity spell). The save DC is Charisma-based. Swamp linnorms are immune to their own gaze attacks and to those of others of their kind.

Spell-Like Abilities: At will -- fly, control water; 3/day -- poison (DC 18), shapechange, transport via plants; 1/day -- dimension door, forbiddance, horrid wilting (DC 22). Caster level 20th; save DC 14 + spell level. The save DC is Charisma based.

Spells: A swamp linnorm can cast arcane spells as a 17th-level druid. They cannot swap out prepared spells to cast summon nature's ally spells.
Typical Druid Spells Prepared (6/7/6/6/6/5/4/3/2/1; save DC 15 + spell level): 0 -- detect magic, flare (3), know direction, resistance; 1 -- cure light wounds (3), entangle, longstrider, magic fang, obscuring mist; 2 -- bull's strength, fog cloud, gust of wind, resist energy, summon swarm, tree shape; 3 -- call lightning, cure moderate wounds (2), greater magic fang, plant growth, poison; 4 -- command plants, cure serious wounds (2), giant vermin, rusting grasp, scrying; 5 -- baleful polymorph, call lightning storm, cure critical wounds, transmute mud to rock, wall of thorns; 6 -- gatorswarm*, greater dispel magic, summon nature's ally VI, wall of stone; 7 -- control weather, heal, wind walk; 8 -- control plants, summon nature's ally VIII; 9 -- quagmire vortex*.

*This spell is detailed in the previous Far Corners of the World: "Mire and Mud: Spells of the Wetland."

Tail Sweep (Ex): A swamp linnorm can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than the linnorm within a 20-foot-radius half-circle centered on the linnorm's rear. Each affected creature that fails a Reflex save (DC 29 half) takes 2d6+16 points of damage. The save DC is Constitution-based.

Control Undead (Su): A swamp linnorm can control undead as a 20th-level evil cleric. It uses this ability to command any bog mummies created by its bite.

Keen Senses (Ex): A swamp linnorm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet.

Here are the spells mentioned from the other article (from here (http://dnd.sendric.com/charref/spells/PDF/Wetland_Spells.pdf)):
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Title: Re: Norse Bestiary
Post by: ksbsnowowl on January 03, 2014, 12:21:07 AM
I'd been wanting to include Nightmares somehow for a while now.  The logical place would be for them to be from Muspelheim, and serve as mounts for Fire Giants.  Problem: Nightmares have no resistance or immunity to fire (despite their fiery hooves), and a plane with the Fire Dominant trait inflicts 3d10 fire damage per round...

Well, I just learned of a little template that rectifies that problem fairly easily... The Imix-Blooded Template (ie - God-Blooded) from the MM5.  It is a +1 CR and +1 LA template that grants the Fire Subtype (in the case of Imix) and a few other fire-related abilities.  Perfect for my purposes, the template even has a built-in way to remove the template (a DR ability that can be called upon to absorb a total of 40 points of damage; once it has been exhausted, you lose the template).  So, all Nightmares are born as Imix-Blooded, but they can become "quenched," losing the template.  They would never do this in Muspelheim, but if they had traveled to another of the Nine Worlds, one might allow itself to be quenched, so as to better serve a non-fiery master.

Brilliant!


I really like the Loumara demons introduced in FCI, and I've been able to hunt down two more species in Dragon #359 and #360.  It seems they left out a section of the stat block for the Caligrosto (Environment, Organization, Treasure, Advancement), but due to the wording in Infuse Weapon, they obviously can advance up to at least 20 HD, likely staying medium the whole time). Here they are:


Caligrosto
   A hazy, ghostly woman stands ready for battle. Her eyes glow red,batlike wings unfurl from her back, and a forked tail coils in the air behind her, but her flesh is hazy and indistinct, almost as if she didn’t quite exist. The cruel, jagged sword she wields, however, is danger-ously solid and real.

Caligrosto      CR 6
hp 68 (8 HD); Reflective DR 15/bludgeoning and piercing
--------------------------------------------------------------------
CE Medium outsider (chaotic, evil, extraplanar, incorporeal, loumara)
Init: +9; Senses: darkvision 60 ft.; Listen +13, Spot +13
Languages: Abyssal, Common; telepathy 100 ft.
--------------------------------------------------------------------
AC: 21, touch 21, flat-footed 16
   (+5 Dex, +6 deflection)
Immune: acid, electricity, fire, incorporeal traits
Resist: cold 10; SR 17
Fort +10, Ref +11, Will +8
--------------------------------------------------------------------
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
Melee: +1 keen greatsword +15/+10 (2d6+12/17–20) or
   touch +13 (1d6 Str damage)
Base Atk: +8; Grp +8
Atk Options: Combat Expertise, Improved Disarm
Special Actions: possess blade
--------------------------------------------------------------------
Abilities: Str —, Dex 20, Con 18, Int 13, Wis 15, Cha 22
SQ: fiendish shade, infuse weapon, invisibility, martial prowess
Feats: Combat Expertise, Improved Disarm, Improved Initiative,
   Weapon Focus (greatsword)B, Weapon Specialization (greatsword)B
Skills: Bluff +17, Intimidate +19, Knowledge (local) +12, Knowledge
   (the planes) +12, Listen +13, Search +12, Sense Motive +13,
   Spot +13, Tumble +16
Possessions: +1 keen greatsword
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Fiendish Shade (Su): As long as a caligrosto is wielding a weapon, it creates
   a phantom image of the last creature it damaged, although this
   incorporeal image is of a fiendish incarnation of the creature duplicated.
   A caligrosto can only duplicate the image of a creature capable of
   wielding a slashing weapon, and it remains Medium size no matter what
   size the original creature was. Once a caligrosto has taken on the shade
   of an enemy in this manner, it gains a +2 insight bonus on attack rolls
   and weapon damage rolls made against that target.
Infuse Weapon (Su): A caligrosto can infuse a magic weapon it has possessed
   with the keen weapon quality. More powerful caligrostos can infuse
   additional weapon qualities into their blades. A caligrosto with at least
   14 Hit Dice can infuse its weapon with keen and wounding special
   qualities. The most powerful caligrostos (those with 20 or more Hit Dice)
   can infuse a possessed weapon with keen, wounding, and vorpal
   qualities. Infused weapon qualities stack with any existing weapon
   qualities a weapon may have, but not with weapon qualities of the same
   name. Thus, a 20-HD caligrosto that possesses a +3 unholy speed
   longsword would be able to infuse it into a +3 unholy speed keen
   wounding vorpal longsword.
Invisibility (Su): A caligrosto is invisible in its natural (nonshade) form when it
   isn’t possessing a blade. This ability is constant, allowing the caligrosto
   to remain invisible even when attacking. This ability is inherent and not
   subject to the invisibility purge spell.
Martial Prowess (Ex): A caligrosto is uncannily adept at wielding bladed
   weapons. Once it has possessed a blade, it is treated as if proficient
   with that weapon, and as if it had Weapon Focus and Weapon
   Specialization with that weapon type. More powerful caligrostos gain
   additional bonus feats—a caligrosto with at least 12 Hit Dice also gains
   Greater Weapon Focus with its currently possessed weapon as a bonus
   feat. Finally, a caligrosto with at least 18 Hit Dice gains Greater Weapon
   Specialization with its currently possessed weapon as a bonus feat.
   Although caligrostos have no Strength score, they use their Dexterity
   modifier to modify their attack rolls with their possessed weapon, and
   modify damage with the weapon using their Charisma modifier (in the
   same manner that Strength adjusts damage with weapons).
Possess Blade (Su): Unlike most loumaras, caligrostos cannot possess living
   creatures. Their ability to possess is limited to slashing weapons. A
   caligrosto may attempt to possess any unattended slashing weapon by
   taking a full-round action (this provokes an attack of opportunity).
   Against nonmagic weapons, a caligrosto is automatically successful. A
   magic weapon can make a DC 20 Will save (this save DC is Charisma-
   based) to resist the possession—if the object succeeds, the caligrosto
   may never again attempt to possess that particular bladed weapon.
   Once a caligrosto possesses a weapon, it may come and go as it
   pleases, taking a move action to enter and leave the blade.
      While possessing a sword, the caligrosto is immobile and
   cannot take attack actions, nor can it be detected by most effects that
   detect creatures (such as see invisibility or locate creature).  Detect
   chaos and detect evil reveal that the possessed weapon has that
   alignment, but not that a demon lurks inside.  True seeing reveals the
   weapon to be seething with coils of what appears to be mist flecked with
   lightning. The caligrosto can still observe the world around it, but its
   ability to interact with the world is limited to telepathy.
      A creature can wield a caligrosto-possessed weapon as if it were
   a normal weapon. Often, the caligrosto infuses the weapon (see above)
   to make it more appealing and more likely that it will be used in combat.
   It may even use telepathy to try to convince a creature that it is an
   intelligent weapon—in this case, the caligrosto tries to encourage its
   new “owner” to attack creatures capable of wielding weapons.
      Once a caligrosto-possessed weapon strikes any creature that is
   capable of wielding it (regardless of the creature’s size), the caligrosto can
   attempt to wrench free from its wielders grasp and create a fiendish shade
   of that creature. A caligrosto often tries to convince its wielder telepathically
   that this is merely a short-lived but potent variant of the dancing quality,
   hoping to let its wielder allow the effect to occur without resisting. The
   wielder can attempt a DC 20 Will save to prevent a wielded caligrosto
   weapon from flying out of her hands to utilize its fiendish shade ability.
   This save DC is Charisma-based.
      Once a caligrosto gets free of its wielder and assumes a fiendish 
   shade, it can remain in that mode eternally. Typically, a caligrosto helps
   its previous owner defeat the creature before turning on her in hopes of
   creating a fiendish shade of her, but sometimes a caligrosto can’t wait
   for treachery and attacks its previous wielder as soon as it escapes. A
   caligrosto can be forced out of a weapon it is possessing by
   banishment, dismissal, dispel chaos, or dispel evil. When a caligrosto
   is driven out in this manner, the weapon it was possessing drops to the
   ground. The caligrosto can attempt to re-possess the weapon on its next 
   action (although if the weapon is magical, it gains a new Will save to
   resist this new possession attempt as if the demon had never before
   attempted to possess it). If a caligrosto-possessed weapon is destroyed,
   the caligrosto is forced out of the weapon and must make a DC 20
   Fortitude save to avoid being stunned for 1d3 rounds.
Reflective Damage Reduction (Su):  As long as a caligrosto’s fiendish shade
   ability is in effect, it gains DR 15/bludgeoning and piercing. Slashing
   damage negated by this damage reduction is applied to the creature
   whose shape is currently being mocked by the loumara’s fiendish shade
   ability. For example, if a caligrosto’s fiendish shade is imitating Lidda,
   and Krusk strikes the demon with his +3 greataxe and causes 25 points
   of damage, 15 points of that damage are negated and applied to Lidda
   instead, while the caligrosto takes the 10 points of damage not negated
   by the damage reduction. Nonmagic weapons cannot harm the caligrosto
   (due to its incorporeal traits) and thus are not affected by this unusual
   defensive ability.
Strength Drain (Su): A caligrosto deals 1d6 points of Strength damage with its
   touch attack. Whenever it deals Strength damage to a target, a caligrosto
   heals 5 points of damage; if the demon is healthy, it instead gains this
   healing as temporary hit points.



MANITOU         CR 12
Always CE Huge Outsider (chaotic, evil, extraplanar, incorporeal, loumara)
Init: +10; Senses: darkvision 60 ft.; Listen +24, Spot +24
Aura: frightful presence (120 ft. range, Will DC 27)
Languages: Abyssal, Common; telepathy 100 ft.
--------------------------------------------------------------------
AC: 22, touch 22, flat-footed 16
   (-2 size, +6 dex, +8 deflection)
hp: 172 (15 HD); DR: 10/good
Immune: acid, electricity, fire, incorporeal traits
Resist: cold 10; SR 22
Fort +16, Ref +15, Will +17
--------------------------------------------------------------------
Spd: fly 50 ft. (perfect)(10 squares)
Melee: 6 bites +19 (2d8)
Space: 15 ft.; Reach: 15 ft.
Base Atk: +15; Grp: –
Atk Options: Combat Expertise
Special Actions: possession, rend nature
Spell-Like Abilities (CL 15th)
   At will – diminish plants, dominate animal (DC 21), entangle (DC 19),
      greater magic fang, hallucinatory terrain (DC 22), plant growth,
      summon nature's ally V, transport via plants
   3/day – call lightning storm (DC 23), control winds, quickened
      entangle (DC 19), giant vermin
   1/day – shambler
--------------------------------------------------------------------
Abilities: Str –, Dex 23, Con 24, Int 20, Wis 22, Cha 27
Feats: Ability Focus (frightful presence), Combat Expertise, Combat Reflexes,
   Improved Initiative, Iron Will, Quicken Spell-Like Ability (entangle)
Skills: Concentration +25, Hide +16, Knowledge (arcana) +23, Knowledge
   (dungeoneering) +23, Knowledge (geography) +23, Knowledge (nature)
   +23, Knowledge (the planes) +23, Listen +24, Search +23, Sense Motive
   +24, Spellcraft +25, Spot +24, Tumble +24
--------------------------------------------------------------------
Environment: any wilderness
Organization: solitary
Treasure: standard
Advancement: 16-21 HD (Huge), 22-39 HD (Gargantuan), 40-45 HD (Colossal)
--------------------------------------------------------------------
Frightful Presence (Su):  A manitou exudes an aura of supernatural fear to a
   radius of 120 feet.  Any creature in this area must make a DC 27 Will
   save to avoid becoming frightened as long as that creature remains
   in the area of effect.  A creature who makes this save is immune to the
   frightful presence of that particular manitou for 24 hours.  This is a mind-
   affecting fear effect.  The save DC is Charisma-based.
Possession (Su):  A manitou can possess any creature of the animal, fey, or
   plant type.  It must enter a square occupied by the creature it wishes to
   possess.  The victim is entitled to a DC 27 Will save to resist possession. 
   A single manitou may simultaneously possess multiple targets at once,
   up to a number equal to its Charisma modifier.  True seeing reveals a
   thin, ghostly vine extending from the backs of any creatures so possessed,
   coiling through the air and linking them together.  Manitou-possessed
   creatures must remain within a mile of each other–a possessed creature
   that is moved beyond this range is immediately freed of its possession. 
   The save DC is Charisma-based.
      A manitou can take on any of the following roles while possessing
   a creature:  ally, controller, or transformer.  See Fiendish Codex I, page 21,
   for more information.
Rend Nature (Su):  Once every 1d4 rounds, an incorporeal manitou can rend
   nature.  This affects all creatures and plants within the manitou's space. 
   All affected creatures take 10d6 points of damage, as their bodies are torn
   apart by invisible forces.  A successful DC 24 Fortitude save halves the
   damage.  Animals, elementals, fey, and plants in this area instead take
   10d10 points of damage and are stunned for 1 round (a successful save
   halves the damage and negates the stunning effect).  Constructs, outsiders,
   and undead are immune to this effect.
Title: Re: Norse Bestiary
Post by: ksbsnowowl on March 27, 2018, 06:56:58 PM
I just recently learned of this wonderful beast from Dragon Magazine 299.  Oh, how I would have loved to have known about this back when I was running my Norse-themed Mythic Sagas campaign.

This is a 3.5 converted stat block, incorporating a bonus feat to account for the utter mechanical discrepancies of the 3.0 stat block found in the magazine (primarily related to Improved Grab's usefulness and the Tree Troll's grapple modifier).

TREE TROLL - 3.5
Small Monstrous Humanoid
Hit Dice: 2d8+8 (17 hp)

Initiative: +3
Speed: 20 ft. (4 squares), climb 30 ft.

Armor Class: 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 16

Base Attack/Grapple: +2/+3

Attack: Claw +4 melee (1d3+1)

Full Attack: 2 claws +4 melee (1d3+1), and bite –1 melee (1d3)
Space/Reach: 5 ft./5 ft.

Special Attacks: Improved grab (claw)

Special Qualities: Darkvision 60 ft., Regeneration 3, Scent, Uncanny Dodge

Saves: Fort +4, Ref +6, Will +4

Abilities: Str 13, Dex 16, Con 19, Int 9, Wis 12, Cha 12

Skills: Balance +5 (+13 in forests), Climb +9 [Take 10], Hide +15, Jump –3, Listen +3, Spot +3, Tumble +8

Feats: Alertness, Improved GrappleB
Environment: Temperate forest
Organization: Solitary, gang (2–4), or band (6–11)
Challenge Rating: 2
Treasure: Standard

Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment:

Tree trolls are small arboreal trolls created by magic gone awry.  They live in thick forests, hiding among the trees and working together to take down prey.  Despite their size, they have proven as ravenous as their larger ancestors.
   Tree trolls stand 3 feet tall and weigh about 30 pounds.  Their rubbery, mottled-green hides are almost completely covered in thick moss-like hair.  They have overlong arms and sharp claws that help them move among the trees.  Their faces appear squashed with long proboscis-like noses extending past their lower jaws.
   Tree trolls speak Giant.

COMBAT
Tree trolls prefer to use their stealth and tumbling abilities to get close to opponents and then latch on, gnawing away at their foes.  Tree trolls have no fear except for fire, which eats away at their treetop homes and flesh.  Tree trolls have simple tactics of attacking one foe after another.  Gangs of tree trolls often swarm out of trees to fall upon one victim.  Even large numbers don’t dissuade them as they relentlessly swarm over one foe after another.
   Improved Grab (Ex):  If a tree troll hits [a Medium or smaller opponent] with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +3).  If it gets a hold, it deals automatic bite damage.  In subsequent rounds, each successful grapple check it makes during successive rounds automatically deals claw damage.
   Uncanny Dodge (Ex):  Tree trolls have the ability to react to danger before their senses would normally allow them to do so.  Tree trolls retain their Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker.
   Regeneration (Ex):  Fire and acid deal normal damage to a tree troll.
   If a tree troll loses a limb or body part, the lost portion regrows in 3d6 minutes.  The creature can reattach the severed member instantly by holding it to the stump.
   Skills: Tree trolls have a +8 racial bonus to Balance checks in forested areas, and a +8 racial bonus to Hide checks.








With the recent addition of Huge-sized Giant miniatures, I was giving thought to how to go about using them if I even run another live Mythic Sagas campaign again.  In the opening post of this thread, I mentioned basing Legendary Fire and Frost Giants off of Eldritch Giants from the MMIII.  I will admit this idea was based somewhat upon brainstormed plans to buy Eldritch Giant miniatures, and paint them to get Huge Frost Giants... Well, now there is no need, and there may be a simpler solution that I hit upon when devising how to use some of the monsters from the MM2, which can have wonky CR vs HP ratios.  For example, the Phoenix seems quite lackluster for its CR.  But if one were to take such creatures, increase their size category by 1 (along with the ability stat and natural armor changes that entails), and increase its Hit Dice by 50%, that would be appropriate for the CR of something like the Phoenix.

With the looming release of yet more Huge Giant mini's in tomorrow's Monster Menagerie 3, I applied that line of thinking to Fire and Frost Giants.  It's simple, and allows easy use of the Huge mini's.  But, the Eldritch Giant chassis did have some advantages that were appropriate for depicting the Frost Giants from Norse myth, who were known for their magic use.  It shores up the lacking Will save, and gives them a few SLA's, and the ability to use Arcane magic items as if they were wizards.  For a future return to a Mythic Sagas campaign, I'll probably still go the Eldritch Giant chassis route, but for a simpler approach, here is the application of my above Phoenix philosophy to Fire and Frost Giants.

Increase each species by 7 HD, adding the two stat bumps those provide to Dexterity (to offset the size increase's –2 Dex), increase the size category by one, to Huge, and add +2 to the CR.  You end up with these (plus a few rearranged feats).


GREATER FIRE GIANT
Huge Giant (Fire)

Hit Dice: 22d8+154 (253 hp)
Initiative: –1

Speed: 30 ft. in half-plate armor (6 squares); base speed 40 ft.
Armor Class: 25 (–2 size, –1 Dex, +11 natural, +7 half-plate armor) touch 7, flat-footed 25
Base Attack/Grapple: +16/+38

Attack: Greatsword +28 melee (4d6+21) or slam +28 melee (1d6+14) or rock +14 ranged (2d8+14 plus 2d6 fire)
Full Attack: Greatsword +28/+23/+18/+13 melee (4d6+21) or 2 slams +28 melee (1d6+14) or
   rock +14 ranged (2d8+14 plus 2d6 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock throwing
Special Qualities: Immunity to fire, low-light vision, rock catching, vulnerability to cold
Saves: Fort +20, Ref +6, Will +11

Abilities: Str 39, Dex 9, Con 25, Int 10, Wis 14, Cha 11
Skills: Climb +15, Craft (any one) +10, Hide –16, Intimidate +6, Jump +17, Move Silently –8, Spot +18
Feats: Cleave, Combat Brute, Improved Bull Rush, Improved Overrun, Improved Sunder,
   Iron Will, Power Attack, Shock Trooper

Environment: Warm mountains

Organization: Solitary, gang (2–5), band (6–9 plus 35% noncombatants plus 1 adept or cleric of
   1st or 2nd level), hunting/raiding party (6–9 plus 1 adept or sorcerer of 3rd–5th level plus
   2–4 hell hounds and 2–3 trolls or ettins), or tribe (21–30 plus 1 adept, cleric, or sorcerer of
   6th or 7th level plus 12–30 hell hounds, 12–22 trolls, 5–12 ettins, and 1–2 young red dragons)
Challenge Rating: 12

Treasure: Standard

Alignment: Often lawful evil
Advancement: By character class
Level Adjustment:

This giant resembles a mammoth dwarf with coal-black skin, flaming red hair, and a prognathous jaw that reveals dirty ivory teeth.

Fire giants are brutal, ruthless, and militaristic.

   Some fire giants have bright orange hair.  An adult male is 18 feet tall, has a chest that measures 12 feet around, and weighs about 7,500 pounds. Females are slightly shorter and lighter. Fire giants can live to be 350 years old.

   Fire giants wear sturdy cloth or leather garments colored red, orange, yellow, or black. Warriors wear helmets and half-plate armor of blackened steel.
   A typical fire giant’s bag contains 1d4+1 throwing rocks, 3d4 mundane items, a tinderbox, and the giant’s personal wealth. Everything a fire giant owns is battered, dirty, and often singed by heat.

Combat
Fire giants heat their rocks in a nearby fire, geyser, or lava pools, so that they deal extra fire damage. They favor magic flaming swords in melee (when they can get them).  They are also fond of grabbing smaller opponents and tossing them somewhere very hot.

   Rock Throwing (Ex): The range increment is 120 feet for a fire giant’s thrown rocks.
   Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.





GREATER FROST GIANT
Huge Giant (Cold)

Hit Dice: 21d8+147 (241 hp)
Initiative: –1

Speed: 40 ft. (8 squares)
Armor Class: 23 (–2 size, –1 Dex, +12 natural, +4 chain shirt) touch 7, flat-footed 23
Base Attack/Grapple: +15/+36

Attack: Greataxe +26 melee (4d6+19/×3) or slam +26 melee (1d6+13) or rock +27 ranged (2d8+13)
Full Attack: Greataxe +26/+21/+16 melee (4d6+19/×3) or 2 slams +26 melee (1d6+13) or
   rock +27 ranged (2d8+13)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock throwing
Special Qualities: Immunity to cold, low-light vision, rock catching, vulnerability to fire
Saves: Fort +19, Ref +6, Will +9

Abilities: Str 37, Dex 9, Con 25, Int 10, Wis 14, Cha 11
Skills: Climb +19, Craft (any one) +10, Hide –10, Intimidate +6, Jump +23, Spot +18

Feats: Brutal Throw, Cleave, Combat Brute, Improved Bull Rush, Improved Overrun, Improved Sunder,
   Power Attack, Shock Trooper

Environment: Cold mountains

Organization: Solitary, gang (2–5), band (6–9 plus 35% noncombatants plus 1 adept or cleric of
   1st or 2nd level), hunting/raiding party (6–9 plus 35% noncombatants plus 1 adept or
   sorcerer of 3rd–5th level plus 2–4 winter wolves and 2–3 ogres), or tribe (21–30 plus
   1 adept, cleric, or sorcerer of 6th or 7th level plus 12–30 winter wolves, 12–22 ogres, and
   1–2 young white dragons)
Challenge Rating: 11

Treasure: Standard

Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment:

This giant looks like a beefy, muscular human with snow-white skin and light blue hair and eyes.

Frost giants are justifiably feared as brutal and wantonly destructive raiders.
   A frost giant’s hair can be light blue or dirty yellow, and its eyes usually match its hair color. Frost giants dress in skins and pelts, along with any jewelry they own. Frost giant warriors add chain shirts and metal helmets decorated with horns or feathers.
   An adult male is about 21 feet tall and weighs about 8,000 pounds. Females are slightly shorter and lighter, but otherwise identical with males. Frost giants can live to be 250 years old.
   A frost giant’s bag usually contains 1d4+1 throwing rocks, 3d4 mundane items, and the giant’s personal wealth. Everything in a frost giant’s bag is old, worn, dirty, and smelly, making the identification of any valuable items difficult.

Combat
Frost giants usually start combat at a distance, throwing rocks until they run out of ammunition or the opponent closes, then wading in with their enormous battleaxes.
   A favorite tactic is to lay an ambush by hiding buried in the snow at the top of an icy or snowy slope, where opponents will have difficulty reaching them.
   Rock Throwing (Ex): The range increment is 120 feet for a frost giant’s thrown rocks.
   Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.
Title: Re: Norse Bestiary
Post by: Nanshork on March 27, 2018, 11:17:38 PM
You live!
Title: Re: Norse Bestiary
Post by: ksbsnowowl on March 28, 2018, 12:33:03 AM
You live!
Haha! Yes, I do live.  Life has just been VERY busy of late.  Still running two campaigns at my house each week.  My Sunless Citadel campaign is wrapping up; they are 19th level and playing through the last adventure of that series.  I recently moved, and in a few weeks my wife and I will be having our first child.

All the giants in this upcoming set of miniatures has me salivating, and thinking back on all the great times I had running Viking-themed games.  However, three of my four Sunless Citadel players wanted a political intrigue campaign as their top choice once we finish Bastion of Broken Souls, so I'll be tiptoeing into relatively unfamiliar campaign territory for myself, and decided to use a crutch for my first politics-heavy campaign.  I'll be running Paizo's Curse of the Crimson Throne AP, which fortunately for me was published before Pathfinder, so is actually fully 3.5 OGL D&D.  News of the new campaign intrigued several players in my other group, and so I'll actually have a party of 6 PC's for this new campaign, which will be the most players I've ever run for in an on-going, in-person campaign.

I'm still very much involved in D&D.  I just had to prioritize where I focused my efforts in the hobby, and sadly, for the last long while, MinMax slid way down on the list  :-\  I do often yearn to get reinvolved here, but I doubt it will ever be as much as it was.  One of my biggest long-term goals is to finish my Sunless Citadel Campaign Journal, but I know it is going to be a years-long project that I'm going to have to take slowly.
Title: Re: Norse Bestiary
Post by: phaedrusxy on March 28, 2018, 08:47:08 AM
You live!
Haha! Yes, I do live.  Life has just been VERY busy of late.  Still running two campaigns at my house each week.  My Sunless Citadel campaign is wrapping up; they are 19th level and playing through the last adventure of that series.  I recently moved, and in a few weeks my wife and I will be having our first child.
Congratulations!
Title: Re: Norse Bestiary
Post by: Craiconn on March 28, 2018, 12:02:49 PM
I dig the updates, KSB.  Very nice.  And congrats on the family expansion!

Since you soon will be venturing into a Pathfinder AP (albeit in their 3.5 rule set), you'll likely find a metric tonne of Norse related trolls, hags, giants, etc. in all 6 of Paizo's Bestiaries.  As well as some that are sprinkled throughout the APs and modules but never got included/updated in their Bestiaries.  In fact, I think Paizo's PF 1E has outdone D&D 3.5 in publishing Norse-related content. 

Holler if you need any help locating any of it (I'm Crai over at Plasticrypt, as well).  d20pfsrd.com and archivesofnethys.com should have most of the stat-based stuff.  Backporting PF game mechanics into 3.5 is pretty easy and formulaic. 
Title: Re: Norse Bestiary
Post by: Nanshork on March 28, 2018, 08:19:11 PM
Congratulations!  I wish I could find an epic D&D group...
Title: Re: Norse Bestiary
Post by: phaedrusxy on March 31, 2018, 09:58:07 PM
You might be interested in this review (http://minmaxforum.com/index.php?topic=18511.msg334038;topicseen#msg334038) that was just started.