Author Topic: Strat's Thread of Random Crap  (Read 7980 times)

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #20 on: April 18, 2014, 02:07:04 PM »
Dessicator



This small, salt-encrusted humanoid figure looks parched and gasping. Around it, a dry, hot breeze seems to blow from nowhere.

Desiccators are the dried-out undead remnants of creatures of elemental water. They long to quench their tremendous thirst with the precious liquids of living creatures.

Thanks to their withered forms, desiccators are sometimes mistaken for mummies, although they wear none of the wrappings common to those creatures. Cursed to remain forever bereft of the watery form it had in life, the desiccator envies and despises all living things.


Table 1: The Dessicator
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Dessicator Body, Desiccating Breath
  2    +1     +0    +0    +3     Fatiguing Touch           
   

Class skills (2 + Int modifier per level): Craft, Listen, Search, Spot, Profession

Requirements:
None
             
Class Features
A desiccator opens combat with its breath weapon, seeking to weaken opponents’ resistance to its fatiguing touch.

Dessicator Body
The Dessicator loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a small sized undead with one slam natural attack dealing 1d6 + 1.5 Strength modifier damage with a base speed of 20 feet and a swim speed of 60 feet. It gains a -2 penalty on turn resistance if the creature turning it can also turn or rebuke elemental creatures, and a +3 bonus on natural armour.

Ability Score Increase
At each level, the Dessicator gains a +1 bonus to its Strength score.

Desiccating Breath (Su)
15-foot cone of desiccating air every 1d4 rounds, damage 1 Con, Fortitude DC 12 negates. (Creatures with the water subtype take a –4 penalty on this save.) The save DC is Charisma-based.

Fatiguing Touch (Su)
The slam of a desiccator, in addition to dealing 1d8 points of damage, makes living creatures fatigued. A DC 12 Fortitude save negates the fatigue but not the damage. (Creatures with the water subtype take a –4 penalty on this save.) If the victim fails the save, the desiccator also gains 5 temporary hit points, which last for up to 1 hour. A creature already fatigued cannot become exhausted as a result of this touch. The save DC is Charisma-based.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #21 on: April 18, 2014, 02:07:21 PM »
Dire Maggot



A four-foot-long dead-white segmented worm heaves into view. Eyeless, drooling stinking ichor from its clacking mandibles, the monstrosity resembles nothing so much as a maggot grown orders of magnitude too large.

A maggot is the worm-shaped larva of a fly, but a dire maggot is the larva of similarly monstrous flying vermin. While regular maggots are found in decaying matter, dire maggots are large, quick, and aggressive enough to seek out living prey for nourishment.


Table 1: The Dire Maggot
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will  Dex  Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +1     +2    +2    +0    +3   Dire Maggot Body, Reach
  2    +2     +3    +3    +0    +3   Paralytic Saliva
   
               
Class skills (2 + Int modifier per level):  Climb, Craft, Hide, Move Silently, Profession, Spot

Requirements:
None
             
Class Features
Dire maggots seek to paralyze their prey, though still-squirming prey is just as good to the maggot.

Dire Maggot Body
The Dire Maggot loses all other racial bonuses, and becomes a small sized vermin with one bite dealing 1d8 + 1.5 Strength modifier damage with a base speed of 40 feet and a climb speed of 40 feet. It gains vermin traits, except it retains its Intelligence score.

Reach
A Dire Maggot has a 5 foot racial bonus to reach.

Natural Armour Increase
At each level, the Dire Maggot gains a +3 bonus to its natural armour.

Vermin Traits
A dire maggot is immune to all mind-affecting spells and abili- ties (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision out to 60 feet.

Paralytic Saliva (Ex)
A creature bitten by a dire maggot must make a DC 13 Fortitude save or be paralyzed for 1 round. The save DC is Constitution-based.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #22 on: April 18, 2014, 02:07:39 PM »
Entomber



This shrunken and disfigured humanoid carcass moves under the power of its own animation, though the details of its shape are blurred beneath a coating of filth and grave dirt.

Entombers are undead animated by necromancers who prefer to leave the dirty work to their servants. The entombers are perfect for putting bodies in the ground, or bringing them out, depending on the needs of their masters. They usually inhabit cemeteries, catacombs, or other places where many corpses might be found. Unless specifically commanded otherwise, entombers treat all living creatures as subjects for their entombing power.

Entombers are filthy, streaked with dirt, and sometimes even bits of desiccated flesh (not their own), jewelry, and other small bits taken from the bodies they exhume or entomb. They stink of both carrion and embalming alchemical fluids. Closer scrutiny reveals their lips are sewn shut.


Table 1: The Entomber
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Entomber Body, Ability Score Increase
  2    +1     +0    +0    +3     Ability Score Increase, Natural Armour Increase, Damage Reduction       
  3    +1     +1    +1    +3     Ability Score Increase, Natural Armour Increase, Entomb, Exhume
   

Class skills (2 + Int modifier per level): Craft, Hide, Listen, Move Silently, Spot, Profession

Requirements:
Special: Must be humanoid or monstrous humanoid
             
Class Features
In melee combat, an entomber’s fi st is a powerful weapon. However, the fear associated with entombers is more due to their ability to entomb foes with their attack.

Entomber Body
The Entomber loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with one slam natural attack dealing 1d6 + 1.5 Strength modifier damage with a base speed of 30 feet and a burrow speed of 10 feet. It gains a +5 bonus on natural armour. Entombers' lips are sewn shut, so they cannot speak.

Ability Score Increase
At each level, the Entomber gains a +2 bonus to its Strength score.

Natural Armour Increase
At 2nd and 3rd level, the Entomber gains a +3 bonus to its natural armour.

Damage Reduction
At second level, the Entomber gains damage reduction 5/silver.

Entomb (Su)
Whenever an entomber succeeds on a slam attack, it can attempt to entomb its foe. The foe must make a DC 14 Reflex save or be pounded bodily into a shallow grave. The save DC is Charisma-based. This ability doesn’t work in locations with a basement or open level immediately below, nor can the creature entomb victims in magical, living, or animate materials, or materials with a hardness higher than 8. The upthrust bulge of cracked flooring material, earth, or stone reveals the location of the victim to compatriots. Two standard actions spent clearing away the broken flooring material reveals the entombed victim, who can use his or her next action to stand from a prone (and dusty) position. Attempting to rescue a friend in this way can provoke attacks of opportunity. The victim is treated as if pinned by an opponent (the earth) with a grappling check of 20. Breaking free of first the “pin” and then the “grapple” allows the victim to stand from a prone position on his or her next round. If compatriots of the victim have partially cleared away the covering material, then the victim need only make a single check before standing from the prone position. Each round the victim spends fully or partially entombed is a round in which the victim suffocates.

Exhume (Su)
When an entomber spends a standard action and touches the top of a grave or space where a creature is buried no deeper than 10 feet, the body immediately rises to the surface, leaving no hole or tunnel. A body is not harmed when brought to the surface in this manner.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #23 on: April 18, 2014, 02:08:09 PM »
Rainment



An empty set of clothing, dingy and stained, flings itself forward, seemingly eager to reach you.

A raiment is the clothing of a victim of some atrocious crime, animated by the spirit of the vengeful victim, intent on using its only remaining tool to cause as much pain and suffering as its long-missing flesh felt in death

The clothing sometimes retains other personal belongings of its former owners as well. Different raiments may appear in different styles of dress, but most require a sufficient mass of clothing to give them a shape and the ability to wrap their sleeves around the necks of prospective victims.


Table 1: The Rainment
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Rainment Body, Ability Score Increase, Improved Grab
  2    +1     +0    +0    +3     Ability Score Increase, Damage Reduction, Constrict
   

Class skills (2 + Int modifier per level): Craft, Hide, Move Silently, Profession

Requirements:
None
             
Class Features
A raiment sometimes lies quiescent, like a pile of cast-off rags, attacking only when its victims are close enough to surprise.

Rainment Body
The Rainment loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a small sized undead with one coat sleeve natural attack dealing 1d2 + Strength modifier damage with a base speed of 20 feet. It gains a +1 bonus on natural armour, and blindsight out to 60 feet. Rainments cannot speak.

Ability Score Increase
At each level, the Rainment gains a +2 bonus to its Strength score.

Damage Reduction
At second level, the Rainment gains damage reduction 5/magic.

Improved Grab (Ex)
To use this ability, a raiment must hit a Large or smaller opponent with a coat sleeve attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. A raiment is hard to grapple because of its body configuration, so it gains a +4 bonus on its grapple checks. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex)
A raiment deals 1d2+3 points of damage with a successful grapple check against a Large or smaller creature, in addition to the normal 1d2+3 points of damage for its regular attack. Because it wraps itself around its victim’s neck, a creature in the raiment’s grasp cannot speak or cast spells that have verbal components.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #24 on: April 18, 2014, 02:08:34 PM »
Skulking Cyst



The horrible creature walking into view is a mass of free-roaming intestines, flaccid organs, and a few odd rib bones. Dragging behind it like a dead weight is a lolling, maggot-ridden humanoid head.

A skulking cyst is disgorged from the rotting corpse of a living creature, born of a necrotic cyst that eventually kills its host.

A skulking cyst prefers shadows and dark corners, only revealing the horror of its form when it strikes lone victims from hiding. Though often cloaked in the detritus of a previous victim, the skulking cyst’s true “heart” is a 1-foot-diameter spherical sac that contains fluid and semisolid necrotic flesh, which slowly undulates as if in a mockery of breath.


Table 1: The Skulking Cyst
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Skulking Cyst Body, Ability Score Increase, Skills
  2    +1     +0    +0    +3     Ability Score Increase, Undead Magic
  3    +1     +1    +1    +3     Ability Score Increase, Attach, Blood Drain
   

Class skills (2 + Int modifier per level):  Climb, Craft, Hide, Listen, Move Silently, Profession, Search, Spot, Tumble

Requirements:
None
             
Class Features
A creature of shadows, a skulking cyst prefers to launch attacks on lone victims from dark ceilings and sewer grates.

Skulking Cyst Body
The Skulking Cyst loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a small sized undead with two intestine loop natural attacks dealing 1d6 + Strength modifier damage with a base speed of 30 feet and a climb and swim speed of 30 feet. It gains a +4 bonus on natural armour, fire resistance 5, turn resistance +2, and blindsight out to 60 feet. Skulking Cysts cannot speak.

Ability Score Increase
At each level, the Skulking Cyst gains a +2 bonus to its Dexterity score.

Skills
A skulking cyst has a +8 racial bonus on Hide and Move Silently.

Undead Magic
At second level, the skulking cyst gets the ability to cast Darkness three times per day, and Necrotic Cyst once per day.

Attach (Ex)
If a skulking cyst hits with an intestine, it latches onto the opponent’s body. An attached skulking cyst is flat-footed.

Blood Drain (Ex)
A skulking cyst drains blood, dealing 1d4 points of Constitution damage in each round it remains attached.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #25 on: April 18, 2014, 02:08:46 PM »
Slaymate



This pale creature resembles a human child with slug-white skin. Its black eyes are too knowing for their size, and its too-wide mouth is home to rot and ruin.

Slaymates are undead creatures given a semblance of life when a guardian’s betrayal, either outright or through negligence, leads to death. A slaymate’s appearance is a weird and twisted re? ec- tion of the form it had in life.

Slaymates are highly prized by necromancers, and thus are rarely encountered alone, but instead are found in the presence of evil spellcasters and others who dabble in necromancy. Many a slaymate can be found riding, papoose style, on the back of a necromancer who values the slaymate’s special abilities.


Table 1: The Slaymate
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Slaymate Body, Pale Wasting
  2    +1     +0    +0    +3     Pale Aura
   

Class skills (2 + Int modifier per level):  Craft, Hide, Listen, Move Silently, Profession, Spot

Requirements:
None
             
Class Features
Slaymates, when forced to fight, have a disease-laden bite.

Slaymate Body
The Slaymate loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a small sized undead with one bite natural attack dealing 1d3 + Strength modifier damage with a base speed of 20 feet. It gains a +4 bonus on natural armour.

Pale Wasting (Su)
Supernatural disease — bite, Fortitude DC 12, incubation period 1 day; damage 1d6 Con and 1d6 Str. The save DC is Charisma-based.

Pale Aura (Su)
A slaymate produces an invisible aura in a 10-foot radius around itself. Any creature within the aura that uses a metamagic feat on a spell from the school of necromancy can prepare or use the spell as if it took up a spell slot one level lower than what the metamagic necromancy spell would normally require.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #26 on: April 18, 2014, 02:09:06 PM »
Skin Kite



A knot of flaccidly flapping membranes kites through the air, now drifting with the currents, now stooping swiftly through the air toward you.

Skin kites are undead creatures made up of the stolen skin of past victims. They feed on the skin of living beings, replenishing their own constantly rotting skin, as well as using new skin as spawning material for new skin kites.

No two skin kites appear the same. They display a range of different colors, depending on the creatures from which they were harvested. Many skin kites have rotting clumps of hair or fur, unintended additional trophies from past victims.


Table 1: The Skin Kite
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Skin Kite Body, Ability Score Increase, Meld
  2    +1     +0    +0    +3     Ability Score Increase, Steal Skin, Launch Kite
   

Class skills (2 + Int modifier per level): Craft, Hide, Listen, Move Silently, Spot, Profession

Requirements:
None
             
Class Features
A skin kite attacks by landing on a victim and melding a portion of its undead membrane with its victim’s skin.

Skin Kite Body
The Skin Kite loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a small sized undead with one touch natural attack dealing 1d4 + Strength modifier damage with a base speed of 10 feet and a fly speed of 40 feet (average).

Ability Score Increase
At each level, the Skin Kite gains a +2 bonus to its Dexterity score.

Meld (Ex)
If a skin kite hits a Small or larger creature with a melee touch attack, it melds with the opponent’s body. An attached skin kite is effectively grappling its prey. The skin kite loses its Dexterity bonus to AC, but while melded, it is hard to remove. Skin kites have a +12 racial bonus on grapple checks. A melded skin kite can be struck with a weapon or grappled itself. To remove a melded skin kite by grappling, the opponent must achieve a pin against the skin kite, which forcefully peels the creature off and also deals 1d6 points of damage to the opponent.

Steal Skin (Ex)
A skin kite steals portions of its foe’s skin, absorbing them directly into itself, dealing 1d6 damage and 1d4 points of Charisma damage in each round when it remains melded.

Launch Kite (Ex)
When a skin kite has absorbed 4 points of Charisma (through its steal skin ability), it attempts to retreat to a safe place where it can take a full-round action to spawn a new skin kite with the stolen skin. A freshly launched skin kite has a number of hit points equal to the original’s current total (its full normal hit points are equal to the original’s full normal total, even if its current hit points are lower than that). Skin kites created in this way are under the control of the creator. This uses the normal 2 HD per character level limit for controlling undead. Any skin kites that cannot be controlled are free willed.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #27 on: April 18, 2014, 02:09:18 PM »
Spectral Lyricist



A smiling, brightly clothed figure stands before you

In life, a spectral lyrist used its powers of performance and persuasion to further the cause of evil and strife, whether by urging listeners to commit violence or simply luring the innocent to their deaths. Cursed to forever walk the earth, it blames those still alive for its undead state and seeks to commit even greater evils against them.

A spectral lyrist can appear as any Medium humanoid, and it doesn’t share the insubstantial or diaphanous appearance of other incorporeal creatures when so disguised. A lyrist is weightless, regardless of appearance.


Table 1: The Spectral Lyricist
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Cha   Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +1    Spectral Lyricist Body, Charisma Drain
  2    +1     +0    +0    +3     +2    Alter Appearance
  3    +1     +1    +1    +3     +3    Bardic Music
   

Class skills (2 + Int modifier per level):  Bluff, Craft, Diplomacy, Disguise, Intimidate, Listen, Perform, Profession, Spot

Requirements:
None
             
Class Features
A spectral lyrist uses its ability to bluff and change its appearance to present itself as a friendly creature, putting victims at ease until it can use its fascinate and suggestion abilities. Once victims are close enough, it uses its touch attack to drain their Charisma.

Spectral Lyricist Body
The Spectral Lyricist loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is an incorporeal medium sized undead with an incorporeal touch attack (see below) with a fly speed of 60 feet (good). It gains a natural armour bonus of +5.

Ability Score Increase
At each level, the Spectral Lyricist gains a +1 bonus to its Charisma score.

Incorporeal
At 1st hit dice, the Spectral Lyricist can be harmed by all forms of attack, and can attack others as if it was corporeal. it can interact with unattended corporeal objects for one round three times per day and cannot fly higher than 5 feet off the ground, plus an additional 5 feet per 2 hit dice. It cannot completely hide within objects and interacts with water as if it had a swim speed equal to its fly speed. It cannot chose not to be heard by Listen checks though she does receive a +5 circumstance bonus to Move Silently.

Upon gaining its 5th hit dice, the Spectral Lyricist loses the ability to interact with corporal objects, but can now fly and interact with water as per the incorporeal subtype and receive a +10 circumstance bonus to Move Silently. Nonmagical attacks made by corporeal creatures against the spectral lyricist, and melee attacks made by the Spectral Lyricist against corporeal targets, are now ineffective. Magical weapons and spells used by corporeal creatures against the Spectral Lyricist have a 10% chance miss chance, increasing by 10% at 6th, 7th, 8th and 9th hit dice. There is a maximum of a 50% miss chance. Positive energy, negative energy, force effects such as magic missile, and attacks made with ghost touch weapons ignore this miss chance. Magical weapons used by the Spectral Lyricist against corporeal targets have the same miss chance if they aren't ghost touch weapons.

Upon gaining its 10th hit dice, the Spectral Lyricist is fully affected by the incorporeal subtype as normal.

Charisma Drain (Su)
Living creatures hit by a spectral lyrist’s touch attack must make a DC 15 Forti tude save or take 1d6 points of Charisma drain. The save DC is Charisma-based. When a spectral lyrist drains a victim’s Charisma, it gains 5 temporary hit points and 1 temporary Charisma point, no matter how many points it drains. Temporary hit points and ability points gained in this way last for 1 up to hour.

Alter Appearance (Su)
As a free action once per round, a spectral lyrist can alter its appearance. It can appear as any humanoid creature of Medium size, and it gains a +10 bonus on Disguise checks when it uses this ability. Unless the disguise is pierced by a successful Spot check, onlookers don’t even notice the lyrist’s incorporeal nature until an attack passes harmlessly through the creature.

Bardic Music (Su)
A spectral lyrist has the bardic music abilities of fascinate and suggestion. These function identically to the bard class features of the same name. A spectral lyrist can use these abilities a total of six times per day. If the spectral lyricist subsequently takes a level in a class granting bardic music, his levels in spectral lyricist stack for all purposes.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #28 on: April 18, 2014, 02:09:36 PM »
Tomb Mote



These tiny, vaguely humanoid creatures are animated accumulations of tomb litter—shards of bone, lone teeth, matted hair, bits of shattered tombstone, and grave dirt.

Tomb motes sometimes spontaneously arise in graveyards with a high concentration of buried magic, undead activity, and/or mass burials. As accumulations of grave detritus, tomb motes are surprisingly smart and  vicious.


Table 1: The Tomb Mote
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Tomb Mote Body, Ability Score Increase, Disease
  2    +1     +0    +0    +3     Ability Score Increase, Quickness
   

Class skills (2 + Int modifier per level):  Craft, Hide, Move Silently, Profession

Requirements:
None
             
Class Features
Tomb motes typically attack from ambush due to their size. If possible, they attempt to attack a foe en masse.

Tomb Mote Body
The Tomb Mote loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a tiny sized undead with one bite natural attack dealing 1d4 + Strength modifier damage with a base speed of 20 feet and a swim speed of 20 feet. It gains a +3 bonus on natural armour and damage reduction 2/cold iron or magic.

Ability Score Increase
At each level, the Tomb Mote gains a +2 bonus to its Dexterity score.

Disease (Ex)
A creature struck by a tomb mote’s bite attack must make a DC 11 Fortitude save or be infected with a disease known as corpse bloat (incubation period 1d3 days, damage 1d6 Str). The skin of a diseased victim turns a hue of green, bloats, and is warm to the touch. The save DC is Charisma-based.

Quickness (Su)
A tomb mote is supernaturally quick. It can take an extra standard action or move action during its turn each round. It can use this once per day per hit dice.

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #29 on: April 18, 2014, 02:09:53 PM »
Voidwraith



This creature appears to be a formless cloud of darkness, broken only by two pinpoints of glowing red. A breeze blows toward it, as if it were drawing air into its body.

A voidwraith is an undead manifestation of elemental air. It hungers for the breath of the living.

Voidwraiths vaguely resemble wraiths in their appearance, but are more amorphous and cloudlike. Still, they share the wraith’s hatred for all living things.


Table 1: The Voidwraith
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Dex   Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +2    Voidwraith Body, Skills
  2    +1     +0    +0    +3     +4    Steal Breath
  3    +1     +1    +1    +3     +6    Airless Aura
   

Class skills (2 + Int modifier per level):  Craft, Hide, Listen, Profession, Spot

Requirements:
None
             
Class Features
A voidwraith lurks in dark places until it can sweep out and attack a living victim. Thanks to its stealth and speed, it often surprises targets.

Voidwraith Body
The Voidwraith loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is an incorporeal medium sized undead with an incorporeal touch attack dealing 1d4 damage with a fly speed of 60 feet (perfect). It gains a natural armour bonus of +5. It has a -2 penalty to its turn resistance against any creature that can also turn or rebuke elemental creatures.

Ability Score Increase
At each level, the Voidwraith gains a +2 bonus to its Dexterity score.

Incorporeal
At 1st hit dice, the Voidwraith can be harmed by all forms of attack, and can attack others as if it was corporeal. it can interact with unattended corporeal objects for one round three times per day and cannot fly higher than 5 feet off the ground, plus an additional 5 feet per 2 hit dice. It cannot completely hide within objects and interacts with water as if it had a swim speed equal to its fly speed. It cannot chose not to be heard by Listen checks though she does receive a +5 circumstance bonus to Move Silently.

Upon gaining its 5th hit dice, the Voidwraith loses the ability to interact with corporal objects, but can now fly and interact with water as per the incorporeal subtype and receive a +10 circumstance bonus to Move Silently. Nonmagical attacks made by corporeal creatures against the Voidwraith, and melee attacks made by the Voidwraith against corporeal targets, are now ineffective. Magical weapons and spells used by corporeal creatures against the Voidwraith have a 10% chance miss chance, increasing by 10% at 6th, 7th, 8th and 9th hit dice. There is a maximum of a 50% miss chance. Positive energy, negative energy, force effects such as magic missile, and attacks made with ghost touch weapons ignore this miss chance. Magical weapons used by the Voidwraith against corporeal targets have the same miss chance if they aren't ghost touch weapons.

Upon gaining its 10th hit dice, the Voidwraith is fully affected by the incorporeal subtype as normal.

Skills
A voidwraith has a +4 racial bonus on Hide checks.

Steal Breath (Su)
Living creatures hit by a voidwraith’s touch attack must succeed on a DC 13 Fortitude save or take 1d2 points of Constitution drain. (Creatures with the air subtype take a –4 penalty on this save.) When a voidwraith drains a victim’s Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for 1 up to hour. The save DC is Charisma-based. If the target creature is holding its breath and fails the save, the number of rounds of remaining breath is reduced by 2 per point of Constitution drained. If this reduction exhausts all of the target’s remaining breath, it creature must begin making Constitution checks or start to suffocate (see Suffocation, page 304 of the Dungeon Master’s Guide).

Airless Aura (Su)
A voidwraith’s body is surrounded by an aura of near vacuum at all times. This means that any creatures adjacent to the voidwraith have no air to breathe and must hold their breath (see Suffocation, page 304 of the Dungeon Master’s Guide).

Offline Stratovarius

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Re: Strat's Thread of Random Crap
« Reply #30 on: April 18, 2014, 02:10:08 PM »
Wheep



The empty orbs of this wizened corpse leak a vile, black ichor that streaks the creature’s face and body, coating its clawed limbs. As the ichor runs into the creature’s mouth, it bubbles and pops, so that its constant wailing emerges as a gurgling keen.

Wheeps are undead servants of more powerful unliving lords, usually serving as bodyguards but sometimes sent on missions to procure from guarded cemeteries the remains of particularly powerful and trusted figures. Their average size belies a powerful undead strength, fueled by their undying sorrow.

Eyeless, a wheep is in constant pain, sniffiing and crying aloud unless it is trying to hide or move silently. From its hollow eye sockets, a wheep continuously produces a poison with the appearance of black bile. It is easy to track wheeps that have passed through an area in the last hour, because they leave behind a trail of their poisonous tears.


Table 1: The Wheep
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Str   NA     Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +3    +2     Wheep Body
  2    +1     +0    +0    +3     +6    +4     Poison Tears
  3    +1     +1    +1    +3     +9    +6     Damage Reduction
  4    +2     +1    +1    +4     +12   +8     Unholy Grace
  5    +2     +1    +1    +4     +15   +10    Fast Healing
  6    +3     +2    +2    +5     +18   +12    Weeping Dirge
   

Class skills (2 + Int modifier per level):  Craft, Hide, Listen, Move Silently, Profession, Spot

Requirements:
None
             
Class Features
Those close enough to hear a wheep’s cries may be taken aback, but they are likely to be far more threatened by the creature’s poison-coated claws and maw.

Wheep Body
The Wheep loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with two claws dealing 1d8 + Strength modifier damage, and one bite deal 1d6 + Strength modifier damage with a base speed of 30 feet. It gains turn resistance of +4, and blindsight out to 60 feet.

Ability Score Increase
At each level, the Wheep gains a +3 bonus to its Strength score.

Natural Armour Increase
At each level, the Wheep gains a +2 bonus to its natural armour.

Poison Tears (Ex)
The poison tears that continually pour from a wheep’s empty eyes are actually an injury poison that coats the creature’s claws and fills its mouth. Whenever a wheep succeeds on a claw or bite attack, its foe is subject to the poison—injury, Fortitude DC 14, initial and secondary damage 1d6 Con. The save DC is Charisma-based. After an hour, the poisonous bile decomposes and evaporates, losing all efficacy.

Damage Reduction
The wheep gains damage reduction 5/magic and piercing

Unholy Grace (Su)
A wheep adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.
 
Fast Healing
A wheep gains fast healing +10.

Weeping Dirge (Su)
When it chooses (which is almost always, unless moving silently), a wheep can spend a free action each round crying and blubbering. All who hear the wheep’s awful, grave-born sorrow must make DC 14 Will saves or be shaken for the duration of the encounter. Once a particular creature saves against a wheep’s dirge, that creature cannot be affected again by the same wheep for 24 hours. This is a sonic effect. The save DC is Charisma-based.

Offline Stratovarius

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Re: Strat's Thread of Monster Classes and Random Crap
« Reply #31 on: April 18, 2014, 02:46:37 PM »
Angel of Decay



A repulsive, extremely tall, humanlike creature with long, rotting wings and peeling flesh, this monstrosity continually sheds rivulets of filth and decay, creating a pool of rot in which it stands.

A mockery of a true angel, an angel of decay may appear similar to an angelic outsider only by happenstance, not design. It is an undead creature that is powered by decay.

When a healthy creature softens, crumbles, and liquefies in death, an indefinable essence wafts away like putrid steam off stagnant beach sand. This decomposing flesh radiates an essential energy in its dissipation, and an angel of decay can extract the power resident therein.


Table 1: The Angel of Decay
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Str   Wis  Int  NA     Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +3    +1   +1   +1     Angel of Decay Body
  2    +1     +0    +0    +3     +5    +2   +2   +2     Reach
  3    +1     +1    +1    +3     +8    +3   +3   +3     Damage Reduction, Wings of Rot
  4    +2     +1    +1    +4     +10   +4   +4   +4     Unholy Grace
  5    +2     +1    +1    +4     +13   +5   +5   +5     Rotting Touch
  6    +3     +2    +2    +5     +15   +6   +6   +6     Size Increase
  7    +3     +2    +2    +5     +18   +7   +7   +7     Spell Resistance
  8    +4     +2    +2    +6     +20   +8   +8   +8     Rotting Aura
   

Class skills (2 + Int modifier per level):  Concentration, Craft, Diplomacy, Hide, Knowledge (arcana), Listen, Move Silently, Profession, Search, Sense Motive, Spellcraft, Spot, Survival

Requirements:
None
             
Class Features
An angel of decay prefers to wade into combat, literally, since when it touches down, it produces a constantly renewing pool of liquid corruption.

Angel of Decay Body
The Angel of Decay loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with two claws dealing 1d10 + Strength modifier damage with a base speed of 30 feet. It starts with a natural armour bonus of +5.

Ability Score Increase
At each odd level, the Angel of Decay gains a +3 bonus to its Strength score. At each even level, the Angel of Decay gains a +2 bonus to its Strength score. At each level it gains a +1 bonus to its Wisdom and to its Intelligence.

Natural Armour Increase
At each level, the Angel of Decay gains a +1 bonus to its natural armour.

Reach
An angel of decay has a 5 foot racial bonus to reach.

Damage Reduction
The Angel of Decay gains damage reduction 10/magic and adamantium

Wings of Rot
An angel of decay grows wings of foul, decayed flesh, constantly dripping ill fluids. At 3rd level, these wings can be used to make two 1d4 wing slam attacks. At 6th level, they grant the angel of decay a flight speed of 50 feet (poor).

Unholy Grace (Su)
A Angel of Decay adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.
 
Rotting Touch (Su)
An angel of decay that hits a single foe with more than one attack in a round rots its opponent’s flesh. This effect automatically deals an extra 1d6+6 points of damage and heals the angel of decay of 5 points of damage.

Size Increase
The Angel of Decay permanently increases its size category to Large, and gains all benefits and penalties thereof, except as detailed here. Its claw attacks increase to 2d6, and its wing slams to 1d6.

Spell Resistance
Upon reaching its 7th level, an angel of decay gains spell resistance equal to 10 + class level + charisma modifier.

Rotting Aura (Su)
When the creature is not flying, rivulets of vile corruption stream from an angel of decay’s body, constantly regenerating and renewing a pool of odiferous rot all around the creature. An angel of decay’s pool of rot is a 15-foot-radius spread. Any corporeal creature standing on the ground within that area must make a DC 20 Reflex saving throw each round or take 5d6 points of damage (half that on a successful save) as its flesh begins to succumb to decay. The creature must also succeed on a subsequent DC 20 Will saving throw (regardless of whether it succeeds on the fi rst save) or be nauseated for 1 round. In each round that a creature takes damage from an angel of decay’s rotting aura, the angel of decay heals 5 points of damage per victim. This save DC is charisma based.
« Last Edit: April 18, 2014, 02:51:58 PM by Stratovarius »

Offline Stratovarius

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Re: Strat's Thread of Monster Classes and Random Crap
« Reply #32 on: April 18, 2014, 03:16:16 PM »
Aptropal Scion



This creature’s hairless, overlarge head surmounts its wet, wrinkled, and bloated humanoid body. Its eyes are glassy and vacant. Its arms are too slender, and its tiny hands end in cruelly sharpened nails, while its legs are atrophied, dead things that hang useless below it.

Atropal scions are clots of divine flesh given form and animation by bleak-hearted gods of death. When a stillborn godling rises spontaneously as an undead, a great abomination is born. If that abomination is defeated, but any fragment or cast-off bit of flesh remains, an atropal scion may yet arise from those fragments, lessened in power from its divine beginnings, but no less hateful for its stature.

An atropal scion is a power to be reckoned with, and once animate in the world, seeks power over both life and unlife in an unrelenting bid for domination that only its lifeless tissue is able to sustain.


Table 1: The Aptropal Scion
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Wis  NA     Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +0   +1     Aptropal Scion Body, Fast Healing, Magic of the Dead Gods
  2    +1     +0    +0    +3     +1   +2     Rebuke Undead
  3    +1     +1    +1    +3     +1   +3     Damage Reduction
  4    +2     +1    +1    +4     +2   +4     Unholy Grace
  5    +2     +1    +1    +4     +2   +5     Flight
  6    +3     +2    +2    +5     +4   +6     Death Gaze
  7    +3     +2    +2    +5     +3   +7     
  8    +4     +2    +2    +6     +4   +8     Negative Energy Aura
   

Class skills (2 + Int modifier per level):  Concentration, Craft, Knowledge (arcana), Knowledge (Religion), Listen, Move Silently, Profession, Spellcraft, Spot

Requirements:
None
             
Class Features
A soul-numbing cold comes before and follows an atropal scion. The life energy of heroic creatures is suppressed in its foul aura, and the life force of lesser creatures is extinguished. It directs its spell-like abilities and death gaze upon those foes its mere presence cannot kill.

Aptropal Scion Body
The Aptropal Scion loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with a slam dealing 1d8 + Strength modifier damage with a base speed of 20 feet.

Ability Score Increase
At each even level it gains a +1 bonus to its Wisdom.

Natural Armour Increase
At each level, the Aptropal Scion gains a +1 bonus to its natural armour.

Fast Healing
An atropal scion gains fast healing equal to its class level (max +8).

Rebuke Undead (Su)
An atropal scion can rebuke or command undead as a cleric of the same level as the atropal scion’s HD.

Damage Reduction
The Aptropal Scion gains damage reduction 10/adamantium

Unholy Grace (Su)
A Aptropal Scion adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.

Magic of the Dead Gods (Sp)
At each level of the Aptropal Scion class, the character gains some small, but increasing, measure of the power that he might have had. His caster level is equal to his class level.

At first level, he gains the ability to cast speak with dead three times a day.
At second level, he gains the ability to cast invisibility three times a day.
At third level, he gains the ability to cast desecrate three times a day.
At fourth level, he gains the ability to cast dispel magic three times a day.
At fifth level, he gains the ability to cast animate dead three times a day.
At sixth level, he gains the ability to cast bloodstar three times a day.
At seventh level, he gains the ability to cast cone of cold three times a day.
At eighth level, he gains the ability to cast teleport three times a day.
At 12th hit dice, he gains the ability to cast create undead three times a day.
At 13th hit dice, he gains the ability to cast plane shift three times a day.

Flight
The atropal scion gains a fly speed of 30 feet (good).

Death Gaze (Su)
Death, range 60 feet; Fortitude DC 10 + 1/2 class level + charisma negates. Humanoids who die from this attack are transformed into free willed wights 24 hours later.

Negative Energy Aura (Su)
A 60-foot-radius negative energy aura surrounds an atropal scion. All undead in the aura (including the atropal scion) are treated as if they have +4 turn resistance and fast healing 5. Living creatures in the aura are treated as having two negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 2 or less HD fall dead in the negative energy aura (and, at the atropal scion’s option, rise as wights under the atropal scion’s command 1 minute later).

Magic Eternal
If the Aptropal Scion subsequently takes a level in an arcane casting class, his levels in Aptropal Scion stack with the arcane casting class.
« Last Edit: April 18, 2014, 03:22:45 PM by Stratovarius »

Offline Stratovarius

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Re: Strat's Thread of Monster Classes and Random Crap
« Reply #33 on: April 18, 2014, 03:29:30 PM »
Blaspheme



Appearing similar to a corpse that has been dug up and surgically modified, this creature stands nearly 7 feet tall, but is extraordinarily thin. Its arms are extra long, hanging nearly to mid-calf. Its head is wide and wedge-shaped, with a split mouth that opens wider than that of a normal humanoid. Its teeth glitter like shards of black, steaming ice.

Crafted in bygone days by power-mad wizards searching to create the perfect undead guardians, blasphemes still roam forgotten areas, seeking to destroy nonevil creatures with their blasphemous bite. They are most likely to be encountered near ruins of ancient cities where magic was valued more highly than personal liberty or morals. If the secret of creating or calling a blaspheme into the world still exists, it is buried in just such a location.

Each blaspheme is created with parts from multiple ancient corpses, with teeth specially harvested from sacrifices to evil powers. However, blasphemes are not hulking, slow-moving constructs; rather, they are lithe and deadly, aware of their surroundings and capable of directing their own actions.


Table 1: The Blaspheme
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Str  NA     Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +2   +1     Blaspheme Body
  2    +1     +0    +0    +3     +4   +2     Erratic Charge
  3    +1     +1    +1    +3     +6   +3     Damage Reduction, Immunity to Cold
  4    +2     +1    +1    +4     +8   +4     Blasphemous Contact
   

Class skills (2 + Int modifier per level):  Craft, Listen, Profession, Spot, Survival

Requirements:
None
             
Class Features
A blaspheme resonates with evil power, the focus of which is concentrated in its teeth. Thus, blasphemes charge into combat in almost every situation, attempting to bite their victims as quickly as possible.

Blaspheme Body
The Blaspheme loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with a bite dealing 1d8 + 1.5 Strength modifier damage with a base speed of 30 feet. It starts with a +5 bonus to natural armour,

Ability Score Increase
At each level it gains a +2 bonus to its Strength.

Natural Armour Increase
At each level, the Blaspheme gains a +1 bonus to its natural armour.

Erratic Charge (Ex)
When a blaspheme charges, it can make one turn of up to 90 degrees during its movement. All other restrictions on charges still apply. For instance, it cannot pass through a square that blocks or slows movement, or one that contains a creature. A blaspheme must have line of sight to a targeted opponent at the start of its turn.

Damage Reduction
The Blaspheme gains damage reduction 5/slash

Immunity to Cold
The blaspheme is completely immune to all cold damage.

Blasphemous Contact (Su)
Each time a blaspheme bites a nonevil creature, the creature is dazed for 1 round and takes 1d6 points of Strength damage. There is no saving throw against this effect.
« Last Edit: April 18, 2014, 03:42:26 PM by Stratovarius »

Offline Stratovarius

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Re: Strat's Thread of Monster Classes and Random Crap
« Reply #34 on: April 18, 2014, 03:45:53 PM »
Bleakborn



This frigid corpse is so cold that it is frosted with icy crystals. Sensing the warmth of life, it shambles eagerly toward its victims. Its eyes reflect the vacuum of the void, its touch chills to the bone, and its very presence seems to drain the heat from your pores.

When inactive, a bleakborn appears to be nothing but a humanoid corpse, slain either by bitterly cold conditions (or if in a warmer environment, as if by a magical cold attack so potent that the corpse still sparkles with ice crystals). However, whenever any living creature comes to within 30 feet of an inactive bleakborn, the warmth and life of the interloper revive the undead creature, giving it purpose and a icy semblance of life.

Bleakborns are also referred to as Moil zombies in some lesser-known tomes about undead, in supposed reference to the cursed city in which they first arose. A bleakborn is not marked by direct violence; rather, it looks like a humanoid that has been flash-frozen, with discoloration and some ruptured flesh showing here and there.


Table 1: The Bleakborn
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Str  NA     Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +2   +1     Bleakborn Body
  2    +1     +0    +0    +3     +3   +2     Cold to the Touch
  3    +1     +1    +1    +3     +5   +3     Fire Lover
  4    +2     +1    +1    +4     +6   +4     Heat-Draining Aura
  5    +2     +1    +1    +4     +8   +5     Create Spawn       
   

Class skills (2 + Int modifier per level):  Diplomacy, Hide, Intimidate, Listen, Search, Sense Motive, Spot, Survival

Requirements:
None
             
Class Features
A bleakborn actively moves toward living creatures, attempting to keep them within range of its heat-draining aura. If possible, a bleakborn pummels a living creature with its ice-cold limbs, hoping to deprive its victim of all warmth and life.

Bleakborn Body
The Bleakborn loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with a slam dealing 1d6 + 1.5 Strength modifier damage with a base speed of 30 feet. It starts with a +5 bonus to natural armour, and +2 turn resistance.

Ability Score Increase
At each odd level it gains a +2 bonus to its Strength. At each even level it gains a +1 bonus to its Strength.

Natural Armour Increase
At each level, the Bleakborn gains a +1 bonus to its natural armour.

Cold to the Touch (Su)
The touch of a bleakborn deals 2d6 points of cold damage. Each 3 points of cold damage dealt heals a bleakborn of 1 point of damage. If this amount of healing would cause a bleakborn to exceed its full normal hit point total, it gains any excess as temporary hit points. These temporary hit points last for up to 1 hour. Anyone who hits a bleakborn in melee also takes 1d6 points of cold damage, unless wielding a reach weapon.

Contingent Healing
A bleakborn only heals when in range of a living creature that it can affect with its heat-draining aura. Even if brought to 0 hit points or less, a bleakborn eventually heals if a living creature at some future date wanders within 30 feet of the bleakborn’s remains, automatically triggering its heat-draining aura. As long as affected creatures are within its heat-draining aura, a bleakborn’s contingent healing remains active. A bleakborn does not have immunity to cold. While a bleakborn doesn’t take cold damage from its own abilities, it can take cold damage from another of its kind.

Create Spawn (Su)
Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds. These spawn are under the command of the bleakborn that created them and remain enslaved until its destruction. They do not possess any of the abilities they had in life.

Fire Lover (Su)
A magical fire attack heals a bleakborn of 1 point of damage for each 3 points of damage the attack would otherwise deal. If this amount of healing would cause bleakborn to exceed its full normal hit point total, it gains any excess as temporary hit points. These temporary hit points last for up to 1 hour. For example, a bleakborn hit by a fireball that would normally deal 18 points of damage instead gains 6 hit points. A bleakborn makes no saving throws against fire effects.

Heat-Draining Aura (Su)
All living creatures (except those immune to cold damage) that approach within 30 feet of a bleakborn are subject to its heat-draining aura. Victims must make a DC 10 + 1/2 class level + charisma Fortitude save. If they fail, they take 2d6 hit points of cold damage per round as their living heat is sucked away, but if they succeed, they lose only 1d6 hit points per round that they remain in the radius.

Offline Stratovarius

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Re: Strat's Thread of Monster Classes and Random Crap
« Reply #35 on: April 18, 2014, 04:05:10 PM »
Blood Amniote



A clot of animate blood the size of a small house, this amoeba of failed life is hungry to add new blood to its oozing body.

The half-congealed blood of past victims gives a blood amniote its form, and its ties to the Negative Energy Plane give the creature animation. It seeks only to pierce the fleshy carapace of all living creatures it comes upon so it can draw out the blood beneath.

Vestiges of past victims completely drained of blood remain imprinted on blood amniotes. Observers sometimes see these random memories as faces that briefly form on the surface of a blood amniote, only to fall away again to formlessness moments later.


Table 1: The Blood Amniote
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Dex  NA     Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +1   +2     Blood Amniote Body, Fast Healing, Ooze Traits
  2    +1     +0    +0    +3     +2   +4     Reach, Size Increase
  3    +1     +1    +1    +3     +3   +6     Blood Call
  4    +2     +1    +1    +4     +4   +8     Size Increase
  5    +2     +1    +1    +4     +5   +10    Self Spawn
   

Class skills (2 + Int modifier per level): None

Requirements:
None
             
Class Features
When a blood amniote senses potential prey, it quickly moves to engage, hoping to draw out the blood of its victims in full quantity.

Blood Amniote Body
The Blood Amniote loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with a slam dealing 1d8 + 1.5 Strength modifier damage with a base speed of 30 feet. It starts with a +3 bonus to natural armour, and Blindsight 60 ft.

Ability Score Increase
At each level it gains a +1 bonus to its Dexterity.

Natural Armour Increase
At each level, the Blood Amniote gains a +2 bonus to its natural armour.

Fast Healing
An blood amniote gains fast healing equal to its class level (max +5)

Ooze Traits
Despite being undead, a blood amniote has all the benefits and disadvantages of being an ooze. Blood amniotes are immune to all mind-affecting spells and abilities, and they are blind, giving them immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Blood amniotes also have immunity to poison, magic sleep effects, paralysis, polymorph, and stunning, and they are not subject to extra damage from critical hits or flanking.

Reach
A blood amniote has a 5 foot racial bonus to reach.

Size Increase
The Blood Amniote permanently increases its size category to Large, and gains all benefits and penalties thereof, except its slam attacks increase to 1d10. At 4th level, it increase again to Huge, and gains all benefits and penalties thereof, except its slam attacks increase to 2d6.

Blood Call (Su)
Whenever a blood amniote strikes a living creature in melee combat, its touch causes the target’s body to expel a portion of its own blood through the pores. The expelled blood gathers and flows across the intervening distance between the prey and the blood amniote. This attack deals 1d4 points of Constitution damage to the foe. If a blood amniote deals as many points of Constitution damage during its existence as its hit dice total, it self spawns (see below).

Self Spawn (Ex)
If a blood amniote deals as many points of Constitution damage during its existence as its hit dice total, it self spawns, splitting into two identical blood amniotes, each with a number of hit points equal to the original blood amniote’s full normal total. Blood amniotes created this way are under the creator's control. This uses the normal 2 HD per character level limit for controlling undead. Any blood amniotes that cannot be controlled are free willed.
« Last Edit: April 18, 2014, 04:29:42 PM by Stratovarius »

Offline Stratovarius

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Re: Strat's Thread of Monster Classes and Random Crap
« Reply #36 on: April 18, 2014, 04:16:38 PM »
Bloodmote Cloud



This cloud of buzzing insects boils toward its victims, droning ominously in its strangely deep pitch and accompanied by the sickly sweet aroma of blood.

A bloodmote cloud is made up of undead mosquitoes with a blood thirst. While a living mosquito is hardly more than an annoyance, and a swarm of the same is hardly cause for alarm, the appearance of a concentrated swarm of undead bloodsuckers is a calamity.


Table 1: The Bloodmote Cloud
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Dex  Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +1   Bloodmote Cloud Body, Distraction
  2    +1     +0    +0    +3     +2   Blood Drain
   

Class skills (2 + Int modifier per level): None

Requirements:
None
             
Class Features
A bloodmote cloud seeks to engulf and suck dry any living prey it encounters. A bloodmote cloud is never sated.

Bloodmote Cloud Body
The Bloodmote Cloud loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a fine sized undead swarm with a fly speed of 20 feet. It gains fine swarm traits, and a radius of 10 feet.

Ability Score Increase
At each level it gains a +1 bonus to its Dexterity.

Blood Drain (Ex)
A bloodmote cloud drains blood and deals 1d3 points of damage and 1d2 points of Constitution damage to any creature whose space it occupies at the end of its move.

Distraction (Ex)
Any living creature that begins its turn with a bloodmote cloud in its space must succeed on a DC 10 + 1/2 class level + charisma modifier Fortitude save or be nauseated for 1 round.
« Last Edit: April 18, 2014, 04:20:17 PM by Stratovarius »

Offline Stratovarius

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Re: Strat's Thread of Monster Classes and Random Crap
« Reply #37 on: April 18, 2014, 04:23:06 PM »
Bone Rat Swarm



With the scrabble of hundreds of bony claws, a mass of tiny skeletal creatures surges across the floor, with pinpoints of red light gleaming in their empty eye sockets.

A bone rat swarm is a mass of undead skeletal rats. Though individually such creatures would pose little risk, in great numbers they can strip a creature clean in short order.


Table 1: The Bone Rat Swarm
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Dex  NA     Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +2   +2     Bone Rat Swarm Body, Damage Reduction
  2    +1     +0    +0    +3     +4   +4     Immunity to Cold, Distraction
   

Class skills (2 + Int modifier per level): None

Requirements:
None
             
Class Features
A Bone Rat Swarm seeks to engulf and suck dry any living prey it encounters. A Bone Rat Swarm is never sated.

Bone Rat Swarm Body
The Bone Rat Swarm loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a tiny sized undead swarm with a base speed of 15 feet, and a climb speed of 15 feet. It gains tiny swarm traits, and a radius of 10 feet.

Ability Score Increase
At each level it gains a +2 bonus to its Dexterity.

Swarm Attack
A bone rat swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Damage Reduction
The bone rat swarm gains damage reduction 5/bludgeoning.

Immunity to Cold
The bone rat swarm is completely immune to all cold damage.

Distraction (Ex)
Any living creature that begins its turn with a bone rat swarm in its space must succeed on a DC 10 + 1/2 class level + charisma modifier Fortitude save or be nauseated for 1 round.

Offline Stratovarius

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Re: Strat's Thread of Monster Classes and Random Crap
« Reply #38 on: April 18, 2014, 04:37:54 PM »
Boneyard



The pile of bones before you stirs. The bones rise and reform, and as each bone finds its proper place, the shape of a huge serpentine creature emerges, one whose form is composed of interlocking bones, its head the skull of some unnamed and long-dead beast.

A boneyard is an undead creature made entirely from the bones of other dead creatures. However, unlike a skeleton or similar monster, a boneyard’s form is fluid in the sense that it can appear merely as a pile of bones, or as a serpent composed of bones, or some other form of its choice. Boneyards have been called by many names, depending upon where they are encountered, including bone weirds, dancing bones, and bonetakers.


Table 1: The Boneyard
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Str   Wis  Int  NA     Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +3    +1   +1   +2     Boneyard Body, Improved Grab
  2    +1     +0    +0    +3     +5    +2   +2   +4     Reach, Bone Subsumption
  3    +1     +1    +1    +3     +8    +3   +3   +6     Damage Reduction, Size Increase
  4    +2     +1    +1    +4     +10   +4   +4   +8     Spell Resistance
  5    +2     +1    +1    +4     +13   +5   +5   +10    Fast Healing, Flight
  6    +3     +2    +2    +5     +15   +6   +6   +12    Size Increase, Immunity to Cold
  7    +3     +2    +2    +5     +18   +7   +7   +14    Summon Skeletons
  8    +4     +2    +2    +6     +20   +8   +8   +16    Utter Subsumption
   

Class skills (2 + Int modifier per level): Balance, Climb, Hide, Jump, Listen, Move Silently, Search, Spot

Requirements:
None
             
Class Features
A boneyard seeks to bite and subsume the bones of its foes. If it can start a grapple, it pulls victims directly into its mass.

Boneyard Body
The Boneyard loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with a bite dealing 1d10 + 1.5 Strength modifier damage with a base speed of 20 feet. It starts with a natural armour bonus of +4.

Ability Score Increase
At each odd level, the Boneyard gains a +3 bonus to its Strength score. At each even level, the Boneyard gains a +2 bonus to its Strength score. At each level it gains a +1 bonus to its Wisdom and to its Intelligence.

Natural Armour Increase
At each level, the Boneyard gains a +1 bonus to its natural armour.

Improved Grab (Ex)
To use this ability, a boneyard must hit a Large or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can try to utterly subsume all the bones in the victim’s body.

Reach
An Boneyard has a 5 foot racial bonus to reach.

Bone Subsumption (Su)
Whenever a boneyard successfully bites a foe, the victim must make a DC 10 + 1/2 class level + charisma Fortitude save (except for undead victims, which make Will saves). On a failed save, the victim’s bones begin to melt away from the body to meld with the form of the boneyard. The victim takes 1d4 points of damage to Constitution, Dexterity, and Strength per four class levels (minimum 1d4). This ability works only on creatures that possess a skeletal structure (so it works on many undead, but it is useless against constructs, elementals, oozes, and plants).

Damage Reduction
The Boneyard gains damage reduction 10/-.

Size Increase
The boneyard permanently increases its size category to Large, and gains all benefits and penalties thereof, except its bite attack increases to 2d6. At 6th level, it increase again to Huge, and gains all benefits and penalties thereof, except its bite attack increases to 2d8.

Spell Resistance
Upon reaching its 7th level, a boneyard gains spell resistance equal to 10 + class level + charisma modifier.

Fast Healing
A boneyard gains fast healing of 2 + class level (max +10).

Flight
The boneyard gains a fly speed of 60 feet (good).

Immunity to Cold
The boneyard is completely immune to all cold damage.

Summon Skeletons (Su)
A boneyard can summon undead creatures from its own bones once per day: 3–6 troll skeletons or 2–4 young adult red dragon skeletons. The undead arrive in 1d10 rounds and serve for 1 hour or until they are reabsorbed back into the boneyard.

Utter Subsumption (Su)
If a boneyard wins a grapple check after using its improved grab ability, it attempts to pin the target on its next action. A boneyard that begins a turn with a victim still pinned and that makes one more successful grapple check automatically tears every bone from the victim’s body, instantly killing the victim.
« Last Edit: April 18, 2014, 05:10:40 PM by Stratovarius »

Offline Stratovarius

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Re: Strat's Thread of Monster Classes and Random Crap
« Reply #39 on: September 06, 2014, 01:29:28 PM »
Summon Undead

Given the actual Summon Undead spells have always been crap and never reached far enough to be a complete set, I figured I'd replace them with a set that actually makes sense. And allows more freedom to the caster. If you're wondering at where the CRs came from, they're the same as those from the Astral Construct power.

Summon Undead I
(click to show/hide)

Summon Undead II
(click to show/hide)

Summon Undead III
(click to show/hide)

Summon Undead IV
(click to show/hide)

Summon Undead V
(click to show/hide)

Summon Undead VI
(click to show/hide)

Summon Undead VII
(click to show/hide)

Summon Undead VIII
(click to show/hide)

Summon Undead IX
(click to show/hide)
« Last Edit: September 06, 2014, 01:57:57 PM by Stratovarius »