Author Topic: Legends  (Read 9661 times)

Offline bhu

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Legends
« on: November 11, 2011, 03:20:24 AM »
Unique, high-powered or Epic Level Critters

Aberrations
The Black Eye (Page 1)

Animals
Titan Budgie (Page 1)

Constructs
Atomic Golem (Page 1)

Dragons

Elementals

Fey

Giants
Red Super Giant (Page 1)

Humanoids

Magical Beasts
Chicken Lord (Page 1)
Dire Goldfish (Page 1)

Monstrous Humanoids
The Beast of Blackwater Moors (Page 1)

Oozes

Outsiders
Gak, Spaaaaaaace Chiiickeeeeenn! (Page 1)

Plants

Undead

Vermin

Templates
Epic Skeleton (Page 1)
Epic Zombie (Page 1)
The Gray Company (Page 1)
Legendary Ghost (Page 1)
Legendary Shade (Page 1)
Legendary Specter (Page 1)
Legendary Wight (Page 2)
Legendary Wraith (Page 1)
Primordial Ghost (Page 1)


« Last Edit: September 26, 2023, 10:26:38 PM by bhu »

Offline bhu

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Re: Legends
« Reply #1 on: November 11, 2011, 03:20:33 AM »
LEGENDARY GHOST
Legendary Ghost is an acquired template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Plant. The Base Creature must also have a CR of at least 15.  Legendary Ghosts are the most powerful and notorious of their kind. Only the most powerful of heroes should attempt to send them to their rest.  Their abilities exceed the norm.

A Legendary Ghost uses all the base creatures statistics and special abilities except as noted below:

Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Legendary Ghosts have a Fly Speed of 50 with Perfect maneuverability, unless the base creature already has better.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters. When a legendary Ghost manifests (see below), its natural armor bonus is +0, but it gains a Deflection bonus equal to its Charisma modifier or its Hit Dice divided by 3, whichever is higher (minimum of +5).

Attacks: A Legendary Ghost retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that aren't ethereal.

Damage: Against ethereal creatures, the Legendary Ghost attacks normally. Against non ethereal targets the Legendary Ghost usually cant physically damage them but can use special attacks (see below).

Special Attacks: A Legendary Ghost retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Legendary Ghost also gains the Manifestation Ability and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Ghosts within 24 hours.

Deadly Touch (Su):  This is a melee touch attack that Drains 1d6 Constitution unless the opponent makes a successful Fortitude Save. If the Save is successful the opponent still takes 1d6 points of negative energy damage (plus the Legendary Ghosts Strength Bonus). The Legendary Ghost may use its Dexterity Bonus instead of Strength to make this attack. Opponents slain by this attack rise as Ghosts within 24 hours. With each successful attack the ghost gains 5 temporary hit points for 1 hour (10 if the attack was a successful critical).

Necromantic Weapon (Su): In life the Legendary Ghost wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon (1d8 damage and considered +1 if Twin weapons). It criticals on a 20 doing x3 damage. It also has one ability from the following list:

1) Reach weapon. It has the Bodyfeeder ability (See page 30 of the Magic Item Compendium). it is also considered a Reach weapon of course.
2) Ranged weapon. It has the Implacable ability (See page 37 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Cursespewing ability (See page 31 of the Magic Item Compendium).
4) Slashing Weapon. It has the Stygian and Vampiric abilities (See page 44-45 of the Magic Item Compendium).
5) Piercing Weapon. It has the Enervating and Souldrinking abilities (See pages 34, 44-45 of the Magic Item Compendium).
6) Blunt Weapon. It has the Profane and Consumptive abilities (See pages 31, 40 of the Magic Item Compendium).
7) Twin Weapons. They have the Defending and Blurstrike abilities (See page 30 of the Magic Item Compendium).

Hungry Touch (Su): This is a melee touch attack using the legendary Ghosts Strength or Dexterity modifier, whichever is greater. If it hits successfully the opponent takes 1d6 negative energy damage for 1 round per point of the Legendary Ghosts Charisma modifier (minimum of 1 round). The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Resurrected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.

Hellish Scream (Su): The Legendary Ghost may scream, causing all living opponents within 100 ft to become Panicked for 8 rounds plus a number of rounds equal to the Legendary Ghosts Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Shaken for a number of rounds equal to the Legendary Ghosts Charisma modifier instead (but is immune to further effects from this Legendary Ghosts Hellish Scream for 24 hours).

Terror (Su):Any living creature within 60 ft. of the Legendary Ghost that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body the ghost may use it's Hungry Touch or Deadly Touch abilities if it has them, and the victims body gets no Saving Throw.

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Psychokinesis (Su): The Legendary Ghost may use the spell Telekinesis at will as a Supernatural ability.

Hallucinatory World (Su): The Legendary Ghost may cast Mirage Arcana 3 times per day, and Shadow Landscape (see Spell Compendium)once per day as a Supernatural ability.

Ghost's Curse (Su): The ghost may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending it's existence without permanently getting rid of it) a Legendary Ghost is automatically subjected to this ability and receives no Save.

Embrace (Su): As a full round action, once a day the ghost may attempt to kidnap a victim. It must be manifested and make a touch attack. If it is successful, the victim must make a Willpower Save or he ends up adjacent to the ghost on the Ethereal Plane. Assuming he defeats the ghost, he must find his own way back to his home plane.

Special Qualities: A Legendary Ghost has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, and 1 other from the following list:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. It is much more difficult to release a Legendary Ghost because their goals are far more epic in scope than a regular ghosts. A regular Ghost might want the death of the man that killed him. A Legendary Ghost might require the death of his murderer and every living relative no mater how distant. A regular Ghost might want you to rid the land of a monster that destroyed him and his people. A Legendary Ghost wants you to rid the land of a cabal of 8 Ancient Wyrm Red Dragons. A regular ghost wants you to return the magical weapon that was stolen from his grave. A Legendary Ghost wants you to do the same, but the weapon is currently being held by Lolth herself. 

Turn Immunity (Ex): The ghost is Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100 ft. of a Legendary Ghost, and Panic if forced to do so (they remain Panicked so long as the Legendary Ghost is within Range).

Lifesense (Su): Legendary Ghosts may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Damage Reduction: The Legendary Ghost has Damage Reduction 10/Epic.

Deathly Power (Ex): The Save DC's of all the ghosts special attacks are +1. If it has spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Legendary Ghost gains Spell Resistance equal to 11 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Legendary Ghost gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

Necromantic Armor (Su): The Legendary Ghost wore a suit of powerful magical armor and appears to do so in death as well. This is not real armor and is a physical extension of the ghost. It cannot be targeted by effects or spells that normally target armor or equipment. The Legendary Ghosts Natural Armor bonus is double its Charisma modifier, or one third it's Hit Dice, whichever is higher (minimum of +5, applies only to ethereal encounters) unless it's already higher. Against non ethereal encounters the Legendary Ghost has a Deflection bonus to it's Armor Class equal to double it's Charisma modifier, or equal to half it's Hit Dice, whichever is greater.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +4 Str, +4 Dex, +2 Wis, +8 Cha. Legendary Ghosts have no Constitution Score.

Skills: Legendary Ghosts have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks.

Feats: Legendary Ghosts get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any, often as Base Creature.

Organization: Unique

Challenge Rating: Same as Base Creature +5

Treasure: None

Alignment: Any

Advancement: As Base creature

Level Adjustment: Same as Base Creature +8

Example of creature using template here:

"No one visits the old Mind Flayer city anymore. We thought since the assault on it was successful, that it was safe to burn down and forget. But rumors of something in the ruins drew our attention. We'd always heard that they'd conducted experiments on their own there. Odd behavior for the flayers.

Wouldn't you know one of the things lived on still. A mutant freak even by their standards. Killing it was a mercy, even though such monsters don't deserve mercy.

And then it came back...one by one it kept taking people.  We never found the bodies.  And now, that fool of a king is sending an exorcist t get rid of it so he can use the land.  Like we need him stirring it up more.You're young, so they'll likely draft you to escort them in.  They'll think of you as disposable.  Let them, just keep in mind the following:

Don't go anywhere alone.  Anyone who goes into the ruins alone disappears.

If it appears, don't look it in the eye.  If you do, you're dead.

It will go for the priest first.  Run while it's dealing with him, and don't look back."

The Experiment (Mind Flayer/Fighter 7/Legendary Ghost)
Medium Undead (Incorporeal)
Hit Dice: 15d12 (97 hp)
Initiative: +4
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: 24 (+4 Dex, +10 Natural), touch 14, flat-footed 20 against ethereal
21 (+4 Dex, +7 Deflection), touch 21, flat-footed 17 against corporeal
Base Attack/Grapple: +13/+16
Attack: Tentacle +17 melee touch (1d4+3) only vs ethereal
Full Attack: 4 Tentacles +17 melee touch (1d4+3) only vs ethereal
Space/Reach: 5 ft./5 ft.
Special Attacks: Mind Blast, Psionics, Improved Grab, Extract, Terror, Embrace, Manifestation, Deadly Gaze
Special Qualities: Spell Resistance 25, Telepathy 100 ft., Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Damage Reduction 10/Epic
Saves: Fort +7, Ref +8, Will +12
Abilities: Str 17, Dex 18, Con -, Int 19, Wis 19, Cha 25
Skills: Bluff +15, Climb +13, Concentration +17, Craft (Weaponsmith) +9, Diplomacy +11, Disguise +7 (+9 Acting), Hide +20, Intimidate +28, Jump +13, Knowledge (any) +12, Listen +20, Move Silently +20, Search +12, Sense Motive +11, Spot +20, Swim +13
Feats: Cleave, Combat Casting, Combat Expertise, Great Cleave, Improved Initiative, Power Attack, Weapon Finesse, Quicken Manifestation (B)
Challenge Rating: 20
Treasure: None
Alignment: Neutral Evil
Level Adjustment: +15

The experiment is a hulking, spectral Illithid with what appears to re rotting flesh.

Improved Grab (Ex):If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.  For the Experiment this only works against victims on the Ethereal Plane.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead. For the Experiment this only works against opponents on the Ethereal Plane.

Psionic Powers: A Mindflayer manifests psionic powers as an 9th level Psion (telepath). Save DC's are Charisma based. The Experiment must have Manifested to use these powers against opponents on the Material Plane.
Power Points: 103
1st: Astral Traveler, Conceal Thoughts, Detect Psionics, Mindlink, Psionic Charm
2nd: Cloud Mind, Psionic Levitate, Psionic Suggestion, Read Thoughts
3rd: Dispel Psionics, Eradicate Invisibility, False Sensory Input, Mind Trap
4th: Correspond, Mindwipe, Psionic Dominate, Psionic Modify Memory
5th: Mind Probe, Psionic Plane Shift

Mind Blast (Su): This Psionic attack is a 60 foot Cone. Anything in it must make a DC 24 Willpower Save or be Stunned for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.  The Experiment must have Manifested to use this power against opponents on the Material Plane.

Terror (Su): Any living creature within 60 ft. of the Experiment that can see it must make a DC 24 Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, DC 24 Fortitude Save negates. Opponents slain in this manner rise as Ghosts within 24 hours.

Embrace (Su): As a full round action, once a day the Experiment may attempt to kidnap a victim. It must be manifested and make a touch attack. If it is successful, the victim must make a DC 24 Willpower Save or he ends up adjacent to it on the Ethereal Plane. Assuming he defeats the Experiment, he must find his own way back to his home plane.

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Unnatural Aura (Su): Animals will not come within 100 feet of the Experiment, and Panic if forced to do so (they remain Panicked so long as the Legendary Ghost is within Range).

Lifesense (Su): The Experiment may automatically sense Living creatures within 100 ft. as thought it had Blindsight. It also automatically know the strength of their life force as if it had cast Deathwatch.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. It is much more difficult to release a Legendary Ghost because their goals are far more epic in scope than a regular ghosts.  To release the Experiment the PC's must find some of the Mindflayers that originally tormented it (they escaped the destruction) and bring them to it so it can murder them.  Communicating with it will be difficult, even if the PC's speak the Mindflayers language.

Combat: The Experiment usually opens with its Mind Blast and Psionic abilities to sow confusion. After which it will use Embrace to kidnap victims to the Ethereal Plane one by one where it can use its ability to Extract brains.


« Last Edit: September 26, 2023, 10:55:49 PM by bhu »

Offline bhu

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Re: Legends
« Reply #2 on: November 11, 2011, 03:20:59 AM »

LEGENDARY SPECTER
Legendary Specter is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, or Monstrous Humanoid. The Base Creature must also have a minimum CR of 15.  Legendary Specters are among the most powerful of their kind.  it is uncertain what events lead to a creation of a Specter this powerful, but they are far more dangerous than their weaker brethren.  Only the most powerful of heroes should attempt to fight them. (which is a nice way of saying their intended to be Epic level opponents).

Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Base Creature gains a Fly Speed of 80 ft. (Perfect) unless it already has better.

Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher) +3.

Attacks: A Legendary Specter retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

Damage: If the Base Creature has multiple natural attacks they are now incorporeal touch attacks doing negative energy damage instead of physical damage (damage changes depending on size).  Otherwise it gains an Incorporeal touch attack whose damage is based on the Base Creatures size: Fine (1d2), Diminutive (1d3), Tiny (1d4), Small (1d6), Medium (1d8), Large (2d6), Huge (2d8), Gargantuan (4d6), and Colossal (4d8).

Special Attacks: Retains none of the Special Attacks of the Base Creature, and gains Energy Drain, Create Spawn, and Terror (plus 1 more from the following list). Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

Energy Drain (Su): Each time an opponent is hit by the Legendary Specters incorporeal touch attack it must make a Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Legendary Specter gains 5 temporary hit points.

Create Spawn (Su): Any living being killed by the Legendary Specter rises as a Specter under it's control within 1d4 days (assuming the victim qualifies for the Spectral Creature template).

Terror (Su): Any living creature within 60 ft. of the Legendary Specter that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Specters within 24 hours.

Hellish Scream (Su): The Legendary Specter may scream, causing all living opponents within 100 ft to become Panicked for 8 rounds plus a number of rounds equal to the Legendary Specters Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Shaken for a number of rounds equal to the Legendary Specters Charisma modifier instead (but is immune to further effects from this Legendary Specters Hellish Scream for 24 hours).

Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body the specter may use it's touch attack on the victim without needing a to hit roll.

Deadly Curse (Su): The specter may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending the specters existence without permanently getting rid of it) a Legendary Specter is automatically subjected to this ability and receives no Save.


Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness (plus one from the following list).

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100 ft. of a Legendary Specter, and Panic if forced to do so (they remain Panicked so long as the Legendary Specter is within Range).

Lifesense (Su): Legendary Specters may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Sunlight Powerlessness: Legendary Specters are powerless in natural sunlight and can only take a single move or attack action while in it. They will not willingly enter sunlight, and flee from it given the chance.

Deathly Power (Ex): The Save DC's of all the Specters special attacks are +1. If it has spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Legendary Specter gains Spell Resistance equal to 11 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Legendary Specter gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

Saves: Unchanged, except for changes due to the new stats.

Abilities: +8 Dex, +4 Int, +4 Wis, +8 Cha. Legendary Specters have no Strength or Constitution score.

Skills: Legendary Specter gains a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any, usually same as base Creature

Organization: Solitary

Challenge Rating: +5

Treasure: Unchanged.

Alignment: As Base Creature, but if it is not already Evil it becomes so.

Advancement: As Base Creature.

Level Adjustment: +9

"There used to be a Giant in the rocks up in the mountains in the old days.  An outcast, hated even by his own kind.  We called him the Gray Man.  Lost a lot of people to him too.  He never did raid for food or possessions, always just to kill.  We called for help from Noble after Noble to put him down and they all failed.

Eventually the King decided the Giant was an embarrassment, and possibly a threat to his sovereignty.  He sent his son, a great Knight, with a small army here.  They fought and killed the Giant after a long battle.  We feasted for days. 

The feasts were cut short when the Giant came back.  But different this time.  Like some kind of pale gray mist he was.  Not substantial.  Instead of pounding us from afar with boulders he openly walked into town, killing people with a touch.  After murdering the Kings son he set to destroying the rest of us.

A few of us escaped.  We've been trying to figure out what happened for years.  And how to reverse it.  Lucky for us he keeps to the rocks up there now.  We've had mages scrying the place to learn what they can.  My only hope is these priests with us are as good as they say.  I'm hoping prayer can put down what our swords didn't."

The Gray Man (Stone Giant/Barbarian 7/Legendary Specter)
                      Large Undead
Hit Dice:             21d12 (252 hp)
Initiative:           +6
Speed:                50 ft. (8 squares), Fly 80 ft. (Perfect)
Armor Class:          26 (-1 Size, +6 Dex, +11 Deflection), touch 26, flat-footed 20
Armor Class:          24 (-1 Size, -2 Rage, +6 Dex, +11 Deflection), touch 24, flat-footed 18
Base Attack/Grapple:  +17/+29 (+31 Raging)
Attack:               Slam +22 melee touch (2d6 negative energy damage plus Energy Drain)
Full Attack:          2 Slams +22 melee touch (2d6 negative energy damage plus Energy Drain)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Energy Drain, Create Spawn, Terror, Hellish Scream, Rage 2/day
Special Qualities:    Dark Vision 60 ft., Low Light Vision, Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Unnatural Vitality, Fast Movement, Illiteracy, Uncanny Dodge, Improved Uncanny Dodge, DR 1/-, Trap Sense +2
Saves:                Fort +14, Ref +12, Will +9 (+11 Raging)
Abilities:            Str -, Dex 23, Con -, Int 14, Wis 16, Cha 19
Skills:               Climb +21, Hide +18 (+26 in rocky terrain), Jump +21, Listen +21, Move Silently +14, Search +10, Spot +20, Survival +15
Feats:                Ability Focus (Terror)(B), Combat Reflexes, Instantaneous Rage, Intimidating Rage, Iron Will, Mad Foam Rager, Point Blank Shot, Power Attack, Precise Shot
Challenge Rating:     20
Treasure:             Standard
Alignment:            Neutral Evil
Level Adjustment:     ---

The Gray Man appears as a spectral Stone Giant covered in wounds. 

Energy Drain (Su):  Each time an opponent is hit by the Gray Man's incorporeal touch attack it must make a DC 24 Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Gray Man gains 5 temporary hit points.

Create Spawn (Su):  Any living being killed by the Gray Man rises as a Specter under it's control within 1d4 days (assuming the victim qualifies for the Spectral Creature template).

Terror (Su):  Any living creature within 60 ft. of the Gray Man that can see it must make a DC 26 Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Hellish Scream (Su):  The Gray Man may scream, causing all living opponents within 100 ft become Panicked for 12 rounds unless they make a DC 24 Will Save. If the opponent Saves successfully he is Shaken for 4 rounds  instead (but is immune to further effects from this Legendary Specter's Hellish Scream for 24 hours).

Unnatural Aura (Su):  Animals will not come within 100 ft. of the Gray Man, and Panic if forced to do so (they remain Panicked so long as the Gray Man is within Range).

Lifesense (Su):  The Gray Man may automatically sense Living creatures within 100 ft. as thought they had Blindsight. It also automatically knows the strength of their life force as if it had cast Deathwatch.

Unnatural Vitality (Ex):  The Gray Man gains Maximum hit points per hit die.

Sunlight Powerlessness:  The Gray Man is powerless in natural sunlight and can only take a single move or attack action while in it. It will not willingly enter sunlight, and flee from it given the chance.

Combat: The Gray Man relies on Terror and it's Hellish Scream to destabilize opposition before charging in with it's touch.

« Last Edit: September 26, 2023, 10:55:08 PM by bhu »

Offline bhu

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Re: Legends
« Reply #3 on: November 11, 2011, 03:21:29 AM »
LEGENDARY WRAITH

Legendary Wraith is an Acquired Template that can be applied to any Humanoid. The Base Creature must also have a minimum CR of 15.  They are men and women of exceptional evil (and power), who hold onto unlife through sheer force of will.

Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Base Creature gains a Fly Speed of 80 ft. (Perfect) unless it already has better.

Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher) +3.  For example if their Charisma Bonus is +5, they have a Deflection Bonus to AC of +8. (Unless it somehow already has a higher Deflection Bonus to AC).

Attacks: A Legendary Wraith retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

Damage: If the Base Creature has multiple natural attacks they are now incorporeal touch attacks doing negative energy damage instead of physical damage. Otherwise it gains an Incorporeal touch attack whose damage is based on it's size:  Diminutive (1 point), Tiny (1d2), Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), Colossal (2d8).

Special Attacks: Retains none of the Special Attacks of the Base Creature, and gains Constitution Drain, Create Spawn, and Terrifying Appearance, plus one from the following list. Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

Constitution Drain (Su): Any living being struck by the Legendary Wraiths touch attack also takes Constitution damage. Constitution Damage depends on the Legendary Wraiths size: Fine (-), Diminutive (1 point), Tiny (1d2), Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), and Colossal (2d8).

Terrifying Appearance (Su): Any living being within 60 ft. of the Legendary Wraith must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Legendary Wraiths Terrifying Appearance for 24 hours.

Create Spawn (Su): Any living being killed by the Legendary Wraith rises as a Wraith under it's control within 1d4 days (assuming the victim qualifies for the Wraith template).

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Wraiths within 24 hours.

Necromantic Weapon (Su): In life the Legendary Wraith wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Wraith and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon that is a touch attack. It criticals on a 20 doing x3 damage. It also does the Wraiths normal Constitution damage.  This is always a melee weapon.

Hellish Scream (Su): The Legendary Wraith may scream, causing all living opponents within 100 ft to become Panicked for 8 rounds plus a number of rounds equal to the Legendary Wraiths Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Shaken for a number of rounds equal to the Legendary Wraiths Charisma modifier instead (but is immune to further effects from this Legendary Wraiths Hellish Scream for 24 hours).

Deadly Curse (Su): The wraith may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending the wraith's existence without permanently getting rid of it) a Legendary Wraith is automatically subjected to this ability and receives no Save.


Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness (plus 1 other from the following list):

Turn Immunity (Ex): Legendary Wraiths are immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100 ft. of a Legendary Wraith, and Panic if forced to do so (they remain Panicked so long as the Legendary Wraith is within Range).

Lifesense (Su): Legendary Wraiths may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Sunlight Powerlessness: Legendary Wraiths are powerless in natural sunlight and can only take a single move or attack action while in it. They will not willingly enter sunlight, and flee from it given the chance.

Damage Reduction: The Legendary Wraith has Damage Reduction 10/Epic.

Deathly Power (Ex): The Save DC's of all the Wraith's special attacks are +1. If it have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Legendary Wraith gains Spell Resistance equal to 11 plus half its hit Dice plus its Charisma modifier.

Necromantic Armor (Su): The Legendary Wraith wore powerful magic armor in life, and appears to do so now.  It's Deflection Bonus to Armor Class increases by +1 per 5 HD the Wraith has.

Saves: Unchanged, except for changes due to the new stats.

Abilities: +8 Dex, +6 Int, +6 Wis, +6 Cha. Legendary Wraiths have no Strength or Constitution score.

Skills: Legendary Wraiths gain a +8 Racial Bonus on Hide, Listen, Move Silently, Search and Spot checks.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any, usually same as base Creature

Organization: Solitary

Challenge Rating: +5

Treasure: None.

Alignment: Always Lawful Evil.

Advancement: As Base Creature.

Level Adjustment: +9

"Your father?  He was a great man.  Was.  Not a good man, but still the best warrior we had.  He saved us from so many monsters I can't remember them all.  I wish we hadn't run into that Hag.  She cursed your father when he ran her through.  Nothing went right after that.  The crops failed on any land he owned.  The animals in his fields withered and died.  And sometimes they came back when we buried them.  Lots of things that died there came back.  And we put them all down again.  It took a toll on him after a while.  He went mad.  Killed himself one night, and the town buried him on his own land to prevent the curse from spreading.

We should have known better.  He came back like everything else did. But worse.  So much worse.  It's your job now.  Go out into the world and find out what can be done Adolphus.  Come back and kill your father.  For good this time."

The Old Baron (Human male, Fighter 15/Legendary Wraith)
                      Medium Undead
Hit Dice:             15d12 (97 hp)
Initiative:           +5
Speed:                Fly 80 ft. (16 squares), Perfect
Armor Class:          26 (+5 Dex, +11 Deflection), touch 26, flat-footed 21
Base Attack/Grapple:  +15/-
Attack:               Necromantic Sword +24 melee touch (2d6+2 negative energy/x3 plus 1d4 Con Drain) or Touch +20 melee touch (1d4 Con)
Full Attack:          Necromantic Sword +24/+19/+14 melee touch (2d6+2 negative energy/x3 plus Con Drain) or Touch +20 melee touch (1d4 Con)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Constitution Drain, Create Spawn, Terrifying Appearance, Necromantic Weapon
Special Qualities:    Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Necromantic Armor
Saves:                Fort +11, Ref +10, Will +9
Abilities:            Str -, Dex 20, Con -, Int 19, Wis 14, Cha 21
Skills:               Hide +13, Intimidate +23, Knowledge (Local, Nobility)+13, Listen +14, Move Silently +13, Ride +23, Search +13, Sense Motive +11, and Spot +14
Feats:                Weapon Focus (longsword), Weapon Specialization (Longsword), Power Attack, Cleave, Great Cleave, Combat Reflexes, Dodge, Defensive Sweep, Overwhelming Assault, Lunging Strike, Power Critical (Longsword), Combat Expertise, Karmic Strike, Great Fortitude, Iron Will, Empowered Necromantic Weapon (B)
Challenge Rating:     21
Treasure:             None
Alignment:            Lawful Evil
Level Adjustment:   +11

The Baron is the pitch black shadow of an armored knight with glowing eyes and a smoking longsword.

Constitution Drain (Su): Any living being struck by the Baron's touch attack also takes 1d4 Constitution damage.

Terrifying Appearance (Su): Any living being within 60 ft. of the Baron must make a DC 22 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Baron's Terrifying Appearance for 24 hours.

Create Spawn (Su): Any living being killed by the Baron rises as a Wraith under his control within 1d4 days (assuming the victim qualifies for the Wraith template).

Necromantic Weapon (Su): In life the Baron wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Baron and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon that is a touch attack. It criticals on a 20 doing x3 damage. It also does the Barons normal Constitution damage. 

Unnatural Aura (Su): Animals will not come within 100 ft. of The Baron, and Panic if forced to do so (they remain Panicked so long as the Baron is within Range).

Lifesense (Su): The Baron may automatically sense Living creatures within 100 ft. as thought he had Blindsight. He also automatically knows the strength of their life force as if he had cast Deathwatch.

Sunlight Powerlessness: The Baron is powerless in natural sunlight and can only take a single move or attack action while in it. He will not willingly enter sunlight, and flees from it given the chance.

Necromantic Armor (Su): The Baron wore powerful magic armor in life, and still appears to do so. His Deflection Bonus to Armor Class increases by +3.

Combat: The Old Baron usually just charges in swinging.  In death he seems to have abandoned tactics for simple butchery.  Of course he also hasn't fought anyone or thing that could give him trouble.

« Last Edit: September 26, 2023, 11:05:04 PM by bhu »

Offline bhu

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Re: Legends
« Reply #4 on: November 11, 2011, 03:21:50 AM »

LEGENDARY SHADE

Legendary Shade is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, or Monstrous Humanoid. The Base Creature must also have a minimum CR of 15.  Much like other Epic Undead, they are far more powerful versions of regular Shadows.

Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Base Creature gains a Fly Speed of 60 ft. (Perfect) unless it already has better.

Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher) +3.  For example if it has a +5 Charisma Bonus it has a +8 Deflection Bonus to AC. (Unless it somehow already has a higher Deflection bonus).

Attacks: A Legendary Shade retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

Damage: If the Base Creature has multiple natural attacks they are now incorporeal touch attacks doing negative energy damage instead of physical damage. Otherwise it gains an Incorporeal touch attack whose damage is based on the Base Creatures size: Fine (1d2), Diminutive (1d3), Tiny (1d4), Small (1d6), Medium (1d8), Large (2d6), Huge (2d8), Gargantuan (4d6), and Colossal (4d8).

Special Attacks: Retains none of the Special Attacks of the Base Creature, and gains Strength Drain, Create Spawn, and Terrifying Appearance (plus 1 from the following list). Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

Strength Drain (Su): Any living being struck by the Legendary Shades touch attack also takes Strength damage (if it's Strength is reduced to 0 it dies). Strength Damage depends on the Legendary Shades size: Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), and Colossal (4d6). This is a negative energy effect.

Terrifying Appearance (Su): Any living being within 60 ft. of the Legendary Shade must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Legendary Shades Terrifying Appearance for 24 hours.

Create Spawn (Su): Any living being killed by the Legendary Shade rises as a Shadow under it's control within 1d4 days (assuming the victim qualifies for the Umbral Creature template, see Libris Mortis).

Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body the Shade may use it's touch attack at will with no to hit roll.

Deadly Curse (Su): The Shade may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending it's existence without permanently getting rid of it) a Legendary Shade is automatically subjected to this ability and receives no Save.

Calling Darkness (Su): The Legendary Shade can cast Shades once per day as a Supernatural ability.

Shadowrun (Su): You may cast Shadow Walk 3 times per day as a Supernatural ability.

Banish Light (Su): You may cast Blacklight (see Spell Compendium) at will as a Supernatural ability.

Clutching Shadows (Su): You may cast Shadow Binding (see Complete Arcane) at will as a Supernatural ability.

Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness (and 1 more from the following list).

Turn Resistance (Ex): Legendary Shades gain Turn Resistance +4.

Unnatural Aura (Su): Animals will not come within 100 ft. of a Legendary Shade, and Panic if forced to do so (they remain Panicked so long as the legendary Shade is within Range).

Lifesense (Su): Legendary Shades may automatically sense Living creatures within 100 ft. as though they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Deathly Power (Ex): The Save DC's of all the Shades special attacks are +1. If it has spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Legendary Shade gains Spell Resistance equal to 11 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Legendary Shade gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

Saves: Unchanged, except for changes due to the new stats.

Abilities: +8 Dex, +4 Wis, +8 Cha. Legendary Shades have no Strength or Constitution score.

Skills: Legendary Shades gains a +8 Racial Bonus on Hide, and Move Silently checks. It loses these bonuses in bright light.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any, usually same as base Creature

Organization: Solitary

Challenge Rating: +5

Treasure: None.

Alignment: Always Chaotic Evil.

Advancement: As Base Creature.

Level Adjustment: +9

"We used ta have trouble with them Willy Wisps out in the swamps east a' town. Always killin' people. Causin' mischief. Took us hirin' a mage of some kind ta get rid of 'em.

Course now there's somethin' worse out there. A shadow that follows people. Do what I'm doin' young feller. Get the hell out of this place while you can."

The Black Spot (Will O' Wisp/Fighter 7/Legendary Shade)
Small Undead (air)
Hit Dice: 16d12 (104 hp)
Initiative: +17
Speed: Fly 60 ft. (12 squares), perfect
Armor Class: 33 (+1 Size, +13 Dex, +9 Deflection), touch 33, flat-footed 20
Base Attack/Grapple: +13/-
Attack: Blast + 27 melee touch (2d8 negative energy plus 1d4 Str Drain)
Full Attack: Blast + 27 melee touch (2d8 negative energy plus 1d4 Str Drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Strength Drain, Create Spawn, Terrifying Appearance, Possession
Special Qualities: Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Deathly Power, Dark Vision 60 ft., Natural Invisibility, Immunity to Magic
Saves: Fort +8, Ref +18, Will +12
Abilities: Str -, Dex 37, Con -, Int 15, Wis 20, Cha 20
Skills: Bluff +17, Diplomacy +7, Disguise +4 (+6 acting), Hide +17 (+25 in shade), Intimidate +24, Listen +19, Move Silently +5 (+13 in shade), Search +14, Spot +19, Swim +11, Survival +7 (+9 following tracks)
Feats: Alertness, Blindfight, Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Hover, Improved Initiative, Melee Evasion. Mobility, Spring Attack, Weapon Finesse (B), Empowered Ability Damage (B)
Challenge Rating: 20
Treasure: 1/10 Coins, 50% Goods, 50 % Items
Alignment: Chaotic Evil
Level Adjustment: -

The Black Spot appears to be a floating ball of darkness.

Strength Drain (Su): Any living being struck by the Black Spot's  touch attack also takes 1d4 Strength damage (if it's Strength is reduced to 0 it dies). This is a negative energy effect.

Terrifying Appearance (Su): Any living being within 60 ft. of the Black Spot must make a DC 27 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Black Spot's Terrifying Appearance for 24 hours.

Create Spawn (Su): Any living being killed by the Black Spot rises as a Shadow under it's control within 1d4 days (assuming the victim qualifies for the Umbral Creature template).

Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your touch attack at will with no to hit roll. Save DC is 27.

Unnatural Aura (Su): Animals will not come within 100 ft. of the Black Spot, and Panic if forced to do so (they remain Panicked so long as the Black Spot is within Range).

Lifesense (Su): The Black Spot may automatically sense Living creatures within 100' as though it had Blindsight. It also automatically know the strength of their life force as if it had cast Deathwatch.

Deathly Power (Ex): The Save DC's of all the Black Spot's special attacks are +1. If it gains spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Natural Invisibility (Ex): The Black Spot may become invisible (as per the spell) at will as a Free Action.

Immunity to Magic (Ex): The Black Spot is immune to any spell or spell-like ability that allows Spell Resistance except Maze and Magic Missile.

Skills: The Black Spot gains a +8 Racial Bonus on Hide, and Move Silently checks. It loses these bonuses in bright light.

Combat: The Black Spot is pretty similar to a regular Will O Wisp in combat, just much deadlier.

« Last Edit: September 26, 2023, 11:22:45 PM by bhu »

Offline bhu

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Re: Legends
« Reply #5 on: November 11, 2011, 03:22:55 AM »


THE GRAY COMPANY
The Gray Company is an Acquired Template that can be applied to any Giant, Humanoid, or Monstrous Humanoid that has a CR of at least 15.  Once upon a time in the dim past a God whose name has long been forgotten assembled 10,000 of his most ardent worshippers to inform them that he was going to battle with a being of unknown origin and power, and that he might not return to them. In the end the deity lost, not to the being he had bravely opposed, but by the treachery of his fellow Gods, who wiped him from the collective memory of the world (as well as the reason for their deeds). But his servants remembered due to their connection with him. Gathering around their dying master he imparted them with his power, slaying them all, but raising them again in horrible unlife. They would be his vengeance upon the world. He told them to march forth and slay the worshippers of his betrayers, for all Gods needed worshippers to exist. By destroying them his slayers would fade from memory just as he was. They killed everything living in their path, becoming forgotten years after they were led to a portal dispersing them to other planes of existence. The trick only worked so long. They have gathered again on the Ethereal Plane and now cleanse world after world. They can be summoned by magic ritual to take revenge for someone they deem worthy, at the cost of his/her life. He/she gains revenge on those who have wronged him or her, but must join the Gray Company afterwards.  Unfortunately they then go on to wipe out everything in their path. The Gray Company is always at 10,000 members. Should one of them be destroyed, the next opponent they slay that qualifies for the template will join them.

Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's.

Speed: All Base movement rates increase by +20. If the Base Creature has a Fly Speed and the Maneuverability is less than Perfect, it becomes Perfect.  If it has no  Flight speed, it gains one at 60 ft. (Perfect).

Armor Class: Members of the Gray Company lose their Natural Armor Bonus (if any) and gain a Deflection Bonus equal to their former Natural AC Bonus (minimum +16).

Attacks: Attacks are unchanged.

Damage: Physical attacks now do Negative Energy damage instead of physical damage, but the Gray Company must Manifest to use them.

Special Attacks: Keeps all Special Attacks of the base creature, plus gains the following:

Corporeal Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual), except the Gray Company manifests as a physical entity and temporarily loses it's Incorporeal Subtype.  If destroyed temporarily the member fades back to the Ethereal Plane for 24 hours.

Necromantic Weapon (Su): In life the members of the Gray Company wielded a powerful magical weapon, and they do so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon (1d8 damage and considered +1 if Twin weapons). It criticals on a 20 doing x3 damage. It also has one ability from the following list:

1) Reach weapon. It has the Bodyfeeder ability (See page 30 of the Magic Item Compendium). it is also considered a Reach weapon of course.
2) Ranged weapon. It has the Implacable ability (See page 37 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Cursespewing ability (See page 31 of the Magic Item Compendium).
4) Slashing Weapon. It has the Stygian and Vampiric abilities (See page 44-45 of the Magic Item Compendium).
5) Piercing Weapon. It has the Enervating and Souldrinking abilities (See pages 34, 44-45 of the Magic Item Compendium).
6) Blunt Weapon. It has the Profane and Consumptive abilities (See pages 31, 40 of the Magic Item Compendium).
7) Twin Weapons. They have the Defending and Blurstrike abilities (See page 30 of the Magic Item Compendium)

Terrifying Appearance (Su): Any living being within 60 ft. of the Gray Company must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular members Terrifying Appearance for 24 hours.

Godslayer (Su): The Gray Company gets bonuses when fighting anything that has a Deity as a Patron (Clerics and other divine casters), is the servant of a deity (Archons, Angels, etc), or that IS a deity (or an Aspect of such).  When fighting these beings the Gray Company gains a Divine Bonus to all Attack and Damage rolls equal to their Charisma modifier.

Special Qualities: Keeps all Special Qualities of the base creature, plus gains the following:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. The Gray Company cannot be permanently destroyed until all the Gods involved in the betrayal of their creator are destroyed.  Destroyed members are replaced with anyone who petitions the Company for help, or anyone who qualifies for the template who died fighting them.  They can be beaten back temporarily, or sent away, but until the Gods themselves are dead, or interfere to bring about the Company's end, they will never be destroyed.

Immunities (Ex): The Gray Company is Immune to Turn/Rebuke Undead attempts, positive or negative energy damage or effects, and Exalted/Profane/Sacred/Vile damage.  Opponents who have Exalted, Profane, Sacred, or Vile bonuses to not get them against members of the Gray Company.

Unnatural Aura (Su): Animals will not come within 100 ft. of a member of the Gray Company, and Panic if forced to do so (they remain Panicked so long as the member is within Range).

Lifesense (Su): The Gray Company's members may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Invulnerability 10 (Ex): Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities.  For example the Gray Company has Invulnerability 10.  That means it negates the first 10 points of damage from any attack (this includes untyped damage).

Spell Resistance (Ex): The Gray Company gains Spell Resistance equal to 11 plus half its hit Dice plus its Charisma modifier.

Spell-Like Abilities (Sp): 3/Day: Greater Teleport, Plane Shift.  1/Day: Gate

Darkvision 60 ft.

Saves: +3 Racial Bonus to all Saving Throws.

Abilities: +6 Strength, +4 Dex, +4 Wis, and +4 Cha. Members of the Gray Company have no Constitution Score.

Skills: Members of the Gray Company gain a +8 Racial Bonus on Hide, Listen, Move Silently, Search and Spot checks.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any

Organization: The Gray Company has 10,000 members. If it should go below that it will recruit (see above).

Challenge Rating: +5

Treasure: None

Alignment: Always Neutral.

Advancement: As Base Creature.

Level Adjustment: ---

Example of creature using template here:

                      Jerusalem (15th Level Neutral Male Human Fighter/member of the Gray Company)
                      Medium Undead (Incorporeal)
Hit Dice:             15d12 (97 hp)
Initiative:           +8
Speed:                50 ft. (10 squares)
Armor Class:          30 (+4 Dex, +16 Deflection), touch 30, flat-footed 30
Base Attack/Grapple:  +15/+21
Attack:               Necromantic Scimitar +25 melee (2d6+13/19-20)
Full Attack:          Necromantic Scimitar +25/+20/+15 melee (2d6+13/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Corporeal Manifestation, Necromantic Weapon (scimitar), Terrifying Appearance, Godslayer
Special Qualities:    Rejuvenation, Immunities, Unnatural Aura, Lifesense, Invulnerability 10, Spell Resistance 22, Darkvision 60 ft., Spell-Like Abilitiea
Saves:                Fort +14, Ref +14, Will +13
Abilities:            Str 22, Dex 18, Con -, Int 11, Wis 16, Cha 18
Skills:               Climb +18, Hide +12, Intimidate +17, Jump +18, Knowledge (History, Planes, Religion) +2, Listen +11, Move Silently +12, Search +8, Spot +11, Swim +18
Feats:                Adaptable Flanker, Cleave, Combat Reflexes, Danger Sense, Greater Weapon Focus (Scimitar), Greater Weapon Specialization (Scimitar), Great Cleave, Great Fortitude, Improved Critical (Scimitar), Improved Initiative, Iron Will, Lightning Reflexes, Power Critical (Scimitar), Power Attack, Vexing Flanker, Weapon Focus (Scimitar), Weapon Specialization (Scimitar), Empowered Necromantic Weapon (B)
Environment:          Any
Organization:         Solitary
Challenge Rating:     20
Treasure:             None
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     ---

"So it's revenge you want is it? Well, I can't give you revenge on the King and his armies. But...there is something that can. If you're willing to pay the price. Are you willing to lose your soul for revenge? Are you willing to damn the world to an early grave for one selfish moment?  Are you willing to spend all eternity washing world after world in the blood of it's peoples?  If you are willing to pay such a price there are those who will help you..."

Jerusalem is a severe looking man who seems to be covered in a fine gray ash.

Corporeal Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual), except the Gray Company manifests as a physical entity and temporarily loses it's Incorporeal Subtype.  If destroyed temporarily the member fades back to the Ethereal Plane for 24 hours.

Necromantic Weapon (Su): In life members of the Gray Company wielded a powerful magical weapon, and they do so in death as well. This weapon is a physical extension of the ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Jerusalem uses a scimitar that does 2d6 negative energy damage and is considered a +3 weapon. It criticals on a 20 doing x3 damage. It also has the Stygian and Vampiric abilities.

Terrifying Appearance (Su): Any living being within 60' of the Jerusalem must make a DC 21 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to Jerusalems Terrifying Appearance for 24 hours.

Godslayer (Su): Jerusalem gets bonuses when fighting anything that has a Deity as a Patron, is the servant of a deity (Archons, Angels, etc), or that IS a deity (or an Aspect of such).  When fighting these beings the Gray Company gains a +4 Divine Bonus to all Attack and Damage rolls.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. The Gray Company cannot be permanently destroyed until all the Gods involved in the betrayal of their creator are destroyed.  Destroyed members are replaced with anyone who petitions the Company for help, or anyone who qualifies for the template who died fighting them.  They can be beaten back temporarily, or sent away, but until the Gods themselves are dead, or interfere to bring about the Company's end they will never be destroyed.

Immunities (Ex): Jerusalem is Immune to Turn/Rebuke Undead attempts, positive or negative energy damage or effects, and Exalted/Profane/Sacred/Vile damage.  Opponents who have Exalted, Profane, Sacred, or Vile bonuses to not get them against Jerusalem.


Invulnerability 10 (Ex):
Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities.  For example the Gray Company has Invulnerability 10.  That means it negates the first 10 points of damage from any attack (this includes untyped damage).

Unnatural Aura (Su): Animals will not come within 100 ft.of Jerusalem, and Panic if forced to do so (they remain Panicked so long as Jerusalem is within Range).

Lifesense (Su): Jerusalem may automatically sense Living creatures within 100 ft. as though he had Blindsight. He also automatically know the strength of their life force as if he had cast Deathwatch.

Spell-Like Abilities (Sp): 3/Day: Greater Teleport, Plane Shift.  1/Day: Gate

Combat: Jerusalem closes and begins swinging.  Being immortal and nearly invulnerable has made him cocky, and he doesn't always use the best tactics anymore.  It isn't too often something gives him a challenge.

« Last Edit: September 26, 2023, 11:54:47 PM by bhu »

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Re: Legends
« Reply #6 on: November 11, 2011, 03:23:29 AM »

Primordial Ghost
Primordial Ghost is an Acquired Template that can only be applied to a Ghost that has lived long enough to have gotten the Evolved Undead Template at least 12 times. This can be any type of Ghost (Ghost, Ghost Brute, Legendary Ghost, Ghostly Paramour, Ghost of the Deeps, Demoniac Spirit, etc.) so long as the Ghost cannot become Corporeal.  Primordial Ghosts are ghosts of beings who are thousands, perhaps millions of years old. Most of them are of species that have gone extinct. This makes them particularly difficult to get rid of, as no one alive will likely know what they're motivation is. It may require the intervention of a God to permanently destroy a Primordial Ghost if the PC's cannot find a way to look back into time and figure out what is necessary to put it to rest.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: The Primordial Ghost retains all the Special Attacks of the Base Creature, modified as follows:

If the Base Creature has Deadly Gaze or Corrupting Gaze, it gets Withering Gaze instead.
If the base Creature has Corrupting Touch or Hungry Touch it gets Aura of Black Dust instead.
If the Base Creature has Deadly Touch, Draining Touch, or Slavering Doom it gains Smite Soul instead.
If the Base Creature has Bloodcurling Howl, Frightful Moan, or Hellish Scream it gains Howl of Doom instead.
If the Base Creature has Horrific Appearance, Loom, or Terror it gains Walking Nightmare instead.
If the Base Creature has Malevolence or Possession it gains Inhabit Shell instead.
If the Base Creature has Necromantic Weapon it gains Epic Necromantic Weapon instead.
If the Base Creature has Telekinesis or Psychokinesis it gains Totengeist instead.
If the Base Creature has Ghosts Curse, it gains Mark of Doom instead.
If the Base Creature has Numbing Touch it gains Paralytic Aura instead.
If the Base Creature has Slay Memory the ability destroys all of the victims memories, not just the last 24 hours.
If the Base Creature has Charm it gains Aura of Beauty instead.
If the Base Creature has Loving Touch it does 1d3 Negative Levels, and the Ghost may drain up to 5 levels per day.
Any Spell Like or Supernatural Abilities that mimic spells may be used more often. 1/week is now 1/day.  1/day is now 3/day.  More than once per day gets an additional use per day.

Other abilities are otherwise unchanged.

Withering Gaze (Su): Gaze attack, 60 ft., Death, Fortitude Save Partial (opponent takes 3d6 damage instead of dying), Save DC is Charisma based.  Opponents slain by the Withering Gaze become Ghosts in 1d4 rounds.

Aura of Black Dust (Su): Any living creature coming within 30 ft. of the Primordial Ghost begins to die and shrivel away into dust.  It must make a Fortitude Save (Save DC is 10 plus Half Hit Dice plus Charisma Modifier) each round it is within range or die.  If the Save is successful the opponent takes 3d6 damage instead.  If he dies he may not be Raised or Resurrected unless Miracle or Wish is cast first.

Smite Soul (Su): By making a touch attack the Primordial Ghost can force it's opponent to make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or die as his soul is sundered from his body.  The opponent immediately gains the Legendary Specter Template (Spectral Creature Template if it fails to qualify), and awakens in 1d4 rounds.

Howl of Doom (Su): When the Primordial Ghost howls every living being within 120 ft. must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or become Paralyzed for 2d6 rounds, and Frightened for 2d6 rounds after.  If the Save is successful the opponent is Frighted for 1d4 rounds, and Shaken for 24 hours.  If the opponent rolls a natural 1 on his Save, he dies instantly and rises as a Ghost the next day.

Walking Nightmare (Su): Any living creature within 120 ft. of the Primordial Ghost must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or take 2d4 temporary Strength, Dexterity, and Constitution Damage.  If the Save is successful the opponent is immune to this Primordial Ghosts Walking Nightmare Ability for 24 hours.

Inhabit Shell (Su): This is identical to the Possession ability, but when the ghost successfully possess a victim, their soul is displaced effectively killing them.  They go to the afterlife and the ghost can inhabit the body as long as it wishes, as the body is now effectively a Zombie.

Epic Necromantic Weapon (Su): In life the Primordial Ghost wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 3d6 negative energy damage and is considered a +5 weapon (2d6 damage and considered +2 if Twin weapons). It criticals on a 19-20 doing x3 damage. It also has one ability from the following list:

1) Reach weapon. It has the Bodyfeeder and Bloodfeeding abilities (See pages 29-30 of the Magic Item Compendium). It is also considered a Reach weapon of course.
2) Ranged weapon. It has the Implacable and Maiming abilities (See pages 37-38 of the Magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Cursespewing and Paralyzing abilities (See pages 31 and 39 of the Magic Item Compendium).
4) Slashing Weapon. It has the Bloodfeeding, Stygian and Vampiric abilities (See page 29 and 44-45 of the Magic Item Compendium).
5) Piercing Weapon. It has the Enervating, Soulbreaker, and Souldrinking abilities (See pages 34 and 44-45 of the Magic Item Compendium).
6) Blunt Weapon. It has the Profane, Profane Burst, and Consumptive abilities (See pages 31, 40 of the Magic Item Compendium).
7) Twin Weapons. They have the Defending, Defensive Surge, and Blurstrike abilities (See pages 27 and 30 of the Magic Item Compendium).

Mark of Doom (Su): The ghost may cast Greater Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending it's existence without permanently getting rid of it) a Primordial Ghost is automatically subjected to this ability and receives no Save.

Totengeist (Su): The ghost may use Telekinesis at will, with a few changes.  When using the Sustained Force or Violent Thrust options, maximum weight is 75 pounds per caster level.  When using the Combat Maneuver it gains a +4 Bonus to the opposed roll.

Paralytic Aura (Su): Any living creature approaching within 30 ft. of the Primordial Ghost must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be paralyzed for 2d6 rounds.

Aura of Beauty (Su): Any creature within 60 ft. of the Primordial Ghost who looks at it must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be permanently Charmed as per the Charm Monster spell.

Special Qualities: The Primordial Ghost retains all the Special Qualities of the base Creature, modified as follows:

If the Base Creature has Turn Resistance it gains Turn Immunity instead.
If the Base Creature has Unnatural Aura or Lifesense the ranges are doubled.
If the Base Creature has Damage Reduction it becomes DR 20/Epic (unless it has better).
If the Base Creature has Spell Resistance, it becomes 16 plus 1/2 Hit Dice plus Charisma modifier.
If the Base Creature has Necromantic Armor, increase the Deflection Bonus by another +5.
If the Base Creature has Protective Charm, the Bonus is +4 instead.
Other Special Qualities are unchanged.

Saves: Unchanged.

Abilities: Unchanged.

Skills: Unchanged

Feats: The Primordial Ghost gains 3 Ghost Feats as Bonus feats.

Environment: Any

Organization: Solitary (usually Unique)

Challenge Rating: +2

Treasure: Unchanged

Alignment: Unchanged if it is evil, otherwise it becomes evil

Advancement: As Base Creature

Level Adjustment:  ---

Example of creature using template here:


It is rare for anyone to go into the Red Valley. The plants there are unhealthy looking, and some seem to paw at you if you get too close. All the animals there eat meat. Rest is impossible.  Nowhere is safe.

And then there's the dragon. Scar. Called that because of the scar over his destroyed left eye. You'd always heard it was a dragon anyway. And now you have to find out how to kill it. An outcast member of the tribe fled into the Red Valley after being caught murdering the Chiefs daughter when she refused to be wed to him. That night you heard roars from the valley, along with his screams. The next day a few braver souls ventured into the Valley and saw his corpse shriveling into dust and blowing away on the wind. But not before it looked at them and asked for help.

Since then something comes out of the Valley hunting at night, and more tribesmen have been found dead. The creature they describe isn't a dragon. A huge reptile with small forepaws and enormous jaws. It looks like the paintings in the caves of the Old Ones. Old Ones who were dead before your tribes ancestors existed. An impossibility.

And yet tonight you are tracking it. Or trying to. It's then that the animals run by you, some of them dying on the spot. You hide in a nearby cave and wait for it. It doesn't take long. The thing walks out of the gloom, pale and insubstantial. Like a ghost. The plants die as it touches them, and shrivel into black dust. You smell nothing. It makes no noise. It's like it isn't there. And then it roars. Your ears bleed.

Your tribe cannot fight this. And you know it will not leave until you come out to face it. Better to fall on your own spear than die like the others have.

Scar (Tyrannosaurus Rex, Ghost Brute, Evolved Undead Template x12, Primordial Ghost)
Huge Undead
Hit Dice: 18d12+9 (126 hp)
Initiative: +1
Speed: Fly 30 ft. (6 squares), Perfect
Armor Class: 26 (-2 Size, +1 Dex, +28 Natural), touch 9, flat-footed 25
Armor Class against Non Ethereal: 37 (-2 Size, +1 Dex, +28 Deflection), touch 37, flat-footed 36
Base Attack/Grapple: +13/+30
Attack: Bite +20 melee (2d6+13, only against ethereal opponents)
Full Attack: Bite +20 melee (2d6+13, only against ethereal opponents)
Space/Reach: 15 ft./10 ft.
Special Attacks: Spell Like Abilities, Aura of Black Dust, Howl of Doom
Special Qualities: Fast Healing 3, Manifestation, Rejuvenation, Turn Immunity, SR 40
Saves: Fort +16, Ref +12, Will +8
Abilities: Str 28, Dex 12, Con -, Int 2, Wis 15, Cha 42
Skills: Hide +6, Listen +22, Search +4, Spot +22
Feats: Alertness, Improved Natural Attack (Bite), Run, Toughness x3, Track, Ability Focus (Aura of Black Dust), Extra Special Attack: Howl of Doom (B), Extra Special Quality: Spell Resistance (B)
Environment: The Red Valley
Organization: Unique
Challenge Rating: 24
Treasure: None
Alignment: Neutral
Level Adjustment: ---

The Red Valley is avoided by all due to it's most infamous resident: Scar.  A ghostly Tyrannosaur that has haunted the area since time immemorial.  Almost nothing lives in the valley now, and what little roams there is either undead or cursed.

Spell Like Abilities (Sp): Caster Level 18
2/day:Circle of Death (DC 32), Confusion (DC 30), Contagion (DC 30), Greater Invisibility, Haste,
1/day: Creeping Doom, Hold Monster (DC 32)
1/day: Unholy Blight (DC 30)

Aura of Black Dust (Su): Any living creature coming within 30 ft. of Scar begins to die and shrivel away into dust.  It must make a DC 35Fortitude Save each round it is within range or die.  If the Save is successful the opponent takes 3d6 damage instead.  if he dies he may not be Raised or Resurrected unless Miracle or Wish is cast first.

Howl of Doom (Su): When Scar howls every living being within 120 ft. must make a DC 35Willpower Save or become Paralyzed for 2d6 rounds, and Frightened for 2d6 rounds after.  If the Save is successful the opponent is Frighted for 1d4 rounds, and Shaken for 24 hours.  If the opponent rolls a natural 1 on his Save, he dies instantly and rises as a Ghost the next day.

Manifestation (Su): Same as the Ghost Ability listed in the MM).

Rejuvenation (Su): In most cases, it’s difficult to destroy a primordial ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A primordial ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a primordial ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.  Not that there will be any mortal being that knows this, unless they can see into the dim past.  Without divine intervention, you may need to reduce it to -10 hit points and cast an Epic Spell of some sort.

Combat: Scar generally howls, and then lets his aura do it's work while closing in.


« Last Edit: September 27, 2023, 12:11:57 AM by bhu »

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Re: Legends
« Reply #7 on: November 11, 2011, 04:01:35 AM »
The Black Eye
Gargantuan Aberration
Hit Dice:  36d8+288 (450 hp)
Initiative:  +7
Speed:  10 ft. (2 squares), Fly 30 ft. (good), Swim 50 ft.
Armor Class:  26 (-4 Size, -1 Dex, +21 Natural), touch 5, flat-footed 26
Base Attack/Grapple:  +27/+52
Attack:  Eye Rays +22 ranged touch and 1 Tentacle +37 melee (2d6+13)
Full Attack:  Eye Rays +22 ranged touch, 10 Tentacles +37 melee (2d6+13), and 1 Bite +34 melee (3d6+6)
Space/Reach:  20 ft./15 ft. (tentacles 30 ft)
Special Attacks:  Baleful Flash, Constrict 3d8+13, Eye Rays, Improved Grab, Persistent Image
Special Qualities:  All-Around Vision, Dark Vision 60 ft., Flight, Damage Reduction 15/-, Black Skin
Saves:  Fort +22, Ref +11, Will +26
Abilities:  Str 36, Dex 8, Con 26, Int 12, Wis 18, Cha 24
Skills:  Hide +8 (+28 at night), Listen +35, Search +35, Spot +39, Survival +12 (+14 following tracks)
Feats:  Ability Focus (Baleful Flash), Alertness, Fling Enemy*, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Iron Will, Large and In Charge, Multiattack, Multigrab*, Superior Initiative*, Weapon Focus (Tentacle)
Environment:  Cold Aquatic
Organization:  Unique
Challenge Rating:  18
Treasure:  Double Standard
Alignment:  Neutral Evil
Advancement:  37+ HD
Level Adjustment:  ---

* See Savage Species or Epic Handbook

"I won't risk pirates.  We'll change course and head into the South Ocean.  They won't chase us there."

"But what about the rumors about the South Ocean sir?  About the ships disappearing and the monsters?"

The creature known as the Black Eye began life as a humble Eye of the Deep. Upon being spawned it was jet black with milky pupil less eyes. Instead of the normal claws it had 10 long ropey black tentacles, 2 of which had functional hands. Normally such a mutation would have been killed by its parent, but the Eye was lucky and rivals had determined to take out his progenitor when it was at its weakest. The Eye was the only member of his brood to escape in the chaos. It grew enormous over time, intelligent but still feral. The Eye is now a legend in the ocean it haunts, plaguing the shipping lanes.

Baleful Flash (Su):  Once per round, as a free action the Eye can generate a gigantic flash of light in a 120 ft.cone from its central eye. Opponents in the cone must make a DC 38 Fortitude Save or be Blinded for 3d6 rounds and Stunned for half that duration. A successful save negates the Stun and reduces the blindness to Dazzled. Sightless creatures are immune to this effect. Save DC is Constitution based.

Constrict (Ex):  The Eye deals 3d8+13 damage with a successful Grapple check.

Eye Rays (Su):  The Eye has 2 eye rays with a range of 250 feet, and a Save DC of 35 (Save DC is Charisma based) that it can use once per round as a free action. Caster Level equals the Eye's Hit Dice. The first eye produces a Hold Monster effect (DC 35 Will Save), the second produces a Cone of Cold (DC 35 Reflex Save, only effects target touched by the ray).  Save DC's are Charisma based.

Improved Grab (Ex):  If the Eye hits with a tentacle attack it can attempt a Grapple as a free action without provoking an attack of opportunity. If it wins the grapple check it may constrict.

Persistent Image (Sp):  As a standard action the Eye may create a Persistent Image as the spell of the same name (caster level equals the Eyes Hit Dice). Willpower Save DC is 22. It cant use the Eye rays in the same round it casts Persistent Image. Save DC is Charisma based.

All-Around Vision (Ex):  The Black Eyes many eyes give it a +4 racial bonus on Spot and Search checks, and it cannot be flanked.

Black Skin (Ex): At night or in dark areas the Black Eye has a +8 Circumstance Bonus to Hide checks, and does not receive a penalty to Hide checks due to Size.

Flight (Ex): The Eyes body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Combat: Initially the Eye will use it's Persistent Image to distract guards on a ships crew at night.  It will then use it's Flash to blind them, and pull them over the side to drown.  It will do this on multiple nights to whittle down the crew it's facing before finally attacking.



The Black Eye

"Harlan I question the wisdom of this."

"But Jim, it will be a feather in our cap if we can prove The Black Eye exists."

A Lone Mutant

"Giant Beholder-kin do not make for fun interviews."

"No worries Jim, I speak their language, and I'm well versed in Beholder-kin diplomacy."


Ironically, It's Eyes Are The Very Opposite of Black

"Harlan, the hill we're standing behind just blinked..."

"And so we meet our old friend Teleportation again..."
« Last Edit: November 26, 2022, 06:25:43 PM by bhu »

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Re: Legends
« Reply #8 on: November 11, 2011, 04:16:51 AM »
The Beast of Blackwater Moors
                      Large Monstrous Humanoid
Hit Dice:             12d8+60 (114 hp)
Initiative:           +4
Speed:                50 ft. (10 squares)
Armor Class:          21 (-1 Size, +12 Natural Armor), touch 9, flat-footed 21
Base Attack/Grapple:  +12/+22
Attack:               Claw +17 melee (1d8+6/19-20)
Full Attack:          2 Claws +17 melee (1d8+6/19-20) and 1 Bite + 12 melee (1d10 +3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Assimilate, Living Juggernaut, Improved Grab, Constrict 2d8+6
Special Qualities:    Darkvision 60 ft., Low Light Vision, Scent, DR 5/Adamantine, Regeneration 5, Ferocity
Saves:                Fort +9, Ref +8, Will +10
Abilities:            Str 22, Dex 10, Con 20, Int 2, Wis 14, Cha 14
Skills:               Climb +12, Hide +2, Intimidate +4, Jump +12, Listen +7, Move Silently +6, Search +1, Spot +7, Survival +7, Swim +7
Feats:                Cleave, Improved Bull Rush, Improved Critical (Claw), Improved Initiative, Power Attack
Environment:          Temperate Marsh or Plains
Organization:         Unique
Challenge Rating:     9
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          13+ HD (Large)
Level Adjustment:     ---

"Did you hear that?"

The Beast of Blackwater Moor is a large hairy anthropoid with a mixture of various features of ape, goat, man, and other animals.  It is said to have clawed hands and feet, fanged teeth with tusks jutting from its mouth, pointed ears, and long horns.  Many dismiss it as simply a rogue minotaur that has escaped an underground maze and ended up on the moors.  Others point out that Minotaurs are very obviously Bull men, and have cloven hooves for feet.  Nor do they occasionally change in appearance.  Some wonder if it's the creation of a dead Mage, a curse gone wrong, or a punishment by the Gods. Thankfully there only seems to be one.

Assimilate (Su): Whenever the Beast of Blackwater Moor eats a creature it gains one Exceptional ability listed under either Special Attacks or Special Qualities for 1 week.  It also temporarily changes appearance based on what this ability is.  For example if it gains a poisonous Bite from eating giant spiders, it may take on a spiderlike face and mandibles. It may only absorb 1 ability at a time, but may switch out at will when it consumes a new opponent.  If the victim has no Exceptional Abilities (or none that the Beast doesn't already possess), it may gain 1 of the following: A move type it doesn't currently have (use the eaten creatures speed), a Secondary Natural Attack it doesn't currently have (modify damage based on Size and Strength), a +4 Resistance Bonus to 1 Saving Throw, a +4 Enhancement Bonus to one Skill, a +2 Enhancement Bonus to 1 Ability Score, or it's Natural Armor Bonus increases by +4.

Living Juggernaut (Ex): The Beast is immune to Feats (such as Large and in Charge) or Class Abilities that would interrupt or prevent its attack when it is Charging.  It is immune to Slow or any similar effect that lowers it's movement when Charging. The Beast does 2d10+6 damage with a successful Charge Attack. Instead of the normal charge modifiers, it's bonus to hit is +4, and it receives no AC penalty.   It does not need to move in a straight line when Charging, but it does still need to move at least 10 ft..

Ferocity (Ex): The Beast may fight normally when at negative hit points.

Improved Grab (Ex): If the Beast hits successfully with a claw attack it may make a Grapple check as a Free Action without provoking an attack of opportunity.  If it succeeds it may Rend the next round.

Constrict (Ex): The Beast does 2d8+6 with a successful Grapple check.

Regeneration (Ex): Fire and acid deal normal damage to The Beast. If the Beast 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: The Beast has a +4 Racial Bonus to Climb, Hide, Jump, Listen, Move Silently, Search, Spot, and Survival checks.

Combat: The Beast charges into the nearest opponent, and begins to tear it to pieces.  It will concentrate on this opponent unless another proves itself to be more of a problem (i.e. does more damage).  If reduced to half or less hit points it will flee and try to hide in the moors.



The Beast of Blackwater Moors
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I are back in Florida!"

Truly, The Gawds Must Be Crazy
"Why are we here Harlan?"

"Looking for a local urban legend."

"And what does this one look like?"

"RAAAAAAAAAAAAAAAAAAAAAAAAAARRR!"

"Like that."


Never Looks The Same Twice

1 hour later

"I can't believe it's still trying to chew it's way through that forcewall."

"Hey, at least we're getting plenty of Cameleon footage."




« Last Edit: September 25, 2022, 05:26:59 PM by bhu »

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Re: Legends
« Reply #9 on: November 11, 2011, 08:29:06 PM »
Atomic Golem
                      Huge Construct
Hit Dice:             45d10 (490 hp)
Initiative:           +5
Speed:                40 ft. (8 squares)
Armor Class:          53 (-2 Size, +45 Natural), touch 8, flat-footed 53
Base Attack/Grapple:  +33/+58
Attack:               Slam +48 melee (4d8+17 plus radiation)
Full Attack:          2 Slams +48 melee (4d8+17 plus radiation)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Radioactive, Atomic Breath, Atomic Smite
Special Qualities:    Spawn of the Atom, Construct Traits, Damage Reduction 15/-, Dark Vision 60', Immunity to Magic, Low Light Vision
Saves:                Fort +20, Ref +20, Will +21
Abilities:            Str 45, Dex 10, Con -, Int -, Wis 12, Cha 1
Skills:               -
Feats:                -
Environment:          Any
Organization:         Solitary (possibly Unique)
Challenge Rating:     22
Treasure:             None
Alignment:            Always Neutral
Advancement:          46-60 HD (Gargantuan), 61-75 HD (Colossal)
Level Adjustment:     ---


"How do we stop that thing Bob?"

"I'm sorry Zeke, I couldn't hear you over the sound of me crapping myself.  Could you repeat that?"

The Atomic Golem is a unique being composed of unknown metals and substances.  it has never been destroyed, but is often imprisoned or somehow sent away (i.e. gated to another plane).  Somehow the damn thing keeps coming back.  It's like a giant, poison Energizer Bunny.  It keeps on going.  The Golem appears to have gone Berserk at some point in it's past and upon awakening or entering a plane it just starts smashing everything in sight.  If it goes for long periods of time with nothing to smash it will go comatose.  What exact circumstances will wake it up are unknown.  The Atomic Golem is a metal figure standing almost 30 feet tall and weighing over 16 tons.  If it can communicate, it does not appear inclined to do so.

Radioactive (Ex): The Atomic Golem is made of radioactive materials.  Anything struck by it's Fists must make a DC 32 Fortitude Save or permanently lose 1d4 Constitution Damage.  Anything grappling or grappled by it must make a DC 32 Fortitude Save or take the same Con damage.  Anything coming within 120' of the Golem must make a DC 32 Fortitude Save the initial round, at 1 minute, and at 10 minutes.  If the opponent fails at 1 round he takes 1d2 permanent Con damage.  If the opponent fails at 1 minute he takes another 1d2 permanent Con damage.  If the opponent fails at 10 minutes it takes 1d4 permanent Constitution damage.  Save DC is Constitution based.  The permanent Con damage can be healed by Greater Restoration or Heal.  Any area in which the Atomic Golem rests for more than 10 minutes (or uses its Atomic Smite/Breath abilities) becomes radioactive itself. This has the following effects: A 30' Radius from where the Golem was resting (or standing when it used its abilities) becomes mildly radioactive for 1d6 centuries. Anything living entering the area must make a DC 12 Fortitude Save or lose 1d4 Con.  It must make this save 1 round after entering, and again each hour it is there.

Atomic Breath (Su): Once per day the Atomic Golem can unleash a blast of Radiation.  This is a 70' Cone.  Anything in it's area of effect must make a DC 32 Fortitude Save or permanently lose 1d6 Constitution.  Save DC is Constitution Based. Damage may be healed by Greater Restoration or heal.

Atomic Smite (Su): Once per day the Atomic Golem can unleash a devastating charge of radiation through its fist.  The Atomic Smite requires the opponent to make a DC 32 Fortitude Save or permanently lose 2d4 Con instead of 1d4.  The attack also gains a +4 Bonus to hit and damage.

Spawn of the Atom (Ex): Due to it's nature the Atomic Golem has maximum hit points per hit die. It also gains a +5 Racial Bonus to all Saving Throws and Initiative checks.  It is immune to Radiation.  Exposure to Severely Irradiated areas actually grants the Golem Fast Healing 10 as long as it stays there.

Immunity to Magic (Ex): The Atomic Golem is immune to any spell or spell like ability that allows spell resistance. 

Combat:  The Atomic Golem doesn't require much in the way of tactics due to it's radioactivity.  It simply walks towards any opponent and begins flailing at ti with it's fists.  If there are large numbers of opponents it will use it's Atomic Breath, and if one is particularly troublesome it will use it's Atomic Smite.

« Last Edit: February 14, 2021, 07:36:12 PM by bhu »

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Re: Legends
« Reply #10 on: November 11, 2011, 08:50:09 PM »


                      Chicken Lord, Hatchling
                      Small Magical Beast (Evil)
Hit Dice:             3d10+3 (19 hp)
Initiative:           +0
Speed:                20 ft. (4 squares)
Armor Class:          12 (+1 Size, +1 Natural), touch 11, flat-footed 11
Base Attack/Grapple:  +3/-3
Attack:               Peck +2 melee (1d3-2)
Full Attack:          Peck +2 melee (1d3-2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Lord of the Chikins, BAWK!,
Special Qualities:    Spontaneous Awakening,  Low Light Vision, Darkvision 30 ft.
Saves:                Fort +4, Ref +3, Will +2
Abilities:            Str 6, Dex 10, Con 12, Int 12, Wis 12, Cha 12
Skills:               Bluff +3, Concentration +3, Hide +4, Knowledge (Local) +3, Listen +5, Move Silently +3, Search +4, Sense Motive +3, Spot +5
Feats:               Alertness, Weapon Focus (Peck)
Environment:          Warm Plains
Organization:         Solitary
Challenge Rating:     2
Treasure:             None
Alignment:            Neutral Evil
Advancement:          4-5 HD (Small)
Level Adjustment:     ---


 Chicken Lord, Young
                      Medium Magical Beast (Evil)
Hit Dice:             6d10+12 (45 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple:  +6/+6
Attack:               Peck +7 melee (1d4) or Eye Ray +7 Ranged Touch (1d8)
Full Attack:          Peck +7 melee (1d4) or Eye Ray +7 Ranged Touch (1d8)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Lord of the Chikins, BAWK!, Eye Rays
Special Qualities:    Spontaneous Awakening, SR 15, Low Light Vision, Darkvision 60 ft., Damage Reduction 5/Magic, Fast Healing 3
Saves:                Fort +7, Ref +6, Will +4
Abilities:            Str 10, Dex 12, Con 14, Int 14, Wis 14, Cha 14
Skills:               Bluff +4, Concentration +4, Gather Information +4, Hide +3, Intimidate +4, Knowledge (Arcana, Local, Nature) +4, Listen +5, Move Silently +3, Search +4, Sense Motive +4, Spellcraft +5, Spot +5
Feats:               Alertness, Improved Initiative, Weapon Focus (Peck)
Environment:          Warm Plains
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Neutral Evil
Advancement:          7-11 HD (Medium)
Level Adjustment:     ---




 Chicken Lord, Adult
                      Large Magical Beast (Evil)
Hit Dice:             12d10+36 (102 hp)
Initiative:           +5
Speed:                40 ft. (8 squares)
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +12/+18
Attack:               Peck +14 melee (1d6+2) or Eye Ray +12 Ranged Touch (2d6)
Full Attack:          Peck +14 melee (1d6+2) or Eye Ray +12 Ranged Touch (2d6)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Lord of the Chikins, BAWK!, Smite Non-Chikin, Eye Rays
Special Qualities:    Spontaneous Awakening, SR 18,  Low Light Vision, Darkvision 90 ft., Damage Reduction 5/Magic, Fast Healing 5
Saves:                Fort +11, Ref +9, Will +7
Abilities:            Str 14, Dex 12, Con 16, Int 14, Wis 16, Cha 16
Skills:               Bluff +7, Concentration +7, Gather Information +5, Hide +1, Intimidate +5, Knowledge (Arcana, Local, Nature) +5, Listen +7, Move Silently +5, Search +6, Sense Motive +5, Spellcraft +6, Spot +7
Feats:               Alertness, Improved Initiative, Point Blank Shot, Precise Shot, Weapon Focus (Peck)
Environment:          Warm Plains
Organization:         Solitary
Challenge Rating:     7
Treasure:             None
Alignment:            Neutral Evil
Advancement:          13-23 HD (Large)
Level Adjustment:     ---




 Chicken Lord, Mature Adult
                      Huge Magical Beast (Evil)
Hit Dice:             24d10+120 (252 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          24 (-2 Size, +12 Natural, +4 Profane), touch 12, flat-footed 24
Base Attack/Grapple:  +24/+38
Attack:               Peck +29 melee (1d8+6/19-20) or Eye Ray +22 Ranged Touch (3d6)
Full Attack:          Peck +29 melee (1d8+6/19-20) or Eye Ray +22 Ranged Touch (3d6)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Lord of the Chikins, BAWK!, Smite Non-Chikin, Eye Rays
Special Qualities:    Spontaneous Awakening, SR 27, Low Light Vision, Darkvision 120 ft., Damage Reduction 10/Magic, Fast Healing 5
Saves:                Fort +19, Ref +14, Will +12
Abilities:             Str 22, Dex 10, Con 20, Int 16, Wis 18, Cha 18
Skills:               Bluff +15, Concentration +15, Gather Information +15, Hide +1, Intimidate +15, Knowledge (Arcana, Local, Nature) +12, Listen +15, Move Silently +9, Search +14, Sense Motive +15, Spellcraft +12, Spot +15
Feats:               Alertness, Blind-Fight, Combat Reflexes, Improved Critical (Peck), Improved Initiative, Point Blank Shot, Power Critical (Peck), Precise Shot, Weapon Focus (Peck)
Environment:          Warm Plains
Organization:         Solitary
Challenge Rating:     16
Treasure:             None
Alignment:            Neutral Evil
Advancement:          25-47 HD (Huge)
Level Adjustment:     ---




 Chicken Lord, Lord
                      Gargantuan Magical Beast (Evil)
Hit Dice:             48d10+336 (600 hp)
Initiative:           +3
Speed:                40 ft. (8 squares)
Armor Class:          28 (-4 Size, -1 Dex, +18 Natural, +5 Profane), touch 5, flat-footed 28
Base Attack/Grapple:  +48/+70
Attack:               Peck +55 melee (2d6+10/19-20) or Eye Ray +43 Ranged Touch (4d6)
Full Attack:          Peck +55 melee (2d6+10/19-20) or Eye Ray +43 Ranged Touch (4d6)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Lord of the Chikins, BAWK!, Smite Non-Chikin, Eye Rays
Special Qualities:    Spontaneous Awakening, SR 35, Low Light Vision, Darkvision 240 ft., Damage Reduction 15/Magic, Regeneration 5
Saves:                Fort +36, Ref +25, Will +23
Abilities:            Str 30, Dex 8, Con 24, Int 18, Wis 20, Cha 20
Skills:               Bluff +25, Concentration +27, Gather Information +25, Hide +14, Intimidate +44, Knowledge (Arcana, Local, Nature) +25, Listen +25, Move Silently +18, Search +25, Sense Motive +25, Spellcraft +25, Spot +25
Feats:               Alertness, Blind-Fight, Cleave, Combat Reflexes, Devastating Critical (Peck), Epic Fortitude, Epic Will, Great Cleave, Improved Critical (Peck), Improved Initiative, Overwhelming Critical (Peck), Point Blank Shot, Power Attack, Power Critical (Peck), Precise Shot, Spellcasting Harrier, Weapon Focus (Peck) *
Environment:          Warm Plains
Organization:         Solitary
Challenge Rating:     24
Treasure:             None
Alignment:            Neutral Evil
Advancement:          49+ HD (Gargantuan)
Level Adjustment:     ---

*Power Critical is from Complete Warrior.  Other Feats not in the PHB are from the Draconomicon.


"Jeb...the chikins is revolting!"

"You need ta clean them cages more oftin Abner."

"No, goddangit!! I mean they're formin' a mob!"

"MAW!! Maw git me mah mob wallopin' 2 by 4!"


Every so often a demonic lord of evil is born to a humble chicken.  Upon his hatching the sky darkens.  The earth trembles.  Cows spontaneously burst into flame.  And all the chickens awaken to sapience and become evil.  Evil birds hellbent on the murders of poor, innocent farmers.  The newly born Chicken Lord must be killed quickly before it's powers get out of hand.  Within 20 days it will have progressed from a Hatchling to a young Chicken Lord.  At this point the range of their powers increase, and they can use their eye rays.  Pretty much ensuring the ambush of the local farmer.  In another 30 days they'll be a young adult, and they can change the local peasants into chickens under their control.  By this time they may have taken over the local village.  In 30 more days they will be a Mature Adult, and will only be stoppable by strong heroes.  If they can avoid death for another year they become a full blown Chicken Lord.  At this point stopping them is very difficult, and the world may all become chickens.  Chicken Lords appear to be normal roosters, and can speak and understand Common, and Sylvan.  Despite the description they are not actually demons.  Nor does anyone know why they happen, or why they are hellbent on ruling the world.  Common rumor has it that they are how the Gods screw with people.

BAWK! (Su): As a Standard Action a Chicken Lord may crow loudly once every 1d4 rounds.  The exact effects depend on age.  The Radius of effect is 10 ft. for a Hatchling, 30 ft. for Young, 60 ft. for Adult, 120 ft. for Mature Adult, and 240 ft. for Lord.  In all cases any opponent in Range must make a Fortitude Save (DC 12 for Hatchling, DC 15 for Young, DC 19 Adult, DC 27 Mature Adult, DC 40 Lord, Save DC is Constitution Based) or be Deafened permanently.  They must also make a Willpower Save (DC 12 for Hatchling, DC 15 for Young, DC 19 Adult, DC 26 Mature Adult, DC 39 Lord, Save DC is Charisma Based) or be Frightened for 1d4 rounds (1d6 rounds as a Young Chicken Lord, 2d6 rounds once it is Adult or older). A creature that successfully saves cannot be affected again by the same Chicken Lord’s scare ability for 24 hours. The shriek does not affect other Chickens or Chicken Lord's. This is a supernatural, sonic mind-affecting fear effect.   All opponents also take some amount of Sonic Damage (1d6 Hatchling, 2d6 Young, 4d6 Adult, 8d6 Mature Adult, 16d6 Lord) if they are in the Area of Effect.  They get a Reflex Save (DC 12 for Hatchling, DC 15 for Young, DC 19 Adult, DC 26 Mature Adult, DC 39 Lord, Save DC is Charisma Based) for half damage.  The BAWK! can be heard for miles.

Smite Non-Chikin (Sp): The Chicken Lord may cast Baleful Polymorph 5 times per day as a Spell-Like Ability (DC 19 Adult, DC 26 Mature Adult, DC 39 Lord, Caster Level is equal to Hit Dice), but it only works on non-chickens, and only turns them into chickens.  It does not gain this ability until it becomes an adult.  Once a chicken, the victim of this ability immediately becomes vulnerable to Lord of the Chikins.

Eye Rays (Su): Once it gets to Young age a Chicken Lord can shoot rays of Force from their eyes as a Ranged Touch Attack (this is considered a Ray Attack, see Aiming a Spell PHB page 175). Range is 50 ft. for Young, 100 ft. for Adult, 150 ft. for Mature Adult, and 250 ft. for Lord.

Lord of the Chikins (Su):  Chicken Lord can telepathically communicate and have absolute mental control (as per Dominate Monster, Caster Level is equal to Hit Dice) over all Chickens within a certain radius of themselves (Hatchling: 20 ft., Young: 100 ft.,  Adult: 500 ft., Mature Adult: 1000 ft., Lord: 1 mile).

Spontaneous Awakening (Su): When a Chicken Lord hatches all chickens within 100 feet spontaneously Awaken (as per the spell), as do any chickens that come within range of the Chicken Lords 'Lord of the Chikins' power.  They also become Neutral Evil.

Combat: Chicken Lords generally just hide until they have their eye rays (and even then they hide against larger foes).  Generally they try to fight from range until they get older.  Then they just blast away with their Smite ability until all their foes are chickens, and therefore their subjects.











Chicken Lord
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I are still in Florida, this time investigating rumors of a possessed chicken."

One Chicken To Rule Them All
"This is a new low..."

"Hey, we may as well check it out while we're here."

"How does one tell if a chicken is possessed?"

BAWK!

"There's a sign..."


Can Quickly Take Over Small Villages

"Do you notice how the other chickens are staring at us..."

"Might be tie we teleport out again..."

"Most of us are killers for hire.  Hot dresses are expensive dresses.  Except my cousin Bedelia.  She settled down, had 14 half mimic kids.  Her husband is still clueless."


« Last Edit: September 27, 2022, 12:16:29 AM by bhu »

Offline bhu

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Re: Legends
« Reply #11 on: November 11, 2011, 08:51:30 PM »
The Dire Goldfish
Extra Super Biggie Size Magical Beast
Hit Dice: 400d10+9200 (11400 hp)
Initiative: +3
Speed: Swim 50 ft. (10 squares)
Armor Class: 81 (-16 Size, -1 Dex, +88 Natural), touch 0, flat-footed 81
Base Attack/Grapple: +404/+470
Attack: Nibble +423 melee (4d6+72/19-20)
Full Attack: Nibble +423 melee (4d6+72/19-20)
Space/Reach: 200 ft./150 ft.
Special Attacks: Unsettling Presence, Plow
Special Qualities: Dark Vision 60', Low Light Vision, Blindsense, Damage Reduction 60/-
Saves: Fort +228, Ref +207, Will +140
Abilities: Str 80, Dex 8, Con 50, Int 1, Wis 12, Cha 25
Skills: Listen +137, Spot +137, Swim +177
Feats: Alertness, Cleave, Close-Quarters Fighting, Cumbrous Fortitude, Cumbrous Reflexes, Cumbrous Will, Damage Reduction (x20), Danger Sense, Devastating Critical (Nibble), Diehard, Endurance, Epic Fortitude, Epic Prowess (x4), Epic Reflexes, Epic Toughness (x 40), Epic Will, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Nibble), Improved Initiative, Improved Natural Armor (x41), Improved Snatch, Multisnatch, Iron Will, Large and In Charge, Overwhelming Critical (Nibble), Power Attack, Power Critical (Nibble), Shock Trooper, Snatch, Swim-By Attack, Weapon Focus (Nibble)
Environment: Elemental Plane of Water
Organization: Unique
Challenge Rating: not applicable
Treasure: None
Alignment: Always Neutral
Advancement: 401+ HD (Extra Collosal)
Level Adjustment: ---


"HOLY S___!"

Goldfish collectors know that the larger the bowl you put your goldfish in the bigger it will grow. Someone had the bright idea of taking one to the Plane of Elemental Water to see just how big one could get over time. Bad idea as it turns out.  The Dire Goldfish appears to be effectively Immortal.  It doesn't age, it does eat, but it doesn't appear to need to.

Plow (Ex): The Dire Goldfish rarely cares about smaller life forms and will just swim through them. Effectively it makes it's full movement, and does a Bull Rush against every creature whose square it enters. They also have to make a DC 246 Reflex Save or take 8d8 damage. They take half damage if they save successfully. For purposes of the Plow the Dire Goldfish is 2 Size categories larger than Colossal. Opponents do not gain attacks of opportunity and cannot stop the Goldfishes movement unless they are at least Colossal size.

Unsettling Presence (Ex): Anything within 1 mile of the Dire Goldfish must make a Willpower Save (DC 217) or be Panicked for 2d6 rounds. If they succeed they are instead Frightened for 2d6 rounds. Save DC is Charisma based.

Immortal (Ex): The Dire Goldfish doesn't need to eat, sleep, breathe, and doesn't age.  It is immune to sleep/aging/death effects, disease, poison, mind affecting effects (including Fear and Morale).

Combat: The Dire Goldfish rarely initiates combat unless it is really hungry. At which point it just nibbles away on whatever's biggest and closest. Make sure your faster than other members of the party and it's all good.
« Last Edit: February 14, 2021, 07:37:46 PM by bhu »

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Re: Legends
« Reply #12 on: November 11, 2011, 09:28:11 PM »
GAK, SPAAAAAAAAAAAAACE CHIIIIIIIIIIIIIIIIIIIIICKEEEEEEEEEEEEENNNNNNNN
                      Colossal+ Outsider
Hit Dice:             70d8+1260 (1575 hp)
Initiative:           +4
Speed:                60 ft. (12 squares), Fly 240 ft. (Clumsy)
Armor Class:          56 (-8 Size, +4 Dex, +30 Natural, +20 Deflection), touch 26, flat-footed 52
Base Attack/Grapple:  +70/+104
Attack:               Peck +81 melee (12d6+18/19-20)
Full Attack:          1 Peck +81 melee (12d6+18/19-20) and 2 Scratches +75 melee (8d6+9)
Space/Reach:          40 ft./40 ft.
Special Attacks:      Planetfall, Nonstop Squawking, Trample (4d12+24), Frightful Presence, Ultimate Bawk
Special Qualities:    Dark Vision 240 ft., Immunities, SR 41, DR 40/Epic, Fast Healing 20, Energy Resistance 25 (Acid, Electricity, Sonic)
Saves:                Fort +59, Ref +41, Will +44
Abilities:            Str 46, Dex 18, Con 46, Int 5, Wis 24, Cha 35
Skills:               Climb +57, Intimidate +51, Jump +57, Knowledge (Geography, Wildspace*) +26, Listen +36, Search +36, Spot +37, Survival +46, Swim +57, Use Magic Device +26
Feats:                Adroit Flyby Attack (Draconomicon), Awesome Blow, Cleave, Combat Reflexes, Devastating Critical (Peck, Epic), Dodge, Epic Fortitude (Epic), Flyby Attack, Great Cleave, Great Flyby Attack (Savage Species), Hover, Improved Bull Rush, Improved Critical (Peck), Improved Flyby Attack (Savage Species), Improved Snatch, Large and in Charge (Draconomicon), Mobility, Multisnatch (Draconomicon), Overwhelming Critical (Peck, Epic), Power Attack, Power Critical (Peck, Deities and Demigods), Snatch, Weapon Focus (Peck), Wingover
Environment:          Any
Organization:         Unique
Challenge Rating:     34
Treasure:             Triple Standard
Alignment:            Neutral
Advancement:          71+ HD (Colossal)
Level Adjustment:     ---

* see Spelljammer.org

"Bert...Bert a giant meteor crushed that town over yonder!"

"You woke me up for that?

"Well it ain't every night a giant space rock destroys a city.  What if there are more?  Wait...is it movin'?"

"Go back to sleep Abner."

"BAWK! BAWK BAWK BAWK BAWK BAAAAAAAAAAAAAWK!"

"Saddle the horse Abner.  Sleep doesn't look like it's waitin' for us tonight..."

The being known as Gak! Spaaaace Chiiiiiiickkkeeeeeeeeeeeennn (insert echo effect here), is an odd being traveling through space visiting planets looking for something.  At least it appears to be that way.  He (everyone calls Gak a him) always makes scratching and nosing about as if looking for something his first priority after he falls from the sky.  Gak appears as a vaguely chickenlike entity with leathery grey hide as opposed to feathers, stubby wings that shouldn't support it's body weight, deely bobber antennae, and an odd crest that runs from the top of it's head down it's back.  It also has huge glowing eyes, and screams and babbles almost nonstop, causing instant hatred in all who encounter it as they pray for it to just shut up.  While Gak appears to be speaking a language, no one has yet deciphered what it is (although no one has used magical means of communicating yet either).

Planetfall (Ex):  When Gak initially visits a planet, he simply falls from the sky doing 40d6 Force damage in a 500 ft. area.  Those in the area get a DC 63 Reflex Save for half damage, Save DC is Con based.

Nonstop Squawking (Ex): Gak never shuts up.  Ever.  As long as he is conscious, so is everything else within the next few miles.  Anything within 120 ft. of Gak must make a DC63 Listen check to hear anything anyone else says, possibly ruining any language dependent effects as you simply cant hear them (Save DC is Con based, and the DC is lowered by -5 for every 10 ft. past the normal 120 ft. range).  Bards must make a Level Check against Gak for their Bardic Music to work.  Anything failing the Save once is permanently Deafened as well.

Ultimate Bawk (Su): Gak unleashes a horrifyingly loud bawk that can be heard over an area of roughly 50 miles.  It may do this once per day.  The Ultimate Bawk does 35d6 Sonic damage in an area of 50 ft.  For every 5 ft. past the initial 50 ft. area damage drops by 1d6, and for every 10 ft. past the Save DC lowers by 5. Opponents in this area can make a DC 57 Fortitude Save (Save DC is Charisma based) for half damage.  Opponents who fail the Save are also permanently deafened.

Trample (Ex): DC 63 Reflex Save for half damage (Save DC is Strength Based).

Frightful Presence (Ex): Any creature who has less Hit Dice than Gak and is within 240 ft. of him when he lands, attacks, or flies overhead must make a DC 57 Willpower Save or be Panicked for 2d6 rounds (Save DC is Charisma based).  If the Save is Successful the opponent is Shaken for the duration of the encounter instead.

Immunities (Ex): Gak is immune to Mind Influencing Effects, poison, sleep effects, paralysis, disease, and ability drain/damage.  He is also immune to Cold, Fire and Falling Damage.

Combat: Gak tends to Bawk before charging.  He is not a genius.



Gak, Space Chicken

"Well something leveled this town..."

"It reeks of strange energies here."

Destroyer of Worlds!

"What could have made this crater?  And where did it go?"

"Well...there were rumors of a giant monster falling from the sky..."


What It Wants Is A Mystery

"Jebus, are we doing another cryptid episode?"

"BAKAW!"

"Maybe..."
« Last Edit: November 26, 2022, 06:29:50 PM by bhu »

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Re: Legends
« Reply #13 on: November 11, 2011, 09:39:50 PM »
Titan Budgie (aka the Dire Peep)
                      Colossal Magical Beast
Hit Dice:             36d10+360 (558 hp)
Initiative:           +0
Speed:                60 ft. (8 squares)
Armor Class:         32 (-8 Size, +30 Natural), touch 2, flat-footed 32
Base Attack/Grapple:  +36/+67
Attack:               Peck +43 melee (8d6+22/19-20)
Full Attack:          2 Pecks +43 melee (8d6+22/19-20)
Space/Reach:          30 ft./30 ft.
Special Attacks:    Trample (8d8+22)
Special Qualities:    Low Light Vision, DR 15/-, SR 30
Saves:                Fort +30, Ref +20, Will +12
Abilities:            Str 40, Dex 10, Con 30, Int 1, Wis 10, Cha 14
Skills:               Listen +13, Search +8, Spot +13
Feats:                Awesome Blow, Cleave, Great Cleave, Greater Mighty Roar, Improved Bull Rush, Improved Critical (Bite), Mighty Roar, Multisnatch, Overwhelming Critical (Bite), Power Attack, Snatch, Stamp, Weapon Focus (Bite)*
Environment:         Warm or Temperate Plains
Organization:         Solitary, Pair, or Flock (3-6)
Challenge Rating:     18
Treasure:             None
Alignment:            Always Neutral
Advancement:         37-72 HD (Colossal)
Level Adjustment:     ---

* All feats not found in the PHB are from Savage Species or the Draconomicon.

"Screw this Bert.  Lets just refund their money."

PEEEEP!!!

Titan Budgies are the unfortunate side effect of a prank at a wizards college.  Superficially they resemble baby chicks, or songbirds who have grown so massive that their wings have atrophied and they can no longer fly.  They spend much of their time pecking about for food or peeping in a surprisingly loud bass voice. Titan Budgies are also notoriously territorial and will crush or run off anything larger than Medium Size class that gets in their domain (medium size critters are for light snacking).  It is highly rumored that the mages responsible died or fled the Plane.  Many locals whose farms the Titan Budgies have uprooted would very desperately like to know the truth of this.  And it's not because they expect to sodomize them with a pitchfork or something cliche.  Really, they swear.

Trample (Ex): DC 41 Reflex Save for Half Damage.

Combat: Titan Budgies normally use their Trample attacks against annoying small critters unless they're feeling hungry.  Then they peck.



Titan Budgie

"So we're looking for some form of infant land dwelling Roc?"

"More or less."

The Big Peep!

"What could possibly interest the office in this?"

"It fits our shows current theme, and they're supposed to be cute.  The audience is a sucker for cute."


Do Not Approach!

"Uh, Harlan...I can see one, and it's not so cue from here..."

[size=8]"PEEEP!"[/size]

"You still have that cube of force right?  Cause I'm out of spells for the day."
« Last Edit: November 27, 2022, 03:45:25 PM by bhu »

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Re: Legends
« Reply #14 on: November 11, 2011, 10:45:31 PM »
EPIC ZOMBIE
Epic Zombie is an Acquired Template that can be added to any living corporeal creature of at least 21 Hit Dice that has a skeletal system. There are few Epic Zombies in the world.  Necromancers love the idea in theory, but they tend to create zombie plagues, and thus quickly drawing unwanted attention.  They make great shock troops for the undead horde though, so expect to keep seeing them.

Size and Type: Size is unchanged, Type changes to Undead.  Subtypes except Alignment or species (such as Goblinoid or Reptilian) are retained.

Hit Dice: All current and Future Hit Dice become d12's.

Speed: Unchanged.

Armor Class: The Epic Zombie gets a Natural Armor Bonus equal to it's Hit Dice, and a Profane Bonus to AC equal to half that amount.  If it's natural armor Bonus to AC already exceeds it's it Dice, it improves by +1 per 5 Hit Dice the base creature has.

Attacks: The Epic Zombies BAB is now equal to it's Hit Dice, if it wasn't already.

Damage: Epic Zombies who have no Natural Attacks gain a Slam Attack whose damage depends on their size, as well as a Secondary Bite attack (damage is the same for both):

Fine: 1 pt.
Diminutive: 1d2
Tiny: 1d3
Small: 1d4
Medium: 1d6
Large: 1d8
Huge: 2d6
Gargantuan: 2d8
Colossal: 4d6

Special Attacks: The Epic Zombie keeps all Special Attack and Class Abilities except Spells and Spell-Like Abilities.  Any Class Ability formerly based on Int or Charisma now gets a +4 Racial Bonus instead.  For example if an ability had a Save DC of 10 + 1/2 HD + Cha Mod, it is now 10 + 1/2 HD +4.  If the ability normally gets you a Bonus of some sort equal to your Int or Cha Mod you now have a +4.  The base creature also gains the following:

Terrifying Appearance (Su): Any living being within 60 ft. of the Epic Zombie must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Epic Zombies Terrifying Appearance for 24 hours.

Infectious Bite (Su): Any creature bitten by the Epic Zombie must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus 4) or contract Mummy Rot.  Unlike normal, if the opponent dies it becomes a Zombie (or an Epic Zombie if it qualifies for this template).

To Me Mah Mindless Companions!(Ex): All Mindless Undead willingly defend the Epic Zombie if they are within 120 ft. of it, and will willingly sacrifice themselves to save it by interposing themselves between it and any enemies.  This does not require any form of Action on the Zombie's part.

Improved Grab (Ex): If the Epic Zombie hits with it's Primary Natural Attack (usually it's Slam) it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Constrict (Ex): If the Epic Zombie has a Primary Natural Attack, it does that damage with a successful Grapple Check.  Otherwise it does  it's normal Slam damage. 

Former Caster (Ex): If the Base Creature had the ability to cast spells, and lost it because of this Template, it gains a Deflection Bonus to Armor Class equal to half it's Hit Dice, and an Enhancement Bonus to all Attack and Damage rolls equal to half it's Hit Dice.  It also increases it's Spell Resistance by +5.

Special Qualities: The Epic Zombie keeps all Special Attack and Class Abilities.  Any Class Ability formerly based on Int or Charisma now gets a +4 Racial Modifier instead.  It also gains the following:

Turn Immunity (Ex): The zombie is Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100 ft. of an Epic Zombie, and Panic if forced to do so (they remain Panicked so long as the Epic Zombie is within Range).

Lifesense (Ex): Epic Zombies may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Spell Resistance (Ex): The Epic Zombie gains Spell Resistance equal to 16 plus half its hit Dice.

Damage Reduction (Ex): Gains Damage Reduction 15/Slashing and Epic.

Regeneration (Ex): Epic Zombies gain Regeneration 5.  Fire does normal damage to an Epic Zombie. 

Unnatural Vitality (Ex): The Epic Zombie gains maximum hit points per hit die.

Negative Energy Aura (Ex): All Undead within 60 ft. of an Epic Zombie gain Turn Immunity.

Saves: Unchanged.

Abilities: -2 Dex.  It has no Int or Con score.  Strength increases by an amount equal to Hit Dice (i.e. if it has 22 Hit Dice it gets +22 Str).  Charisma drops to 1.

Skills: Unlike other  Mindless creatures Epic Zombies retain some skill.  They keep all ranks in the following skills (but cannot add more ranks with further Hit Dice or Levels): Climb, Hide, Jump, Listen, Move Silently, Spot, and Swim.

Feats: Epic Zombies retain all Feats, but do not get more Feats with further Hit Dice or Levels. 

Environment: Any Land or Underground

Organization: Unchanged, usually Solitary

Challenge Rating: +4 (+5 if former Spellcaster)

Treasure: None, but if the Base Creature was wearing or carrying any magical items it still has them (though most likely it can't use them)

Alignment: Always Neutral or Chaotic Evil

Advancement: An Epic Zombie can keep gaining Hit Dice up to double the Base Creatures.  If the Base Creature advances by Class Level the Zombie may possibly advance by Character Levels (see above).

Level Adjustment: ---



Really Dead Bob (CE Male Human, 21st Level Barbarian)
                      Medium Undead.
Hit Dice:             21d12 (252 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          41 (+21 Natural, +10 Profane), touch 20, flat-footed 41
Armor Class (Raging):          39 (-2 Rage, +21 Natural, +10 Profane), touch 18, flat-footed 39
Base Attack/Grapple:  +21/+36
Attack:               Slam +36 melee (1d6+15) or by Weapon +36 melee
Full Attack:          2 Slams +36 melee (1d6+19) and 1 Bite +31 melee (1d6+7) or by Weapon +36/+31/+26/+21 melee and 1 Bite +31 melee (1d6+7)
Attack (Raging):       Slam +40 melee (1d6+19) or by Weapon +40 melee     
Full Attack (Raging):       2 Slams +40 melee (1d6+19) and 1 Bite +35 melee (1d6+9 plus disease) or by Weapon +40 melee and 1 Bite +35 melee (1d6+9 plus disease)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Mighty Rage 8/day, Tireless Rage, Terrifying Appearance (DC 24), Infectious Bite (DC 24), To Me Mah Mindless Companions!, Improved Grab, Constrict (1d6+19)
Special Qualities:    DR 5/-, Trap Sense +7, Indomitable Will, Uncanny Dodge, Improved Uncanny Dodge, Turn Immunity, Unnatural Aura, Lifesense, SR 41, DR 15/Epic and Slashing, Unnatural Vitality,  Regeneration 5, Negative Energy Aura
Saves:                Fort +14, Ref +6, Will +7 (+11 Rage)
Abilities:            Str 41 (49 Rage), Dex 11, Con -, Int -, Wis 12, Cha 1
Skills:               Climb +25, Jump +27, Listen +11, Swim +25
Feats:                Extra Rage, Greater Powerful Charge, Great Fortitude, Improved Initiative, Instantaneous Rage, Mad Foam Rager, Powerful Charge, Reckless Charge (B)
Environment:          Any Land or Underground
Organization:         Solitary
Challenge Rating:     25
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          By Class Levels
Level Adjustment:     ---

"Bert...there's something different about this one..."

"Seein' as he done bit the horses we can't run away.  I'll keep him busy whilst you look fer somethin' to help.

Dead Bob wasn't your average barbarian warrior.  He was called that because he looked like a walking corpse.  Smelled like one too.  No one was sure what was wrong with him, and the Shaman was never able to find any disease or curses.  So Dead Bob made a living pretending to be undead to scare people away from his village.  At least until he met the real thing.  Now he really is Dead Bob.  Not that his new circumstances change much.  He still guards the village, and still spends a lot of time staring blankly into space.  He just bites a bit more often now.  He appears as fairly well preserved corpse of a tall, bearded man covered in tribal tattoos.  Someone of a prankish nature has hung a sign around his neck saying "free hugs".  Sadly, Bob is no longer capable of appreciating the signs humor.

« Last Edit: November 04, 2023, 07:31:13 PM by bhu »

Offline bhu

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Re: Legends
« Reply #15 on: November 11, 2011, 10:47:31 PM »
Epic Skeleton

Epic Skeleton is an Acquired Template that can be added to any living corporeal creature of at least 21 Hit Dice that has a skeletal system.  Due to their less infectious nature, they are preferred to zombies.

Size and Type: Size is unchanged, Type changes to Undead.  Subtypes except Alignment or species (such as Goblinoid or Reptilian) are retained. 

Hit Dice: All current and Future Hit Dice become d12's.

Speed: Unchanged.  Winged skeletons flight is now a Supernatural ability.

Armor Class: The Epic Skeleton gets a Natural Armor Bonus equal to it's Hit Dice. If it's natural armor Bonus to AC already exceeds it's it Dice, it improves by +1 per 5 Hit Dice the base creature has.

Attacks: The Epic Skeleton BAB is now equal to it's Hit Dice, if it wasn't already.

Damage: If the base creature has no Natural Weapons but does have fingers it gains a Claw Attack:
Diminutive or Fine: 1 point
Tiny: 1d2
Small: 1d3
Medium: 1d4
Large: 1d6
Huge: 1d8
Gargantuan: 2d6
Colossal: 2d8

Special Attacks: The Epic Skeleton keeps all Special Attack and Class Abilities except Spells and Spell-Like Abilities.  Any Class Ability formerly based on Int or Charisma now gets a +4 Racial Modifier instead.  For example if an ability had a Save DC of 10 + 1/2 HD + Cha Mod, it is now 10 + 1/2 HD +4.  If the ability normally gets you a Bonus of some sort equal to your Int or Cha Mod you now have a +4.  It also gains the following:

Terrifying Appearance (Su): Any living being within 60 ft. of the Epic Skeleton must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Epic Skeletons Terrifying Appearance for 24 hours.

To Me Mah Mindless Companions!(Ex): All Mindless Undead willingly defend the Epic Skeleton if they are within 120 ft., and will willingly sacrifice themselves to save it by interposing themselves between it and any enemies.  This does not require an Action from the Skeleton.

Improved Grab (Ex): If the Epic Skeleton hits with it's Primary Natural Attack (usually it's Claw) it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Choke (Ex):  The skeleton may Choke opponents with a successful Grapple Check.  This does double it's Claw damage plus double it's Strength Modifier, and if the opponent requires air, it begins to suffocate (See DMG for suffocation rules).

Former Caster (Ex): If the Base Creature had the ability to cast spells, and lost it because of this Template, it gains a Deflection Bonus to Armor Class equal to half it's Hit Dice, and an Enhancement Bonus to all Attack and Damage rolls equal to half it's Hit Dice.  It also increases it's Spell Resistance by +5.

Special Qualities: The Epic Skeleton keeps all Special Attack and Class Abilities.  Any Class Ability formerly based on Int or Charisma now gets a +4 Racial Modifier instead.  It also gains the following:

Turn Immunity (Ex): The skeleton is Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100 ft. of an Epic Skeleton, and Panic if forced to do so (they remain Panicked so long as the Epic Zombie is within Range).

Lifesense (Ex): Epic Skeletons may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Spell Resistance (Ex): The Epic Skeleton gains Spell Resistance equal to 16 plus half its hit Dice.

Damage Reduction (Ex): Gains Damage Reduction 15/Bludgeoning and Epic.

Regeneration (Ex): Epic Skeletons gain Regeneration 5.  Fire does normal damage to an Epic Zombie.

Unnatural Vitality (Ex): The Epic Skeleton gains Maximum hit points per hit die.

Negative Energy Aura (Ex): All Undead within 60 ft. of an Epic Skeleton gain Turn Immunity.

Immunity to Cold damage (Ex)

Uncanny Dodge (Ex):  The skeleton retains it's Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses it's Dexterity bonus to AC if immobilized.

Improved Uncanny Dodge (Ex): The Skeleton  can no longer be flanked.  This defense denies another creature with sneak attack the ability to sneak attack the skeleton by flanking it, unless the attacker has at least four more Hit Dice  than the skeleton does.

Evasion (Ex): If the skeleton makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the skeleton is wearing light armor or no armor. A helpless skeleton does not gain the benefit of evasion.

Improved Evasion (Ex): This ability works like evasion, except that while the skeleton still takes no damage on a successful Reflex saving throw against attacks henceforth it takes only half damage on a failed save. A helpless skeleton does not gain the benefit of improved evasion.

Saves: Unchanged, but will need to be recalculated due to ability score changes.

Abilities: It has no Int or Con score.  Dexterity increases by an amount equal to Hit Dice (i.e. if it has 22 Hit Dice it gets +22 Dex).  Charisma drops to 1.

Skills: Unlike other  Mindless creatures Epic Skeletons retain some skill.  They keep all ranks in the following skills (but cannot add more ranks with further Hit Dice or Levels): Climb, Hide, Jump, Listen, Move Silently, Spot, and Swim.

Feats: Epic Skeletons retain all Feats, but do not get more Feats with further Hit Dice or Levels.  It also gains Improved Initiative if it doesn't have it already (and Superior Initiative if it does).

Environment: Any Land or Underground

Organization: Unchanged, usually Solitary

Challenge Rating: +4 (+5 if former Spellcaster)

Treasure: None, but if the Base Creature was wearing or carrying any magical items it still has them (though most likely it can't use them)

Alignment: Always Neutral or Chaotic Evil

Advancement: An Epic Skeleton can keep gaining Hit Dice up to double the Base Creatures.  If the Base Creature advances by Class Level the Skeleton may possibly advance by Character Levels (see above).

Level Adjustment: ---

"Awfully quick for a dead guy."

Epic Skeletons are rarer than Zombies due to being a bit more fragile, but they're mighty tough suckers to hit.

Example of creature using template here:

                      Dead Tom (CE Male Human, 21st Level Swashbuckler)
                      Medium Undead
Hit Dice:             21d12 (136 hp)
Initiative:           +17
Speed:                30 ft. (6 squares)
Armor Class:          48 (+13 Dex, +4 Dodge, +21 Natural), touch 27, flat-footed 32
Base Attack/Grapple:  +20/+21
Attack:              Claw +33 melee (1d4+5) or by Weapon +33/+28/+23/+18
Full Attack:          2 Claws +33 melee (1d4+5) or by Weapon +33/+28/+23/+18
Space/Reach:          5 ft./5 ft.
Special Attacks:      Terrifying Appearance (DC 24), To Me Mah Mindless Companions!, Improved Grab, Choke (1d4+5), Insightful Strike +4, Acrobatic Charge, Improved Flanking, Wounding Critical
Special Qualities:    Dark Vision 60 ft., undead traits, Turn Immunity, Unnatural Aura, Lifesense, SR 41, DR 15/Bludgeoning and Epic, Regeneration 5, Cold Immunity, Unnatural Vitality, Negative Energy Aura, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Dodge Bonus +4, Lucky, Acrobatic Skill Mastery, Slippery Mind
Saves:                Fort +12, Ref +19, Will +6
Abilities:            Str 13, Dex 37, Con -, Int -, Wis 10, Cha 1
Skills:                Climb +13, Jump +13, Swim +13
Feats:                Adaptable Flanker, Combat Reflexes, Deft Opportunist, Dodge, Mobility, Vexing Flanker, Improved Initiative, Weapon Finesse (B)
Environment:          Any
Organization:         Solitary
Challenge Rating:     25
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          By Class Levels
Level Adjustment:     ---

"So ye want ter know about Tom Cole?  What can I says, but he were a pirate.  Like most of us here, he turned privateer in the Great War.  Also, like most of us, he didn't stop after the war was over.    Made a pretty penny as I recall.  But we all get caught eventually.  Tom was burying some of his gold, so the story goes, when he was come upon by someone.  The stories vary as ter who, but they all agree he was dead after it's over."

"What about the gold?"

"What about it?  No one kills a man and doesn't take his money.  Are you another fool with a map to dead Tom's grave?  HA! There's no gold where that map leads boy.  It's a trap, like all the other maps have been.  Old dead Tom still has some secrets they say, and he lies in wait for those who come looking for them.  There's a hundred different stories about Tom, and none of them probably true.  But they all say the same thing: we all get caught eventually.  Burn that map and go home, if yer knows whats good fer yer."

« Last Edit: November 04, 2023, 07:35:08 PM by bhu »

Offline bhu

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Re: Legends
« Reply #16 on: November 11, 2011, 11:00:08 PM »
Red Super Giant
                      Colossal + Giant (Fire)
Hit Dice:             100d8+2000 (2450 hp)
Initiative:           +8
Speed:                Fly 240 ft. (45 squares), Good
Armor Class:          60 (-16 Size, +50 Natural, +26 Deflection), touch 10, flat-footed 60
Base Attack/Grapple:  +75/+136
Attack:               Slam +105 melee (4d8+45 plus 5d6 fire)
Full Attack:          2 Slams +105 melee (4d8+45 plus 5d6 fire)
Space/Reach:          100' ft./100' ft.
Special Attacks:      Flaming Body, Fiery Blast
Special Qualities:    Low Light Vision, Dark Vision 240', Immunities, Regeneration 40, Fast Healing 40, SR 70, DR 20/-
Saves:                Fort +58, Ref +33, Will +40
Abilities:            Str 100, Dex 10, Con 50, Int 20, Wis 25, Cha 40
Skills:               Bluff +85, Concentration +90, Intimidate +106, Knowledge (Arcane, Nature, Geography, Local) +75, Listen +77, Sense Motive +77, Spot +77
Feats:                Adroit Flyby Attack, Awesome Blow, Cleave, Devastating Critical (Slam), Diehard, Dire Charge, Dodge, Endurance, Epic Endurance, Epic Fortitude, Flyby Attack, Great Cleave, Great Flyby Attack, Great Fortitude, Hover, Improved Bull Rush, Improved Critical (Slam), Improved Flyby Attack, Improved Initiative, Improved Snatch, Large and in Charge, Mobility, Multisnatch, Overwhelming Assault, Overwhelming Critical (Slam), Power Attack, Power Climb, Power Critical (Slam), Power Dive, Shock Trooper, Snatch, Supreme Initiative, Weapon Focus (Slam), Wingover
Environment:          Space
Organization:         Solitary
Challenge Rating:     36
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          101+ HD (Colossal +)
Level Adjustment:  ----

"The prophecies say the world will end in fire.  Who am I to say they're wrong?"

Red Super Giants are large, red flaming giants that spend their nigh well immortal lives flying through space from planet to planet.  They feed on organic ash, and burn the life on worlds the visit to extinction before moving on.  While not expressly evil, they do realize other beings have to die for them to live, and many are quite insane or solipsistic as a result.  They don't seem to have a society, and often as not two of them who meet fight each other to the death over food and territory.

Flaming Body (Ex): Red Super Giants seem to be composed of fire (or are at least permanently on flame).  Anything touching them takes 5d6 fire damage (and their Slams and Grapples also do an additional +4 fire damage).  Non magical weapons or items touching them are instantly destroyed (magical items get a DC 75 Fort Save, Save DC is Charisma Based).  Even if a magic item is not destroyed it is affected as if by a Heat Metal spell (Caster Level is equal to Giant's Hit Dice).  Any square a Red Super Giant enters catches fire, and burns for 3d6 rounds after.

Fiery Blast (Ex): Once every 1d4 rounds the Red Super Giant can unleash a superheated blast of plasma.  It can take the form of an 80' Cone, a 10'x150' Line, or an explosion with a 60' spread, and a 200' range.  It does 40d6 fire damage.  Opponents get a DC 75 Reflex Save for half damage (Save DC is Charisma based). Non magical weapons or items in the area are instantly destroyed (magical items get a DC 75 Fort Save, Save DC is Charisma Based).  Even if a magic item is not destroyed it is affected as if by a Heat Metal spell (Caster Level is equal to Giant's Hit Dice).  Any squares in the blast area immediately catch fire and burn for 3d6 rounds thereafter. 

Immunities (Ex): Red Super Giants are immune to Fire and Cold Damage.  They are immune to sleep and age effects, poison, paralysis, stunning, disease, polymorph, petrification, fatigue, exhaustion, and is not subject to critical hits or flanking. They do not require water or air.

Regeneration (Ex): The Red Super Giants regeneration doesn't work against negative energy damage or against damage taken as a result of a successful Save against a Death Effect such as Finger of Death.

Combat: Given their regeneration, healing, and immunities it's not often a Red Super Giant encounters something that really gives him a fight.  Most simply rely on their flaming body to do enough damage to burn the area with the occasional blast of fire.  Tactics only enter their mind if mages show up or there's some sort of organized resistance.
« Last Edit: November 29, 2011, 04:27:37 AM by bhu »

Offline bhu

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Re: Legends
« Reply #17 on: November 12, 2011, 04:46:02 PM »
Okay this thread is finally open for bidness

Offline radmelon

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Re: Legends
« Reply #18 on: November 17, 2011, 08:25:20 PM »
I was looking at all the incorporeal templates, and I was thinking how mean an epic ghost evolvedx12 primordial ghost tarrasque would be. Probably elder evil territory. :plotting :evillaugh :fu

Offline bhu

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Re: Legends
« Reply #19 on: November 27, 2011, 03:01:27 AM »
Once again it's time to ask thoughts on teh Red SUper Giant.  I need something it's regen is vulnerable to.  SOmething not Cold.