Author Topic: Monster Revisions  (Read 47193 times)

Offline bhu

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Re: Monster Revisions
« Reply #120 on: July 18, 2017, 09:40:35 PM »
Wood Imp (Mystara)
                      Tiny Fey
Hit Dice:             1d6 (3 hp)
Initiative:           +3
Speed:                25 ft. (5 squares)
Armor Class:          15 (+2 Size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple:  +0/-10
Attack:               Bite -1 melee (1d3-2) or Short Bow +3 ranged (1d4 plus poison)
Full Attack:          Bite -1 melee (1d3-2) or Short Bow +3 ranged (1d4 plus poison)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Poison Use, Trapmaking, Spider Companion
Special Qualities:    Low Light Vision
Saves:                Fort +0, Ref +5, Will +3
Abilities:            Str 6, Dex 16, Con 11, Int 8, Wis 12, Cha 10
Skills:               Bluff +2, Craft (Poisonmaking, Trapmaking) +3, Handle Animal +2, Hide +15, Listen +3, Move Silently +9, Ride +9, Spot +3
Feats:                Point Blank Shot, Multishot (B)
Environment:          Temperate Forest
Organization:         Solitary, Group (2-6), Tribe (10-20)
Challenge Rating:     1
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +0

"These are your Evil Minions? Why would't I just use Kobolds?  They make traps, and they have Dragon relatives."

 :(

"Relax Hoofie, old fools don't know what they're talking about."

"Who the Hell are you calling old?"

Wood Imps are green, ugly Fey with sharp teeth and claws.  They have wild brown hair with twigs in their hair.  They wear scraps of bark held together with stolen cloth.  They often ride large spiders out to inspect their traps for slaves.  Imps speak Sylvan and Common.

Poison Use (Ex): Imps are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Trapmaking (Ex): Wood Imps may always Take 20 on Craft (Trapmaking) Checks, and traps cost them half the normal GP cost to make.

Spider Companion (Ex): The Imp has a Small Monstrous Spider as a companion (this works in all ways like the Wild Cohort Feat).

Skills: Wood Imps have a +4 Racial Bonus to Hide and Move Silently Checks.

Combat: Wood Imps like to catch victims in traps before shooting them with poison arrows or having their spider friends assist.
« Last Edit: August 31, 2017, 10:15:54 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #121 on: July 18, 2017, 09:40:55 PM »
Bog Imp (Mystara)
                      Tiny Fey
Hit Dice:             1d6 (3 hp)
Initiative:           +3
Speed:                25 ft. (5 squares), Swim 25 ft.
Armor Class:          15 (+2 Dex, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple:  +0/-10
Attack:               Claw +3 melee (1d3-2) or Blowgun +3 ranged (1d3 plus Poison)
Full Attack:          2 Claws +3 melee (1d3-2) or Blowgun +3 ranged (1d3 plus Poison)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Poison Use, Snares
Special Qualities:    Low Light Vision
Saves:                Fort +0, Ref +5, Will +3
Abilities:            Str 6, Dex 16, Con 11, Int 8, Wis 12, Cha 10
Skills:               Bluff +2, Craft (Poisonmaking, Trapmaking) +3, Handle Animal +2, Hide +15, Listen +3, Move Silently +9, Ride +9, Spot +3, Swim +6
Feats:                Weapon Finesse
Environment:          Any Marsh
Organization:         Solitary, Group (2-6), Tribe (10-20)
Challenge Rating:     1/2
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +0

"Sweet Jebus."

"What you got against Imps lady?"

"Because they keep stealing our goddamn booze!"

Bog Imps are hideous little imps with gnarled, bark=like skin.  Grass-like hair grows down their backs and legs.  They spend their days making snares, and poison for their darts.  This is what they call fun.  Imps speak Sylvan and Common.

Poison Use (Ex):  Imps are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Snares (Sp): Bog Imps can use the Snare spell 3/day.  In addition to it's normal use, an Entangled opponent can be pulled 5 feet per round in any direction with an opposed Str Check (the Str of the Snare is 13 plus the Imps Wisdom Modifier, in this case +1 for a total of 14).

Skills: Bog Imps have a +4 Racial Bonus to Hide and Move Silently Checks.  They also have a +8 Racial Bonus to Swim Checks, and can always Take 10 on Swim Checks.

Combat: Bog Imps refer to hide, peppering victims with poison darts and using their Snares to pull them under water and drown them.
« Last Edit: August 31, 2017, 10:36:30 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #122 on: July 18, 2017, 09:41:34 PM »
Garden Imp (Mystara)
                      Small Fey
Hit Dice:             1d6+1 (4 hp)
Initiative:           +3
Speed:                25 ft. (5 squares)
Armor Class:          14 (+1 Dex, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple:  +0/-5
Attack:               Bite +3 melee (1d3-1)
Full Attack:          Bite +3 melee (1d3-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Summon Swarm, Trapmaking
Special Qualities:    Low Light Vision
Saves:                Fort +1, Ref +5, Will +3
Abilities:            Str 8, Dex 16, Con 12, Int 12, Wis 13, Cha 12
Skills:               Bluff +5, Concentration +3, Craft (Trapmaking) +5, Escape Artist +5, Handle Animal +3, Hide +10, Listen +4, Move Silently +5, Search +3, Sense Motive +3, Spot +4
Feats:                Weapon Finesse
Environment:          Any Forest
Organization:         Solitary
Challenge Rating:     1/2
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +1

"This one doesn't look Evil."

"Jebus yer picky."

"The sign says Evil Minions Convention."

Garden Imps are green Fey that vaguely resemble Elves.  They reside in the ruined gardens of abandoned country estates, and pester visitors with their bee friends.  Imps speak Sylvan and Common.

Summon Swarm (Sp): Garden Imps may cast Summon Swarm at will as a 3rd Level caster.  Unlike normal, the Imp may direct the swarm.

Trapmaking (Ex): Wood Imps may always Take 20 on Craft (Trapmaking) Checks, and traps cost them half the normal GP cost to make.

Combat: Garden Imps hide while using their swarms to trick victims into traps they have set.
« Last Edit: August 31, 2017, 10:18:36 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #123 on: August 17, 2017, 01:02:30 AM »
Ammut (Al-Qadim)
                      Large Outsider (Evil, Native)
Hit Dice:             6d8+30 (57 hp)
Initiative:           +0
Speed:                30 ft. (6 squares), Burrow 10 ft., Swim 30 ft.
Armor Class:          16 (-1 Size, +7 Natural), touch 9, flat-footed 16
Base Attack/Grapple:  +6/+18
Attack:               Bite +13 melee (2d8+8)
Full Attack:          Bite +13 melee (2d8+8) and 2 Claws +8 melee (1d8+4)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Swallow Whole, Roar
Special Qualities:    Darkvision 60 ft., Hold Breath, Scent, Light Sensitivity, Detect Evil, Partially Ethereal
Saves:                Fort +10, Ref +5, Will +7
Abilities:            Str 26, Dex 10, Con 20, Int 10, Wis 14, Cha 14
Skills:               Bluff +6, Hide +5, Intimidate +11, Knowledge (Religion, The Planes) +9, Listen +13, Move Silently +9, Spot +13, Survival +9, Swim +16
Feats:                Alertness, Endurance, Improved Natural Attack (Bite)
Environment:          Underdark
Organization:         Single or Clan (3-6)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          7-9 HD (Large), 10-18 HD (Large)
Level Adjustment:     ---

"Great Googly-Moogly..."

"Howdy.  You got any souls you need eaten?"

"Maybe..."

"Bad Chiffon!  Bad!"

The Ammut are an underground dwelling race of portly humanoids resembling a cross between a crocodile, lioness and hippopotamus in manlike form.  They are excellent hunters, but gain no nourishment from living beings.  They subsist entirely on the souls of the damned.

Improved Grab (Ex): To use this ability, an Ammut must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the Ammut establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom (assuming it's near one of the underground lakes or rivers they prefer to inhabit).  Or it may try to swallow opponents whole.

Swallow Whole (Ex):  An Ammut can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the Ammut’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large Ammut’s gizzard can hold 2 Small, 8 Tiny, or 16 Diminutive or smaller opponents.

Roar (Ex): An Ammut can loose a devastating roar every 1d4 rounds. All creatures within 30 feet must succeed on a DC 18 Fortitude save or become Deafened. The save DC is Constitution-based.

Hold Breath (Ex): An Ammut can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Light Sensitivity (Ex): Ammut are dazzled in bright sunlight or within the radius of a daylight spell.

Detect Evil (Su): Ammut permanently have the benefits of the Detect Evil spell.

Partially Ethereal (Ex): The Ammut can interact normally with Ghosts and other Incorporeal Undead as if they were present on the Ethereal Plane.

Combat: Ammut roar and wade into melee.  They may hide underwater and snatch opponents small enough into it.  Being mortal is no defense against them.  The Ammut are fairly xenophobic, and their matriarchs do not like visitors.
« Last Edit: November 20, 2017, 09:37:00 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #124 on: August 17, 2017, 01:08:41 AM »
Baku
                      Huge Outsider (Extraplanar, Psionic)
Hit Dice:             12d8+60 (114 hp)
Initiative:           +0
Speed:                100 ft. (20 squares)
Armor Class:          20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple:  +12/+30
Attack:               Gore +20 melee (3d6+10) or weapon +20/+15 melee (varies)
Full Attack:          Gore +20 melee (3d6+10) and 2 Stamps +15 melee (2d6+5) or weapon +20/+15 melee (varies)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Psionics, Trumpet, Item, Invisibility
Special Qualities:    Darkvision 60 ft., PR 25
Saves:                Fort +13, Ref +8, Will +10
Abilities:            Str 30, Dex 10, Con 21, Int 18, Wis 14, Cha 18
Skills:               Autohypnosis +17, Bluff +19, Concentration +20, Diplomacy +19, Knowledge (Arcana, Psionics, The Planes) +19, Listen +17, Psicraft +19, Sense Motive +17, Spot +17, Use Psionic Device +19
Feats:                Chain Power, Empower Power, Extend Power, Quicken Power
Environment:          Outlands
Organization:         Solitary or Group (3-6)
Challenge Rating:    14
Treasure:             See below
Alignment:            Neutral, Neutral Good or Neutral Evil
Advancement:          13-18 HD (Huge), 19-36 HD (Gargantuan)
Level Adjustment:     ---

"I cry foul, Baku are neither Evil nor Minions."

"Well, technically most of us aren't.  There's a few rat bastards though."

"Really?"

"Yup.  I should know.  I'm the head bastard."

Baku resemble elephants standing 9 feet tall at the shoulder.  Their back legs are leonine in appearance, and their back and thick reptilian tail are covered in scales.  They live in the Outlands, but like to move invisibly among mankind while pursuing their goals.

Psionics: Baku may manifest powers as a 14th Level Psion.

Trumpet (Su): Once every round the Baku can unleash a trumpeting blast, forcing all beings of it's choice within 40 feet of the Baku to make a DC 20 Willpower Save (Save DC is Cha based).  Opponents who fail the Save are Frightened for 12 rounds (this is a Mind-Affecting Fear Effect), and regardless of whether the Save succeeds or not they also take 1d8 Sonic damage.

Item: Virtually all Baku have one psionic or magic item u to 75000 GP in value, usually a wand or melee weapon.

Invisibility (Ps): By expending 3 power points a Baku may become Invisible as per the spell.

Combat: Against mortal opponents the Baku usually uses simple physical attacks.  If the mundane opponent appears to be too tough for that, or it has magical or psionic power, the Baku unleashes it's full power.
« Last Edit: May 05, 2022, 02:02:56 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #125 on: August 17, 2017, 01:11:49 AM »
Tether Beast (Planescape)
                      Huge Outsider (Evil, Extraplanar)
Hit Dice:             10d8+50 (95 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          19 (-2 Size, +1 Dex, +10 Natural), touch 9, flat-footed 18
Base Attack/Grapple:  +10/+26
Attack:               Claw +16 melee (2d6+8)
Full Attack:          4 Claws +16 melee (2d6+8) and 1 Bite +11 melee (2d4+4)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Breath Weapon
Special Qualities:    Darkvision 60 ft., DR 10/Magic, SR 19
Saves:                Fort +12, Ref +8, Will +8
Abilities:            Str 26, Dex 13, Con 21, Int 12, Wis 12, Cha 12
Skills:               Balance +10, Bluff +10, Climb +17, Hide +2 (+10 on Demiplane of Time), Intimidate +10, Knowledge (Arcana, Geography, The Planes) +10, Listen +12, Move Silently +10, Spot +12, Survival +10, Use Magic Device +10
Feats:                Alertness, Cleave, Power Attack, Track
Environment:          Demiplane of Time
Organization:         Solitary, Pair or Family (3-6)
Challenge Rating:     8
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          11-15 HD (Huge), 16-30 HD (Gargantuan)
Level Adjustment:     ---


"Lizards?  You're selling big lizards?"

"WE ARE THE DRAGONS OF TIME!"

"Damn uppity lizards too."

Tether Beasts are 8 legged reptiles that vaguely resemble a Behir.  They have black undersides and iridescent scales elsewhere, though they blend in with the background of the Demiplane of time if they want to.  They have pouches in their underbelly that some of them use to hide magic items or other treasures.

Breath Weapon (Su): The Tether Beasts Breath Weapon is a blast of mist that has a 30 ft. range.  If it succeeds with an attack roll, that opponent must make a DC 16 Willpower Save or die.  If the Saving Throw is successful the victim ages 20 years instead, taking potential aging penalties.  This breath weapon can be used once every 10 rounds.

Skills: Tether Beasts gain a +8 Racial Bonus to Hide Checks on the Demiplane of Time.

Combat: Tether Beasts rely on simple physical attacks, or magic items if necessary.  If losing, they will blast opponents with their Breath Weapon.
« Last Edit: May 05, 2022, 02:03:13 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #126 on: August 17, 2017, 01:32:02 AM »
Flowfiend (Spelljammer)

"Well, this is interesting."

"This one is all muscle.  Chiffon likee."

"Do you have a moment to talk about our Lord and Savior _____?"

"Goddamit..."

Flowfiend is an Acquired Template that can be applied to any Evil Humanoid thrown into the Phlogiston flow.  Most people who fall into the flow calcify, but some evil aligned ones are rescued by an unnamed Fiend who remakes them in his own image.  Afterwards they swim through the Phlogiston looking for more victims.  Flowfiends gain up to 30% in height, and an additional pair of arms.  The body bulges with muscles, and the skin turns a sickly yellow.  Their teeth and nails turn to claws and fangs.

Size and Type: Size increases by 1 category, and Type changes to Outsider with the Chaos, Evil and Native Subtypes) 

Hit Dice: All current Hit Dice increase to d8's if they are not d8's or better already, and hp are recalculated.

Speed: Gains a Fly speed equal to double base land speed with Average Maneuverability.

Armor Class: Natural Armor Bonus to AC increases to +10, unless it is already higher.

Attacks: If it doesn't have them the Flowfiends gains a Primary Claw attack and a Secondary Bite attack.  It gains 4 Claws and 1 Bite with a Full Attack.

Damage: Claw and Bite damage depends on the Base Creatures new size.  Medium Flowfiends have Claw attacks doing 2d4 plus Str Modifier, and a Bite doing 2d8 plus half Str Modifier.  Large Flowfiends have Claw attacks doing 2d6 plus Str Modifier, and a Bite doing 2d10 plus half Str Modifier.  Huge Flowfiends have Claw attacks doing 2d8 plus Str Modifier, and a Bite doing 4d6 plus half Str Modifier. 

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

Improved Grab (Ex): If a Flowfiend hits an opponent with it's claw attack it can immediately attempt a grapple as a free action without provoking an attack of opportunity.  If it succeeds it can constrict.  A Flowfiend can Grab an opponent it's own Size or smaller.

Constrict (Ex): The Flowfiend can do 4 times it's claw damage plus double it's Str modifier with a successful grapple check.

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

Damage Reduction 5/Magic

Regeneration (Ex): Flowfiends gain Regeneration 2 (they take normal damage from fire)

Divination (Su): Flowfiends can cast Detect Chaos/Evil/Good/Law/Magic at will as a Supernatureal ability.

Magic Resistance (Ex): Flowfiends gain a +1 Racial Bonus on Saving Throws vs Spells and Spell-like Abilities.

Immunities (Ex): Flowfiends are immune to Paralysis, Petrification and the effects of the Phlogiston Flow.

Saves: Changes to all Good Saves, and Saves are recalculated.

Abilities: +8 Str, +4 Con, +2 Int, +2 Wis, +2 Cha, -2 Dex

Skills: You gain Knowledge (Wildspace) and Wildspace Survival are now class skills (see here http://www.spelljammer.org/chars/skillsfeats.html ). 

Feats: Unchanged.

Environment: The Phlogiston

Organization: Solitary, Pair or Pack (3-6)

Challenge Rating: +2

Treasure: None

Alignment: Always Chaotic Evil

Advancement: Unchanged.

Level Adjustment:
+8
« Last Edit: November 20, 2017, 10:01:25 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #127 on: August 17, 2017, 01:36:52 AM »
Fiend Knight (Greyhawk)

"So these guys are contract workers for allies of the Lords of Hell only?"

"I think you'll find the contract is quite generous."

"I can't help but notice it promises my soul in exchange for minions.  My soul doesn't come that cheap."

Fiend Knight is an Acquired Template that can be applied to any Lawful Evil Humanoid who only has Levels in a Class whose BAB is equal to it's Hit Dice (i.e. Fighter, Knight, etc.).  They are fanatical servants of Ivid and his mistress, altered through rituals learned from the Baatezu.  They are clad in Full Plate, usually with a +1 to +3 Enhancement Bonus (Leaders were Demon Armor, see DMG).  They prefer 2 handed weapons (Greatswords or Long Bows for infantry, Lances for cavalry).  Leaders usually have at least a +3 weapon with any additional weapon property whose cost is equal to a +1 Bonus.

Size and Type: Size is Unchanged.  Type becomes Outsider with the Evil, Lawful and Native Subtypes.

Hit Dice: Unchanged.

Speed:
Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

Special Mount (Sp): Leaders of the Fiend Knights (Base Creature is 11th Level or higher) can summon a Special Mount.  This works for the most part like the Paladin class ability of the same name with the exception of the mount being Undead (see the Template below).

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

Immunities (Ex): Immune to all spells of the Enchantment school of fourth level or below.  They are immune to sleep, charm and hold (as in Hold Monster, etc) effects regardless of level.  They are also immune to Fatigue/Exhaustion.

Saves: All Saves become Good Saves, and Saving Throws must be recalculated.

Abilities: +4 Str, +4 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, minimum ability score is 9.

Skills: Unchanged.

Feats: Unchanged.

Environment:  Any

Organization: Solitary, Warband (3-6), or War Troop (up to 80 cavalry on heavy warhorses [20 of which will be Undead], and up 10 120 Heavy Infantry).

Challenge Rating: +1

Treasure: Standard

Alignment: Always Lawful Evil

Advancement: By Character Class

Level Adjustment: +2


« Last Edit: November 20, 2017, 09:54:30 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #128 on: November 13, 2017, 11:14:22 PM »
Undead Mount

Undead Mount is an Acquired Template that can be applied to any Heavy Warhorse.  Normally it's to make mounts for the Fiend Knights, but the Template can be adapted to other purposes.

Size and Type: Size is unchanged, Type becomes Undead.

Hit Dice: All current and future hit dice become d12's, and hp are recalculated.

Speed: Unchanged.

Armor Class: Natural Armor Bonus to AC increases by +3.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the base creature.

Special Qualities: Retains all Special Qualities of the base creature, plus gains all Undead traits such as Darkvision 60 ft., and immunity to Mind-Affecting Effects.

Saves: Recalculated due to Type and Ability Score changes.

Abilities: Str +4, Dex -2, Con -

Skills: Unchanged.

Feats: Unchanged.

Environment: Any.

Organization: Unchanged.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Alignment changes to Lawful Evil.

Advancement: Unchanged.

Level Adjustment: ---





Level
11th-14th
15th-20th
Bonus HD
+6
+8
Natural Armor Adj.
+8
+10
Str Adj.
+3
+4
Int
8
9
Special
Empathic Link, Improved Evasion, Share Spells/Saving Throws, Improved Speed, Rebuke
Spell Resistance



Bonus HD
Extra twelve-sided (d12) Hit Dice as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. An undead mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.

The number on the table is an improvement to the mount’s existing natural armor bonus.

Str Adj.
Add this figure to the mount’s Strength score.

Int
The mount’s Intelligence score.

Empathic Link (Su)

The Fiend Knight has an empathic link with her mount out to a distance of up to 1 mile. The Fiend Knight cannot see through the mount’s eyes, but they can communicate empathically.

Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.

Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar.

Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells
At the Fiend Knight's option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.

The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the Fiend Knight may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A Fiend Knight and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (undead).

Share Saving Throws
For each of its saving throws, the mount uses its own base save bonus or the Fiend Knight’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex)
The mount’s speed increases by 10 feet.

Rebuke (Su)
You may Rebuke Undead an additional 2/day.  If you don't have this class ability, you can now Rebuke Undead 2/day.

Spell Resistance (Ex)
A mount’s spell resistance equals its master’s Hit Dice + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
« Last Edit: February 25, 2018, 08:46:12 PM by bhu »

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Re: Monster Revisions
« Reply #129 on: November 27, 2017, 08:47:25 PM »
Narvaezan Fiend (Red Steel)
                      Medium Outsider (Chaos, Evil, Native)
Hit Dice:             6d8+12 (39 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Fly 60 ft. (Good)
Armor Class:          19 (+2 Dex, +7 Natural), touch 12, flat-footed 17
Base Attack/Grapple:  +6/+8
Attack:               Claw +8 melee (1d6+2)
Full Attack:          2 Claws +8 melee (1d6+2) and 1 Bite +3 melee (2d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Pounce, Rake
Special Qualities:    Damage Reduction 10/Magic, Darkvision 60 ft., SR 18, Telepathy 30 ft., Sunlight Vulnerability, Turn Incorporeal, Lair
Saves:                Fort +7, Ref +7, Will +9
Abilities:            Str 15, Dex 15, Con 14, Int 14, Wis 18, Cha 14
Skills:               Bluff +10, Concentration +10, Diplomacy +10, Gather Information +8, Hide +10, Knowledge (Arcane, Local, Religion) +8, Listen +10, Move Silently +10, Sense Motive +10, Spot +10, Use Magic Device +8
Feats:                Boost Spell-Like Ability, Empower Spell-Like Ability, Heighten Spell-Like Ability
Environment:          Any
Organization:         Solitary
Challenge Rating:     7
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          7-9 HD (Medium), 10-18 HD (Large)
Level Adjustment:     ---

"So what kind of Fiends are you?"

"We're religious mercenaries.  We stir up trouble by manipulating people's beliefs."

"I think you mean missionaries."

"HA!  No, we don't.  We really, really don't."

Narvaezans are twisted humanoids formed of shadow stuff with sharp teeth and claws.  Their feet have great hook-like claws that make walking impossible (not that they need to).  They generally have two of more horns giving them a fiendish appearance (hence the name), and shadows billowing out behind them in the form of a cloak or batlike wings.  They feed off fear, paranoia and hate, and are infamous for stirring up religious inquisitions.

Spell-Like Abilities (Sp): 3/day: Bestow Curse, Enthrall, Fear.  1/day: Suggestion.  The Narvaezan may also cast Cure Light wounds on itself at will, but it must Concentrate for 3 full rounds to do so.

Pounce (Ex): The Fiend may perform a Full Attack Action on a Charge, including Rake attacks.

Rake (Ex):  The Fiend can make two additional Rake attacks during a Grapple or Charge attack.  +8 to hit, damage is 1d5+2.

Sunlight Vulnerability (Ex): Narvaezan cannot enter direct sunlight, including the area of a Daylight spell. 

Turn Incorporeal (Su): The Narvaezan is formed of a shadow like substance, and is Incorporeal until it draws blood (it can claw a solid opponent even in it's Incorporeal state).  Once it does damage to an opponent it becomes solid and loses it's Incorporeal subtype until it goes 2 rounds without doing damage to a physical opponent.

Lair (Su): The Narvaezan can create an area of shadow up to 1000 feet across as a lair into which sunlight cannot penetrate, and if forced into the daylight it immediately teleports to this lair.  The door to the lair can be moved 60 ft. per round as a Swift Action.  Creating the lair takes 10 Minutes.  The door appears as a shadow, and if placed in an area of little illumination it requires a DC 20 Spot Check to see.  If placed in a lit area it is an obvious shadow.  Detect Magic or True Sight will always show the door.  The lair resembles the outside world, but filled with mist and shadows.  Anyone inside it other than the creating Fiend must make a DC 15 Willpower Save, or be Confused until he leaves the lair (Save DC is Cha based).  While within the Lair the Fiend may cast Mirage Arcana or Permanent Image at will.

Skills: Narvaezan gain a +4 Racial Bonus to Hide Checks in areas of shadowy illumination (and a -4 Penalty to Hide Checks in bright light).

Combat: Narvaezan often sit within their lair and wait for potential victims to walk in front of the door before grabbing them and pulling them in.  Otherwise it remains incorporeal and casts spells, only resorting to physical combat if necessary. 
« Last Edit: May 05, 2022, 02:03:57 AM by bhu »

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Re: Monster Revisions
« Reply #130 on: November 27, 2017, 08:50:00 PM »
Utukku  (Red Steel)
                      Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice:             10d8+50 (95 hp)
Initiative:           +5
Speed:                40 ft. (8 squares)
Armor Class:          22 (-1 Size, +1 Dex, +12 Natural), touch 10, flat-footed 21
Base Attack/Grapple:  +10/+18
Attack:               Claw +14 melee (2d8+5)
Full Attack:          2 Claws +14 melee (2d8+5) and 1 Bite +9 melee (3d4+2)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spell-Like Abilities
Special Qualities:    Darkvision 120 ft., Telepathy 120 ft., Damage Reduction 10/Magic, SR 20, Energy Resistance 15 (Electricity, Fire), Poison Resistance, Mental Resistance
Saves:                Fort +12, Ref +8, Will +9
Abilities:            Str 18, Dex 13, Con 20, Int 16, Wis 16, Cha 16
Skills:               Bluff +13, Climb +14, Concentration +15, Diplomacy +13, Hide +7, Intimidate +13, Knowledge (History, Local, The Planes) +13, Listen +13, Move Silently +11, Sense Motive +13, Spot +13, Use Magic Device +7
Feats:                Improved Initiative, Quicken Spell-Like Ability (Contagion, Lightning Bolt, Polymorph)
Environment:          Carceri
Organization:         Solitary
Challenge Rating:    9
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          11-15 HD (Large), 16-30 HD (Huge)
Level Adjustment:     ---

"FORK MY SALAD!"

"Chiffon...translation?"

"Yeah, hold on I got a Common to Fiendish dictionary....Meni tushunasizmi? (Do you understand me?)"

"...fork fork salad?"

"Either your book or his is way off."

The Utukku are 12 ft. tall scaled humanoids with clawed hands and feet.  They have a golden red lion's head with quills instead of a mane.  Every 100 years they get to leave Carceri for one year on the Prime Material.  They could do various things with this time, but they spend most of it lonely and bitter in a cave somewhere.  When they get bitter enough they seek out local Humanoids to wreak havoc.  They don't look to establish cults or followers as their time is short, so they mostly just go for petty destructive chaos.  Utukku speak their own language.

Spell-Like Abilities (Sp): At will: Detect Chaos/Evil/Good/Law, Detect Invisibility, Detect Magic, or Tongues.  3/day: Darkness, Fear, Greater Teleport, and Lightning Bolt.  1/day: Contagion, Control Weather, Polymorph (human form only), Symbol of Discord.  1/century the Utukku can Plane Shift (as per the spell) from Carceri to the Prime Material, where it can remain for 1 year until it must return.  Caster Level is 18th.

Poison Resistance (Ex): Utukku gain a +4 Racial Bonus on Saves against Poison. 

Mental Resistance (Ex):Utukku are immune to spells, powers or abilities that allow an opponent to read their thoughts or emotions, such as Detect Thoughts or Probe Thoughts.

Combat: Utukku really like hitting things, so despite their advanced intelligence they don't use tactics much besides " oh look a target" *claw*claw*claw*.   
« Last Edit: May 05, 2022, 02:04:18 AM by bhu »

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Re: Monster Revisions
« Reply #131 on: February 18, 2018, 11:40:43 PM »
Ghoul Frog
                      Tiny Magical Beast
Hit Dice:             1d10+2 (7 hp)
Initiative:           +2
Speed:                15 ft. (3 squares), Swim 30 ft.
Armor Class:          14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:  +1/-11
Attack:               Bite +4 melee (1d3-4)
Full Attack:          Bite +4 melee (1d3-4)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Flash
Special Qualities:    Darkvision 69 ft., Poison Flesh, Glare Resistance
Saves:                Fort +4, Ref+4, Will +2
Abilities:            Str 2, Dex 14, Con 14, Int 1, Wis 14, Cha 4
Skills:               Hide +10, Listen +4, Spot +4, Swim +4
Feats:                Weapon Finesse
Environment:          Temperate or Warm Marsh
Organization:         Solitary, Pair or Pack (3-8)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Neutral
Advancement:          ---
Level Adjustment:     ---

"Good lord these are ... really underwhelming despite their appearance."

"Hey now.  Them frogs attract Undead like nuthin' else.  Perfect early warnin' systems and traps.  Not all minions needs ter be killin' machines."

Despite the name Ghoul Frogs are not Undead.  They are normal frogs with transparent skin and musculature, giving them a rather horrific appearance.  They hunt insects by blinding them with flashes of light, and often live in groups for safety.  This is by no means necessary as other predators have learned that by lurking nearby the frogs will attract prey they can eat (and it doesn't hurt that the frogs are terribly toxic).

Flash (Su):  Ghoul Frogs glow moderately giving them a -4 penalty to Hide Checks in shadowy areas or darkness.  As a Standard Action they can increase this to a bright flash of light.  Anyone within 10 feet looking directly at the frog during this time must make a DC 12 Reflex Save (Save DC is Constitution based) or be Blinded for 1d4 rounds.  Ghoul Frogs are immune to their own species Flashes.

Poison Flesh (Ex): Ingested, Fortitude Save DC 12, Initial Damage Nauseated for 1 Minute, Secondary is Nauseated 1d4 hours.

Glare Resistance (Ex):  Ghoul Frogs gain a +2 Racial Bonus on Saving Throws against any effect based on bright light used to Dazzle or Blind them.

Combat: Ghoul Frogs usually unleash their flash before running away.  Nearby ambush predators usually kill off their enemies for them.
« Last Edit: April 29, 2018, 03:31:16 AM by bhu »

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Re: Monster Revisions
« Reply #132 on: February 18, 2018, 11:42:34 PM »
Dirtwraith
                      Medium Plant
Hit Dice:             6d8+6 (33 hp)
Initiative:           +2
Speed:                5 ft. (1 square)
Armor Class:          11 (-2 Dex, +3 Natural), touch 7, flat-footed <11
Base Attack/Grapple:  +4/+4
Attack:               see below
Full Attack:          see below
Space/Reach:          5 ft./5 ft.
Special Attacks:      Animate Plants, Spores
Special Qualities:    Plant traits, Tremorsense 60 ft., Immune to Fire damage, DR 10/Slashing and Piercing, Poison Flesh, Low-light Vision
Saves:                Fort +6, Ref +0, Will +4
Abilities:            Str 11, Dex 6, Con 12, Int 4, Wis 15, Cha 15
Skills:               Hide +4, Listen +5, Spot +5
Feats:                Ability Focus (Spores), Improved Initiative, Skill Focus (Hide)
Environment:          The Abyss
Organization:         Solitary
Challenge Rating:     5
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          7-9 HD (Medium), 10-18 HD (Huge)
Level Adjustment:     ---

"Aaaaand were back in the hazmat suits again..."

Dirtwraiths, also known as Sargusian Fungus, was brought to the world of Greyhawk via the Abyss. It appears as a mass of yellow fibers at the rootbase of large plants that eventually erupt into fruiting bodies.  They tend to be territorial killers, and are often employed as hitmen.

Animate Plants (Su): The Dirtwraith can animate it's plant host at will as per the Animate Plants spell.

Spores (Ex): Dirtwraiths can spray spores as a Standard Action. This attack has a range of 15 feet, and can be used once per day per Hit Die.  Inhaled, DC 16 Fortitude, Initial damage is 1d6 Untyped damage.  Secondary is another 1d6 Untyped damage for 2d4 rounds. 

Poison Flesh (Ex): While Demons enjoy the taste of Sargusian Fungus, it is incredibly toxic to other species.  Ingested, DC 14 Fortitude Save, Initial damage Unconscious for 2d6 days, Secondary damage death (and the body becomes a new Dirtwraith).

Combat: Dirtwraiths use their host plant to attack, saving their spores for emergencies.
« Last Edit: July 21, 2018, 08:53:43 PM by bhu »

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Re: Monster Revisions
« Reply #133 on: February 18, 2018, 11:45:00 PM »
Zygom  (Greyhawk)
                      Tiny Plant
Hit Dice:             3d8+3 (16 hp)
Initiative:           -2
Speed:                5 ft. (1 square)
Armor Class:          14 (+2 Size, -2 Dex, +4 Natural), touch 10, flat-footed 14
Base Attack/Grapple:  +2/-10
Attack:               -
Full Attack:          -
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Create Host
Special Qualities:    Low-light Vision, Plant traits
Saves:                Fort +4, Ref -1, Will +1
Abilities:            Str 2, Dex 6, Con 13, Int -, Wis 11, Cha 9
Skills:               ---
Feats:                ---
Environment:          Any Land
Organization:         Solitary with the possible addition of Hosts, or Colony (2-3)
Challenge Rating:     1
Treasure:             see below
Alignment:            Neutral Evil
Advancement:          4 HD (Tiny), 5-6 HD (Small)
Level Adjustment:     ---

"Seriously, does this entire section require suits?"

"Suits are not required.  You may trust me, as I am a perfectly normal fleshy entity such as yourselves."

Zygoms are cap mushrooms forming a rhizome structure that sweat a sticky glue like substance used to attach their spores to passing critters.  Found for the most part only near the Barrier Peaks in Greyhawk, it is presumed to be an invasive alien species.

Create Host (Ex): If the Zygom is in physical contact with a living creature, that creature must make a DC 14 Fortitude Save (Save DC is Con based with a +2 Racial Bonus).  If the victim fails, the Zygoms spores are glued to it's skin and mature within 1d4+1 days (if it receives a Remove Disease spell within this time it kills the spores).   Once the spores mature, the infected subject acts as if dominated (as per the spell). So long as the infection remains, the domination remains in effect, even if a check would normally indicate that the effect is broken.  The victim additionally takes 1 point of vile damage per day until a Remove Disease spell is cast.  If hp reach 0 the victim dies and becomes a new fruiting body of Zygoms.

Combat: Zygoms control their hosts to defend their colonies, and to bring in other hosts to infect, but they only fight in defense or against victims they know they can win against.
« Last Edit: June 17, 2018, 09:37:45 PM by bhu »

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Re: Monster Revisions
« Reply #134 on: February 18, 2018, 11:47:35 PM »
Demos  (Mystara)
                      Medium Construct
Hit Dice:             3d10+20 (36 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple:  +2/+5
Attack:               Weapon +5 melee (by weapon)
Full Attack:          Weapon +5 melee (by weapon)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Martial Proficiency
Special Qualities:    Darkvision 60 ft., Construct traits, SR 18, Loyalty
Saves:                Fort +3, Ref +2, Will +3
Abilities:            Str 16, Dex 12, Con -, Int 9, Wis 15, Cha 8
Skills:               Climb +3, Diplomacy +1, Intimidate +1, Listen +3, Spot +3
Feats:                Great Fortitude, Improved Initiative
Environment:          Any
Organization:         Solitary, Pair or Group (3-12)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Neutral
Advancement:          4-9 HD (Medium)
Level Adjustment:     ---

"Hur-ray hur-ray, step right up!  Getch'er new fangled alchemy Golems here!"

"This is kind of a Golem in the loosest sense only."

Demos are Magen, a form of Construct created by molds and alchemical gelatin.  They look humanoid, with grayish white flesh and are warm to the touch.  Good sculptors can make them have hair or bestial features, or even resemble a living person.  While not mindless, they do not process things in quite the same manner as living beings, making decisions based on the literal interpretation of instructions given to them.  They do not have free will, and know any one language chosen by their creator at the time of their creation.  The Demos are bodyguards, and are taught the use of weapons and armor.  They are generally sculpted to be intimidating.

Martial Proficiency: Demos are proficient with all Simple and Martial Weapons, and all Armor and Shields (except Tower Shields).

Loyalty (Ex): If it's master is killed the Demos goes berserk.  The uncontrolled Demos goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a Demos goes berserk, no known method can reestablish control.  Demos cannot disobey an order given by their master.

Combat: Demos aren't great tacticians, but they will do their best to follow their masters orders to the letter.



Construction

To construct a Magen, the prospective crafter must create a metal mold.  The mold will determine the Magen's appearance, and is filled with a magically charged gelatin which requires 3000 GP to produce.   The mold is another 2000 GP, but can be used for future Magen as well.

CL 13th; Craft Construct, Geas/Quest, Limited Wish; Price 9,000 GP, Cost 5,000 GP + 3200 XP
« Last Edit: May 05, 2022, 02:04:58 AM by bhu »

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Re: Monster Revisions
« Reply #135 on: February 18, 2018, 11:48:03 PM »
Caldron  (Mystara)
                      Medium Construct
Hit Dice:             4d10+20 (42 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          17 (+1 Dex, +6 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +3/+7
Attack:               Slam +7 melee (1d3+4)
Full Attack:          2 Slams +7 melee (1d3+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Stretch, Improved Grab, Acid Constrict
Special Qualities:    Darkvision 60 ft., Construct traits, SR 20, Loyalty
Saves:                Fort +3, Ref +2, Will +3
Abilities:            Str 18, Dex 12, Con -, Int 9, Wis 15, Cha 8
Skills:               Intimidate +2, Listen +4, Spot +4
Feats:                Great Fortitude, Improved Initiative
Environment:          Any
Organization:         Solitary
Challenge Rating:     4
Treasure:             Standard
Alignment:            Always Neutral
Advancement:          5-12 HD (Medium)
Level Adjustment:     ---

"This one seems less defined than the other one."

"He like hugs."

"One does not hug Minions.  That's how you get assassinated."

Caldrons are a form of Magen used as assassins and guards (more like traps really).  They aren't quite as detailed as Demos, and can extend their limbs by up to 20 ft.

Stretch (Ex): As a Move Action the Caldron can stretch it's arms or legs up to 20 feet, allowing it increased reach.

Improved Grab (Ex): If the Caldron hits with it's Slam attack, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity.  If it succeeds it can Constrict.

Acid Constrict (Ex): The Caldron does 2d3+6 damage plus 2d6 Acid damage.

Loyalty (Ex): If it's master is killed the Caldron goes berserk.  The uncontrolled Caldron goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a Caldron goes berserk, no known method can reestablish control.  Caldrons cannot disobey an order given by their master.

Combat: Caldrons grapple the nearest opponent and burn it to death with their acid before moving to the next opponent.



Construction

To construct a Magen, the prospective crafter must create a metal mold.  The mold will determine the Magen's appearance, and is filled with a magically charged gelatin which requires 3000 GP to produce.   The mold is another 2000 GP, but can be used for future Magen as well.

CL 13th; Craft Construct, Geas/Quest, Limited Wish, Acid Arrow, Enlarge Person; Price 12,000 GP, Cost 6,500 GP + 3260 XP
« Last Edit: May 05, 2022, 02:05:32 AM by bhu »

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Re: Monster Revisions
« Reply #136 on: February 18, 2018, 11:48:27 PM »
Galvan  (Mystara)
                      Medium Construct
Hit Dice:             5d10+20 (47 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          19 (+1 Dex, +8 Natural), touch 11, flat-footed 18
Base Attack/Grapple:  +3/+3
Attack:               Weapon +3 melee (by weapon)
Full Attack:          Weapon +3 melee (by weapon)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Lightning Bolt
Special Qualities:    Darkvision 60 ft., Construct traits, SR 20, Loyalty
Saves:                Fort +1, Ref +2, Will +3
Abilities:            Str 10, Dex 12, Con -, Int 9, Wis 15, Cha 8
Skills:               Intimidate +2, Listen +4, Spot +4
Feats:                Ability Focus (Lightning Bolt), Improved Initiative
Environment:          Any
Organization:         Solitary
Challenge Rating:   4 
Treasure:             Standard
Alignment:            Always Neutral
Advancement:          6-15 HD (Medium)
Level Adjustment:     ---

"Why does this one make my hair stand on end?"

"Sorry ma'am.  Static is an issue with this model."

Galvans are experimental Magen who can fry opponents with lightning.  Their abilities seem limited, however, and research needs to be further done before making them more widespread.

Lightning Bolt (Su): Galvan can cast Lightning Bolt 3/Day as a 5th Level Caster.

Loyalty (Ex): If it's master is killed the Galvan goes berserk.  The uncontrolled Galvan goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a Galvan goes berserk, no known method can reestablish control.  Galvans cannot disobey an order given by their master.

Combat: Galvans blast whatever target their master points out with lightning.  After their electricity runs out, they are forced to make do with conventional weapons.




Construction

To construct a Magen, the prospective crafter must create a metal mold.  The mold will determine the Magen's appearance, and is filled with a magically charged gelatin which requires 3000 GP to produce.   The mold is another 2000 GP, but can be used for future Magen as well.

CL 13th; Craft Construct, Geas/Quest, Limited Wish, Lightning Bolt; Price 15,000 GP, Cost 8,000 GP + 3320 XP
« Last Edit: May 05, 2022, 02:05:50 AM by bhu »

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Re: Monster Revisions
« Reply #137 on: February 18, 2018, 11:48:53 PM »
Hypnos  (Mystara)
                      Medium Construct
Hit Dice:             2d10+20 (31 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple:  +1/+0
Attack:               Weapon +1 melee (by weapon)
Full Attack:          Weapon +1 melee (by weapon)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Charm, Suggestion
Special Qualities:    Darkvision 60 ft., Construct traits, SR 18, Loyalty
Saves:                Fort +0, Ref +1, Will +2
Abilities:            Str 8, Dex 12, Con -, Int 9, Wis 15, Cha 8
Skills:               Bluff +2, Diplomacy +1
Feats:                Ability Focus (Charm Person, Suggestion)
Environment:          Any
Organization:         Solitary, Pair or Group (3-12)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Neutral
Advancement:          3-6 HD (Medium)
Level Adjustment:     ---

"You are most exquisite sir or madam."

"Flattery works best if you don't unintentionally insult your target."

"They are somewhat mindless critters ma'am."

Hypnos are generally the most exquisitely sculpted of the Magen, and are used as personal assistants.  Their abilty to mentally influence others makes them popular, but it also terrifies their masters.  Most live in fear that somehow the Hypnos will some day gain free will.

Charm (Su): Hypnos can cast Charm Person at will as a 5th Level Wizard.

Suggestion (Su):  Hypnos can cast Suggestion at will as a 5th Level Wizard.  It may only do this on victims it has successfully Charmed, and may do so silently as it has established a telepathic channel to victims it has Charmed.

Loyalty (Ex): If it's master is killed the Hypnos goes berserk.  The uncontrolled Hypnos goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a Hypnos goes berserk, no known method can reestablish control.  Hypnos cannot disobey an order given by their master.

Combat: Hypnos avoid combat, preferring to use their Supernatural abilities.  Their master can still order them to fight, however.


Construction

To construct a Magen, the prospective crafter must create a metal mold.  The mold will determine the Magen's appearance, and is filled with a magically charged gelatin which requires 3000 GP to produce.   The mold is another 2000 GP, but can be used for future Magen as well.

CL 13th; Craft Construct, Geas/Quest, Limited Wish, Charm Person, Suggestion; Price 6,000 GP, Cost 3,500 GP + 3140 XP
« Last Edit: May 05, 2022, 02:06:12 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #138 on: April 03, 2018, 08:30:24 PM »
                Gautiere
                      Large Outsider (Evil, Extraplanar)
Hit Dice:             4d8+12 (30 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          14 (-1 Size, +1 Dex, +4 Natural), touch 10, flat-footed 13
Base Attack/Grapple:  +4/+12
Attack:               Claw +7 melee (1d4+4) or Xaen +7 melee (1d10+4)
Full Attack:          2 Claws +7 melee (1d4+4) or Xaen +7 melee (1d10+4)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Acid Touch
Special Qualities:    Darkvision 60 ft., Immunities, Planar Prisoners
Saves:                Fort +9, Ref +5, Will +8
Abilities:            Str 18, Dex 12, Con 16, Int 10, Wis 18, Cha 16
Skills:               Climb +4, Hide +11, Intimidate +4, Knowledge (The Planes, Religion) +10, Listen +9, Move Silently +11, Spot +9, Survival +9, Swim +4
Feats:                 Great Fortitude, Improved Initiative
Environment:          Carceri
Organization:         Solitary, Band (2-5), or Tribe (14-34 with 1 Leader who has up to 6 Levels in Wizard)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          5-12 HD (Large)
Level Adjustment:     ---

"Evening ma'ams.  Could you spare a dime for a few poor souls trappped on Carceri?  If we can free them they'd make excellent cannon fodder.  They're stoic as all get out."

Formerly known as the Tiere, the Gautiere were tall, gaunt humanoids with grey skin.  They worshiped a God whose name is long forgotten and toiled for generations to build a massive shrine in the Outlands to be his home.  Other, more jealous Gods assaulted the Tiere and their shrine.  Betrayed by their Good who hid within the temple, the Gautiere conducted a powerful ritual trapping their former deity within.  In the aftermath the shrine and it's captive deity disappeared, and the Gautiere were forever imprisoned on the layer of Minethys on Carceri.  They are brutal and uncaring to all but their own, and never retreat in battle. 

Acid Touch (Su): Once per day the Gautiere can make a melee touch attack that does 3d6 acid damage.  This damage takes twice as long to heal, and spells that heal damage heal half as much of this damage as usual.

Immunities (Ex): Gautiere are immune to Acid and Fire damage, as well as the effects of high temperatures (see Sandstorm).

Planar Prisoners (Ex): Gautiere cannot leave, or be removed from, the Plane of Carceri by any means.

Combat: Gautiere are fond of ambushes, and never retreat or surrender once a fight has begun.  They prefer their Xaen, and will use their touch attack on stubborn foes.  Their claws are used in desperation.
« Last Edit: September 09, 2018, 09:35:08 PM by bhu »

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Re: Monster Revisions
« Reply #139 on: April 03, 2018, 08:31:59 PM »
                Genie (Deceiver)  (Al-Qadim)
                      Medium Outsider (Air, Extraplanar)
Hit Dice:             9d8+18 (58 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Fly 50 ft. (Perfect)
Armor Class:          20 (+4 Dex, +6 Natural), touch 14, flat-footed 16
Base Attack/Grapple:  +9/+13
Attack:               Claw +12 melee (2d10+4)
Full Attack:          2 Claws +12 melee (2d10+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Blinding Claws
Special Qualities:    Darkvision 60 ft., Displacement, Inveterate Liar, Plane Shift, Telepathy 100 ft., SR 20
Saves:                Fort +8, Ref +10, Will +6
Abilities:            Str 18, Dex 18, Con 14, Int 14, Wis 10, Cha 18
Skills:               Bluff +12, Concentration +12, Diplomacy +12, Disguise +12, Escape Artist +12, Forgery +12, Gather Information +10, Hide +12, Intimidate +12, Listen +10, Move Silently +12, Search +12, Sleight of Hand +12, Spot +10
Feats:                Boost Spell-Like Ability, Empower Spell-Like Ability, Heighten Spell-Like Ability, Quicken Spell-Like Ability,
Environment:          Any
Organization:         Solitary
Challenge Rating:     9
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          10-13 HD (Medium), 14-27 HD (Large)
Level Adjustment:     ---

"Tell your fortune madam?"

"No."

"Guess your weight?"

"No."

"Have we met before?"

"Yes." "Yes."

"Crap.  I thought you two looked familiar."

Deceivers are Djinni tasked with masking the true face of the world for so long it has corrupted them.  They are grey skinned, thin Djinn with long limbs, and large head, hands and feet.  They have blond hair, one blue eye and one brown eye.  Virtually incapable of telling the truth, they will lie even if the truth serves them better. 

Spell-Like Abilities (Sp): At will: Comprehend Languages, Disguise Self, False Vision, Misdirection, Misrepresent Alignment, Serene Visage, Whispering Wind.  2/day: Major Image, Shadow Evocation, Veil (distance distortion?) 1/day: Color Spray, Mass Suggestion, Permanent Image, Phantasmal Disorientation, Programmed Image, Project Image, Solipsism, Song of Discord.   Caster Level is 24th.

Blinding Claws (Ex): On a successfully confirmed critical with it's claws, the Deceiver permanently blinds it's opponent until it receives a Remove Blindness/Deafness spell.

Displacement (Su): Deceiver Genie's have a permanent Displacement spell in effect on their person (Caster Level is equal to Hit Dice).  They may shut this on or off once per round as a Free Action.

Inveterate Liar (Ex): Deceiver's are virtually incapable of telling the truth, even under magical compulsion.  Charmed or Dominated Deceiver's can and will still lie to their controllers, and they are immune to spells that compel the truth.

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

Combat:
Deceivers are cowards who avoid combat, using their Spell-Like abilities to distract foes while they escape.  If cornered they are vicious, and will fight hysterically.
« Last Edit: May 05, 2022, 02:06:34 AM by bhu »