Author Topic: Monster Revisions  (Read 47199 times)

Offline bhu

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Re: Monster Revisions
« Reply #180 on: March 25, 2020, 07:28:17 PM »
 Nightshade (Forgotten Realms)
                      Medium Fey
Hit Dice:             1d6+4 (7 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple:  +0/+0
Attack:               Short Sword +3 melee (1d6/19-20 plus poison)
Full Attack:          Short Sword +3 melee (1d6/19-20 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison, Spell-Like Abilities
Special Qualities:    Low light Vision, Immune to Weapons, Plant Speech, Fire Vulnerability
Saves:                Fort +4, Ref +5, Will +4
Abilities:            Str 10, Dex 16, Con 18, Int 10, Wis 14, Cha 14
Skills:               Climb +4, Concentration +6, Escape Artist +5, Hide +5, Intimidate +4, Listen +4, Move Silently +5, Search +4, Sense Motive +4, Spot +4
Feats:                Weapon Finesse
Environment:          Any Forest
Organization:         Gang (2-4), band (6-11), or tribe (20-80)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          By Character Class (Druid)
Level Adjustment:     +3

"Evil Dwarves?"

"T'aint Dwarves ma'am, theys fairies."

"Are they less whimsical than the usual Fey?  Whimsy doesn't do well for minions."

Nightshades are the evil spirits of poisonous plants, similar to Dryads (but without their plant dependency).  They look like dark brown, flexible Dwarves and hair made from vines and leaves.   They devour other living beings right down to the bone during the spring and summer months, before hibernating for the winter.

Poison (Su): Nightshades sweat a toxic sap that they can coat their weapons with.  Opponents attacking them with natural weapons or a grapple must make a Fortitude Save as well.  Contact, DC 14 Fortitude Save (Save DC is Con based), Initial and Secondary damage is 1d3 Dexterity.  If a Humanoid victim falls to 0 Dexterity, it 'dies', only to rise as a Nightshade the following full moon.

Spell-Like Abilities (Sp): At Will: Pass Without Trace.  1/Day: Entangle, Tree Stride.  1/Month: A group of 7 Nightshades can cast Summon Nature's Ally, but can only use it to call a Shambling Mound.

Weapon Immunity (Ex): Nightshades take no damage from wooden weapons or spells that deal damage via wood.

Plant Speech (Su): Nightshades permanently have the benefits of a Speak with Plants spell.

Combat: Nightshades rely heavily on ambush tactics and poison. 
« Last Edit: September 15, 2020, 10:34:46 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #181 on: October 13, 2020, 10:03:39 PM »
BAINLIGOR


   
*barely audible squeaking*

"How do you communicate with these things?"

"Spells."

 Bainligors are small, flightless bat-people. Their primitive tribal culture is found in the upper reaches of the Underdark, where they subsist almost entirely on insects, spiders, rothe, and edible fungi. Bainligors are considered hideous by even the most charitable. Their ears are huge and pointed, their ridged snouts and elaborately sculpted facial features are those of bats.

Class Skills
 The Bainligor's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +0     +2    Bainligor Body, Claws (1d4), Supersonic Speech, Iron Stomach, Age Requirements
2. +2    +0     +0     +3    Sonic Burst (2d6)
3. +3    +1     +1     +3    Blindsight
4. +4    +1     +1     +4    Adulthood, Sonic Burst (4d6), Claws (1d6), +2 Str
5. +5    +1     +1     +4    Dodge Missiles
6. +6    +2     +2     +5    Sonic Burst (6d6), Claws (1d8)
7. +7    +2     +2     +5    +2 Str, +2 Con
8. +8    +2     +2     +6    Sonic Burst (8d6), Claws (2d6)
9. +9    +3     +3     +6    Frightful Presence
10.+10   +3     +3     +7   Undead Apotheosis, Sonic Burst (10d6), Claws (3d6)

Weapon Proficiencies: Bainligor are only proficient with their Natural Weapons.

Bainligor Body: Bainligor lose all other racial bonuses and become Monstrous Humanoids gaining all racial traits of that type (primarily Darkvision 60 feet).  They are Small sized with a base speed of 20 feet and a natural armor bonus equal to their Con modifier.  They have +2 Dex, -2 Str.

Claws: A Bainligor has a Primary Natural Claw Attack (2 Claws with a Full Attack).  Initially it does 1d4 plus Str Modifier.  This increases to 1d6 at Level 4, 1d8 at Level 6, 2d6 at Levell 8,and3d6 at Level 10.

Supersonic Speech (Ex): Bainligor speech is so high-pitched most beings can't hear it. Only beings with a Racial Bonus to Listen Checks or Blindsight based on hearing can hear them.  To make themselves understood by other races is a Move Action, and those listening must make a DC 15 Wisdom Check to understand.

Iron Stomach (Ex): A Bainligor gains a +2 racial bonus on saving throws against sickness and nausea effects, as well as ingested diseases and poisons.

Age Requirements: The Levels of this class represent a Bainligors racial abilities as they age.  Level 4 cannot be taken until the Bainligoris at least15 years old.  Level 6 cannot be taken until age 35.  Level 8 cannot be taken until age 70.  Level 10 cannot be taken until death.

Sonic Burst (Su): Beginning at 2nd Level, the Bainligor can unleash a burst of sound 1/encounter.  This is a ranged touch attack against 1 creature within 30 feet.  It does 2d6 Sonic damage, and the target must make a Reflex Save (DC 10 + ½ Bainligor’s HD + Bainligor’s Con modifier) or be Stunned 1 round.  At 4th Level, damage increases to 4d6, and range becomes 60 feet.  At 6th Level, the damage increases to 6d6, and opponents are Stunned for 1d2 rounds on a failed Save.  At 8th Level, damage increases to 8d6, and range becomes 90 feet.  At 10th Level, damage increases to 10d6, and opponents are Stunned for 1d4 rounds on a failed Save.

Blindsight(Ex):  Bainligor can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.  Bainligors are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a Bainligors sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a Bainligor is effectively blinded.

Adulthood: At 4th Level the Bainligor has achieved adulthood, and it's Size increases to Medium.  They gain +4 Str, and +2 Con.  Base land speed increases to 30 feet.

Dodge Missiles (Ex): At 6th Level your echolocation abilities have developed to the point of giving you a+2 Racial Dodge Bonus against ranged attacks.

Frightful Presence (Su): An older Bainligor can unsettle foes with its mere presence. The ability takes effect automatically whenever the Bainligor attacks, or charges. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the Bainligor. A potentially affected creature that succeeds on a Will save (DC 10 + ½ Bainligor’s HD + Bainligor’s Cha modifier) remains immune to that Bainligor’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Bainligors ignore the frightful presence of other Bainligors.

Undead Apotheosis: At 10th Level, the Bainligor is nearing the end of it's life, and seeks out a dry, empty cavern pointed out to it by a voice in it's head.  It returns as a withered dead thing, and joins the Bainligor nobility.  It's Type becomes Undead, and all current and future Hit Dice become d12's.

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20 years
 Bainligor grow ever larger with age.  At Middle Age. Old and Venerable they gain a +1 to their Strength Score instead of the usual bonuses and penalties.  Once they take 10th Level in this class and pass into undeath, they are immortal.

HEIGHT AND WEIGHT
 Base Height: Male: 3' Female: 2'10"
 Height Modifier:  +2d4"
 Base Weight: Male:  30 lbs.  Female: 25 lbs.
 Weight Modifier: x1 lb.

BAINLIGOR CHARACTERS
 You have no real racial penalties to abilities, so you're pretty free.  Most Bainligor have a talent for the stealthier classes.
 Adventuring Race: Bainligor adventure because their Elders tell them to, or because they are exiles.
 Character Development: You'll likely want to do something about your low movement rate.
 Character Names: Bainligor names are a combination of high-pitched squeaks unpronounceable by other races.

ROLEPLAYING A BAINLIGOR
 You take great pride in being a nomadic scavenger.  You have no respect for those who cannot fend for themselves.
 Personality: Bainligor are primarily concerned with survival.  Honestly their life affords them little else.
 Behaviors: Bainligor boast of the awful, rotting and deadly things they have eaten.  They consider other races weak for not being able to survive anywhere, eating anything.
 Language: Bainligor have their own language, and most learn Undercommon as well.

BAINLIGOR SOCIETY
 Bainligors are a primitive, tribal gerontocracy barely out of the stone ages.  They are run by the Revered Ones, elderly tribesmen who have passed on into Undeath.
 Alignment : Bainligor are almost exclusively Neutral Evil.
 Lands : Bainligor live in the upper reaches of the Underdark.
 Settlements : Due to the hatred of other races the Bainligor keep to their territory.  They avoid the deeper reaches due to legends of Revered Ones lurking and ever hungry.
 Beliefs : Bainligor do worship a God of some sort, but no one is truly certain which one.
 Relations: Other races avoid the Bainligor,  They have little to trade, horrific eating habits, and are ruled by the Undead.

BAINLIGOR
· The tribesmen are disappearing one by one, and everyone assigned by the Revered Ones to find out why doesn't come back.  It's your turn now, and you don't like the way the Revered Ones are looking at you.
· Your tribes elders are being slaughtered before they can move on.  You suspect the tribes lone Revered One wants no rivals and is killing them off.  But how to prove it?
· Your fellow tribesman is too young to be a Revered One, but has obviously passed into undeath.  The Revered Ones want you to figure out if he means trouble.

« Last Edit: February 25, 2021, 11:41:02 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #182 on: October 13, 2020, 11:44:10 PM »
Ghuuna 

"Everyone already uses Gnolls as Minions...""

"Theys deluxe Gnolls ma'am."

"Define what you mean by 'deluxe'.  We've all been taken by faux upgrades before."

Ghuuna is an Acquired Template that can be applied to any Gnoll follower of Yeenoghu.  They are quasi-lycanthropes made via magic ritual.  Base Creature refers to Gnoll, Base Animal is the Hyaenodon.  Unlike normal Lycanthrope's, they have no hybrid form.  They rarely spread their condition, unless directed to, or if their numbers have been devastated.

Size and Type: The base creature’s type does not change, but the creature gains the shapechanger subtype.  The Ghuuna's size changes to large in Hyaenodon form.

Hit Dice: Same as the base creature plus those of the base animal (5d8). To calculate total hit points, apply Constitution modifiers according to the score the Ghuuna has in each form. 

Speed:
Base land speed increases o 50 ft. in Hyaenodon form.

Armor Class: Natural AC Bonus increases by +2 in Gnoll form.  Natural AC Bonus is +8 in Hyaenodon Form.

Attacks: Add the base attack bonus for the base animal (+3) to the base attack bonus for the base creature. The Ghuuna’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the Ghuuna’s form.

Damage:
Same as the base creature or base animal, depending on which form the Ghuuna is in. In Hyaenodon form, the Ghuuna has a Primary Natural Bite attack doing 1d8 plus one and a half times Str modifier damage.

Special Attacks:  A Ghuuna retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below.

A Ghuuna spellcaster cannot cast spells with verbal, somatic, or material components while in animal form.

Ghuunism (Su): Any Gnoll hit by a Ghuuna’s bite attack in animal form must succeed on a DC 15 Fortitude save or contract lGhuunism.

Trip (Ex): A Ghuuna that hits with a bite attack in Hyaenodon form can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Domination (Sp): Ghuuna's can cast Dominate Animal at will, but only on Hyenas or Hyaenodons.  Caster Level is 8th.

Special Qualities:  A lycanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below.

Alternate Form (Su): A Ghuuna can assume the form of a Hyaenodon. Changing to or from animal form is a standard action. A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however.

Afflicted lycanthropes find this ability difficult to control (see Lycanthropy as an Affliction, below), but natural lycanthropes have full control over this power.

Damage Reduction (Ex): An afflicted lycanthrope in animal  form has damage reduction 5/Cold Iron or Magic A natural lycanthrope in animal  form has damage reduction 10/Cold Iron or Magic.

Lycanthropic Empathy (Ex): In any form, Ghuunas can communicate and empathize with Hyenas or Hyaenodons. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Darkvision (Ex): A Ghuuna has 90 ft. Darkvision in any form.

Scent (Ex): A lycanthrope has the scent ability in any form.

Saves: Add the base save bonuses of the base animal (+4 Fort, +4 Reflex, +1 Will) to the base save bonuses of the base creature.

Abilities: All lycanthropes gain +2 to Wisdom. In addition, when in animal form, a lycanthrope’s physical ability scores improve according to its kind, as set out here: +16 Str, +4 Dex, +8 Con.

In addition, a lycanthrope may also gain an additional ability score increase by virtue of its extra Hit Dice.

Skills: A lycanthrope gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its animal form, as if it had multiclassed into the animal type. (Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die.) Any skill given in the animal’s description is a class skill for the lycanthrope’s animal levels (Hide, Listen. Move Silently, Spot, Survival). In any form, a lycanthrope also has any racial skill bonuses of the base creature and of the base animal, although conditional skill bonuses only apply in the associated form (+4 Racial Bonus to Hide Checks in tall grass, with a +4 Racial Bonus to Survival Checks that rises to +8 when tracking by Scent).

Feats:  Add the base animal’s feats (Alertness, Toughness, Weapon Focus-Bite) to the base creature’s. If this results in a lycanthrope having the same feat twice, the lycanthrope gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat works as noted in the feat description. This process may give the lycanthrope more feats than a character of its total Hit Dice would normally be entitled to; if this occurs, any "extra" feats are denoted as bonus feats.

It’s possible that a lycanthrope cannot meet the prerequisites for all its feats when in humanoid form. If this occurs, the lycanthrope still has the feats, but cannot use them when in humanoid form. A lycanthrope receives Iron Will as a bonus feat.

Environment: Warm Desert or Plains

Organization: Solitary, pair, hunting party (2-5)

Challenge Rating: +3

Treasure: Standard.

Alignment: Usually Chaotic Evil

Advancement: By Character Class.

Level Adjustment:
+3, In addition, a lycanthrope’s character level is increased by the number of racial Hit Dice the base animal has.
« Last Edit: February 25, 2021, 10:32:03 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #183 on: October 13, 2020, 11:49:43 PM »
                      Avari 
                      Medium Outsider (Evil)
Hit Dice:             9d8+27 (67 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Fly 40 ft. (Clumsy)
Armor Class:          24 (+4 Dex, +10 Natural), touch 14, flat-footed 20
Base Attack/Grapple:  +9/+13
Attack:               Claw +13 melee (1d8+4)
Full Attack:          2 Claws +13 melee (1d8+4) and 1 Bite +8 melee (2d8+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poisonous Bite, Screech, Bat Summoning
Special Qualities:    Immunities, DR 10/Magic, Energy Resistance 10 (Cold, Electricity, Force), Low-Light Vision, Darkvision 60 ft., Telepathy 100 ft., SR 21, Blindsense 40 ft.
Saves:                Fort +9, Ref +10, Will +10
Abilities:            Str 18, Dex 18, Con 16, Int 14, Wis 18, Cha 14
Skills:               Climb +14, Concentration ++13, Hide +14, Intimidate +12, Jump +14, Knowledge (Nature, The Planes) +12, Listen +18, Move Silently +14, Search +12, Spot +18, Survival +14
Feats:                Ability Focus (Screech), Blind-Fight, Cleave, Power Attack
Environment:          Acheron, Carceri, Gehenna, Hades
Organization:         Solitary, Pair, or Group (3-4)
Challenge Rating:     10
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          10-13 HD (Medium), 14-27 HD (Large)
Level Adjustment:     ---

"Aren't these just giant bats?"

"Giant Devil Bats."

"These ain't Baatezu..."

"Mebbe not, but they hate Demons all the same."

Avari are large bat-like humanoids with winged arms.  Natives of the Lower Planes, they often end up in minor wars with Demons.  Other beings they eat (if they consider them weak), lead into fighting their enemies if they seem powerful, or trade with for Gold.  Avari are quite obsessed with precious metals, and can easily be bribed with them when not hungry.

Poisonous Bite (Su): Injury, DC 17 Fortitude Save (Save DC is Constitution based), Initial damage is wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks.  If the target suffers Secondary damage, the duration extends to an hour.

Screech (Ex:) Once every 1d4 rounds the Avari can emit a painful, piercing scream.  Any living being within 10 feet of the Avari must make a DC 19 Fortitude Save, or be Stunned 1 round (Save DC is Constitution based).

Bat Summoning (Sp): Avari may use the following Spell-Like Abilities; At Will: Charm Animal (bats only), Dominate Animal (bats only).  3/Day: Summon Nature's Ally III (Dire Bats only).

Iimmunities: Avari are immune to Acid, Poison and Paralysis.

Blindsense (Ex): Avari use echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against them unless it can actually see them.

Skills:  Avari have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.

Combat: Avari prefer to fight from ambush, stunning opponents with their screech before biting them.
« Last Edit: May 05, 2022, 01:04:48 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #184 on: October 13, 2020, 11:52:00 PM »
                      Bogeyman   
                      Small Aberration
Hit Dice:             2d8+2 (11 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          12 (+1 Size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple:  +1/-3
Attack:               Claw +2 melee (1d3)
Full Attack:          2 Claws +2 melee (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities
Special Qualities:    Darkness, Darkvision 60 ft.
Saves:                Fort +1, Ref +1, Will +3
Abilities:            Str 11, Dex 13, Con 12, Int 5, Wis 11, Cha 6
Skills:               Hide +5, Listen +2, Move Silently +2, Spot +2
Feats:                Improved Initiative
Environment:          Any
Organization:         Solitary or pack (2-4)
Challenge Rating:    1/2
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          3 HD (Small), 4-6 HD (Medium)
Level Adjustment:     +0

"So you made anti-child Minions?  What the hell?"

"Technically their anti-personnel Minions ma'am.  They just prefer to scare kids"

"You are a sad, sad little man."

A Bogeyman is a squat, bald humanoid that feeds on fear.  It has fangs, claws, pointed ears, and slits in place of a nose.  They remind many people of reptiles with dead white skin. 

Spell-Like Abilities (Sp): 2/day: Ghost Sound, Scare, Silent Image.  Caster Level 5th.

Darkness (Su):  Bogeymen are permanently surrounded by a Darkness spell centered on them.  They can see through this darkness normally.  Dispel Magic will dispel this Darkness for 1d4 rounds (the Bogeyman's Caster Level is 5th for purposes of the Dispel check). 

Combat:  Bogeymen are a cowardly lot, and will rarely fight.  They will pretend to attack to generate the fear they subsist on, but rarely will they do physical harm.  They need their human cattle alive.
« Last Edit: February 25, 2021, 10:37:14 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #185 on: January 24, 2021, 06:11:48 PM »
Bog Mummy

"So you strangle them and throw them in a bog, and they reanimate once they're taken out?"

"Yes'm.  They kill everything in sight."

"Would this include would be Evil Overlords?"

"They're uh...they're more of a fire and forget weapon."

Bog Mummy is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid (referred to hereafter as the base creature).  Bog mummies are the withered. preserved bodies of victims who were murdered in a ritual and thrown in a peat bog.  Usually found by peasants cutting eat for fires and such.

A mummified creature speaks all the languages it spoke in life, and it has all the base creature's characteristics except as noted here.

Size and Type: The creature's type changes to undead, and it gains the augmented subtype. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12.

Speed: A mummified creature's land speed decreases by 10 feet (to a minimum of 10 feet). The speeds for other movement modes are unchanged.

Armor Class: A mummified creature's natural armor bonus is +10 or the base creature's natural armor bonus, whichever is higher.

Attacks:
A mummified creature retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. If the base creature can use weapons, the mummified creature retains this ability. A mummified creature with natural weapons retains those natural weapons. A mummified creature fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A mummified creature armed with a weapon uses its slam or a weapon, as it desires. It gains 2 Slams with a Full Attack.

Damage: Slam damage depends on the base creature's Size: Fine (1d2), Diminutive (1d3), Tiny (1d4), Small (1d6), Medium (1d8), Large (2d6), Huge (2d8), Gargantuan (2d10), Colossal (4d8).

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

Despair (Su): At the mere sight of a mummified creature, the viewer must make a successful Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that target cannot be affected again by that mummy's despair ability for 24 hours.

Suffocation (Ex): If a Bog Mummy hits with both Slam attacks it latches on, and begins Suffocating it's victim (see DMG) along with doing double it's Slam damage with a successful Grapple Check.

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

Damage Reduction (Ex): Bog Mummies have both DR 5/-, and DR 10/Slashing and Piercing.

Saves: Unchanged, but may need recalculating due to Ability Score changes.

Abilities:
A mummified creature's ability scores are modified as follows: Str +8, Int -4 (minimum 1), Wis +4, Cha +4. As an undead creature, a mummified creature has no Constitution score.

Skills: Skills must be recalculated due to ability score changes.  The Bog Mummy gains a +4 Racial Bonus on Hide and Move Silently Checks.

Feats: Unchanged.

Environment: Temperate Marsh.

Organization: Solitary.

Challenge Rating: +3

Treasure: Unchanged

Alignment: Always Chaotic Evil.

Advancement: By Character Class.

Level Adjustment: +4



« Last Edit: February 25, 2021, 10:43:41 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #186 on: January 24, 2021, 06:12:20 PM »
Ice Mummy

"So...deluxe cold mummies who can cast spells?  What could go wrong?"

Ice Mummy is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid (referred to hereafter as the base creature).  Many are casters who froze to death after fleeing into the arctic to avoid foes, or the members of a glacier dwelling tribe infamous for using barbed arrows.

A mummified creature speaks all the languages it spoke in life, and it has all the base creature's characteristics except as noted here.

Size and Type: The creature's type changes to undead, and it gains the Cold and Augmented subtypes. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12.

Speed: A mummified creature's land speed decreases by 10 feet (to a minimum of 10 feet). The speeds for other movement modes are unchanged.

Armor Class: A mummified creature's natural armor bonus is +10 or the base creature's natural armor bonus, whichever is higher.

Attacks: A mummified creature retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. If the base creature can use weapons, the mummified creature retains this ability. A mummified creature with natural weapons retains those natural weapons. A mummified creature fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A mummified creature armed with a weapon uses its slam or a weapon, as it desires. It gains 2 Slams with a Full Attack.

Damage: Slam damage depends on the base creature's Size: Fine (1d2), Diminutive (1d3), Tiny (1d4), Small (1d6), Medium (1d8), Large (2d6), Huge (2d8), Gargantuan (2d10), Colossal (4d8).

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

Despair (Su): At the mere sight of a mummified creature, the viewer must make a successful Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that target cannot be affected again by that mummy's despair ability for 24 hours.

Breath Weapon (Su): 3/day the Ice Mummy can spit out cold and ice in a  20 ft. cone.  Creatures in this area take 5d6 Cold damage (Reflex Save for half damage, Save DC is Charisma based).

Withering Touch (Su): Opponents struck by the Ice Mummy's Slam attack must make a Fortitude Save or be affected as though they had been targeted with a Wither Limb spell (Save DC is 10 plus half HD plus Cha modifier).

Aura of Cold (Su): Anything within 20 ft. of an Ice Mummy is subjected to Unearthly Cold (see Frostburn, page 9).  Additionally, non-magical weapons used to strike it shatter if they score a critical hit or do maximum damage.

Special Qualities: Retains all Special Qualities of the Base Creature:

Saves: Unchanged, but may need recalculating due to Ability Score changes.

Abilities: A mummified creature's ability scores are modified as follows: Str +8, Wis +4, Cha +4. As an undead creature, a mummified creature has no Constitution score.

Skills: Skills must be recalculated due to ability score changes.

Feats: Unchanged.

Environment: Cold Mountains.

Organization: Solitary.

Challenge Rating: +4

Treasure:
Unchanged.

Alignment: Always Chaotic Evil.

Advancement: By Character Class.

Level Adjustment: +5



« Last Edit: February 25, 2021, 10:46:50 PM by bhu »

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Re: Monster Revisions
« Reply #187 on: May 23, 2021, 09:34:17 PM »
Master Lich  (Spelljammer)

"Once again, I feel it necessary to point out Liches aren't Minions."

"These ones sold they soul.  Theys Minions."

"I'm pretty sure the Lich doesn't agree."

Master Lich is an Acquired Template that can be applied to any Humanoid creature willing to make a pact with an extradimensional entity (usually a Warlock).  The pact grants the maker Undeath and significant power until the contract comes due.  They are not rotting like most Liches, and are instead desiccated with their skin stretched tight across the bone.

Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. 

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: The base creature' land speed is penalized by -10 ft.  It also gains a Flight speed of 30 ft (Perfect).

Armor Class: A lich has a +12 natural armor bonus or the base creature’s natural armor bonus, whichever is better.

Attacks: A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon. A lich armed with a weapon uses its touch or a weapon, as it desires. A lich fighting without weapons uses either its touch attack or its natural weapons. If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack). If it has no natural weapon it gains a primary Slam attack.

Damage: Your Slam attack does 2d6 plus Str damage plus possible paralysis if used in conjunction with your touch attack.

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

Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).  The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

Control Undead (Sp): All Undead you create are under your command as if permanently, under the effects of a Control Undead spell.  The maximum Hit Die limit you can control is equal to 3 times your Hit Dice.  Fr example, a 10 HD Master Lich can control a maximum of 30 HD of Undead.

Create Spawn (Su): Any time the Master Lich slays a being the Skeleton or Zombie template can be applied to, it rises as a Skeleton or Zombie within 1d4 rounds under the Master Liches control.

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

Turn Resistance (Ex): The Lich cannot be Turned in it's home territory, which is defined as a 1 mile radius originated from where it was created.  A lich has +4 turn resistance.

Regeneration (Ex): The Lich regenerates 1 hit point per round, even if it's body is in pieces.  No form of attack deals normal damage to a lich. The lich can be slain only by raising its nonlethal damage total to its full normal hit points +10 and using a wish or miracle spell to keep it dead. Otherwise he may only be killed if the entity he bargained with or power decides to kill him, or he is brought to that entities home plane.  If a lich 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.

Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. It is also immune to spells from the Necromancy school.

Spell Resistance (Ex): The Lich gains Spell Resistance equal to 11 plus it's CR.

Undead Scrying (Su): As a Swift Action the Lich may see and  hear through any Undead it controls.  This makes it effectively deaf and  blind in it's actual location, and vulnerable to attacks relying on hearing and vision in the location of the Undead it is using as a remote viewer.

Saves: Unchanged.

Abilities: +4 Int, +2 Wis, +2 Cha.  Being an Undead the Lich has no Constitution Score.

Skills: Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.

Feats: Unchanged.

Environment: Any.

Organization: Solitary or troupe (1 lich, plus 2-4 vampires and 5-8 vampire spawn).

Challenge Rating: +2

Treasure: Standard coins; double goods; double items.

Alignment: Always Chaotic Evil.

Advancement: By character class.

Level Adjustment: +8


« Last Edit: May 05, 2022, 01:53:23 AM by bhu »

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Re: Monster Revisions
« Reply #188 on: May 23, 2021, 09:46:04 PM »
Undead Water Monster

"Really, are we sure zombifying sea serpents is the best way to go?"

"Well hell woman, we's done zombified everything else.  Hadda try snakes someday."

Undead Water Monster is an Acquired Template that can be applied to any Animal with a base swim speed.   Despite being significantly more powerful, they appear as normal aquatic zombies.

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

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Unchanged.

Armor Class: The Water Monster has a +13 natural armor bonus or the base creature’s natural armor bonus, whichever is better.

Attacks: Unchanged.

Damage: Unchanged.

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

Breath Weapon (Su): 3/day the monster can breathe out a 40 foot Cone of greenish-yellow vapor.  This area has effects identical to a Cloudkill spell (Caster Level is equal to HD).

Fear (Su): The monster can cast Fear 3day as a Supernatural Ability (Caster Level is equal to HD).

Ambush (Ex): The monster has a +4 Circumstance Bonus on attack and damage rolls against opponents who are Flat-footed or unaware of it.

Improved Grab (Ex): To use this ability, the monster 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 monster establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

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

Turn Resistance (Ex): The base creature gains +2 Turn Resistance.

Damage Reduction (Ex): The base creature gains DR 10/Magic.

Saves: Unchanged.

Abilities: +4 Str, +10 Int, +2 Wis, +2 Cha, -2 Dex.  Being Undead it has no Constitution Score.

Skills: Will need to be recalculated due to Ability Score changes. A monster gains a +4 racial bonus on Hide checks when in the water. Further, a monster can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Feats: Unchanged.

Environment: Unchanged.

Organization: Solitary.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: +3
« Last Edit: June 12, 2021, 07:31:46 PM by bhu »

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Re: Monster Revisions
« Reply #189 on: May 23, 2021, 09:57:29 PM »
Ur-Histachii

"So are these Minions available to anyone other than members of the Yuan-Ti cult?"

"Umm...mebbe.  But why not join the Cult?  There's perks!"

"Do those perks include swapping spit with snakes?"

"That's racist."

This is an Acquired Template that can be applied to any creature with the Yuan-Ti (Broodguard) template.  When the Histachii pass on, the Necromancers of the Cult of the Dragon raise them again to serve in Undeath.

Size and Type: Size is unchanged, Type becomes Undead

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Unchanged.

Armor Class: Natural Armor onus to AC increases by +4.

Attacks: Unchanged.

Damage: Unchanged.

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

Improved Rage (Ex): The Ur-Histachii can now Rage 3/day, and immediately goes into Rage as a Free Action when attacked by something other than a Yuan-Ti.  It also no longer takes an Armor Class Penalty.

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

Lifesense (Su): Ur-Histachii may automatically sense Living creatures within 90 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Darkvision 90 feet

Saves: Unchanged.

Abilities: -2 Int, as an Undead it has no Constitution Score.

Skills: Unchanged, but will need to be recalculated due to Int loss.  They lose the ability to speak.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +1

Treasure: None.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: +2


« Last Edit: June 12, 2021, 07:43:26 PM by bhu »

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Re: Monster Revisions
« Reply #190 on: May 23, 2021, 10:03:10 PM »
Tomb Dwarf

"How are these Mnions?"

"They aren't, unless you trick people into entering their tomb.  You just gotta build yer lair under it"

Tomb Dwarf is an Acquired Template that can be applied to any Dwarf.  Tomb Dwarves are Dwarves that have passed on fearing their tomb will be violated.  In response, they rise from the tomb whenever it really is violated.  They appear as corpses in ceremonial dress or armor that are slightly translucent.

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

Hit Dice: Increase all current and future Hit Dice to d12s. 

Speed: Unchanged.

Armor Class: The Natural Armor Bonus of the base creature improves by +2.

Attacks: The base creature gains a primary Natural Slam attack.  It gains 2 Slams with a Full Attack.

Damage: The Slam attack does 2d4 plus Str damage.

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

Powerful Blow (Ex): Whenever the Tomb Dwarf makes a successful melee attack, it immediately gets a Bull Rush attack as a Free Action without provoking an Attack of Opportunity.  You do not move with the opponent.

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

Damage Reduction (Ex): The base creature gains DR 10/Magic.

Ethereal Jaunt (Su): A Tomb  Dwarf can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th).

Spell Resistance (Ex): The base creature gains Spell Resistance equal to 11 plus it's CR.

Rejuvenation (Su): In most cases, it’s difficult to destroy a Tomb Dwarf through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A Tomb Dwarf 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 Tomb Dwarf for sure is to keep away the intruders that prevent it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Saves: Unchanged.

Abilities: +2 Str, +4 Wis, +2 Cha.  Being Undead it has no Con Score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any.

Organization: Solitary.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Usually Neutral.

Advancement: Unchanged.

Level Adjustment: +3


« Last Edit: May 05, 2022, 01:53:47 AM by bhu »

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Re: Monster Revisions
« Reply #191 on: September 19, 2021, 06:00:24 PM »
Undead Dragon Slayer  (Council of Wyrms)

"So they're strictly anti-Dragon Minions?"

"Yup, but I wouldn't get in their way either.  Mighty obsessive them types."

"So we would need to trick non-Dragon opponents into their path?  Evil Warlords generally prefer  to have Minions that are less complicated."

Undead Dragon Slayer is an Acquired Template that can be applied to any Humanoid with a BAB of +9 and an undying hatred of Dragons (and who can speak Draconic).  They appear as skeletons with some rotting flesh attached, and wearing magical arms and armor.  Most stand 6 to 7 feet tall.  Normally created by a Create Undead spell by Casters 18th Level or higher, some rise up by sheer force of hate and bigotry.  Most are the remains of a human army that invaded the Io's Blood Isles in the past. 

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

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

Speed: Unchanged.

Armor Class: An Undead Dragon Slayer has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better.  They also have a +3 Dodge Bonus against Dragons.  The are generally found with Full Plate and a Heavy Steel Shield, usually magical.  Most often this takes the form of a +2 Enhancement Bonus to AC, only vs. Dragons.

Attacks: BAB is not recalculated.

Damage: Unchanged.

Special Attacks: Retains all the Base Creature's Special Attacks, and gains the following:

Dragon Slaying Sword (Su): Any non-magical melee weapon held by an Undead Dragon Slayer is considered a +2 Bane (Dragons) Weapon.  If it is a magical weapon, it still gains the Bane (Dragons) property.  If it already has the Bane (Dragons) property, there is no additional effect.

Slayer Special Attacks (Su): An Undead Dragon Slayer gains 5 of the 8 special attacks:

Breath Stealing (Su): If the Dragon Slayer successfully confirms a Critical against an opponent with a Breath Weapon, the opponent loses the use of that Breath Weapon for the rest of the encounter.

Breach Armor (Su): If the Dragon Slayer attacks as a Full Round Action with a melee weapon, that attack is considered a touch attack.

Dazzle (Su): By twirling it's weapon as a Full Round Action, the Slayer can impede a Dragons ability to use Spells or Spell-Like Abilities for that round.  To cast a Spell or use a Spell-Like Ability, the Dragon must make a Concentration Check (Check DC is equal to 10plus 1/2 Hit Dice plus Charisma modifier).

Dodge and Strike (Su): If a Dragon attacks the Dragon Slayer and misses, the Slayer immediately gets an Attack of Opportunity with a +2 Bonus to the attack roll.

Enhanced Critical (Su): The Slayers melee attacks threaten a critical on a natural 18-20.

Smite (Su): By making a Full Round attack against a Dragon while using the Power Attack Feat, the Undead Dragon Slayer does triple the damage if the weapon attack succeeds.

Weapon Throw (Su):  Melee weapons you hold can be used as a ranged weapon, with a range increment of 15 ft.

Wing Attack (Ex): When the Undead Dragon Slayer attacks an opponent with wing and successfully confirms a Critical, the victim cannot use it's wings to Fly until the damage from the attack has healed.

The effects of these Special Attacks are cumulative,  For example, if the Slayer has both Breach Armor and Smite, he gains the effects of both on a Full Round Attack.

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

Breath Resistance (Ex): If an Undead Dragon Slayer succeeds on it's Saving Throw versus a Dragon's Breath Weapon it takes no damage.

Spell Resistance (Ex): Gains Spell Resistance equal to 11 plus CR.

Turn Immunity (Ex):  Undead Dragon Slayers are immune to Turning.

Vulnerabilities (Ex): Undead Dragon Slayers are affected by the Holy Word spell regardless of their Alignment.  To retain it's unlife, an Undead Dragon Slayer must kill Dragons.  It's unlife is extended by a number of months equal to the Hit Dice of any Dragon they slay.  If they smash an egg, it is considered to have half as many Hit Dice as a Wyrmling (rounded down).

Saves: Must be recalculated  due to Ability Score changes.

Abilities: +4 Str, +4 Int, +4 Wis.  As an Undead being the Undead Dragon Slayer has no Constitution Score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any.

Organization: Solitary.

Challenge Rating: +2

Treasure: None.

Alignment: Always Neutral or Neutral Evil.

Advancement: Unchanged.

Level Adjustment: ---
« Last Edit: May 05, 2022, 01:54:07 AM by bhu »

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Re: Monster Revisions
« Reply #192 on: September 19, 2021, 06:41:09 PM »
Vampiric Beast

Vampiric Beast is an Acquired Template that can be applied to any Animal that has undergone the proper ritual from an Evil Cleric, who must then hand-feed them blood daily before poisoning them.  The animal then rises from the dead to serve the Cleric.  Wolves are commonly used for this purpose, but it can be any carnivore or omnivore with a bite attack with at least 6 Hit Dice (meaning they usually have Advanced Hit Dice).

"This just seems wrong."


"They're extremely loyal tho."

"Yeah,but to who?"

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

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

Speed: All movement speeds increase by +10 feet.

Armor Class:
The base creature’s natural armor bonus improves by +6.

Attacks: Unchanged.

Damage: Bite damage improves  by one step (i.e. if it normally does 1d6, it now does 1d8).

Special Attacks: Retains all the Base Creature's Special Attacks, and gains the following:

Draining Bite (Su): Any round the Vampiric Beast successfully uses it's Bit attack or Constrict it gains 5 temporary hit points.

Improved Grab (Ex): To use this ability, a Vampiric Beast must hit with a bite attack against an opponent it's Size Category or smaller. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Constrict (Ex): A Vampiric Beast does it's Bite damage with a successful Grapple Check.

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

Damage Reduction (Ex): The base creature gains DR 5/Silver and Magic.

Turn Resistance (Ex): A Vampiric Beast has +4 turn resistance.

Vulnerabilities: A Vampiric Beast becomes Dazzled in bright sunlight or within the radius of a daylight spell.

Saves: Must be recalculated due to Ability Score changes.

Abilities: +6 Str, +4 Dex, +6 Int, Wis +2, Cha +4.

Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.

Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Evil  (any).

Advancement: Unchanged.

Level Adjustment: ---
« Last Edit: December 24, 2021, 07:58:42 PM by bhu »

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Re: Monster Revisions
« Reply #193 on: December 04, 2021, 09:18:52 PM »
Stone Wolf
                      Medium Construct
Hit Dice:             5d10+20 (44 hp)
Initiative:           -1
Speed:                30 ft. (6 squares)
Armor Class:          19 (-1 Dex, +10 Natural), touch 9, flat-footed 19
Base Attack/Grapple:  +3/+6
Attack:               Bite +6 melee (2d4+4)
Full Attack:          Bite +6 melee (2d4+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Ambush
Special Qualities:    Construct traits, DR 10/Magic and Bludgeoning, Darkvision 60 ft., immunity to magic, Low-light Vision
Saves:                Fort +1, Ref +0, Will +1
Abilities:            Str 17, Dex 9, Con -, Int 2, Wis 11, Cha 1
Skills:               Disguise -3 (+5 to appear as a statue), Listen +5, Spot +5
Feats:                Alertness, Weapon Focus (Bite)
Environment:          Any
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-7 HD (Medium), 9-15 HD (Large)
Level Adjustment:     ---

"So this is basically a variant of a Stone Golem."

"New and improved!  They're much less likely to go on rampages!"

"Sold."

Stone Wolves are animated statues carved in a wolf or wolf-like theme with white hot fire opals for eyes.  They are created much like any other Golem, and mostly used as guards for valuables.

Ambush (Ex): If opponents fail to see through the creatures Disguise, it gets an attack against it's Surprised foes.  The Wolf gains a +4 Circumstance Bonus on Initiative rolls.  Additionally, it will pounce on Surprised foes, pinning them to the ground.  Mechanically this works like a Grapple Check that provokes no Attacks of Opportunity.  If the Wolf succeeds it's opponent takes 2d4+6 bludgeoning damage, is knocked prone, and considered to be Pinned in a Grapple. 

Immunity to Magic (Ex):  A Stone Wolf is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A transmute rock to mud spell slows a Stone Wolf (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

A stone to flesh spell does not actually change the Wolfs structure but negates its damage reduction and immunity to magic for 1 full round.

If they successfully make a Saving Throw against a spell that allows for half damage on a successful Save, they take no damage instead.

Skills: Stone Wolves have a +8 Racial Bonus to Disguise Checks meant to appear as a normal statue.

Combat: Stone Wolves set immobile as statues until opponents get close and let their guard down.  Then they pounce.
« Last Edit: January 03, 2022, 12:36:45 AM by bhu »

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Re: Monster Revisions
« Reply #194 on: December 24, 2021, 08:21:43 PM »
 Tymer-haid
                      Tiny Undead (Incorporeal, Swarm)
Hit Dice:             10d12 (65 hp)
Initiative:           +2
Speed:                Fly 50 ft. (10 squares, Perfect)
Armor Class:          15 (+2 Size, +2 Dex, +1 Deflection), touch 15, flat-footed 13
Base Attack/Grapple:  +5/-
Attack:               Swarm (1d6 Fire damage plus 1d6 negative energy damage)
Full Attack:          Swarm (1d6 Fire damage plus 1d6 negative energy damage)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Fiery Sting
Special Qualities:    Darkvision 60 ft., Half damage from slashing and piercing damage, Swarm traits, Incorporeal traits, Undead traits, Immune to Fire damage, Vulnerabilities, Turn Resistance, Mindless
Saves:                Fort +3, Ref +5, Will +7
Abilities:            Str -, Dex 15, Con -, Int -, Wis 11, Cha 4
Skills:               Listen +8, Move Silently +10, Search +5, Spot +8
Feats:                ---
Environment:          Any
Organization:         Solitary
Challenge Rating:     7
Treasure:             None
Alignment:            Always Neutral Evil
Advancement:          11-30 HD
Level Adjustment:     ---

"So can you control this thing?"

"Naw, it's less a Minion and more a 'spray and pray' type hazard.

Tymher-haid are also known as 'ghost swarms.'  Consisting of remnants of the souls of multiple people, they appear as multi-colored clouds of sparks.  While the individual ghosts can sometimes be heard whispering to one another, they do not appear to be able to communicate with the living.

Distraction (Ex):  Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Wisdom-based (unlike living swarms).

Fiery Sting (Su): The Tymher-haid's swarm attack does 1d6 negative energy damage and 1d6 Fire damage.

Vulnerabilities: Tymher-haids have a -2 Racial Penalty on Saves against spells with the Water descriptor.  Contact with the water does 1d6 Untyped damage per round to them.  Being caught in heavy snow or rain causes 2d6 damage per round (as does being submerged in water).

Turn Resistance (Ex): If a Turn attempt is successful against a Tymher-haid, it takes 2d6 untyped damage instead of the normal effects.

Skills:  Ghost swarms have a +8 racial bonus on Listen, Search, and Spot checks. Otherwise same as the base creature.

Combat: Ghost swarms react like any other swarm, enveloping victims.
« Last Edit: January 03, 2022, 07:21:47 PM by bhu »

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Re: Monster Revisions
« Reply #195 on: December 25, 2021, 06:05:45 PM »
Sacaanti  (Forgotten Realms)
                      Small Outsider (Evil, Native)
Hit Dice:             4d8 (18 hp)
Initiative:           +3
Speed:                20 ft. (4 squares), Fly 60 Ft. (Perfect)
Armor Class:          18 (+2 Size, +3 Dex, +3 Natural), touch 15, flat-footed 15
Base Attack/Grapple:  +4/-4
Attack:               Bite +8 melee (1d3 plus poison)
Full Attack:          1 Bite +8 melee (1d3 plus poison) and 2 Claws +3 melee (1d3)
Space/Reach:          2 1?2 ft./0 ft.
Special Attacks:      Poison, Spells
Special Qualities:    Darkvision 60 ft., Fast Healing 1, Conduit, Etherealness, SR 15, Telepathy
Saves:                Fort +4, Ref +7, Will +5
Abilities:            Str 10, Dex 16, Con 10, Int 10, Wis 12, Cha 14
Skills:               Bluff +7, Concentration +4, Diplomacy +5, Disguise +5, Hide +11, Intimidate +6, Knowledge (any one) +7, Listen +7, Move Silently +7, Search +7, Spellcraft +7, Spot +7
Feats:                Combat Casting, Weapon Finesse
Environment:          Any
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Any Evil
Advancement:          By Character Class (Sorcerer)
Level Adjustment:     ---

"So can you control this thing?"

"Jebus,  we'd better hope so."

Sacaanti are created whe a particularly odd caster summons both an Imp and a Quasit, and casts Wish to merge the two.  It rather resembles an Imp without horns and tail.  They're usually found as errand boys for powerful Zhentarim Wizards.

Poison (Su): Bite, Injury, DC 14 Constitution Save (Save DC is Constitution based with a +2 Racial Bonus), Initial damage is 1d6 Con, and Secondary damage is 2d4 Con.

Spells: A Sacaanti can cast spells as a Sorcerer equal to it's Hit Dice.  If it takes Levels in Sorcerer, those Levels stack with it's Hit Dice to determine Caster Level.

Conduit (Su): Sacaanti have a link to their creator similar to that of a Familiar.  They are in constant telepathic contact as long as the two are within 1 mile of each other.  Their creator gains the benefit of their Fast Healing within this range as well.  When they wish to, and are within 1 mile of each other, both the Sacaanti and the creator can see and hear through one anothers eyes and ears as a Free Action (whichever one opts to do this is effectively deaf and blind while doing so).  In fact, if the creator loses consciousness, the Sacaanti can control the creator's motor functions as a Full Round Action, causing it to walk and talk.  The Sacaanti can even use one of it's creators spells to teleport the creator to it's current location if the creator has any prepared for the day.  Other than that one exception, the Sacaanti can only access the spells of it's creator it would normally be able to cast.  For example if the Sacaanti is a  4th Level caster, and it's Master is 17th Level, it accesses the spells it's creator has as if it too were a 4th Level caster.  Both the creator and the Sacaanti can cast spells through one another, and the spell takes effect as if it originated from their location.  For example if the creator wants to polymorph the Sacaanti, it does not need to be in the spells range, just within 1 mile.  If the creator is out of spells, and in desperate need of a Fireball, the Sacaanti can cast Fireball, and the spell will come from it's creator as if he had cast it.  There is a downside to this.  If their creator dies, so does the Sacaanti, and vice versa.  This means a Sacaanti will never betray it's master, even if someone uses magic to try to force it to.

Etherealness (Sp): Sacaanti can cast Ethereal Jaunt a number of times per day  equal to it's creators caster level.

Combat: Sacaanti rely on their poison.  On the odd chance it doesn't work, and they don't have enough spells to take care of the problem, they flee.
« Last Edit: May 05, 2022, 01:54:38 AM by bhu »

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Re: Monster Revisions
« Reply #196 on: December 31, 2021, 08:02:24 PM »
Scryxull

Scryxull is an Acquired template that can be applied to any snakes that are non-magical  Animals.  The base creature must have 4+ HD and have a venomous bite.

"More undead snakes?"

"I ain't rippin' off them sea serpent guys, I had the idea first."

"It's nibbling on my pantaloons."

"Dammit snakey...."

Scryxull are zombie-like beasts animated by Evil Clerics.  They resemble normal snakes, but their scales usually alter in color, and are covered in fine dust (which is actually shed scales).  Their eyes are completely black.  They are typically used as guards.

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

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

Speed:
Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

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

Drain (Su): If the Scryxull successfully bites an opponent, they must make a Fortitude Save (DC is Charisma based with a +8 Racial modifier), or take 1d4 points of Strength Drain. On each such successful attack, the Scryxull gains 5 temporary hit points.

Spittle (Su): Once every 1d4 rounds the Scryxull can spit an oily glob of toxic dust as a ranged touch attack.  This has a range of 60 feet.  Contact, Fortitude Save (Save DC is Charisma based with a +8 Racial Bonus), Initial damage is 2d4 Dex, and Secondary damage is Paralysis for 1d4+1 rounds.

Special Qualities: Retains all Special Qualities of the Base Creature.

Saves: Unchanged.

Abilities:
+2 Str, -2 Dex.  Con and Int become -.

Skills: The base creature loses all Skill ranks, but retains Racial Skill Bonuses.

Feats: The base creature loses all Feats.

Environment: Any

Organization: Solitary.

Challenge Rating: +1

Treasure:
Unchanged.

Alignment: Always Neutral Evil.

Advancement: Unchanged.

Level Adjustment: ---
« Last Edit: January 30, 2022, 08:08:22 PM by bhu »

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Re: Monster Revisions
« Reply #197 on: February 20, 2022, 01:35:37 AM »
Sacaanti Abomination  (Forgotten Realms)
                      Large Outsider (Evil, Native)
Hit Dice:             20d8+200 (290 hp)
Initiative:           +12
Speed:                40 ft. (8 squares), Fly 120 ft. (Good)
Armor Class:          36 (-1 Size, +8 Dex, +19 Natural), touch 17, flat-footed 28
Base Attack/Grapple:  +20/+37
Attack:               Claw +32 melee (2d8+13)
Full Attack:          2 Claws +32 melee (2d8+13) and 2 Wing Slaps +30 melee (2d6+6) and 1 Bite +30 melee (4d6+6 plus poison and disease)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Disease, Fear Aura, Poison, Spells
Special Qualities:    Darkvision 60 ft., Telepathy 100 ft., Regeneration 5, SR 32, True Seeing, DR 15/Good, Etherealness
Saves:                Fort +22, Ref +20, Will +22
Abilities:            Str 36, Dex 26, Con 30, Int 26, Wis 26, Cha 26
Skills:               Bluff +31, Concentration +33, Diplomacy +29, Disguise +28, Hide +24, Intimidate +31, Knowledge (Arcana, The Planes, Religion) +31, Listen +28, Move Silently +28, Search +28, Sense Motive +31, Spellcraft +31, Spot +31, Survival +28, Use Magic Device +31
Feats:                Cleave, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability
Environment:          Any
Organization:         Unique
Challenge Rating:     20
Treasure:             Standard coins; double goods; standard items
Alignment:            Always Neutral Evil
Advancement:          21-30 HD (Large), 31-60 HD (Huge)
Level Adjustment:     ---

"Sweet Jebus..."

"Ignore me.  I'm incognito."

"Brother are you sure you know the meaning of that word?"

The Abominatiion is the result of a mage drunk on his own hubris attempting a more powerful version of the Sacaanti ritual to merge a Balor and a Pit Fiend.  The mage died in the attempt died, but his creation lives on, despised by both sides of the Blood War.  It resembles a tail-less Pit Fiend with an odd physique and face.  It could be a significant power in the world if it weren't constantly on the run.

Disease (Su): A creature struck by the Abomination’s bite attack must succeed on a DC 30 Fortitude save or be infected with a vile disease known as Demon Fever (incubation period 1 day, damage 1d6 Con). The save DC is Constitution-based. When damaged, the target must succeed on another saving throw or 1 point of damage is permanent drain instead.

Fear Aura (Su): The Abomination can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 28 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the Abomination’s aura for 24 hours. The save DC is Charisma-based.

Poison (Su): Injury, Fortitude DC 30, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.

Spells: The Abomination can cast can cast spells as a Sorcerer equal to it's Hit Dice.  If it takes Levels in Sorcerer, those Levels stack with it's Hit Dice to determine Caster Level.

Spells Known

0: Daze, Detect Magic, Detect Poison, Ghost Sound, Message, Prestidigitation, Read Magic, Resistance, Unnerving Gaze

1st: Clairaudience/Clairvoyance, Color Spray, Protection from Evil, Protection from Good, Shield

2nd: Command Undead, Invisibility, Mirror Image, Misdirection, Scorching Ray

3rd: Dispel Magic, Fireball, Magic Circle Against Good, Nondetection

4th: Attune Form, Break Enchantment, Polymorph, Summon Monster IV

5th: Baleful Polymorph, Contingent Energy Resistance, Hold Monster, Persistent Image

6th: Contingency, Create Undead, Greater Dispel Magic

7th: Greater Teleport, Plane Shift, Reality Maelstrom

8th: Chain Dispel, Mind Blank, Power Word Stun

9th: Mass Hold Monster, Meteor Swarm, Wish

Regeneration (Ex): The Abominations Regeneration doesn't work against Fire or Acid damage.

True Seeing (Su): The Abomination has a continuous True Seeing ability, as the spell (caster level 20th).

Etherealness (Sp): The Abomination can cast Ethereal Jaunt at will.

Combat: The Abomination will activate it's Fear Aura if it knows combat is coming, and then rely on spells.
« Last Edit: February 20, 2022, 07:27:05 PM by bhu »

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Re: Monster Revisions
« Reply #198 on: March 12, 2022, 09:25:19 PM »
Noctral
                      Medium Outsider (Good, Lawful, Extrapllanar)
Hit Dice:             5d8+10 (32 hp)
Initiative:           +3
Speed:                10 ft. (2 squares), Fly 90 ft. (Good)
Armor Class:          22 (+3 Dex, +9 Natural), touch 13, flat-footed 19
Base Attack/Grapple:  +5/<+7
Attack:               Talon +7 melee (2d4+2)
Full Attack:          2 Talons +7 melee (2d4+2) and 1 Bite +2 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Swoop, Spell-Like Abilities
Special Qualities:    See in Darkness, Telepathy 1 Mile, SR 15
Saves:                Fort +6, Ref +7, Will +8
Abilities:            Str 14, Dex 16, Con 14, Int 18, Wis 18, Cha 18
Skills:              Bluff +12, Diplomacy +12, Hide +11, Intimidate +12, Knowledge (any 3) +12, Listen +20, Move Silently +11, Sense Motive +12, Spot +20, Survival +12
Feats:              Fly-by Attack, Hover
Environment:          Mount Celestia
Organization:         Solitary
Challenge Rating:     4
Treasure:             Standard
Alignment:            Lawful Good
Advancement:          6-7 HD (Medium), 8-15 HD (Large)
Level Adjustment:     ----

"Aren't you a Celestial?  What are you doing at an Evil Minions symposium?"

"Sssshhhh!  I'm undercover."

"No you aren't, you're a giant owl.  Kinda hard to hide."

Noctrals are giant, intelligent birds that stand as tall as a man, with a wingspan of up to 20 feet.  They resemble Screech or Bar Owls with dove gray or black feathers, and golden eyes.  Inhabitants of Mount Celestia, they are often sought as advisers due to the large amounts of knowledge they accumulate.  Many have specialties, such as mathematics, astrology or arcana.  Would be seekers of knowledge should remember that despite their manners and seeming kindliness, the Noctral are still ambush predators that hunt for food.  Harming them is ill-advised, especially since Gods and Celestials number among their friends.

Swoop (Ex): If the Noctral makes a Charge attack while flying it gets to make both of it's Talon attacks.  It also doesn't take the -2 Penalty to AC for making a Charge.

Spell-Like Abilities (Sp): At Will: Discern Lies, Speak With Animals, Tongues.  3/Day: Invisibility, Legend Lore.  Caster Level is 15th, Save DC is Charisma based.

See in Darkness (Su): Noctrals can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Skills: Noctrals gain a +8 Racial Bonus on Listen and Spot Checks.

Combat: Noctrals rarely seek combat, often turning invisible and fleeing.  They know what Evil can do if their knowledge gets into it's hands, and will do what is necessary to prevent that happening.  If forced to, they make use of their swoop attack.



Noctral
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my suddenly nervous assistant Jim!  Today on Wild Kingdom we'll be taking a look at the Giant Celestial Owl."

"We have names Harlan.  We are not merely owls.  We are Noctrals."

Scholars Of Mount Celestia
"Noctrals are living repositories of knowledge.  Even the powers that be occasionally consult them, for they know many things."

"For example, we know you are the 75th Jim."

"What's he on about Harlan?"

They Always Know The Truth
"Why I have no idea Jim! How dare you cast aspersions on my character sir!""

"We had not mentioned your fault in that matter yet Mr. Jurgens."
« Last Edit: May 05, 2022, 01:55:27 AM by bhu »

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Re: Monster Revisions
« Reply #199 on: March 12, 2022, 09:25:59 PM »
Diakk,  Carcene
                      Medium Outsider (Evil, Extraplanar)
Hit Dice:             8d8+16 (52 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          20 (+3 Dex, +7 Natural), touch 13, flat-footed 17
Base Attack/Grapple:  +8/+10
Attack:               Claw +10 melee (2d4+2)
Full Attack:          2 Claws +10 melee (2d4+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Weakness, Dance of Weakness
Special Qualities:    Darkvision 60 ft., SR 16, Immune to Poison and Acid damage, Energy Resistance 10 (Cold, Electricity, Fire)
Saves:                Fort +8, Ref +9, Will +6
Abilities:            Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 15
Skills:               Bluff +10, Climb +10, Escape Artist +11, Hide +13, Intimidate +10, Jump +10, Listen +8, Move Silently +13, Sense Motive +8, Spot +8, Survival +8
Feats:                Dodge, Mobility, Stealthy
Environment:        The Gray Waste
Organization:         Solitary, Pair or Gang (3-12)
Challenge Rating:     5
Treasure:             None
Alignment:            Neutral Evil
Advancement:          9-16 HD (Medium)
Level Adjustment:     ---

"Phyllis?  What are you doing at the convention?

"Selling the multiverse on the wonders of the Diakk as minions.  Did you know most of them live in poverty?"

"Might that be because they have no concept of money, and eat whoever gets close enough?"

The Carcene are the smarter of the two Diakk species, appearing as squat, pelican faced humanoids with long claws.  They range in color from black to dark green to maroon.  They usually direct flocks of their fellows (at least while they're successful).

Weakness (Su): A Diakk can weaken a foe by making a special touch attack. The opponent must succeed on a DC 16 Fortitude save or take 1d6 points of Strength damage. The save DC is Charisma-based.

Spell-Like Abilities (Sp): At will: Ghost Sound.  3/Day: Jump.  Caster level 6th. The save DC is Charisma-based.

Dance of Weakness (Su): A Diakk can dance and chant as a full-round action—at the end of three rounds, a wave of enervating energy is emitted, dealing 1d6 temporary Str damage to all non-diakka in a 30 foot radius (Fortitude DC 16 negates). For each additional diakk that joins the dance, the save DC increases by 1 and the Str damage increases by one, to a maximum of 1d6+3 when four or more diakka are dancing (the save DC continues to increase for additional diakka). The dance immediately ends and must be started anew if any participating diakk is slain, stunned or otherwise prevented from dancing. The save DC is Charisma based.

Combat: Diakk are sneaky and watchful, and  will not attack until they have ascertained their potential preys vulnerabilities, and whether or not they have a chance at taking them.  They prefer attacking only when they outnumber foes.




Diakk
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and today we're coming to youlive from the Gray Waste of Hades!"

"Hello Harly.."

"Phyllis?  I'd forgotten you lived here..."

"You're on a first name basis with a Night Hag?"

Night Hag Servants

"He's on more than a first name basis my dear clone."

"Why does everyone keep calling me that?""

"Give it up Harly, my minions have you surrounded."

"What are these bird-like creatures?"

They Always Travel In Packs
"They're called Diakk Jim.  They're one of the more common species here."

"I'd command them to eat you, but I don't want to give them indigestion."
« Last Edit: May 05, 2022, 01:55:46 AM by bhu »