Author Topic: Monster Revisions  (Read 47209 times)

Offline bhu

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Re: Monster Revisions
« Reply #20 on: February 07, 2013, 01:49:08 AM »
CR/LA for the arashaeem look ok so far?

Offline bhu

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Re: Monster Revisions
« Reply #21 on: March 01, 2013, 10:58:14 PM »
Blindheim
                      Small Monstrous Humanoid
Hit Dice:             4d8+4 (22 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Swim 20 ft.
Armor Class:          13 (+1 Size, +1 Dex, +1 Natural), touch 12, flat-footed 12
Base Attack/Grapple:  +3/-1
Attack:               Bite +4 melee (1d6)
Full Attack:          Bite +4 melee (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Blinding Stare, Improved Grab, Swallow Whole
Special Qualities:    Blindsight 30', Immunity to Glare, Poison Resistant, Amphibious
Saves:                Fort +2, Ref +2, Will +4
Abilities:            Str 10, Dex 13, Con 12, Int 2, Wis 11, Cha 8
Skills:               Hide +7, Listen +5, Spot +4
Feats:                Ability Focus (Blinding Stare), Alertness
Environment:          Underground
Organization:         Solitary, Group  (3-6) or Horde (50-500)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +1

Blindheim are short semi-humanoid froglike entities with huge staring eyes.  It skin and eye color are varying shades of yellow, and a second eyelid allows it to turn it's Blinding Stare on or off at will.  It's stubby hands and feet are webbed and end in short claws.  It feeds on poisonous fungi and supplements this diet with small vermin it catches via it;s Blinding Stare.

Blinding Stare (Su): Blinds opponent for 1d10+10 rounds, 30', DC 16 Negates (Save DC is Con Based).  Opponents with Light Blindness or Light Sensitivity are -2 on their Save, and take normal penalties for being in bright light while within 30' of the Blindheim.  The Blindheim may activate or suppress this Gaze as a Free Action.

Improved Grab (Ex): If the Blindheim successfully bites an opponent at least 1 Size Class smaller than itself, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Swallow Whole (Ex):  A Blindheim can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. The swallowed creature takes 1d4 points of bludgeoning damage and 1 point of acid damage per round from the Blindheim's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 3 points of damage to the gizzard (AC 10). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Small Blindheim's gizzard can hold 1 Tiny, 4 Diminutive or 8 Fine opponents.

Immunity to Glare (Ex): Blindheim cannot be Dazzle or Blinded by attacks based on light, including reflections of their own Gaze Attack.

Poison Resistant (Ex): Blindheim's receive a +6 Racial Bonus on Saving Throws against Ingested Poisons.

Combat: Blindheim set quietly awaiting for opponents to come in range before blinding them and attacking.


ADVANCED BLINDHEIM


   
"Croak..."

 Occasionally an advanced tribe of Blindheim is encountered.  While normally the Blindheim are relatively on par with chimps their advanced cousins are in the late stone age.  Whatever has given them their intelligence has also sparked odd mutations as their leaders often have unusual powers.

BECOMING AN ADVANCED BLINDHEIM
Just being a Blindheim gets you in.

 ENTRY REQUIREMENTS
   Race:  Blindheim

Class Skills
 The Advanced Blindheim's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Listen (Wis), Spot (Wis), Swim (Str), and Survival (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +0     +2    Awakening
2. +2    +0     +0     +3    Mutation
3. +3    +1     +1     +3    Rainbow Pattern
   

Weapon Proficiencies: An Advanced Blindheim gains proficiency with Dagger, Club, Shortspear, Dart, Javelin, and Sling.

Awakening (Ex): The Advanced Blindheim is no longer an animal and gains a permanent +4 increase to it's Intelligence score.  Most Blindheim become tribal warriors and never advance any further in this class than this.

Mutation (Su): 1 in 10 Blindheim are mutations with differing gaze attacks.  They usually become the leaders of their tribes and choose from one of the following (Caster Level for effects that mimic spells is equal to Hit Dice):

Amber Eyes: Instead of the usual effect your Gaze Attack Slows your opponent as per the spell.

Blue Eyes: Instead of the usual effect your Gaze Attack outlines you opponents in Faerie Fire, as per the spell.  Unlike normally the shine brightly enough that creatures in adjacent squares that have Light Blindness or Light Sensitivity suffer their normal penalties until they move out of range.

Gold Eyes: Instead of the usual effect your Gaze Attack you may cast Lesser Fire Orb every 1d4 rounds.

White Eyes: Instead of the usual effect your Gaze Attack you may cast Sun Bolt every 1d4 rounds.

Rainbow Pattern (Su): 1 in 100 Blindheim mutate further and end up leaders of savage hordes of their kind.  In addition to their normal Gaze Attack they may also opt to use a different effect and opponents failing their save are affected as if by a Rainbow Pattern spell.  Switching effects is a Swift Action and can be done once per round.
 






« Last Edit: April 30, 2013, 12:02:50 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #22 on: April 19, 2013, 11:17:08 PM »
Blindheim


   
"ribbit...?"

Blindheim are short semi-humanoid froglike entities with huge staring eyes. It skin and eye color are varying shades of yellow, and a second eyelid allows it to turn it's Blinding Stare on or off at will. It's stubby hands and feet are webbed and end in short claws.

BLINDHEIM RACIAL TRAITS
·   +2 Dex, +2 Con, -4 Int (minimum 3), -2 Cha
·   Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 20 ft.
·   Base swim speed 20 ft.
·   +1 Natural Armor Bonus
·   Blinding Stare (Su): Blinds opponent for 1d10+10 rounds, 30', DC 16 Negates (Save DC is Con Based).  Opponents with Light Blindness or Light Sensitivity are -2 on their Save, and take normal penalties for being in bright light while within 30' of the Blindheim.  The Blindheim may activate or suppress this Gaze as a Free Action.
·   Improved Grab (Ex): If the Blindheim successfully bites an opponent at least 1 Size Class smaller than itself, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.
·   Swallow Whole (Ex):  A Blindheim can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. The swallowed creature takes 1d4 points of bludgeoning damage and 1 point of acid damage per round from the Blindheim's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 3 points of damage to the gizzard (AC 10). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Small Blindheim's gizzard can hold 1 Tiny, 4 Diminutive or 8 Fine opponents.
·   Immunity to Glare (Ex): Blindheim cannot be Dazzle or Blinded by attacks based on light, including reflections of their own Gaze Attack.
·   Poison Resistant (Ex): Blindheim's receive a +6 Racial Bonus on Saving Throws against Ingested Poisons.
·   Blindheim have a Primary Bite attack doing 1d6 plus Strength Bonus.  They are proficient with Dagger, Club, Shortspear, Dart, Javelin, and Sling.
·   A Blindheim has 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +4 base Attack Bonus, +2 Fort Save, +6 Ref Save, +6 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Craft, Hide, Intimidate, Listen, Spot, Swim, and Survival. They also get 2 Feats.
·   Automatic and Bonus Languages: Blindheim automatically speak Blindheim.  Bonus languages: Common or any close by race.
·   Level Adjustment : +1
·   Favored Class: Barbarian

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: 3'6"
 Height Modifier: +2d4"
 Base Weight: 45 lbs.
 Weight Modifier: x1 lb.

BLINDHEIM CHARACTERS
 With their Dex and Con Bonuses the Blindheim make decent Wisdom based casters, though few progress far in such roles.  Most become primitive hunters, and never rise above that station. 
 Adventuring Race: The Blindheim are odd.  They don't feel the need for fame or glory, and have no use for money which separates them from most races.  Some very few may decide to go on an adventure for revenge, but most would never dream of leaving their tribe.  However if forcibly separated by disaster, they may adopt other beings as a means of staying safe by numbers (though gaining ones trust would be difficult).
 Character Development: Given their Int penalty, most Blindheim will never see the roll of the party skill monkey.  They do make adequate Small size melee fighters or Druids.
 Character Names: The Blindheim have simple monosyllabic grunts as names.  They don't seem to vary with gender.

ROLEPLAYING A BLINDHEIM
 Blindheim are a truly alien race.  They mostly seem motivated by food or safety like most primitives, but every so often they display behavior that flies in the face of reason, or that is obviously detrimental to their own survival.  Those who claim they may somehow be related to the Slaadi claim this is the influence of their Chaotic nature.
 Personality: The Blindheim seemingly have no personality.  They simply sit and stare at the world unblinkingly with their huge eyes wondering whether you are a threat or food.  Most humanoid characteristics such as empathy seem to have been left undeveloped among them.
 Behaviors: Blindheim are much like any other stone age hunting culture with one curious problem: much like their more primitive fellows, every now and then they form massive ravening hordes and depopulate an area of life.  The environmental or other trigger that causes this temporary anomaly is not known, nor is it known what brings them back to normal.  Even the majority of the Blindheim appear not to know.
 Language: The Blindheim have a rudimentary croaking language with no written alphabet.  It is fairly crude and simple, and few learn any more complex languages, even Common.  Some also communicate with sign language or light flashes.

BLINDHEIM SOCIETY
 Blindheim are primitive hunter-gatherers.  They subsist on small prey and whatever fungi they can find growing in the dark, and the largest most powerful among them is their leader.  Their leaders normally have odd supernatural powers, but what causes this mutation is unkown (though the weird toxic mushrooms they eat and rumors of the Slaadi are common blames).
 Alignment : Most Blindheim are Chaotic Evil, as individuals who aren't quickly leave the tribe if they want to survive.   The Blindheim respect only power.  They are not sentimental, and do not experience pain or emotion in the manner most humanoids would understand.
 Lands : Blindheim live in the Underdark near pools and lakes.
 Settlements : Blindheim will not leave the Underdark as it robs them of the darkness they need to use their main weapon, their blinding gaze.  They require damp places as well so they will never be found far from water.
 Beliefs : Blindheim usually worship the Slaadi who may somehow be connected to their race, either as progenitors, patrons, or it's even rumored that they're distant relatives.  That the Blindheim are somehow low Slaadi adapted to the Prime Material and descended into barbarism because of it.  Honestly though the rumors seem unlikely.
 Relations: Blindheim see the world in terms of food and threats.  Anything that isn't too powerful to be killed is eaten.  Anything that can't be eaten is ran from. 

BLINDHEIM ADVENTURES
·   You awaken to find the tribe missing.  Waking up around you are equally confused outsiders of races  you have never seen before, and you all appear to be trapped in some sort of room.  You may need to work with them to find your way out.  You may also need to eat them if there is no jailor willing to bring food.
·   The tribes leader has become addicted to some sort of hallucinogenic mushroom.  No one will go against him because of his power, but you have heard rumors of an outcast shaman who may have a cure.
·   Humans have begun showing up.  Humans bearing gifts of food and weapons.  The tribe is willing to take all they can get but you have suspicions.  You have decided to follow them at night to see what they are up to.
« Last Edit: April 30, 2013, 12:25:24 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #23 on: April 30, 2013, 12:41:24 AM »
                      Adherer
                      Medium Plant
Hit Dice:             4d8 (18 hp)
Initiative:           +4
Speed:                30 ft. (6 squares)
Armor Class:          17 (+7 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +3/+9
Attack:               Slam +3 melee (1d3)
Full Attack:          2 Slams +3 melee (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Adhesion
Special Qualities:    DR 10/Piercing and Melee (i.e. it has DR 10 against all ranged attacks), Fire Vulnerability, Immunities, Spider Affinity, Plant traits, Camouflage
Saves:                Fort +4, Ref +1, Will +2
Abilities:            Str 10, Dex 10, Con 11, Int 4, Wis 12, Cha 4
Skills:               Hide +5, Listen +2, Move Silently +4, Spot +2
Feats:                Improved Initiative, Stealthy
Environment:          Temperate Forest
Organization:         Solitary or Pack (3-6), plus one Giant Spider or 1-4 Spider Swarms
Challenge Rating:     3
Treasure:             None
Alignment:            Usually Lawful Evil
Advancement:          By Character Class
Level Adjustment:     +4

Adherer's who are caught off guard initially look like mummies as their skin (?) seems like masses of filthy white bandages.  But instead of dust and rot they smell like sour mucilage.  This is in fact because they are plants or fungi that 'sweat' mucilage in order to stick debris to themselves so they can blend in.  They are ambush predators that attack from surprise and use their adhesion to attach themselves to prey.  They appear to have some sort of symbiotic relationship with giant spiders, and they often work together to trap ans share prey.  The Adherer's abilities are odd enough to imply that they are unnatural, and quite probably the result of magical experimentation.

Adhesion (Ex):  An Adherer exudes a thick resin that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered Adherer automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the Adherer is alive without removing the adhesive first.

A weapon that strikes an adhesive-coated Adherer is stuck fast unless the wielder succeeds on a DC 18 Reflex save. A successful DC 18 Strength check is needed to pry it off (Save and Check DC are Constitution based with a +6 racial Modifier).

Fire or boiling liquids dissolves the adhesive, but the Adherer still can grapple normally. An Adherer can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

An Adherer who Pins it's opponent in a Grapple lets it's resin seep into it's opponents airways, slowly suffocating them as it glues their mouth and nose shut.  Opponents who are Pinned for 3 rounds have their air cut off and begin suffocating as per the DMG rules until it's cleared off by fire, boiling liquid, or the Adherer's blood.  Remove Disease will also fix it.  As long as it's adhesive is active an Adherer gains a +6 Racial Bonus on grapple Checks.

Fire Vulnerability (Ex): The sticky resin covering Adherer's is highly flammable and they take double damage from fire attacks.

Immunities (Ex): Adherer's are immune to 1st Level Spells that do not do fire damage. 

Spider Affinity: Adherer's have a strange relationship with spiders and will never willingly attack them, nor are they attacked by them.  As a Supernatural Ability they also have Telepathy with a range of 60', but only for communication with spiders.

Camouflage (Ex): This is identical to the Ranger Ability from the Player's Handbook.

Combat: Adherer's attack from surprise, each member of the pack grabbing a separate party member and grappling.  If they have spider friends they will be asked to soften up troublesome members who can't be taken down via grapple.
« Last Edit: May 08, 2013, 02:01:58 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #24 on: May 09, 2013, 03:17:03 AM »
                      Greater Medusa
                      Large Monstrous Humanoid
Hit Dice:             8d8+16 (52 hp)
Initiative:           +2
Speed:                40 ft. (8 squares)
Armor Class:          17 (-1 Size, +2 Dex, +6 Natural), touch 11, flat-footed 15
Base Attack/Grapple:  +8/+14
Attack:            Shortbow +9 ranged (1d8/×3) or dagger +9 melee (1d6+2/19-20) or snakes +9 melee (1d6+2 plus poison)
Full Attack:          Shortbow +9/+4 ranged (1d8/×3); or dagger +9/+4 melee (1d6+2/19-20) and snakes +9 melee (1d6+2 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Petrifying Gaze, Poison
Special Qualities:    Darkvision 60 ft., SR 19
Saves:                Fort +4, Ref +8, Will +&
Abilities:            Str 14, Dex 15, Con 14, Int 12, Wis 13, Cha 15
Skills:               Bluff +7, Diplomacy +7, Hide +6, Intimidate +7, Move Silently +9, Spot +6
Feats:                Point Blank Shot, Precise Shot, Weapon Finesse
Environment:          Temperate Marshes
Organization:         Solitary
Challenge Rating:     8
Treasure:             Standard
Alignment:            Usually Lawful Evil
Advancement:          By Character Class
Level Adjustment:     ---

Roughly 1 in 10 Medusa have long serpentine tails in place of legs.  At 10-20' long they are much bigger than the average member of their race.  It's unknown if this is a mutation or perhaps a disease as the 'Greater' Medusa seems riddled with toxins.  Even so much as touching ones corpse is possible death.

Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude DC 16 negates. The save DC is Charisma-based.

Poison (Ex): Touch, Fortitude DC 18, initial damage 1d6 Con, secondary damage 1d6 Con. The save DC is Constitution-based with a +2 Racial Bonus.  Unlike normal Medusa who can only deliver their poison via snakebite yours is delivered by blood as well.  Anything attacking you with a Natural Weapon (or an unarmed strike doing piercing or slashing damage) must make a Save as well.  Melee opponents using a piercing or slashing weapon must make a DC 18 Reflex Save or be forced to make a Fortitude Save against the poison as well.  If they have an ability like Wounding that causes their opponent to bleed the Reflex Save is not necessary, they automatically have to Save against the Poison.  The Medusa themselves often coat their knives and arrows with their own venom, and if wounded they may coat an arrow or dagger as a Swift Action.

Combat:  Greater Medusa often rely on poisoned arrows so they try to keep opponents at range for as long as possible. 
« Last Edit: May 05, 2022, 02:21:12 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #25 on: June 01, 2013, 05:29:04 PM »
                      Sea Hermit (Red Steel)
                      Gargantuan Magical Beast (Aquatic)
Hit Dice:             10d10+50 (105 hp)
Initiative:           +4
Speed:                15 ft. (3 squares), Swim 30 ft.
Armor Class:          20 (-4 Size, +14 Natural), touch 6, flat-footed 20
Base Attack/Grapple:  +10/+32
Attack:               Pincer +16 melee (2d8+10/19-20)
Full Attack:          2 Pincers +16 melee (2d8+10/19-20)
Space/Reach:          20 ft./20 ft.
Special Attacks:      Devour Knowledge, Vorpal Pincers, Shapechange
Special Qualities:    Darkvision 60 ft., Amphibious, SR 27, Tremorsense 60'
Saves:                Fort +12, Ref +7, Will +8
Abilities:            Str 30, Dex 10, Con 20, Int 18, Wis 16, Cha 16
Skills:               Bluff +10, Concentration +9, Diplomacy +10, Disguise +7, Gather Information +10, Hide -8, Intimidate +7, Knowledge (Arcana, Geography, History, Nature) +8, Listen +7, Sense Motive +8, Spot +7, Survival +7, Swim +14, Use Magic Device +7
Feats:                Improved Critical (Pincer), Improved Initiative, Iron Will, Power Attack
Environment:          Seas just off the Savage Coast
Organization:         Solitary
Challenge Rating:     16
Treasure:             Standard
Alignment:           Usually Neutral Evil
Advancement:          11-20 HD (Gargantuan), 21-30 HD (Colossal)
Level Adjustment:     ---

Sea Hermits are the vile knowledge collectors of some sort of deep undersea kingdom, and they are often compared to naturalists who pin insects to boards to study and preserve them.  They appear as gigantic hermit crabs, but use their shapechanging abilities to appear as an affable old man or woman living on the beach in a house composed of a gigantic shell.

Devour Knowledge (Su): Sea Hermits are effectively 16th Level Wizards, but they learn spells not so much by study but by devouring the land dwellers they study.  Anytime the Sea Hermit devours an Arcane Caster it can make a DC 30 Level Check to absorb a random spell it is capable of casting (i.e. any Arcane spell of 8th Level or Less).  ROll 4d10 for the number of spells the Hermit knows already, and 1d8 for Spell Level.  They can come from any Arcane Caster list.

Vorpal Pincers (Ex): The Sea Hermit threatens a critical on a Natural 19-20 with it's Pincers.  Upon a confirmed Critical hit the Pincer severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off.

Shapechange (Su): At will as a Full Round Action the Sea Hermit may cast Shapechange to become any creature whose flesh it has used it's Devour knowledge Ability on.

Shell: The Sea Hermits Shell is a 30' conical tower that's about 20' across at the base.  It is identical to Daern's Instant Fortress, except that the Sea Hermit wears it like a shell in it's true form, and it cannot change size.  Many Sea Hermits modify theirs to hold a few cells for prisoners, a laboratory, and even traps.

Combat: Sea Hermits appear as old men or enticing women and lure land dwellers into their shell home for a meal and discussion.  It will generally doe them with knockout poison so as to capture them alive, but opponents able to resist will be attacked after it Shapechanges, or it assumes it's true form and submerges with it's opponent still in the shell to drown them.
« Last Edit: May 05, 2022, 02:21:27 AM by bhu »

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Re: Monster Revisions
« Reply #26 on: June 27, 2013, 09:44:39 PM »
                      Black Garbug
                      Medium Aberration
Hit Dice:             2d8+4 (13 hp)
Initiative:           +2
Speed:                15 ft. (3 squares), Fly 30 ft. (Good), Climb 15 ft.
Armor Class:          17 (+2 Dex, +5 Natural), touch 12, flat-footed 15
Base Attack/Grapple:  +1/+3
Attack:               Tentacle +3 melee (1 point acid plus Paralysis)
Full Attack:          6 Tentacles +3 melee (1 point acid plus Paralysis) and 1 Bite -2 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Paralysis, Blood Drain
Special Qualities:    Darkvision 60', Scent
Saves:                Fort +2, Ref +2, Will +5
Abilities:            Str 14, Dex 14, Con 14, Int 2, Wis 15, Cha 6
Skills:               Climb +10, Listen +4, Spot +5
Feats:                Fly-by  Attack
Environment:          Warm or Temperate Swamp or Forest
Organization:         Solitary, pair, or cluster (3-5)
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:         3-4 HD (Medium), 5-8 HD (Large)
Level Adjustment:    ---

Garbugs are variously thought to be either the adult form of Carrion Crawlers or at least related to them.  Both male and female Garbugs look vaguely like winged lobsters with tentacles surrounding a proboscis.  Males are a glossy black with a large feeding proboscis, while the bigger females are violet with large yellowish pincers.  Their favored prey are giant spiders, but they will take anything else they can find, even carrion.  Only the females make cave lairs or nests, with the males being nomadic until mating season.  Eggs are laid in water, and adults are often cannibalistic, keeping their numbers small.

Paralysis (Ex): Those hit by a Garbugs tentacle attack must succeed on a DC 13 Fortitude save or be Paralyzed for 2d4 rounds. The save DC is constitution based.  In addition their paralytic slime is mildly acidic doing 1 point of acid damage for 2d4 rounds.

Blood Drain (Ex): A Garbug drains blood, dealing 1d4 points of Constitution damage in any round when it has successfully Pinned it's victim in a Grapple (or any round it successfully attacks a Paralyzed victim with it's Proboscis).  Once it has dealt 8 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the Garbugs appetite has been sated, the Garbug detaches and seeks a new target.

Skills: Garbugs have a +8 Racial Bonus on Climb Checks, and may always Take 10 on a Climb Check.

Combat: Black Garbugs immobilize prey with their tentacles before feeding off their blood. 



                      Violet Garbug
                      Large Aberration
Hit Dice:             3d8+6 (18 hp)
Initiative:           +2
Speed:                15 ft. (3 squares), Fly 25 ft. (Good), Climb 15 ft.
Armor Class:          17 (-1 Size, +2 Dex, +6 Natural), touch 11, flat-footed 15
Base Attack/Grapple:  +2/+5
Attack:               Tentacle +4 melee (1 point acid plus Paralysis)
Full Attack:          6 Tentacles +4 melee (1 point acid plus Paralysis) and 2 Claws +4 melee (1d6+1)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Paralysis, Rend (2d6+2)
Special Qualities:    Darkvision 60', Scent
Saves:                Fort +3, Ref +3, Will +5
Abilities:            Str 16, Dex 14, Con 14, Int 2, Wis 15, Cha 6
Skills:               Climb +12, Listen +5, Spot +5
Feats:                Improved Multiattack, Multiattack
Environment:          Warm or Temperate Swamp or Underground
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:         4-9 (Large)
Level Adjustment:    ---


Paralysis (Ex): Those hit by a Garbugs tentacle attack must succeed on a DC 13 Fortitude save or be Paralyzed for 2d4 rounds. The save DC is constitution based.  In addition their paralytic slime is mildly acidic doing 1 point of acid damage for 2d4 rounds.

Rend (Ex): If a Garbug hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+2 points of damage.

Skills: Garbugs have a +8 Racial Bonus on Climb Checks, and may always Take 10 on a Climb Check.

Combat: Violet Garbugs try to paralyze opponents before ripping them to pieces with their claws.
« Last Edit: July 29, 2013, 12:31:07 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #27 on: July 29, 2013, 01:37:38 AM »
                      Gorilla Bear
                      Large Magical Beast
Hit Dice:             4d10+12 (34 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          18 (-1 Size, +2 Dex, +7 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +4/+10
Attack:               Claw +9 melee (1d8+6)
Full Attack:          2 Claws +9 melee (1d8+6) and 1 Bite +4 melee (1d6+3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Rend (2d8+9)
Special Qualities:    Darkvision 60', Scent, Uncanny Dodge
Saves:                Fort +7, Ref +6, Will +2
Abilities:            Str 23, Dex 14, Con 16, Int 2, Wis 12, Cha 10
Skills:               Climb +10, Listen +7, Spot +6, Swim +10
Feats:                Alertness, Dodge
Environment:          Warm or Temperate Forests
Organization:         Solitary, pair, or company (3-5)
Challenge Rating:     3
Treasure:             None
Alignment:            Usually Neutral
Advancement:          5-8 HD (Large)
Level Adjustment:     -

At some point (probably due to inspiration by the Owlbear) some magically trained fool with too much time and animals on his hands decided to create the Gorilla Bear: a massive black furred ape with a bears arms and teeth.  It's surprisingly quick for it's size, and a great many regret it's creation as it's more aggressive than either bears or apes.

Rend (Ex): If a Gorilla Bear hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+9 points of damage.

Uncanny Dodge (Ex): This is identical to the Rogue Ability listed in the PHB.

Skills: Gorilla Bears have a +4 Racial Bonus on Climb and Swim Checks.  They may always take 10 on a Climb Check.

Combat: Gorilla Bears charge into combat and begin clawing, rending anyone they can. 
« Last Edit: October 31, 2013, 10:16:37 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #28 on: October 31, 2013, 10:33:34 PM »
  Alu-Fiend
                      Medium Outsider (Chaotic, Evil)
Hit Dice:             2d8+2 (11 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), fly 40 ft. (average)
Armor Class:          <#> (+1 Dex, +5 Natural), touch <#>, flat-footed <#>
Base Attack/Grapple:  +2/<#>
Attack:               Slam +x melee (1d3+x) or By Weapon +x melee
Full Attack:          2 Slams +x melee (1d3+x) or By Weapon +x melee
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Vampiric Blow
Special Qualities:    Damage Reduction 10/Cold Iron or Good, Darkvision 60 ft., Spell Resistance 14, Intuition
Saves:                Fort +4, Ref +4, Will +4
Abilities:            Str 11, Dex 12, Con 12, Int 14, Wis 12, Cha 18
Skills:               Bluff +x, Concentration +x, Diplomacy +x, Disguise +x, Escape Artist +x, Hide +x, Intimidate +x, Knowledge (any one) +x, Listen +x, Move Silently +x, Search +x, Spot +x, Survival +x
Feats:               
Environment:          Any
Organization:         Solitary
Challenge Rating:     
Treasure:             Usually None
Alignment:            Usually Chaotic Evil (though some few are Chaotic Neutral or True Neutral)
Advancement:          By Character Class
Level Adjustment:     +

Offline bhu

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Re: Monster Revisions
« Reply #29 on: August 20, 2014, 04:12:19 AM »
Half-Fiend

"Half-fiend" is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or more and nongood alignment (referred to hereafter as the base creature). A half-fiend uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type changes to outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged, unless the parent Fiend is Huge or larger, and the base creature is Large or smaller.  In that case increase Size by 1 category, and adjust physical Ability Scores, Natural AC Bonus, and base damage for attacks as per the Monster Manual.  Half-fiends are normally Native Outsiders.

Hit Dice: Unchanged.

Speed: Varies, see below.

Armor Class: Varies, see below.

Attacks: Varies, see below.  The base creature gains natural attacks the same of the Fiendish parent if it does not already have them.

Damage: Varies, see below.

Special Attacks: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here.

Special Qualities: Retains Special Qualities of the base creature, plus gains the following depending on Fiend Type:

Demons (Tanar'ri) get: Darkvision 60 ft., Immunity to electricity and poison, Energy Resistance 10 (acid, cold, fire), DR 5/Cold Iron or DR 5/Good, Spell resistance equal to creature's HD + 10 (maximum 35), and your natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Demons (Loumara) get: Darkvision 60 ft., Immunity to acid, electricity and fire, Energy Resistance 10 (cold), DR 5/Good or DR 5/Lawful, Spell resistance equal to creature's HD + 10 (maximum 35), and your natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Demons (Obyrith) get: Darkvision 60 ft., Immunity to poison, Energy Resistance 10 (acid, cold, electricity, fire), +4 Racial Bonus on Willpower Saves vs Mind-Affecting Effects, DR 5/Cold Iron or DR 5/Lawful, Spell resistance equal to creature's HD + 10 (maximum 35), and your natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Demons (generic) get:

Devils (Baatezu) get:  Can see perfectly in darkness of any kind (even that created by a deeper darkness spell), Immunity to fire and poison, Energy Resistance 10 (acid, cold), DR 5/Silver or DR 5/Good, Spell resistance equal to creature's HD + 10 (maximum 35), and your natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Gehreleth get: Darkvision 60 ft., Immunity to acid, Energy Resistance 10 (cold), DR 5/Good, Freedom of Movement (permanently has Freedom of Movement in effect as a Supernatural Ability), Spell resistance equal to creature's HD + 10 (maximum 35), and your natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Yugoloths get: Darkvision 60 ft., Immunity to acid and acid, Energy Resistance 10 (cold, fire, electricity), DR 5/Good, Spell resistance equal to creature's HD + 10 (maximum 35), and your natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Saves: Unchanged.

Abilities: Varies, see below.

Skills: A half-fiend gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD + 3). Do not include Hit Dice from class levels in this calculation -- the half-fiend gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature's (and parent Fiend's) list as class skills, and other skills as cross-class.

Feats: Unchanged.

Environment: Unchanged, but may also be found on the home Plane of it's parent Fiend.

Organization: Unchanged.

Challenge Rating: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.  Plus modifications as based on the notes below.

Treasure: Unchanged.

Alignment: Identical to parent Fiend

Advancement: Unchanged.

Level Adjustment: +4, with modifications based on the notes below.

Abyssal Eviscerator
Abyssal Maw
Abyssal Ravager
Abyssal Skulker
Ankashar
Aartaglith
Abishai (Black): Gains Flight Speed equal to Land Speed (Average), +2 Natural AC Bonus, 1 Primary Sting (1d4+Str), 2 Secondary Claws (1d4+1/2 Str), 1 Secondary Bite (1d4+1/2 Str), +4 Str, +6 Dex, +4 Con, +2 Cha
Abishai (Blue): Gains Flight Speed equal to Land Speed (Average), +2 Natural AC Bonus, 1 Primary Sting (1d6+Str), 2 Secondary Claws (1d4+1/2 Str), 1 Secondary Bite (1d6+1/2 Str), +4 Str, +6 Dex, +4 Con, +2 Cha
Abishai (Green): Gains Flight Speed equal to Land Speed (Average), +2 Natural AC Bonus, 1 Primary Sting (1d4+Str), 2 Secondary Claws (1d4+1/2 Str), 1 Secondary Bite (1d4+1/2 Str), +4 Str, +6 Dex, +4 Con, +2 Cha
Abishai (Red): Gains Flight Speed equal to Land Speed (Average), +2 Natural AC Bonus, 1 Primary Sting (1d4+Str), 2 Secondary Claws (1d4+1/2 Str), 1 Secondary Bite (1d6+1/2 Str), +4 Str, +6 Dex, +4 Con, +2 Cha
Abishai (White): Gains Flight Speed equal to Land Speed (Average), +1 Natural AC Bonus, 1 Primary Sting (1d3+Str), 2 Secondary Claws (1d3+1/2 Str), 1 Secondary Bite (1d4+1/2 Str), +4 Str, +4 Dex, +4 Con, +2 Wis, +2 Cha
Adaru: Gains Flight Speed equal to Land Speed (Average), +2 Natural AC Bonus, 1 Primary Bite (1d6+Str), +4 Str, +2 Dex, +4 Con, Int +2, +4 Cha
Advespa
Alkilith
Altraloth
Alu-Fiend
Amnizu: Gains Burrow, Climb and Swim Speeds equal to half Land Speed; +2 Natural AC Bonus, 1 Primary Bite (1d6+Str), +2 Str, +2 Con, +6 Int, +6 Cha
Araton
Arcanoloth
Armanite
Arrow Demon
Babau: No movement changes, +2 Natural AC Bonus, 2 Primary Claw attacks (1d4), +4 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha
Baernoloth
Balor: Gains Flight Speed equal to Land Speed (Average), +4 Natural AC Bonus, 2 Primary Claw attacks (1d4) and 1 Secondary Bite (1d6), +6 Str, +2 Dex, +6 Con, +2 Cha
Barbazu: No Movement changes, +1 Natural AC Bonus, 2 Primary Claw attacks (1d4), +4 Str, +4 Dex, +8 Con
Bar-Igura
Battleloth
Bebilith: Gains Climb Speed equal to half Land Speed, +3 Natural AC Bonus, 1 Primary Bite attack (1d6) and 2 Secondary Claws (1d4), +6 Str, +2 Dex, +4 Con, +2 Wis, +2 Cha
Bezekira: No Movement changes, +1 Natural AC Bonus, 2 Primary Claw attacks (1d4) and 1 Secondary Bite (1d6), +4 Str, +4 Dex, +4 Con, +4 Wis
Blood Fiend
Brachina: Gains Flight Speed equal to Land Speed (Average), +1 Natural AC Bonus, no Natural weapons, +8 Dex, +8 Cha
Broodswarm
Bueroza: No Movement changes, +1 Natural AC Bonus, no Natural weapons, +6 Str, +8 Con, +2 Int
Bulezau
Cambion
Canoloth
Carnevus
Cataboligne Demon
Chasme
Cornugon: Gains Flight Speed equal to Land Speed (Average), +4 Natural AC Bonus, 2 Primary Claw Attacks (1d4) and 1 Secondary Bite (1d6) and 1 Secondary Tail (1d6), +4 Str, +4 Dex, +4 Con, +4 Cha
Corrupter of Fate
Deathdrinker
Dergholoth
Dogai: No Movement changes, +2 Natural AC Bonus, no Natural weapons, +2 Str, +8 Dex, +6 Wis
Draudnu
Dybbuk
Echinoloth
Ekolid
Erinyes: Gains Flight Speed equal to Land Speed (Average), +2 Natural AC Bonus, no Natural weapons, +4 Str, +4 Dex, +4 Con, +4 Cha
Evistro
Excruciarch: No Movement changes, +1 Natural AC Bonus, no Natural weapons, +6 Str, +4 Dex, +4 Con, +2 Cha
Falxugon: No Movement changes, +1 Natural AC Bonus, no Natural weapons, +2 Str, +4 Dex, +2 Con, +2 Int, +2 Wis, +4 Cha
Gachaloth
Gadacro
Gehreleth (Farastu)
Gehreleth (Kelubar)
Gehreleth (Shator)
Gelugon: No Movement changes, +4 Natural AC Bonus, 2 Primary Claw attacks (1d4) and 1 Secondary Bite (1d6) and 1 Secondary Tail (1d6), +2 Str, +4 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha
Ghargatula
Ghour
Glabrezu: No Movement changes, +4 Natural AC Bonus, 2 Primary Pincer attacks (1d6) and 2 Secondary Claws (1d4) and 1 Secondary Bite (1d6), +4 Str, +4 Con, +2 Int, +2 Wis, +4 Cha
Golothoma
Goristro
Guardian Yugoloth
Guecubu
Gulthir: No Movement changes, +2 Natural AC Bonus, Primary Bite attack (1d6), +4 Str, +4 Dex, 4 Con, +4 Cha
Hamatula: No Movement changes, +3 Natural AC Bonus, 2 Primary Claw attacks (1d4), +4 Str, +4 Dex, 4 Con, +4 Cha
Hezrou: No Movement changes, +3 Natural AC Bonus, Primary Bite attack (1d6) and 2 Secondary Claws (1d4), +4 Str, +4 Con, +2 Int, +2 Wis, +4 Cha
Hydroloth
Jarilith
Javoc
Kalabon: No Movement changes, +1 Natural AC Bonus, 1 Primary Tentacle attack (1d4+Str), +6 Str, +6 Con, +4 Wis
Kelvezu
Klurichir
Kocrachon
Kyton: No Movement changes, +2 Natural AC Bonus, 2 Primary Chain attacks (1d6+Str), +4 Str, +4 Dex, +4 Con, +4 Cha
Laghathi
Lilitu
Logokron
Malebranche: Gains Flight Speed equal to Land Speed (Average), +6 Natural AC Bonus, 2 Primary Claw Attacks (1d6+str) and 1 Secondary Bite (2d4+ 1/2 Str), +8 Str, +8 Con
Marilith: No Movement changes, +4 Natural AC Bonus, 6 Primary Slams 91d4) and 1 Secondary Bite (1d6), +4 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha
Marraenoloth
Maurezhi
Merregon: No Movement changes, +1 Natural AC Bonus, no Natural weapons, +6 Str, +6 Dex, +4 Con
Mezzoloth
Molydeus
Myrmixicus
Nabassu
Nalfeshnee: Gains Flight Speed equal to Land Speed (Average), +4 Natural AC Bonus, 1 Primary Bite attack (1d6) and 2 Secondary Claws (1d4), +4 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha
Narzugon: No Movement changes, +1 Natural AC Bonus, no Natural weapons, +4 Str, +2 Dex, +4 Con, +2 Cha
Nashrou
Nycaloth
Oculus
Orthon: No Movement changes, +1 Natural AC Bonus, no Natural weapons, +6 Str, +8 Con, +2 Wis
Ostego
Osyluth: No Movement changes, +1 Natural AC Bonus, 2 Primary Claw attacks (1d4) and 1 Secondary Bite (1d6) and 1 Secondary Sting (1d6), +4 Str, +4 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha
Paeliryon: Gains Flight Speed equal to Land Speed (Average), gains Burrow speed equal to half Land speed, +5 Natural AC Bonus, 2 Primary Claw attacks (1d4+Str) and 1 Secondary Bite (1d6+1/2 Str), +4 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha
Palrethee
Piscoloth
Pit Fiend: Gains Flight Speed equal to Land Speed (Average), +5 Natural AC Bonus, 2 Primary Claw attacks (1d4) and 2 Secondary Wings (1d4) and 1 Secondary Bite (1d6) and 1 Secondary Tail (1d4), +6 Str, +4 Dex, +4 Con, +2 Cha
Remmanon: Gains Flight Speed equal to Land Speed (Average), +5 Natural AC Bonus, +2 Str, +2 Dex, +2 Con, +2 Int, +4 Wis, +4 Cha
Rutterkin
Shadow Demon
Sibriex
Skeroloth
Skulvyn
Solamith
Sorrowsworn Demon
Soul Demon
Spinagon: Gains Flight Speed equal to Land Speed (Average), +1 Natural AC Bonus, 2 Primary Claw attacks (1d4+Str), Primary ranged Spine attack (1d4), Dex +8, +4 Con, Wis +2, Cha +2.
Succubus: Gains Flight Speed equal to Land Speed (Average), +2 Natural AC Bonus, 2 Primary Claw attacks (1d4), Str +2, Dex +2, Int +4, Cha +8.
Ultroloth
Uridezu
Uzollru
Voor
Vrock: Gains Flight Speed equal to Land Speed (Average), +2 Natural AC Bonus, 2 Primary Claw attacks (1d4) and 1 Secondary Bite (1d6) and 2 Secondary Talons (1d4), +4 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha
Wastrilith
Whisper Demon
Xerfilstyx: Gains Flight Speed equal to Land Speed (Average), gains Swim speed equal to half it's Land speed, +5 Natural AC Bonus, 2 Primary Claw attacks (1d4) and 1 Secondary Bite (1d6) and 1 Secondary Talons (1d6) and 1 Secondary Gore (1d6), +4 Str, +4 Con, +4 Int, +4 Cha
Yagnaloth
Yochlol
Zovvut
« Last Edit: November 12, 2014, 01:00:06 AM by bhu »

Offline Braininthejar

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Re: Monster Revisions
« Reply #30 on: August 20, 2014, 02:00:31 PM »
While we are at it, I think animals are understatted. Lots of them should be better at tracking for example, and quite a few of them should have blinsense and even blindsight.

(when an Owl manages to hear and precisely hit a mouse tunneling under snow, what would this count as?

Offline bhu

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Re: Monster Revisions
« Reply #31 on: August 20, 2014, 05:50:45 PM »
blindsight?

Offline bhu

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Re: Monster Revisions
« Reply #32 on: October 03, 2015, 06:14:12 PM »
Amiq Rasol (Al-Qadim)

Amiq Rasol is an Acquired Template that can be applied to any Humanoid lost, marooned, or murdered at sea.  Corsairs who turn away from the Gods may also become Amiq Rasol.  Also known as Deep Men or Dark Men they look like pale men with sharp teeth and nails, but their eyes glow green at night. 

Size and Type: Size is unchanged, Type becomes Undead with the Aquatic Subtype.

Hit Dice: All current and future Hit Dice become D12's.

Speed: Base land speed increases +10 ft., gains a Swim speed equal to half base land speed.

Armor Class: Natural Armor Bonus increases by +6.

Attacks: The Amiq Rasol gains a Primary Bite and a Secondary Claw attack (1 Bite and 2 Claws with a Full Attack).

Damage: Bite does 1d6 plus Str Modifier, and Claws do 1d4 plus 1/2 Str Modifier.

Special Attacks: Retains all Special Attacks, plus gains the following:

Energy Drain (Su): Living creatures hit by an Amiq Rasol's Bite attack gain one negative level. The DC for the Fortitude save to remove a negative level is Charisma-based. For each such negative level bestowed, the Amiq Rasol gains 5 temporary hit points.

Charm (Sp): Amiq Rasol can cast Charm Person 3/day as a Spell-Like Ability.  Evil ones use it to lure in victims, while Neutral ones use it to convince someone to give them the proper funerary rites so they may rest.

Special Qualities: Retains all Special Qualities, plus gains the following:

Damage Reduction (Ex): Gains DR 10/Magic.

Immunities: Amiq Rasol are immune to Cold damage. 

Vulnerabilty: Evil Amiq Rasol take damage from holy water in a manner similar to vampires.  While they appear slightly unusual, they an pass for human, but True Seeingg will reveal them to be a corpse.

Rejuvenation (Su): Unless it receives the proper rites an Amiq Rasol will return within 1 day of being destroyed.  To put it down permanently you must destroy it and cast Wish or Miracle, or give it a proper burial.  Raise Dead will destroy one, but Resurrection will return it to life.

Turn Resistance (Ex): An Amiq Rasool has +4 Turn Resistance, except at the spot of it's death where it is immune.  This spot is a 50 ft. square area.  They are somewhat tied to this spot and vanish if taken more than 100 miles from it, to return to their grave.

Saves: Unchanged.

Abilities: +4 Int, +4 Wis, +4 Cha.  As an Undead they have no Con score.

Skills: Gains a +8 Racial Bonus to Skill Checks, and can always Take 10 on a Skill Check.

Feats: Unchanged..

Environment: Always found near the sea (or in it).

Organization: Solitary.

Challenge Rating: +1

Treasure: None, unless they were abandoned with some.

Alignment: Neutral Evil, though some rare individuals are Neutral.

Advancement: Unchanged.

Level Adjustment: +5
« Last Edit: October 06, 2015, 02:43:35 AM by bhu »

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Re: Monster Revisions
« Reply #33 on: October 04, 2015, 03:22:32 AM »
Charuntes

Charuntes is an Acquired Template that can be applied to any Humanoid with at least 9 Levels in Cleric.  Known for serving the Demon Lord Charun, they are formerly the undead servants of some sort of unnamed Death God.  They look like winged humanoids with the nose of a vulture, pointed animal ears, and snakes instead of hair.  The average Charuntes is clad in +2 Full Plate, and carries a +2 Greathammer (same stats as Greataxe).

Size and Type: Size is Unchanged, Type becomes Undead with the Chaos, Evil and Extraplanar Subtypes. 

Hit Dice: All current and future Hit Dice become D12's.

Speed: Charuntes gain a Flight Speed of 50 with Good Maneuverability.

Armor Class: Unchanged.

Attacks: Charuntes gain a Secondary Melee Attack in the form of their snakes doing 1d4 plus 1/2 Str Modifier damage plus poison.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks, and gains the following:

Posion (Ex): Ijury, Fortitude Save (Save DC is Cha based), Initial and Secondary Damage is 1d6 Con.

Undead Power (Ex): Class Abilities or Skills that formerly key off of Constitution now use Charisma instead.

Special Qualities: Retains all Special Qualities, and gains the following:

Immunities (Ex): Gains immunity to Cold and Electricity damage and cannot be Polymorphed.

Damage Reduction (Ex): Gains DR 5/Good.

Turn Resistance (Ex): Charuntes gain Turn Resistance +4.

Saves: Unchanged.

Abilities: +2 Str, +2 Int, +2 Wis, +2 Cha.  As an Undead the Charuntes have no Con Score.

Skills: Unchanged (remember Concentrations keys off Cha now).

Feats: Unchanged.

Environment: Any (usually Neutral Evil or Chaotic Evil Planes).

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

Challenge Rating: +1

Treasure: None

Alignment: Always Neutral Evil.

Advancement: By Character Class (Cleric).

Level Adjustment: +4
« Last Edit: October 06, 2015, 03:35:25 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #34 on: October 06, 2015, 03:23:04 AM »
Ka

Ka is an Acquired Template that can be applied to any Humanoid of noble birth who has already had the Mummy Template applied (or to a 9 HD Mummy).  It must also be at least 9 Hit Dice.  Not as evil as the usual Mummy, Ka's only attack desecrators of their tombs.  They are otherwise generally well-disposed towards members of their same species and culture.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Loses the speed penalty from the Mummy Template.

Armor Class: Natural Armor Bonus to AC increases by an additional +2.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks except Mummy Rot, and gains the following:

Curse (Su): Instead of Mummy's Rot, any creature successfully attacked by the Ka's Slam attack must make a Willpower Save (Save DC is Charisma based) or be cursed as per the Bestow Curse spell.  Curses are not cumulative, and individuals cursed via this ability cannot be cursed by it again until the first curse is removed.

Animate Statuary (Su): Placed outside the walls of the Ka's resting place are 1d4 statues.  As a Standard Action, the Ka can leave it's undead body helpless to animate the statue.  While animating a statue it cannot use it's other attacks or abilities, and the statue has the stats of an average Stone Golem (see MM).  If the Ka's body is destroyed while it is animating a statue, it's spirit lives on within the statue.  The Ka now becomes a Stone Golem, but keeps it's Feats, mental ability scores, and skills.

Written Commands (Su): The Ka can use Command at wil as a Supernatural Ability, but is limited in that it must write the Command down.  Unlike other Supernatural Abilties, this means it has a Somatic and Material component.

Special Qualities: Retains all Special Qualities except Fire Vulnerability, and gains the following:

Damage Reduction (Ex): Also gains DR 15/Magic in addition to DR 5/-.

Immunities (Ex): Is immune to Cold and Electricity damage and Polymorph effects.

Turn Resistance (Ex): Gains Turn Resistance +4

Fire Resistance 10

Spirit Doors (Su): Carved into the walls of the Ka's tomb are 'spirit doors'.  Effectively the Ka may pass through them as they were an open door, but it remains a wall space to everything else.  A typical tomb has 1 spirit door per point of Cha Modifier of the Ka.

Saves: Unchanged.

Abilities: +2 Dex, +8 Int, +2 Wis, +2 Cha.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any, but generally doesn't leave it's tomb.

Organization: Solitary or Family (2-4)

Challenge Rating: +6

Treasure: Double Standard 

Alignment: Usually Lawful Neutral.

Advancement: Unchanged.

Level Adjustment: ---
« Last Edit: October 06, 2015, 03:36:12 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #35 on: October 06, 2015, 02:50:56 PM »
King-Wight

King-Wight is an Acquired Template that can be added to any creature with the Wight Template of at least 12 Hit Dice that was nobility in it's former life.  King Wights usually voluntarily undergo their transformation through some arcane necromantic ritual to continue ruling their lands, even after death.  It changes it's former retinue into Wights under it's command, and raids far and wide for treasure.  Most King-Wights are equipped with at least +3 Chain Mail and a +2 Weapon.

Size and Type: Unchanged. 

Hit Dice: Unchanged (but see below).

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

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

Energy Drain (Su): Unlike the more common Wight, a King-Wight bestows 2 Negative Levels with a successful Slam or melee touch attack.

Spell-Like Abilities (Sp): At Will: Confusion, Major Image.  1/Day: Teleport (only to or from it's barrow).  1/Week: Earthquake.  Caster Levl is equal to the King-Wight's Hit Dice plus 2.

Frightful Presence (Su):  A King-Wight can unsettle foes with its mere presence. The ability takes effect automatically whenever the King-Wight attacks. Living creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the King-Wight. A potentially affected creature that succeeds on a Will save (DC 10 + ½ King-Wight’s HD + King-Wight’s Cha modifier) remains immune to that King-Wight’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 1d6 rounds and those with 5 or more HD become shaken for 1d6 rounds.

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

Hardy (Su): The King-Wight gains it's Charisma Modifier times it's Hit Dice in Hit Points.

Immunities (Ex): The King-Wight is immune to Cold and Electricity damage, and cannot be Polymorphed.

Turn Resistance (Ex): Gains Turn Resistance +4.

Saves: Unchanged.

Abilities: +4 Str, +4 Dex, +2 Int, +2 Wis

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Self plus 4-32 Wights.

Challenge Rating: +1

Treasure: Double Standard

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: ---
« Last Edit: October 07, 2015, 01:51:25 AM by bhu »

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Re: Monster Revisions
« Reply #36 on: October 07, 2015, 02:24:09 AM »
Velya

Velya is an Acquired Template that can be applied to any Humanoid or Monstrous Humanoid.  The Velya are aquatic vampires, haunting the swamps and oceans of the world.  They appear as attractive but feral members of their former species attired in tattered rags, assuming they bother with clothing at all.  Originally land dwellers they became vampires due to a long forgotten curse.

Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.  It also gains the Aquatic Subtype.

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

Speed: Gains a Swim speed equal to it's base land speed.

Armor Class: The base creature’s natural armor bonus improves by +7.

Attacks:  A vampire retains all the attacks of the base creature and also gains a melee touch attack doing 1d8 negative energy damage.. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A vampire fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A vampire armed with a weapon uses its touch or a weapon, as it desires.

Damage: Unchanged.

Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below:

Children of the Sea (Su):  Vampires command the lesser creatures of the world and once per day can call forth a pack of 3d6 Large Sharks as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.  Swamp Velyas summon Crocodiles instead of Sharks.

Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.

Charming Song (Su): Velyas can sing in their humanoid forms, and be heard for miles.  Living creatures within 60 ft must make a Willpower Save or be affected as if by Charm Monster.  They must be able to hear the Velya for this ability to work.

Create Spawn (Su):   A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as an aquatic Wight 1d4 days after death.  This is identical to the normal Wight save that it has the Aquatic Subtype, and a Swim Speed equa to it's Land Speed.

The Wight is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed Wights. A Wight that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser Wights in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a Wight.  A new Velya Vampire can only be created through the original curse that made them in the first place, or by a transfusion of the Velya's blood.  As the new Velya is not under the control of their creator they do not often pursue this.

Energy Drain (Su): Living creatures hit by a vampire’s touch attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.

Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below:

Alternate Form (Su):  A Velya can assume the shape of a Manta Ray or Medium to Large Shark as a standard action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)  Swamp Velyas instead assume the form of an Albino Crocodile or Giant Crocodile or and albino Eel or Dire Eel.

Damage Reduction (Su): The Velya gains DR 15/Magic.

Fast Healing (Ex): A vampire heals 3 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes liquid form and attempts to escape. It must reach its crypt home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into liquid form has no effect. Once at rest in its cript, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 3 hit points per round.

Liquid Form (Su): As a standard action, a vampire can assume Gaseous Form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and retains it's Swim speed instead of being able to fly.  Instead of a gaseous form it is now composed of water, and effectively Invisible as per the spell so long as it remains in the water.

Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.

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

Weaknesses (Ex):  Like regular vampires the Velya are repelled by holy symbols, but they do not share their weaknesses against garlic, running water, or entering a home without invitation.  If it's crypt has a Holy Symbol placed in it or become Hallowed ground it can never return there, but it can find any completely lightless underwater cave or wreck as a suitable substitute.  Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.  Completely removing the Velya's entire body from the water and exposing it to air robs it of one-third of its hit points each round until it is destroyed at the end of the third round of exposure.  However if it even has so much as a toe in the water it is still okay.  Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed.  The Disintegrate spell can also destroy a Velya, as can denying it entry to it's crypt.  If it does not spend the day in it's Crypt the Velya loses 2d8 hit points, which is unaffected by it's Fast Healing.  Once it has been in it's crypt a full day it's Fast Healing can fix this damage.

Saves: Unchanged.

Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.

Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, Spot, and Swim checks.  They can always take 10 on a Swim Check.  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: Any Swamp or Aquatic.

Organization: Solitary plus 2d4 aquatic Wights.

Challenge Rating: +2

Treasure: Double Standard.

Alignment: Usually Chaotic Evil.

Advancement: By character class.

Level Adjustment: +8


« Last Edit: October 08, 2015, 03:01:21 AM by bhu »

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Re: Monster Revisions
« Reply #37 on: October 07, 2015, 05:29:15 PM »
Dark Lord

Dark Lord is an Acquired Template that can be applied to any Humanoid 0f 13+ Hit Dice who has been slain by a Sphere of Annihilation.  It looks like a humanoid Shadow, but is composed of negative energy.  Dark Lords want revenge upon the living, and have struggled to make their way from the Outer Planes back to the Prime.

Size and Type: Size is unchanged, Type becomes Undead with the Chaos, Evil, and Extraplanar Subtypes.

Hit Dice: All current and future Hit Dice become D12's.

Speed: Unchanged.

Armor Class: Gains a +12 Deflection Bonus to Armor Class.

Attacks: The Dark Lord gains a melee touch attack doing 1d12 negative energy damage.

Damage: Unchanged.

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

Life Drain (Su):  Living creatures hit by a Dark Lord's touch attack (or any of it's weapons) gain one negative level. The Save DC for the Fortitude save to remove a negative level is Charisma-based. For each such negative level bestowed, the Dark Lord gains 5 temporary hit points.  In addition to the negative Level the opponent must make a Fortitude Save (Save DC is Charisma based) or permanently age 20 years.

Spell-Like Abilities (Sp): A Dark Lord can cast the following at will as Spell-Like Abilities: Astral Projection, Disintegrate, Gate, Imprisonment, Maze, Reverse Gravity, Shades, Superior Invisibility, Time Stop.

Heavy Aura (Su): Any corporeal being coming within 200 ft. of a Dark Lord must make a Saving Throw (Save DC is Charisma based) or be Slowed as per the spell.

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

Damage Reduction (Ex): DR 15/Good and Magic

Turn Resistance (Ex): The Dark Lord gains +6 Turn Resistance.

Immunities (Ex): Dark Lords have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.  They are also immune to spells from the Teleportation sub-school (unless they cast one upon themselves), Disintegration, Imprisonment, Slow, and spells or effects that alter time or gravity such as Reverse Gravity or Time Stop, or planar traits if it chooses to be immune.  For example if it's on a Plane whose gravity is subjective, it could choose to operate as though the Plane had normal gravity. 

Spell Resistance (Ex): The Dark Lord gains Spell Resistance equal to 15+CR.

Saves: Unchanged.

Abilities: +8 Int, +8 Wis, +8 Cha.  As an Undead being the Dark Lord has no Con score.

Skills: Dark Lords 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, may be Unique

Challenge Rating: +4

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---
« Last Edit: October 20, 2015, 03:02:47 AM by bhu »

Offline Braininthejar

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Re: Monster Revisions
« Reply #38 on: October 07, 2015, 06:58:09 PM »
Where did this idea come from?

Offline bhu

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Re: Monster Revisions
« Reply #39 on: October 08, 2015, 12:48:11 AM »
They're all 2e monsters that never got translated to 3e, most of the from Dragon Magazine articles.