Author Topic: Monster Revisions  (Read 47201 times)

Offline bhu

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Re: Monster Revisions
« Reply #40 on: October 09, 2015, 02:21:54 AM »
Agarat (Mystara)

Agarat is an Acquired Template that can be applied to any Giant, Humanoid, or Monstrous Humanoid of 4+ Hit Dice.  They strongly resemble Ghasts, but with longer claws.  Their origin is lost, but rumors swirl of them coming about in an age of war and famine.

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

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

Speed: Unchanged.

Armor Class: Natural Armor Bonus increases by +6.

Attacks: The Agarat gains 1 Primary Bite attack and 2 Secondary Claw attacks if it does not already have them.

Damage:
Bite does 1d8+Str Modifier, and claws do 1d4+ 1/2 Str Modifier (this is for Medium creatures, adjust for size).

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

Unholy Scream (Su): Once per round the Agarat can unleash a hellish scream, and every living being within a 20 ft. radius gain one negative level for 1d4 rounds.  Scream effects are cumulative.  There is no save

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

Damage Reduction (Ex): Gains DR 10/ Cold Iron or Magic

Turn Resistance (Ex): Gains +2 Turn Resistance.

Shared Turn Resistance (Su): The Agarat shares it's Turn Resistance Bonus with all Allies within 30 ft.  Multiple Bonuses do not stack, and Allies are considered to have at least as many Hit Dice as the Agarat does for purposes of turning (unless they have more).

Saves: Unchanged.

Abilities: Increase from base creature as follows: +2 Strength, +4 Dexterity, +4 Wisdom, and +6 Charisma. -2 Intelligence.  Being undead, an Agarat has no Constitution score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any

Organization: Solitary, gang (2-4), or pack (7-12), possibly accompanied by double that number in Ghouls and 1d4 Ghasts

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---




Greater Agarat (Mystara)

Greater Agarat is an Acquired Template that can be applied to any creature of 8+ Hit Dice that already has the Agarat Template..

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Natural Armor Bonus increases by and additional +4.

Attacks: Unchanged.

Damage: Bite does 2d6+Str Modifier, and claws do 1d6+ 1/2 Str Modifier (this is for Medium creatures, adjust for size).

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

Improved Unholy Scream (Su): The Greater Agarat's scream bestows 2 negative levels.

Paralysis (Ex): Those hit by a Greater Agarat's natural attacks must succeed at a Fortitude save or be paralyzed for 1d6+4 minutes. Elves are immune to this paralysis. Save DC is Charisma based.

Stench (Ex): The stink of death and corruption surrounding these creatures is sickening. Living creatures within 10 feet must succeed at a Fortitude save or be sickened, suffering a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1d6+4 minutes. A delay poison or neutralize poison spell removes the effect from the sickened creature, and creatures immune to poison are unaffected by this ability.  Save DC is Charisma based.

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

Damage Reduction (Ex): DR changes to DR 10/ Cold Iron and Magic

Turn Resistance (Ex): Turn Resistance improves to +4.

Saves: Unchanged.

Abilities: Increase from base creature as follows: +2 Strength, +2 Dexterity, +6 Intelligence, +2 Wisdom, and +2 Charisma.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any

Organization: Solitary, plus 7-12 Agarats, 2-24 Ghouls and 2-8 Ghasts.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: By Character Class, usually Wizard.

Level Adjustment: ---
« Last Edit: October 09, 2015, 02:31:48 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #41 on: October 09, 2015, 02:59:23 AM »
Crypt Servant (Al-Qadim)

Crypt Servant is an Acquired Template that can be applied to any Humanoid that is the retinue of a wealthy noble.  They appear as desiccated corpses, armed and armored according to their masters tastes.

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

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

Speed: Unchanged.

Armor Class: Natural Armor Bonus to AC increases by +5.

Attacks: Gains a Primary Slam attack if it does not have one (2 attacks with a Full Attack action).

Damage: Slam does 1d4 plus Str Modifier damage for Medium Crypt Servants (adjust for size)

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

Rage (Ex): When Defending their tombs, Crypt Servants enter a mindless rage, gaining +4 Str.

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

Raise Alarm (Su): As a Swift Action the Crypt Servant may alert all other Crypt Servants to intruders in the tomb, and it's current location, regardless of distance.  Obviously it only alerts Crypt Servants raised to protect the same tomb.

Damage Reduction (Ex): Gains DR 15/Bludgeoning or Slashing

Saves: Unchanged.

Abilities: +2 Str, +6 Wis, -4 Int, -2 Cha.  As undead beings the Crypt Servants have no Con score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any, but rarely stray from their masters side.

Organization: Solitary or Staff (5-20)

Challenge Rating: +0

Treasure: Double Standard

Alignment: Usually Lawful Neutral.

Advancement: By Character Class.

Level Adjustment: ---
« Last Edit: October 10, 2015, 12:41:13 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #42 on: October 10, 2015, 01:58:40 AM »
Loup de Noir

Loup de Noir is an Acquired or Inherited Template that can be applied to any Humanoid or Giant of 6+ it Dice.  Similar to Lycanthropes, the Loup de Noir can change form into wolves, but only with the aid of s specially prepared wolf pelt.  They pass on their curse to succeeding generations, with their human children becoming Loup de Noir, and their wolf children becoming Wolfweres.

Size and Type: Size and Type are unchanged, gains the Shapechanger Subtype.   

Hit Dice: Unchanged.

Speed: Base land speed increases +10 ft.

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

Attacks: Unchanged.

Damage: Unchanged.

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

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

Cursed Wolf Pelt (Su): In return for becoming a cursed evil monster who has likely sold their soul to a dark power, the Loupde Noir receives a magical wolf pelt.  By donning the pelt as a Move Action the Loup de Noir can assume the form of a Dire Wolf.  This is similar to Alternate Form with a few exceptions: The Loup de Noir reatins it's base land speed, Natural Armor Bonus to AC, and physical ability scores.  If this wolf skin is stolen, the Loup de Noir cannot change form to a Dire Wolf.

Curse of Lycanthropy (Su):  Any humanoid or giant hit by a Loup de Noir’s bite attack in wolf  form must succeed on a DC 15 Fortitude save or contract lycanthropy, becoming a Werewolf.  This werewolf is not necessarily loyal or even friendly to the Loup de Noir.

Damage Reduction (Ex): Gains DR 15/Silver or Good or Magic.

Dark Power (Su): The power of the Curse provides the Loup de Noir with a +4 Resistance Bonus to Mind-Affecting Effects.  It also renders them immune to Paralysis, and spells or effects from the Charm subschool.

Regeneration (Ex): Gains Regeneration 5 (Regeneration doesn't work on SIlver or damage from sources considered Good for purposes of overcoming Damage Reduction).

Low-Light Vision (Ex): The Loup de Noir gains Low-Light Vision in it's Humanoid Form as well.

Scent (Ex): The Loup de Noir gains Scent in it's Humanoid Form as well.

Addiction (Ex): The Loup de Noir quickly becomes addicted to changing into wolf form and going on murder sprees.  Initially this is a DC 10 Will Save, with a cumulative +1 to the DC for every day the Loup de Noir doesn't change.  Once the Loup de Noir fails a Save and goes berserk killing everything in it's path, the Save resets to DC 10 the next day.

Saves: Gains the following Racial Bonuses to Saving Throws: +8 Fort, +7 Ref, +6 Will.

Abilities: +14 Str, +4 Dex, +6 Con, +4 Wis.

Skills: Hide, Listen, Move Silently, Spot, and Survival are always class skills.  A Loup de Noir has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.  It also has a +4 racial bonus on Survival checks when tracking by scent.

Feats: Base Creature gains Alertness, Run, Track and Weapon Focus (Bite) as Bonus Feats if it does not already have them.

Environment: Unchanged.

Organization: Solitary or pair, sometimes family (3-4), pack (6-10), or troupe (family plus related animals).

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: +5
« Last Edit: October 16, 2015, 01:57:06 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #43 on: October 11, 2015, 09:29:59 PM »
Greater Sea Hag (Forgotten Realms)

Greater Sea Hag is an Inherited Template that can be applied to any Sea Hag of advanced Hit Dice.  Incredibly rare, the Greater Sea Hag appears as a green, scaly mermaid crone with vicious claws.  Unlike most hags they do not congregate, and do not take part in Coveys.  Their activities mostly consist of sinking ships to steal any items of power they may have.  They speak Aquan, Elven, and Sahuagin.

Size and Type: Unchanged. 

Hit Dice: Unchanged.

Speed: Loses land speed.

Armor Class: Natural Armor Bonus increases by +2.

Attacks: Unchanged.

Damage: Unchanged.

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

Charming Eye (Su): Instead of it's normal effects the Hags Evil Eye it's victims are Charmed as per the Charm Monster spell.

Natural Born Witch: The Sea Hag may cast spells as a Wizard equal to it's Hit Dice.  This stacks with any actual Levels taken in the Wizard Class to determine Caster Level.

Disguise Self (Su): The Sea Hag may cast Disguise Self at will as a Supernatural ability.

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

Psychic Defenses (Ex): Greater Sea Hags are immune to Mind-Affecting Effects.

Spell Resistance (Ex): A Greater Sea Hag gains Spell Resistance equal to 13+CR.

Saves: Unchanged.

Abilities: +2 Str, +2 Con, +2 Int, +4 Wis, +4 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Any Aquatic

Organization: Solitary

Challenge Rating: Minimum CR is equal to Hit Dice plus 2.

Treasure: Standard

Alignment: Usually Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---
« Last Edit: May 05, 2022, 02:18:17 AM by bhu »

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Re: Monster Revisions
« Reply #44 on: October 11, 2015, 09:54:12 PM »
Crone of Chaos (Mystara)
                      Medium Monstrous Humanoid
Hit Dice:             6d8+12 (39 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple:  +6/+10
Attack:               Claw +10 melee (1d6+4) and Bite +5 melee (1d6+2)
Full Attack:          2 Claws +10 melee (1d6+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Daggers of Sorcery, Spell-Like Abilities
Special Qualities:    Darkvision 60 ft.
Saves:                Fort +6, Ref +6, Will +6
Abilities:            Str 19, Dex 12, Con 14, Int 14, Wis 13, Cha 14
Skills:               Bluff +7, Diplomacy +7, Disguise +7, Hide +5, Intimidate +7, Knowledge (any one) +6, Listen +7, Spot +7
Feats:                Alertness, Great Fortitude, Weapon Focus (Dagger)
Environment:          Any land
Organization:         Solitary
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     ---

The Crones of Chaos are vile hags devoted to pain and suffering.  They never bath and are encrusted with filth, with their hair standing on end or at odd angles.  Generally they always appear to be a young maiden via disguise self to lure in victims.  Crones speak Common, and the language of any 2 nearby races.  Once they mate with a humanoid victim, they kill and eat him.  Male children are likewise devoured, and girl children are abandoned to their fathers race.  She begins the change to a Crone in late adolescence.

Daggers of Sorcery (Su): At will the Crone can summon six ghostly white daggers that attack independently of her as a Standard Action.  The daggers have a 240 foot range, and have all the stats of a normal dagger.  If a dagger is successfully Sundered, the Crone summons one less dagger when using this ability until 24 hours have passed.  Opponents damaged by the dagger must make a DC 15 Willpower Save or be Sickened for the rest of the encounter.  Opponents who Save successfully are immune to the Sickening effect of this Crone's daggers for 24 hours.  Each dagger automatically attacks a different target, and switching one or all of their targets is a Swift Action.

Spell-Like Abilities (Sp): At will: Disguise Self, Dominate Animal.  The range for Dominate Animal is increased to Medium (100 ft. + 10 ft./level).

Combat: Crones will usually Dominate Animals into fighting for her, backing them up with her daggers.
« Last Edit: October 16, 2015, 02:15:36 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #45 on: October 14, 2015, 05:37:29 PM »
Vampiric Wolf

Vampiric Wolf is an Acquired Template applied to any Wolf,Dire Wolf or Worg when they are cubs.  They are coal black wolves, with enhanced canines and glowing, orange eyes.  The pack accepts the Evil CLeric who cast the ritual upon them as their leader, but they will turn on him if he shows signs of weakness. 

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

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

Speed: Base land speed increases by +10 ft.

Armor Class: Natural Armor Bonus increases by +6.

Attacks: Unchanged.

Damage: See below.

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

Grasping Bite (Ex): If the Vampiric Wolf succeeds in a Trip attempt, it automatically gets a Grapple Check as a Free Action, without provoking an Attack of Opportunity.  If it succeeds it does it's bite damage each round it maintais the Grapple.

Enhanced Bite (Ex): The Bite of the Vampiric Wolf does one extra die of damage (i.e. 2d6 plus Str for a Wolf or Worg, 2d8 plus Str for a Dire Wolf.

Vampiric Regeneration (Su):  Whenever the Vampiric Wolf successfully bits a living opponent it Regenerates the damage it's bite does.  For example id it's bite does 5 points of damage, it regenerates 5 hp that round.  This regeneration does not work against damage by Silver or Fire.

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

Damage Reduction (Su): The Vampiric Wolf gains DR 10/Silver or Magic.

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

Sunlight Vulnerability (Ex): Unlike most vampires, Vampiric Wolves can easily travel in sunlight, but they take a -2 Penalty to attack rolls while in direct sunlight.

Saves: Unchanged.

Abilities: +4 Str, +4 Dex, +4 Int, +4 Wis, +4 Cha. As undead beings, Vampiric Wolves have no Con Score.

Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

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 land.

Organization: Unchanged.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Any Evil

Advancement: Unchanged.

Level Adjustment: ---

« Last Edit: October 16, 2015, 02:27:46 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #46 on: October 15, 2015, 03:12:29 AM »
Haunt

Haunt is an Acquired Template that can be applied to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6.  Haunts died leaving some vital task unfinished, and they seek to possess the living in order to finish that task and move on.  Once the Haunt has accomplished it's task, it will leave the body of it's possessed victim and move on to the afterlife.

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

Hit Dice: All current and future Hit Dice become d12s. 

Speed: Haunts have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability.

Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the Haunt manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

Attacks: A Haunt retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Damage: A Haunt retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

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

Draining Touch (Su): A Haunt that hits a living target with its incorporeal touch attack drains 1d4 points from Dexterity. On each such successful attack, the Hauntt heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. 

Malevolence (Su):  Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.  Unlike other ghosts, the Haunts victim does not get a Save to avoid possession if his Dex has been drained to 0.  Once the Haunt possesses the body, all Dexterity Drain is immediately healed and teh body is mobile again.

Manifestation (Su):  Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

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

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a Haunt for sure is to help it complete it's task.

Turn Immunity (Ex): Haunts cannot be Turned.

Domain Attachment (Ex): Haunts cannot move further than 180 ft. from the spot of their death, unless they have possessed a living being via Malevolence.

Saves: Unchanged.

Abilities: +4 Cha, as a Mindless, Incorporeal Undead the Haunt as no Str, Int or Con score.

Skills: Haunts lose all skills, but have a +8 racial bonus on Hide, Listen, Move Silently. Search, and Spot checks.

Feats: Haunts lose all Feats.

Environment: Any

Organization: Solitary

Challenge Rating: +2

Treasure: None.

Alignment: Any.

Advancement: Up to double the amount of Hit Dice it had when this Template was applied to the base creature.  i.e. if applied t a 3rd Level Fighter, the it can advance to 6 Hit Dice.

Level Adjustment: ---
« Last Edit: October 20, 2015, 02:54:46 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #47 on: October 16, 2015, 03:16:09 AM »
     Silat, Young
                      Large Monstrous Humanoid
Hit Dice:             7d8+21 (52 hp)
Initiative:           +1
Speed:                40 ft. (8 squares)
Armor Class:          17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
Base Attack/Grapple:  +7/+18
Attack:               Claw +13 melee (1d6+7)
Full Attack:          2 Claws +13 melee (1d6+7) and 1 Bite +8 melee (1d6+3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Polymorph
Special Qualities:    Darkvision 60 ft., SR 18, DR 10/Magic or Cold Iron, Regeneration 1, Immunities
Saves:                Fort +7, Ref +6, Will +7
Abilities:            Str 25, Dex 12, Con 16, Int 12, Wis 14, Cha 14
Skills:               Bluff +6, Concentration +6, Diplomacy +5, Disguise +6, Hide +2, Intimidate +6, Knowledge (any one) +4, Listen +7, Move Silently +3, Spot +7
Feats:                Alertness, Great Fortitude, Stealthy
Environment:          Any Land
Organization:         Solitary
Challenge Rating:     7
Treasure:             Standard
Alignment:            Any Chaotic
Advancement:          See below
Level Adjustment:     ---



          Silat, Adult
                      Large Monstrous Humanoid
Hit Dice:             9d8+36 (76 hp)
Initiative:           +5
Speed:                40 ft. (8 squares)
Armor Class:          20 (-1 Size, +1 Dex, +10 Natural), touch 10, flat-footed 19
Base Attack/Grapple:  +9/+20
Attack:               Claw +15 melee (1d6+7)
Full Attack:          2 Claws +15 melee (1d6+7) and 1 Bite +10 melee (1d6+3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Polymorph
Special Qualities:    Darkvision 60 ft., SR 19, DR 15/Magic or Cold Iron, Regeneration 1, Immunities
Saves:                Fort +9, Ref +7, Will +8
Abilities:            Str 25, Dex 12, Con 18, Int 16, Wis 14, Cha 16
Skills:               Bluff +10, Concentration +10, Diplomacy +10, Disguise +10, Hide +6, Intimidate +10, Knowledge (any one) +10, Listen +10, Move Silently +3, Spot +10
Feats:                Alertness, Great Fortitude, Improved Initiative, Stealthy
Environment:          Any Land
Organization:         Solitary or Family (1 Adult Silat, 1-4 Young Silat and 1-4 Ogre Magi)
Challenge Rating:     8
Treasure:             Standard
Alignment:            Any Chaotic
Advancement:          By Character Class
Level Adjustment:     ---


Silat, Adult
                      Large Monstrous Humanoid
Hit Dice:             12d8+48 (102 hp)
Initiative:           +5
Speed:                40 ft. (8 squares)
Armor Class:          23 (-1 Size, +1 Dex, +13 Natural), touch 10, flat-footed 22
Base Attack/Grapple:  +12/+23
Attack:               Claw +18 melee (1d6+7)
Full Attack:          2 Claws +18 melee (1d6+7) and 1 Bite +13 melee (1d6+3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Polymorph
Special Qualities:    Darkvision 60 ft., SR 20, DR 15/Magic or Cold Iron, Regeneration 1, Immunities
Saves:                Fort +10, Ref +9, Will +12
Abilities:            Str 25, Dex 12, Con 18, Int 16, Wis 16, Cha 16
Skills:               Bluff +10, Concentration +10, Diplomacy +10, Disguise +10, Hide +12, Intimidate +10, Knowledge (any one) +10, Listen +12, Move Silently +10, Spot +12
Feats:                Alertness, Great Fortitude, Improved Initiative, Iron Will, Stealthy
Environment:          Any Land
Organization:         Solitary or Family (1 Matriarch Silat, 1-4 Young Silat and 1-4 Ogre Magi)
Challenge Rating:     9
Treasure:             Standard
Alignment:            Any Chaotic
Advancement:          By Character Class
Level Adjustment:     ---

The Silat are a race of pale blue or green hags with rams horns.  They have slightly darker hair, stand well over 10 feet tall, and their horns spiral more with age.  They roam the lands of Zakhara, often polymorphed so as not to draw attention.  The ymate with the Ogre Magi to continue their species (their daughters are Silats, their sons are Ogre Magi).  Politeness and respect are especially important to the Silat, and even the most Evil among them will refrain from attacking someone who bows to them and treats them as friends.  They may even provide aid to those who give them food and shelter or perform tasks for them.


Polymorph (Sp): Young Silat can Polymorph on themselves only 3/day as a Spell-Like Ability.  They must leave one part of their body unchanged (usually their feet), which they take great pains to hide.  Once they reach adulthood at 100+ years old they can Polymorph themselves at will with no limitations.  Additionally she can cast Baleful Polymorph 3/day as a Spell-Like Ability.   If the Silat survives to 600+ years old, she becomes a Matriarch and can also cast Baleful Polymorph at will.  Additionally she can cast Polymorph Any Object 3/day as a Spell-Like Ability.

Regeneration (Ex): The Silats regeneration does not work against damage doe by fire or cold iron.

Immunities (Ex): The Silat are immune to Poison and Mind-Affecting Effects.

Combat: Younger Silats will simply tear opponents to bits with their strength, while the adults more often go for Polymorph shenanigans.  Matriarchs are pretty much encountered only if they want to be.
« Last Edit: May 05, 2022, 02:19:28 AM by bhu »

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Re: Monster Revisions
« Reply #48 on: October 17, 2015, 04:05:59 PM »
Bhut (Mystara)
                      Medium Monstrous Humanoid
Hit Dice:             7d8+14(45 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          17 (+1 Dex, +6 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +7/+8
Attack:               By Weapon +8 melee or Bite +8 melee (1d6+1 plus numbing)
Full Attack:          By Weapon +8/+3 melee or Bite +8 melee (1d6+1 plus numbing) and 2 Claws +6 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Numbing Bite
Special Qualities:    Immunities, DR 10/Good, Daytime normalcy, Deceptive Aura, Hardy
Saves:                Fort +6, Ref +6, Will +6
Abilities:            Str 12, Dex 12, Con 14, Int 12, Wis 13, Cha 12
Skills:               Bluff +4, Diplomacy +4, Disguise +4, Forgery +4, Gather Information +4, Hide +10, Knowledge (Local) +4, Listen +4, Move Silently +10, Spot +4
Feats:                Ability Focus (Numbing Bite), Great Fortitude, Multiattack
Environment:          Any Land
Organization:         Solitary, family (2-4), or clan (7-12)
Challenge Rating:     6
Treasure:             Standard
Alignment:            Usually Lawful Evil
Advancement:          By Character Class
Level Adjustment:     ---

Bhuts are an odd race.  During the day they appear as normal humans, but when night comes they undergo a hideous transformation.  They grow claws, fangs and scales, and their hair lengthens and grows wild.  They speak Common and their own language, and often live near human settlements as traveling nomads in order to feed upon them.  They can interbreed with humans, but the children are always Bhut.  Rumor posits that they are the descendants of a town whose evil inhabitants were cursed by a God.
Numbing Bite (Ex): Opponents bitten by the Bhut begin to feel a freezing cold spread through them that numbs their body.  Opponents who are bitten must make a DC 17 Fortitude Save or be Sickened for 1d4 rounds.  Cumulative bites merely expand the duration, Save DC is Constitution based.

Immunities (Ex): Despite not being Undead, teh Bhut share many immunities with them.  They are immune to Mind-Affecting Effects, Poison, Sleep Effects, Paralysis, Disease, critical hits, nonlethal damage, energy drain, ability damage/drain, and fatigue/exhaustion effects.

Daytime Normalcy (Su): Bhut look like normal humans during the day.  During this time they lose their Numbing Bite and natural attacks.  They automatically transform into their monstrous form the moment the sun sets, until it raises again.

Deceptive Aura (Su): Attempts via spells or other powers to determine the Bhuts Alignment falsely register it as Lawful Good (or fail in the case of spells like Detect Evil).
 
Hardy (Ex): Bhut have a +4 Racial Bonus to Fortitude Saves.

Skills: Bhut have a +6 Racial Bonus to Hide and Move Silently Checks, and they may always Take 10 on a Move Silently Check.

Combat: Bhuts will avoid combat in the daylight to avoid giving themselves away.  At night they try to bite their foes to numb them as quickly as possible.
« Last Edit: October 24, 2015, 08:36:09 PM by bhu »

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Re: Monster Revisions
« Reply #49 on: October 18, 2015, 12:57:28 AM »
 Ancient Mariner (Spelljammer)
                      Medium Undead (Incorporeal)
Hit Dice:             5d12+15 (47 hp)
Initiative:           +3
Speed:                Fly 30 ft. (6 squares), Perfect
Armor Class:          16 (+3 Dex, +3 Deflection), touch 16, flat-footed 13
Base Attack/Grapple:  +2/-
Attack:               Ghostly Touch +6 melee touch (1d6 plus energy drain)
Full Attack:          Ghostly Touch +6 melee touch (1d6 plus energy drain)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Energy Drain, Create Spawn
Special Qualities:    Darkvision 60 ft., Immunities
Saves:                Fort +1, Ref +4, Will +7
Abilities:            Str -, Dex 16, Con -, Int 12, Wis 14, Cha 16
Skills:               Hide +11, Intimidate +8, Knowledge (Arcana, Planetology, Wildspace) +7, Listen +10, Move Silently +11, Search +10, Spot +10
Feats:                Ability Focus (Energy Drain), Weapon Focus (Touch)
Environment:          Phlogiston
Organization:         Solitary, Gang (3-6), Crew (Captain plus 20-40) usually accompanied by 1-20 Mariner Shadows
Challenge Rating:     5
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          6-10 HD (Medium)
Level Adjustment:     ---

The Ancient Mariners are the Undead remnants of a humanoid species that once traveled the Phlogiston.  Slightly transparent, they appear as humanlike, but with a long neck, bulging eyes and jaw, and a compressed torso.  They have difficulty speaking, and can only grunt a few words in Common.

Energy Drain (Su): Living creatures hit by a Mariners incorporeal touch attack gain a negative level in addition to 1d6 negative energy damage. The DC is 17 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the Mariner gains 5 temporary hit points.

Create Spawn (Su): Any humanoid killed by an Ancient Mariner becomes a Mariner Shadow under the control of its killer within 1d4 rounds.  A Mariner Shadow is identical to a regular Shadow with two exceptions: It's equipment merges with it's new form and becomes unusable, and it appears as a semi transparent version of it's living self.  If the Mariner is killed, all it's spawn die with it.

Immunities (Ex): Ancient Mariners are immune to Cold and the effects of the Phlogiston.

Hardy (Su): Ancient Mariners receive their Charisma Modifier as bonus Hit Points per Hit Die.

Skills: Mariners have a +8 racial bonus on Hide, Listen, Move Silently, Search, and Spot checks.

Captain: The Captains of Mariner ghost ships have 6+ hit dice, and +2 Turn Resistance.  As a Full Round action he can touch any unattended object to turn it incorporeal, making it only of use to other incorporeal beings.  If he remains in contact with a Spelljamming ship for 24 hours, he can turn it incorporeal as well.  The Captain can only influence one ship at a time in this manner, turning it into an incorporeal ghost ship.  The ship holds no oxygen, and moves as if powered by a 5th level caster.

Combat: A few Mariners will appear to be lost spacefarers until victims get to close to run away.  Once those are converted to Shadows, the Mariners will slowly set about converting the rest of the ships crew.
« Last Edit: October 24, 2015, 08:36:50 PM by bhu »

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Re: Monster Revisions
« Reply #50 on: October 18, 2015, 01:12:07 AM »
Ankou

Ankous is an Acquired Template that can be applied to any Humanoid.  The Ankou are peasants and farmers so overwhelmed and debased by poverty that they gave way to murderous rage, often killing their own families.  The Evil Gods of Carceri (Nerull, etc), return them to unlife in order to continue their murderous streak.  They appear as poorly dressed farmers, so shriveled and dried out as to appear mummified.  Their eyes glow red in the darkness, and they are always scanning the horizon for more victims.  They are usually armed with a scythe, club, or other common farming implement, and accompanied by a creaking sound.  This sound is an invisible cart pulled by a ghostly oxen, which allows the Ankou to carry away and hide it's victims.

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

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

Speed: Base land speed lowers by -10 ft.

Armor Class: Natural AC Bonus increases by +4.

Attacks: Unchanged.

Damage: Unchanged.

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

Powerful Strike (Ex): The Ankous Unarmed Strikes and weapon attacks do one additional die of damage.  For example a scythe would do 3d4 plus Str damage.

Improved Grab (Ex): The Ankou can make Grapple Checks without provoking an Attack of Opportunity.  If successful it may Constrict.

Constrict (Ex): The Ankou does 3d3 plus one and a half times Str Modifier with a successful Grapple Check.

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

Gift of Tartarus (Su): The Ankou is followed by an invisible ox and cart (as per the Superior Invisibility spell), that only the Ankou can see.  The Gift does not leave tracks of any kind, and cannot be tracked without magical aid.  Turn Undead will affect it as if it has 5 Hit Dice, but even if it is destroyed it will always return the next evening so long as the Ankou survives.

Lifesight (Su): An Ankou notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

Immunities (Ex):

Steady Walk (Su): Neither the Ankou nor his Gift are slowed by obstacles or difficult terrain.

Turn Resistance (Ex): The Ankou gains +2 Turn Resistance.

Single Actions Only (Ex): Ankou have poor reflexes and can perform only a single move action or attack action each round. An Ankou can move up to its speed and attack in the same round, but only if it attempts a charge.

Vulnerabilities: At sunrise the Ankou fades  back to Tartarus, taking it's victims bodies with it.  It returns with 1 mile of the same spot at sundown.  The touch of holy water also instantly returns them to Tartarus until the next evening.

Saves: Unchanged.

Abilities: +8 Str, -4 Int, +6 Wis, -4 Cha.  As an Undead creature, the Ankou has no Con score.

Skills: Unchanged, but remember to recalculate due to Int penalty.

Feats: Gains Improved Unarmed Strike as a Bonus Feat.

Environment: Any land.

Organization: Solitary.

Challenge Rating: +1

Treasure: None.

Alignment: Neutral Evil.

Advancement: Up to double current Hit Dice.

Level Adjustment: ---
« Last Edit: October 24, 2015, 08:53:12 PM by bhu »

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Re: Monster Revisions
« Reply #51 on: October 20, 2015, 02:43:36 AM »
Wraith-King

Wraith-King is an Acquired Template that can be applied to any Humanoid of noble birth, and at least 15 Hit Dice.  Wraith-Kings are rulers terrified of death who have made a pact with an Evil God for immortality, only to find their immortality comes from undeath.  Most have 3 Full Plate and at least a +4 weapon enchanted so it can be used by their incorporeal forms.

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

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

Speed: Wraiths have a the speed of 60 feet, unless the base creature has a higher fly speed, with perfect maneuverability. It loses all other movement types.

Armor Class: The creature loses all natural armor, but gains a deflection bonus equal to its Charisma bonus or +1, whichever is greater.

Attacks: A Wraith-King retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Damage: A Wraith-King retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

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

Constitution Drain (Su): Living creatures hit by a wraith’s incorporeal touch attack must succeed on a Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.

Life-Draining Gaze (Su): Gaze Attack Bestows 1 Negative Level, 30 feet, Fortitude Save to remove as normal. The save DC is Charisma-based.  Each round the Gaze successfully bestows a negative Level grants the Wraith-King 5 temporary hit points.

Spell-Like Abilities (Sp): At Will: Permanent Image, Programmed Image.  1/Day: Mass Charm Monster.  Caster Level is 15th.

Frightful Presence (Su): A Wraith-King can unsettle foes with its mere presence. The ability takes effect automatically whenever the Wraith-King attacks. Living creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the Wraith-King. A potentially affected creature that succeeds on a Will save (DC 10 + ½ Wraith-King’s HD + Wraith-King’s Cha modifier) remains immune to that Wraith-King’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.

Create Spawn (Su): Any humanoid slain by a Wraith-King becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

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

Immunities (Ex): The Wraith King is immune to Electricity and Cold damage, and Polymorph effects.  Additionally Resurrection or True Resurrection spells do not return them to life as they normally would other Undead.

Turn Resistance (Ex): The Wraith King gains +4 Turn Resistance.

Spell Resistance (Ex): The Wraith King gains Spell Resistance equal to 11+CR.

Lifesense (Su): A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Saves: Unchanged.

Abilities: Increase from base creature as follows: +8 Dexterity, +6 Intelligence, +4 Wisdom, and +6 Charisma. A wraith has no Strength score. Being undead a Wraith has no Constitution score.

Skills: Unchanged.

Feats: Gains Improved Initiative as a Bonus Feat.

Environment: Any

Organization: Solitary plus 1 Nightmare and 4-24 Wraiths.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Lawful Evil.

Advancement: Unchanged.

Level Adjustment: ---
« Last Edit: May 05, 2022, 02:19:58 AM by bhu »

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Re: Monster Revisions
« Reply #52 on: October 20, 2015, 02:54:00 AM »
Reviler

Reviler is an Acquired Template that can be applied to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6.  Revilers are vile spirits of corruption created by evil gods to plague the living.  They appear as misty shapes with leering, skull-like faces and clawed hands.

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

Hit Dice: All current and future Hit Dice become d12s. 

Speed: Revilers have a fly speed of 60 feet, unless the base creature has a higher fly speed, with perfect maneuverability.

Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the Reviler manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

Attacks: A Reviler retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal. 

Damage: A Haunt retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

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

Claws of Corruption (Su):  The Reviler gains a melee touch attack doing 1d6 negative energy damage (two attacks with a Full Attack Action).  Optionally as a Full Round Action the Reviler can make a melee touch attack.  If it is successful, the victim must make a Willpower Save (Save DC is Charisma based), or it's Alignment changes to that of the Reviler.  A successful Save means the victim is immune to this Reviler's Corruption attack for 24 hours.  The victim may be returned to it's normal Alignment via Remove Curse or similar spells.

Spell-Like Abilities (Sp):  1/Day: Animate Objects, Persistent Image, Suggestion, Stone Shape.  2/Day: Poison.  Unlike usual the spell is cast on up to 10 cubic feet of any liquid, and anything drinking it takes damage as per the Posion spell.  3/day: Arcane Lock, Detect Good, Detect Magic, Telekinesis.  Caster Level 10th.

Manifestation (Su):  Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

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

Turn Resistance (Ex): Revilers gain +2 Turn Resistance.

Spell Resistance (Ex): Revilers gain Spell Resistance equal to 15+CR.

Vulnerabilities: Despite being incorporeal, Revilers are damaged by holy water in a manner similar to vampires.

Saves: Unchanged.

Abilities: +2 Int, +2 Wis, +4 Cha, as an Incorporeal Undead the Reviler as no Str or Con score.

Skills: Revilers have a +8 racial bonus on Hide, Listen, Move Silently. Search, and Spot checks.

Feats: Unchanged.

Environment: Any

Organization: Solitary

Challenge Rating: +2

Treasure: None.

Alignment: Any Evil.

Advancement: Unchanged.

Level Adjustment: ---
« Last Edit: October 24, 2015, 07:23:58 PM by bhu »

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Re: Monster Revisions
« Reply #53 on: October 20, 2015, 03:18:26 AM »
Great Ghul (Al-Qadim)

Great Ghul is an Acquired Template that can be applied to any Janni.  Most Ghuls are female, standing 7 to 10 ft tall, with thick body hair, long claws, and the ears and hooves of a donkey.  Generally they take up residence in mountain caves or lonely desert ruins.  Many haunt graveyards and run with the Ghouls as they are both carrion eaters.  They are hated by Genies of all kinds, and are rarely encountered in their true form.

Size and Type: Size changes to Large, Type changes to Undead. 

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

Speed: Base land speed increases by +15 ft., and Flight is lost.  Also gains a Climb move of 30 ft, and a Burrow move of 10 ft.

Armor Class: Natural Armor Bonus to AC increases by +9.

Attacks: The Great Ghul gains a Primary Claw attack and a Secondary Bite attack (2 Claws and a Bite with a Full Attack Action).

Damage: Claws do 1d6 plus Str Modifier damage, Bite does 1d8 plus 1/2 Str Modifier.

Special Attacks: Retains none of the Special Attacks of the Base Creature, but gains the following:

Spell-Like Abilities (Sp): At will: Invisibility, Polymorph (self only), Shocking Grasp

Create Spawn (Su): Janni killed by a Great Ghul become Great Ghuls themselves 24 hours later, though they are not under the control of their creator.

Special Qualities: Retains Darkvision only, but gains the following:

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

Immunities: Immune to Cold damage.

Fall Resistance (Ex): Ghuls take damage from falls as if they had fallen 30 ft. less than what they actually have.  For example falls of 30 ft or less do no damage, and a fall from 70 ft would do damage as if it were from only 40 ft.

Turn Resistance (Ex): Gains +2 Turn Resistance.

Vulnerabilities: Great Ghuls are Dazzled in bright sunlight or within the radius of a daylight spell.  They also take 2d6 damage from a vial of Holy Water.

Saves: Unchanged.

Abilities: -2 Int, as a Undead being the Ghul has no Constitution Score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Warm Desert or Mountains.

Organization: Solitary, group (2-4), or pack (6-10) or 1 Great Ghul plus 6-10 Ghouls

Challenge Rating: +1

Treasure: Unchanged, though some few gain levels in Wizard or Sha'ir as opposed to merely increasing in Racial Hit Dice.

Alignment: Neutral Evil.

Advancement: Unchanged.

Level Adjustment: ---
« Last Edit: October 24, 2015, 09:04:02 PM by bhu »

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Re: Monster Revisions
« Reply #54 on: October 20, 2015, 04:34:46 PM »
Ghul-Kin Soultaker (Al-Qadim)

Ghul-Kin Soultaker is an Acquired Template that can be applied to any Janni of at least 8 Hit Dice.  Ghul-Kin are 8 to 10 feet tall with rubbery white skin, and long, gangly limbs.  They have thick, tangled hair and sharp claws and teeth.  Despite this and their unpleasant odor, they are quite social and use their shapechanging skills to live among Humanoids.  Despite feeding on humans, they are friendly towards those who are polite and respectful, or who have done them a kindness.  They will always repay kindness with aid (though usually this takes the form of murdering an enemy of their benefactor without his knowledge).  Soultakers lord it over the Great Ghuls when they find them, and often press them into their patient schemes.

Size and Type: Size changes to Large, Type changes to Undead. 

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

Speed: Base land speed increases by +15 ft., and Flight is lost.  Also gains a Swim move of 30 ft.

Armor Class: Natural Armor Bonus to AC increases by +9.

Attacks: The Great Ghul gains a Primary Claw attack and a Secondary Bite attack (2 Claws and a Bite with a Full Attack Action).

Damage: Claws do 1d6 plus Str Modifier damage, Bite does 1d8 plus 1/2 Str Modifier.

Special Attacks: Retains none of the Special Attacks of the Base Creature, but gains the following:

Spell-Like Abilities (Sp): At will: Invisibility, Polymorph (self only).

Create Spawn (Su): Janni killed by a Ghul-Kin become Ghul-Kin themselves 24 hours later, though they are not under the control of their creator.

Possession (Su): If the Soultaker can convince it's victim to kiss her, or she can Pin it in a Grapple, she exhales a portion of her soul into the victim, who then acts as if they are under the effect of a Dominate Person spell.  They can dominate a numbeer of victims equal to half their Int Score rounded down.  Unlike normal, the victims of the Soultaker are considered Neutral Evil for purposes of spells or powers that detect their Alignment.  Remove Curse or Dispel Evil cast on the victim frees them from this effect.

Special Qualities: Retains Darkvision only, but gains the following:

Damage Reduction (Su): Gains DR 10/Wood.

Immunities: Immune to Cold damage.

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

Vulnerabilities: Ghul-Kin are Dazzled in bright sunlight or within the radius of a daylight spell.  They also take 2d6 damage from a vial of Holy Water.

Saves: Unchanged.

Abilities: As a Undead being the Ghul-Kin has no Constitution Score.

Skills: Gains Use Magic Device as a Class Skill, along with a +8 Racial Skill Bonus on Use Magic Device Checks.

Feats: Unchanged.

Environment: Any Land.

Organization: Solitary, group (2-3)

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Neutral Evil.

Advancement: By Character Class, usually Wizard or Cleric.

Level Adjustment: ---
« Last Edit: October 24, 2015, 09:14:26 PM by bhu »

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Re: Monster Revisions
« Reply #55 on: October 20, 2015, 04:35:58 PM »
Ghul-Kin Witherer (Al-Qadim)

Ghul-Kin Witherer is an Acquired Template that can be applied to any Janni of at least 9 Hit Dice.  Witherers appear similar to Soultaker Ghul-Kin, but are at east 10 ft. tall.  They take the long view on any of their schemes, and a Ghul-Kins plans can often take decades or more to pay off in social influence or political or magical power.  Many of their plans involve corrupting mortals into their service.

Size and Type: Size changes to Large, Type changes to Undead. 

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

Speed: Base land speed increases by +15 ft., and Flight is lost.  Also gains a Swim move of 30 ft.

Armor Class: Natural Armor Bonus to AC increases by +9.

Attacks: The Great Ghul gains a Primary Claw attack and a Secondary Bite attack (2 Claws and a Bite with a Full Attack Action).

Damage: Claws do 1d6 plus Str Modifier damage, Bite does 1d8 plus 1/2 Str Modifier.

Special Attacks: Retains none of the Special Attacks of the Base Creature, but gains the following:

Spell-Like Abilities (Sp): At will: Invisibility, Polymorph (self only).

Create Spawn (Su): Janni killed by a Ghul-Kin become Ghul-Kin themselves 24 hours later, though they are not under the control of their creator.

Withering (Su): The Witherer gains a melee touch attack.  Touched opponents must make a Willpower Save (Save DC is Charisma based) or age 1 year, take one point of temporary Str damage, and lose 1d10 hit points (which the Witherer gains as temporary hit points).  Victims drained to 0 Str die, and must have Remove Curse cast upon them before they can be Raised or Resurrected.  Remove Curse will likewise reverse the aging.

Special Qualities: Retains Darkvision only, but gains the following:

Damage Reduction (Su): Gains DR 15/Magic.

Immunities: Immune to Cold damage.

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

Vulnerabilities: Ghul-Kin are Dazzled in bright sunlight or within the radius of a daylight spell.  They also take 2d6 damage from a vial of Holy Water.

Saves: Unchanged.

Abilities: +2 Int.  As a Undead being the Ghul-Kin has no Constitution Score.

Skills: Gains Use Magic Device as a Class Skill, along with a +8 Racial Skill Bonus on Use Magic Device Checks.

Feats: Unchanged.

Environment: Any Land.

Organization: Solitary, group (2-3)

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Neutral Evil.

Advancement: By Character Class, usually Wizard or Priest.

Level Adjustment: ---
« Last Edit: October 24, 2015, 09:14:46 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #56 on: October 20, 2015, 04:50:05 PM »
Sacrol (Mystara)
                      Small Undead
Hit Dice:             8d12 (52 hp)
Initiative:           +2
Speed:                Fly 50 ft. (10 squares)
Armor Class:          18 (+1 Size, +2 Dex, +5 Natural), touch 13, flat-footed 16
Base Attack/Grapple:  +4/+6
Attack:               Tentacle +7 melee (2d8+2 plus Energy Drain)
Full Attack:          2 Tentacles +7 melee (2d8+2 plus Energy Drain)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Constrict, Energy Drain, Death Scream, Animate Dead
Special Qualities:    DR 10/Magic, Immune to Cold, +2 Turn Resistance, Tracking, Vulnerabilities
Saves:                Fort +2, Ref +4, Will +10
Abilities:            Str 15, Dex 15, Con -, Int 7, Wis 20, Cha 16
Skills:               Hide +8, Knowledge (Religion) +2, Listen +8, Move Silently +8, Spot +8
Feats:                Alertness, Stealthy
Environment:          Any
Organization:         Solitary
Challenge Rating:     8
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          9-12 HD (Small), 13-24 HD (Large)
Level Adjustment:     ---

Sacrol appear as boiling, multi colored mists that are suggestive of coiled entrails.  Visible in the mist is the bare skull of one of the individuals slain by it.  Sacrol are the conglomerate souls of people slaughtered on the field of battle returned to scour the world clean of the living.  Most are tied to where they fell, but if all the individuals composing the Sacrol were murdered by one individual they may follow him, wreaking havoc in their wake.  They do not communicate, merely screaming incoherently.

Improved Grab (Su): Sacrol can make a Grapple Check without provoking an Attack of Opportunity.

Constrict (Su): Sacrol do 2d8+2 plus Energy Drain with a successful Grapple Check.

Energy Drain (Su): Living creatures hit by a Sacrol’s tentacle attack gain a negative level. The DC is 17 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the Sacrol gains 5 temporary hit points.

Death Scream (Su): Once per day the Sacrol can unleash a hellish scream, and one victim within 30 ft suffers the effects of a Slay Living spell (death on a failed save, damage on a successful one).  This is a sound dependent affect, and is thus vulnerable to the Bard's Countersong ability.

Animate Dead (Sp): The Sacrol can cast Animate Dead at will as a Spell-Like Ability.

Tracking (Su): Sacrols always know the location of any being that murdered the beings composing it as per the Locate Creature spell.

Vulnerabilities: Most Sacrols are bound to the battlefield upon which they died and cannot leave it (this is usually an area 500 feet square).  Sacrol not bound to a location disappear into the afterlife once they have destroyed their killers.

Combat: The Sacrol generally opens with it's Death Scream if it realizes which party member might be vulnerable to it.  It then charges forward with it's Undead minions, and begins grappling opponents, choking the life from them one at a time.
« Last Edit: October 24, 2015, 09:27:37 PM by bhu »

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Re: Monster Revisions
« Reply #57 on: October 20, 2015, 05:02:54 PM »
Darkhood (Mystara)
                      Medium Undead (Incorporeal)
Hit Dice:             13d12 (84 hp)
Initiative:           +7
Speed:                Fly 60 ft. (12 squares)
Armor Class:          22 (+3 Dex, +9 Deflection), touch 22, flat-footed 19
Base Attack/Grapple:  +6/-
Attack:               Touch +9 melee touch (1d4 plus Fear)
Full Attack:          Touch +9 melee touch (1d4 plus Fear)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Fear, Fear Touch, Exhausting Pursuit
Special Qualities:    Immune to Cold, Darkvision 60 ft., +4 Turn Resistance, Domain, Rejuvenation
Saves:                Fort +4, Ref +7, Will +10
Abilities:            Str -, Dex 16, Con -, Int 14, Wis 14, Cha 20
Skills:               Bluff +18, Hide +12, Intimidate +18, Knowledge (Religion) +15, Listen +10, Move Silently +12, Sense Motive +17, Spot +10
Feats:                Ability Focus (Fear, Fear Touch, Exhausting Pursuit), Great Flyby Attack, Improved Initiative
Environment:          Underground
Organization:         Solitary
Challenge Rating:     10
Treasure:             None
Alignment:            Neutral Evil
Advancement:          14-26 HD (Medium)
Level Adjustment:     ---

Also known as the Rorphyr, the Darkhood appears as a dark, hooded spectral figure.  They are the spirits of those who died while suffering intense fear, and they use that same fear to chase away anything living that enters their domain.

Fear (Su): Anyone looking into the Rorphyr's hood sees it's darkest fears.  This works like a Gaze Attack with a range of 30 ft., and a DC 23 Willpower Save (Save DC is Charisma Based).  Those who succeed are immune to this Rorphyr's fear gaze for 24 hours.  Those who fail are Panicked for 1 round per Hit Die of the Rorphyr (Cowering if it corners them).

Fear Touch (Su): Opponents touched by a Rorphyr take 1d4 negative energy damage, and must make a DC 23 Willpower Save (Save DC is Charisma based).  If they succeed they are immune to this Rorphy's Fear Touch for 24 hours (they still take the negative energy damage).  Opponents who fail their Save are Frightened for (1d4 plus Cha Modifier) rounds.

Exhausting Pursuit (Su): Opponents who become Panicked or Frightened begin to flee, and it gives chase.  Each round they spend running from the Rorphyr they must make a DC 23 Fortitude Save (Save DC is Charisma based) or take 1 point of temporary Constitution damage.  If they fall to 75% of their normal Con score they are also Fatigued.  If they fall to 50% or less of their normal Con score they become Exhausted.  Fatigue/Exhaustion does not go away until their ability damage has been healed.

Domain: The Rorphyr is tied to a 60 ft. square area in which it died.  it cannot pursue victims beyond this area,

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace.  In the case of the Rorphyr, this usually means some truly odd circumstances involved in it's death, or divine intervention.  Most Rorphyr do not have this ability, but some investigation will be necessary to lay to rest those that do.

Skills: Rorphyr have a +8 Racial Bonus to Hide, Listen, Move Silently, and Spot Checks.

Combat: The Darkhood attempts to manifest it's victims worst fears via it's Fear ability before giving chase.  If this fails it will try to case Fear via it's touch.  It will not stop until all living beings have left it's Domain, or they have collapsed due to exhaustion.  Rorphyr are normally only deadly in the sense that they scatter PC's and leave them vulnerable to other creatures.
« Last Edit: December 01, 2015, 06:22:22 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #58 on: October 20, 2015, 05:11:49 PM »
Ker
                      Medium Undead
Hit Dice:             9d12+45 (85 hp)
Initiative:           +7
Speed:                Fly 30 ft. (6 squares), Perfect
Armor Class:          22 (+3 Dex, +9 Natural), touch 13, flat-footed 19
Base Attack/Grapple:  +4/+7
Attack:               Whip +7 ranged (1d8+3 plus effect)
Full Attack:          3 Whips +7 ranged (1d8+3 plus effect)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Whip of Revenge
Special Qualities:    Darkvision 60 ft., Gnat Form, DR 10/Magic, Immunity to Cold, Electricity Resistance 20, Devour Foe, +4 Turn Resistance, Tracking
Saves:                Fort +3, Ref +6, Will +10
Abilities:            Str 16, Dex 16, Con -, Int 14, Wis 20, Cha 20
Skills:               Hide +10, Intimidate +10, Knowledge (any one) +8, Knowledge (Religion) +10, Listen +10, Move Silently +10, Spot +10, Survival +10
Feats:                Flyby Attack, Hover, Improved Initiative, Wingover
Environment:          Any
Organization:         Solitary or Trio
Challenge Rating:     5
Treasure:             None
Alignment:            Any Evil
Advancement:          10-18 HD (Medium)
Level Adjustment:     ---

The Ker (plural Keres) are the ghosts of individuals sent by the Gods to punish vile behavior.  A single Ker is generally out for revenge against a particular individual (usually it's killer), while a trio is sent to punish a community for greedy or bloodthisrty behavior.  They appear as horrific, maned, bat-winged humanoids with jutting, upturned fangs.  Their faces lack feature beyond their shining black eyes and fang filled mouths.  They dress in bloodstained robes, and carrying a barbed whip that is actually an extension of themselves.  The Ker rarely remembers it's former life, but retains a sort of sense of identity with it's former race and culture.

Whip of Revenge (Su): The Keres' whip is an extension of itself, and cannot be disarmed, sundered or taken from it.  Unlike normal whips, using it does not provoke an Attack of Opportunity, does 1d8 plus Str modifier damage, and can be used regardless of an opponents Armor Class.  Additionally, opponents struck by the whip must make a DC 19 Willpower Save or be affected as if by a Bestow Curse spell for 1 hour.  The Ker may make three whip attacks with a Full Attack.  Each of these requires a DC 19 Willpower Save.  The first attack still bestows the Curse effect.  The second ages the victim to venerable if he fails his Save, doing 4 points each of Str, Dex and Con.  If the victim fails the Save vs the third attack it is infected with Mummy Rot.  Multiple failed saves do not result in cumulative penalties.  Remoove Curse will remove each of these conditions, but requires a separate casting for each one.

Gnat Form (Su): The Ker can assume the form of a Gnat as a Standard Action.  This mostly works like Alternate Form.  As a Gnat the Ker has a Str of 0,cannot make attacks, has it's Flight speed increased by +15 ft.

Devour Foe (Su): Once a Ker has killed it's selected target it will devour it whole.  The victim cannot be Raised or Resurrected.

Tracking (Su): Keres know the location of their target at all times as per the Locate Creature spell.

Combat: Despite their obvious natural weaponry, the Keres attack single-mindedly with their whips.  They will attack those they have been sent to kill, devouring the corpse afterwards. 
« Last Edit: October 25, 2015, 09:06:40 PM by bhu »

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Re: Monster Revisions
« Reply #59 on: October 25, 2015, 01:53:31 AM »
Angreden

Angreden is an Acquired Template that can be applied to any Giant, Humanoid or Monstrous Humanoid who has died in a state of great anger.  They appear as blackened, bloated corpses with oversized heads.  (Dragon 198)

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

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

Speed: Unchanged.

Armor Class: Natural Armor Bonus to AC increases by +5.

Attacks: The Angreden gets a Slam attack if it doesn't already already have one (two slam attacks with a Full Attack).

Damage: The Angreden's Slam attack does a minimum of 1d6 plus Str Modifier (scale up or down appropriately for different sized creatures).

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

Enfeebling Blow (Su): Opponents struck by the Angreden's Slam attack take 1d6 temporary Strength damage.

Fear Gaze (Su): Gaze attack.  Frightened for 1 round per the Angreden's Hit Dice, Willpower Save (Save DC is Charisma based), 30 foot range.

Death Curse (Su): Whoever destroys an Angreden is cursed by it.  This has the same effect as a Bestow Curse spell, but does not allow for a Saving Throw or Spell Resistance.

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

Immunity to Cold damage (Ex)

Saves: Unchanged.

Abilities: +8 Str, +6 Wis, +4 Cha.  As an Undead being the Angreden has no Constitution score.

Skills: Note changes in skills, any new skill bonuses or penalties, or if skills must be recalculated due to a change in type.

Feats: Unchanged.

Environment: Any

Organization: Solitary, pair, gang (3-5), or pack (6-11)

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Any Evil.

Advancement: Unchanged

Level Adjustment: ---
« Last Edit: October 25, 2015, 09:28:49 PM by bhu »