Headless

These horrible abominations stalk the dark forests and rocky hills of the world, muscular creatures like men or women but without any type of heads at all. How they can stalk their prey and why they kill is a mystery. Be they demon, undead or some mix of both is not known, but their horrific evil is undoubtable.

Headless CR 3
CE size medium monstrous humanoid
Init: +2 Senses: tremorsense 60 ft.
Languages: none

AC: 16 (+2 dex, +4 natural) touch 12, flatfooted 14
HP: 27 (HD 5d8+5)
Immune: mind-effecting and illusions
Fort: +6 Ref: +5 Will: +1

MV: 30 ft.
Attack: claw +7 (1d6+3) or greatclub +6 (1d10+4)
Full Attack: 2 claws +7 (1d6+3) or greatclub +6 (1d10+4)
Attack Options: improved grab
Space / Reach: 5 ft. / 5 ft.
Base Attack: +3 Grapple: +10

Abilities Str 16, Dex 14, Con 14, Int -, Wis 10, Cha 9
SQ: tremorsense 60ft., senseless
SA: improved grab
Feats: Improved Grapple, Weapon Focus (claws)
Skills: Name climb +11, jump +11

Headless CR 7
CE size medium monstrous humanoid
Init: +1 Senses: tremorsense 60 ft.
Languages: none

AC: 16 (+1 dex, +6 natural, -1 size) touch 10, flatfooted 16
HP: 85 (HD 10d8+40)
Immune: mind-effecting and illusions
Fort: +11 Ref: +7 Will: +3

MV: 30 ft.
Attack: claw +14 (1d6+3) or greatclub +13 (1d10+4)
Full Attack: 2 claws +14 (1d6+3) or greatclub +13 / +8 (1d10+4)
Attack Options: improved grab
Space / Reach: 5 ft. / 5 ft.
Base Attack: +7 Grapple: +21

Abilities Str 24, Dex 12, Con 18, Int -, Wis 10, Cha 9
SQ: tremorsense 60ft., senseless
SA: improved grab
Feats: Improved Grapple, Weapon Focus (claws)
Skills: Name climb +19, jump +19

Improved Grab (Ex): If a headless hits with both claw attacks it can start a grapple as a free action that does not provoke an attack of opportunity. Once it establishes the grapple it can either attack with it’s claws at a -4 penalty or it can roll a grapple check to deal claw damage.

Senseless (Ex): having no heads, these creatures are blind, deaf and dumb. Beyond the reaches of their tremorsense, they are not aware of their surroundings.

Thanks to Richard Garriot for all the fun. Ultima V forever!


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Huggermuggers

Resembling pixies, these confusing creatures wander the streets of the Central Valley causing all kinds of confusion. They run up to people in the street and hug them while their companions pick their pockets. They have never been known to purposely hurt anyone, but as they live on mugging people, they have been known to do it with such ferocity that that occasionally happens.

Size/Type: Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
Base Attack/Grapple: +0/-6
Attack: Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2/×3)
Full Attack: Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2)/×3
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, special arrows
Special Qualities: Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 15
Saves: Fort +0, Ref +6, Will +4
Abilities: Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16
Skills: Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +10, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +10
Feats: Alertness, Dodge, Weapon Finesse
Environment: Temperate forests
Organization: Gang (2-4), band (6-11), or tribe (20-80)
Challenge Rating: 4 (5 with mass confusion)
Treasure: No coins; 50% goods; 50% items
Alignment: Always neutral good
Advancement: 2-3 HD (Small)
Level Adjustment: +4 (+6 with mass confusion)

Huggermuggers wear assorted and eclectic clothing, often anachronistic with the time and place where they roam. This helps confuse their mark.

A huggermugger stands about 2½-3 feet tall and weighs about 40 pounds.

Huggermuggers speak Huggermugger and Common, and may know other languages as well.

Combat

The normally carefree huggermuggers ferociously attack evil creatures and unwanted intruders. They take full advantage of their invisibility and other abilities to harass and drive away opponents.

Greater Invisibility (Su)

A huggermugger remains invisible even when it attacks. This ability is constant, but the huggermugger can suppress or resume it as a free action.

Spell-Like Abilities

1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only). Caster level 8th. The save DCs are Charisma-based.

One huggermugger in ten can use mass confusion (caster level 8th) once per day.

Special Arrows (Ex)

Like heir pixie cousins, Huggermuggers sometimes employ arrows that deal no damage but can cause confusion.

Mass Confusion

An opponent within 30′ of come huggermuggers must succeed on a DC 15 Will save or be confused. The save DC is Wisdom-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but loses the ability to put thoughts together until he or she receives a heal spell or related mental help with limited wish, wish, or miracle.

Confusion

Any opponent hugged be a huggermugger, regardless of Hit Dice, must succeed on a DC 15 Will save or be affected as though by a confusion spell. The save DC is Wisdom-based and includes a +2 racial bonus.

Huggermuggers As Characters

A huggermugger character exchanges its 1 HD of fey for its first class level.

Huggermugger characters possess the following racial traits.

* -4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.
* Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* A huggermugger’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).
* Low-light vision.
* Skills: Huggermuggers have a +2 racial bonus on Listen, Search, and Spot checks.
* Racial Feats: A huggermugger receives Dodge and Weapon Finesse as bonus feats.
* +1 natural armor bonus.
* Special Attacks (see above): Spell-like abilities.
* Special Qualities (see above): Damage reduction 10/cold iron, greater invisibility, spell resistance equal to 15 + class levels.
* Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
* Favored Class: Sorcerer.
* Level adjustment +4 (+6 if the huggermugger can use mass confusion).


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Ice Kobolds

Ice Kobolds: These Kobolds have a blue-white color to their scales and a natural resistance to the cold (cold subtype: cold immunity). Slightly smaller than other kobolds. They worship the white dragons that live on the arctic shelf and throughout the barrier mountains. There is enmity between them and the beast-men that share these mountians, but they do not make war on each other. They come into frequent conflict with the gnomes and to a lesser extent with the dwarves that live to the mountains to the west of them.

Their king is a fighter 5, sorcerer 8, dragon disciple 5. Also of note among them is a powerful sorcerer who builds fantastic constructs for use as war machines, some in the aspect of the dragons they worship. He often must work with other magic-users to complete these constructs, but has the support of the king and good access to the resources he needs. His constructs always incorporate a magical heart made of a rare and special type of ice-gem that the kobolds mine from the heart of a glacier that looms above their mountain caverns.

Ice Kobold Characters

Ice Kobold characters possess the following racial traits.

* Cold Subtype: Ice Kobolds are immune to cold damage, and take 150% of damage from fire.
* -4 Strength, +2 Dexterity, -2 Constitution.
* Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* An ice kobold’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Racial Skills: An ice kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
* Racial Feats: An ice kobold character gains feats according to its character class.
* +1 natural armor bonus.
* Special Qualities (see above): Light sensitivity.
* Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
* Favored Class: Sorcerer.
* Level adjustment +0.


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Tinleaf Trupacious

The end result of Faduardo Gantonin’s apprentice Yoranda Delane’s attempts to create an assistant and friend, sinch she had little emotional support from Faduardo or anyone. Locked away in the lab researching Faduardo’s various temporal magicks, she developed the Phase Guardian. Tinleaf Trupacious was meant to be the next step toward more human-like constructs.

It is neither living, nor dead, nor undead. It occupies that space at the intersection of the three. He performs actions as if alive, but cannot think beyond his rudimentary tasks, and does not eat or sleep. It does, however, require maintenance.

Tinleaf Trupacious (CR 4)
Medium Construct

Hit Dice: 7d10+20 (54 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (+10 natural), touch 10, flat-footed 20
Base Attack/Grapple: +6/+11
Attack: Slam +8 melee (1d6+6)
Full Attack: 2 slams +8 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Construct traits, darkvision 60 ft., find master, guard, low-light vision
Special Defense: Phasing
Spell Resistance: 50%; Immune to all spells when out-of-phase, susceptible when in phase.
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 12, Dex 10, Con —, Int —, Wis 10, Cha 1
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

The tall, lanky figure seems to disappear completely every few seconds, reappearing a few seconds later. For a moment, you can make out the symbol of an hourglass, but only for a moment. Its body seems made of a metallic leafy fiber, which wraps around the carapace like scales or links of a chain.

Forever oscillating in and out of phase with the current time, Tinleaf Trupacious is a slave to time and its master. When one is fashioned, the phase guardian is keyed to a particular magical timepiece. Henceforth, it regards the wearer of that timepiece to be its master, protecting and following that individual everywhere (unless specifically commanded not to do so).

Tinleaf obeys its master’s verbal commands to the best of its ability, although it is not good for beyond simple manual labor and occasionally a simple conversation. It can also be keyed to perform specific tasks at specific times, down to six second accuracy, if it’s in phase when the alarm goes off. The wearer of the timepiece can call Tinleaf from any distance, and it will come as long as it is on the same plane.

Tinleaf is 6 feet tall and weighs a mere 100 pounds. It cannot speak, but it understands commands given in any language, though only in six-second increments, when it phases out of time. Its true master can phase with it, as can any mage with phase self.

Combat

Tinleaf was not designed for combat and is thus horrible at it.

Find Master (Su): As long as Tinleaf and its timepiece are on the same plane, it can find the timepiece wearer.

Guard (Ex): If ordered to do so, Tinleaf moves swiftly to defend the wearer of its timepiece, blocking blows and disrupting foes. All attacks against the timepiece wearer take a –2 penalty when Tinleaf is adjacent to its master.

Phase Other (Sp): Forever oscillating in time, Tinleaf must phase through time. If the Phasing is ever dispelled or otherwise disrupted, Tinleaf is trapped in whatever time it is disrupted in, and begins losing hit points at a rate of 1HD/rnd.

Construction

Tinleaf is built of tinleaf, a magical plant-metal alloy. The materials cost Yoranda Delane 15,000 gp. The timepiece also runs on two ounces of magesilver, kept within an hourglass that constantly resets itself every round, the amound of time it takes for the magesilver to flow from the top bulb of the hourglass to the bottom one.

Creating the body required a DC 16 Craft (blacksmithing) or Craft (carpentry) check. The keyed timepiece is fashioned at the same time, and its cost (20,000 gp) is on top of the cost of Tinleaf itself. After the body was sculpted, Tinleaf was animated through an extended magical ritual that required a specially prepared laboratory or workroom (she borrowed Faduardo’s). A similar lab, such as an alchemist’s laboratory would cost 500 gp to establish. If the creator is personally constructing the creature’s body, the building and the ritual can be performed together.

CL 9th; Craft Construct, limited wish, discern location, shield, phase other, caster must be at least 9th level; Price 40,000 gp; Cost 32,500 gp + 2,300 XP.

Timepiece

If Tinleaf’s timepiece is destroyed, it ceases to function until a new one is created. If the wearer dies but the timepiece is intact, Tinleaf carries out the last command it was given.


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Drop Vine

This undead plant grows over common dungeon passages and gaps in the forest.

These wandering vines wrap themselves around trees and survive on moonlight through a process called lunasynthesis. They slowly draw nutrients from the soil and their unwilling hosts, invading dimly-lit natural groves, mausoleums and other such locales where they can acquire better sustenance from the fluids of corpses.

Underground, these plants’ roots and tendrils will often stick through the soft soil ceilings of natural caverns, which drop down upon their tender prey.

Drop Vine CR 5
Undead plant
Neutral Evil Medium plant
Init: +2 Senses: Blindsight 45 ft. Listen +1, Spot +1
Aura: Fatiguing Radiance 30 ft.
Languages: none

AC: 16 (+5 Natural, +1 Dex) touch 11, flatfooted 15
HP: 70 (HD 8d12)
Immune: Unholy
Fort: +5 Ref: +2 Will: +3
Weakness: Holy

MV: 10 ft.
Attack: +3 vine 1d6+3
Full Attack: 2 attacks with +3 vine 1d6+3
Attack Options: improved grab
Space / Reach: 10 ft. / 10 ft.
Base Attack: +6 Grapple: +17

Abilities Str 16 Dex 13 Con – Int 3 Wis 12 Cha 13
SQ: undead and plant traits
SA: improved grab, blood drain
Feats: Improved Grapple, Weapon Focus Tendril
Skills: +8 Move Silently

Possessions: whatever was left by previous victims: standard treasure.

Improved Grab (Ex): Upon a successful melee attack, drop vines can attempt to start a grapple with their enemies. Upon a successful grapple, they will draw their victims in toward their central body. If they are successful, they get another attack.

Blood Drain (Ex): At the start of its round, each living creature caught in a grapple with a drop vine will take 1d4 points of constitution damage.

Blindsight (Ex): Drop Vines have no visual organs but can ascertain all foes within 45 feet using sound, scent, and vibration.

Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.

Undead and Plant Traits:

– Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
– Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
– Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
– Immunity to poison, sleep effects, paralysis, polymorph, stunning, disease, and death effects.
– Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
– Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.


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Deep Forest Dragon

Just in time for GenCon, here’s another new True Dragon for you to use in your games. For anyone going to Indianapolis, I’ll see you at the gaming table!

-Adam “doom” Thompson

Known variously as Storm Dragons, Iron Dragons, and Deep Forest Dragons, these dragons are very wise and calm, like an ancient sequoia. They spend their time outside of their lairs hiding as part of the landscape once the are old enough to blend in. Often, iron dragons are friendly to druids, as their calmness lends to neutral tendencies. In general they are very reclusive, hiding in forest and mountain terrain. They bear a great enmity to green dragons, who they consider pushy, rapacious and cruel.

Among other elder forests, Deep Forest Dragons live in the untainted part of Elsemere Wood.

Storm / Deep Forest / Iron Dragon
Iron Dragon
Size/Type: Dragon (Earth)
Environment: Temperate forests, hills and mountains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26
Treasure: Triple standard
Alignment: neutral good with lawful tendencies
Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD
Level Adjustment: Wyrmling +4; very young +4; young +5; others —

A iron wyrmling’s scales are green-gray with iron highlights. As the dragon approaches adulthood, its color gradually dulls into reds until the hide has the color of a moss-covered redwood. Iron dragons have vestigial wings that do not allow them to fly but that assist them in burrowing.

Combat

Iron dragons are generally calm and do not seek out combat except when faced with intrusively destructive or aggressive foes. Stealth and ambush are the chief tactics of iron dragons. After preparing with barkskin and magic fang, they will burrow up beneath foes or lie camouflaged and use call lightning to harry foes before showing themselves.

Breath Weapon (Su): A iron dragon has two types of breath weapon, a cone of wind and a cone of lightning. Creatures within a cone of wind must succeed on a strength check opposed by the breath weapon DC or be moved away from the dragon as though bull rushed (1 ft for every 2 points by which the check is failed). The cone of electricity does damage as listed below.

Skills: Hide, Wilderness Lore, Knowledge (Nature), and Spellcraft are considered class skills for iron dragons.

Iron Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster
Level
SR
  1. Can also cast druid spells and those from the Strength domain as arcane spells.
Wyrmling 40 ft., Burrow 20 ft. +0 17 (+1 size, +6 natural), touch 11, flat-footed 17 immunity to acid & electricity
Very young 40 ft., Burrow 30 ft. +0 19 (+9 natural), touch 10, flat-footed 19 Calm emotions 3 / day
Young 40 ft., Burrow 30 ft. +0 22 (+12 natural), touch 10, flat-footed 22 Wind wall 3 / day 1st
Juvenile 40 ft.,Burrow 30 ft. +0 24 (-1 size, +15 natural), touch 9, flat-footed 24 DR 5/magic
3rd
Young adult 40 ft.,Burrow 30 ft. +0 27 (-1 size, +18 natural), touch 9, flat-footed 27 Call lightning 1/ day 5th 20
Adult 40 ft., Burrow 30 ft. +0 29 (-2 size, +21 natural), touch 8, flat-footed 29 DR 10/magic
7th 22
Mature adult 40 ft., Burrow 30 ft. +0 32 (-2 size, +24 natural), touch 8, flat-footed 32 Plant growth 1 / day, Rusting Grasp 1 / day
9th 24
Old 40 ft., Burrow 30 ft. +0 35 (-2 size, +27 natural), touch 8, flat-footed 35 DR 15/magic 11th 26
Very old 40 ft., Burrow 30 ft. +0 38 (-2 size, +30 natural), touch 8, flat-footed 38 Control winds 1 / day, Transmute Metal to Wood 1 / day
13th 27
Ancient 40 ft., Burrow 40 ft. +0 39 (-4 size, +33 natural), touch 6, flat-footed 39 DR 20/magic 15th 29
Wyrm 40 ft., Burrow 40 ft. +0 42 (-4 size, +36 natural), touch 6, flat-footed 42 Earthquake 1 / day
17th 30
Great wyrm 40 ft., , Burrow 40 ft. +0 41 (-8 size, +39 natural), touch 2, flat-footed 41 Control weather 1 / day 19th 32
Iron Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort
Save
Ref
Save
Will
Save
Breath
Weapon (DC)
Frightful
Presence DC
Wyrmling S 7d12+7 (52) 13 10 13 14 15 12 +7/+4 +9 +6 +5 +7 2d6 (14)
Very young M 10d12+20 (85) 15 10 15 14 15 12 +10/+12 +12 +9 +7 +9 4d6 (17)
Young M 13d12+26 (110) 17 10 15 16 17 14 +13/+16 +16 +10 +8 +11 6d6 (18)
Juvenile L 16d12+48 (152) 19 10 17 18 19 16 +16/+24 +19 +13 +10 +14 8d6 (21)
Young adult L 19d12+76 (199) 23 10 19 18 19 16 +19/+29 +24 +15 +11 +15 10d6 (23) 23
Adult H 22d12+110 (253) 27 10 21 20 21 18 +22/+38 +28 +18 +13 +18 12d6 (26) 26
Mature adult H 25d12+125 (287) 29 10 21 20 21 18 +25/+42 +32 +19 +14 +19 14d6 (27) 27
Old H 28d12+168 (350) 31 10 23 22 23 20 +28/+46 +36 +22 +16 +22 16d6 (30) 30
Very old H 31d12+186 (387) 33 10 23 24 25 22 +31/+50 +40 +23 +17 +24 18d6 (31) 32
Ancient G 34d12+238 (459) 35 10 25 26 27 24 +34/+58 +42 +26 +19 +27 20d6 (34) 35
Wyrm G 37d12+333 (573) 39 10 29 28 29 26 +37/+63 +47 +29 +20 +29 22d6 (37) 37
Great wyrm C 40d12+400 (660) 43 10 31 30 31 28 +40/+72 +48 +32 +22 +32 24d6 (40) 40

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Swarm of Giant Locusts

Size/Type: Small Vermin (Swarm)
Hit Dice: 15d8+6 (100 hp)
Initiative: +4
Speed: 10 ft. (2 squares), fly 60 ft. (12 squares)
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +4/—
Attack: Swarm (6d6)
Full Attack: Swarm (6d6)
Space/Reach: 30 ft./0 ft.
Special Attacks: Distraction, knockdown
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 1, Dex 19, Con 8, Int Ø, Wis 10, Cha 2
Skills: Listen +4, Spot +4
Feats: —
Environment: Temperate plains
Organization: Cloud (10-15 swarms), or plague (16-30 swarms)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A locust swarm is a cloud of thousands of winged vermin that devours any organic material in its path, including leather, clothing, foliage, and flesh.

Combat

A giant locust swarm surrounds and attacks any living prey it encounters. A swarm deals 6d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex)

Any living creature that begins its turn with a locust swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1d4 rounds. The save DC is Constitution-based.

Knockdown (Ex)

Any creature that begins it’s turn with a locust swarm in its space must succeed on a DC 14 strength check or be knocked prone by the impact of the enormous insects.

Skills

A locust swarm has a +4 racial bonus on Listen and Spot checks.


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Dimmer of Light

These horrifying creatures hail from jungles in the depths of Tartarus, though prides of them are sometimes encountered in the mortal world. With the head and long neck of a serpent, and the body of an enormous great cat (males) or a claw-footed elephant (females), they make terrifying predators. Occasionally they are used as mounts by the generals and princes of the underworld. When so used they are typically given full plate barding, increasing their AC to 31 and reducing their movement to 30 ft.

Dimmer of Light CR 13
CE huge outsider
Init: +2 Senses: darkvision 90′
Listen +19 Spot +19

AC: 22 (-2 size, +2 Dex, +12 natural), touch 12, flat-footed 20.
HP: 133 (HD 14d8+70)
Resistances: fire 15, acid 10
Immunities: poison
Fort: +14 Reflex: +13 Will: +13

MV: 40 ft.
Attack: bite +22 (1d6+10 plus poison)
Full Attack: bite +22 (1d8 + 10 plus wisdom damage) and 2 claws +20 (2d4 + 5)
Face / Reach: 15ft / 10ft
Base Attack: +12 Grp: +30

Abilities: Str: 31 Dex: 15 Con: 20 Int: 6 Wis: 14 Cha: 11
Feats: weapon focus bite, multiattack, improved natural attack (bite), lightning reflexes, iron will
Skills: Balance +19, Climb +27, Jump +27, Hide +11, Listen +19, Move Silently +11, Spot +19, Swim +27

Wisdom Damage (Su): The bite of these creatures damages the sanity of those bitten. A DC 22 fort save is required to resist 1d10 points of wisdom damage. Those reduced to 0 Wisdom by these attacks fall unconscious.


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Firefox

Firefoxes resemble foxes, but have a bright red fur and breathe fire. They are fast, sleek and agile hunters. A full-grown male can stand as tall as 2-3 feet and weigh up to 150 pounds. They wander forests by day and dungeons by night, and are mostly nocturnal.

Size/Type: Medium Magical Beast
Hit Dice: 6d10+12 (50 hp)
Initiative: +4
Speed: walk 40 ft. (8 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d6+2)
Full Attack: 2 claws +2 melee (1d6+2) and bite +3 melee (1d8+3 + 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breathes fire: 15 ft cone, 2d8 points of fire damage, Reflex Save DC 14 for half.
Special Qualities: DR/5 (Cold)
Saves: Fort +4, Ref +9, Will +2
Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests and cave entrances
Organization: Pack
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large); 10-12 HD (Huge)
Level Adjustment: —

Firefoxes occupy cave entrances and shallow caves, where they can take advantage of both the overland and underdark.

Combat

Firefoxes attack their prey on sight, and have a ferocious bite, though they often begin combat by breathing fire at their enemies. They slash with claws and bite with their ravenous, flame-tipped jowels.

Breathes fire (Su): 15 ft cone, 2d8 points of fire damage, Reflex Save DC 14 for half.


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Creature: Skylion (CR 9)

Large Magical Beast (outsider)
Hit Dice: 15d10+30 (112 hp)
Initiative: +3
Speed: 40 ft. (8 squares), Fly 80 ft. (average)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +15/+20
Attack: Claw + 20 melee (1d4+5)
Full Attack: 2 claws +18 melee (1d4+5) and bite +20 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+2
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +12, Will +6
Abilities: Str 21, Dex 17, Con 15, Int 5, Wis 13, Cha 10
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5
Feats: Alertness, Run, Improved Grab, Power Attack, Iron Will, Multiattack, Flyby Attack
Environment: Outer Planes (elemental air?, concordiant domains?)
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 9
Treasure: Standard
Alignment: usually neutral, some lawful tendencies
Advancement: 16-20 HD (Huge)
Level Adjustment: –

This creature, most often seen serving as a noble and beautiful steed to powerful conjurers, originates from snow caped, wind swept peaks on the outer planes. They are strongly empathic and magical creatures, making them excellent steeds, espically if cared for properly. Their form is that of a large white lion, with colored mane and wings (typically sky blue), and are 6 to 9 feet long and weighs 330 to 550 pounds. Females are slightly smaller and lack a mane but use the same statistics.

Combat

Pounce (Ex): If a skylion charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a skylion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): Attack bonus +18 melee, damage 1d4+2.
Immunities (Ex): Skylions have cold and electricity resistance 10.

Skills: Skylions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In the sky (when viewed from below) or snow, the Hide bonus improves to +12.
In addition, because of their empathic nature, riders can recieve a +5 on their ride checks if the Sky Lion wishes to confer it (usually dependent on their treatment by their rider).


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