Alternate World Creatures

The houserules and entities of Kain Darkwind

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Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 2:01 pm

A
Aasimon, Agathinon
Aasimon, Astral Deva
Aasimon, Planetar
Aasimon, Cosmar
Aasimon, Monadic Deva
Aasimon, Movanic Deva
Aasimon, Solar
Angel, Authority
Angel, Celestial Vigilante
Angel, Dominion
Angel, Power
Angel, Principality
Angel, Ishim
Angel, Kerub
Angel, Seraph
Angel, Solar
Angel, Throne
Angel, Virtue
Animal, Alpha Animal
Animal, Aurochs
Animal, Blue Whale
Animal, Dire Ape (Komangani)
Animal, Dire Bear
Animal, Dire Crocodile (Deinosuchus)
Animal, Dire Horse
Animal, Dire Lion
Animal, Dire Penguin
Animal, Dire Snake
Animal, Dire Wolf
Animal, Dolphin
Animal, Elephant
Animal, Elephant Matriarch
Animal, Gorilla
Animal, Grizzly Bear
Animal, Heavy Warhorse
Animal, Hyena
Animal, Jaguar
Animal, Legendary Bear
Animal, Legendary Wolf
Animal, Leopard
Animal, Lynx
Animal, Mangani (Ape)
Animal, Mastodon
Animal, Numa (Lion)
Animal, Owl
Animal, Penguin, Emperor
Animal, Rat
Animal, Walrus
Animal, Wolf
Archon, Justice
Archon, Sentinel
Archon, Throne
Archon, Trumpet
Archon, Warden

B
Baatorian, Baataurian
Baatorians
Barsoomian Thark
Besmara's Boys
Black Cat
Bladeling
Blood of Erythnul (Bugbear)
Blood of Erythnul (Gnoll)
Blood of Erythnul (Human)
Blood of Erythnul (Ogre)
Blood of Erythnul (Troll)
Blood Wolf
Bodak Harbinger

C
Chichimec
Chronotyryn
Crystal Screamer

D
Demodand Subtype
Demodand, Farastu
Demodand, Kelubar
Demodand, Shator
Demon, Abat Dolar (Shadow Fiend)
Demon, Armanite Knecht
Demon, Balor
Demon, Blood Fiend
Demon, Deathdrinker
Demon, Dire Dretch (Carnage Demon)
Demon, Gha'agsheblah
Demon, Glabrezu
Demon, Glabrezu (Lichfiend)
Demon, Incubus
Demon, Kelvezu
Demon, Klurichir
Demon, Marilith
Demon, Molydeus
Demon, Myrmyxicus
Demon, Nalfeshnee
Demon, Oculus
Demon, Orlath
Demon, Skulvyn
Demon, Skurchur
Demon, Toxofilzu (Arrow Demon)
Demon, Wastrilith
Devil, Kyton
Devil, Pit Fiend
Devil, Pit Fiend (revised)
Dinosaur, Allosaurus
Dinosaur, Allosaurus (Juvenile)
Dinosaur, Ankylosaurus
Dinosaur, Brachiosaurus
Dinosaur, Brontosaurus
Dinosaur, Compsognathus
Dinosaur, Compy Swarm
Dinosaur, Spinosaurus
Dinosaur, Stegosaurus
Dinosaur, Triceratops
Dinosaur, Tyrannosaurus Rex
Dinosaur, Tyrannosaurus Rex (Juvenile)
Dracopyre
Dragon, Elder Red Wyrm, Dracos Invictus
Dragon, Great Black Wyrm
Dragon, Great Blue Wyrm
Dragon, Great Gold Wyrm
Dragon, Great Green Wyrm
Dragon, Great Red Wyrm
Dragon, Great Space Wyrm
Dragon, Great Star Wyrm
Dragon, Great White Wyrm
Dragon, Red (all ages)
Dragon Empire Legionnaire Elite
Dragon Empire Legionnaire Grunt

E
Elemental, Air
Elemental, Earth
Elemental, Fire
Elemental, Fire, Monolith
Elemental, High, Gnomide
Elemental, High, Undine
Elemental, Water
Equar, Favonian

F
Fiendish Animal, Abyssal Ape
Fiendish Animal, Abyssal Monkey
Fiendish Animal, Abyssal Monkey Swarm
Fiendish Animal, Savagasaurus
Fiendish Elemental, Shadowsea Elemental

G
Gargoyle, Gothic
Gargoyle, Hellish
Genie, Noble Dao
Genie, Noble Djinn
Genie, Noble Efreeti
Genie, Noble Marid
Giant, Cloud
Giant, Fire
Giant, Fomorian
Giant, Forest
Giant, Frost
Giant, Gigas
Giant, Hill
Giant, Mountain
Giant, Ocean
Giant, Stone
Giant, Storm
Giantkin, Anakim
Giantkin, Ancient Cyclops
Giantkin, Firbolg
Giantkin, Muspeli
Giantkin, Jotun (Hrímþursar)
Giantkin, Verbeeg
Godson
Griffon, Torremornian
Guardinal, Leonal

H
Half Dragon, Red Adult
Half-fiend, Angelic Abhoration
Half-fiend, Baron Cambion
Half-fiend, Cambion
Half-fiend, Draglor
Half-fiend, Marquis Cambion
Hecatoncheires, Juvenile
Heroic Fighter
Hound of the Hunt
Hurrotch

I
Infernal
Infernal, Lesser

J
Jabberwock

K
Kopru
Kopru Behemoth
Kython, Marauder
Kython, Slaughter Lord

L
Laserball
Lich, Larloch's Servitor
Linnorm, Dread
Linnorm, Stygian
Linnorm, Tarn
Linorm, Corpse Tearer Adult
Linorm, Corpse Tearer Wyrm
Linorm, Dread Adult
Linorm, Dread Wyrm
Linorm, Grey Adult
Linorm, Grey Wyrmling
Linorm, Grey Wyrm
Lizardfolk, Fading Shadow Tribe
Loup-garou

M
Majay-hì
Mind Flayer
Mobile Infantry Soldier
Modron, Decaton
Modron, Hexon
Modron, Nonaton
Modron, Octon
Modron, Quarton
Modron, Quinton
Modron, Secundus
Modron, Septon
Modron, Tertian
Mooncalf

N
Neh-Thalggu, Adult
Neh-Thalggu, Juvenile
Ninjas
Nuckelavee

O
Ogrillon
Old Guy

P
Paragonian Dwarf
Paragonian Elf
Paramental, Magma
Paramental, Ooze
Paramental, Smoke
Petitioner of Boccob (Magi)
Petitioner of Hell (The Damned)
Petitioner of Ysgard (Einherjar)
Phoenix
Pirates
Primordial Dwarf
Primordial Elf

Q
Qlippoth, Adaru
Quasimental, Ash
Quasimental, Lightning
Quasimental, Mineral
Quasimental, Salt

R
Reptite
Roc, Abyssal

S
Sasquatch
Skeleton, Tam's Elite
Skeleton, Tam's Masterwork
Slaad, Black
Slaad, Blue
Slaad, Death
Slaad, Death (revised)
Slaad, Grey
Slaad, Green
Slaad, Red
Slaad, White
Soulmarauder
Soulsipper
Steel Predator

T
Tarrasque, Baby
Tarrasque, Elder
Tarrasque, Juvenile
Tarrasque, Spawn
Tayellah
Template, Alpha Animal
Template, Lichfiend
Thoon Elder Brain
Titan
Titan, Storm
Titan, Thanatotic
Treant
Triceraton

U

V
Vampire Bat
Vampyre
Vermin, Klendathu Warrior
Vermin, Plasma Beetle
Vermin, Tanker Beetle

W
Werepyre
Wild Hunter

X

Y
Yugoloth, Arcanoloth
Yugoloth, Baernoloth
Yugoloth, Charonaloth (Marraenoloth)
Yugoloth, Dergholoth
Yugoloth, Hydroloth
Yugoloth, Mezzoloth
Yugoloth, Nycaloth
Yugoloth, Piscoloth
Yugoloth, Ultroloth
Yugoloth, Yagnoloth

Z
Zombie, Alchemical
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Kain Darkwind
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 2:01 pm

Slaughter Lord
Large Aberration (Kython)
Hit Dice:
18d8 + 90 (171 hp)
Initiative: +8
Speed: 40 ft.
Armor Class: 33 (+4 Dex, +20 natural, -1 size), touch 13, flat-footed 29
Base Attack/Grapple: +13/+26
Attack: Bite +21 melee (4d6 + 9 and poison) or poison spray +16 ranged touch (poison)
Full Attack: Bite +21 melee (4d6 + 9 and poison) and 4 claws +19 melee (1d8 + 4)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Disruption field, poison, poison spray
Special Qualities: Blindsight 60 ft., enhanced defense, immune to acid and cold, resistance to electricity 20 and fire 20
Saves: Fort +11, Ref +10, Will +17
Abilities: Str 28, Dex 18, Con 20, Int 20, Wis 19, Cha 21
Skills: Climb +30, Escape Artist +25, Hide +21, Intimidate +26, Jump +34, Listen +25, Move Silently +25Feats: Cleave, Combat Reflexes, Great Cleave, Improved Initiative*, Improved Sunder, Iron Will, Multiattack*, Power Attack
Climate/Terrain: Underground
Organization: Solitary or nest (1 with 4-6 adults, 3-10 juveniles, 3-10 broodlings)
Challenge Rating: 13
Treasure: Triple standard
Alignment: Always neutral evil
Advancement: 19-30 HD (Large); 31-36 HD (Huge)

Disruption Field (Su): By reducing its blindsight to 30 ft. (a swift action), non-kythons within 30 ft. suffer a -4 morale penalty to attacks, saves and checks. All spells cast in the area have a 20% chance of failing. The disruption field lasts until the slaughter lord deactivates it. It can operate simultaneously with the enhanced defense field.

Poison (Ex): Injury or contact; Fort DC 24; 2d6 Str/2d6 Str

Poison Spray (Ex): A slaughter lord can spray a stream of poison up to 30 feet.

Enhanced Defense (Su): By reducing its blindsight to 30 ft. (a swift action), a slaughterlord gains a +5 deflection bonus to Armor Class, spell resistance 25 and damage reduction 10/magic. The defense field lasts until the slaughter lord deactivates it. It can operate simultaneously with the disruption field.

Possessions: All slaughter lords possess at least one kython weapon and often two or more.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 2:03 pm

Marauder
Large Aberration (Kython)
Hit Dice:
28d8 + 280 (391 hp)
Initiative: +14
Speed: 60 ft.
Armor Class: 50 (+7 deflection, +6 Dex, +28 natural, -1 size), touch 13, flat-footed 29
Base Attack/Grapple: +21/+43
Attack: Bite +41 melee (4d8 + 12 and poison /17-20/x4) or poison spray +32 ranged touch (poison)
Full Attack: Bite +41 melee (4d8 + 12 and poison /17-20/x4) and 4 claws +41 melee (2d6 + 6 plus wounding /19-20/x3)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Bloody rend, disruption field, poison, poison spray, wounding
Special Qualities: Augmented criticals, blindsight 120 ft., damage reduction 20/epic, fast healing 10, immune to acid and cold, resistance to electricity 20 and fire 20, spell resistance 33, unnatural insight
Saves: Fort +26, Ref +22, Will +33
Abilities: Str 35, Dex 23, Con 31, Int 20, Wis 23, Cha 25
Skills: Climb +43, Escape Artist +37, Hide +33, Intimidate +38, Jump +55, Listen +37, Move Silently +37
Feats: Cleave, Combat Reflexes, Great Cleave, Improved Multiattack*, Improved Sunder, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Epic Feats: Epic Weapon Focus (bite), Epic Weapon Focus (claw), Epic Will, Superior Initiative*
Climate/Terrain: Underground
Organization: Solitary or colony (1 with 1-2 slaughter lords, 5-20 slaymasters, 5-30 impalers, 5-30 adults, 8-48 juveniles, 8-48 broodlings)
Challenge Rating: 21
Treasure: Triple standard
Alignment: Always neutral evil
Advancement: 28-39 HD (Large); 40-52 HD (Huge)

Bloody Rend (Ex): If a marauder hits with two or more claw attacks it can rend, dealing 2d6 Con damage.

Disruption Field (Su): All non-kythons within 120 ft. suffer a -6 morale penalty to attacks, saves and checks. All spells cast in the area have a 30% chance of failing.

Poison (Ex): Injury or contact; Fort DC 32; 3d6 Str/3d6 Str

Poison Spray (Ex): A marauder can spray a stream of poison up to 120 feet.

Wounding (Ex): A marauder's claws rend the flesh, creating a bleeding wound. Each round the injured creature loses 2 hit points. The continuing hit point loss can be stopped by a DC 32 Heal check or a healing spell.

Unnatural Insight: A marauder adds its Wisdom bonus to attacks and its Charisma bonus to saves.

Possessions: All marauders possess at least two kython weapons and often several more.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 2:04 pm

Neh-Thalggu, Juvenile
Large Aberration (Incorporeal)
Hit Dice: 16d8 + 64 (136 hp)
Initiative: +9
Speed: 40 ft.
Armor Class: 23 (+2 deflection, +5 Dex, +2 insight, +5 natural, -1 size) touch 23, flat footed 16
Base Attack/Grapple: +12/+24
Attack: Bite +19 melee (2d6 + 8 plus poison)
Full Attack: Bite +19 melee (2d6 + 8 plus poison) and 10 tentacles +17 melee touch (1d4 dessication plus 1 Str, Dex and Con drain)
Space/Reach: 10 ft./5 ft.
Special Attacks: Extract brain, poison, psionics
Special Qualities: Blindsight 50 ft., damage reduction 10/greater magic, immune to critical hits, spell resistance 20, telepathy 100 ft., uncanny dodge
Saves: Fort +11, Ref +10, Will +12
Abilities: Str 27, Dex 21, Con 18, Int 16, Wis 15, Cha 14
Skills: Concentration +23, Hide +10, Knowledge (arcana) +9, Knowledge (the planes) +9, Knowledge (psionics) +10, Move Silently +15, Psicraft +22, Spellcraft +22
Feats: Combat Reflexes, Combat Expertise, Great Fortitude, Improved Initiative, Multiattack, Power Attack
Environment: Far Realm
Organization: Solitary
Challenge Rating: 11
Treasure: Triple standard
Alignment: Usually neutral evil
Advancement: 17-31 HD (Large)

Extract Brain (Su): Will DC 20, full round action every 1d4 rounds. Success deals 1d6 damage and stunned for 1 round. Failure causes the brain to be drawn into the neh-thalggu's brain sacs, killing the creature.
A creature who is slain by this attack cannot be raised or resurrected through any means until his brain is recovered from the neh-thalggu.
A neh-thalggu gains a +1 circumstance bonus on Knowledge checks for each rank in the skill a creature had. It can make such Knowledge checks untrained.

Poison (Ex): Injury, Fort DC 22, 1d6 Con/1d6 Con

Psionics: power points 103, manifester level 10th , DC 13 + power level
Powers known – 6 psion/wilder powers

Neh-thalggu can augment their powers known list by extracting the brains of psionic and spell-casting creatures. Neh-thalggu can access any power known, spell prepared or spell known from a brain they hold in their sacs. The creature can then manifest them (even spells) with its power points. It can make use of any metamagic or psionics possessed by its brains as well.

Spell-like Abilities: at will – detect magic/psionics, dispel magic, greater teleport (quickened); 1/day - planeshift Caster level 16th

Incorporeality: A neh-thalggu is treated as incorporeal in all ways, but keeps its Strength score and natural armor (which functions against both incorporeal and touch attacks). Although a physical and solid creature, it remains slightly in sync with multiple dimensions, never fully existing in a single one at a given moment.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 2:05 pm

Neh-Thalggu, Adult
Huge Aberration (Incorporeal)
Hit Dice: 32d8 + 192 (336 hp)
Initiative: +12
Speed: 60 ft.
Armor Class: 43 (+6 deflection, +4 Dex, +10 insight, +15 natural, -2 size) touch 43, flat footed 27
Base Attack/Grapple: +24/+44
Attack: Bite +34 melee (4d10 + 12 plus poison)
Full Attack: Bite +34 melee (4d10 + 12 plus poison) and 10 tentacles +32 melee touch (2d10 dessication plus 1 Str, Dex and Con drain)
Space/Reach: 15 ft./10 ft.
Special Attacks: Extract brain, poison, psionics
Special Qualities: Blindsight 500 ft., damage reduction 20/epic, immune to critical hits, spell resistance 30, telepathy 1000 ft., uncanny dodge
Saves: Fort +20, Ref +14, Will +27
Abilities: Str 35, Dex 19, Con 22, Int 22, Wis 20, Cha 17
Skills: Concentration +41, Hide +31, Knowledge (arcana) +41, Knowledge (the planes) +41, Knowledge (psionics) +41, Move Silently +39, Psicraft +45, Spellcraft +45
Feats: Combat Reflexes, Dodge, Combat Expertise, Improved Initiative, Mobility, Multiattack, Power Attack, Spring Attack
Epic Feats: Epic Fortitude, Epic Will, Superior Initiative
Environment: Far Realm
Organization: Solitary
Challenge Rating: 23
Treasure: Triple standard
Alignment: Usually neutral evil
Advancement: 33-48 HD (Gargantuan); 49-64 HD (Colossal)

Extract Brain (Su): Will DC 31, full round action every 1d4 rounds. Success deals 9d6 damage and stunned for 1d4 rounds. Failure causes the brain to be drawn into the neh-thalggu's brain sacs, killing the creature.
A creature who is slain by this attack cannot be raised or resurrected through any means until his brain is recovered from the neh-thalggu.
A neh-thalggu gains a +1 circumstance bonus on Knowledge checks for each rank in the skill a creature had. It can make such Knowledge checks untrained.

Poison (Ex): Injury, Fort DC 32, ½ Constitution score initial, ½ remaining Con secondary.

Psionics: power points 403, manifester level 20th , DC 16 + power level
Powers known – 11 psion/wilder powers

Neh-thalggu can augment their powers known list by extracting the brains of psionic and spell-casting creatures. Neh-thalggu can access any power known, spell prepared or spell known from a brain they hold in their sacs. The creature can then manifest them (even spells) with its power points. It can make use of any metamagic or psionics possessed by its brains as well.

Spell-like Abilities: at will – detect magic/psionics, greater dispel magic, greater teleport (quickened), planeshift Caster level 32nd

Incorporeality: A neh-thalggu is treated as incorporeal in all ways, but keeps its Strength score and natural armor (which functions against both incorporeal and touch attacks). Although a physical and solid creature, it remains slightly in sync with multiple dimensions, never fully existing in a single one at a given moment.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:11 pm

Dolphin
Large Animal
Hit Dice:
5d8 + 15 (37 hp)
Initiative: +3
Speed: Swim 80 ft.
Armor Class: 16 (+3 Dex, +4 natural, -1 size), touch 12, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Slam +6 melee (1d10 + 4)
Full Attack: Slam + 6 melee (1d10 + 4)
Space/Reach: 10 ft. /5 ft.
Special Qualities: Blindsight 120 ft., hold breath, low-light vision
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 19, Dex 17, Con 17, Int 12, Wis 13, Cha 8
Skills: Jump +24, Knowledge (nature) +9, Listen +12, Spot +12, Swim +14
Feats: Run, Swim-by Attack
Climate/Terrain: Temperate aquatic
Organization: Solitary, pair or pod (3-20)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:11 pm

Gorilla
Medium Animal
Hit Dice:
4d8 + 12 (30 hp)
Initiative: +2
Speed: 40 ft., climb 30 ft.
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+14
Attack: Slam +6 melee (1d6 + 7)
Full Attack: 2 slams +6 melee (1d6 + 7) and bite (1d4 + 3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, powerful build, scent
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 24, Dex 15, Con 14, Int 6, Wis 12, Cha 7
Skills: Climb +15, Jump +11, Listen +8, Survival +2, Spot +8, Tumble +5
Feats: Alertness, Improved Toughness
Climate/Terrain: Warm forests
Organization: Solitary, pair or troop (5-10)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 5-8 HD (Medium)
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:12 pm

Penguin, Emperor
Small Animal
Hit Dice:
1d8 + 1 (5 hp)
Initiative: -1
Speed: 10 ft., swim 40 ft.
Armor Class: 11 (-1 Dex, +1 natural, +1 size), touch 10, flat-footed 11
Base Attack/Grapple: +0/-6
Attack: Bite +0 melee (1d3 - 2)
Full Attack: Bite +0 melee (1d3 - 2)
Space/Reach: 5 ft. /0 ft.
Special Qualities: Hold breath, low-light vision
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 9, Con 12, Int 2, Wis 11, Cha 6
Skills: Listen +2, Spot +2, Swim +6
Feats: Endurance, Weapon Finesse*
Climate/Terrain: Cold aquatic
Organization: Colony (10-100)
Challenge Rating: 1/4
Alignment: Usually neutral
Advancement: 2 HD (Small)

Hold Breath (Ex): A penguin can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:12 pm

Rat
Diminutive Animal
Hit Dice:
¼ d8 (1 hp)
Initiative: +3
Speed: 20 ft., climb 15 ft., swim 15 ft.
Armor Class: 17 (+3 Dex, +4 size), touch 17, flat-footed 14
Base Attack/Grapple: +0/-16
Attack: Bite +7 melee (1d2 - 4)
Full Attack: Bite +7 melee (1d2 - 4)
Space/Reach: 1 ft. /0 ft.
Special Qualities: Low-light vision, slight build, scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 2, Dex 17, Con 10, Int 14, Wis 12, Cha 7
Skills: Balance +11, Climb +11, Escape Artist +4, Hide +20, Jump +4, Listen +2, Move Silently +7, Survival +2, Spot +2, Swim +11
Feats: Alertness*, Run*, Weapon Finesse
Climate/Terrain: Any
Organization: Pair or family (10-20) or plague (20-500)
Challenge Rating: 1/8
Treasure: None
Alignment: Usually neutral
Advancement: 1 HD (Tiny)
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:13 pm

Walrus
Large Animal
Hit Dice:
5d8 + 15 (37 hp)
Initiative: -1
Speed: 10 ft., swim 30 ft.
Armor Class: 13 (-1 Dex, +5 natural, -1 size), touch 8, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Gore +8 melee (1d6 + 9)
Full Attack: Gore +8 melee (1d6 + 9)
Space/Reach: 10 ft. /5 ft.
Special Qualities: Hold breath, low-light vision
Saves: Fort +7, Ref +3, Will +2
Abilities: Str 23, Dex 9, Con 16, Int 3, Wis 12, Cha 6
Skills: Listen +7, Spot +7, Swim +14
Feats: Alertness, Endurance
Climate/Terrain: Cold aquatic
Organization: Solitary, pair or group (3-20)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 6-9 HD (Large)

Hold Breath (Ex): A walrus can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:14 pm

Dire Crocodile
Huge Animal
Hit Dice:
15d8 + 60 (127 hp)
Initiative: +5
Speed: 30 ft., swim 50 ft.
Armor Class: 18 (+1 Dex, +9 natural, -2 size), touch 9, flat-footed 17, combat 45
Base Attack/Grapple: +11/+30
Attack: Bite +21 melee (2d10 + 16)
Full Attack: Bite +21 melee (2d10 + 16) and tail slap +18 melee (2d8 + 16)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision
Saves: Fort +15, Ref +10, Will +6
Abilities: Str 32, Dex 12, Con 19, Int 2, Wis 12, Cha 6
Skills: Perception +10, Stealth +10, Swim +25
Feats: Endurance, Great Fortitude, Improved Initiative, Multiattack, Power Attack, Skill Focus (Stealth), Swim-by Attack, Weapon Focus (bite)
Climate/Terrain: Warm marshes
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 15- 25HD (Huge), 26-30HD (Gargantuan)
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:14 pm

Dire Penguin
Medium Animal
Hit Dice:
3d8 + 9 (22 hp)
Initiative: +0
Speed: 15 ft., swim 50 ft.
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +2/+4
Attack: Bite +2 melee (1d4 + 2)
Full Attack: Bite +2 melee (1d4 + 2) and 2 wings +0 melee (1d3 + 1)
Space/Reach: 5 ft. /5 ft.
Special Qualities: Hold breath, low-light vision
Saves: Fort +6, Ref +3, Will +2
Abilities: Str 14, Dex 10, Con 16, Int 2, Wis 12, Cha 8
Skills: Listen +4, Spot +4, Swim +10
Feats: Endurance, Run
Climate/Terrain: Cold aquatic
Organization: Colony (10-100)
Challenge Rating: 2
Alignment: Usually neutral
Advancement: 4-6 HD (Medium), 7-9 HD (Large)

Hold Breath (Ex): A dire penguin can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:14 pm

Dire Snake
Huge Animal
Hit Dice:
16d8 + 32 (104 hp)
Initiative: +8
Speed: 30 ft., climb 30 ft., swim 30 ft.
Armor Class: 19 (+4 Dex, +7 natural, -2 size), touch 12, flat-footed 15
Base Attack/Grapple: +12/+28
Attack: Bite +19 melee (1d10 + 12) or poison spit +14 ranged touch (1d3 and contact poison)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Constrict 2d10 + 16, improved grab, poison
Special Qualities: Low-light vision, scent, tremorsense 100 ft.
Saves: Fort +12, Ref +14, Will +6
Abilities: Str 27, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +12, Climb +16, Hide +15, Listen +11, Move Silently +7, Spot +11, Swim +16
Feats: Alertness, Endurance, Improved Initiative, Skill Focus (Hide), Stealthy, Weapon Focus (bite)
Climate/Terrain: Warm marshes
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 17-25 (Huge), 26-32 HD (Gargantuan)

Constrict (Ex): A dire snake deals 2d10 + 16 damage with a successful grapple check. The creature must succeed on a Fortitude save (DC 26) or lose consciousness for as long as it remains in the coils and 2d4 rounds thereafter.

Improved Grab: A dire snake must hit with its bite attack to use this ability. If it gets a hold, it can constrict.

Poison (Ex): Injury, Fort DC 20, 1d8 Con/1d8 Con
Contact Fort DC 15, dazzled/blindness

Skills: Dire snakes have a +4 racial bonus on Hide, Listen and Spot checks and a +8 racial bonus on Balance checks.
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:21 pm

Great Black Wyrm
Gargantuan Dragon (Water)
Hit Dice:
37d12 + 296 (536 hp)
Initiative: +4
Speed: 60 ft., fly 200 ft. (clumsy), swim 60 ft.
Armor Class: 42 (+36 natural, -4 size), touch 6, flat-footed 42
Base Attack/Grapple: +37/+62
Attack: Bite +46 melee (4d6 + 13)
Full Attack: Bite +46 melee (4d6 + 13) and 2 claws +44 melee (2d8 + 6) and 2 wings +44 melee (2d6 + 6) and tail +44 melee (2d8 + 19)
Space/Reach: 20 ft./15 ft. (20 ft. with bite)
Special Attacks: Breath weapon, crush, frightful presence, spell-like abilities, spells, tail sweep
Special Qualities: Blindsense 120 ft., damage reduction 20/epic, darkvision 360 ft., immune to acid, sleep and paralysis, see invisibility 240 ft., spell resistance 28, water breathing
Saves: Fort +28, Ref +20, Will +25
Abilities: Str 37, Dex 10, Con 27, Int 20, Wis 21, Cha 20
Skills: Appraise +25, Bluff +45, Concentration +28, Diplomacy +11, Hide +28, Intimidate +49, Jump +25, Knowledge (arcana) +30, Knowledge (geography) +30, Knowledge (nature) +30, Knowledge (religion) +30, Listen +45, Move Silently +20, Search +25, Sense Motive +25, Spellcraft +29, Spot +45, Survival +25 (+29 above ground), Swim +41
Feats: Cleave, Clinging Breath, Flyby Attack, Great Cleave, Heighten Breath, Improved Initiative, Improved Snatch, Multiattack, Power Attack, Quicken Breath, Recover Breath, Snatch, Swim-by Attack
Climate/Terrain: Warm marshes
Organization: Solitary
Challenge Rating: 22
Treasure: Triple Standard
Alignment: Always Chaotic Evil

Breath Weapon (Ex): 120 ft. line, 24d4 acid, Reflex DC 36 half

Crush (Ex): 20 ft. x 20 ft., Medium or smaller opponents take 4d6 + 19 bludgeoning damage. Reflex DC 36 or be pinned.

Frightful Presence (Ex): 360 ft. radius, 36 HD or less (9HD or less panicked), 12d6 rounds, Will DC 33 negates

Snatch: Against Large or smaller creatures, bite for 4d6 + 13/round or claw for 2d8 + 6/round.

Spell-like Abilities: 3/day – charm reptiles (DC 16), darkness (120 ft. radius), insect plague; 1/day – corrupt water (DC 33), plant growth Caster level 21st

Spells: Great black wyrms cast spells as sorcerers.
Spells per day: 11/8/7/7/7/7/6/4 (Caster level 21st, DC 15 + spell level)
Spells known: 9/5/5/4/4/4/3/2 May select cleric spells and domain spells from Chaos, Evil and Water

Tail Sweep (Ex): 2d6 + 19; 30 ft. half circle, Reflex DC 36 half damage
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:22 pm

Great Blue Wyrm
Gargantuan Dragon (Earth)
Hit Dice:
39d12 + 304 (565 hp)
Initiative: +0
Speed: 40 ft., burrow 20 ft., fly 200 ft. (clumsy)
Armor Class: 44 (+38 natural, -4 size), touch 6, flat-footed 44
Base Attack/Grapple: +39/+65
Attack: Bite +49 melee (4d6 + 14)
Full Attack: Bite +49 melee (4d6 + 14) and 2 claws +47 melee (2d8 + 7) and 2 wings +47 melee (2d6 + 7) and tail +47 melee (2d8 + 21)
Space/Reach: 20 ft./15 ft.
Special Attacks: Breath weapon, crush, frightful presence, rend, spell-like abilities, spells, tail sweep
Special Qualities: Blindsense 120 ft., damage reduction 20/epic, darkvision 360 ft., immune to electricity, sleep and paralysis, see invisibility 240 ft., spell resistance 31
Saves: Fort +29, Ref +21, Will +27
Abilities: Str 39, Dex 10, Con 27, Int 22, Wis 23, Cha 22
Skills: Appraise +35, Bluff +40, Concentration +38, Diplomacy +32, Hide +25, Intimidate +51, Jump +18, Knowledge (arcana) +30, Knowledge (nature) +30, Knowledge (the planes) +30, Knowledge (religion) +30, Listen +47, Move Silently +41, Search +26, Sense Motive +30, Spellcraft +38, Spot +47, Survival +26 (+30 above ground)
Feats: Cleave, Draconic Knowledge, Enlarge Breath, Flyby Attack, Great Cleave, Heighten Breath, Hover, Multiattack, Power Attack, Recover Breath, Shape Breath, Snatch, Wingover, Wingstorm
Climate/Terrain: Temperate deserts
Organization: Solitary
Challenge Rating: 25
Treasure: Triple Standard
Alignment: Always Lawful Evil

Breath Weapon (Ex): 120 ft. line, 24d8 lightning, Reflex DC 37 half

Crush (Ex): 20 ft. x 20 ft., Medium or smaller opponents take 4d6 + 21 bludgeoning damage. Reflex DC 37 or be pinned.

Frightful Presence (Ex): 360 ft. radius, 38 HD or less (9HD or less panicked), 12d6 rounds, Will DC 35 negates

Snatch: Against Medium or smaller creatures, bite for 4d6 + 14/round or claw for 2d8 + 7/round.

Spell-like Abilities: 3/day – create/destroy water (DC 35), ventriloquism (DC 17); 1/day – hallucinatory terrain (DC 20), mirage arcana (DC 21), veil (DC 22). Caster level 23rd

Spells: Great blue wyrms cast spells as sorcerers.
Spells per day: 12/8/8/7/7/7/7/5/3 (Caster level 23rd, DC 16 + spell level)
Spells known: 9/5/5/4/4/4/3/3/2 May select cleric spells and domain spells from Earth Evil and Law

Tail Sweep (Ex): 2d6 + 21; 30 ft. half circle, Reflex DC 37 half damage

Sound Imitation (Ex): DC 35
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:22 pm

Great Gold Wyrm
Colossal Dragon (Fire)
Hit Dice:
41d12 + 400 (717 hp)
Initiative: +4
Speed: 40 ft., fly 200 ft. (clumsy)
Armor Class: 42 (+40 natural, -8 size), touch 2, flat-footed 42
Base Attack/Grapple: +41/+75
Attack: Bite +51 melee (4d8 + 18)
Full Attack: Bite +51 melee (4d8 + 18) and 2 claws +49 melee (4d6 + 9) and 2 wings +49 melee (2d8 + 9) and tail +49 melee (4d6 + 27)
Space/Reach: 30 ft. /30 ft. (20 ft. with claws, 60 ft. with tail)
Special Attacks: Breath weapon, crush, frightful presence, spell-like abilities, spells, tail sweep
Special Qualities: Alternate form, blindsense 120 ft., damage reduction 20/epic, darkvision 360 ft., immune to fire, sleep and paralysis, see invisibility 240 ft., spell resistance 33, vulnerability to cold, water breathing
Saves: Fort +33, Ref +22, Will +33
Abilities: Str 47, Dex 10, Con 33, Int 32, Wis 33, Cha 32
Skills: Appraise +55, Bluff +55, Concentration +35, Craft (jeweler) +30, Diplomacy +60, Disguise +55 (+59 acting), Hide -16, Intimidate +58, Jump +25, Knowledge (arcana) +45, Knowledge (geography) +45, Knowledge (history) +45, Knowledge (the planes) +45, Knowledge (religion) +45, Listen +55, Move Silently +30, Perform (sing) +30, Search +50, Sense Motive +55, Spellcraft +45, Spot +55, Survival +40 (+44 on other planes)
Feats: Cleave, Draconic Knowledge, Flyby Attack, Great Cleave, Hover, Improved Initiative, Maximize Breath, Multiattack, Power Attack, Snatch, Tail Sweep Knockdown, Whirlwind Tail Sweep, Wingover, Wingstorm
Climate/Terrain: Warm plains
Organization: Solitary
Challenge Rating: 27
Treasure: Triple Standard
Alignment: Always Lawful Good

Breath Weapon (Ex): Fire - 70 ft. cone, 24d10 fire, Reflex DC 41 half
Weakening gas – 70 ft. cone, 12 Str damage, Fortitude DC 41 negates

Crush (Ex): 30 ft. x 30 ft., Large or smaller opponents take 4d8 + 27 bludgeoning damage. Reflex DC 41 or be pinned.

Frightful Presence (Ex): 360 ft. radius, 40 HD or less (10 HD or less panicked), 12d6 rounds, Will DC 41 negates

Snatch: Against Large or smaller creatures, bite for 4d8 + 18/round or claw for 4d6 + 9/round.

Spell-like Abilities: 3/day – bless, detect gems; 1/day – foresight, geas/quest, luck, sunburst (DC 29) Caster level 25th

Spells: Great gold wyrms cast spells as sorcerers.
Spells per day: 6/9/9/8/8/8/8/7/7/5 (Caster level 25th, DC 21 + spell level)
Spells known: 9/5/5/4/4/4/3/3/3/2 May select cleric spells and domain spells from Fire, Good, Law and Luck.

Tail Sweep (Ex): 2d8 + 27 and knocked prone; 60 ft. full circle, Reflex DC 41 half damage, negates knockdown

Alternate Form: At will, a gold dragon can assume an animal or humanoid form of Large size or smaller. It remains in its form until it chooses another one or returns to its natural form.
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:24 pm

Great Green Wyrm
Gargantuan Dragon (Air)
Hit Dice:
38d12 + 304 (551 hp)
Initiative: +0
Speed: 40 ft., fly 200 ft. (clumsy), swim 40 ft.
Armor Class: 43 (+37 natural, -4 size), touch 6, flat-footed 43
Base Attack/Grapple: +38/+64
Attack: Bite +48 melee (4d6 + 14)
Full Attack: Bite +48 melee (4d6 + 14) and 2 claws +46 melee (2d8 + 7) and 2 wings +46 melee (2d6 + 7) and tail +46 melee (2d8 + 21)
Space/Reach: 20 ft./20 ft. (25 ft. with bite)
Special Attacks: Breath weapon, crush, frightful presence, rend, spell-like abilities, spells, tail sweep
Special Qualities: Blindsense 120 ft., damage reduction 20/epic, darkvision 360 ft., immune to acid, sleep and paralysis, see invisibility 240 ft., spell resistance 30, water breathing
Saves: Fort +29, Ref +21, Will +27
Abilities: Str 39, Dex 10, Con 27, Int 22, Wis 23, Cha 22
Skills: Appraise +36, Bluff +47, Concentration +38, Diplomacy +32, Hide +29, Intimidate +51, Jump +18, Knowledge (arcana) +26, Knowledge (nature) +40, Knowledge (religion) +26, Listen +47, Move Silently +41, Search +26, Sense Motive +30, Spellcraft +28, Spot +47, Survival +26 (+30 above ground), Swim +30
Feats: Cleave, Clinging Breath, Flyby Attack, Great Cleave, Heighten Breath, Hover, Improved Snatch, Lingering Breath, Multiattack, Power Attack, Rend, Snatch, Wingover
Climate/Terrain: Temperate forests
Organization: Solitary
Challenge Rating: 24
Treasure: Triple Standard
Alignment: Always Lawful Evil

Breath Weapon (Ex): 60 ft. cone, 24d6 acid, Reflex DC 37 half

Crush (Ex): 20 ft. x 20 ft., Medium or smaller opponents take 4d6 + 21 bludgeoning damage. Reflex DC 37 or be pinned.

Frightful Presence (Ex): 360 ft. radius, 37 HD or less (9HD or less panicked), 12d6 rounds, Will DC 35 negates

Rend (Ex): 4d8 + 21

Snatch: Against Large or smaller creatures, bite for 4d6 + 14/round or claw for 2d8 + 7/round.

Spell-like Abilities: 3/day – dominate person (DC 21), suggestion (DC 19), insect plague; 1/day – command plants (DC 20), plant growth. Caster level 23rd

Spells: Great green wyrms cast spells as sorcerers.
Spells per day: 12/8/8/7/7/7/7/5/3 (Caster level 23rd, DC 16 + spell level)
Spells known: 9/5/5/4/4/4/3/3/2 May select cleric spells and domain spells from Evil, Law and Plant

Tail Sweep (Ex): 2d6 + 21; 30 ft. half circle, Reflex DC 37 half damage
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:25 pm

Great Red Wyrm
Colossal Dragon (Fire)
Hit Dice:
40d12 + 400 (660 hp)
Initiative: +4
Speed: 40 ft., fly 200 ft. (clumsy)
Armor Class: 41 (+39 natural, -8 size), touch 2, flat-footed 41
Base Attack/Grapple: +40/+73
Attack: Bite +49 melee (4d8 + 17)
Full Attack: Bite +49 melee (4d8 + 17) and 2 claws +47 melee (4d6 + 8) and 2 wings +47 melee (2d8 + 8) and tail +47 melee (4d6 + 25)
Space/Reach: 30 ft. /20 ft. (30 ft. with bite)
Special Attacks: Breath weapon, crush, frightful presence, spell-like abilities, spells, tail sweep
Special Qualities: Blindsense 120 ft., damage reduction 20/epic, darkvision 360 ft., immune to fire, sleep and paralysis, see invisibility 240 ft., spell resistance 32, vulnerability to cold
Saves: Fort +32, Ref +22, Will +30
Abilities: Str 45, Dex 10, Con 31, Int 26, Wis 27, Cha 26
Skills: Appraise +51, Bluff +51, Concentration +31, Diplomacy +57, Hide -16, Intimidate +55, Jump +21, Knowledge (arcana) +38, Knowledge (geography) +38, Knowledge (history) +38, Knowledge (the planes) +38, Knowledge (religion) +38, Listen +51, Move Silently +9, Search +45, Sense Motive +28, Spellcraft +31, Spot +51, Survival +37 (+41 on other planes)
Feats: Cleave, Draconic Knowledge, Flyby Attack, Great Cleave, Heighten Breath, Hover, Improved Initiative, Maximize Breath, Multiattack, Power Attack, Snatch, Tail Sweep Knockdown, Wingover, Wingstorm
Climate/Terrain: Warm mountains
Organization: Solitary
Challenge Rating: 26
Treasure: Triple Standard
Alignment: Always Chaotic Evil

Breath Weapon (Ex): 70 ft. cone, 24d10 fire, Reflex DC 40 half

Crush (Ex): 30 ft. x 30 ft., Large or smaller opponents take 4d8 + 25 bludgeoning damage. Reflex DC 40 or be pinned.

Frightful Presence (Ex): 360 ft. radius, HD 39 or less (9HD or less panicked), 12d6 rounds, Will DC 38 negates

Snatch: Against Large or smaller creatures, bite for 4d8 + 17/round or claw for 4d6 + 8/round.

Spell-like Abilities: 12/day – locate object; 3/day – suggestion (DC 20); 1/day – discern location, find the path Caster level 25th

Spells: Great red wyrms cast spells as sorcerers.
Spells per day: 6/8/8/8/8/7/7/7/7/4 (Caster level 25th, DC 18 + spell level)
Spells known: 9/5/5/4/4/4/3/3/3/2 May select cleric spells and domain spells from Chaos, Destruction, Evil and Fire

Tail Sweep (Ex): 2d8 + 25 and knocked prone; 40 ft. half circle, Reflex DC 40 half damage, negates knockdown
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:25 pm

Great White Wyrm
Gargantuan Dragon (Cold)
Hit Dice:
36d12 + 288 (522 hp)
Initiative: +0
Speed: 60 ft., burrow 30 ft., fly 200 ft. (clumsy), swim 60 ft.
Armor Class: 41 (+35 natural, -4 size), touch 6, flat-footed 41
Base Attack/Grapple: +36/+61
Attack: Bite +45 melee (4d6 + 13)
Full Attack: Bite +45 melee (4d6 + 13) and 2 claws +43 melee (2d8 + 6) and 2 wings +43 melee (2d6 + 6) and tail +43 melee (2d8 + 19)
Space/Reach: 20 ft./15 ft. (20 ft. with bite, 45 ft. with tail)
Special Attacks: Breath weapon, crush, frightful presence, shockwave, spell-like abilities, spells, tail sweep
Special Qualities: Blindsense 120 ft., damage reduction 20/epic, darkvision 360 ft., ice walking, immune to cold, sleep and paralysis, see invisibility 240 ft., spell resistance 27
Saves: Fort +28, Ref +20, Will +24
Abilities: Str 37, Dex 10, Con 27, Int 18, Wis 19, Cha 18
Skills: Appraise +15, Bluff +25, Concentration +27, Diplomacy +8, Hide +27, Intimidate +43, Jump +25, Knowledge (arcana) +25, Knowledge (geography) +25, Knowledge (nature) +30, Listen +43, Move Silently +39, Search +25, Sense Motive +15, Spellcraft +25, Spot +43, Survival +25 (+29 above ground), Swim +25
Feats: Cleave, Clinging Breath, Flyby Attack, Heighten Breath, Improved Snatch, Multiattack, Power Attack, Shockwave, Snatch, Tail Constrict, Tail Sweep Knockdown, Tempest Breath, Whirlwind Tail Sweep
Climate/Terrain: Cold mountains
Organization: Solitary
Challenge Rating: 21
Treasure: Triple Standard
Alignment: Always Chaotic Evil

Breath Weapon (Ex): 60 ft. cone, 12d6 cold, Reflex DC 36 half

Constrict (Ex): Against Huge or smaller creatures, tail for 2d8 + 19/round

Crush (Ex): 20 ft. x 20 ft., Medium or smaller opponents take 4d6 + 19 bludgeoning damage. Reflex DC 36 or be pinned.

Frightful Presence (Ex): 360 ft. radius, 35 HD or less (8HD or less panicked), 12d6 rounds, Will DC 32 negates

Shockwave (Ex): 180 ft. radius, +26 bull rush check or knocked prone, 1d6 + 13 damage to structures and unattended objects.

Snatch: Against Large or smaller creatures, bite for 4d6 + 13/round or claw for 2d8 + 6/round.

Spell-like Abilities: 3/day – fog cloud, freezing fog (DC 19), gust of wind (DC 15), wall of ice; 1/day – control weather Caster level 19th

Spells: Great white wyrms cast spells as sorcerers.
Spells per day: 10/7/7/7/7/6/4 (Caster level 19th, DC 14 + spell level)
Spells known: 9/5/5/4/4/3/2 May select cleric spells and domain spells from Chaos, Evil and Cold

Tail Sweep (Ex): 2d6 + 19 and knocked prone; 45 ft. full circle, Reflex DC 36 half damage and negates knockdown
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:46 pm

Corpse Tearer, Adult
Gargantuan Dragon
Hit Dice:
39d12 + 624 (877 hp)
Initiative: +3
Speed: 60 ft., burrow 60 ft., fly 60 ft. (good), swim 60 ft.
Armor Class: 52 (-1 Dex, +47 natural, -4 size), touch 5, flat-footed 352
Base Attack/Grapple: +39/+65
Attack: Bite +49 melee (4d8 + 14)
Full Attack: Bite +49 melee (4d6 + 14) and 2 claws +49 melee (2d8 + 7) and tail +49 melee (4d6 + 21)
Space/Reach: 30 ft. /20 ft. (30 ft. with bite)
Special Attacks: Breath weapon, crush 4d6 + 21, energy drain, spell-like abilities, spells, tail sweep 2d6 + 21
Special Qualities: Blindsight 120 ft., damage reduction 20/epic and good, darkvision, immune to sleep and paralysis, keen senses, spell resistance 39
Saves: Fort +33, Ref +20, Will +28
Abilities: Str 39, Dex 8, Con 35, Int 21, Wis 25, Cha 22
Skills: Bluff +48, Concentration +54, Diplomacy +14, Intimidate +52, Knowledge (arcana) +47, Knowledge (history) +47, Knowledge (religion) +47, Listen +48, Search +47, Sense Motive +48, Spellcraft +51, Spot +48, Swim +22
Feats: Cleave, Empower Spell, Flyby Attack, Great Cleave, Improved Flyby Attack, Improved Initiative, Improved Multiattack, Multiattack, Power Attack, Quicken Spell, Snatch
Epic Feats: Epic Toughness (x2), Multispell
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 28
Treasure: Double Standard
Alignment: Neutral Evil

Breath Weapon (Su): A corpse tearer can breathe a 60 foot cone or 120 foot line of disease or paralysis. A Fortitude save (DC 41) negates either effect. Paralysis lasts for 1d6 + 12 rounds. Disease infects creatures with linorm fever, which has an incubation period of 12 hours and deals 1d6 Str/1d3 Con.

Energy Drain (Ex): A corpse tearer bestows three negative levels with its bite attack. For each negative level bestowed, the corpse tearer gains 5 hit points. Hit points gained in excess of its total are stored as temporary hit points. The Fortitude DC to remove a negative level is 41.

Spell-like Abilities: Always active – fly; at will – animate dead; 3/day – control undead, create undead, create greater undead, deeper darkness, dimension door, enervation (DC 20), etherealness, polymorph, protection from good, speak with dead, spectral hand, vampiric touch, water breathing Caster level 29th

Spells: Corpse tearers cast spells as sorcerers. They use Wisdom for spellcasting.
Spells per day: 6/8/8/8/7/7/7/7/6/6 (Caster level 20th, DC 17 + spell level)
Spells known: 9/5/5/4/4/4/3/3/3/3 May only select spells known from the cleric list. Automatically know all spells from the Evil and Destruction domains.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:48 pm

Corpse Tearer, Wyrm
Colossal Dragon
Hit Dice:
58d12 + 1,044 (1,421 hp)
Initiative: +7
Speed: 70 ft., burrow 70 ft., fly 60 ft. (good), swim 70 ft.
Armor Class: 67 (-1 Dex, +66 natural, -8 size), touch 1, flat-footed 67
Base Attack/Grapple: +58/+92
Attack: Bite +68 melee (4d8 + 18)
Full Attack: Bite +68 melee (4d8+ 18) and 2 claws +68 melee (4d6 + 9) and tail +68 melee (4d8 + 27)
Space/Reach: 30 ft. /20 ft. (30 ft. with bite)
Special Attacks: Breath weapon, crush 4d8 + 27, energy drain, spell-like abilities, spells, tail sweep 2d8 + 27
Special Qualities: Blindsight 240 ft., damage reduction 30/greater epic and good, darkvision, immune to sleep and paralysis, keen senses, spell resistance 49
Saves: Fort +45, Ref +30, Will +41
Abilities: Str 47, Dex 8, Con 39, Int 26, Wis 30, Cha 27
Skills: Appraise +40, Bluff +69, Concentration +75, Diplomacy +35, Intimidate +75, Knowledge (arcana) +60, Knowledge (history) +60, Knowledge (religion) +69, Move Silently +31, Listen +71, Search +69, Sense Motive +71, Spellcraft +75, Spot +71, Survival +71 (+77 tracks), Swim +87
Feats: Cleave, Empower Spell, Flyby Attack, Great Cleave, Improved Flyby Attack, Improved Initiative, Improved Multiattack, Multiattack, Power Attack, Quicken Spell, Snatch
Epic Feats: Epic Ability Focus (breath weapon), Epic Spellcasting, Epic Toughness (x2), Improved Spell Capacity (x2), Multispell (x2), Superior Initiative
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 36
Treasure: Double Standard
Alignment: Neutral Evil

Breath Weapon (Su): A corpse tearer wyrm can breathe a 70 foot cone or 140 foot line of disease or paralysis. A Fortitude save (DC 57) negates either effect. Paralysis lasts for 1d6 + 18 rounds. Disease infects creatures with linorm fever, which has an incubation period of 12 hours and deals 1d6 Str/1d3 Con.

Energy Drain (Ex): A corpse tearer wyrm bestows ten negative levels with its bite attack. For each negative level bestowed, the corpse tearer gains 5 hit points. Hit points gained in excess of its total are stored as temporary hit points. The Fortitude DC to remove a negative level is 53.

Spell-like Abilities: Always active – fly; at will – animate dead; 3/day – control undead, create undead, create greater undead, deeper darkness, dimension door, enervation (DC 22), etherealness, greater dispel magic, polymorph, protection from good, speak with dead, spectral hand, vampiric touch, water breathing Caster level 43rd

Spells: Corpse tearers cast spells as sorcerers. They use Wisdom for spellcasting.
Spells per day: 6/9/9/8/8/8/8/7/7/7/2/1 (Caster level 30th, DC 20 + spell level)
Spells known: 9/5/5/4/4/4/3/3/3/3 May only select spells known from the cleric list. Automatically know all spells from the Evil and Destruction domains.
Epic spells per day: 6
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:48 pm

Dread Linorm, Adult
Colossal Dragon
Hit Dice:
40d12 + 480 (740 hp)
Initiative: +7
Speed: 50 ft., fly 60 ft. (good), swim 50 ft.
Armor Class: 49 (-1 Dex, +48 natural, -8 size), touch 1, flat-footed 49
Base Attack/Grapple: +40/+73
Attack: Bite +49 melee (4d8 + 17)
Full Attack: 2 bites +49 melee (4d8 + 17) and 2 claws +49 melee (4d6 + 8) and tail +49 melee (4d8 + 25)
Space/Reach: 60 ft. /40 ft. (60 ft. with bite)
Special Attacks: Breath weapon, crush 4d8 + 25, energy drain, spell-like abilities, spells, tail sweep 2d8 + 25
Special Qualities: Blindsight 120 ft., damage reduction 20/epic, darkvision, immune to enchantment and paralysis, keen senses, spell resistance 36
Saves: Fort +32, Ref +21, Will +35
Abilities: Str 45, Dex 8, Con 31, Int 18, Wis 24, Cha 22
Skills: Bluff +49, Climb +37, Concentration +51, Diplomacy +14, Intimidate +53, Knowledge (arcana) +30, Knowledge (history) +30, Knowledge (religion) +30, Listen +50, Search +25, Sense Motive +40, Spellcraft +51, Spot +50, Swim +47
Feats: Cleave, Empower Spell, Flyby Attack, Great Cleave, Improved Initiative, Improved Multiattack, Iron Will, Maximize Spell, Multiattack, Power Attack, Snatch
Epic Feats: Epic Toughness, Epic Will, Superior Initiative
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 25
Treasure: Double Standard
Alignment: Chaotic Evil

Breath Weapon (Su): A dread linorm’s two heads can breathe simultaneously. A single head can breathe a 70 foot cone or 140 foot line dealing 20d6 fire or cold (Reflex DC 40 half) every 1d4 rounds.

Energy Drain (Ex): A dread linorm bestows one negative level with its bite attack. For each negative level bestowed, the dread linorm gains 5 hit points. Hit points gained in excess of its total are stored as temporary hit points. The Fortitude DC to remove a negative level is 40.

Spell-like Abilities: Always active – fly; at will – telekinesis (DC 22); 3/day – antipathy (DC 24), move earth, power word stun, sympathy (DC 24) Caster level 30th.

Spells: Dread linorms cast spells as sorcerers
Spells per day: 6/8/8/7/7/7/7/6/6/6 (Caster level 20th, DC 16 + spell level)
Spells known: 9/5/5/4/4/4/3/3/3/3
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Kain Darkwind
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:49 pm

Dread Linorm, Wyrm
Titanic (Colossal+) Dragon
Hit Dice:
60d12 + 840 (1,230 hp)
Initiative: +7
Speed: 80 ft., fly 60 ft. (good), swim 80 ft.
Armor Class: 61 (-1 Dex, +68 natural, -16 size), touch -7, flat-footed 61
Base Attack/Grapple: +60/+102
Attack: Bite +66 melee (4d8 + 22)
Full Attack: 2 bites +66 melee (6d8 + 22) and 2 claws +66 melee (6d6 + 11) and tail +66 melee (6d8 + 33)
Space/Reach: 90 ft. /60 ft. (90 ft. with bite)
Special Attacks: Breath weapon, crush 6d8 + 33, energy drain, spell-like abilities, spells, tail sweep 3d8 + 33
Special Qualities: Blindsight 240 ft., damage reduction 30/greater epic, darkvision, immune to enchantment and paralysis, keen senses, spell resistance 46
Saves: Fort +44, Ref +31, Will +47
Abilities: Str 55, Dex 8, Con 35, Int 23, Wis 29, Cha 27
Skills: Bluff +71, Climb +85, Concentration +75, Diplomacy +14, Intimidate +77, Knowledge (arcana) +48, Knowledge (history) +48, Knowledge (religion) +48, Listen +72, Search +70, Sense Motive +72, Spellcraft +74, Spot +72, Swim +93
Feats: Cleave, Diehard, Empower Spell, Endurance, Flyby Attack, Great Cleave, Improved Flyby Attack, Improved Initiative, Improved Multiattack, Iron Will, Maximize Spell, Multiattack, Power Attack, Rapid Breath, Snatch
Epic Feats: Epic Ability Focus (breath weapon), Epic Endurance, Epic Toughness, Epic Will, Legendary Diehard, Superior Initiative
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 35
Treasure: Triple Standard
Alignment: Chaotic Evil

Breath Weapon (Su): A dread linorm’s two heads can breathe simultaneously. A single head can breathe a 90 foot cone or 180 foot line dealing 30d6 fire or cold (Reflex DC 56 half) every 1d4-1 rounds.

Damage Reduction: A dread linorm wyrm’s damage reduction is penetrated with weapons of +8 enhancement or better.

Diehard (Ex): Due to its Legendary Diehard feat, the dread linorm wyrm has a death threshold of 95 hit points. Strenuous actions taken while stabilized do not cause it to lose hit points.

Energy Drain (Ex): A dread linorm wyrm bestows two negative levels with its bite attack. For each negative level bestowed, the dread linorm gains 5 hit points. Hit points gained in excess of its total are stored as temporary hit points. The Fortitude DC to remove a negative level is 52.

Spell-like Abilities: Always active – fly; at will – greater dispel magic, telekinesis (DC 24); 3/day – antipathy (DC 26), move earth, power word stun, sympathy (DC 26) Caster level 45th

Spells: Dread linorm wyrms cast spells as sorcerers
Spells per day: 6/8/8/8/8/7/7/7/7/6 (Caster level 30th, DC 18 + spell level)
Spells known: 9/5/5/4/4/4/3/3/3/3
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:49 pm

Grey Linorm, Wyrmling
Medium Dragon
Hit Dice:
5d12 + 10 (42 hp)
Initiative: +0
Speed: 30 ft., fly 60 ft. (good), swim 30 ft.
Armor Class: 26 (+2 Dex, +14 natural), touch 12, flat-footed 24
Base Attack/Grapple: +5/+8
Attack: Bite +8 melee ( + 3)
Full Attack: Bite +8 melee ( + 3) and 2 claws +6 melee ( + 1) and tail +6 melee (2d8 + 15 plus poison)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Breath weapon, poison, spell-like abilities, spells
Special Qualities: Blindsight 30 ft., damage reduction 10/magic, darkvision, immune to sleep and paralysis, keen senses, spell resistance 18
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 16, Dex 15, Con 15, Int 8, Wis 13, Cha 11
Skills: Concentration +10, Intimidate +8, Listen +9, Spellcraft +7, Spot +9, Swim +11
Feats: Flyby Attack, Multiattack
Climate/Terrain: Any hills or mountains
Organization: Solitary or clutch (3-8)
Challenge Rating: 6
Treasure: Double Standard
Alignment: Chaotic Evil
Advancement: 6-10 HD (Medium)

Breath Weapon (Su): A grey linorm breathes acid dealing 3d8 damage (DC 14 half) in a 30 foot cone or 60 foot line. On a failed Reflex save, the acid damages weapons and armor as well.

Poison (Ex): Injury, Fortitude DC 14, 1d3 Con/1d3 Con

Spell-like Abilities: Always active – fly; 3/day – contagion, meld into stone, shapechange, wind walk Caster level 5th.

Spells: Grey linorm wyrmlings cast spells as sorcerers. They use Wisdom for spellcasting.
Spells per day: 6/7/3 DC 11 + spell level.
Spells known: 6/3/1 May only select spells known from the cleric list. Automatically know all spells from the Evil and Destruction domains.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Kain Darkwind
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 06, 2008 3:49 pm

Grey Linorm, Adult
Huge Dragon
Hit Dice:
22d12 + 132 (275 hp)
Initiative: +0
Speed: 30 ft., fly 60 ft. (good), swim 30 ft.
Armor Class: 39 (+31 natural, -2 size), touch 8, flat-footed 39
Base Attack/Grapple: +22/+40
Attack: Bite +30 melee (2d8 + 10)
Full Attack: Bite +30 melee (2d8 + 10) and 2 claws +28 melee (2d6 + 5) and tail +28 melee (2d8 + 15 plus poison)
Space/Reach: 15 ft. /10 ft. (15 ft. with bite)
Special Attacks: Breath weapon, crush 2d8 + 15, poison, spell-like abilities, spells
Special Qualities: Blindsight 120 ft., damage reduction 15/high magic, darkvision, immune to sleep and paralysis, keen senses, spell resistance 29
Saves: Fort +18, Ref +13, Will +19
Abilities: Str 30, Dex 11, Con 21, Int 14, Wis 19, Cha 17
Skills: Bluff +28, Concentration +20, Diplomacy +11, Intimidate +32, Knowledge (arcana) +20, Knowledge (history) +20, Knowledge (religion) +20, Listen +29, Sense Motive +29, Spellcraft +10, Spot +29, Swim +18
Feats: Cleave, Flyby Attack, Improved Toughness, Iron Will, Multiattack, Power Attack, Snatch
Climate/Terrain: Any hills or mountains
Organization: Solitary
Challenge Rating: 17
Treasure: Double Standard
Alignment: Chaotic Evil

Breath Weapon (Su): A grey linorm breathes acid dealing 14d8 damage (DC 26) in a 50 foot cone or 100 foot line. On a failed Reflex save, the acid damages weapons and armor as well.

Poison (Ex): Injury, Fortitude DC 26, 1d6 Con/2d6 Con

Spell-like Abilities: Always active – fly; 3/day – contagion, meld into stone, shapechange, wind walk Caster level 22nd.

Spells: Grey linorms cast spells as sorcerers. They use Wisdom for spellcasting.
Spells per day: 6/7/7/7/7/6/6/6/4 (Caster level 17th, DC 14 + spell level)
Spells known: 9/5/5/4/4/4/3/3/2 May only select spells known from the cleric list. Automatically know all spells from the Evil and Destruction domains.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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