Alternate World Creatures

The houserules and entities of Kain Darkwind

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Re: Alternate World Creatures

Postby Kain Darkwind » Mon Sep 15, 2008 4:42 pm

Black Cat
Tiny Magical Beast
Hit Dice:
5d10 + 5 (32 hp)
Initiative: +4
Speed: 40 ft.
Armor Class: 17 (+4 Dexterity, +1 natural, +2 size), touch 16, flat-footed 13, combat 17
Base Attack/Combat: +5/+2
Attack: Claw +10 melee (1d3 - 1 and disease)
Full Attack: 2 claws +10 melee (1d3 - 1 and disease) and bite +8 melee (1d4 - 1)
Space/ Reach: 2.5 ft. /0 ft.
Special Attacks: Disease, misfortune
Special Qualities: Damage reduction 5/good, darkvision, evasion, low-light vision, scent, spell resistance 10
Saves: Fort +5, Ref +8, Will +6
Abilities: Str 7, Dex 19, Con 12, Int 12, Wis 17, Cha 14
Skills: Acrobatics +12, Climb +12, Perception +11, Spellcraft +8, Stealth +16
Feats: Ability Focus (misfortune), Iron Will, Multiattack
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral evil

Disease (Ex): Cat scratch fever, Fortitude DC 13. Incubation time 1d4 weeks, 1d2 Con.

Misfortune (Su): Bestow curse (Caster level 5th) on anyone passing within 20 ft. of the cat. Will save DC 16 negates. A creature who successfully saves is immune to the particular cat's misfortune for 1 hour.

Skills: Black cats have a +4 racial bonus on Climb and Stealth checks and a +8 racial bonus on Acrobatics checks. They use their Dexterity modifier instead of their Strength modifier for Climb checks.
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Re: Alternate World Creatures

Postby Kain Darkwind » Tue Sep 16, 2008 10:40 am

Majay-hì
Medium Fey
Hit Dice:
8d6 + 16 (44 hp)
Initiative: +1
Speed: 40 ft.
Armor Class: 14 (+1 Dexterity, +3 natural), touch 11, flat-footed 13, combat 22
Base Attack/Combat: +4/+7
Attack: Bite +7 melee (1d8 + 4)
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Undead bane
Special Qualities: Damage reduction 5/cold iron, low-light vision, scent
Saves: Fort +6, Ref +7, Will +8
Abilities: Str 16, Dex 12, Con 15, Int 6, Wis 14, Cha 13
Skills: Perception +9, Survival +9
Feats: Great Fortitude, Improved Initiative, Power Attack, Run
Climate/Terrain: Forest
Organization: Solitary, pair or pack (3-8)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral

Undead Bane: A majay-hì's natural weapons are treated as magic and silver for the purposes of overcoming damage reduction and regeneration.
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Re: Alternate World Creatures

Postby Kain Darkwind » Tue Oct 07, 2008 9:13 pm

Celestial Vigilante
Medium Outsider (Angel, Good)
Hit Dice:
6d8 + 30 (57 hp)
Initiative: +5
Speed: 30 ft., fly 60 ft. (good)
Armor Class: 25 (+3 armor, +5 Dex, +7 natural), touch 13, flat-footed 20, combat 28
Base Attack/Combat: +6/+13
Attack: Dagger +14 melee (1d4 + 8 /17-20) or hand crossbow +12 ranged (1d4 and ravage /19-20)
Full Attack: Dagger +14/+9 melee (1d4 + 8 /17-20) and 2 wings +10 melee (1d4 + 3) or hand crossbow +12/+7 ranged (1d4 and ravage /19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of righteousness, sneak attack +3d6, spell-like abilities
Special Qualities: Damage reduction 10/magic and evil, darkvision, evasion, fast healing 2, low-light vision, immunity to cold, fire, mind affecting effects and petrification, resistance to acid 10 and electricity 10, spell resistance 20
Saves: Fort +10, Ref +10, Will +7
Abilities: Str 25, Dex 21, Con 20, Int 12, Wis 15, Cha 17
Skills: Acrobatics +14, Bluff +12, Fly +9, Intimidate +12, Knowledge (religion) +10, Perception +11, Perform (stringed instruments) +12, Sense Motive +11, Stealth +14, Survival +11
Feats: Combat Reflexes, Sacred Strike, Telling Blow
Environment: Mortal Coil
Organization: Solitary, pair or gang (3-5)
Challenge Rating: 7
Treasure: Possessions
Alignment: Chaotic Good

Aura of Righteousness (Su): Good aligned allies within 60 ft. of a celestial vigilante gain a +1 morale bonus on attack and damage rolls and a +4 morale bonus on Will saves.

Ravage (Ex): Jade water - injury DC 14, 1d4 Wis/1d4 Int and 1d4 Wis

Spell-Like Abilities: Always active -detect evil, tongues, true seeing; at will— command (DC 14), cure light wounds, dispel magic, greater teleport, invisibility, light, protection from evil, sanctuary (DC 14); 3/day—hold monster (DC 18), remove curse, remove disease, true strike. Caster level 6th

Possessions: Masterwork studded leather, +1 keen cold iron dagger, masterwork hand crossbow with 10 bolts (soaked in jade water)
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Oct 12, 2008 7:18 pm

Phoenix
Large Magical Beast (Fire)
Hit Dice:
20d10 + 160 (270 hp)
Initiative: +11
Speed: 15 ft., fly 200 ft. (good)
Armor Class: 37 (+6 deflection, +7 Dex, +15 natural, -1 size), touch 22, flat-footed 37, combat 42
Base Attack/Combat: +20/+27
Attack: Talons +27 melee (2d8 + 9 plus 2d6 divine fire)
Full Attack: Talons +27 melee (2d8 + 9 plus 2d6 divine fire) and bite +24 melee (2d6 + 3 plus 2d6 divine fire) and 2 wings +24 melee (1d8 + 3 plus 2d6 divine fire)
Space/Reach: 10 ft./5 ft.
Special Attacks: Immolation, shriek, spell-like abilities
Special Qualities: Damage reduction 15/high magic, darkvision, fast healing 10, immunity to fire, low-light vision, rebirth, resistance to cold 30, spell resistance 31, telepathy 100 ft., uncanny dodge, vulnerability to cold
Saves: Fort +26, Ref +25, Will +23
Abilities: Str 22, Dex 25, Con 26, Int 18, Wis 17, Cha 22
Skills: Fly +34, Knowledge (arcana) +27, Knowledge (history) +27, Knowledge (the planes) +17, Knowledge (religion) +17, Perception +26, Spellcraft +27
Feats: Combat Reflexes, Fly-by Attack, Heighten Spell-like Ability, Improved Fly-by Attack, Improved Initiative, Iron Will, Multiattack, Snatch, Weapon Finesse, Weapon Focus (talons)
Environment: Mortal Coil or Upper Planes
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Usually neutral good
Advancement: 21-40 HD (Large); 41-60 HD (Huge)

Immolation (Ex): A phoenix slain through violence explodes in a fiery blast, dealing 10d10+80 points of divine fire damage in a 50 ft. radius. (Reflex DC 28 half) A phoenix reduced to 20% or less of its hit points (54 for the average phoenix) can self-immolate as a full round action, adding its remaining hit points to the damage dealt by the attack and increasing the save DC by 1 per 10 hit points left.

Shriek (Su): Every 1d4 rounds, the phoenix can shriek, causing all who hear it within 100 ft. to take 10d8 sonic damage and be slowed for 2 minutes. (Fortitude DC 26 halves damage, Will DC 26 negates slow) This is a sonic mind affecting ability.

Spell-like Abilities: Always active – detect evil, true seeing; at will – greater dispel magic, heal, incendiary cloud (DC 24), invisibility, planeshift, pyrotechnics (DC 18); 3/day – fire storm (DC 24), reincarnation Caster level 20th

Rebirth (Ex): A phoenix slain through violence rises from its ashes 1d10 minutes later, completely restored. A phoenix that self-immolates leaves behind a phoenix egg.
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Re: Alternate World Creatures

Postby Kain Darkwind » Tue Oct 14, 2008 9:51 pm

Horse, Heavy Warhorse
Large Animal
Hit Dice:
4d8 + 12 (30 hp)
Initiative: +1
Speed: 50 ft.
Armor Class: 14 (+1 Dex, +4 natural, -1 size), touch 10, flat-footed 13, combat 23
Base Attack/Combat: +3/+8
Attack: Hoof +6 melee (1d6 + 4)
Full Attack: 2 hooves +6 melee (1d6 + 4) and bite +1 melee (1d4 + 2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Trample
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 4, Wis 13, Cha 6
Skills: Perception +8
Feats: Endurance, Run
Climate/Terrain: Temperate plains
Organization: Domesticated or herd (6-30)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 5-8 HD (Large)

Trample (Ex): 1d8 + 6, Reflex DC 16 half
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Re: Alternate World Creatures

Postby Kain Darkwind » Tue Oct 14, 2008 10:00 pm

Dire Horse
Large Animal
Hit Dice:
8d8 + 40 (76 hp)
Initiative: +1
Speed: 60 ft.
Armor Class: 17 (+3 Dex, +5 natural, -1 size), touch 12, flat-footed 14, combat 30
Base Attack/Combat: +6/+15
Attack: Hoof +14 melee (1d8 + 8)
Full Attack: 2 hooves +14 melee (1d8 + 8) and bite +11 melee (1d6 + 4)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Trample
Special Qualities: Low-light vision, powerful build, scent
Saves: Fort +11, Ref +8, Will +6
Abilities: Str 26, Dex 17, Con 21, Int 4, Wis 13, Cha 10
Skills: Perception +11, Survival +5
Feats: Endurance, Multiattack, Run, Weapon Focus (hoof)
Climate/Terrain: Temperate plains
Organization: Domesticated or herd (6-30)
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9-10 HD (Large), 11-24 HD (Huge)

Trample (Ex): 1d10 + 12, Reflex DC 22 half
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Re: Alternate World Creatures

Postby Kain Darkwind » Wed Oct 15, 2008 12:05 am

Wolf
Medium Animal
Hit Dice:
2d8 + 4 (13 hp)
Initiative: +2
Speed: 50 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12, combat 17
Base Attack/Combat: +1/+2 (+4 trip)
Attack: Bite +3 melee (1d6 + 1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 5, Wis 12, Cha 6
Skills: Perception +7, Stealth +8, Survival +5
Feats: Improved Trip*, Weapon Focus (bite)
Climate/Terrain: Warm forest
Organization: Solitary, pair or pack (7-16)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3-6 HD (Medium)

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent as a free action without provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Skills: Wolves have a +2 racial bonus to Perception and Stealth checks and a +4 racial bonus to Survival checks.
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Re: Alternate World Creatures

Postby Kain Darkwind » Wed Oct 15, 2008 12:05 am

Dire Wolf
Large Animal
Hit Dice:
6d8 + 24 (51 hp)
Initiative: +4
Speed: 50 ft.
Armor Class: 16 (+4 Dex, +3 natural, -1 size), touch 13, flat-footed 12, combat 26
Base Attack/Combat: +4/+10 (+12 trip)
Attack: Bite +9 melee (1d8 + 7) or power attack bite +5 melee (1d8 + 15)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +9, Will +6
Abilities: Str 21, Dex 19, Con 19, Int 5, Wis 12, Cha 10
Skills: Acrobatics +8, Perception +8, Stealth +7, Survival +9
Feats: Improved Trip*, Power Attack, Run, Weapon Focus (bite)
Climate/Terrain: Warm forest
Organization: Solitary, pair or pack (7-16)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral
Advancement: 7-18 HD (Large)

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip the opponent as a free action without provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Skills: Dire wolves have a +2 racial bonus to Perception and Stealth checks and a +4 racial bonus to Survival checks.
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Re: Alternate World Creatures

Postby Kain Darkwind » Wed Oct 15, 2008 12:05 am

Legendary Wolf
Medium Animal
Hit Dice:
16d8 + 112 (184 hp)
Initiative: +11
Speed: 50 ft.
Armor Class: 25 (+7 Dex, +8 natural), touch 17, flat-footed 18, combat 33
Base Attack/Combat: +12/+18 (+20 trip)
Attack: Bite +19 melee (2d6 + 10) or power attack bite +13 melee (2d6 + 22)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +17, Ref +19, Will +16
Abilities: Str 23, Dex 25, Con 25, Int 11, Wis 18, Cha 16
Skills: Acrobatics +11, Knowledge (nature) +19, Perception +22, Stealth +22, Survival +18
Feats: Combat Reflexes, Improved Initiative, Improved Trip*, Iron Will, Lightning Reflexes, Power Attack, Run, Skill Focus (Perception), Weapon Focus (bite)
Climate/Terrain: Warm forest
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 16-32 HD (Medium)

Trip (Ex): A legendary wolf that hits with a bite attack can attempt to trip the opponent as a free action without provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Skills: Legendary wolves have a +6 racial bonus to Perception and Stealth checks and a +8 racial bonus to Survival checks.
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Re: Alternate World Creatures

Postby Kain Darkwind » Wed Oct 15, 2008 2:39 pm

Blue Whale
Colossal Animal
Hit Dice:
25d8 + 253 (365 hp)
Initiative: +0
Speed: Swim 50 ft.
Armor Class: 19 (+17 natural, -8 size), touch 2, flat-footed 19, combat 57
Base Attack/Combat: +18/+42
Attack: Tail +27 melee (2d6 + 24) or power attack tail +11 melee (2d6 + 56)
Space/Reach: 80 ft. /30 ft.
Special Qualities: Blindsight 5000 ft., hold breath, low-light vision
Saves: Fort +25, Ref +14, Will +11
Abilities: Str 43, Dex 11, Con 28, Int 6, Wis 12, Cha 7
Skills: Knowledge (nature) +5, Perception +24, Survival +8, Swim +43
Feats: Cleave, Diehard, Endurance, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack, Run, Skill Focus (Perception), Skill Focus (Survival), Skill Focus (Swim), Toughness, Weapon Focus (tail)
Climate/Terrain: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Usually neutral
Advancement: 26-36 HD (Colossal); 37-50 HD (Titanic)

Skills: A blue whale has a +4 racial bonus on Perception checks. This is lost if its blindsight is negated.
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Re: Alternate World Creatures

Postby Kain Darkwind » Wed Oct 15, 2008 9:01 pm

Spinosaurus
Gargantuan Animal
Hit Dice:
20d8 + 163 (253 hp)
Initiative: +5
Speed: 70 ft.
Armor Class: 18 (+1 Dex, +1 dodge, +10 natural, -4 size), touch 8, flat-footed 16, combat 47
Base Attack/Combat: +15/+32
Attack: Bite +26 melee (4d6 + 21 /19-20)
Full Attack: 2 bites +26 melee (4d6 + 21 /19-20)
Space/Reach: 20 ft. /15 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, sail, scent
Saves: Fort +21, Ref +14, Will +10
Abilities: Str 36, Dex 12, Con 25, Int 2, Wis 15, Cha 10
Skills: Perception +18, Survival +12
Feats: Endurance, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Run, Toughness, Weapon Focus (bite), Weapon Specialization (bite)
Climate/Terrain: Warm plains
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 21-50 HD (Gargantuan), 51-60 HD (Colossal)

Improved Grab (Ex): To use this ability, a spinosaurus must hit an opponent of Huge size or smaller 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 try to swallow the foe the following round or make two rake attacks each round in addition to its other attacks.

Swallow Whole (Ex): A spinosaurus can try to swallow a grabbed opponent of Large size or smaller by making a successful grapple check. The swallowed creature takes 3d8+12 points of bludgeoning damage and 10 points of acid damage per round from the spinosaurus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Gargantuan spinosaurus’s gizzard can hold 2 Large, 8 Medium 32 Small or 128 Tiny or smaller opponents.

Sail (Ex): A spinosaurus absorbs solar radiation with its sail and converts it into energy. It is considered to always be under the effects of haste (+1 attack, +1 dodge bonus to AC and Reflex saves, +30 ft. movement rate and an additional attack with a full attack actions). A slow spell simply cancels the bonuses provided by the sail. If deprived of sunlight for more than 24 hours, the spinosaurus loses the benefits of this ability until it is exposed to at least 4 continuous hours of sunlight.
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Re: Alternate World Creatures

Postby Kain Darkwind » Fri Oct 24, 2008 9:31 pm

Plasma Beetle
Colossal Vermin
Hit Dice:
28d8 + 196 (322 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 25 (-2 Dex, +25 natural, -8 size), touch 0, flat-footed 25, combat 57
Base Attack/Combat: +21/+42
Attack: Stamp +26 melee (4d6 + 13)
Full Attack: 2 stamps +26 melee (4d6 + 13) or plasma +13 ranged touch (28d10 fire)
Space/Reach: 30 ft. /20 ft.
Special Attacks: Plasma blast, trample
Special Qualities: Damage reduction 10/magic, death throes, immune to mind-affecting, resistance to acid 20, cold 20, electricity 20 and fire 20, tremorsense 100 ft., vulnerability
Saves: Fort +25, Ref +8, Will +8
Abilities: Str 36, Dex 6, Con 25, Int 1, Wis 6, Cha 4
Skills: Perception +29
Feats: Cleave, Great Fortitude, Greater Weapon Focus (plasma), Improved Bull Rush, Improved Initiative, Power Attack, Weapon Focus (plasma)
Climate/Terrain: Cold plains
Organization: Solitary, pair or battery (4-20)
Challenge Rating: 12
Treasure: None
Alignment: Usually neutral
Advancement: 29-50 HD (Colossal), 51-84 HD (Titanic)

Plasma Blast (Ex): As a two round action every 1d4 minutes that leaves the beetle vulnerable, a plasma beetle can launch a stream of plasma into the air, dealing 28d10 fire damage. This is a ranged touch attack with a range increment of one mile. If the plasma blast kills its target, it continues in a 20 ft. wide line, hitting other targets. (The attack roll is compared to all targets' touch AC in the line) Each successive target takes 1d10 less damage than the previous. (For a total of 28 targets struck)

Trample (Ex): 4d8 + 19, Reflex DC 37

Death Throes: When slain, a plasma beetle explodes, dealing 140 damage to all creatures in a 140 ft. radius. (Reflex DC 31 half)

Vulnerability: While charging its plasma blast, a plasma beetle loses its damage reduction, energy resistance and takes 150% damage from all sources.
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Re: Alternate World Creatures

Postby Kain Darkwind » Fri Oct 24, 2008 9:31 pm

Klendathu Warrior
Large Vermin
Hit Dice:
5d8 + 15 (37 hp)
Initiative: +6
Speed: 40 ft.
Armor Class: 19 (+2 Dex, +8 natural, -1 size), touch 11, flat-footed 17, combat 24
Base Attack/Combat: +3/+9
Attack: Claw +9 melee (2d6 + 6 /17-20/x3)
Full Attack: 2 claws +9 melee (2d6 + 6 /17-20/x3) and bite +6 ranged touch (3d6 + 3 /x4)
Space/Reach: 10 ft. /10 ft. (5 ft. with bite)
Special Attacks: Rend 4d6 + 7
Special Qualities: Damage reduction 5/magic, immune to mind affecting, resistance to acid 5, cold 5, electricity 5 and fire 5, tremorsense 100 ft., warrior
Saves: Fort +7, Ref +3, Will +1
Abilities: Str 21, Dex 15, Con 17, Int 1, Wis 10, Cha 4
Skills: Perception +8
Feats: Combat Reflexes, Improved Initiative, Multiattack, Weapon Focus (claw)
Climate/Terrain: Cold plains
Organization: Swarm (20-200)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 6-15 (Large)

Rend (Ex): A warrior that strikes a victim with both claw attacks in a single round tears the flesh, dealing an additional 4d6+7 damage.

Warrior: A warrior gains the same bonus feats, armor training and weapon training that a fighter of its HD does. Armor training is applied to its natural armor, while weapon training is applied to its natural weapons. (All of them)
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Re: Alternate World Creatures

Postby Kain Darkwind » Fri Oct 24, 2008 11:02 pm

Dragon Empire Legionnaire Grunt
Warrior 1
Medium Humanoid (Human)
Hit Dice:
1d10 + 3 (26 hp)
Initiative: +2
Speed: 20 ft. (30 ft. base)
Armor Class: 20 (+8 armor, +2 Dex), touch 12, flat-footed 18, combat 17
Base Attack/Combat: +1/+2
Attack: Assault laser +4 ranged (3d10 fire) or knife +3 melee (1d6 + 1 /17-20) or grenade +3 ranged (6d6 fire and piercing)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Grenade
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 8
Skills: Acrobatics +6, Climb +5, Survival +4
Feats: Speed Load, Technical Proficiency*, Weapon Focus (assault laser)
Climate/Terrain: Any
Organization: Solitary, pair or squad (3-8)
Challenge Rating: 2*
Treasure: Possessions
Alignment: Often lawful neutral
Advancement: By character class

Burst Fire: An assault laser fires a three round burst. For every 5 points by which a legionnaire exceeds the Armor Class of its target, the target is struck with another shot.

Grenade (Ex): A legionnaire can throw a grenade at an individual or a specific area (AC 5). The grenade explodes, dealing its damage to every creature within a 20 ft. radius. (Reflex DC 20 half). If the grenade is thrown at and strikes a specific target, the target takes a -4 penalty to its save.

Possessions: Assault laser (5 minicells), battle armor, fragmentation grenade (x2), keenblade combat knife, backpack, survival kit, digital binoculars, nightvision goggles, medkit

*A grunt is CR 2 for players not utilizing advanced technology of the Dragonstar Universe. It is CR 1 otherwise.
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Re: Alternate World Creatures

Postby Kain Darkwind » Fri Oct 24, 2008 11:02 pm

Dragon Empire Legionnaire Elite
Fighter 5
Medium Humanoid (Human)
Hit Dice:
5d10 + 23 (66 hp)
Initiative: +7
Speed: 30 ft.
Armor Class: 26 (+16 armor), touch 10, flat-footed 26, combat 26
Base Attack/Combat: +5/+11
Attack: Assault blaster +11 ranged (4d10 electricity) or rocket launcher +8 ranged (6d8 fire and piercing)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Burst fire, rocket launcher
Special Qualities: Damage reduction 10/-, viewscreen
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 13 (22), Dex 16, Con 14, Int 10, Wis 12, Cha 8
Skills: Climb +14, Perception +9, Survival +9
Feats: Autofire, Improved Initiative, Precise Shot, Point Blank Shot, Rapid Shot, Technical Proficiency*, Toughness, Weapon Focus (assault blaster)
Climate/Terrain: Any
Organization: Solitary, pair or squad (3-8)
Challenge Rating: 7*
Treasure: Possessions
Alignment: Often lawful neutral
Advancement: By character class

Burst Fire: An assault blaster fires a three round burst. For every 3 points by which an elite legionnaire exceeds the Armor Class of its target, the target is struck with another shot.

Rocket Launcher (Ex): An elite legionnaire has a shoulder mounted rocket launcher on its assault hardsuit which can be fired at an individual or a specific area (AC 5). This deals its damage in a 30 ft. radius. (Reflex DC 20 half) If the rocket strikes its target, the target gains no save against the damage.

Viewscreen: The headsup display in an assault hardsuit provides all the benefits of a personal communicator, digital binoculars, laser sight and a digital mapbox.

Possessions: Integrated masterwork assault blaster (20 minicells), integrated rocket launcher (8 HE rockets), assault hardsuit, survival kit, medkit, keenblade combat knife

*An elite legionnaire is CR 7 for players not utilizing advanced technology of the Dragonstar Universe. It is CR 5 otherwise.
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Re: Alternate World Creatures

Postby Kain Darkwind » Sat Oct 25, 2008 12:28 am

Tanker Beetle
Gargantuan Vermin
Hit Dice:
18d8 + 162 (243 hp)
Initiative: -1
Speed: 40 ft., burrow 20 ft.
Armor Class: 25 (-1 Dex, +20 natural, -4 size), touch 5, flat-footed 25, combat 43
Base Attack/Combat: +12/+28
Attack: Stamp +20 melee (3d8 + 12)
Full Attack: 2 stamps +20 melee (3d8 + 12)
Space/Reach: 20 ft. /15 ft.
Special Attacks: Flame blast, trample
Special Qualities: Damage reduction 10/magic, immune to mind-affecting, resistance to acid 10, cold 10, electricity 10 and fire 10, tremorsense 100 ft.
Saves: Fort +20, Ref +5, Will +4
Abilities: Str 34, Dex 8, Con 28, Int 1, Wis 6, Cha 4
Skills: Perception +19
Feats: Ability Focus (flame blast), Cleave, Improved Bull Rush, Power Attack
Climate/Terrain: Cold plains
Organization: Solitary, pair or squad (3-8)
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 19-40 HD (Gargantuan), 41-54 HD (Colossal)

Flame Blast (Ex): Once every 1d4 rounds, a tanker can unleash a spray of flame in a 30 ft. cone or a 60 ft. line. The attack deals 18d6 fire damage. (Reflex DC 30 half)

Trample (Ex): 4d6 + 18, Reflex DC 31
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Re: Alternate World Creatures

Postby Kain Darkwind » Sat Oct 25, 2008 1:33 am

Great Star Wyrm
Colossal Dragon (Radiation)
Hit Dice:
41d12 + 400 (717 hp)
Initiative: +4
Speed: 60 ft., fly 250 ft. (good)
Armor Class: 42 (+40 natural, -8 size), touch 2, flat-footed 42, combat 82
Base Attack/Combat: +41/+67
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)
Special Attacks: Breath weapon, crush, frightful presence, radiance, spell-like abilities, spells, tail sweep
Special Qualities: Blindsense 120 ft., damage reduction 20/epic, darkvision, immune to radiation, vacuum, sleep and paralysis, see invisibility 240 ft., spell resistance 33
Saves: Fort +33, Ref +22, Will +33
Abilities: Str 47, Dex 10, Con 33, Int 32, Wis 33, Cha 32
Skills: Appraise +55, Acrobatics +52, Bluff +55, Diplomacy +55, Fly +48, Intimidate +55, Knowledge (arcana) +55, Knowledge (geography) +55, Knowledge (history) +55, Knowledge (nature) +55, Knowledge (the planes) +55, Knowledge (religion) +55, Perception +55, Sense Motive +55, Spellcraft +55, Stealth +28, Survival +55
Feats: Cleave, Clinging Breath, Draconic Knowledge, Empower Spell, Enlarge Breath, Extend Spell, Flyby Attack, Great Cleave, Heighten Breath, Hover, Improved Flyby Attack, Improved Initiative, Lingering Breath, Maximize Breath, Multiattack, Power Attack, Quicken Breath, Recover Breath, Wingover
Epic Feats: Superior Initiative
Climate/Terrain: Outer space
Organization: Solitary
Challenge Rating: 26
Treasure: Triple Standard
Alignment: Always chaotic neutral

Breath Weapon (Ex): Radiation - 140 ft. line, 24d8 fire and 5 doses of radiation, Fortitude DC 41 half*
*The save DC associated with the star dragon's radiation sickness is 41, rather than standard for radiation poisoning.

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

Radiance: A great star wyrm gives off radiance as a blinding light. Any creature within 360 ft. must make a Fortitude save (DC 41) or be permanently blinded. A creature who successfully saves is immune to the wyrm's radiance for 24 hours.

Spell-like Abilities: 3/day – sunburst, tractor beam, total protection Caster level 23rd

Spells: Great star wyrms cast spells as sorcerers.
Spells per day: 9/9/8/8/8/8/7/5 (Caster level 23rd, DC 21 + spell level)
Spells known: 9/5/5/4/4/4/3/3/2 May select cleric spells and domain spells from Chaos, Fire, and Sun.

Tail Sweep (Ex): 2d8 + 27; 30 ft. semicircle, Reflex DC 41 half damage
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Re: Alternate World Creatures

Postby Kain Darkwind » Sat Oct 25, 2008 2:19 am

Great Space Wyrm
Colossal Dragon (Space)
Hit Dice:
40d12 + 400 (660 hp)
Initiative: +4
Speed: 40 ft., fly 250 ft. (good)
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, vacuum
Special Qualities: Blindsense 1200 ft., damage reduction 20/epic, darkvision, immune to radiation, vaccum, sleep and paralysis, see invisibility 240 ft., spell resistance 32
Saves: Fort +32, Ref +22, Will +30
Abilities: Str 45, Dex 10, Con 31, Int 26, Wis 27, Cha 26
Skills: Acrobatics +51, Diplomacy +51, Fly +47, Intimidate +51, Knowledge (arcana) +51, Knowledge (geography) +51, Knowledge (history) +51, Knowledge (nature) +51, Knowledge (the planes) +51, Perception +51, Sense Motive +51, Spellcraft +51, Stealth +27, Survival +51
Feats: Cleave, Clinging Breath, Draconic Knowledge, Flyby Attack, Great Cleave, Heighten Breath, Hover, Improved Bull Rush, Improved Flyby Attack, Improved Initiative, Lingering Breath, Maximize Breath, Multiattack, Power Attack, Quicken Breath, Recover Breath (x3), Snatch, Wingover
Climate/Terrain: Outer space
Organization: Solitary
Challenge Rating: 25
Treasure: Triple Standard
Alignment: Always lawful neutral

Breath Weapon (Ex): 70 ft. cone, 24d10 vacuum, Fortitude 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: 3/day – implosion (DC 27), total protection, tractor beam Caster level 25th

Spells: Great space 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 Darkness, Destruction and Law

Tail Sweep (Ex): 2d8 + 25; 40 ft. half circle, Reflex DC 40 half damage

Vacuum (Ex): All creatures within 360 ft. of a great space wyrm that require air to breathe have the air violently forced from their lungs, dealing 12d6 damage. A Will save or Profession (spacer) check (DC 15) allows a character to avoid the reflexive action to hold their breath. Within the aura, there is no air. A Constitution check (DC 10) must be made to avoid suffocation, every round the DC increases by 2. Once failed, the creature falls unconscious and begins to suffocate as normal. Removing the creature from the aura before they die is enough to prevent suffocation.
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Re: Alternate World Creatures

Postby Kain Darkwind » Sat Oct 25, 2008 12:35 pm

Laserball
Fine Construct
Hit Dice:
1d10 (5 hp)
Initiative: +7
Speed: Fly 30 ft. (perfect)
Armor Class: 23 (+5 Dex, +8 size), touch 23, flat-footed 18, combat 4
Base Attack/Combat: +0/-11
Attack: Holdout laser +13 ranged (1d12 fire)
Space/Reach: 1/2 ft. /0 ft.
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 4, Dex 20, Con -, Int -, Wis 11, Cha 1
Skills: Fly +13
Climate/Terrain: Any
Organization: Solitary, pair or string (3-8)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3HD (Diminuative)
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Oct 26, 2008 1:11 am

Vampire Bat
Diminutive Magical Beast
Hit Dice:
2d10 (11 hp)
Initiative: +4
Speed: 5 ft., fly 40 ft. (good)
Armor Class: 20 (+4 Dexterity, +2 natural, +4 size), touch 18, flat-footed 16, combat 11
Base Attack/Combat: +2/-4
Attack: Bite +10 melee (1d2 - 2 plus blood drain and disease)
Space/ Reach: 1 ft. /0 ft.
Special Attacks: Blood drain, disease
Special Qualities: Blindsense 60 ft., damage reduction 5/silver, darkvision, low-light vision, scent
Saves: Fort +3, Ref +7, Will +6
Abilities: Str 7, Dex 19, Con 10, Int 5, Wis 16, Cha 8
Skills: Fly +12, Perception +11, Stealth +8
Feats: Flyby Attack, Weapon Finesse*
Climate/Terrain: Cold forests
Organization: Swarm (10-100)
Challenge Rating: 1
Treasure: None
Alignment: Usually chaotic evil

Disease (Ex): Rabies, Fortitude DC 11.

Blood Drain (Ex): A vampire bat that successfully bites a foe also drains 1 Con unless the victim succeeds on a Fortitude save (DC 11). A vampire bat gains 5 temporary hit points on each such successful attack.

Skills: Vampire bats have a +4 racial bonus on Perception checks.
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Oct 26, 2008 1:11 am

Blood Wolf
Medium Magical Beast
Hit Dice:
5d10 + 15 (42 hp)
Initiative: +4
Speed: 50 ft.
Armor Class: 19 (+4 Dexterity, +5 natural), touch 14, flat-footed 15, combat 24
Base Attack/Combat: +5/+9
Attack: Bite +10 melee (1d8 + 6 plus blood drink)
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Blood drink, trip
Special Qualities: Blood lust, damage reduction 5/silver, darkvision, low-light vision, scent
Saves: Fort +7, Ref +8, Will +6
Abilities: Str 19, Dex 19, Con 17, Int 7, Wis 14, Cha 10
Skills: Perception +10, Stealth +10, Survival +10
Feats: Combat Reflexes, Run, Weapon Focus (bite)
Climate/Terrain: Cold forests
Organization: Solitary, pair or pack (3-12)
Challenge Rating: 3
Treasure: None
Alignment: Usually chaotic evil

Blood Drink (Ex): A blood wolf that successfully bites a foe gains hit points equal to the damage dealt.

Trip (Ex): A blood wolf that hits with a bite attack can attempt to trip the opponent as a free action without provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Blood Lust (Ex): A blood wolf gains a +2 bonus to attack and damage rolls against an opponent that currently suffering damage or the effects of a blood draining attack, such as a vampire bat's bite, a cornugon's infernal wound ability or a wounding weapon.

Skills: Blood wolves have a +2 racial bonus to Perception and Stealth checks and a +4 racial bonus to Survival checks.
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Oct 26, 2008 4:58 am

Gothic Gargoyle
Large Monstrous Humanoid (Earth)
Hit Dice:
8d8 + 72 (108 hp)
Initiative: +2
Speed: 40 ft., fly 80 ft. (average)
Armor Class: 21 (+2 Dexterity, +10 natural, -1 size), touch 11, flat-footed 19, combat 34
Base Attack/Combat: +8/+19
Attack: Claw +17 melee (1d6 + 10 /19-20)
Full Attack: 2 claws +17 melee (1d6 + 10 /19-20) and bite +15 melee (1d8 + 5) and gore +15 melee (1d8 + 5)
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Breath weapon
Special Qualities: Damage reduction 10/greater magic, darkvision, freeze
Saves: Fort +11, Ref +8, Will +6
Abilities: Str 31, Dex 14, Con 28, Int 8, Wis 11, Cha 9
Skills: Fly +7, Perception +8, Stealth +10
Feats: Improved Critical (claw), Flyby Attack, Multiattack, Power Attack
Climate/Terrain: Any
Organization: Solitary, pair or wing (5-16)
Challenge Rating: 7
Treasure: None
Alignment: Usually lawful evil

Breath Weapon (Ex): Rocks - 6d8 damage (Greater magical bludgeoning and piercing), reflex DC 23 half, every 1d4 rounds.

Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 22 Spot check to notice the gargoyle is really alive.

Skills: Gargoyles have a +4 racial bonus on Stealth and Perception checks. *The Stealth bonus increases by +8 when a gargoyle is concealed against a background of stone.
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Oct 26, 2008 4:58 am

Hellish Gargoyle
Large Outsider (Augmented Monstrous Humanoid, Earth)
Hit Dice:
9d8 + 63 (103 hp)
Initiative: +4
Speed: 40 ft., fly 60 ft. (average)
Armor Class: 20 (+4 Dexterity, +7 natural, -1 size), touch 13, flat-footed 16, combat 33
Base Attack/Combat: +9/+18
Attack: Trident +18 melee (2d6 + 13 /19-20)
Full Attack: Trident +18 melee (2d6 + 13 /19-20) and bite +14 melee (1d8 + 4) and gore +14 melee (1d8 + 4) or 2 claws +16 melee (1d6 + 8) and bite and gore
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Smite good, spell-like abilities
Special Qualities: Damage reduction 10/greater magic and good, darkvision, freeze, immunity to fire and poison, resistance to acid 10 and cold 10, spell resistance 19
Saves: Fort +10, Ref +10, Will +6
Abilities: Str 27, Dex 18, Con 24, Int 10, Wis 11, Cha 9
Skills: Fly +16, Intimidate +11, Knowledge (the planes) +12, Knowledge (religion) +12, Perception +16, Sense Motive +12, Spellcraft +12, Stealth +16
Feats: Improved Critical (trident), Flyby Attack, Multiattack, Power Attack, Weapon Focus (trident)
Climate/Terrain: Hell
Organization: Solitary, pair or wing (5-16)
Challenge Rating: 7
Treasure: +1 trident
Alignment: Always lawful evil

Smite Good (Su): 1/day, a hellish gargoyle can smite good, dealing an additional 9 points of damage against a good aligned creature or 5d6 points of damage to a creature with the Good subtype.

Spell-like Abilities: 3/day - darkness, poison (DC 14); 1/day - contagion (DC 13); desecrate, unholy blighti (DC 13) Caster level 9th

Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 22 Spot check to notice the gargoyle is really alive.

Skills: Gargoyles have a +4 racial bonus on Stealth and Perception checks. *The Stealth bonus increases by +8 when a gargoyle is concealed against a background of stone.
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Oct 26, 2008 5:18 am

Mobile Infantry Soldier (Starship Troopers)
Warrior 1
Medium Humanoid (Human)
Hit Dice:
1d10 + 7 (17 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 17 (+5 armor, +2 Dex), touch 12, flat-footed 18, combat 17
Base Attack/Combat: +1/+2
Attack: Assault rifle +4 ranged (1d12 /x3) or knife +2 melee/+3 ranged (1d4 + 1 /19-20) or grenade (6d6 fire)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Burst Fire
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 13, Dex 14, Con 15, Int 10, Wis 12, Cha 8
Skills: Acrobatics +6, Climb +5, Survival +4
Feats: Technical Proficiency*, Toughness, Weapon Focus (assault rifle)
Climate/Terrain: Any
Organization: Solitary, pair or squad (3-8)
Challenge Rating: 1*
Treasure: Possessions
Alignment: Often lawful neutral
Advancement: By character class

Burst Fire: An assault rifle fires a three round burst. For every 5 points by which a soldier exceeds the Armor Class of its target, the target is struck with another shot.

Grenade (Ex): A soldier can throw a grenade at an individual or a specific area (AC 5). The grenade explodes, dealing its damage to every creature within a 20 ft. radius. (Reflex DC 20 half). If the grenade is thrown at and strikes a specific target, the target takes a -4 penalty to its save. Creatures failing their save against the grenade also catch on fire.

Possessions: Assault rifle (10 magazines), armor vest, incendiary grenade (x2), throwing dagger, survival kit, digital binoculars, nightvision goggles, medkit

Squad weapons: Missile launcher (tactical nuke ammo) (20d10 fire damage, Reflex DC 30, 100 ft. radius)

*An MI Soldier is CR 1 for players not utilizing advanced technology of the Dragonstar Universe. It is CR 1/2 otherwise.
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Re: Alternate World Creatures

Postby Kain Darkwind » Mon Nov 03, 2008 3:26 pm

Compsognathus
Tiny Animal
Hit Dice:
1d8+1 (5 hp)
Initiative: +3
Speed: 40 ft.
Armor Class: 16 (+3 Dex, +1 natural, +2 size), touch 15, flat-footed 13, combat 10
Base Attack/Combat: +0/-5
Attack: Bite +5 melee (2d2 - 3)
Full Attack: Bite +5 melee (2d2 - 3) and talons +0 melee (1d4 - 3)
Space/Reach: 2.5 ft. /0 ft.
Special Attacks: Pounce, rake
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 5, Dex 17, Con 12, Int 2, Wis 15, Cha 10
Skills: Perception +6
Feats: Weapon Finesse
Climate/Terrain: Warm forests
Organization: Solitary or pair
Challenge Rating: 1/3
Treasure: None
Alignment: Usually neutral
Advancement: 2-3 HD (Small)

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

Rake (Ex): Attack bonus +5 melee, damage 1d6
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