Alternate World Creatures

The houserules and entities of Kain Darkwind

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Re: Alternate World Creatures

Postby Kain Darkwind » Mon Nov 03, 2008 4:05 pm

Compy Swarm
Tiny Animal (swarm)
Hit Dice:
10d8+23 (68 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: Swarm (2d6 and poison)
Space/Reach: 10 ft. /0 ft.
Special Attacks: Distraction, poison
Special Qualities: Half damage from slashing and piercing, low-light vision, scent, swarm
Saves: Fort +10, Ref +10, Will +5
Abilities: Str 5, Dex 17, Con 12, Int 2, Wis 15, Cha 10
Skills: Perception +15
Feats: Ability Focus (distraction), Ability Focus (poison), Great Fortitude, Improved Initiative, Toughness
Climate/Terrain: Warm forests
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Usually neutral
Advancement: 2-3 HD (Small)

Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison: Compy Venom
Level 4 poison, injury; Save Fortitude DC 18
------------------------------------
Effects
Frequency 1 round (7); Effect 1 Dex; Cure 1 save
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Re: Alternate World Creatures

Postby Kain Darkwind » Tue Nov 18, 2008 10:03 pm

Alchemical Zombie
Medium Construct (Living)
Hit Dice:
2d10 + 13 (24 hp)
Initiative: -2
Speed: 30 ft.
Armor Class: 12 (-2 Dex, +4 natural), touch 8, flat-footed 12, combat 19
Base Attack/Combat: +1/+4
Attack: Slam +4 melee (1d6 + 3 and 1 acid)
Full Attack: 2 slams +4 melee (1d6 + 3 and 1 acid)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Burn
Special Qualities: Damage reduction 5/slashing, moderate fortification
Saves: Fort +4, Ref -2, Will -2
Abilities: Str 16, Dex 7, Con 18, Int 1, Wis 6, Cha 2
Skills: Climb +8
Feats: Toughness
Climate/Terrain: Any
Organization: Solitary, pair or gang (3-5)
Challenge Rating: 1
Treasure: None
Alignment: Usually chaotic evil
Advancement: 3-6 HD (Medium)

Burn (Ex): Any creature taking acid damage from an alchemical zombie's natural attacks continues suffering the acid damage for 4 rounds unless it is washed away. (A full round action which provokes attacks of opportunity.) The duration is Constitution based.
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Nov 23, 2008 8:49 pm

Aurochs
Large Animal
Hit Dice:
8d8 + 51 (87 hp)
Initiative: +0
Speed: 40 ft.
Armor Class: 15 (+6 natural, -1 size), touch 9, flat-footed 15, combat 29
Base Attack/Combat: +6/+14
Attack: Gore +13 melee (1d10 + 10)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Powerful charge, trample 1d8 + 10
Special Qualities: Low light vision, scent
Saves: Fort +13, Ref +6, Will +3
Abilities: Str 24, Dex 11, Con 21, Int 3, Wis 13, Cha 5
Skills: Perception +12
Feats: Endurance, Great Fortitude, Toughness, Weapon Focus (gore)
Climate/Terrain: Cold plains
Organization: Solitary, pair or herd (6-30)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)

Powerful Charge (Ex): An aurochs deals 2d10 + 20 points of damage when it makes a charge.

Trample (Ex): Reflex half DC 21.
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Nov 23, 2008 9:28 pm

Alpha Animal

Alpha animals are the leaders of groups of animals. They are typically ideal specimens of their kind.

Creating an alpha animal

"Alpha" is a set of design guidelines (rather than a hard template) that can be applied to any animal.

HD: Alpha animals typically have more HD than the base for their kind. As a general rule of thumb, advance the alpha animal by 1 HD and 1 more for every 5 HD the base creature had.

HP: An alpha animal is entitled to more hit points than average. A good rule of thumb is to use 5 hp per HD, although exceptional alphas may possess even more.

Natural Armor: Increase an alpha animal's natural armor by 1.

Ability Scores: Use the elite array for an alpha's ability scores, or increase all of its ability scores by +2.

Feats: If the base animal has a special attack with a DC, give the alpha Ability Focus for that attack. If the base animal has a prominent natural attack, give it Improved Natural Attack. These feats can be granted as part of the HD advancement mentioned above, or as bonus feats if needed.

Saving Throws: An alpha animal gets saving throws against animal targeting effects just as a dire animal would.

CR: Increase the Alpha creature's CR by an amount appropriate to the HD advancement it received. Alpha animals are typically no more than two challenge ratings beyond their peers, and usually only one.

Sample Alpha Animal: Elephant Matriarch

Elephant Matriarch
Huge Animal
Hit Dice:
14d8 + 98 (168 hp)
Initiative: +3
Speed: 40 ft.
Armor Class: 15 (-1 Dex, +8 natural, -2 size), touch 7, flat-footed 15, combat 37
Base Attack/Combat: +10/+22
Attack: Gore +18 melee (2d8 + 15)
Full Attack: Slam +18 melee (2d6 + 10) and 2 stomps +16 melee (2d6 + 5) or gore +18 melee (2d8 + 15)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Improved grab, trample 2d6 + 15
Special Qualities: Low light vision, scent
Saves: Fort +16, Ref +8, Will +9
Abilities: Str 30, Dex 8, Con 24, Int 8, Wis 17, Cha 12
Skills: Knowledge (nature) +5, Perception +16, Survival +10
Feats: Ability Focus (trample), Endurance, Great Fortitude, Improved Initiative, Iron Will, Multiattack, Skill Focus (Perception)
Climate/Terrain: Warm plains
Organization: Solitary or with herd (6-30)
Challenge Rating: 8
Treasure: None
Alignment: Neutral

Fling (Ex): An elephant can fling a foe pinned by its trunk. The foe is flung up to 20 ft., takes 2d6 + 10 damage and is knocked prone.

Improved Grab (Ex): An elephant must hit with its slam attack to use this ability, if it hits, it can make a combat maneuver check to grapple as a free action. Should the elephant pin its foe, it can fling.

Trample (Ex): Reflex half DC 29
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Re: Alternate World Creatures

Postby Kain Darkwind » Mon Nov 24, 2008 12:43 pm

Nuckelavee
Image

Large Fey (Aquatic)
Hit Dice:
16d6 + 112 (168 hp)
Initiative: +3
Speed: 40 ft., swim 60 ft.
Armor Class: 24 (+3 Dexterity, +12 natural, -1 size), touch 12, flat-footed 21, combat 29
Base Attack/Combat: +8/+14
Attack: Bite +13 melee (1d10 + 5)
Full Attack: Bite +13 melee and 2 claws +10 melee (1d6 + 2 plus 1d6 acid)
Space/ Reach: 10 ft. /5 ft.
Special Attacks: Breath weapon, disease, frightful presence, spell-like abilities
Special Qualities: Amphibious, damage reduction 10/cold iron, low-light vision, scent
Saves: Fort +14, Ref +13, Will +12
Abilities: Str 21, Dex 16, Con 24, Int 12, Wis 15, Cha 15
Skills: Climb, Intimidate, Knowledge (nature), Perception +9, Survival +9, Swim
Feats: Combat Reflexes, Great Fortitude, Improved Initiative, Multiattack, Run, Spring Attack, Swim-by Attack, Weapon Focus (bite)
Climate/Terrain: Cold aquatic
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral evil

Breath Weapon (Ex): 40 ft. cone, 5d8 acid, Reflex DC 25 half

Disease (Ex): Any creature taking acid damage from a nuckelevee must make a Fortitude save (DC 27) or contract {acid disease from BoVD}.

Frightful Presence (Su): 100 ft. radius, Will save DC 20 negates fear. Creatures with more HD than the nuckelevee are shaken if they fail their save.

Spell-like Abilties: At will - blight (DC 16), contagion (DC 16); 1/day - horrid wilting (DC 20). Caster level 10th
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Re: Alternate World Creatures

Postby Kain Darkwind » Tue Dec 02, 2008 7:09 pm

Heroic Fighter (From an alternate Reality)
Medium Humanoid (Human)
Hit Dice:
8d10 + 32 (98 hp)
Initiative: +5
Speed: 30 ft.
Armor Class: 27 (+10 armor, +4 defense, +1 Dex, +2 shield), touch 15, flat-footed 26, combat 23
Base Attack/Combat: +4/+8
Attack: Bastard sword +14 melee (1d10 + 8 plus 1 Con /19-20/x2)
Special Attacks: Challenge, exploits
Special Qualities: Boundless endurance, combat superiority, healing surge, resistance to fire 5, force 10, negative energy 5
Space/Reach: 5 ft. /5 ft.
Saves: Fort +12, Ref +8, Will +7
Abilities: Str 19, Dex 13, Con 16, Int 10, Wis 11, Cha 12
Skills: Acrobatics +12, Climb +14, Intimidate +12, Swim +14
Feats: Cleave, Combat Reflexes, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 7
Treasure: Possessions
Alignment: Neutral

Challenge: A creature attacked (hit or miss) by the fighter is marked for one round and takes a -2 penalty to attacks which don't include the fighter as a target. In addition, a marked creature provokes an attack of opportunity from the fighter when it attacks a creature other than the fighter or takes a 5-foot step.

Exploits: The fighter can take a full attack action to unleash a powerful attack. The fighter can use an exploit every 1d4 rounds unless otherwise noted.
Crack the Shell - +14 melee, 2d10 + 8, 5 bleed damage. Fortitude DC 18 negates bleed. 1d4+4 round recharge
Dizzying Blow +14 melee, 3d10 +8, stunned for 1 minute. Fortitude DC 18 negates stun. 1d4+4 round recharge
Iron Bulwark - +14 melee, 2d10 + 8, +2 AC for 1 round.
Reckless Strike - +12 melee 3d10 + 8
Steel Serpent Strike - +14 melee, 2d10 + 8, and slowed for one round. Fortitude DC 18 negates slow.

Boundless Endurance (Ex): When the fighter has 49 hp or less, he gains fast healing 5.

Combat Superiority: Enemies struck by the fighter's attacks of opportunity stop moving.

Healing Surge: Once per minute as a full round action, the fighter can heal himself 11 hit points.

Possessions: +2 wounding bastard sword, heavy steel shield, +2 black iron drakescale armor, +2 broach of shielding
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Re: Alternate World Creatures

Postby Kain Darkwind » Sat Jan 03, 2009 2:47 am

Tam's Masterwork Skeleton
Medium Undead
Hit Dice:
2d12 + 4 (17 hp)
Initiative: +11
Speed: 40 ft.
Armor Class: 19 (+3 Dexterity, +4 natural, +2 shield), touch 13, flat-footed 16, combat 20
Base Attack/Combat: +1/+5
Attack: Longsword +5 melee (1d8 + 4 /19-20) or claw +5 melee (1d4 + 4 plus 1d6 cold)
Full Attack: 2 claws +5 melee (1d4 + 4 plus 1d6 cold)
Space/ Reach: 5 ft. /5 ft.
Special Qualities: Damage reduction 5/bludgeoning, darkvision, immune to cold
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 19, Dex 16, Con -, Int -, Wis 10, Cha 1
Feats Improved Initiative, Lifesense
Climate/Terrain: Thay
Organization: Solitary, pair or troop (3-12)
Challenge Rating: 1
Treasure: Longsword, heavy shield
Alignment: Always neutral evil
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Re: Alternate World Creatures

Postby Kain Darkwind » Sat Jan 03, 2009 2:47 am

Tam's Elite Skeleton
Medium Undead
Hit Dice:
4d12 + 8 (56 hp)
Initiative: +13
Speed: 40 ft.
Armor Class: 28 (+5 armor, +5 Dexterity, +6 natural, +2 shield), touch 15, flat-footed 23, combat 23
Base Attack/Combat: +2/+8
Attack: Masterwork longsword +9 melee (1d8 + 6 /19-20) or claw +8 melee (1d6 + 6 plus 1d6 cold)
Full Attack: 2 claws +8 melee (1d6 + 6 plus 1d6 cold)
Space/ Reach: 5 ft. /5 ft.
Special Qualities: Damage reduction 5/magic and bludgeoning, darkvision, immune to cold, spell resistance 14, turn resistance +2
Saves: Fort +1, Ref +6, Will +4
Abilities: Str 22, Dex 20, Con -, Int -, Wis 10, Cha 1
Feats Improved Initiative, Lifesense
Climate/Terrain: Thay
Organization: Solitary, pair or troop (3-12)
Challenge Rating: 4
Treasure: Masterwork longsword, breastplate, heavy shield
Alignment: Always neutral evil
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Re: Alternate World Creatures

Postby Kain Darkwind » Sat Jan 03, 2009 5:35 am

Larloch Servitor Lich
Medium Undead (Augmented Humanoid)
Hit Dice:
17d12 + 68 (178 hp)
Initiative: +8
Speed: 30 ft.
Armor Class: 30 (+5 armor, +3 deflection, +4 Dex, +8 natural), touch 17, flat-footed 26, combat 23
Base Attack/Combat: +8/+8
Attack: Paralyzing touch +12 melee touch (1d8 + 3 negative energy plus paralyzation) or spell +12 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, paralyzing touch, spells
Special Qualities: Damage reduction 15/magic and bludgeoning, darkvision, immune to cold, electricity and polymorph, turn resistance +4, unholy toughness
Saves: Fort +15, Ref +14, Will +20
Abilities: Str 10, Dex 15 (19), Con -, Int 23 (29), Wis 16 (20), Cha 17
Skills: Appraise +29, Craft (alchemy) +29, Knowledge (arcana) +29, Knowledge (geography) +29, Knowledge (history) +29, Knowledge (the planes) +29, Knowledge (religion) +29, Linguistics +29, Perception +13, Sense Motive +13, Spellcraft +35, Stealth +12
Feats: Cooperative Spell, Craft Wondrous Item, Empower Spell, Extend Spell, Fell Drain, Fortify Spell, Great Fortitude, Improved Initiative, Persistent Spell, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Weapon Finesse, Widen Spell
Climate/Terrain: Sword Coast
Organization: Solitary, pair or cabal (3-12)
Challenge Rating: 16
Treasure: Possessions
Alignment: Lawful Evil

Fear Aura (Su): Creatures within 60 ft. of a servitor lich must make a Will save (DC 21) or become frightened for one and a half minutes. Creatures with less than 9 HD are instead panicked. Those who succeed on their saves are shaken for 1 round. This ability does not affect creatures with more than 17 HD.

Paralyzing Touch (Su): Those struck by a servitor lich's touch must make a Fortitude save (DC 21) or be permanently paralyzed.

Spells: Servitor liches are wizards.
Spells per day: (0-9th) 7/7/6/6/6/6/5/4/3/2 (Caster level 17th; DC 19 + spell level)

A servitor lich's spellbooks contain every 7th level spell and lower found in the PHB and Spell Compendium. They also contain 2d10 + 4 spells of 8th level and 1d10 + 2 spells of 9th level from either source

Possessions: Black robe of the archmagi, ring of protection +3, amulet of natural armor +3, headband of intellect +6, gloves of dexterity +4, periapt of wisdom +4, staff of evocation
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Re: Alternate World Creatures

Postby Kain Darkwind » Fri Jan 16, 2009 10:07 pm

Besmara's Boys
Image

Medium Outsider (Chaotic)
Hit Dice:
15d8 + 105 (172 hp)
Initiative: +15
Speed: 50 ft.
Armor Class: 38 (+8 armor, +5 deflection, +11 Dex, +4 divine) touch 30, flat-footed 38, combat 37
Base Attack/Combat: +15/+22
Attack: Cutlass +34 melee (1d6 + 18 plus 2 Con /17-20/x2) or pistol +34 ranged (1d10 + 4 /x3) or ballista +35 ranged (7d8 + 5 /19-20/x2) or bombard +35 ranged (10d10 + 5 /x3)
Full Attack: Cutlass +34/+29 melee (2d6 + 18 plus 2 Con /17-20/x2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Insightful strike, sneak attack +7d6
Special Qualities: Damage reduction 10/lawful, divine protection, resistance to cold 10, electricity 10 and sonic 10, spell resistance 27
Saves: Fort +25, Ref +29, Will +21
Abilities: Str 24, Dex 32, Con 24, Int 16, Wis 17, Cha 20
Skills: Acrobatics +33, Bluff +27, Climb +29, Craft (carpentry) +17, Diplomacy +19, Intimidate +27, Knowledge (geography) +21, Knowledge (local) +18, Knowledge (the planes) +18, Perception +26, Profession (sailor) +32, Profession (siege engineer) +26, Survival +18, Swim +29
Feats: Combat Reflexes, Exotic Weapon Proficiency (shipboard weapons), Improved Critical (cutlass), Improved Initiative, Power Attack, Skill Focus (Profession – Sailor), Vital Strike, Weapon Finesse
Climate/Terrain: Sea Wraith
Organization: Solitary, pair or crew (3-20)
Challenge Rating: 15
Treasure: Possessions
Alignment: Chaotic Neutral

Sneak Attack: Victims of Besmara's Boys' sneak attacks bleed for 7 points of damage per round and cannot make attacks of opportunity for 1 round.

Divine Protection: Besmara's boys receive a +4 divine bonus to attacks, damage, armor class, saves and checks while Besmara captains the ship they are on. This has been included in their statistics.

Possessions: +4 reaver's cutlass, +4 sharkskin armor of light fortification, +4 pistol of distance (1 shot), ammo (10 shots), ear ring of protection +5, vest of resistance +5, 10d10 silver, 5d10 gold, 5d6 platinum

The reaver's cutlass utilized by Besmara's Boys is unique in that the blade snaps off in the victim and a new blade regrows on the hilt in 1 round.
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Re: Alternate World Creatures

Postby Kain Darkwind » Sat Jan 17, 2009 3:48 am

Pit Fiend
Large Outsider (Devil, Evil, Lawful)
Hit Dice:
18d8 + 144 (225 hp)
Initiative: +12
Speed: 40 ft., fly 60 ft. (average)
Armor Class: 44 (+4 deflection, +8 Dexterity, +23 natural, -1 size), touch 21, flat-footed 36, combat 51
Base Attack/Combat: +18/+32
Attack: Claw +30 melee (2d8 + 13)
Full Attack: 2 claws +30 melee (2d8 + 13) and bite +28 melee (4d6 + 6 plus poison and disease) and 2 wings +28 melee (2d6 + 6) and tail +28 melee (2d8 + 6 plus constrict)
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Constrict, disease, fear aura, improved grab, poison, spell-like abilities, summon devils
Special Qualities: Damage reduction 15/good and silver, immunity to fire and poison, regeneration 5, resistance to acid 10 and cold 10, see in darkness, spell resistance 32, telepathy 100 ft.
Saves: Fort +25, Ref +23, Will +25
Abilities: Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26
Skills: Acrobatics +29, Bluff +29, Climb +34, Diplomacy +29, Disguise +29, Fly +29, Intimidate +29, Knowledge (arcana), Knowledge (the planes) +29, Knowledge (religion) +29, Linguistics +29, Perception +29, Sense Motive +29, Spellcraft +29, Stealth +25, Survival +29
Feats: Combat Reflexes, Defensive Combat Training, Fly-by Attack, Great Fortitude, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-like Ability
Climate/Terrain: The Nine Hells
Organization: Solitary, pair or team (3-4)
Challenge Rating: 20
Treasure: Standard
Alignment: Always lawful evil

Constrict (Ex): A pit fiend deals 2d8 + 26 points of damage with a constrict attack.

Disease (Ex): Devil chills, Fortitude DC 27, incubation 1d4 days.

Fear Aura (Su): A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 27 Will save or be panicked for 18 rounds. A creature that successfully saves is shaken for 1 round and cannot be affected again by the aura for 24 hours. Devils are immune to the aura.

Improved Grab (Ex): A pit fiend must strike a Medium or smaller sized foe with its tail attack to use this ability. With a successful combat maneuver check it automatically deals constrict damage each round.

Poison (Ex): Injury; Fortitude DC 27; 3 Constitution (2 rounds) and death.

Spell-like Abilities: Always active – unholy aura (DC 26); at will - animate dead, blasphemy (DC 27), charm monster (DC 24), create undead, desecrate, detect good, detect magic, fireball (DC 21), greater dispel magic, greater invisibility, greater teleport, mass hold monster (DC 27), persistent image (DC 23), polymorph, power word stun, produce flame, pyrotechnics (DC 20), suggestion (DC 21), unhallow, wall of fire; 3/day - meteor swarm (DC 27), symbol of pain (DC 25); 1/year – wish (DC 27) Caster level 18th

Summon Devils (Sp): Twice per day, a pit fiend can automatically summon 10 lemures, 2 bone devils or bearded devils, or 1 erinyes, horned devil, or ice devil

Regeneration (Ex): Pit fiends take normal damage from good aligned silver weapons, and from good aligned spells or effects.




Pit Fiend Poison
Level 13 poison
, injury; Save Fortitude DC 27
------------------------------------
Effects
Frequency 1 round (2); Effect 3 Con and special*; Cure 1 save
Special If pit fiend poison runs its full course, the victim dies.
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 05, 2009 5:10 pm

Kopru (CR 6)
CE Medium Monstrous Humanoid (Aquatic)
Init +3; Senses Darkvision, Perception +10
Languages Aquan, Old
_____________________________________________________________

AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural), combat 26
hp 68 (8d8 + 32)
Fort +6, Ref +9, Will +9
_____________________________________________________________

Speed 5 ft., swim 40 ft.
Melee tail +11 (1d8 + 4) and
2 claws +9 (1d4 + 1) and
bite +9 (1d4 + 3)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Combat +11 (+18 grapple)
Special Attacks Constrict, dominate, improved grab
_____________________________________________________________

Abilities Str 16, Dex 16, Con 18, Int 11, Wis 12, Cha 10
Feats Ability Focus (dominate), Iron Will, Multiattack, Swim-by Attack
Skills Escape Artist +10, Perception +10, Stealth +10, Swim +16
_____________________________________________________________

Constrict (Ex): With a successful combat maneuver check, a kopru deals 3d8+6 damage.

Dominate (Su): 1/day; as per dominate person, Will DC 16. Range 180 ft., duration eight days.

Improved Grab: A kopru that strikes a creature of its size or smaller with its tail attack makes an immediate combat maneuver check to establish a grab. A kopru has a +7 racial bonus on grapple checks.
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 05, 2009 5:41 pm

Kopru Behemoth (CR 10)
CE Large Monstrous Humanoid (Aquatic)
Init +7; Senses Darkvision, Perception +15
Languages Aquan, Old
_____________________________________________________________

AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size), combat 41
hp 168 (16d8 + 108)
Fort +13, Ref +13, Will +13
_____________________________________________________________

Speed 5 ft., swim 40 ft.
Melee tail +24 (1d10 + 13) and
2 claws +22 (1d6 + 4) and
bite +22 (1d6 + 9)
Space 10 ft.; Reach 10 ft.
Base Atk +8; Combat +26 (+33 grapple, +28 bullrush)
Special Attacks Constrict, dominate, improved grab
_____________________________________________________________

Abilities Str 28, Dex 16, Con 22, Int 11, Wis 12, Cha 12
Feats Ability Focus (dominate), Great Fortitude, Improved Bull Rush, Improved Initiative, Iron Will, Multiattack, Power Attack, Swim-by Attack
Skills Escape Artist +16, Perception +15, Stealth +12, Swim +21
_____________________________________________________________

Constrict (Ex): With a successful combat maneuver check, a kopru behemoth deals 3d10+18 damage.

Dominate (Su): 1/day; as per dominate person, Will DC 21. Range 180 ft., duration eight days.

Improved Grab: A kopru behemoth that strikes a creature of its size or smaller with its tail attack makes an immediate combat maneuver check to establish a grab. A kopru has a +7 racial bonus on grapple checks.
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 05, 2009 7:09 pm

Reptite
Medium Humanoid (Reptilian)
Hit Dice:
4d8 + 12 (30 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 18 (+8 natural), touch 10, flat-footed 18, combat 21
Base Attack/Combat: +3/+6
Attack: Claw +6 melee (1d4 + 3) or bow +3 ranged (1d8 + 3 /x3)
Full Attack: 2 claws +6 melee (1d4 + 3) and bite +4 melee (1d8 + 4) and tail +4 melee (1d6 + 4)
Space/ Reach: 5 ft. /5 ft.
Special Attacks:
Special Qualities: Hold breath
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 17, Dex 10, Con 17, Int 10, Wis 13, Cha 8
Skills: Acrobatics +7, Knowledge (nature) +5, Perception +5, Survival +5, Swim +7
Feats: Multiattack
Climate/Terrain: Amedio Jungle
Organization: Solitary, pair or band (6-10) or tribe (30-60)
Challenge Rating: 2
Treasure: Standard
Alignment: Often neutral
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 05, 2009 7:09 pm

Triceraton
Large Monstrous Humanoid (Reptilian)
Hit Dice:
6d8 + 24 (51 hp)
Initiative: +4
Speed: 40 ft.
Armor Class: 20 (+10 natural), touch 10, flat-footed 20, combat 28
Base Attack/Combat: +6/+13
Attack: Gore +11 melee (1d10 + 9)
Full Attack: 2 slams +6 melee (1d6 + 6) and gore +11 melee (1d10 + 9) and tail +6 melee (1d8 + 6)
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Powerful charge (2d10+12)
Special Qualities: Vulnerability to electricity
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 23, Dex 10, Con 19, Int 7, Wis 10, Cha 8
Skills: Intimidate +8
Feats: Improved Bull Rush, Improved Initiative, Power Attack
Climate/Terrain: Amedio Jungle
Organization: Solitary, pair or band (6-10) or tribe (30-60)
Challenge Rating: 4
Treasure: Standard
Alignment: Often neutral
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 05, 2009 7:29 pm

Incubus (CR 3)
CE Medium Outsider (Chaotic, Evil, Mazza'im)
Init +5; Senses Darkvision, Perception +8
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.
_____________________________________________________________

AC 17 (+3 armor, +1 Dex, +3 natural), touch 11, flat-footed 16, combat 23
hp 30 (4d8 + 12) DR 5/cold iron or good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 15
Fort +7, Ref +5, Will +7
_____________________________________________________________

Speed 30 ft.
Melee Longsword +9 (1d8 + 5 /19-20) and
gore +3 (1d4 + 2)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Combat +8
Special Attacks summon demons, wisdom damage
Atk Options Sneak attack +2d6
_____________________________________________________________
Spell-like Abilities (Caster level 4th)
Always active - tongues
at will - charm person (DC 16), detect good, detect thoughts (DC 17), disguise self (DC 16, no duration limit)
1/day - modify memory
_____________________________________________________________

Abilities Str 18, Dex 13, Con 17, Int 14, Wis 13, Cha 20
Feats Improved Initiative, Iron Will
Skills Acrobatics +8, Bluff +12, Disable Device +9, Escape Artist +8, Intimidate +12, Move Silently +8, Perception +8, Sense Motive +8, Spellcraft +8, Stealth +8
Advancement 5-12 HD (Medium)
Possessions +1 longsword, +1 leather armor, 500 gp in misc jewelry
_____________________________________________________________

Summon Demons (Sp): Once per day, an incubus can attempt to summon 1d4 dretches with a 60% chance of success.

Wisdom Drain (Su): An incubus drains Wisdom from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the incubus must start a grapple, which provokes an attack of opportunity. The incubus’s kiss or embrace deals 1d4 Wisdom damage. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the incubus. The victim must succeed on a DC 17 Will save to negate the effect of the suggestion. The save DC is Charisma-based.
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Re: Alternate World Creatures

Postby Kain Darkwind » Sun Apr 05, 2009 8:50 pm

Skurchur (CR 3)
CE Small Outsider (Chaotic, Evil, Mazza'im)
Init +5; Senses Darkvision, Perception +13
Languages Abyssal, Celestial, Common, Draconic; telepathy 200 ft.
_____________________________________________________________

AC 20 (+5 Dex, +4 natural, +1 size), touch 16, flat-footed 15, combat 22
hp 39 (6d8 + 12) DR 5/cold iron or magic
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 15
Fort +7, Ref +10, Will +9
_____________________________________________________________

Speed 30 ft.
Melee Tail +12 (1d6 + 2) and
2 claws +7 (1d4 + 1) and
bite +7 (1d6 + 1)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Combat +7
Special Attacks summon demons, touch of vacant beauty
_____________________________________________________________
Spell-like Abilities (Caster level 6th)
at will - alter self, charm person (DC 15), command (DC 15), detect good, detect thoughts (DC 16), greater teleport, hold person (DC 16), invisibility, tongues
3/day - lesser geas (DC 18), suggestion (DC 17)
_____________________________________________________________

Abilities Str 15, Dex 20, Con 14, Int 15, Wis 19, Cha 18
Feats Combat Reflexes, Improved Initiative, Weapon Finesse
Skills Bluff +13, Diplomacy +13, Disguise +13, Intimidate +13, Knowledge (local) +11, Knowledge (nobility and royalty) +11, Perception +13, Sense Motive +13, Spellcraft +11, Stealth +18
Advancement 7-12 HD (Small)
_____________________________________________________________

Summon Demons (Sp): Once per day, a skurchur can attempt to summon 1 succubus with a 30% chance of success.

Touch of Vacant Beauty (Su): A skurchur can drain 2d4 Wisdom per round of contact from a helpless or willing victim, and bestow a +1 bonus to Charisma for each round the contact is maintained. The skurchur can bestow a maximum bonus equal to its own Charisma modifier. (Typically +4) The Charisma bonus fades in 24 hours, the Wisdom damage can be healed normally.
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Re: Alternate World Creatures

Postby Kain Darkwind » Mon Apr 27, 2009 10:37 pm

Tyrannosaurus Rex (CR 8)
N Huge Animal
Init +5; Senses Low light, scent, Perception +19
Languages Sauran
_____________________________________________________________

AC 16 (+1 Dex, +7 natural, -2 size), touch 9, flat-footed 15, combat 40
hp 189 (18d8 + 108)
Fort +19, Ref +12, Will +10
_____________________________________________________________

Speed 40 ft.
Melee Bite +23 (3d6 + 17) or
Power Attack +13 (3d6 + 27)
Space 15 ft.; Reach 10 ft.
Base Atk +13; Combat +25
Atk Options Power Attack
Special Attacks improved grab, swallow whole
_____________________________________________________________

Abilities Str 30, Dex 12, Con 22, Int 2, Wis 15, Cha 10
Feats Alertness, Great Fortitude, Greater Weapon Focus (bite), Improved Initiative, Iron Will, Power Attack, Run, Weapon Focus (bite), Weapon Specialization (bite)
Skills Perception +19, Stealth +0, Survival +9
Advancement 19-36 HD (Huge)
_____________________________________________________________

Improved Grab To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can make a combat maneuver check as a free action to grapple without provoking an attack of opportunity. If it grapples its foe, it can attempt to swallow the creature the next round.

Swallow Whole A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
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Re: Alternate World Creatures

Postby Kain Darkwind » Fri May 15, 2009 4:45 pm

Tyrannosaurus Rex, Juvenile (CR 5)
N Large Animal
Init +6; Senses Low light, scent, Perception +11
Languages Sauran
_____________________________________________________________

AC 15 (+2 Dex, +4 natural, -1 size), touch 11, flat-footed 13, combat 28
hp 76 (9d8 + 36)
Fort +11, Ref +8, Will +6
_____________________________________________________________

Speed 40 ft.
Melee Bite +12 (2d6 + 11) or
Power Attack +6 (2d6 + 23)
Space 10 ft.; Reach 5 ft.
Base Atk +6; Combat +13
Atk Options Power Attack
Special Attacks improved grab, swallow whole
_____________________________________________________________

Abilities Str 22, Dex 14, Con 19, Int 2, Wis 12, Cha 6
Feats Improved Initiative, Iron Will, Power Attack, Weapon Focus (bite), Weapon Specialization (bite)
Skills Perception +11, Stealth +2, Survival +5
Advancement 10-14 HD (Large); 15-17 (Huge)
_____________________________________________________________

Improved Grab To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can make a combat maneuver check as a free action to grapple without provoking an attack of opportunity. Once it pins its foe, it can attempt to swallow the creature the next round.

Swallow Whole A tyrannosaurus can try to swallow a pinned opponent of up to two sizes smaller by making a successful combat maneuver check. The swallowed creature takes 2d6+4 points of bludgeoning damage and 4 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A juvenile tyrannosaurus’s gizzard can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine opponents.
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 » Fri May 15, 2009 8:22 pm

Allosaurus, Juvenile (CR 3)
N Large Animal
Init +3; Senses Low light, scent, Perception +7
Languages Sauran
_____________________________________________________________

AC 15 (+3 Dex, +3 natural, -1 size), touch 11, flat-footed 13, combat 24
hp 42 (5d8 + 20)
Fort +8, Ref +7, Will +2
_____________________________________________________________

Speed 50 ft.
Melee Bite +7 (1d10 + 7) and
2 claws +5 (1d6 + 2)
Space 10 ft.; Reach 5 ft.
Base Atk +3; Combat +9
Atk Options Power Attack
Special Attacks improved grab, rake, swallow whole
_____________________________________________________________

Abilities Str 20, Dex 16, Con 19, Int 2, Wis 12, Cha 6
Feats Multiattack, Power Attack, Run
Skills Perception +7, Stealth +3, Survival +5
Advancement 6-9 HD (Large)
_____________________________________________________________

Improved Grab (Ex) To use this ability, an allosaurus must hit an opponent of up to one size smaller with its bite attack. It can make a combat maneuver check as a free action to grapple without provoking an attack of opportunity. If it grapples its foe, it can make two rake attacks each round in addition to its other attacks. If it pins its foe, it can attempt to swallow the creature the next round.

Rake (Ex) +7 melee, damage 1d10 + 2

Swallow Whole (Ex) An allosaurus can try to swallow a pinned opponent of up to two sizes smaller by making a successful combat maneuver check. The swallowed creature takes 2d6+4 points of bludgeoning damage and 4 points of acid damage per round from the allosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A juvenile allosaurus’s gizzard can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine opponents.
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 » Tue May 26, 2009 2:48 am

The Damned (Petitioner of Hell) (CR 1)
LE Medium Outsider
Init +1; Senses Perception +2
Languages Infernal
_____________________________________________________________

AC 13 (+1 Dex, +2 natural), touch 11, flat-footed 12, combat 20
hp 19 (3d8 + 6); DR 5/silver
Resist acid 5, fire 5; SR 9
Fort +7, Ref +4, Will +2
Weakness healing vulnerability
_____________________________________________________________

Speed 20 ft.
Melee Chain +5 melee (2d4 + 2)
Space 5 ft.; Reach 5 ft. (10 ft. with chain)
Base Atk +3; Combat +5
_____________________________________________________________

Abilities Str 14, Dex 12, Con 15, Int 13, Wis 8, Cha 10
SQ Rejuvenation
Feats Endurance, Great Fortitude
Skills Bluff +6, Climb +5, Craft (any) +4, Knowledge (the planes) +4, Knowledge (religion) +7, Perception +2, Profession (any) +5, Sleight of Hand +4, Stealth +4
Advancement 4-9 HD (Medium)
_____________________________________________________________

Healing Vulnerability A damned that receives [Healing] effects must make a Fortitude save (DC 20 + effect level) or be wracked with terrible pain, taking a -4 penalty to attacks, armor class and saves for 1 hour.

Rejuvenation If slain, a damned returns to life and consciousness with 1 hit point after 24 hours.
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 » Tue May 26, 2009 3:00 am

Einherjar (Petitioner of Ysgard) (CR 3)
CN Medium Outsider
Init +2; Senses Perception +7
Languages Celestial
_____________________________________________________________

AC 19 (+4 armor, +2 Dex, +3 natural), touch 12, flat-footed 17, combat 25
hp 42 (5d8 + 20); fast healing 5
Immune fear
Resist cold 10, fire 10
Fort +8, Ref +6, Will +3
_____________________________________________________________

Speed 40 ft.
Melee Greataxe +12 melee (1d12 + 13 /x3)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Combat +10
_____________________________________________________________

Abilities Str 20, Dex 14, Con 18, Int 10, Wis 8, Cha 15
SQ Rejuvenation
Feats Overhand Chop, Weapon Focus (axe), Weapon Specialization (axe)
Skills Acrobatics +10, Climb +13, Intimidate +10, Knowledge (the planes) +8, Perception +7, Ride +10, Survival +7, Swim +13
Advancement 6-15 HD (Medium)
Possessions: +1 greataxe, chain shirt
_____________________________________________________________

Rejuvenation If slain, an einherjar returns to life and consciousness with 1 hit point after 24 hours.
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Re: Alternate World Creatures

Postby Kain Darkwind » Tue May 26, 2009 3:47 am

Magi (Petitioner of Boccob) (CR 4)
N Medium Outsider
Init +2; Senses Darkvision, arcane sight, Perception +7
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal
_____________________________________________________________

AC 19 (+4 armor, +1 Dex, +4 shield), touch 11, flat-footed 18, combat 20
hp 37 (5d8 + 15)
Resist cold 10, fire 10; SR 17
Fort +7, Ref +5, Will +7
_____________________________________________________________

Speed 40 ft.
Melee Staff +6 melee (1d6 plus 1d6 variable energy)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Combat +5
Special Attacks Infuse weapon
SLAs (Caster level 5th)
At will - identify, mage armor, magic missile, shield, unseen servant
3/day - dispel magic, fireball (DC 18), fly, greater magic weapon, hold person (DC 17), lightning bolt (DC 18)
1/day - lesser globe of invulnerability
Typical Spells Prepared (Caster level 5th)
3rd - gaseous form, ray of exhaustion (DC 17), summon monster III
2nd - disguise self, glitterdust (DC 16), invisibility, resist energy
1st - charm person (DC 15), ray of enfeeblement, reduce person (DC 15)
0 - arcane mark, light, message, prestidigitation, read magic
_____________________________________________________________

Abilities Str 10, Dex 13, Con 16, Int 18, Wis 16, Cha 10
SQ Rejuvenation
Feats Skill Focus (Spellcraft), Spell Focus (evocation)
Skills Appraise +12, Craft (alchemy) +12, Fly +9, Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (nature) +12, Knowledge (the planes) +12, Knowledge (religion) +12, Linguistics +12, Profession (scribe) +11, Sense Motive +11, Spellcraft +15
Advancement 6-15 HD (Medium)
Possessions: staff, spellbooks
_____________________________________________________________
Infuse Weapon (Sp) As a standard action, a magi can infuse any weapon it is holding, causing the weapon to deal 1d6 energy damage on a successful hit. The infusion lasts for 5 minutes.

Rejuvenation If slain, a magi returns to life and consciousness with 1 hit point after 24 hours.
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 » Tue May 26, 2009 4:41 am

Barsoomian Thark (CR 4)
LE Large Monstrous Humanoid
Init +2; Senses Perception +6
Languages Red Common, telepathy
_____________________________________________________________

AC 13 (+4 natural, -1 size), touch 9, flat-footed 13, combat 25
hp 45 (6d8 + 18)
Resist cold 5
Fort +10, Ref +5, Will +3
_____________________________________________________________

Speed 30 ft.
Melee Greatsword +9/+4 (3d6 + 6 /19-20) and
dagger +7/+2 (1d6 + 2 /19-20) or
4 slams +9 (1d4 + 4) and
gore +7 (1d6 + 2)
Ranged Rifle +6/+1 (2d8 /x3)
Space 10 ft.; Reach 10 ft.
Base Atk +6; Combat +10
Attack Options Power attack
_____________________________________________________________

Abilities Str 19, Dex 10, Con 16, Int 8, Wis 12, Cha 8
Feats Great Fortitude, Power Attack, Mounted Combat, Multiweapon Fighting*
Skills Perception +6, Ride +5, Survival +6
Advancement by character class
Possessions: masterwork radium rifle, greatsword, dagger, combat harness, lance
_____________________________________________________________
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Re: Alternate World Creatures

Postby Kain Darkwind » Wed May 12, 2010 2:30 pm

Fomorian (CR 9)
CE Huge Fey (Giant)
Init +5; Senses low light, scent, Perception +19
Languages Aklo, Giant
_____________________________________________________________

AC 23 (+4 armor, +1 Dex, +10 natural, -2 size), touch 9, flat-footed 22, combat 32
hp 142 (15d6 + 90); DR 10/cold iron
Fort +13, Ref +10, Will +10
_____________________________________________________________

Speed 40 ft.
Melee Heavy flail +18/+13 (3d8 + 18 /19-20) or
2 slams +17 (1d8 + 12)
Space 15 ft.; Reach 15 ft.
Base Atk +7; Combat +21
Attack Options Awesome blow, great cleave, power attack (-2, +6), trample 2d10+18, vital strike
_____________________________________________________________

Abilities Str 34, Dex 12, Con 22, Int 11, Wis 13, Cha 9
Feats Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Initiative, Power Attack, Vital Strike, Weapon Focus (flail)
Skills Athletics +30, Craft (any one) +11, Intimidate +17, Knowledge (nature) +10, Perception +19, Stealth +21, Survival +19; Racial +10 Stealth
Possessions: Heavy flail, hide armor
_____________________________________________________________

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