Alternate World Creatures

The houserules and entities of Kain Darkwind

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Re: Alternate World Creatures

Postby Kain Darkwind » Thu Jul 08, 2010 5:33 pm

Skulvyn (CR 4)
XP 1,200
CE Large Outsider (Aquatic, Chaotic, Evil)
Init
+7; Senses Darkvision, scent; Perception +7
Languages Abyssal
Aura slow (30 ft, Will DC 14, slowed 5 rounds)
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AC 18 (+3 Dex, +6 natural, -1 size), touch 12, flat-footed 15, combat 23
hp 47 (5d10 + 20); DR 5/good or cold iron
Resist acid 10, cold 10, electricity 10, fire 10; SR 12
Fort +8, Ref +7, Will +0
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Speed 10 ft.; swim 50 ft.
Melee Bite +8 (1d8 + 4) and
2 claw +8 (1d6 + 4) and
4 tails +8 (1d4 + 4 plus 1 bleed)
Space 10 ft.; Reach 10 ft.
Base Atk +5; Combat +10
_____________________________________________________________
Abilities Str 18, Dex 16, Con 18, Int 5, Wis 8, Cha 11
Feats Ability Focus (slow aura), Combat Reflexes, Improved Initiative
Skills Athletics +12 (+20 swim), Perception +7, Stealth +11 (+19 in water); Racial +8 Stealth in water
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Bleed A skulvyn's bleed damage stacks with itself and that of other skulvyns.

Slow Aura A creature who successfully saves against a skulvyn's slow aura cannot be affected by that skulvyn's aura for 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 » Sun Nov 21, 2010 8:03 pm

Equar, Favonian (CR 6)
XP 2,400
CG Large Magical Beast (Extraplanar)
Init
+3; Senses Darkvision, scent; Perception +11
Aura (sure saddle, +10 Ride, rider only)
Languages Equine
_____________________________________________________________

AC 18 (+4 Dex, +5 natural, -1 size), touch 13, flat-footed 14, combat 29
hp 85 (9d10 + 45); DR 5/evil
Immune disease, petrification, poison
Weakness bardic power
Fort +13, Ref +10, Will +8
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Speed 50 ft.; swim 10 ft.
Melee 2 hooves +14 (1d8 + 5) and
Bite +11 (1d6 + 2)
Space 10 ft.; Reach 5 ft.
Base Atk +9; Combat +15
_____________________________________________________________
Spell-like Abilities (Caster level 9th, Concentration +12)

3/day - control winds, mirror image, obscuring mist, phantom steed
_____________________________________________________________
Abilities Str 20, Dex 18, Con 21, Int 8, Wis 17, Cha 16
SQ unfettered step
Feats Endurance, Great Fortitude, Iron Will, Multiattack, Run*, Weapon Focus (hoof)
Skills Athletics +11 (+19 swim), Perception +11
_____________________________________________________________

Bardic Weakness A bard gains a +4 bonus on bardic power and spell DCs and on skill checks to influence a favonian.

Unfettered Step A favonian does not leave tracks, nor is it hampered by difficult terrain. It can fly for one round with a running leap.
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 Mar 11, 2011 5:58 pm

Stygian Linnorm (CR 16)
XP 76,800

NE Gargantuan Dragon (Aquatic)
Init +6; Senses darkvision, low light, scent, true seeing; Perception +26
Languages Abyssal, Aklo, Draconic, Sylvan
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AC 34, touch 12, flat-footed 28, combat 51
(+6 Dex, +22 natural, -4 size)
hp 279 (18d12 + 162); regeneration 10 (cold iron); DR 15/cold iron
Immune acid, curse, flanking, mind-affecting, paralysis poison; SR 27
Fort +20, Ref +17, Will +16
_____________________________________________________________
Speed 40 ft.; fly 80 ft. (average), swim 100 ft.
Melee bite +27 (4d6 + 19 plus poison) and
2 claws +27 (2d8 + 13) and
tail +22 (2d8 + 19)
Space 20 ft.; Reach 20 ft.
Base Atk +18; Combat +35 (+37 bull rush)
Atk Options Awesome blow, cleave, improved vital strike, power attack (-5, +10)
Special Actions breath weapon, death curse, flyby attack
_____________________________________________________________
Spell-like Abilities (Caster level 18th, Concentration +24)
3/day – destruction (DC 23), dimension door, enervation, feeblemind (DC 21)
At will – control water
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Abilities Str 36, Dex 22, Con 28, Int 9, Wis 21, Cha 23
SQ amphibious, freedom of movement, Stygian splash
Skills Athletics +34 (+42 swim), Fly +21, Knowledge (planes) +17, Perception +26, Stealth +14; Racial +8 Perception
Feats Awesome Blow, Cleave, Combat Reflexes, Fly-by Attack, Improved Bull Rush, Improved Vital Strike, Quicken Spell-like Ability, Power Attack, Vital Strike
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Breath Weapon (Su) Once every 1d4 rounds as a standard action, a Stygian linnorm can expel a 60-foot cone of acidic water from the River Styx, dealing 18d6 points of acid damage to all creatures struck (Reflex DC 28 halves). Any creature taking damage from the breath weapon must make a DC 20 Will save or be feebleminded.

Death Curse (Su) When a creature slays a Stygian linnorm, the slayer is affected by the curse of forgetfulness. Curse of Death: save Will DC 25; effect creature gains 2 negative levels and can no longer gain experience. The save DC is Charisma-based.

Poison (Su) Bite—injury; save Fort DC 28; frequency 1/round for 8 rounds; effect 1d6 Wis drain; cure 2 consecutive saves. The save DC is Constitution-based.

Stygian Splash While in the River Styx or up to a minute after leaving it, the Stygian linnorm's body drips with the dangerous waters. Any creature struck by or striking the linnorm in melee with an unarmed strike or natural attack must make a DC 20 Will save or be feebleminded.
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 Mar 11, 2011 5:58 pm

Tarn Linnorm (CR 20)
XP 307,200

CE Colossal Dragon (Aquatic)
Init +12; Senses all around vision, darkvision, low light, scent, true seeing; Perception +40
Languages Aklo, Draconic, Giant, Sylvan
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AC 36, touch 10, flat-footed 28, combat 64
(+8 Dex, +26 natural, -8 size)
hp 385 (22d12 + 242); regeneration 10 (cold iron); DR 20/cold iron
Immune acid, curse, flanking, mind-affecting, paralysis poison; SR 31
Fort +24, Ref +23, Will +20
_____________________________________________________________
Speed 60 ft.; fly 100 ft. (average), swim 80 ft.
Melee 2 bites +30 (4d8 + 24 plus poison /19-20) and
2 claws +30 (4d6 + 16) and
tail +25 (4d6 + 24 plus grab)
Space 30 ft.; Reach 30 ft.
Base Atk +22; Combat +46 (+50 grapple)
Atk Options Awesome blow, improved vital strike, power attack (-6, +12)
Special Actions breath weapon, constrict (3d6 + 24), death curse
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Abilities Str 42, Dex 26, Con 32, Int 7, Wis 25, Cha 27
SQ amphibious, freedom of movement
Skills Athletics +41 (+49 swim), Fly +25, Perception +40, Stealth +17; Racial +8 Perception
Feats Awesome Blow, Blind-Fight, Combat Reflexes, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
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Breath Weapon (Su) Once every 1d4 rounds as a standard action, a tarn linnorm can expel a 120-foot line or a 60-foot cone of acid, dealing 22d8 points of acid damage to all creatures struck (Reflex DC 32 halves). This acid creates toxic fumes when it consumes organic material—on the round after a creature takes acid damage from this attack, it must make a DC 32 Fortitude save or take 2d6 points of Strength damage from the poisonous fumes (this secondary effect is a poison effect). As a full-round action, the linnorm may breathe acid with one head and bite with the other (but not use its other weapons). Alternatively, as a full-round action, it can breathe acid from both heads to create two adjacent 60-foot-long cones or two separate 120-foot-long lines. In this case it cannot use its breath weapon again for 2d4 rounds. The save DC is Constitution-based.

Death Curse (Su) When a creature slays a tarn linnorm, the slayer is affected by the curse of death. Curse of Death: save Will DC 29; effect creature can no longer be affected by healing spells and does not heal damage naturally from rest. The save DC is Charisma-based.

Poison (Su) Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 6d6 acid damage and 1d8 Con drain; cure 3 consecutive saves. The save DC is Constitution-based.
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 Mar 11, 2011 5:58 pm

Dread Linnorm (CR 23)
XP 819,200

CE Colossal Dragon
Init +14; Senses all around vision, darkvision, low light, scent, true seeing; Perception +45
Languages Aklo, Draconic, Giant, Sylvan
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AC 40, touch 12, flat-footed 30, combat 71
(+10 Dex, +28 natural, -8 size)
hp 487 (25d12 + 325); regeneration 20 (cold iron); DR 20/cold iron
Immune curse, flanking, mind-affecting, paralysis poison
Resist cold 30, fire 30; SR 34
Fort +27, Ref +26, Will +23
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Speed 60 ft.; fly 100 ft. (average), swim 30 ft.
Melee 2 bites +35 (6d6 + 27 plus poison /19-20) and
2 claws +35 (4d8 + 18) and
tail +33 (4d8 + 27 plus grab)
Space 30 ft.; Reach 30 ft.
Base Atk +25; Combat +51 (+55 grapple)
Atk Options Awesome blow, greater vital strike, power attack (-7, +14)
Special Actions breath weapon, constrict (4d8 + 27), death curse
_____________________________________________________________
Spell-like Abilities (Caster level 25th, Concentration +35)
3/day – antipathy (DC 29), move earth, power word stun, sympathy (DC 29)
At will – telekinesis (DC 25)
_____________________________________________________________

Abilities Str 47, Dex 31, Con 37, Int 11, Wis 29, Cha 31
SQ freedom of movement
Skills Athletics +46 (+54 swim), Bluff +35, Fly +30, Knowledge (history) +25, Perception +45, Stealth +22; Racial +8 Perception
Feats Awesome Blow, Combat Reflexes, Fly-by Attack, Greater Vital Strike, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Improved Vital Strike, Multiattack, Lightning Reflexes, Power Attack, Vital Strike
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Breath Weapon (Su) Once every 1d4 rounds as a standard action, a dread linnorm can expel a 140-foot line or a 70-foot cone of flame or frost, dealing 25d10 points of fire or cold damage to all creatures struck (Reflex DC 35 halves).

A creature wearing metal armor or wielding a metal weapon that takes fire damage from the breath weapon must make a Fort save (DC 35) every round or take half damage from the heated items. (Full damage if both apply.) Creatures wearing heavy armor take a -4 penalty to their save. This lasts for 1 minute.

A creature that takes cold damage from the breath weapon must make a Fort save (DC 35) or be staggered for 1 minute and take 1d6 Dex damage.

As a full-round action, the linnorm may breathe with one head and bite with the other (but not use its other weapons). Alternatively, as a full-round action, it can breathe cold and fire from both heads to create two adjacent 70-foot-long cones or two separate 140-foot-long lines. In this case it cannot use its breath weapon again for 2d4 rounds. The save DC is Constitution-based.

Death Curse (Su) When a creature slays a dread linnorm, the slayer is affected by the curse of frailty. Curse of Frailty: save Will DC 32; effect all successful attacks on the creature threaten a critical hit. The save DC is Charisma-based.

Poison (Su) Bite—injury; save Fort DC 35; frequency 1/round for 10 rounds; effect 1d8 Con drain and 1d4 negative levels; cure 3 consecutive saves. The save DC is Constitution-based.
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 » Sat Mar 12, 2011 1:08 pm

Thanatotic Titan (CR 22)
XP 614,400

CE Colossal Outsider (Chaotic, Evil)
Init +4; Senses darkvision, true seeing; Perception +31
Languages Abyssal, Celestial, Common; telepathy 300 ft.
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AC 38, touch 2, flat-footed 38, combat 60
(+12 armor, +24 natural, -8 size)
hp 471 (23d10 + 345); DR 15/lawful and epic
Immune aging, death effects, disease; SR 33
Defense spell turning
Fort +22, Ref +15, Will +20; +8 vs mind-affecting
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Speed 60 ft.; (40 ft. in armor)
Melee Greataxe +37/+32/+27/+22 (4d12 + 31 plus 4d6 unholy /19-20/x3) or
2 claws +34 (2d8 + 19)
Ranged rock +34/+29/+24/+19 (2d6 + 19)
Space 30 ft.; Reach 30 ft.
Base Atk +23; Combat +50
Atk Options Awesome blow, greater vital strike, power attack (-6, +18)
Special Actions trample (2d8 + 28, DC 40)
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Spell-like Abilities (Caster level 20th, Concentration +27)
1/day - greater planar ally, imprisonment (DC 26), meteor swarm (DC 26), true resurrection
3/day – disintegrate (DC 23), greater scrying (DC 24), heal, mass suggestion (DC 23)
At will – bestow curse (DC 21), break enchantment, divination, greater dispel magic, sending
Constant – air walk, mind blank, spell turning, true seeing
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Abilities Str 49, Dex 10, Con 41, Int 27, Wis 20, Cha 24
SQ change shape (humanoid, alter self), godslayer, rock throwing (100 ft.)
Skills Bluff +33, Craft (weapon smith) +34, Diplomacy +33, Intimidate +33, Knowledge (arcana) +31, Knowledge (history) +31, Knowledge (religion) +31, Knowledge (planes) +34, Perception +31, Ride +18, Sense Motive +31, Spellcraft +34, Stealth +5, Use Magic Device +33
Feats Awesome Blow, Blinding Critical, Brutal Throw, Critical Focus, Greater Vital Strike, Improved Critical (axe), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Vital Strike
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Godslayer When a thanatotic titan damages a creature capable of casting divine spells, that creature must make a DC 28 Will save or be unable to cast any divine spells for 1d4 rounds and be shaken. If the save is successful, the creature struck is merely shaken for 1 round. A thanatotic titan’s attacks are treated as epic and evil for the purposes of overcoming damage reduction. The save DC is Charisma-based.
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 » Mon May 30, 2011 5:38 pm

Death Slaad (CR 18)
XP 153,600
CN Medium Outsider (Chaotic, Slaadi)
Init
+12; Senses Darkvision, see invisibility; Perception +29
Languages Slaadi, telepathy 100 ft.
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AC 37, touch 19, flat-footed 28, combat 48
(+8 Dex, +1 dodge, +18 natural)
hp 275 (19d10 + 171); fast healing 10; DR 15/lawful and cold iron
Immune sonic
Resist acid 20, cold 20, electricity 20, fire 20; SR 29
Fort +17, Ref +19, Will +18
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Speed 40 ft., fly 60 ft. (good); Mobility
Melee 2 claws +30 (2d8 + 10 plus chaos burn) and
bite +29 (2d8 + 10 and chaos burn)
Space 5 ft.; Reach 5 ft.
Base Atk +19; Combat +29
Atk Options power attack (-5, +10), sneak attack +10d6
Special Attacks spring attack
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Spell-like Abilities (Caster level 19th, concentration +27)
Constant – see invisibility
2/day – summon (Level 8, 1d6 slaad, 80%)
3/day – cloak of chaos (DC 26), implosion (DC 27), power word kill
At will – animate objects, baleful polymorph (DC 23), chaos hammer (DC 22), deeper darkness, detect magic, finger of death (DC 25), invisibility, telekinesis (DC 23), word of chaos (DC 25)
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Abilities Str 31, Dex 27, Con 28, Int 24, Wis 24, Cha 26
SQ change shape
Feats Ability Focus (chaos burn), Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Mobility, Quicken Spell-like Ability, Power Attack, Spring Attack, Weapon Focus (claw)
Skills Acrobatics +30, Athletics +32, Bluff +30, Disguise +27, Escape Artist +30, Fly +21, Intimidate +30, Knowledge (arcana) +26, Knowledge (geography) +26, Knowledge (planes) +29, Perception +29, Spellcraft +26, Stealth +30, Use Magic Device +30
Treasure double
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Chaos Burn Fortitude DC 30, confusion plus 2d10 bleed OR harm. 19 rounds, dispel chaos or heal removes.

1 – stunned 1d4 rounds
2 – 2d4 Str damage
3 – 2d4 Dex damage
4 – 2d4 Con damage
5 – 2d4 Int damage
6 – 2d4 Wis damage
7 – 2d4 Cha damage
8 – Roll twice and 5d6 damage

Summon A deathslaad's summon brings a random type of slaad.

1 – red
2 – blue
3 – green
4 - gray

Change Shape A death slaad can assume any humanoid form as a standard action. In humanoid form, a death slaad cannot use its natural weapons. A death slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.
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 Jun 10, 2011 5:56 pm

Solar (CR 23)
XP 819,200
Always good Large outsider (angel, good)
Init +11; Senses darkvision, low-light vision, detect evil, detect snares and pits, true seeing; Perception +35
Aura protective aura
Languages Celestial, Draconic, Infernal; truespeech
_____________________________________________________________

AC 49, touch 16, flat-footed 42, combat 51
(+14 armor, +7 Dex, +19 natural, –1 size)
hp 407 (22d10 + 286); regen 15 (evil artifacts and spells); DR 20/epic and evil
Immune acid, cold, petrification
Resist electricity 20, fire 20, sonic 30*; SR 34
Fort +27, Ref +16, Will +25 (+4 vs. poison, +4 resistance vs. evil)
_____________________________________________________________

Speed 50 ft., fly 150 ft. (good)
Melee Greatsword +37/+32/+27/+22 (3d6 + 21 /19-20) and
6 wings +30 (2d6 + 5)
Melee slam +32 (2d8 + 11) and
6 wings +32 (2d6 + 11)
Ranged Angel bow +33/+28/+23/+18 (2d6 + 16 plus slaying DC 30 /x3)
Space 10 ft.; Reach 10 ft.
Base Atk +22; Combat +34 (+36 sunder)
Attack Options cleave, deadly aim (-6, +12), power attack (-6, +18)
_____________________________________________________________

Spell-Like Abilities (Caster level 22nd, Concentration +31)
Constant – detect evil, detect snares and pits, discern lies (DC 23), true seeing
At will – aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 23), imprisonment (DC 28), invisibility, lesser restoration, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 22), waves of fatigue
3/day – blade barrier (DC 25), earthquake (DC 27), heal, mass charm monster (DC 27), permanency, resurrection, waves of exhaustion
1/day – greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 26), wish

Spells Prepared (Caster level 22nd, Concentration +32)
9th (5/day) – etherealness, mass heal, miracle, storm of vengeance (DC 29)
8th (5/day) – fire storm (DC 28), holy aura (x2) (DC 28), mass cure critical wounds (x2)
7th (5/day) – destruction (DC 27), dictum (DC 27), ethereal jaunt, holy word (DC 27), regenerate
6th (6/day) – banishment (DC 26), harm (DC 26) x2, heroes' feast, mass cure moderate wounds, word of recall
5th (6/day) – break enchantment, breath of life, dispel evil (DC 25), plane shift (DC 25), righteous might, symbol of sleep (DC 25)
4th (7/day) – cure critical wounds, death ward, dismissal (DC 24) x3, divine power, neutralize poison
3rd (7/day) – cure serious wounds, daylight, invisibility purge, magic circle against evil, prayer, protection from energy, wind wall
2nd (8/day) – bear's endurance, bull's strength, consecrate, cure moderate wounds, eagle's splendor, owl's wisdom, resist energy, shield other
1st (at will) – bless, cure light wounds (x3), divine favor, entropic shield, shield of faith
0 (at will) – create water, detect magic, light, mending, purify food and drink, stabilize, virtue
_____________________________________________________________

Abilities Str 32, Dex 25, Con 36, Int 28, Wis 30, Cha 28
SQ change shape (alter self)
Feats Cleave, Combat Reflexes, Deadly Aim, Fly-by Attack, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Multiattack, Power Attack
Skills Acrobatics +29, Craft (weapons) +34, Diplomacy +34, Fly +34, Intimidate +34, Knowledge (history) +33, Knowledge (nature) +33, Knowledge (planes) +33, Knowledge (religion) +33, Perception +35, Sense Motive +35, Spellcraft +33, Stealth +23, Survival +33
Treasure double (+5 mithril celestial full plate, +5 dancing greatsword, +5 composite angelic longbow)
_____________________________________________________________

Slaying Arrow (Su) A solar's bow creates a greater slaying arrow of the solar's choice when drawn. The DC is Charisma-based.
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 Jun 10, 2011 7:11 pm

Pit Fiend (CR 20)
XP 307,200
LE Large outsider (devil, evil, extraplanar, lawful)
Init +13; Senses see in darkness; Perception +33
Aura fear (20 ft., DC 23)
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
_____________________________________________________________

AC 47, touch 22, flat-footed 38, combat 57
(+5 armor, +4 deflection, +9 Dex, +20 natural, –1 size)
hp 350 (20d10 + 240); regen 5 (good weapons, good spells); DR 15/good and silver
Immune fire, poison
Resist acid 20, cold 20; SR 31
Fort +28, Ref +25, Will +22; Improved Iron Will
_____________________________________________________________

Speed 40 ft., fly 60 ft. (average); Fly +30
Melee 2 claws +35 (2d8 + 16) and
bite +35 (4d6 + 16 plus poison and disease) and
2 wings +33 (2d6 + 9) and
tail slap +33 (2d8 + 9 plus grab)
Space 10 ft.; Reach 10 ft.
Base Atk +20; Combat +34 (+38 grapple)
Attack Options great cleave, improved vital strike, power attack (-6, +12)
Special Attacks constrict (2d8 + 19), devil shaping
_____________________________________________________________

Spell-Like Abilities (Caster level 18th, Concentration +26)
At will – blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport, greater scrying (DC 25), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, scorching ray (+29 touch), trap the soul (DC 26), unholy aura (DC 26), wall of fire
1/day – meteor swarm, summon (level 9, any 1 CR 19 or lower devil, 100%)
1/year – wish
_____________________________________________________________

Abilities Str 37, Dex 29, Con 35, Int 26, Wis 30, Cha 26
Feats Cleave, Great Cleave, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability, Vital Strike
Skills Appraise +17, Bluff +31, Diplomacy +31, Disguise +27, Fly +30, Intimidate +31, Knowledge (arcana) +28, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft +31, Stealth +28, Survival +22, Use Magic Device +28
Treasure bracers of armor +5, amulet of mighty fists +3, instant fortress, black diamond (5,000 gp)
_____________________________________________________________

Devil Shaping (Su) Three times per day, a pit fiend can spend a minute to transform nearby lemures into other lesser devils. A pit fiend can transform one lemure for every Hit Die the pit fiend possesses. It can then reshape these lemures into a number of Hit Dice's worth of lesser devils equal to the number of lemures affected. For example, a typical 20 Hit Dice pit fiend could transform 20 lemures into two bone devils (10 HD each), or three bearded devils (6 HD each, leaving two lemures unchanged), or any other combination of lesser devils. Lemures to be reshaped must be within 50 feet of the pit fiend, becoming stationary and unable to move once the shaping begins. After a minute passes, the lemures reform into the shape of a new lesser devil ready to follow the orders of the pit fiend. Although pit fiends can, technically, elevate a mass of 20 lemures into a new pit fiend, most are hesitant to do so since they have no special control over a devil created in this manner.

Disease (Su) Devil Chills: Bite—injury; save Fort DC 32; onset immediate; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves.

Poison (Ex) Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 1d6 Con damage; cure 3 consecutive saves.
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 Jun 10, 2011 7:42 pm

Tarrasque Spawn (CR 14)
XP 38,400
N Huge magical beast
Init +3; Senses low-light vision, scent; Perception +25
Aura frightful presence (100 ft., DC 16)
Languages Aklo (cannot speak)
_____________________________________________________________

AC 31, touch 11, flat-footed 28, combat 40
(+3 Dex, +20 natural, –2 size)
hp 217 (15d10 + 135); regen 20; DR 10/epic
Immune ability damage, acid, disease, energy drain, fire, mind-affecting, poison
Defense carapace; SR 25
Fort +18, Ref +12, Will +4
_____________________________________________________________

Speed 40 ft.
Melee bite +23 (2d8 + 10 plus grab /18–20) and
2 claws +23 (1d8 + 10) and
2 gores +23 (2d6 + 10) and
tail slap +21 (2d6 + 5)
Ranged 4 spines +25 (2d8 + 10 /×3)
Space 15 ft.; Reach 15 ft. (30 ft. with tail slap)
Base Atk +15; Combat +27 (+31 grapple)
Attack Options great cleave, power attack (-4, +8)
Special Attacks spines
_____________________________________________________________

Abilities Str 31, Dex 16, Con 28, Int 1, Wis 9, Cha 8
Feats Bleeding Critical, Blind Fight, Cleave, Critical Focus, Great Cleave, Multiattack, Power Attack, Run
Skills Athletics +10 (+28 jump), Perception +25; Racial +14 Jump, +8 Perception
Treasure none
_____________________________________________________________

Carapace (Su) The tarrasque' spawns scales deflect cones, lines, rays, and magic missile spells, rendering the spawn 50% immune to such effects. There is a 30% chance a deflected effect reflects back in full force at the caster; otherwise it is simply negated.

Regeneration (Ex) Epic weapons and 9th level spells can suppress a tarrasque spawn's regeneration. If it fails its save against an effect that would kill it instantly, it rises from death 1d4 minutes later with 1 hp left if no further damage is inflicted on its remains.

Rush (Ex) Once per minute for 1 round, the tarrasque can move at a speed of 150 feet. This increases its Jump modifier to +72.

Spines (Ex) The tarrasque can loose a volley of six spear-like spines from its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine—all targets must be within 30 feet of each other. The spines have a range increment of 120 ft.
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Re: Alternate World Creatures

Postby Kain Darkwind » Tue Jun 14, 2011 7:46 pm

Mooncalf (CR 10)
XP 9,600
NE Large Aberration
Init +7; Senses Blindsight 100 ft., darkvision, improved low-light; Perception +28
Languages Telepathy 100 ft.
_____________________________________________________________

AC 25, touch 12, flat footed 22, combat 27
(+3 Dex, +13 natural, -1 size)
hp 138 (12d8 + 84); DR 10/greater magic
Fort +13, Ref +7, Will +15
_____________________________________________________________

Speed 40 ft., fly 150 ft. (poor)
Melee 2 tentacles +17 (2d6 + 9 plus grab /19-20) and
bite +17 (2d8 + 9) and
6 arms +12 (1d6 + 6)
Space 10 ft.; Reach 10 ft. (30 ft. with tentacle)
Base Atk +9; Combat +14 (+18 grapple)
Special Actions constrict (2d6 + 12)
_____________________________________________________________
Spell-like Abilities (Caster level 12th, Concentration +18)
1/day – call lightning storm (DC 19), control weather, dominate animal (DC 17)
3/day – resist energy
Constant – greater magic fang
_____________________________________________________________

Abilities Str 22, Dex 16, Con 24, Int 21, Wis 20, Cha 18
Feats Blind-Fight, Combat Reflexes, Great Fortitude, Improved Critical (tentacle), Improved Initiative, Iron Will
Skills Fly +12, Intimidate +19, Knowledge (arcana) +20, Knowledge (history) +20, Perception +28, Stealth +14, Survival +20; Racial +8 Perception
_____________________________________________________________
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Re: Alternate World Creatures

Postby Kain Darkwind » Thu Jun 16, 2011 11:49 am

Steel Predator (CR 12)
XP 19,200
Usually N Large Outsider
Init
+9; Senses Blindsight 30 ft., scent, Perception +20
Languages Terran
_____________________________________________________________

AC 30, touch 14, flat-footed 25, combat 38
(+5 Dex, +16 natural, -1 size)
hp 147 (14d10 + 70); DR 15/adamantine
Immune electricity, language dependent, petrification, sonic
Fort +14, Ref +14, Will +9
_____________________________________________________________

Speed 50 ft.
Melee 2 claws +21 (2d4 + 8 plus grab) and
bite +21 (2d6 + 8 plus grab)
Space 10 ft.; Reach 5 ft.
Base Atk +14; Combat +23 (+31 sunder)
Atk Options pounce, power attack (-4, +8), rake (2 claws, 2d4 + 8), vital strike
Special Actions roar, sundering bite
_____________________________________________________________
Abilities Str 27, Dex 21, Con 21, Int 11, Wis 16, Cha 12
Feats Greater Sunder, Improved Critical (claw), Improved Initiative, Improved Sunder, Iron Will, Power Attack, Vital Strike
Skills Acrobatics +22, Athletics +25, Escape Artist +22, Perception +20, Stealth +18, Survival +20
_____________________________________________________________

Roar 30 ft. cone, 1d4 rounds, 14d8 sonic damage and 2d6 rounds of deafness (Fort DC 22 half, negates deafness). Crystalline or brittle objects take double. Attended objects' holders can negate damage to them with a Reflex save (DC 22).

Sundering Bite A steel predator has a +4 racial bonus to sunder attempts and deals double damage to objects with its maw. It can sunder items as though its natural weapons possessed a +4 enhancement bonus.
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Re: Alternate World Creatures

Postby Kain Darkwind » Thu Jun 16, 2011 12:20 pm

Bladeling (CR 1/2)
XP 200
Usually LE Medium Outsider
Init
+5; Senses Darkvision, Perception -1
Languages Infernal
_____________________________________________________________

AC 15, touch 11, flat-footed 14, combat 13
(+1 Dex, +4 natural)
hp 6 (1d10 + 1); DR 5/bludgeoning
Immune acid, rust
Resist cold 5, fire 5
Fort +2, Ref +0, Will +0
_____________________________________________________________

Speed 30 ft.
Melee Longsword +2 (1d8 + 1/19-20) or
2 claws +2 (1d6 + 1)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Combat +2
Atk Options
Special Actions razor storm
_____________________________________________________________
Abilities Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8
SQ Spiny body
Feats Improved Initiative
Skills Athletics +4, Craft (weapons) +4
Treasure longsword
_____________________________________________________________

Razor Storm 15 ft.cone, 1/day. 2d6 slashing damage per HD. (DC 11 half) After the attack, natural armor drops to +2 for 24 hours.

Spiny Body Those grappling with a bladeling take 1d6 + 1 damage each round. The additional damage is modified by the bladeling's Strength.
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Re: Alternate World Creatures

Postby Kain Darkwind » Thu Jun 16, 2011 3:13 pm

Soulsipper (CR 16)
XP 76,800
Usually N Large Outsider (Incorporeal, Spiritovore)
Init
+10; Senses Blindsight 300 ft., Perception +23
Aura (30 ft., DC 22, song of acceptance)
_____________________________________________________________

AC 29, touch 29, flat-footed 22, combat 48
(+14 deflection, +6 Dex, +1 dodge, -1 size)
hp 232 (16d10 + 144); regeneration 10 (evil weapons or negative energy); DR 15/high magic and silver
Resist acid 10, cold 10, electricity 10, fire 10; SR 27
Weakness sonic
Fort +16, Ref +18, Will +16
_____________________________________________________________

Speed Fly 30 ft. (good)
Melee 2 tentacles +22 touch (4d8 + 16 and soul sip /19-20)
Space 10 ft.; Reach 10 ft.
Base Atk +16; Combat +23
_____________________________________________________________
Abilities Str -, Dex 22, Con 28, Int 4, Wis 18, Cha 19
SQ explosion
Feats Combat Reflexes, Dodge, Great Fortitude, Improved Critical (tentacle), Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (tentacle)
Skills Fly +19, Perception +23, Sense Motive +15, Stealth +21
_____________________________________________________________

Soul Sip 2d4 Con drain, Fort DC 27 negates. Save for half on critical.

Song of Acceptance Foes of the soulsipper who fail their saves take a -4 morale penalty on attack rolls, saves and checks.

Explosion Upon being reduced to 0 hp, a soulsipper explodes, dealing 16d6 positive energy damage in a 60 ft. radius. (Fort DC 27 half)

Soulsight Spiritovores' blindsight does not work on creatures that lack souls, such as constructs.
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Re: Alternate World Creatures

Postby Kain Darkwind » Thu Jun 16, 2011 3:13 pm

Soulmarauder (CR 20)
XP 307,200
Usually N Huge Outsider (Incorporeal, Spiritovore)
Init
+13; Senses Blindsight 300 ft., Perception +29
_____________________________________________________________

AC 35, touch 35, flat-footed 26, combat 59
(+18 deflection, +9 Dex, -2 size)
hp 330 (20d10 + 220); regeneration 10 (evil weapons or negative energy); DR 20/high magic and silver
Resist acid 20, cold 20, electricity 20, fire 20; SR 31
Weakness sonic
Fort +19, Ref +23, Will +20
_____________________________________________________________

Speed Fly 50 ft. (good)
Melee Maw +27 touch (4d8 + 20 plus soul sip and soul consumption /19-20) and
tail +27 touch (3d8 + 15 plus soul sip) and
2 fins +25 touch (2d8 + 10 plus soul sip)
Space 15 ft.; Reach 15 ft.
Base Atk +20; Combat +31
Atk Options exhausting critical
Special Attacks roar
_____________________________________________________________
Abilities Str -, Dex 28, Con 32, Int 5, Wis 22, Cha 23
SQ explosion
Feats Combat Reflexes, Critical Focus, Exhausting Critical, Great Fortitude, Improved Critical (maw), Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Tiring Critical
Skills Fly +21, Perception +29, Sense Motive +19, Stealth +24
_____________________________________________________________

Roar 100 ft. radius, 1d4 rounds. Will DC 26 negates a -20 Str penalty. (Fear effect) Fort DC 31 negates deafened for 2d6 rounds.

Soul Sip 2d4 Con drain, Fort DC 31 negates. Save for half on critical.

Soul Consumption 2d4 negative levels on a creature previously damaged by soul sip.

If slain, the soul (which appears as a multicolored pinpoint of light) is torn from the victim's body, which then falls to the ground like a puppet whose strings have been cut. The body appears loose, the skin too large for its bones and is obviously missing a certain something. If the soul marauder is slain within an hour, the soul returns to the body and it returns to life. (With negative levels equal to its total HD -1 and Con drain equal to its total Con -1.) If not, the soul is digested. Only the most powerful spells (such as true resurrection, miracle or wish) capable of returning the dead to life can do so, and they only have a 25% chance of working.

Explosion Upon being reduced to 0 hp, a soulmarauder explodes, dealing 20d6 positive energy damage in a 60 ft. radius. (Fort DC 31 half)

Soulsight Spiritovores' blindsight does not work on creatures that lack souls, such as constructs.
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Re: Alternate World Creatures

Postby Kain Darkwind » Thu Jun 16, 2011 8:42 pm

Crystal Screamer (CR 16)
XP 76,800
Usually N Gargantuan Magical Beast
Init
+5; Senses Blindsight, Perception
_____________________________________________________________

AC 31, touch 11, flat-footed 13, combat 46
(+1 Dex, +24 natural, -4 size)
hp 315 (18d10 + 216); fast heal 10
Immune sonic
Defense sonic reflection
Fort +23, Ref +12, Will +9
_____________________________________________________________

Speed 40 ft., burrow 20 ft.
Melee Bite +28 (4d8 + 18)
Ranged Sonic ray +15 touch (9d6 sonic)
Space 20 ft.; Reach 20 ft.
Base Atk +18; Combat +35
Atk Options cleave, power attack (-5, +15), vital strike
Special Attacks crystal explosion
_____________________________________________________________

Abilities Str 36, Dex 12, Con 35, Int 6, Wis 12, Cha 12
Feats Cleave, Critical Focus, Deafening Critical, Improved Initiative, Iron Will, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Perception +22; Racial +4 Perception
_____________________________________________________________

Crystal Explosion A crystal screamer can direct its sonic ray at a crystalline object of Huge size or larger, causing it to explode in a 10 ft. radius. This deals 18d6 points of slashing and piercing damage. (Reflex DC 31 half)

Sonic Ray A crystal screamer's sonic ray has a range increment of 60 ft.

Sonic Reflection Any sonic attack directed at a crystal screamer is deflected back upon its originator at double the original strength.
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Re: Alternate World Creatures

Postby Kain Darkwind » Sat Jun 18, 2011 1:58 pm

Red Wyrmling (CR 6)
XP 2,400

CE Small Dragon (Fire)
Init +6; Senses blindsense 60 ft., darkvision, improved low light; Perception +10
Languages Draconic
_____________________________________________________________

AC 18, touch 13, flat-footed 17, combat 21
(+2 Dex, +6 natural, +1 size)
hp 59 (7d12 + 14)
Immune fire, paralysis, sleep
Weakness cold
Fort +7, Ref +7, Will +5
_____________________________________________________________
Speed 40 ft.; fly 150 ft. (average)
Melee bite +11 (1d6 + 4) and
2 claws +11 (1d4 + 3)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Combat +9
Atk Options cleave, power attack (-2, +4), vital strike
Special Actions breath weapon (20 ft. cone, 2d10 fire, DC 15)
_____________________________________________________________
Abilities Str 17, Dex 14, Con 15, Int 10, Wis 11, Cha 10
Skills Appraise +10, Bluff +10, Fly +14, Intimidate +10, Perception +10, Stealth +16
Feats Cleave, Improved Initiative, Power Attack, Vital Strike
_____________________________________________________________



Very Young Red Dragon (CR 8)
XP 4,800

CE Medium Dragon (Fire)
Init +5; Senses blindsense 60 ft., darkvision, improved low light, smoke vision; Perception +13
Languages Common, Draconic
_____________________________________________________________

AC 20, touch 11, flat-footed 19, combat 25
(+1 Dex, +9 natural)
hp 85 (9d12 + 27)
Immune fire, paralysis, sleep
Weakness cold
Fort +9, Ref +7, Will +9
_____________________________________________________________
Speed 40 ft.; fly 150 ft. (average)
Melee bite +14 (1d8 + 7) and
2 claws +14 (1d6 + 5) and
2 wings +9 (1d4 + 2)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Combat +14
Atk Options cleave, power attack (-3, +6), vital strike
Special Actions breath weapon (30 ft. cone, 4d10 fire, DC 17)
_____________________________________________________________
Abilities Str 21, Dex 12, Con 17, Int 12, Wis 13, Cha 12
Skills Appraise +13, Bluff +13, Fly +13, Intimidate +13, Perception +13, Sense Motive +13, Stealth +13
Feats Cleave, Improved Initiative, Iron Will, Power Attack, Vital Strike
_____________________________________________________________




Young Red Dragon (CR 10)
XP 9,600

CE Large Dragon (Fire)
Init +5; Senses blindsense 60 ft., darkvision, improved low light, smoke vision; Perception +15
Languages Common, Draconic
_____________________________________________________________

AC 20, touch 10, flat-footed 19, combat 30
(+1 Dex, +12 natural, -1 size)
hp 115 (11d12 + 44)
Immune fire, paralysis, sleep
Weakness cold
Fort +11, Ref +8, Will +10
_____________________________________________________________
Speed 40 ft.; fly 200 ft. (poor)
Melee bite +17 (2d6 + 10) and
2 claws +17 (1d8 + 7) and
2 wings +12 (1d6 + 3) and
tail +12 (1d8 + 10)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Base Atk +11; Combat +19
Atk Options cleave, improved vital strike, power attack (-3, +6)
Special Actions breath weapon (40 ft. cone, 6d10 fire, DC 19)
_____________________________________________________________
Spell-like Abilities (Caster level 11th, Concentration +12)
At will – detect magic

Spells Known (Caster level 1st, Concentration +2)
1st (3/day) – shield, true strike
0 (at will)– mage hand, message, prestidigitation, read magic
_____________________________________________________________
Abilities Str 25, Dex 12, Con 19, Int 12, Wis 13, Cha 12
Skills Appraise +15, Bluff +15, Fly +9, Intimidate +15, Perception +15, Sense Motive +15, Stealth +11
Feats Cleave, Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Vital Strike
_____________________________________________________________













Juvenile Red Dragon (CR 11)
XP 12,800

CE Large Dragon (Fire)
Init +5; Senses blindsense 60 ft., darkvision, improved low light, smoke vision; Perception +18
Languages Common, Draconic, Dwarven
Aura frightful presence (120 ft., DC 18)
_____________________________________________________________

AC 25, touch 10, flat-footed 24, combat 33
(+1 Dex, +15 natural, -1 size)
hp 149 (13d12 + 65)
Immune fire, paralysis, sleep
Weakness cold
Fort +13, Ref +9, Will +12
_____________________________________________________________
Speed 40 ft.; fly 200 ft. (poor)
Melee bite +20 (2d6 + 12) and
2 claws +20 (1d8 + 8) and
2 wings +18 (1d6 + 4) and
tail +18 (1d8 + 12)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Base Atk +13; Combat +22
Atk Options cleave, improved vital strike, power attack (-4, +8)
Special Actions breath weapon (40 ft. cone, 8d10 fire, DC 21)
_____________________________________________________________
Spell-like Abilities (Caster level 13th)
At will – detect magic, pyrotechnics (DC 14)

Spells Known (Caster level 3rd)
2nd (4/day) - invisibility
1st (7/day) – alarm, shield, true strike
0 (at will)– arcane mark, mage hand, mending, message, prestidigitation, read magic
_____________________________________________________________
Abilities Str 27, Dex 12, Con 21, Int 14, Wis 15, Cha 14
Skills Appraise +18, Bluff +18, Fly +11, Intimidate +18, Perception +18, Sense Motive +18, Spellcraft +18, Stealth +13
Feats Cleave, Improved Initiative, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike
_____________________________________________________________



Young Adult Red Dragon (CR 13)
XP 25,600

CE Huge Dragon (Fire)
Init +4; Senses blindsense 60 ft., darkvision, improved low light, smoke vision; Perception +20
Languages Common, Draconic, Dwarven
Aura frightful presence (150 ft., DC 19)
_____________________________________________________________
AC 26, touch 8, flat-footed 26, combat 36
(+18 natural, -2 size)
hp 172 (15d12 + 75); DR 5/magic
Immune fire, paralysis, sleep; SR 24
Weakness cold
Fort +14, Ref +9, Will +13; Improved Iron Will
_____________________________________________________________
Speed 40 ft.; fly 200 ft. (poor)
Melee bite +22 (2d8 + 13) and
2 claws +22 (2d6 + 9) and
2 wings +20 (1d8 + 4) and
tail +20 (2d6 + 13)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Base Atk +15; Combat +26
Atk Options cleave, improved vital strike, power attack (-4, +8)
Special Actions breath weapon (50 ft. cone, 10d10 fire, DC 22), crush (2d8 + 13, DC 22)
_____________________________________________________________
Spell-like Abilities (Caster level 15th, Concentration +17)
At will – detect magic, pyrotechnics (DC 14)

Spells Known (Caster level 5th), Concentration +7)
3rd (3/day) - haste
2nd (6/day) – invisibility, resist energy
1st (7/day) – alarm, mage armor, shield, true strike
0 (at will)– arcane mark, mage hand, mending, message, prestidigitation, read magic
_____________________________________________________________
Abilities Str 29, Dex 10, Con 21, Int 14, Wis 15, Cha 14
Skills Appraise +20, Bluff +20, Fly +10, Intimidate +20, Perception +20, Sense Motive +20, Spellcraft +20, Stealth +10
Feats Cleave, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike
_____________________________________________________________






Adult Red Dragon (CR 14)
XP 38,400

CE Huge Dragon (Fire)
Init +4; Senses blindsense 60 ft., darkvision, improved low light, smoke vision; Perception +23
Languages Common, Draconic, Dwarven, Elven
Aura fire aura (5 ft., 1d6 fire), frightful presence (180 ft., DC 21)
_____________________________________________________________
AC 29, touch 8, flat-footed 29, combat 39
(+21 natural, -2 size)
hp 212 (17d12 + 102); DR 5/magic
Immune fire, paralysis, sleep; SR 25
Weakness cold
Fort +16, Ref +10, Will +15; Improved Iron Will
_____________________________________________________________
Speed 40 ft.; fly 200 ft. (poor)
Melee bite +25 (2d8 + 15) and
2 claws +25 (2d6 + 10) and
2 wings +23 (1d8 + 5) and
tail +23 (2d6 + 15)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Base Atk +17; Combat +29
Atk Options cleave, greater vital strike, power attack (-5, +10)
Special Actions breath weapon (50 ft. cone, 12d10 fire, DC 24), crush (2d8 + 15, DC 24)
_____________________________________________________________
Spell-like Abilities (Caster level 17th, Concentration +20)
At will – detect magic, pyrotechnics (DC 15), suggestion (DC 16)

Spells Known (Caster level 7th, Concentration +10)
4th (3/day) – fire shield
3rd (6/day) – dispel magic, haste
2nd (7/day) – invisibility, mirror image, resist energy
1st (7/day) – alarm, mage armor, shield, true strike, ventriloquism
0 (at will)– arcane mark, light, mage hand, mending, message, prestidigitation, read magic
_____________________________________________________________
Abilities Str 31, Dex 10, Con 23, Int 16, Wis 17, Cha 16
Skills Appraise +23, Bluff +23, Fly +12, Intimidate +23, Knowledge (arcana) +23, Perception +23, Sense Motive +23, Spellcraft +23, Stealth +12
Feats Cleave, Greater Vital Strike, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike
_____________________________________________________________




Mature Adult Red Dragon (CR 15)
XP 51,200

CE Huge Dragon (Fire)
Init +4; Senses blindsense 60 ft., darkvision, improved low light, smoke vision; Perception +25
Languages Common, Draconic, Dwarven, Elven
Aura fire aura (5 ft., 1d6 fire), frightful presence (210 ft., DC 22)
_____________________________________________________________
AC 32, touch 8, flat-footed 32, combat 42
(+24 natural, -2 size)
hp 237 (19d12 + 114); DR 10/ greater magic
Immune fire, paralysis, sleep; SR 26
Weakness cold
Fort +17, Ref +11, Will +16; Improved Iron Will
_____________________________________________________________
Speed 40 ft.; fly 200 ft. (poor)
Melee bite +28 (2d8 + 16 /19-20) and
2 claws +28 (2d6 + 11) and
2 wings +26 (1d8 + 5) and
tail +26 (2d6 + 16)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Base Atk +19; Combat +32
Atk Options cleave, greater vital strike, power attack (-5, +10)
Special Actions breath weapon (50 ft. cone, 14d10 fire, DC 25), crush (2d8 + 16, DC 25)
_____________________________________________________________
Spell-like Abilities (Caster level 19th, Concentration +22)
At will – detect magic, pyrotechnics (DC 15), suggestion (DC 16)

Spells Known (Caster level 9th, Concentration +12)
5th (3/day) – wall of force
4th (5/day) – fire shield, greater invisibility
3rd (7/day) – dispel magic, displacement, haste
2nd (7/day) – detect thoughts (DC 15), invisibility, mirror image, resist energy
1st (7/day) – alarm, mage armor, shield, true strike, ventriloquism
0 (at will)– arcane mark, light, mage hand, mending, message, open/close, prestidigitation, read magic
_____________________________________________________________
Abilities Str 33, Dex 10, Con 23, Int 16, Wis 17, Cha 16
Skills Appraise +25, Bluff +25, Fly +14, Intimidate +25, Knowledge (arcana) +25, Perception +25, Sense Motive +25, Spellcraft +25, Stealth +14
Feats Cleave, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike
_____________________________________________________________




Old Red Dragon (CR 17)
XP 102,400

CE Gargantuan Dragon (Fire)
Init +3; Senses blindsense 60 ft., darkvision, improved low light, smoke vision; Perception +28
Languages Common, Draconic, Dwarven, Elven
Aura fire aura (10 ft., 1d6 fire), frightful presence (240 ft., DC 24)
_____________________________________________________________
AC 32, touch 5, flat-footed 32, combat 46
(-1 Dex, +27 natural, -4 size)
hp 283 (21d12 + 147); DR 10/greater magic
Immune fire, paralysis, sleep; SR 28
Weakness cold
Fort +19, Ref +11, Will +18; Improved Iron Will
_____________________________________________________________
Speed 40 ft.; fly 250 ft. (clumsy)
Melee bite +29 (4d6 + 18 /19-20) and
2 claws +29 (2d8 + 12) and
2 wings +27 (2d6 + 6) and
tail +27 (2d8 + 18)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Base Atk +21; Combat +37
Atk Options cleave, greater vital strike, power attack (-6, +12)
Special Actions breath weapon (60 ft. cone, 16d10 fire, DC 27), crush (4d6 + 18, DC 27), manipulate flames, tail sweep (30 ft., 2d6 + 18, DC 27)
_____________________________________________________________
Spell-like Abilities (Caster level 21st, Concentration +25)
At will – detect magic, pyrotechnics (DC 16), suggestion (DC 17), wall of fire

Spells Known (Caster level 11th, Concentration +15)
6th (3/day) – antimagic field
5th (5/day) – teleport, wall of force
4th (7/day) – fire shield, enervation, greater invisibility
3rd (7/day) – dispel magic, displacement, haste, tongues
2nd (7/day) – detect thoughts (DC 16), invisibility, mirror image, misdirection, resist energy
1st (at will) – alarm, mage armor, shield, true strike, ventriloquism
0 (at will)– arcane mark, light, mage hand, mending, message, open/close, prestidigitation, read magic
_____________________________________________________________
Abilities Str 35, Dex 8, Con 25, Int 18, Wis 19, Cha 18
Skills Appraise +28, Bluff +28, Fly +9, Intimidate +28, Knowledge (arcana) +28, Knowledge (history) +28, Perception +28, Sense Motive +28, Spellcraft +28, Stealth +11
Feats Cleave, Critical Focus, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike
_____________________________________________________________

Manipulate Flames (Su) The dragon can control any fire spell within 80 feet as a standard action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires.




Very Old Red Dragon (CR 18)
XP 153,600

CE Gargantuan Dragon (Fire)
Init +3; Senses blindsense 60 ft., darkvision, improved low light, smoke vision; Perception +30
Languages Common, Draconic, Dwarven, Elven
Aura fire aura (10 ft., 1d6 fire), frightful presence (270 ft., DC 25)
_____________________________________________________________
AC 35, touch 5, flat-footed 35, combat 49
(-1 Dex, +30 natural, -4 size)
hp 283 (23d12 + 147); DR 15/high magic
Immune fire, paralysis, sleep; SR 29
Weakness cold
Fort +20, Ref +12, Will +19; Improved Iron Will
_____________________________________________________________
Speed 40 ft.; fly 250 ft. (clumsy)
Melee bite +32 (4d6 + 19 /19-20) and
2 claws +32 (2d8 + 13) and
2 wings +30 (2d6 + 6) and
tail +30 (2d8 + 19)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Base Atk +23; Combat +40
Atk Options cleave, greater vital strike, power attack (-6, +12)
Special Actions breath weapon (60 ft. cone, 18d10 fire, DC 28), crush (4d6 + 19, DC 28), manipulate flames, tail sweep (30 ft., 2d6 + 19, DC 28)
_____________________________________________________________
Spell-like Abilities (Caster level 23rd, Concentration +27)
At will – detect magic, pyrotechnics (DC 16), suggestion (DC 17), wall of fire

Spells Known (Caster level 13th, Concentration +17)
7th (3/day) – limited wish
6th (5/day) – antimagic field, greater dispel magic
5th (6/day) – telekinesis (DC 19), teleport, wall of force
4th (7/day) – charm monster (DC 18), fire shield, enervation, greater invisibility
3rd (7/day) – dispel magic, displacement, haste, tongues
2nd (7/day) – detect thoughts (DC 16), invisibility, mirror image, misdirection, resist energy
1st (at will) – alarm, mage armor, shield, true strike, ventriloquism
0 (at will)– arcane mark, light, mage hand, mending, message, open/close, prestidigitation, read magic
_____________________________________________________________
Abilities Str 37, Dex 8, Con 25, Int 18, Wis 19, Cha 18
Skills Appraise +30, Bluff +30, Fly +11, Intimidate +30, Knowledge (arcana) +30, Knowledge (history) +30, Perception +30, Sense Motive +30, Spellcraft +30, Stealth +13
Feats Cleave, Critical Focus, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Stunning Critical, Vital Strike
_____________________________________________________________

Manipulate Flames (Su) The dragon can control any fire spell within 90 feet as a standard action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires.





Ancient Red Dragon (CR 19)
XP 204,800

CE Gargantuan Dragon (Fire)
Init +3; Senses blindsense 60 ft., darkvision, improved low light, smoke vision; Perception +33
Languages Common, Draconic, Dwarven, Elven, Orc
Aura fire aura (10 ft., 2d6 fire), frightful presence (300 ft., DC 27)
_____________________________________________________________
AC 38, touch 5, flat-footed 38, combat 52
(-1 Dex, +33 natural, -4 size)
hp 362 (25d12 + 200); DR 15/high magic
Immune fire, paralysis, sleep; SR 30
Weakness cold
Fort +22, Ref +13, Will +21; Improved Iron Will
_____________________________________________________________
Speed 40 ft.; fly 250 ft. (clumsy)
Melee bite +35 (4d6 + 21 /19-20) and
2 claws +35 (2d8 + 14) and
2 wings +33 (2d6 + 7) and
tail +33 (2d8 + 21)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Base Atk +25; Combat +43
Atk Options cleave, greater vital strike, power attack (-7, +14)
Special Actions breath weapon (60 ft. cone, 20d10 fire, DC 30), crush (4d6 + 21, DC 30), manipulate flames, melt stone, tail sweep (30 ft., 2d6 + 21, DC 30)
_____________________________________________________________
Spell-like Abilities (Caster level 25th, Concentration +30)
At will – detect magic, discern location, pyrotechnics (DC 17), suggestion (DC 18), wall of fire

Spells Known (Caster level 15th, Concentration +20)
8th (3/day) – polar ray
7th (5/day) – limited wish, spell turning
6th (6/day) – antimagic field, contingency, greater dispel magic
5th (7/day) – feeblemind (DC 20), telekinesis (DC 20), teleport, wall of force
4th (7/day) – charm monster (DC 19), fire shield, enervation, greater invisibility
3rd (7/day) – dispel magic, displacement, haste, tongues
2nd (7/day) – detect thoughts (DC 17), invisibility, mirror image, misdirection, resist energy
1st (at will) – alarm, mage armor, shield, true strike, ventriloquism
0 (at will)– arcane mark, light, mage hand, mending, message, open/close, prestidigitation, read magic
_____________________________________________________________
Abilities Str 39, Dex 8, Con 27, Int 20, Wis 21, Cha 20
Skills Appraise +33, Bluff +33, Diplomacy +33, Fly +13, Intimidate +33, Knowledge (arcana) +33, Knowledge (history) +33, Perception +33, Sense Motive +33, Spellcraft +33, Stealth +15
Feats Cleave, Critical Focus, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell, Stunning Critical, Vital Strike
_____________________________________________________________

Manipulate Flames (Su) The dragon can control any fire spell within 100 feet as a standard action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires.

Melt Stone (Su) The dragon can use its breath weapon to melt rock at a range of 100 feet, affecting a 50-foot-radius area. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.





Red Wyrm (CR 20)
XP 307,200

CE Gargantuan Dragon (Fire)
Init +2; Senses blindsense 60 ft., darkvision, improved low light, smoke vision; Perception +35
Languages Common, Draconic, Dwarven, Elven, Orc
Aura fire aura (10 ft., 2d6 fire), frightful presence (330 ft., DC 28)
_____________________________________________________________
AC 40, touch 4, flat-footed 40, combat 54
(-2 Dex, +36 natural, -4 size)
hp 391 (27d12 + 216); DR 20/epic
Immune fire, paralysis, sleep; SR 31
Weakness cold
Fort +23, Ref +13, Will +22; Improved Iron Will
_____________________________________________________________
Speed 40 ft.; fly 250 ft. (clumsy)
Melee bite +38 (4d6 + 22 /19-20) and
2 claws +38 (2d8 + 15) and
2 wings +36 (2d6 + 7) and
tail +36 (2d8 + 22)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Base Atk +27; Combat +46
Atk Options cleave, greater vital strike, power attack (-7, +14)
Special Actions breath weapon (60 ft. cone, 22d10 fire, DC 31), crush (4d6 + 22, DC 31), manipulate flames, melt stone, tail sweep (30 ft., 2d6 + 22, DC 31)
_____________________________________________________________
Spell-like Abilities (Caster level 27th, Concentration +32)
At will – detect magic, discern location, pyrotechnics (DC 17), suggestion (DC 18), wall of fire

Spells Known (Caster level 17th, Concentration +22)
9th (3/day) – time stop
8th (5/day) – demand (DC 23), polar ray
7th (6/day) – limited wish, mass hold person (DC 22), spell turning
6th (6/day) – antimagic field, contingency, greater dispel magic
5th (7/day) – feeblemind (DC 20), telekinesis (DC 20), teleport, wall of force
4th (7/day) – charm monster (DC 19), fire shield, enervation, greater invisibility
3rd (7/day) – dispel magic, displacement, haste, tongues
2nd (7/day) – detect thoughts (DC 17), invisibility, mirror image, misdirection, resist energy
1st (at will) – alarm, mage armor, shield, true strike, ventriloquism
0 (at will)– arcane mark, light, mage hand, mending, message, open/close, prestidigitation, read magic
_____________________________________________________________
Abilities Str 41, Dex 6, Con 27, Int 20, Wis 21, Cha 20
Skills Appraise +35, Bluff +35, Diplomacy +35, Fly +14, Intimidate +35, Knowledge (arcana) +35, Knowledge (history) +35, Perception +35, Sense Motive +35, Spellcraft +35, Stealth +16
Feats Cleave, Critical Focus, Fly-by Attack, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell, Stunning Critical, Vital Strike
_____________________________________________________________

Manipulate Flames (Su) The dragon can control any fire spell within 110 feet as a standard action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires.

Melt Stone (Su) The dragon can use its breath weapon to melt rock at a range of 100 feet, affecting a 55-foot-radius area. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.





Great Red Wyrm (CR 22)
XP 614,400

CE Colossal Dragon (Fire)
Init +2; Senses blindsense 60 ft., darkvision, improved low light, smoke vision; Perception +38
Languages Abyssal, Common, Draconic, Dwarven, Elven, Orc
Aura fire aura (10 ft., 2d6 fire), frightful presence (360 ft., DC 30)
_____________________________________________________________
AC 39, touch 0, flat-footed 41, combat 61
(-2 Dex, +39 natural, -8 size)
hp 478 (29d12 + 290); DR 20/epic
Immune fire, paralysis, sleep; SR 33
Weakness cold
Fort +25, Ref +14, Will +24; Improved Iron Will
_____________________________________________________________
Speed 40 ft.; fly 250 ft. (clumsy)
Melee bite +37 (4d8 + 24 /19-20) and
2 claws +37 (4d6 + 16) and
2 wings +35 (2d8 + 8) and
tail +35 (4d6 + 24)
Space 30 ft.; Reach 20 ft. (30 ft. with bite)
Base Atk +29; Combat +53
Atk Options cleave, greater vital strike, power attack (-8, +16)
Special Actions breath weapon (70 ft. cone, 24d10 fire, DC 33), crush (4d8 + 24, DC 33), manipulate flames, melt stone, tail sweep (40 ft., 2d8 + 24, DC 33)
_____________________________________________________________
Spell-like Abilities (Caster level 29th, Concentration +35)
At will – detect magic, discern location, find the path, pyrotechnics (DC 18), suggestion (DC 19), wall of fire

Spells Known (Caster level 19th, Concentration +25)
9th (6/day) – energy drain, time stop, wish
8th (6/day) – demand (DC 24), mind blank, polar ray
7th (6/day) – limited wish, mass hold person (DC 23), spell turning
6th (7/day) – antimagic field, contingency, greater dispel magic
5th (7/day) – feeblemind (DC 21), telekinesis (DC 21), teleport, wall of force
4th (7/day) – charm monster (DC 20), fire shield, enervation, greater invisibility
3rd (7/day) – dispel magic, displacement, haste, tongues
2nd (8/day) – detect thoughts (DC 18), invisibility, mirror image, misdirection, resist energy
1st (at will) – alarm, mage armor, shield, true strike, ventriloquism
0 (at will)– arcane mark, light, mage hand, mending, message, open/close, prestidigitation, read magic
_____________________________________________________________
Abilities Str 43, Dex 6, Con 29, Int 22, Wis 23, Cha 22
SQ incinerate
Skills Appraise +38, Bluff +38, Diplomacy +38, Fly +14, Intimidate +38, Knowledge (arcana) +38, Knowledge (history) +38, Knowledge (planes) +24, Knowledge (religion) +23, Perception +38, Sense Motive +38, Spellcraft +38, Stealth +14
Feats Cleave, Critical Focus, Fly-by Attack, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell, Stunning Critical, Toughness, Vital Strike
_____________________________________________________________

Manipulate Flames (Su) The dragon can control any fire spell within 120 feet as a standard action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires.

Melt Stone (Su) The dragon can use its breath weapon to melt rock at a range of 100 feet, affecting a 60-foot-radius area. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.

Incinerate (Su) A creature reduced to fewer than 0 hit points by its breath weapon must make a Fortitude save (DC 33). Failure indicates that the creature is reduced to ash. Creatures destroyed in this way can only be restored to life through true resurrection or similar magic.
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 » Sat Jun 18, 2011 5:01 pm

Elder Red Wyrm, Dracos Invictus (CR 24)
XP 1,228,800

CE Colossal Dragon (Fire)
Init +2; Senses blindsense 60 ft., darkvision, improved low light, smoke vision; Perception +42
Languages Abyssal, Common, Draconic, Dwarven, Elven, Orc
Aura fire aura (15 ft., 3d6 fire), frightful presence (390 ft., DC 33)
_____________________________________________________________
AC 45, touch 0, flat-footed 45, combat 65
(-2 Dex, +45 natural, -8 size)
hp 573 (31d12 + 372); DR 20/epic
Immune fire, paralysis, sleep; SR 35
Weakness cold
Fort +28, Ref +15, Will +27; Improved Iron Will
_____________________________________________________________
Speed 40 ft.; fly 250 ft. (clumsy)
Melee bite +41 (4d8 + 27 plus grab /19-20) and
2 claws +41 (4d6 + 18) and
2 wings +39 (2d8 + 9) and
tail +39 (4d6 + 27)
Space 30 ft.; Reach 30 ft. (40 ft. with bite)
Base Atk +31; Combat +57
Atk Options cleave, greater vital strike, power attack (-8, +16)
Special Actions breath weapon (70 ft. cone, 26d10 fire, DC 36), crush (4d8 + 27, DC 36), manipulate flames, melt stone, swallow whole (6d6 + 27 plus 6d10 fire, AC 32, hp 57), tail sweep (40 ft., 2d8 + 27, DC 36)
_____________________________________________________________
Spell-like Abilities (Caster level 31st, Concentration +39)
At will – detect magic, discern location, find the path, pyrotechnics (DC 18), suggestion (DC 19), wall of fire

Spells Known (Caster level 21st, Concentration +29)
10th (1/day)
9th (6/day) – energy drain, time stop, wish
8th (7/day) – demand (DC 27), mind blank, polar ray
7th (7/day) – limited wish, mass hold person (DC 26), spell turning
6th (7/day) – antimagic field, contingency, greater dispel magic
5th (7/day) – feeblemind (DC 24), telekinesis (DC 21), teleport, wall of force
4th (8/day) – charm monster (DC 23), fire shield, enervation, greater invisibility
3rd (8/day) – dispel magic, displacement, haste, tongues
2nd (at will) – detect thoughts (DC 20), invisibility, mirror image, misdirection, resist energy
1st (at will) – alarm, mage armor, shield, true strike, ventriloquism
0 (at will)– arcane mark, light, mage hand, mending, message, open/close, prestidigitation, read magic
_____________________________________________________________
Abilities Str 47, Dex 6, Con 33, Int 26, Wis 27, Cha 26
SQ command red dragon, death throes, incinerate
Skills Appraise +42, Bluff +42, Diplomacy +42, Fly +16, Intimidate +42, Knowledge (arcana) +42, Knowledge (history) +42, Knowledge (nature) +42, Knowledge (planes) +42, Knowledge (religion) +42, Perception +42, Sense Motive +42, Spellcraft +42, Stealth +16
Feats Cleave, Critical Focus, Diehard, Fly-by Attack, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell, Spell Focus (Enchantment), Stunning Critical, Toughness, Vital Strike
_____________________________________________________________

Manipulate Flames (Su) The dragon can control any fire spell within 130 feet as a swift action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires.

Melt Stone (Su) The dragon can use its breath weapon to melt rock at a range of 100 feet, affecting a 65-foot-radius area. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.

Incinerate (Su) A creature reduced to fewer than 0 hit points by its breath weapon must make a Fortitude save (DC 36). Failure indicates that the creature is reduced to ash. Creatures destroyed in this way can only be restored to life through true resurrection or similar magic.

Command Red Dragon (Su) Any red dragon treats the commands of an elder red wyrm as a suggestion (DC 33).

Death Throes All creatures within 80 ft. of an elder red wyrm upon its death take 10d6 bludgeoning damage (Reflex DC 36 half) and 13d10 fire damage (Fortitude DC 36 half) per round as the wyrm convulses and thrashes for a minute before finally dying.
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 » Sat Feb 11, 2012 3:59 am

Mind Flayer (CR 8)
XP 4,800
LE Medium aberration
Init
+6; Senses darkvision; Perception +14
Languages Aklo, Common, Infernal, Undercommon; telepathy 100 ft.
_____________________________________________________________

AC 21, touch 16, flat-footed 15, combat 27
(+2 Dex, +4 insight, +5 natural)
hp 105 (10d8 + 60)
SR 25
Fort +13, Ref +9, Will +16
_____________________________________________________________

Speed 30 ft.
Melee 4 tentacles +12 (1d4 + 1 plus grab)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Combat +11 (+16 grapple)
Special Actions extract, mind blast
_____________________________________________________________
Psionics (Caster level 10th; Concentration +13 (+17 to cast defensively))
At will—charm monster (DC 17), detect thoughts (DC 15), levitate, plane shift, suggestion (DC 16)
Constant - defensive precognition
_____________________________________________________________
Abilities Str 12, Dex 14, Con 22, Int 19, Wis 17, Cha 17
Feats Combat Casting, Improved Initiative, Iron Will, Reasoned Strike, Weapon Focus (tentacle)
Skills Bluff +13, Diplomacy +13, Intimidate +16, Knowledge (dungeoneering) +17, Perception +16, Sense Motive +16, Spellcraft +17, Stealth +15
Treasure double standard
_____________________________________________________________

Extract (Ex): A mind flayer that begins its turn with all four tentacles attached can make a CMB check to coup de grace its foe. If the creature fails its Fortitude save, the mind flayer extracts the opponent’s brain. If the removal of the brain would kill the creature, it dies; some creatures can live without a brain.

Grab: Mind flayers can grapple Huge creatures if they can reach their head. A mind flayer gains a +2 circumstance bonus to its CMB and CMD for grappling per tentacle attached at the start of its turn. A mind flayer that pins its opponent wraps all four tentacles around its opponent's head and can extract the next round.

Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 18 Will save or take 5d10 damage and be stunned for 1d4 + 1 rounds. A successful save reduces the damage to the minimum and negates the stun.
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 22, 2012 7:03 pm

Fire Elemental Monolith (CR 17)
XP 51,200

N Gargantuan outsider (elemental, fire)
Init +16; Senses Blind-Fight, darkvision 60 ft.; Perception +28
Languages Ignan
_____________________________________________________________

AC 33, touch 19, flat-footed 20, combat 62
(+12 Dex, +1 dodge, +14 natural, –4 size); Lightning Stance, Mobility
hp 276 (24d10 + 144); DR 15/-
Immune bleed, critical hits, fire, paralysis, poison, sleep, stunning
Weakness cold (150%)
Fort +20, Ref +26, Will +11
_____________________________________________________________

Speed 60 ft.
Melee 2 slams +32 (3d8 + 11 plus burn)
Ranged 2 fireblasts +32 (6d6 fire plus burn)
Space 20 ft.; Reach 20 ft.
Base Atk +24; Combat +40
Attack Options improved vital strike, power attack (-9, +18), spring attack
Special Actions burn (3d10, DC 28), explosion, fire tread
_____________________________________________________________

Abilities Str 32, Dex 35, Con 22, Int 12, Wis 13, Cha 13
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative*, Improved Vital Strike, Iron Will, Lightning Stance, Mobility, Power Attack, Spring Attack, Vital Strike, Weapon Finesse*, Wind Stance
Skills Acrobatics +39, Athletics +38, Escape Artist +39, Intimidate +28, Knowledge (planes) +28, Perception +28, Sense Motive +28
Treasure none
_____________________________________________________________

Death Throes Upon its death, the fire monolith activates its explosion ability as a free action and then shakes for 1 round, before detonating into a massive fireball, dealing 120 fire damage (Reflex DC 28 half) in a 200 ft. radius. Dealing 120 points of cold damage to the monolith before it detonates will prevent the final explosion.

Explosion (Ex) Once every 1d4 rounds as a standard action, a fire monolith can explode in flames, dealing 12d10 fire damage to a 40 ft. radius. (Reflex DC 28 half) Creatures that fail their save suffer the effects of burn.

Fire Tread (Ex) The area a fire monolith walks over catches fire. Treat this as a two way wall of fire (Caster level 20th) that cannot be dispelled.
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 Jun 10, 2012 12:12 am

Adaru (CR 11)
XP 12,800
CE Medium outsider (chaotic, qlippoth, evil)

Init +10; Senses darkvision, tremorsense 30 ft.; Perception +17
Languages Abyssal; telepathy 100 ft.
Aura fetid cloud (30 ft.)
_____________________________________________________________

AC 27, touch 17, flat-footed 20, combat 33
(+6 Dex, +1 dodge, +10 natural)
hp 136 (13d10 + 65); DR 10/lawful
Immune cold, poison, mind-affecting
Resist acid 10, electricity 10, fire 10; SR 22
Fort +12, Ref +14, Will +5
_____________________________________________________________

Speed 60 ft.; burrow 30 ft., climb 60 ft., swim 30 ft.; Mobility
Melee bite +19 (1d8 + 3 plus poison) and
tail +19 (1d6 + 3 plus grab)
Space 5 ft.; Reach 5 ft.
Base Atk +13; Combat +19 (+23 grapple)
Attack Options sneak attack +7d6, spring attack
Special Actions bloody scuttle (+14 melee, (1d6 + 3 and 1d4 bleed)), horrific appearance (30 ft., DC 20)
_____________________________________________________________

Spell-Like Abilities (Caster level 13th, Concentration +17)
Constant - freedom of movement
3/day - charm monster (DC 18), dimension door
_____________________________________________________________

Abilities Str 17, Dex 22, Con 19, Int 16, Wis 13, Cha 18
Feats Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack, Toughness, Weapon Finesse
Skills Acrobatics +30, Athletics +27, Bluff +20, Escape Artist +30, Intimidate +20, Knowledge (planes) +19, Perception +17, Sense Motive +17, Stealth +22; Racial +8 Acrobatics, +8 Athletics, +8 Escape Artist
Treasure standard
_____________________________________________________________

Bloody Scuttle When an andaru moves, its countless legs slash viciously at those along its path. All creatures within 5 ft. of the andaru's path are attacked. A single creature can only be struck once per round with this ability.

Fetid Cloud (Su) An andaru constantly sprays a thin cloud of vile mist in a 30 ft. radius spread. All attacks within the cloud are treated as smite good attacks. Non-evil creatures treat the cloud as concealment and difficult terrain.

Horrific Appearance (Su) Creatures that succumb to an adaru's horrific appearance become panicked for 1d8 rounds.

Poison (Ex) Injury, Fort DC 20, 1/ round (6), 2d6 damage/1d2 Con, cure 2 consecutive saves. The save DC is Constitution-based.


ADARU LORE
Because qlippoth are obscure creatures from the deep ancient past, all DCs are +10 higher than posted if the character does not possess ranks in Knowledge (history).
Knowledge (Planes)
DC 26: This creature is an adaru, a type of qlippoth. This result reveals qlippoth traits. Adaru are very swift and prefer hit and run tactics.
DC 31: Adarus are resistant to spells and weapoons. Blades charged with the forces of Law can harm them fully. The cloud that surrounds them is dangerous to non-evil beings, especially the good aligned.
DC 36: An adaru cannot make use of greater teleport like true demons, but merely dimension door a limited amount of times per day. Adaru cannot be held by any means without neutralizing their magical protection.
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 Jun 10, 2012 12:13 am

Deathdrinker (CR 18)
XP 153,600
CE Huge Outsider (Chaotic, Demon, Evil)
Init
+7; Senses Darkvision, low-light vision, true seeing; Perception +24
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.
Aura unlife (15 ft.)
_____________________________________________________________

AC 38, touch 11, flat-footed 35, combat 47
(+9 armor, +3 Dex, +18 natural, –2 size)
hp 332 (19d10 + 228); DR 15/cold iron and good
Immune electricity, negative energy, poison
Resist acid 10, cold 10, fire 10; SR 29
Fort +23, Ref +9, Will +15
_____________________________________________________________

Speed 50 ft.
Melee Greatsword +33/+28/+23/+18 (4d6 + 22 /19-20) and
gore +25 (2d8 + 6) or
2 slams +30 (2d6 + 13)
Space 15 ft.; Reach 15 ft.
Base Atk +19; Combat +34
Atk Options Bloody assault, great cleave, power attack (-5, +15), stunning assault, vital strike
Combat Gear oil of align weapon (x3)
_____________________________________________________________
Spell-like Abilities (Caster level 19th, concentration +23)
At will – animate dead, enervation, greater dispel magic, greater teleport
Constant - air walk, true seeing
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Abilities Str 37, Dex 16, Con 35, Int 10, Wis 14, Cha 16
SQ deathdrink, slaughter revel
Feats Bloody Assault, Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Iron Will, Power Attack, Quicken Spell-like Ability, Stunning Assault, Vital Strike
Skills Athletics +35, Intimidate +25, Knowledge (planes) +22, Perception +24, Stealth +17, Survival +24
Possessions Standard (+2 wolf iron breastplate, +3 netherite greatsword, other)
_____________________________________________________________

Aura of Unlife (Su) A deathdrinker's aura deals 2d6 negative energy damage every round. This heals undead. Creatures slain by this aura reanimate immediately as wights.

Deathdrink (Su) When a deathdrinker kills a living creature, it heals 10 hp per HD of the slain creature. Hit points gained in excess of the deathdrinker's maximum are treated as temporary hit points.

Slaughter Revel (Ex) When a deathdrinker kills a living creature, it gains a morale bonus to melee attack, damage and saving throws for 1 minute. The bonus is equal to 1/2 of the slain creature's HD.

DEATHDRINKER LORE
Knowledge (Planes)
DC 28:
This creature is a deathdrinker, a type of demon. This result reveals demon traits. Deathdrinkers are brutes who prefer straight forward combats and take power from the slaying of living creatures. They are often surrounded by undead.
DC 33: Deathdrinkers are resistant to spells and weapoons. Blades forged from cold iron and charged with the forces of Good can harm them fully. Deathdrinkers are not harmed by negative energy.
DC 36: A deathdrinker's vision pierces through all illusions. They can stride into the air to take the fight to flying foes as they choose. Those slain by their dark aura arise as wights.
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 Jun 10, 2012 12:40 pm

Dire Dretch (Carnage Demon) (CR 3)
XP 600

CE Medium outsider (chaotic, demon, evil)
Init +1; Senses darkvision; Perception +4
Languages Abyssal
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AC 16, touch 11, flat-footed 15, combat 17
(+1 Dex, +5 natural)
hp 25 (3d10 + 21); DR 5/cold iron or good
Immune electricity, poison
Resist acid 10, cold 10, fire 10
Fort +6, Ref +4, Will +3
_____________________________________________________________

Speed 30 ft.
Melee 2 claws +6 (1d6 + 3) and
bite +6 (1d4 + 3)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Combat +6
Special Actions rend (2 claws, 1d6 + 5)
_____________________________________________________________

Abilities Str 17, Dex 12, Con 16, Int 4, Wis 6, Cha 6
SQ carnage, penetrating strike
Feats Die Hard*, Iron Will, Lightning Reflexes
Skills Acrobatics +7, Athletics +9, Perception +4
Treasure none
_____________________________________________________________

Carnage (Ex): For every additional carnage demon within 30 ft. of it, a carnage demon gains a +1 morale bonus to melee attacks, melee damage, and Will saves. (Maximum of +5)

Penetrating Strike (Ex): A carnage demon's natural attacks are treated as adamantine, cold iron and silver for the purposes of damage reduction and regeneration.


CARNAGE DEMON LORE
Knowledge (Planes)
DC 14: This creature is a dretch, a type of demon. This result reveals demon traits. This dretch has been increased in size and physical power at the cost of its mind. They are sometimes known as carnage demons. Dull savage killers, they are used as shock troops in Abyssal armies.
DC 19: Carnage demons possess no increased magical resistances beyond their demonic hide. Their claws can slice through the flesh of other demons and even golem shells. They love to rend their foes.
DC 24: Carnage demons draw strength from others of their kind within proximity to them. They cannot be knocked unconscious and will keep fighting until they are truly slain.
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 Jul 06, 2012 4:58 pm

"Arrow demon? That is the name by which you would call a being of vile chaos made flesh? Truly you mortals are fit only for extermination."

Toxofilzu (CR 7)
XP 3,200
CE Medium outsider (chaotic, demon, evil)
Init +4; Senses darkvision; Perception +16
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
_____________________________________________________________

AC 20, touch 14, flat-footed 16, combat 19
(+4 Dex, +6 natural)
hp 145 (10d10 + 90); DR 5/cold iron and good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 18
Fort +16, Ref +7, Will +10
_____________________________________________________________

Speed 40 ft.
Melee 4 claws +15 (1d6 + 5)
Ranged 2 Large composite longbows +14/+9 (2d6 + 6 /19-20/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Combat +15
Attack Options deadly aim (-3, +6), point blank shot, precise shot, rapid shot
_____________________________________________________________

Spell-Like Abilities (Caster level 10th, Concentration +11)
At will - dimension door
3/day - greater magic weapon
1/day - summon (level 4, 2d6 dretches 100% or 1 toxofilzu 35%)
_____________________________________________________________

Abilities Str 21, Dex 19, Con 29, Int 14, Wis 16, Cha 12
SQ oversized weapons, symmetrical shot
Feats Deadly Aim, Improved Critical (longbow), Point Blank Master*, Point Blank Shot, Precise Shot, Rapid Shot, Snap Shot*
Skills Acrobatics +17, Athletics +18, Bluff +14, Craft (fletching) +15, Intimidate +14, Perception +16, Sense Motive +16, Stealth +17
Treasure Double (2 Large +1 composite longbows, 2 quivers, 75 cold iron arrows, 75 silver arrows, 50 adamantine arrows)
_____________________________________________________________

Oversized Weapons (Ex) Toxofilzu can wield ranged weapons one size category larger than they are at no penalty.

Symmetrical Shot (Ex) A toxofilzu can make ranged attacks with its lower set of arms anytime it would be allowed to make a ranged attack with its upper set of arms. This includes readied actions, standard actions, full attack actions and attacks of opportunity. It takes a -2 penalty to attacks when doing so, but no further penalties associated with wielding multiple weapons.
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 Jan 20, 2013 6:45 pm

Chronotyryn (CR 19)
XP 204,800

LE Large magical beast
Init +11; Senses darkvision, low-light, detect magic; Perception +35
Aura adamantine feathers
Languages Abyssal, Auran, Celestial, Draconic, Giant, Infernal, Undercommon
_____________________________________________________________

AC 38, touch 23, flat-footed 38, combat 52
(+5 deflection, +7 Dex, +2 insight, +15 natural, -1 size)
hp 313 (19d10 + 209); DR 15/adamantine
Immune acid, sonic
Resistance cold 20, electricity 20, fire 20; SR 30
Fort +21, Ref +20, Will +11
_____________________________________________________________

Speed 40 ft., fly 100 ft. (average)
Melee bite +26 (2d6 + 8) and
2 claws +26 (1d8 + 8) and
2 wings +21 (1d8 + 4)
Space 10 ft.; Reach 10 ft.
Base Atk +19; Combat +28
Attack Options
Special Actions
_____________________________________________________________

Spell-Like Abilities (Caster level 19th, Concentration +27)
Constant - detect magic, foresight
At will - blink, feeblemind (DC 23), haste, greater teleport, slow (DC 21), telekinesis (DC 23)
3/day - baleful polymorph (DC 23), cloudkill (DC 23), displacement, time stop
1/day - planeshift, temporal stasis (DC 26)
_____________________________________________________________
SQ dual actions, lore
Abilities Str 26, Dex 24, Con 31, Int 22, Wis 17, Cha 26
Feats Fly-by Attack, Improved Initiative, Iron Will, Quicken Spell-like Ability, Toughness, Vital Strike (missing 4)
Skills Fly +27, Knowledge (arcana) +15, Knowledge (history) +15, Knowledge (planes) +15, Knowledge (religion) +15, Perception +35, Sense Motive +22, Spellcraft +16, Use Magic Device +18; Racial Perception +10
Treasure none
_____________________________________________________________

Adamantine Feathers (Ex) A cloud of adamantine feathers constantly swirls around a chronotyryn. This provides a +5 deflection bonus to AC and deals 2d6 adamantine slashing damage to any creature within 5 ft. of it. (No save) As a standard action, the chronotyryn can extend the cloud to a radius of 30 feet, dealing 10d6 adamantine slashing damage. (Reflex DC 29 half) The save is Constitution based.

Dual Actions A chronotyryn can take two full rounds worth of actions every round.

Lore A chronotyryn gains a +9 bonus on Knowledge skills and can make all knowledge checks untrained.

Sonic Scream (Su) Every 1d4 rounds as a standard action, a chronotyryn can focus its screech in an agonizing blast. This deals 20d6 sonic damage and deafens all creatures in a 120 foot line. (Fortitude DC 29 half and negates deafness)
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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