Unique Entities of Alternate World

The houserules and entities of Kain Darkwind

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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Fri Jan 16, 2009 8:40 pm

Besmara
Image


Besmara (CR 30)
XP 9,830,400
CN Medium Outsider (Chaotic, Divine); Divine Rank 4; Domains Chaos, Trickery, Water, War, Weather
Init +28; Senses ; Perception +46
Aura divine aura (40 ft., DC 42)
Languages all; remote communication
_____________________________________________________________

AC 60, touch 47, flat-footed 60; CMD 89; Miss Chance 54%
(+13 deflection, +16 Dex, +4 divine, +4 dodge, +13 natural)
hp 630 (30d10 + 330); DR 20/epic and lawful
Immune cold
Resist electricity 20, sonic 20; SR 44
Defensive Abilities improved uncanny dodge, uncanny dodge
Fort +32 , Ref +37, Will +30; evasion
_____________________________________________________________

Speed 60 ft.; water walk
Melee Cutlass +57/+52/+47/+42 (1d6 + 25 plus 3d6 (cold) /17-20/x2 plus 2 Str and 2 Con)
Ranged pistol +55/+50 (2d8 + 5 plus fireball /19-20/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +30; CMB +50
Attack Options bounding assault, improved vital strike, sneak attack +15d6
Special Actions Corsair's feint
_____________________________________________________________

Spell-like Abilities (CL 34th):
3/day – control weather, control winds, elemental swarm (water only), flame strike (DC 32); fog cloud, power word blind, power word stun, storm of vengeance (DC 36), summon monster IX, time stop, word of chaos (DC 34)
At will – blade barrier (DC 33), chaos hammer (DC 31), cone of cold (DC 32), confusion (DC 31), greater teleport, planeshift _____________________________________________________________

SQ bleeding attack
Abilities Str 31, Dex 42, Con 32, Int 29, Wis 28, Cha 36
Salient Divine Abilities: Alter Reality, Divine Captain, Divine Dodge, Lay Curse, Power of Nature
Feats Bounding Assault, Combat Reflexes, Dodge, Epic Skill Focus (Profession - sailor), Improved Critical (cutlass), Improved Feint, Improved Initiative, Improved Vital Strike, Lingering Damage, Mobility, Power Attack, Rapid Reload, Spring Attack, Sneak Attack of Opportunity, Superior Initiative, Telling Blow, Vital Strike, Weapon Focus (cutlass)
Skills Acrobatics +63, Appraise +46, Bluff +50, Climb +47, Craft (carpentry) +46, Diplomacy +50, Escape Artist +43, Handle Animal +40, Intimidate +50, Knowledge (geography) +46, Knowledge (nature) +46, Knowledge (the planes) +46, Knowledge (religion) +41, Perception +46, Perform (sing) +45, Profession (sailor) +66, Sense Motive +31, Stealth +38, Survival +46, Swim +47
Possessions combat gear plus mithril +6 cutlass of icy blast , +5 keen dagger of wounding, Besmara's Pistol.
Besmara's bicorne provides her with a +10 competence bonus to Acrobatics and Profession (sailor) checks, as well as a permanent water walk effect.
_____________________________________________________________

Corsair's Feint (Ex): Once every 1d4 rounds, Besmara can make a feint attempt as a free action.

Sneak Attack: Creatures struck by Besmara's sneak attack must make a Fortitude save (DC 38) or be put to sleep for 1d4 hours, paralyzed for 2d6 rounds or slain. (Besmara's choice) A creature can only be affected by this once per 24 hours.
Sneak attack victims bleed for 15 points of damage per round and take sneak attack damage the following round. They cannot make attacks of opportunity for one round.
Besmara's attacks of opportunity and critical hits also deal sneak attack damage.

Summon Sea Monsters (Su): Once per hour, Besmara can summon 1d4 colossal monstrous crabs, 3d8 giant octopi or squid, 1d8 dragon turtles, 1d6 meglodons or 1d6 leviathans

Besmara's Pistol is a +5 pistol of distance which detonates a fireball (DC 25, caster level 20th) upon striking. Creatures struck with the shot do not gain a Reflex save against the fireball. The pistol holds two shots.



















Divine Rank: 4
Domains: Chaos, Trickery, Water, War, Weather
Medium Outsider (Chaotic, Divine)
Hit Dice: 30d8 + 360 (600 hp)
Initiative: +28
Speed: 60 ft.
Armor Class: 60 (+13 deflection, +16 Dex, +4 divine, +4 dodge, +13 natural) touch 47, flatfooted 60, combat 65
Base Attack/Combat: +30/+50
Attacks: Cutlass +57 melee (1d6 + 25 plus 3d6 (cold) /17-20/x2 plus 2 Str and 2 Con) or pistol +50 ranged (2d8 + 5 plus fireball /19-20/x3)
Full Attack: Cutlass +57/+52 melee (3d6 + 25 plus 3d6 (cold) /17-20/x2 plus 2 Str and 2 Con) or pistol +55/+50 ranged (2d8 + 5 plus fireball /19-20/x3)
Face/Reach: 5 ft./5 ft.
Special Attacks: Corsair's feint, sneak attack +15d6, spell-like abilities, summon sea monsters
Special Qualities: Damage reduction 20/epic and lawful, immunity to cold, improved evasion, improved uncanny dodge, resistance to electricity 10 and sonic 10, spell resistance 44
Saves: Fort +32, Ref +37, Will +30
Abilities: Str 31, Dex 42, Con 32, Int 29, Wis 28, Cha 36
Skills: Acrobatics +63, Appraise +46, Bluff +50, Climb +47, Craft (carpentry) +46, Diplomacy +50, Escape Artist +43, Handle Animal +40, Intimidate +50, Knowledge (geography) +46, Knowledge (nature) +46, Knowledge (the planes) +46, Knowledge (religion) +41, Perception +46, Perform (sing) +45, Profession (sailor) +66, Sense Motive +31, Stealth +38, Survival +46, Swim +47
Feats: Bounding Assault, Combat Reflexes, Dodge, Improved Critical (cutlass), Improved Feint, Improved Initiative, Improved Vital Strike, Mobility, Power Attack, Rapid Reload, Spring Attack, Telling Blow, Vital Strike, Weapon Focus (cutlass)
Epic Feats: Epic Skill Focus (Profession - sailor), Lingering Damage, Sneak Attack of Opportunity, Superior Initiative
Salient Divine Abilities: Alter Reality, Divine Captain, Divine Dodge, Lay Curse, Power of Nature
Environment: Maelstrom of the Outer Rifts
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: Possessions
Alignment: Chaotic Neutral

Corsair's Feint (Ex): Once every 1d4 rounds, Besmara can make a feint attempt as a free action.

Spell-like Abilities: At will – blade barrier (DC 33), chaos hammer (DC 31), cone of cold (DC 32), confusion (DC 31), greater teleport, planeshift; 3/day – control weather, control winds, elemental swarm (water only), flame strike (DC 32); fog cloud, power word blind, power word stun, storm of vengeance (DC 36), summon monster IX, time stop, word of chaos (DC 34) Caster level 34th

Sneak Attack: Creatures struck by Besmara's sneak attack must make a Fortitude save (DC 38) or be put to sleep for 1d4 hours, paralyzed for 2d6 rounds or slain. (Besmara's choice) A creature can only be affected by this once per 24 hours.
Sneak attack victims bleed for 15 points of damage per round and take sneak attack damage the following round. They cannot make attacks of opportunity for one round.
Besmara's attacks of opportunity and critical hits also deal sneak attack damage.

Summon Sea Monsters (Su): Once per hour, Besmara can summon 1d4 colossal monstrous crabs, 3d8 giant octopi or squid, 1d8 dragon turtles, 1d6 meglodons or 1d6 leviathans

Possessions: Besmara wields a mithril +6 cutlass of icy blast and a +5 keen dagger of wounding, as well as a +5 pistol of distance which detonates a fireball (DC 25, caster level 20th) upon striking. Creatures struck with the shot do not gain a Reflex save against the fireball. The pistol holds two shots.
Besmara's bicorne provides her with a +10 competence bonus to Acrobatics and Profession (sailor) checks, as well as a permanent water walk effect.


-------------------------


The Sea Wraith

Class: Greatship
Minimum Crew: 20
Seaworthiness: +10
Shiphandling: +10
Speed: 120 ft. x wind
AC: 5
Hull Sections: 240 (AC 11, hardness 20, 160 hp)
Rigging Sections: 5 (AC 7, hardness 10, 160 hp)
Raming: 6d6 per 10 ft of speed.
Hold Capacity: 1000 tons
Weapons: 4 ballistae
2 catapults
12 light bombards
6 heavy bombards
6 magic missile batteries
1 meteor swarm cannon
1 chain lightning generator
1 polar ray beam
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Kain Darkwind
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Mon Jan 19, 2009 9:50 pm

Nethys

Divine Rank: 14
Domains: Destruction, Knowledge, Magic, Protection, Rune
Medium Outsider (Divine)
Hit Dice: 39d8 + 468 (780 hp)
Initiative: +12
Speed: 60 ft.
Armor Class: 67 (+12 deflection, +12 Dex, +14 divine, +19 natural) touch 48, flatfooted 55, combat 63
Base Attack/Combat: +29/+48
Attacks: Melee touch +48 (by spell) or ranged touch +55 (by spell)
Face/Reach: 5 ft./5 ft.
Special Attacks: Aura of destruction, master of magic, spell-like abilities, spells
Special Qualities: Damage reduction 30/greater epic, immunity to acid, cold, electricity, fire, sonic, resistance to force 30, negative energy 30, spell resistance 63
Saves: Fort +47, Ref +41, Will +49
Abilities: Str 20, Dex 34, Con 35, Int 43, Wis 39, Cha 35
Skills: Appraise +72, Craft (alchemy) +72, Diplomacy +47, Intimidate +47, Knowledge (arcana) +96, Knowledge (architecture and engineering) +72, Knowledge (dungeoneering) +72, Knowledge (geography) +72, Knowledge (history) +72, Knowledge (local) +72, Knowledge (nature) +72, Knowledge (nobility) +72, Knowledge (the planes) +72, Knowledge (religion) +72, Linguistics +72, Perception +67, Sense Motive +70, Spellcraft +96, Truespeech +72
Feats: Chain Spell, Craft Magic Item, Delay Spell, Enlarge Spell, Extend Spell, Fortify Spell, Maximize Spell, Persistent Spell, Sculpt Spell, Transdimensional Spell, Twin Spell, Widen Spell
Epic Feats: Craft Epic Item, Improved Metamagic Capacity (x4)
Salient Divine Abilities: Alter Reality, Automatic Metamagic (Empower), Automatic Metamagic (Quicken), Clearsight, Divine Shield, Divine Skill Focus (Knowledge – Arcana), Divine Skill Focus (Spellcraft), Divine Spellcasting, Extra Energy Immunity (x4), Instant Counterspell, Instant Move, See Magic, True Knowledge
Environment: Outer Rifts
Organization: Solitary (unique)
Challenge Rating: 39
Treasure: None
Alignment: Neutral

Aura of Destruction (Ex): When manifesting his destroyer aspect, attacks made against targets within 1400 ft. of Nethys take an additional 20 points of damage and all critical hits are automatically confirmed. Nethys is not affected by his own aura.

Aura of Protection (Ex): When manifesting his protector aspect, allies within 1400 ft. of Nethys gain a +10 resistance bonus to saves and a +10 deflection bonus to Armor Class. Nethys is not affected by his own aura.

Master of Magic: As a full round action, Nethys can cast iterative spells, similar to how a fighter makes attacks. Each spell after the first takes a cumulative -5 penalty to caster level and DC. Nethys can cast a total of 4 spells per full round in this manner. (with the 4th and final spell having a caster level of 24th and a DC 15 less than normal.)

Spell-like Abilities: At will – erase, greater teleport, inflict critical wounds (DC 40), planeshift, sanctuary (DC 37), spell resistance; 3/day – detect thoughts (DC 39), disintegrate (DC 42), disjuntion, foresight, greater glyph of warding, implosion (DC 45), magic mouth, legend lore, prismatic sphere (DC 45), repulsion (DC 43), shatter (DC 38), shield other, symbol of death (DC 44), symbol of stunning (DC 43), true seeing Caster level 53rd

Spells: Nethys casts spells as a wizard and a cleric.
Cleric spells 4/8/8/7/7/7/7/6/6/6/3/2/2/2/2 Caster level 39th, DC 38 + spell level
Wizard spells: 4/8/8/8/8/7/7/7/7/6/3/3/3/2/2/2/2 Caster level 39th, DC 40 + spell level
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Jan 29, 2009 2:28 am

Kurgess


Divine Rank: 2
Domains: Community, Good, Luck, Strength, Travel
Medium Outsider (Divine)
Hit Dice: 27d12 + 540 (864 hp)
Initiative: +16
Speed: 80 ft.
Armor Class: 44 (+9 deflection, +8 Dex, +2 divine, +15 natural) touch 29, flatfooted 36, combat 97
Base Attack/Combat: +27/+82
Attacks: Unarmed strike +53 melee (2d8 + 33) or 3 javelins +42 ranged (1d8 + 23)
Full Attack: Unarmed strike +53/+48/+43/+38 melee (2d8 + 33) or 3 javelins +42 ranged (1d8 + 23)
Face/Reach: 5 ft./5 ft.
Special Attacks: Divine aura, powerful blow, spell-like abilities, strength surge
Special Qualities: Damage reduction 25/epic and adamantine, fortification, immunity to fire, resistance to cold 10 and electricity 10, spell resistance 40
Saves: Fort +40, Ref +31, Will +17
Abilities: Str 46, Dex 26, Con 45, Int 18, Wis 22, Cha 29
Skills: Acrobatics +40, Climb +49, Diplomacy +24, Escape Artist +23, Handle Animal +19, Knowledge (geography) +33, Knowledge (local) +33, Knowledge (nature) +22, Knowledge (religion) +22, Perception +25, Profession (farmer) +16, Sense Motive +21, Survival +24, Swim +49
Feats: Endurance, Great Fortitude, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Run
Epic Feats: Epic Endurance, Epic Fortitude, Epic Reflexes, Epic Toughness, Legendary Wrestler, Superior Initiative
Salient Divine Abilities: Divine Blessing (Strength), Indomitable Strength, Stride
Environment:
Organization: Solitary (unique)
Challenge Rating: 26
Treasure: Possessions
Alignment: Neutral Good

Divine Aura: Kurgess's allies within 100 ft. of him gain a +2 divine bonus on attack rolls, weapon damage rolls, saves and skill checks, while all of his foes take a -2 penalty on such rolls.
Also, allies within 100 ft. of Kurgess automatically succeed on stabilization checks and checks made to overcome concealment. Any attack roll or saving throw of natural 1 is not automatically a failure.

Powerful Blow: Kurgess adds one and a half times his strength modifier to his unarmed damage. On a critical hit, a creature must make a Fortitude save (DC 43) or take nonlethal damage equal to their current hit points, becoming staggered.

Spell-like Abilities: At will – expeditious retreat, greater teleport, holy smite (DC 25), protection from evil, true strike; 3/day – blur, crushing hand, heroes' feast, holy word (DC 28), mass bull strength, mass heal, miracle (DC 30), refuge, righteous might, spell turning, status, summon monster IX Caster level 30th

Strength Surge (Ex): For up to 2 minutes a day, Kurgess can increase his strength score by 13, bringing his Str up to 59. The time does not have to be consecutive rounds.

Fortification (Ex): Kurgess has a 50% chance to ignore critical hits and sneak attack damage.

Possessions: Kurgess carries a +5 distant shot javelin of returning and triple throw. His belt grants a +6 enhancement to Strength for mortal wearers, and his leather gauntlets do as well. When worn together by a mortal, the enhancement is increased to +8.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue May 12, 2009 3:38 am

Rictus Kilgrave (CR 12)
Image

Male human vampire bard 10
CE Medium Undead
Init
+9; Senses Darkvision, Perception +13
Languages Common, Gnome
_____________________________________________________________

AC 24, touch 17, flat-footed 19, (+2 deflection, +5 Dex, +7 natural) combat 27
hp 145 (10d12 + 80); fast healing[ 10; DR 15/magic and silver
Immune ability damage (physical), ability drain, critical hits, energy drain, death effects, non-object Fortitude save effects, nonlethal damage, mind affecting
Resist cold 15, electricity 15, positive 10
Fort +7, Ref +16, Will +12
_____________________________________________________________

Speed 50 ft., fly 100 ft. (perfect)
Melee 2 claws +13 (1d4 + 7 and energy drain)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Combat +12
Special Attacks bardic performance, blood drain, children of the night, energy drain, gaseous form
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Spells Known (Caster level 10th)
4th (5/day) - freedom of movement, hold monster (DC 21)
3rd (5/day) - blink, dispel magic, haste, major image (DC 20)
2nd (6/day) - 5 cat's grace, enthrall (DC 19), invisibility, minor image (DC 19), pyrotechnics (DC 19)
1st (7/day) - expeditious retreat, feather fall, hideous laughter (DC 18), silent image (DC 18), unseen servant, ventriloquism (DC 18)
0 (at will) - dancing lights, flare (DC 17), ghost sound (DC 17), mage hand, open/close, prestidigitation
_____________________________________________________________
Abilities Str 20, Dex 20, Con -, Int 14, Wis 16, Cha 24
SQ alternate form, create spawn, vampire qualities
Feats Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (Perform-comedy), Weapon Focus (claw), Weapon Specialization (claw)
Skills Acrobatics +18, Bluff +28, Disguise +14, Knowledge (local) +20, Knowledge (other) +7, Perception +13, Perform (act) +20, Perform (comedy) +26, Perform (dance) +20, Perform (oratory) +20, Perform (wind instruments) +20, Profession (clown) +16, Sense Motive +17, Stealth +15
Possessions Hat of disguise, ring of protection +2, vest of resistance +2, Necrotome, figurine of wondrous power (bloodstone spider)
_____________________________________________________________

Blood Drain (Ex): Kilgrave deals 1d6 points of Constitution drain with a successful pin. He gains 5 hit points per point of Constitution drained.

Children of the Circus (Su): 3/day, Kilgrave can call forth 40 HD of peacocks, leopards or baboons. These creatures arrive in 2d6 rounds and serve him for up to 2 hours.

Domination (Su): Kilgrave can crush an opponent’s will just by looking onto his or her eye as a standard action. Anyone who can see Kilgrave’s eyes must succeed on a Will save (DC 22) or fall instantly under his influence as though by a dominate person spell (caster level 10th).

Energy Drain (Ex): Kilgrave bestows 2 negative levels when he strikes with his natural weapons. He gains 10 temporary hit points from this.

Alternate Form (Su): Kilgrave can assume the shape a peacock, a leopard or a baboon as a standard action. While in an alternate form, Kilgrave loses his blood drain and domination abilities, but gains the natural weapons and extraordinary special attacks of the new form. He can remain in that form until he assumes another or until the next sunrise.

Create Spawn (Su): A humanoid or monstrous humanoid slain by Kilgrave ’s blood drain rises as a vampire spawn 1d4 days after burial.
He may create another vampire by feeding his blood to a dying (between -1 and -9 hit points) victim. The victim makes a Will save followed by a Fortitude save (DC 22). If the Fortitude save is successful, the blood has no effect, if the Will save is successful, the creature dies but does not rise as one of the undead. If the victim fails both saves, they die, only to rise as a vampire with the next sunset. Kilgrave has control over all spawn and vampires that he creates. At any given time he may have enslaved spawn totaling no more than 40 HD; any spawn he creates that would exceed this limit are created as free-willed vampires or vampire spawn. He may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Vampire Traits: Rictus Kilgrave possesses all of the following
Damned (Ex): Kilgrave is one of the living dead and an inherently unholy thing. He takes 2d6 points of damage from holy water. He must make a Will save (DC 30) to cross running water, complete immersion in which causes him 10 points of damage per round. He may not approach within 5 ft. of anyone holding a holy symbol of a good aligned deity. Garlic nauseates Kilgrave. He is unable to enter a home or other private building unless someone with the proper authority invites the vampire in by his own free will.
Sunlight deals Kilgrave 20 points of damage per round. In daylight, he loses all supernatural abilities and his fast healing. He takes a -4 penalty to attack rolls, skill checks, ability checks and Armor Class.
As the sun rises, Kilgrave falls asleep and cannot be awakened until the sun sets. Noises, lights, and even attacks do not stir him. Once the sun sets, he instantly springs to full alertness.
Kilgrave make a Will save (DC 20) to stay awake for an hour. At the end of the hour, he must make another Will Save, this time against a DC of 25 to remain awake another hour. At the end of the second hour, he must make a DC 30 Will save and so on. When he finally sleeps, he sleeps an additional two hours past sunset for every one he was awake for after sunrise.
Kilgrave must feed on blood weekly. He must ingest no less than 10 points of Constitution per week or suffer one negative level (to a minimum of 1 HD). For each day he ingests the minimum requirement of blood, one lost level is restored. He gains only 1/2 the normal amount of Constitution points from non humanoid sources, such as animals or fresh corpses.

In addition, every month he goes without feeding, Kilgrave must make a Will save (DC 15) or take 2d4 points of Wisdom damage. If reduced to 0 Wisdom, he becomes insane from hunger and will mindlessly attack anything to feed himself. Drinking a week's worth of blood will immediately restore all lost Wisdom.

Gaseous Form (Su): At will as a standard action, Kilgrave can assume gaseous form (caster level 10th), but can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Spider Climb (Su): Kilgrave can climb sheer surfaces as though affected by a spider climb spell.

Undying (Ex): If reduced to 0 hit points in combat, Kilgrave automatically assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed (he can travel up to eighteen miles in 2 hours). Any additional damage dealt to him in gaseous form has no effect. Once at rest in his coffin, he is helpless. He regains 1 hit point after 1 hour, then is no longer helpless and resumes his fast healing. While helpless, he may be paralyzed by driving a wooden stake through his heart. This is a full round action and provokes an attack of opportunity. Kilgrave remains in stasis until the stake is removed (allowing him to resume healing) or until he is slain (usually by decapitation).
Kilgrave does not assume gaseous form if reduced to 0 hit points through immersion in running water or exposure to sunlight.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue May 12, 2009 2:20 pm

Crazy Kargus (CR 4)
Male dwarf corpse expert 6
CE Medium Undead
Init
+9; Senses Darkvision, Perception +13
Languages Common, Dwarven
_____________________________________________________________

AC 13, touch 11, flat-footed 13, (-1 Dex, +2 insight, +2 natural) combat 26
hp 48 (6d12 + 9); 10/slashing
Immune ability damage (physical), ability drain, critical hits, energy drain, death effects, non-object Fortitude save effects, nonlethal damage, mind affecting
Fort +4, Ref +1, Will +6
_____________________________________________________________

Speed 20 ft.
Melee 2 slams +8 (1d6 + 4) and
bite +6 (1d8 + 2 and disease)
Ranged Vomit +3 touch (2d6 acid and nausea)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Combat +11
Special Attacks Devour, disease, vomit
_____________________________________________________________

Abilities Str 18, Dex 8, Con -, Int 6, Wis 13, Cha 6
Feats Great Fortitude, Multiattack, Skill Focus (Perform - act), Toughness
Skills Acrobatics +2, Handle Animal +1, Intimidate +7, Perception +4, Perform (act) +10, Profession (carnie) +10
_____________________________________________________________
Devour If Kargus hits with all three natural attacks in a single round, he can make a combat maneuver check as a free action. If successful, he deals 2d8 + 6 additional damage and the Fortitude save to resist his disease is increased to DC 18.

Disease Zombie fever, DC 13

Vomit Kargus can spew a glob of vomit up to 30 ft. away as a ranged touch attack. Those struck by the attack must make a Fortitude save (DC 13) or become nauseated. Creatures with scent or a bonus on scent Perception checks take a -4 penalty to the saving throw.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue May 12, 2009 3:34 pm

Big Hungry Gert (CR 4)
Male half orc ghast
CE Medium Undead
Init
+3; Senses Darkvision, Perception +2
Languages Common, Orc
Aura stench, 10 ft. (Fort DC 14)
_____________________________________________________________

AC 17, touch 13, flat-footed 14, (+3 Dex, +4 natural) combat 23
hp 41 (4d12 + 15)
Immune ability damage (physical), ability drain, critical hits, energy drain, death effects, non-object Fortitude save effects, nonlethal damage, mind affecting
Resist positive 10
Fort +6, Ref +4, Will +6
_____________________________________________________________

Speed 30 ft.
Melee bite +8 (1d8 + 6 plus paralysis and disease) and
2 claws +6 (1d4 + 3 plus paralysis)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Combat +8
Special Attacks disease, paralysis
_____________________________________________________________

Abilities Str 23, Dex 17, Con -, Int 11, Wis 14, Cha 14
Feats Great Fortitude, Multiattack*, Toughness
Skills Intimidate +7, Perform (act) +7, Profession (carnie) +9
_____________________________________________________________
Disease Ghoul fever, Fortitude DC 14, incubation period 1 day, damage 1d3 Con and 1d3 Dex.

Paralysis Fortitude DC 14, 1d4+1 rounds

Stench The stink of death and corruption surrounding Big Hungry Gert is overwhelming. Living creatures within 10 feet must succeed on a DC 14 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by Gert’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Jun 09, 2011 12:02 am

Thalidorus (CR 15)
Advanced half dragon chimera
XP 51,200
CE Huge Magical Beast
Init
+6; Senses Darkvision, low-light, scent; Perception +26
Languages Draconic
_____________________________________________________________

AC 27, touch 10, flat-footed 25, combat 46
(+2 Dex, +17 natural, -2 size)
hp 279 (18d10 + 180)
Fort +21, Ref +15, Will +11
_____________________________________________________________

Speed 30 ft.; 60 ft. (average)
Melee 2 claws +30 (1d8 + 14 /19-20) and
tail +30 (1d6 + 14 plus poison)
dragon bite +30 (3d6 + 21) or
lion bite +30 (2d6 + 14) or
goat gore +30 (2d6 + 14)
Space 10 ft.; Reach 5 ft.
Base Atk +18; Combat +34
Special Attacks breath weapon (18d8 fire, DC 29, 30 ft. cone), powerful charge (4d6 + 28), rake (2 claws +30, 1d8 + 14)
_____________________________________________________________

Abilities Str 39, Dex 14, Con 31, Int 10, Wis 17, Cha 16
SQ Triple action
Feats Bleeding Critical, Critical Focus, Fly-by Attack, Hover, Improved Critical (claw), Improved Initiative, Iron Will, Lightning Reflexes, Vital Strike
Skills Fly +10, Perception +26, Stealth +6 (+10 in scrubland or brush); Racial +2 Perception, +4 Stealth in scrubland or brush
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Poison Injury, DC 29, 1d4 Con (6)

Triple Action Thalidorus acts on three separate initiative counts. Each head only acts on its initiative count.
The dragon head can use the breath weapon on its turn.
The goat head can use powerful charge on its turn.
The lion head can use rake on its turn.
Any head can make use of the claw attacks, tail attack or movement.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Kain Darkwind
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Sat Oct 08, 2011 5:49 pm

Xotani the Firebleeder (CR 24)
XP 1,228,800
CE Colossal magical beast (fire)
Init +9; Senses blind sight 120 ft., darkvision, low light vision; Perception +29
Aura frightful presence (300 ft., DC 27)
Languages Aklo, Ignan (cannot speak)
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AC 41, touch 8, flat-footed 35, combat 68
(+5 Dex, +1 dodge, +33 natural, –8 size)
hp 525 (30d10 + 330); regen 40; DR 20/epic
Immune ability damage, bleed, disease, energy drain, fire, mind-affecting, paralysis, permanent wounds, petrification, poison
Resist electricity 20, sonic 20; SR 35
Defense firebleed, heat
Weakness cold, sunlight blindness
Fort +28, Ref +24, Will +15
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Speed 60 ft., burrow 60 ft., climb 60 ft.
Melee bite +36 (4d8 + 14 plus 4d8 fire and grab) and
4 claws +36 (2d8 + 14 plus 4d8 fire)
Ranged 4 fire jets +27 touch (4d8 fire)
Space 30 ft.; Reach 40 ft.
Base Atk +30; Combat +52 (+56 grapple)
Attack Options great cleave, improved vital strike, power attack (-8, +16), spring attack
Special Actions breath weapon (70 ft. cone, 30d10 fire, DC 36), improved cleaving finish, swallow whole (6d6 + 21 plus 20d6 fire, AC 26, hp 52), trample (2d8 + 21, DC 39)
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Abilities Str 38, Dex 20, Con 33, Int 3, Wis 17, Cha 14
Feats Cleave, Cleaving Finish, Combat Reflexes, Dodge, Great Cleave, Improved Cleaving Finish, Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Toughness, Vital Strike
Skills Athletics +32, Perception +29; Racial +8 Perception
Treasure none
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Firebleed Any attack that deals more than 10 points of damage to Xotani causes a 30 ft. cone of magma to erupt forth from the wound. The magma deals an immediate 1d6 fire damage plus 1d6 per 10 points of damage from the attack and leaves the area covered with magma. A Reflex save (DC 36) halves the initial damage.

Heat (Ex) Creatures striking Xotani with natural weapons or unarmed strikes take 4d8 fire damage. Manufactured weapons striking Xotani must make a Fortitude save (DC 36) or suffer 20d6 fire damage.

Regeneration (Ex) No form of attack can suppress the Firebleeder's regeneration—it regenerates even if disintegrated or slain by a death effect. If Xotani fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. It can be temporarily kept from regenerating if it is reduced to negative hit points entirely with cold damage and a successful wish or miracle is used upon it, but the method to truly kill it has yet to be discovered.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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