Brilliant Gameologists Forum

The Thinktank => When Inspiration Strikes => Topic started by: Risada on March 26, 2009, 05:10:50 AM

Title: Risada's Bestiary
Post by: Risada on March 26, 2009, 05:10:50 AM
This is the thread where I will post some critters.... and seek for help, since I suck at regulating monster's CR...

Angelic Hierarchy
Angel (http://brilliantgameologists.com/boards/index.php?topic=3978.msg212262#msg212262)
Archangel (http://brilliantgameologists.com/boards/index.php?topic=3978.msg212270#msg212270)
Principality (http://brilliantgameologists.com/boards/index.php?topic=3978.msg387203#msg387203)
Power (http://brilliantgameologists.com/boards/index.php?topic=3978.msg400424#msg400424)
Virtue (http://brilliantgameologists.com/boards/index.php?topic=3978.msg402454#msg402454)
Dominion (http://brilliantgameologists.com/boards/index.php?topic=3978.msg402455#msg402455)
Throne (http://brilliantgameologists.com/boards/index.php?topic=3978.msg402456#msg402456)

Cardinal Angels
Uriel (North) (http://brilliantgameologists.com/boards/index.php?topic=3978.msg181671#msg181671)
Raphael (East) (http://brilliantgameologists.com/boards/index.php?topic=3978.msg188052#msg188052)
Gabriel (West) (http://brilliantgameologists.com/boards/index.php?topic=3978.msg189407#msg189407)
Michael (South) (http://brilliantgameologists.com/boards/index.php?topic=3978.msg191639#msg191639)

Espers
Belias (Aries) (http://brilliantgameologists.com/boards/index.php?topic=3978.msg127797#msg127797)
Chaos (Taurus) (http://brilliantgameologists.com/boards/index.php?topic=3978.msg151150#msg151150)
Zalera (Gemini) (http://brilliantgameologists.com/boards/index.php?topic=3978.msg131249#msg131249)
Zeromus (Cancer) (http://brilliantgameologists.com/boards/index.php?topic=3978.msg144099#msg144099)
Hashmal (Leo) (http://brilliantgameologists.com/boards/index.php?topic=3978.msg135591#msg135591)
Ultima (Virgo) (http://brilliantgameologists.com/boards/index.php?topic=3978.msg166265#msg166265)
Exodus (Libra) (http://brilliantgameologists.com/boards/index.php?topic=3978.msg134795#msg134795)
Cuchulainn (Scorpio) (http://brilliantgameologists.com/boards/index.php?topic=3978.msg133948#msg133948)
Shemhazai (Sagittarius) (http://brilliantgameologists.com/boards/index.php?topic=3978.msg133390#msg133390)
Adrammelech (Capricorn) (http://brilliantgameologists.com/boards/index.php?topic=3978.msg129648#msg129648)
Famfrit (Aquarius) (http://brilliantgameologists.com/boards/index.php?topic=3978.msg136377#msg136377)
Mateus (Pisces) (http://brilliantgameologists.com/boards/index.php?topic=3978.msg128165#msg128165)
Zodiark (Ophiuchus) (http://brilliantgameologists.com/boards/index.php?topic=3978.msg172830#msg172830)

Hindu Mythology
Turdak (http://brilliantgameologists.com/boards/index.php?topic=3978.msg409313#msg409313)

Japanese Mythology
Itsumade (http://brilliantgameologists.com/boards/index.php?topic=3978.msg412927#msg412927)
Jubokko (http://brilliantgameologists.com/boards/index.php?topic=3978.msg405818#msg405818)
Komainu (http://brilliantgameologists.com/boards/index.php?topic=3978.msg426437#msg426437)
Nue (http://brilliantgameologists.com/boards/index.php?topic=3978.msg408331#msg408331)
Okiku-Mushi (http://brilliantgameologists.com/boards/index.php?topic=3978.msg405826#msg405826)
Tsuchigumo (http://brilliantgameologists.com/boards/index.php?topic=3978.msg409309#msg409309)
Yomotsu Ikusa (http://brilliantgameologists.com/boards/index.php?topic=3978.msg408677#msg408677)
Yomotsu Shikome (http://brilliantgameologists.com/boards/index.php?topic=3978.msg408679#msg408679)

Phillipines' Mythology
Manananggal (http://brilliantgameologists.com/boards/index.php?topic=3978.msg428624#msg428624)

Book sources:
CArc: Complete Arcane
CChamp: Complete Champion
CDiv: Complete Divine
CMage: Complete Mage
CS: Complete Scoundrel
CW: Complete Warrior
CoR: Champions of Ruin
DotU: Drow of the Underdark
Drac: Draconomicon
DrM: Dragon Magic
FrB: Frostburn
MIC: Magic Item Compendium
MiniHB: Miniatures Handbook
OA: Oriental Adventures
PHB2: Players' Handbook 2
RotD: Races of the Dragon
RHoD: Red Hand of Doom
SpC: Spell Compendium
ToB: Tome of Battle: Book of the 9 Swords
Title: Re: Risada's Bestiary
Post by: Risada on March 26, 2009, 05:14:36 AM
Starting with the ever-loved Zodiac Beasts/Espers from Final Fantasy series!


Espers

The scions that would become the Espers were created by Ocurria (often referred to as "gods") for varied purposes. While the exact number is never revealed, there are at least 24 scions, with each zodiac sign having a light and dark representative.

Time passed, and eventually, being proud of her power and status and believing herself to be more powerful than her creators, the highest ranking Esper, Ultima, rose up against the gods. Rallying all the scions of darkness, they attacked the very gods that had created them. However, even with the combined force of 12 Espers, they were defeated, and banished to the darkest reaches of the world. A thirteenth scion, Zodiark, was also bound by the Ocurria for fear of his power. Unlike his brethren, he is not known to have harboured rebellious desire.
 (taken from here (http://finalfantasy.wikia.com/wiki/Esper_(Final_Fantasy_XII)))

All espers share the folowing traits:
-immunity to all mind-affecting effects (including all fear effects), ability damage, ability drain, energy drain, death effects, poison, polymorph effects;
-immunity to the following conditions: dazed, exhausted, nauseated, paralyzed, sickened, staggered, stunned;
-espers have full hit points for its hit dice;

(http://s3.postimage.org/rw7ooc9yn/belias2.jpg)

Belias, the Gigas
Large Outsider (Fire)
HD 8d8 + 40 (104 HP)
Speed 40 ft. (8 squares)
Init: 3
AC 19; touch 12; flat-footed 16
(-1 size, +3 Dex, +7 natural)
BAB +8; Grp +18
Attack +1 large adamantine flaming battleaxe +15 melee
(2d6+7, 19-20/x3, +1d6 fire)
Full-Attack +1 large adamantine flaming battleaxe +15/+10 melee (2d6+7, 19-20/x3, +1d6 fire) or 2 slams +13 melee (1d8+6 +1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks spell-like abilities
Special Qualities DR 5/-, darkvision 60 ft, essence of fire
Saves Fort +11 Ref +9 Will +8
Abilities Str 22, Dex 16, Con 20, Int 10, Wis 14, Cha 14
Skills: Intimidate +13, Concentration +16, Spot +13, Listen +13, Spellcraft +11, Knowledge (arcana) + 11, Balance +14, Climb + 11, Jump +12
Feats: Ability Focus (widened greater fireburst) (B), Improved critical (battleaxe), Power Attack, Weapon Focus (battleaxe)
Challenge Rating 8?
Treasure none
Alignment: N

Scion of darkness and guardian of the Holy Realm, made by the Ocurria in opposition to Loghrif the Transcendent, scion of light. Called the Gigas for his appearance: man and monster fused as one. Considered a mistake upon his making, and receiving not his intended role, the Gigas challenged his masters and lost.

Belias is a 12 feet tall muscular humanoid with brown skin, with hoofs and his head resemble that of a ram, with a similar but smaller body attached to his chest. Red fur cover most of his body. Belias carries an axe.

Belias represents the Zodiac sign of Aries.

Combat
Belias tends to start combat by engaging his opponents in melee combat through a charge. Belias is fond of using his fireball SLA frequently during the combat as a way to both damage his opponents and heal himself. After he has lost around half of his hit points he uses his widened greater fireburst SLA to deal a large amount of damage so he can proceed to finish them off.

Essence of Fire (Ex): Belias has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure. Additionally, whenever Belias is subject to an effect would deal fire damage, he heals a number of hit points equal to half the amount of damage he would take instead. Finally, Belias's natural attacks are considered to be magical for the purposes of damage reduction and deal an additional 1d6 points of fire damage.

Spell-like abilities: 3/day: fireball (DC 15), 1/day: widened greater fireburst SpC (DC 19). Caster level 8th. Saves are Charisma-based.
-------

EDIT: added some small fluff. and checked for some minor mistakes.
Title: Re: Risada's Bestiary
Post by: bhu on March 26, 2009, 12:55:31 PM
I'll give it a peek this weekend if I get time off. 
Title: Re: Risada's Bestiary
Post by: Risada on March 27, 2009, 02:51:48 PM
(http://s3.postimage.org/6mayx33vl/Mateus.jpg)

Mateus, the Corrupt
Large Outsider (Cold)
HD 10d8 +40 (120 HP)
Speed 40 ft. (8 squares)
Init: 4
AC 23; touch 12; flat-footed 20
(-1 size, +3 Dex, +11 natural)
BAB +10; Grp +17
Attack +1 large frost returning trident +13 melee (2d6+5; 20/x2; +1d6 cold) or +1 large frost returning trident +14 ranged (2d6+5; 20/x2; +1d6 cold) or claw +12 melee (1d10+3, 20/x2, +1d6 cold)
Full-Attack +1 large frost returning trident +13/+8 melee (2d6+5; 20/x2; +1d6 cold) or 2 claws+12 melee (1d10+3, 20/x2, +1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks spells, ice servants
Special Qualities DR 5/-, darkvision 60 ft., essence of ice, greater spellcasting affinity, resistance to acid and eletricity 10, spell resistance 18
Saves Fort +11 Ref +11 Will +11
Abilities Str 16, Dex 19, Con 18, Int 18, Wis 18, Cha 22
Skills Appraise+17, Bluff+19, Concentration+17, Diplomacy + 19, Knowledge(arcana)+17, Knowledge(nature) +17, Knowledge(the planes)+17, Listen+17, Sense Motive+17, Spellcraft+17, Spot+17, Use Magic Device+17  
Feats Cold FocusFrB, Greater Cold FocusFrB, Iron Will (B), Law DevotionCChamp, Sudden EmpowerMiniHB
Challenge Rating 10?
Treasure none
Alignment LE

Scion of darkness ruling and protecting those who live in the underworld, in opposition to Lahabrea the Abyssal Celebrant and scion of light. In the course of his rule, he submitted to avarice, and the darkness took his heart, transforming him until he was both evil and corrupt. Then in his cowardice did he bind a Goddess of Ice, and using her as a living shield, he challenged the gods. Defeated before their might, he fell screaming into the depths of hell, there to be imprisoned for eternity.

Mateus's current appearance is that of a blue-skinned woman with various parts of her body resembling those of a fish, in a dark tone. Mateus's real appearance has been long forgotten; after he possessed the ice goddess to use her as a living shield against his masters, it would seem that both of them couldn't get separated anymore.

Mateus represents the Zodiac sign of Pisces.

Combat
Mateus usually starts by using his ice servants ability to summon 3 bearded devils, followed by casting slow on his opponents. While his ice servants are on the field, Mateus play as support for them, providing battlefield control and debuffing his opponents. When his ice servants are defeated, Mateus takes an offensive approach and start using spells like orb of cold and icelance.
When Mateus reaches around half his total hit points, he uses its Law Devotion feat to get some AC bonus, changing the bonus to attack rols only when using icelance or other spell that requires an attack roll. After that, he casts a sudden empowered cone of cold, and then proceeds to finish off those who survived.

Essence of Ice (Ex): Mateus has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure. Additionally, whenever Mateus would be damaged by cold damage, Mateus heals a number of hit points equal to half the damage it would take. Finally, Mateus's natural attacks are considered to be magical for the purposes of damage reduction and deal an extra 1d6 points of cold damage.

Greater Spellcasting Affinity (Ex): Mateus can use spells and spell-like abilities without provoking attacks of opportunity. Additionally, Mateus can ignore any focus or components required to cast his spells. Finally, Mateus can ignore any harmful effects done to him from spells cast by himself (such as hit point damage).

Ice Servants (Sp): this ability functions like the conjure ice beast VIFrostburn spell, except this ability is activated as a swift action, this ability always summon its max number of creatures, the creatures summoned have max hit points for its hit dice and +4 bonus to caster level against dispelling. This ability is usable once per day.

Spells: 10th level sorcerer casting (6/8/8/7/6/4, DC 16+ spell level or 18+ spell level if it's a spell with the cold descriptor)
0: arcane mark, caltropsSpC, daze, detect magic, ghost sound, mage hand, read magic, resistance, sonic snapSpC
1st: blockadeCScoundrel, distract assailantSpC, grease, magic missile, nerveskitterSpC
2nd: fog cloud, ice knifeSpC, ray of iceSpC, scintillating scalesSpC
3rd: hailstonesSpC, icelanceSpC, slow
4th: orb of coldSpC, wall of ice
5th: cone of cold
Title: Re: Risada's Bestiary
Post by: Risada on March 31, 2009, 02:47:29 PM
(http://s3.postimage.org/vfjxfr4j4/Adrammelech.jpg)

Adrammelech, the Wroth
Large Outsider
HD 12d8+84 (180 HP)
Speed 40 ft. (8 squares); fly speed 60 ft (good)
Init: 10
AC 30; touch 16; flat-footed 23
(-1 size, +7 Dex, +14 Natural)
BAB +12; Grp +24
Attack claw +19 melee (2d8+8, 20/x2, +1d8 eletricity)
Full-Attack 2 claws +19 melee (2d8+8, 20/x2, +1d8 eletricity) and 2 wings +19 melee (2d6+4, 20/x2, +1d8 eletricity)
Space 10 ft.; Reach 10 ft.
Special Attacks perfect defense, raging lightning, spell-like abilities
Special Qualities DR 5/-, darkvision 60 ft, essence of lightning, resistance to acid, cold and fire 10, spell resistance 23
Saves Fort +15 Ref +14 Will +11
Abilities Str 26, Dex 24, Con 24, Int 14, Wis 16, Cha 20
Skills Bluff +20, Concentration +22, Intimidate +20, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +18, Sense Motive +18, Spot +18, Tumble +22, Spellcraft +17
Feats Ability Focus (raging lightning), Combat Reflexes, Improved Initiative (B), Improved Multiattack, Multiattack, Robilar's GambitPHB2
Challenge Rating 12?
Treasure none
Alignment LE

Emperor among the scions, able to reduce to nothing aught he strikes with a single vengeful blow of his fist, created in opposition to Deudalephon the Benevolent, scion of light.
Though he was made by the gods to quell the fiends that raged in the world, his immense strength and fearsome visage drew the fiends to his side, and turned him against his creators.
Adrammelech led a fiendish horde against the gods, but in the end, he was defeated.


Adrammelech is a 12 feet tall winged demon in a humanoid-like body with the head resembling that of a goat and hooves for his feet, and his hands powerful claws. All his green body is covered in golden tattoos. Adrammelech's wings, altough may look like underdeveloped, function normally.

Adrammelech represents the Zodiac sign of Capricorn.

Combat
Adrammelech likes to engage his opponents in melee range for most of the time while making use of his Robilar's Gambit feat, only stopping sometimes to use his chain lightning to soften his opponents. Adrammelech uses his lightning leap to maneuver through the battlefield, hoping to reach a better position so he can attack a better or easier target.
When his hit points are reduced to half his total hit points, Adrammelech uses his Perfect Defense ability on the beginning of the next round. At the round after the Perfect Defense, he uses his Raging Lightning and keep fighting in melee range, now making use of his pounce ability.

Essence of Lightning (Ex): Adrammelech is immune to eletricity damage. Additionally, whenever Adrammelech would take eletricity damage, he heals a number of hit points equal to half the damage he would take. Finally, Adrammelech's natural weapons are considered to be magical for the purposes of damage reduction and deal an additional 1d8 points of electricity damage.

Perfect Defense (Ex): once per day as an immediate action, Adrammelech becomes immune to anything that affects him until the end of the round.

Raging Lightning (Su): as a standard action once per day, Adrammelech releases a pulse of eletricity, dealing 15d8 points of eletricity damage to all creatures within 60 ft from Adrammelech. Each affected creature can make a Reflex save for half damage (DC 23). Additionally, Adrammelech becomes berserk, gaining a +3 enhancement bonus on all attack and damage rolls, his DR increases to 10/-, he gains the pounce ability and fast healing 3. This effect lasts for 5 minutes. This is equivalent to a spell of 6th level. The DC is Charisma-based.

Spell-like abilities: 3/day: chain lightning (DC 21), 2/day: lightning leapCMage (DC 20). Caster level 12. Saves are Charisma-based.
-----------------------------------------------------------------------------------

After I finished this guy, I started thinking about adding some ToB stuff to some of these guys.... what do you guys think about it? I was thinking one or two stances and some strikes/boost...
Title: Re: Risada's Bestiary
Post by: bhu on April 01, 2009, 01:33:44 PM
Okay Im gonna look at these and give my thoughts I swear.  I just need some time.


Minor nitpick: You forgot the Size Penalty for attack rolls for Belias.
Title: Re: Risada's Bestiary
Post by: Risada on April 01, 2009, 02:52:20 PM
Minor nitpick: You forgot the Size Penalty for attack rolls for Belias.

*goes to check*

...are you sure?

I count this: 8(BAB) +6(Str) +1(weapon enhancement) +1(Weapon Focus) -1 (size) = 15
and this for the slams: 8(BAB) +6(Str) -1(size) = 13

Am I doing this wrong?  :twitch
Title: Re: Risada's Bestiary
Post by: bhu on April 02, 2009, 09:58:32 AM
Nevah Mind.  Missed the Feats.  This is what happens when i look at stuff at 6 am... :banghead
Title: Re: Risada's Bestiary
Post by: Midnight_v on April 03, 2009, 05:43:19 AM
I saw this at a glance and though i saw Risada's bestiality  :lmao Damn. Good times.
Title: Re: Risada's Bestiary
Post by: Risada on April 03, 2009, 01:02:04 PM
I saw this at a glance and though i saw Risada's bestiality  :lmao Damn. Good times.

What?  ???
I shouldn't even ask, but..... what good times?
Title: Re: Risada's Bestiary
Post by: Midnight_v on April 03, 2009, 05:21:13 PM
I saw this at a glance and though i saw Risada's bestiality  :lmao Damn. Good times.

What?  ???
I shouldn't even ask, but..... what good times?

:drunk   :beathorse  :puppy   :puke

 :thought
Yeah... Uhm. best not to ask.  :nonono
Title: Re: Risada's Bestiary
Post by: Risada on April 04, 2009, 05:57:02 PM
(http://s3.postimage.org/h950c72ht/Zalera.jpg)

Zalera, the Death Seraph
Large Undead
HD 12d12 (144 HP)
Speed 30 ft. (6 squares)
Init: 5
AC 27; touch 14; flat-footed 22
(-1 size, +5 dex, +13 natural)
BAB +6; Grp +15
Attack touch of death +10 melee or ranged
Full-Attack touch of death +10 melee or ranged
Space 10 ft.; Reach 10 ft.
Special Attacks servants of darkness, spell-like abilities, touch of death
Special Qualities DR 5/-, essence of death, fast healing 10, resistance to acid, cold, eletricity and fire 15, spell resistance 23, spellcasting affinity
Saves Fort +6 Ref +11 Will +14
Abilities Str 21, Dex 21, Con -, Int 22, Wis 22, Cha 26
Skills Bluff +23, Concentration +15, Intimidate +23, Knowledge (arcana) +21, Knowledge (religion) +21, Knowledge (the planes) +21, Listen +21, Sense Motive +21, Spellcraft +21, Use Magic Device +23
Feats Ability Focus (fleshshiver), Ability Focus (slow), Eyes in the back of your headCW, Great Fortitude, Improved Initiative (B), Lightning Reflexes
Challenge Rating 12?
Treasure none
Alignment CE

Heretic scion who wrapped the world in dark energies, seeking to take the souls of all living things unto himself. Created in opposition to Emet-Selch, Angel of Truth, and scion of light.
Originally tasked with the judging of men upon their deaths, his soul was tainted by the curses of those who raged against the heavens, and seizing one of the gods' servants, a shamaness, as a hostage, he rebelled against his creators. Even now, in defeat, he clutches the shamaness to him in his right arm, and with the aid of her death-wail does he summon the soul of darkness to do his bidding.


Zalera looks like a 10 feet tall man, apparently wearing a dreadful armor and a skull-shaped mask. Attached to his right arm lies a shamaness from which he draws power over the dead, while his left is a claw that channels evil energy.

Zalera represents the Zodiac sign of Gemini.

Combat

Zalera starts combat by using his servants of darkness ability and follow up with his slow spell-like ability. During the time his skeletons are on the battlefield, Zalera plays as support for them, by using mostly his touch of death, and using his spell-like abilities to disable his foes. When needed, he will use his mass inflict serious wounds at least once to heal his skeletons, but Zalera can also use it offensively if his opponents are living.
When the skeletons are defeated, Zalera takes on a more offensive approach, by using his fleshshiver and reach slay living spell-like abilities, in order to quickly finish them off.

Essence of Death (Ex): Zalera is immune to the effects of turning and rebuking. Additionally, as long as there is at least one monster summoned by the servants of darkness ability within 60 ft from Zalera, his damage reduction increases to 10/-. Finally, Zalera is constantly under the effect similar to the negative energy auraSpC spell (CL 15), except the aura's area is 60 ft.

Servants of Darkness (Sp): as a swift action once per day, Zalera can summon 3 Ettin Skeletons or 3 Chimera Skeletons to fight for him. These skeletons are the same as their MM entry, except that they have a +12 profane bonus to Strength and a +6 profane bonus to their Armor Class, as well as immunity to turning and rebuking undead. This is the equivalent of a 7th level spell. This is a conjuration (summoning) effect.

Spellcasting Affinity (Ex): Zalera can use spells and spell-like abilities without provoking attacks of opportunity.

Touch of Death (Su): as a standard action, Zalera can channel negative energy through his left claw as either a melee or ranged touch attack up to 30 ft, dealing 10d6 points of negative energy damage to the affected creature, and the affected creature is dazed for 1 round. A successful Fortitude save (DC 24) halves the damage and negates the dazed condition.

Spell-like abilities: 3/day: slow (DC 23), hold monster (DC 23), mass inflict serious wounds (DC 25), reach slay living (DC 23), widened stinking cloud (DC 21) 2/day: fleshshiverSpC (DC 26). Caster level 12th. Saves are Charisma-based.

-----------------------------------------------------------------
Finally done!
Title: Re: Risada's Bestiary
Post by: bkdubs123 on April 06, 2009, 08:33:48 PM
Keep writing these! I'm following!
Title: Re: Risada's Bestiary
Post by: bhu on April 07, 2009, 12:15:44 PM
Dread Necromancer is Arcane, and it has most of the summon/create deadish spells.  What exactly do you want it to do?
Title: Re: Risada's Bestiary
Post by: Risada on April 07, 2009, 02:31:35 PM
Dread Necromancer is Arcane, and it has most of the summon/create deadish spells.  What exactly do you want it to do?

Ingame Zalera does 2 things: debuffs things and OHKO things (emphasis on OHKO stuff).

I am thinking on giving him one or two Save or Die and 2 or 3 Save or Suck...

For the SoD, I thought about finger of death, but it's a 8th level spell.... even as a SLA it would be too much for a 12HD creep...
For the SoS, I've been browsing for some nice AoE sleep effect but the only one I found was deep slumber, together with slow or other similar effect and another SLA (I was thinking castigate from SpC so he has some nuking power)...
Title: Re: Risada's Bestiary
Post by: bhu on April 08, 2009, 11:43:45 AM
OHKO?
Title: Re: Risada's Bestiary
Post by: Risada on April 08, 2009, 12:42:46 PM
OHKO?

One Hit Knockout.... Save or Die.... you know.... spells that kill instantly?  ;)
Title: Re: Risada's Bestiary
Post by: bhu on April 08, 2009, 12:54:15 PM
Well for 6th level spells there's Circle of Death (meh), or Opalescent Glare (but it only works on Evil).
Title: Re: Risada's Bestiary
Post by: Risada on April 08, 2009, 01:39:38 PM
Zalera finally finished!

Increased his fast healing to 10 and gave him some SLAs...
Title: Re: Risada's Bestiary
Post by: Risada on April 11, 2009, 12:18:56 AM
(http://s3.postimage.org/dpizbbash/Shemhazai.jpg)

Shemhazai, the Whisperer
Medium Outsider
HD 14d8+84 (196 HP)
Speed 50 ft. (10 squares)
Init: 9
AC 34; touch 19; flat-footed 25
(+9 Dex, +15 natural)
BAB +14; Grp +20
Attack spirit arrow +26 ranged (2d6+14, 17-20/x2)
Full-Attack spirit arrow +26/+21/+16 ranged (2d6+14, 17-20/x2)
Space 5 ft.; Reach 60 ft.
Special Attacks spells, spirit arrow
Special Qualities DR 10/-, darkvision 60 ft., greater spellcasting affinity, fast healing 8, mana surge, resistance to acid, cold, eletricity and fire 10, shifting soul, spell resistance 26
Saves Fort +15 Ref +18 Will +14
Abilities Str 23, Dex 28, Con 23, Int 20, Wis 22, Cha 26
Skills Balance +16, Bluff +29, Diplomacy +20, Intimidate +27, Jump +25, Knowledge (arcana) +22, Knowledge (the planes) +22, Knowledge (nature) +22, Listen +23, Sense Motive +23, Spellcraft +24, Spot +23, Survival +15, Tumble +28, Use Magic Device +11
Feats Arcane StrikeCW, Empower Spell, Metamagic VigorCMage, Rapid Shot (B), Sculpt SpellCArc, Versatile SpellcasterRotD
Challenge Rating 14?
Treasure None
Alignment NE

Scion that is both horse and woman, wielding utter control over the souls that wander the underworld, in opposition to Igeyorlm the Martyr, scion of light. Though she once served the gods as a guardian, when Ultima announced her rebellion, Shemhazai went to her, whispering of her masters' hidden weaknesses. She then descended upon the land without leave of her masters, and taught men of destruction and evil. For this was she stricken down and bound.

Shemhazai is a 6 feet tall woman with red skin, wearing a cloak. Her hands resembles crossbows, and her feet are hooves. Shemhazai carries on her back what looks like a grey horse.

Shemhazai represents the Zodiac sign of Sagittarius.

Combat

Shemhazai is under the effects of the following spells before combat (cast by herself): ferocity of the sanguine rage, greater resistance, haste, protection from good and scintillating scales.

Shemhazai starts combat by using her spirit arrows powered up by her Arcane Strike feat against her opponents in a round, while using spells such as mass curse of the impending blades and crushing despair to weaken her opponents every other round, following with damaging spells. If facing annoying spellcasters, Shemhazai uses spells such as arcane turmoil and greater dispel magic in an attempt to cripple them, as well as spiritwall.
When her hit points are reduced to half or lower, Shemhazai starts going more offensive, and use her more powerful spells, including radiant assault, and thanks to her mana surge ability, Shemhazai can apply her metamagic feats at no cost.

Greater Spellcasting Affinity (Ex): Shemhazai can use spells and spell-like abilities without provoking attacks of opportunity. Additionally, Shemhazai can ignore any focus or components required to cast her spells. Finally, Shemhazai can ignore any harmful effects done to her from spells cast by herself (such as hit point damage).

Mana Surge (Ex): Shemhazai can cast a spell as a free action once every other round. Additionally, all metamagic feats' level adjustment is decreased by 2 (to a minimum of 0), and her spells' casting time is unaffected by the use of metamagic feats. This ability is active only when Shemhazai's hit points are at half or less.

Shifting Soul (Ex): whenever Shemhazai takes acid, cold, eletricity or fire damage, she gains immunity to that energy type. If Shemhazai is damaged by another energy type, she loses the current immunity and becomes immune to this new energy type.

Spirit Arrow (Ex): Shemhazai's natural attacks are considered to be arrows fired from a +3 collisionMIC forceMIC large composite longbow, except that they have a range of 60 ft. (no increment), its threat range is 17-20, its critical modifier is x2, each arrow applies all of Shemhazai's Strength modifier to the damage, and these attacks doesn't provoke attacks of opportunity. Additionally, any creature struck by a spirit arrow must succeed on a Fortitude saving throw (DC 21) or be unable to recover hit points and ability damage for 1 minute. This effect can only be removed by an ability or spell that remove a curse (such as remove curse spell).
Shemhazai can use her spirit arrows to make attacks of opportunity within 60 ft.

Spells: 14th level sorcerer casting (6/8/8/8/7/7/6/4, DC 18+ spell level)
0: acid splash, arcane mark, detect magic, flare, ghost sound, mage hand, message, resistance, sonic snapSpC
1st: magic missile, protection from good, ray of enfeeblement, ray of flameSpC, sonic blastSpC
2nd: arcane turmoilCMage, glitterdust, rainbow beamSpC, scintillating scalesSpC, shadow spraySpC
3rd: ferocity of the sanguine rageDrM, haste, mass curse of impending bladesSpC, sound lanceSpC
4th: crushing despair, enervation, greater resistanceSpC, orb of fireSpC
5th: cyclonic blastSpC, lesser spell matrixSpC, spiritwallSpC
6th: acid stormSpC, greater dispel magic
7th: radiant assaultSpC
--------------------------------------------------------------------------

EDIT: Added spiritwall to Shemhazai's spell list...
Title: Re: Risada's Bestiary
Post by: Risada on April 12, 2009, 11:11:48 PM
(http://s3.postimage.org/h94ghqwk7/Cuchulainn.jpg)

Cuchulainn, the Impure
Large Outsider
HD 15d8+135 (255 HP)
Speed 40 ft. (8 squares);
Init: 5
AC 31; touch 14; flat-footed 26
(-1 size, +5 Dex, +17 natural)
BAB +15; Grp +29
Attack Slam +29 melee (2d6+14, 20/x3 plus 1 Con damage)
Full-Attack slams +29/+29/+24/+19 melee (2d6+14, 20/x3 plus 1 Con damage)
Space 10 ft.; Reach 10 ft.
Special Attacks consuming blight, empowering surge, malaise, spell-like abilities
Special Qualities corruption, DR 10/-, darkvision 60ft., fast healing 10, filthy essence, resistance to acid, cold, eletricity, fire and sonic 20, spell resistance 26, spellcasting affinity
Saves Fort +20 Ref +14 Will +16
Abilities Str 31, Dex 21, Con 28, Int 20, Wis 21, Cha 23
Skills Balance +14, Concentration +18, Intimidate +24, Knowledge (nature) +23, Listen +23, Sense Motive +23, Spot +23
Feats Ability Focus (consuming blight), Ability Focus (heightened entangle), Great Fortitude, Improved Rapidstrike (slam)Drac (B), Iron Will, Power Attack, Rapidstrike (slam)Drac (B) , Weapon Focus (slam)
Challenge Rating 14?
Treasure None
Alignment CE

Scion created to rid the world of its impurities by swallowing them within himself, in opposition to Nabriales the Majestic, scion of light. The world, however, was more filled with impurity and corruption than even the gods dared imagine, and having swallowed it all, the once beautiful Cúchulainn was transformed into a hideous thing, a deity of filth, and so did he turn against his creators. Wherever his feet should fall, there all life withers to dust.

Cuchulainn looks like a 13 feet tall fat humanoid with green skin, a trident's head stabbed in his head, and spiked gloves in each of his arms. Cuchulainn is grinning for most of the time.

Cuchulainn represents the Zodiac sign of Scorpio.

Combat

Cuchulainn starts the combat by using his empowering surge ability. He usually focuses on engaging his opponents in melee, trying to always hit at least 2 creatures every round, in order to spread the Constitution damage. He uses his entangle and slow spell-like abilities to enable him to easily reach his targets.
When Cuchulainn's hit points are reduced to half his total hit points or lower, he uses his quickened righteous might and blight abilities, then resume combat, occasionally using his malaise ability to increase his hit points.

Consuming Blight (Su): once per day as a standard action, all creatures within 60 ft from Cuchulainn take 15d6 points of damage and 2d4 Constitution damage. A successfull Fortitude save (DC 25) halves both the hit point damage and the Constitution damage.

Corruption (Ex): Cuchulainn's natural attacks have a +4 enhancement bonus to attack and damage rolls, and are considered to be chaotic and evil aligned for the purposes of damage reduction. Additionally, these attacks deal 1 point of Constitution damage in addition to the normal damage.

Empowering Surge (Sp): as an immediate action once per day, Cuchulainn can use this ability to be affected by the following spells (all CL 15th): haste, nerveskitterSpC, scintillating scalesSpC and  superior resistanceSpC.

Filthy Essence (Ex): at the start of his turn, all creatures within 60 ft of Cuchulainn takes 10 points of damage. Aditionally, all creatures hitting Cuchulainn with melee attacks take 3 points of damage per attack. Creatures using reach weapons are unaffected.

Malaise (Su) three times per day as a standard action, Cuchulainn can make a melee touch attack that deals 15d6 points of damage. A successful Fortitude save halves the damage. Cuchulainn also heals a number of hit points equal to the damage dealt.  

Spellcasting Affinity (Ex): Cuchulainn can use spells and spell-like abilities without provoking attacks of opportunity.

Spell-like abilities: 3/day: heightened entangle (7th level) (DC 25), heightened slow (7th level) (DC 23) 1/day: quickened righteous might. Caster level 15th. Saves are Charisma-based.
Title: Re: Risada's Bestiary
Post by: Risada on April 12, 2009, 11:13:55 PM
Changed the essence abilities on Belias, Mateus and Adrammelech, and...

I seek advice on some "soul-themed" spells to put in her spells... any tips?

...bumping this just in case...
Title: Re: Risada's Bestiary
Post by: bhu on April 13, 2009, 07:47:15 AM
Lemme peek thru my books
Title: Re: Risada's Bestiary
Post by: bhu on April 13, 2009, 10:44:05 AM
From Spell COmpendium

7th level; Awaken Undead, Energy Ebb
6th: Incorporeal Nova,
5th: Spiritwall, Graymantle

Im assuming you mean life force manipulation.  If I'm wrong lemme know.
Title: Re: Risada's Bestiary
Post by: Risada on April 13, 2009, 12:12:21 PM
From Spell COmpendium

7th level; Awaken Undead, Energy Ebb
6th: Incorporeal Nova,
5th: Spiritwall, Graymantle

Im assuming you mean life force manipulation.  If I'm wrong lemme know.

Yep, that's right.... gonna check them... thanks for your help...
Title: Re: Risada's Bestiary
Post by: bhu on April 13, 2009, 12:29:13 PM
no problem, it's what I'm here for when real life events arent interfering :D
Title: Re: Risada's Bestiary
Post by: Risada on April 15, 2009, 04:04:52 AM
(http://s3.postimage.org/rvyels66v/Exodus.jpg)

Exodus, the Judge-sal
Large Outsider
HD 16d8+128 (256 HP)
Speed 30 ft. (6 squares). fly 70 ft. (good)
Init: 8
AC 33; touch 17; flat-footed 25
(-1 size, +8 Dex, +16 natural)
BAB +16; Grp +25
Attack slam +20 melee (2d10+5, 20/x2)
Full-Attack 2 slams +20 melee (2d10+5, 20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks insightful surge, paling, spell-like abilities
Special Qualities DR 10/-, darkvision 60 ft., fast healing 10, greater spellcasting affinity, insightful magic, penetrating magic, resistance to acid, cold, eletricity and fire 25, spell resistance 29
Saves Fort +18 Ref +18 Will +19
Abilities Str 21, Dex 26, Con 27, Int 26, Wis 28, Cha 31
Skills Appraise +27, Balance +27, Bluff +29, Concentration +27, Decipher Script +27, Intimidate +31, Knowledge (any five) +27, Psicraft +27, Sense Motive +28, Spellcraft +29, Use Magic Device +29, Use Psionic Device +29
Feats Ability Focus (meteor swarm), Ability Focus (radiant assault), Eyes in the Back of your headCW (B), Flyby Attack, Imperious CommandDotU, Improved Critical (ray), Law DevotionCChamp
Challenge Rating 15?
Treasure None
Alignment LE

Most ancient of the scions, created in opposition to Halmarut the Arbiter, and scion of light. Tasked with keeping watch over the world, with the authority to judge the value of all things. As he watched, unseen, unknown, his attachment to the world dwindled, and faded until it was as nothing. Fitting that he would desire to make the world, too, as nothing. Yet he fell in the war against his creators, and was thwarted, imprisoned in punishment for his heresy.

Exodus looks like an old 7 feet tall human with a long beard and wearing a robe with a blue glow, sitting on an adorned golden scale. There are branches stuck to his shoulders and sprouting from his head.

Exodus represents the Zodiac sign of Libra.

Combat

Exodus starts combat by using his insightful surge ability. Exodus focuses on dealing damage to his opponents with his radiant assault and disintegrate spell-like abilities. Exodus usually goes after the spellcasters first, then the physical attackers. Occasionally, Exodus will make use of his Imperious Command feat.
When Exodus's hit points drop to half his total or lower, he uses his Law Devotion feat to gain a significant bonus to either his AC or attack bonus, as needed. He also start using his finger of death and meteor swarm spell-like abilities as well.
When Exodus's hit points drop to less than 25% his full hit points, he uses his paling ability in an attempt to survive some more, while trying to kill the enemy spellcasters.

Greater Spellcasting Affinity (Ex): Exodus can use spells and spell-like abilities without provoking attacks of opportunity. Additionally, Exodus can ignore any focus or components required to cast his spells. Finally, Exodus can ignore any harmful effects done to him from spells cast by himself (such as hit point damage).

Insightful Magic(Ex): Exodus can make any spell-like abilities act as if affected by the Empower Spell-like Ability or Quicken Spell-like Ability once every 3 rounds for each effect. When Exodus's hit points are at half or below the total, both effects can be used once every other round.

Insightful Surge (Ex): as an immediate action once per day, Exodus can use this ability to be affected by the effects of the following spells (all CL 16th): arcane sight, greater resistanceSpC, true seeing.

Paling (Ex): once per day as a free action, Exodus can use this ability to become immune to physical attacks. This effect lasts for 2 rounds.

Penetrating Magic (Ex): Exodus's spells and spell-like abilities ignore spell resistance and any form of immunity to magic (such as the one granted by the spell immunity spell). Exodus's spells are still affected by an anti-magic field normally.

Spell-like abilities: at will: disintegrate (DC 26), radiant assaultSpC (DC 29), 2/day: finger of death (DC 28), meteor swarm (DC 31). Caster level 16th. Saves are Charisma-based.

---------------------------------------------
I want some help with this guy's feats.... any tips?
Title: Re: Risada's Bestiary
Post by: bhu on April 15, 2009, 01:27:39 PM
Which Feats are you looking to switch out?
Title: Re: Risada's Bestiary
Post by: Risada on April 15, 2009, 01:41:29 PM
Which Feats are you looking to switch out?

Those that grant +2 bonus to one save... I don't really know what else to put...
Title: Re: Risada's Bestiary
Post by: AfterCrescent on April 17, 2009, 02:53:27 AM
Why is The Impure an aberration? He should really be an outsider. Native if you want, but definitely an Outsider.  The fort save for Consuming Blight should also 1/2 the damage.

Also, and this is just a suggestion, but make those 3 spells into an ability that he can use as a swift action or somesuch, so even if it's dispelled, he can resume it.  If you're trying to stay true to the the Tactics version, just make the ability 1/day as an immediate action, like Nerveskitter (hell, add nerveskitter to it). And state that he starts combat with it.

Also, I'll look at Exodus when I get time, but The Impure is a favorite of mine, so I had to finally get around to him. ;)
Title: Re: Risada's Bestiary
Post by: Risada on April 17, 2009, 03:37:51 AM
Why is The Impure an aberration? He should really be an outsider. Native if you want, but definitely an Outsider.  The fort save for Consuming Blight should also 1/2 the damage.

Hmm... is it too overpowered not halving the damage?

Also, and this is just a suggestion, but make those 3 spells into an ability that he can use as a swift action or somesuch, so even if it's dispelled, he can resume it.  If you're trying to stay true to the the Tactics version, just make the ability 1/day as an immediate action, like Nerveskitter (hell, add nerveskitter to it). And state that he starts combat with it.

Hmm... I guess I will do this, and (sadly) I'm not doing Cuchulainn from FFT, but from FF12... if it was to be based on the FFT one, the guy would be a debuffing fat piece of meat, and it would make everything living around him die in 3 rounds  ;)...

Also, I'll look at Exodus when I get time, but The Impure is a favorite of mine, so I had to finally get around to him. ;)

Is it 'cause you're a Scorpio?  :smirk
Title: Re: Risada's Bestiary
Post by: AfterCrescent on April 17, 2009, 03:49:37 AM
Not too overpowered, but a bit more than it should be, I think.

And yes, I am a scorpio, so that may have something to do with it. But he's just been so bad ass in FFT.

Sadly, I never finished FF12... I should do so. I want to see what he's like in that game...
Title: Re: Risada's Bestiary
Post by: Risada on April 17, 2009, 04:01:57 AM
Not too overpowered, but a bit more than it should be, I think.

And yes, I am a scorpio, so that may have something to do with it. But he's just been so bad ass in FFT.

Sadly, I never finished FF12... I should do so. I want to see what he's like in that game...

Personally, I only played it until the end because of the zodiac beasts. Seriously.


Oh yeah.... edited Cuchulainn a little...
Title: Re: Risada's Bestiary
Post by: Risada on April 17, 2009, 03:27:32 PM
(http://s3.postimage.org/6max9jrdt/Hashmal.jpg)

Hashmal, Bringer of Order
Large Outsider (Earth)
HD 17d8+153 (289 HP)
Speed 50 ft. (10 squares); burrow 30ft.
Init: 8
AC 37; touch 17; flat-footed 29
(-1 size, +8 Dex, +20 natural)
BAB +17; Grp +32
Attack claw +32 melee (3d6+15, 20/x2)
Full-Attack claws +32/+32/+27/+22 melee (3d6+15, 20/x2)
Space 10 ft.; Reach 15 ft.
Special Attacks empowering surge, gaia's wrath, martial maneuversToB, rend, roxxor
Special Qualities DR 12/-, darkvision 60ft., enrage, essence of earth, fast healing 10, mighty arms, resistance to acid, cold, eletricity and fire damage 25, spell resistance 29
Saves Fort +19 Ref +18 Will +17
Abilities Str 32, Dex 27, Con 29, Int 21, Wis 24, Cha 25
Skills Balance +30, Climb +31, Concentration +29, Diplomacy +27, Intimidate +27,  Jump +33, Knowledge (nature) +25, Knowledge (the planes) +25, Listen +27, Martial Lore +25, Sense Motive +22, Spot +27, Survival +12, Tumble +30
Feats Ability Focus (gaia's wrath), Combat Reflexes, Improved Rapidstrike (claw)Drac (B), Law DevotionCChamp, Power Attack, Rapidstrike (claw)Drac (B), Robilar's GambitPHB2, Weapon Focus (claw)
Challenge Rating 16?
Treasure None
Alignment LN

Scion set by the gods to wield and manipulate the laws of this world, and with holy power lead mankind to order. Created in opposition to Fandaniel the Protector, scion of light. Desiring to bring order to all things, he joined with Ultima in her battle against the gods. He gave his body to the Thousand-Years War, and when his strength was spent, down into the burning inferno he fell.

Hashmal looks like a 14 feet robust humanoid, his face resembling that of a large feline, with white hair and horns in his head, armored legs and huge metal arms.

Hashmal represents the Zodiac sign of Leo.

Combat

Hashmal begins combat by using his empowering surge ability. Hashmal favors melee combat, and tends to throw himself into the heat of the battle (provoking attacks of opportunity as he moves) while using his Robilar's Gambit feat to strike back at the attackers, as well as his various martial maneuvers. Hashmal is specially fond of using his various counters (such as fool's strike and rapid counter) and boosts (such as dancing mongoose). Occasionally Hashmal will use his roxxor ability to disable a foe.
When Hashmal's hit points are at half or below his full hit points, he uses his gaia's wrath ability, then follows with more melee attacks, and start using roxxor more often. He also uses his Law Devotion feat to get a bonus to attack rolls.

Empowering Surge (Sp): as an immediate action once per day, Hashmal can use this ability to be affected by the following spells (all of them CL 17th): haste, nerveskitterSpC, scintillating scalesSpC, superior resistanceSpC and true seeing.

Enrage (Ex): Hashmal can make an extra move, standard or swift action every round. Additionally, Hashmal gains a +4 morale bonus to damage rolls on his attacks. This ability becomes active when Hashmal's hit points are at half or below his max hit points.

Essence of Earth (Ex): Hashmal is immune to all abilites and spells with the earth descriptor. Additionally, if such effect deals damage, Hashmal heals a number of hit points equal to half the damage he would take. Finally, Hashmal can move through difficult terrain normally.

Gaia's Wrath (Su): Hashmal slams the ground with humongous strength, sending shockwaves through the ground. Once per day as a standard action, all creatures within 60 ft of Hashmal take 100 points of damage and fall prone. A successful Reflex save (DC 31) halves the damage and negates the fall. Creatures that are not touching the ground are unaffected. Additionally, the affected area becomes difficult terrain.

Mighty Arms (Ex): Hashmal's natural attacks have a +4 enhancement bonus to attack and damage rolls, and are considered to be lawful for the purposes of damage reduction. Additionally, Hashmal is considered to have huge size for the purposes of bull rush, grapple and trip checks. Finally, on each melee attack Hashmal makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. Hashmal can use this ability on any attack, even an attack of opportunity.

Rend (Ex): If Hashmal hits with both claw attacks, he latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 6d6+16 points of damage.  

Roxxor (Su): as a standard action, Hashmal conjures a rock in his claws and throw it into one opponent within 60 ft., dealing 15d6 points of damage and stunning the target for 1 round. A successful Reflex save (DC 26) halves the damage and negates the stunning.

Maneuvers and Stances Known (IL 16):
Stances: Stance of Alacrity
Strikes: Colossus Strike (DC 28), Crushing Vise, Pouncing Charge
Boosts: Dancing Mongoose, Iron Heart Endurance, Raging Mongoose
Counters: Fool's Strike, Lightning Recovery, Rapid Counter, Wall of Blades

Each of Hashmal's maneuvers can be used once per encounter, and all expended maneuvers can be recovered with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round.

----------------------------------------------------
Any tips on a feat to swap with his Weapon Focus?
Title: Re: Risada's Bestiary
Post by: AfterCrescent on April 18, 2009, 06:12:09 PM
Okay, so some minor nitpicks, since I reread The Impure, I decided to check the others...

Zalera to hit: +6 BAB, -1 Size, +5 Str = +10, not 11. Am I missing something?
Shemhazai's Shifting Soul: The way it's written, she's immune to all energy. You need a clause that states that when she gets a new immunity, the other is lost.
The Impure's to hit: +15 BAB, -1 Size, +10 Str = +24, no +29. What's missing?
Impure's Damage: Damage should be 2d6+15 since 1.5 Str is +15 not +14.
Also, for his ability at 1/2 health, since he's an Outsider, Divine Power isn't as useful... I'd recommend Righteous Might if you want a good swift Str bonus. ;)

And now on Exodus:

To hit: +16 BAB, -1 Size, +5 Str = 20...
Damage seems to be off as well, +5 Str should add +7 damage for 1.5x...
Why the reduced reach for his large size?

And... For feats... hrm...
Exodus should have a fly speed. And thus should have Flyby Attack
Hrm... He's a judge, no? How about Imperious Command (Drow of the Underdark?) Would require you to move one set of skills to Intimidate, but hey.
Also, for the third. Get Improved Crit (Ray)... Disintigrate with a 19-20 crit range is pretty badass...
Title: Re: Risada's Bestiary
Post by: Risada on April 18, 2009, 06:49:35 PM
Zalera to hit: +6 BAB, -1 Size, +5 Str = +10, not 11. Am I missing something?

Fix'd

Shemhazai's Shifting Soul: The way it's written, she's immune to all energy. You need a clause that states that when she gets a new immunity, the other is lost.

Fix'd

The Impure's to hit: +15 BAB, -1 Size, +10 Str = +24, no +29. What's missing?

Probably you missed this:

Quote
Corruption (Ex): Cuchulainn's natural attacks have a +4 enhancement bonus to attack and damage rolls, and are considered to be chaotic and evil aligned for the purposes of damage reduction. Additionally, these attacks deal 1 point of Constitution damage in addition to the normal damage.

Impure's Damage: Damage should be 2d6+15 since 1.5 Str is +15 not +14.

AC, is there any rule saying that slams get 1.5x Str to dmg? I did a quick search but couldn't find anything like that...

Also, for his ability at 1/2 health, since he's an Outsider, Divine Power isn't as useful... I'd recommend Righteous Might if you want a good swift Str bonus. ;)

Should I quicken this one as well?

And now on Exodus:

To hit: +16 BAB, -1 Size, +5 Str = 20...

Fix'd

Why the reduced reach for his large size?

Silly me wanting him to hit with his hands when he has a fucking huge scale to hit people with...

Hrm... He's a judge, no? How about Imperious Command (Drow of the Underdark?) Would require you to move one set of skills to Intimidate, but hey.

Isn't there an abilty or feat that let's you make a demoralize attempt as a swift action?

Made the other changes on Exodus...
Title: Re: Risada's Bestiary
Post by: AfterCrescent on April 18, 2009, 07:02:29 PM
Probably you missed this:

Quote
Corruption (Ex): Cuchulainn's natural attacks have a +4 enhancement bonus to attack and damage rolls, and are considered to be chaotic and evil aligned for the purposes of damage reduction. Additionally, these attacks deal 1 point of Constitution damage in addition to the normal damage.
Yes, I read that last time and somehow didn't this time... Still, +28 not +29...

AC, is there any rule saying that slams get 1.5x Str to dmg? I did a quick search but couldn't find anything like that...

Kind of...
Quote from: Rules Compendium p. 100
A creature’s primary natural weapon is its most effective
natural weapon, and the creature uses its full attack bonus
with that weapon. It applies its full Strength modifi er on
damage with its primary weapon—or 1-1/2 × its Strength
bonus if it has only one natural weapon.
Since they only have slams, they get 1.5 strength to that... Although, in the spirit of full disclosure, some may argue that since it has multiple slams, it doesn't work that way, and that it only works when you have one natural weapon and that The Impure counts as having 4, since he has 4 slams. YMMV...

Also, for his ability at 1/2 health, since he's an Outsider, Divine Power isn't as useful... I'd recommend Righteous Might if you want a good swift Str bonus. ;)

Should I quicken this one as well?
Yeah, I think so... Someone else may disagree with me. It's close to the same effect as Divine Power, except DP isn't useful when you have full BAB...

Hrm... He's a judge, no? How about Imperious Command (Drow of the Underdark?) Would require you to move one set of skills to Intimidate, but hey.

Isn't there an abilty or feat that let's you make a demoralize attempt as a swift action?
From Caedrus' Fear Handbook in our Handbook subforum...
Quote
Zhentarim Fighter: Found as a Web Enhancement, the downside is the fact that the Zhentarim are considered pretty much evil. You might convince your DM to allow a good-or-neutral version, but don’t bet on it. However, consider this as reasons for having a tenth level fighter (yes, the capstone ability is at level 9, but really, who takes odd levels of fighter?): You gain Skill Focus (Intimidate), and you get to demoralise as a swift action. Add in Imperious Command, Dreadful Wrath, and Never Outnumbered, and you have one seriously scary fighter. Oh, and there’s still space to fit in some Dungeoncrasher. If you take a fighter, take these substitution levels. Simple.
Title: Re: Risada's Bestiary
Post by: Risada on April 18, 2009, 07:10:17 PM
Since they only have slams, they get 1.5 strength to that... Although, in the spirit of full disclosure, some may argue that since it has multiple slams, it doesn't work that way, and that it only works when you have one natural weapon and that The Impure counts as having 4, since he has 4 slams. YMMV...

I guess I'll stick with 1x Str mod to dmg...


... and there's no way I can fit in 9 levels of Zhentarim Fighter on him... might as well skip swift action demoralize attempts...


EDIT: just forgot Cuchulainn has Weapon Focus (Slam), so he has a +29 bonus... and with this I guess I fixed everything that was missing...
Title: Re: Risada's Bestiary
Post by: AfterCrescent on April 18, 2009, 08:14:27 PM
EDIT: just forgot Cuchulainn has Weapon Focus (Slam), so he has a +29 bonus... and with this I guess I fixed everything that was missing...
D'Oh! My bad.  Guess everything's well then. ;)
Title: Re: Risada's Bestiary
Post by: Risada on April 18, 2009, 10:19:23 PM
.... After this talk about fixing my mistakes, I just thought of something: how does Rapidstrike really work? The way I understand, it would give 2 extra attacks to the creep... is it right?
Title: Re: Risada's Bestiary
Post by: AfterCrescent on April 19, 2009, 06:52:14 AM
Similar to Weapon Focus, you take Rapidstrike (X).

For each pair of weapons (two slams for example), you gain an additional hit at -5. So if you had a creature with two slams (or bites, or claws, etc), its full attack would be +X Slam, +X slam, +X-5 Slam.  In the case of the Impure, which was 2 pair of slams, it'd need two rapidstrikes. Then it would end up with 4 slams at +29 and 2 at +24...
Title: Re: Risada's Bestiary
Post by: Risada on April 19, 2009, 05:17:48 PM
Similar to Weapon Focus, you take Rapidstrike (X).

For each pair of weapons (two slams for example), you gain an additional hit at -5. So if you had a creature with two slams (or bites, or claws, etc), its full attack would be +X Slam, +X slam, +X-5 Slam.  In the case of the Impure, which was 2 pair of slams, it'd need two rapidstrikes. Then it would end up with 4 slams at +29 and 2 at +24...

I grabbed a copy of Draconomicon, and the feat only allows to be taken once for each pair of natural weapons...
So I had to resort to picking both Improved Rapidstrike and Rapidstrike as well.
Anyway, fixed Cuchulainn and Hashmal issues with Rapidstrike...
Title: Re: Risada's Bestiary
Post by: AfterCrescent on April 19, 2009, 06:02:35 PM
I know what it says. :P

That's what I was explaining. The Impure had 2 pairs of slams (4 total). So he could take it once per pair, for a total of 2 times. It would be the same if he had 2 slams and 2 claws, he'd be able to take it twice.  But Imp. Rapidstrike is, generally speaking, superior in the long run.
Title: Re: Risada's Bestiary
Post by: Risada on April 19, 2009, 11:49:28 PM
(http://s3.postimage.org/rvyg9bion/Famfrit.jpg)

Famfrit, the Darkening Cloud
Huge Outsider (Water)
HD 17d8+170 (306 HP)
Speed 50 ft. (10 squares); swim 90 ft.
Init: 10
AC 38; touch 14; flat-footed 32
(-2 size, +6 Dex, +24 Natural)
BAB +17; Grp +37
Attack aqua jug +33 melee (2d6+28, 17-20/x2)
Full-Attack aqua jug +33/+28/+23/+18 melee (2d6+28, 17-20/x2)
Space 15 ft.; Reach 30 ft.
Special Attacks briny cannonade, empowering surge, martial maneuversToB, water spirit, wild storm
Special Qualities aqua jug, DR 12/-, darkvision 60 ft, enrage, essence of water, fast healing 12, resistance to acid, cold, eletricity and fire 25, spell resistance 30, spellcasting affinity
Saves Fort +20 Ref +16 Will +17
Abilities Str 35, Dex 22, Con 30, Int 22, Wis 24, Cha 29
Skills Bluff +29, Concentration +15, Intimidate +31, Knowledge (arcana), Knowledge (geography) +25, Knowledge (nature) +25, Knowledge (the planes) +25, Listen +27, Martial Lore +25, Search +25, Sense Motive +27, Spot +27, Survival +22, Tumble +26, Use Magic Device +29
Feats Ability Focus (briny cannonade), Combat Reflexes, Improved Critical (aqua jug), Improved Initiative, Improved Trip (B), Power Attack, Weapon Focus (aqua jug)
Challenge Rating 17?
Treasure none
Alignment CN

The hideous, darkly clouded form of Famfrit, scion in opposition to Holy Queen Emmerololth, scion of light, was anathema even to his creators. Thus, after a great battle, was he broken and sealed within armor laced with wards. The confines of his armor are void of light, and so is he called the Darkening Cloud. Men fear the rain that falls from the black clouds that ooze from that giant ewer as a herald of chaos and waste.

Famfrit resembles a 18 feet tall suit of full plate armor, but with small legs and a big torso, and carrying a water jug tied to a chain. The armor is heavily decorated with golden designs, and has a red ball clinging on his back. Although his body is devoid of any openings, Famfrit can hear and see normally.

Famfrit represents the Zodiac sign of Aquarius.

Combat

Famfrit opens combat using his empowering surge ability.
Famfrit uses his aqua jug to keep his distance from his foes using normal attacks and martial maneuvers, attempting to trip them if they move closer, thanks to his Thicket of Blades stance, and sometimes using his briny cannonade ability to deal a large amount of damage to a distant foe.
When Famfrit's hit points drop to half his max or lower, he uses his Wild Storm ability to increase his damage output while crippling his foes, as well as using his water spirit ability, in order to divide the enemy forces, and then proceed with his initial strategy, and every now and then redirecting his water spirit.

Aqua Jug (Ex): Famfrit's jug is considered to be a +5 anarchic collisionMIC huge dragonchain (RHoD pg 126). Additionally, Famfrit cannot be tripped back during his own trip attempts with the aqua jug. Finally, the aqua jug can be used normally if fighting underwater.

Briny Cannonade (Su): at will as a standard action, Famfrit shoots a pressurized jet of water from his jug, dealing 20d6 points of damage to all creatures in a 120 ft line. A successful Reflex save (DC 29) halves this damage. The DC is Charisma-based.

Empowering Surge (Sp): as an immediate action once per day, Famfrit can use this ability to be affected by the following spells (all of them CL 17th): bull's strength, haste, nerveskitterSpC, scintillating scalesSpC, superior resistanceSpC and true seeing.

Enrage (Ex): Famfrit can make an extra move, standard or swift action every round. Additionally, Famfrit gains a +4 morale bonus to damage rolls on his attacks. This ability becomes active when Famfrit's hit points are at half or below his max hit points.

Essence of Water (Ex): Famfrit is immune to all abilities and spells with the water descriptor. Additionally, if such effect deals damage, Famfrit heals a number of hit points equal to half the damage he would take. Finally, Famfrit is considered to be under the effect of the freedom of movement spell and have regeneration 12 (adamantine and lawful-aligned weapons, as well as acid deals normal damage to Famfrit) while underwater.

Spellcasting Affinity (Ex): Famfrit can use spells and spell-like abilities without provoking attacks of opportunity.

Water Spirit (Sp): twice per day, Famfrit can use this ability. This ability functions like the waterspoutSpC spell, except this ability can be used as a swift action, and its damage is maximized, as if affected by the Maximize Spell feat. This ability has a caster level of 17. The saves are Charisma-based.

Wild Storm (Su): once per day as a standard action, Famfrit calls a fierce storm onto the battlefield, affecting all creatures within 120 ft. All creatures in the area take 5d6 points of damage every round due to the heavy rain, and take a -10 penalty to all movement modes, and -2 to attack rolls. Famfrit is immune to this ability. This ability lasts for 1 minute.

Martial Maneuvers (IL 17):
Stances: Thicket of Blades
Strikes: Castigating Strike (DC 26), Daunting Strike, Lightning Throw
Boosts: Dancing Mongoose, Scything Blade
Counters: Lightning Recovery, Rapid Counter

Famfrit's expended maneuvers recover automatically every 3 rounds.
-------------------------------
I seek opinions on this guy. Is it okay? I feel like he is missing some oomph...
And I'm not sure if his reach is correct...
Title: Re: Risada's Bestiary
Post by: AfterCrescent on April 20, 2009, 06:28:48 AM
Reach should be 30'
Title: Re: Risada's Bestiary
Post by: Risada on April 20, 2009, 01:06:51 PM
Thanks, AC  :)
Title: Re: Risada's Bestiary
Post by: AfterCrescent on April 21, 2009, 12:43:55 AM
No problem. ;)

I was dead tired or I'd have actually done more and given real advice. :P

Briny Canonade should be (Su) and doesn't need the clause about SR, since all Su abilities ignore SR.

And I agree that he's missing something... For starters I'd suggest giving him Regen while submersed in Water.

I don't know what else to suggest as I'm not familiar with this one. :/
Title: Re: Risada's Bestiary
Post by: Risada on April 21, 2009, 02:40:03 PM
I don't know what else to suggest as I'm not familiar with this one. :/

Well....  ingame this thing doesn't do anything special besides being a huge tank... since there is a caster partner with him...

About the regeneration.... do I put some kind of damage that still affects him normally?
Title: Re: Risada's Bestiary
Post by: AfterCrescent on April 21, 2009, 11:23:28 PM
Depends on how easy it'll be for him to get fully immersed in water. The easier it is, the more likely you need SOMETHING to penetrate it.
Title: Re: Risada's Bestiary
Post by: Risada on April 21, 2009, 11:36:42 PM
Fixed Famfrit's regen...
Title: Re: Risada's Bestiary
Post by: Risada on April 27, 2009, 05:10:06 AM
Added a small ability to Famfrit...
Title: Re: Risada's Bestiary
Post by: bhu on April 27, 2009, 10:33:38 AM
where are you geting these pics from?
Title: Re: Risada's Bestiary
Post by: Risada on April 27, 2009, 01:00:22 PM
where are you geting these pics from?

I got most of them from FFInsider: http://www.ffinsider.net/...
Title: Re: Risada's Bestiary
Post by: Risada on May 06, 2009, 03:27:09 AM
I stumbled on a small problem...

The next Esper has an ability that players can't conjure spells while fighting him (but he can cast spells himself). The problem is, if I make the ability exactly like this, the casters will lose a lot of their usefulness... and there will be TPK.

So, question: should I make the ability like this or take another route (like 50% miss chance when casting spells, for example)?
Title: Re: Risada's Bestiary
Post by: AfterCrescent on May 06, 2009, 05:30:52 AM
Give him an AMF with the Mystra casting that truly makes clerics broken. ;)

Make them think. Conjuration spells, like the orb line still functions. It's supposed to be crazy hard, make them work for it.
Title: Re: Risada's Bestiary
Post by: veekie on May 09, 2009, 08:03:37 PM
Just give him an automatic counterspell attempt with Dispel Magic every round?
Title: Re: Risada's Bestiary
Post by: Risada on May 09, 2009, 08:09:04 PM
Just give him an automatic counterspell attempt with Dispel Magic every round?

Interesting, but then it doesn't fit what he does. Anything beside him can't cast any kind of spell...
Title: Re: Risada's Bestiary
Post by: Risada on May 09, 2009, 09:23:08 PM
(http://s3.postimage.org/ksr1d2u75/Zeromus.jpg)

Zeromus, the Condemner
Large Outsider
HD 18d8+180 (324 HP)
Speed 40 ft. (8 squares)
Init: 12
AC 38; touch 17; flat-footed 30
(-1 size, +8 Dex, +21 natural)
BAB +18; Grp +33
Attack right claw +34 melee (4d6+17, 20/x2)
Full-Attack right claw +34 melee (4d6+17, 20/x2) plus left claw +34 melee (3d6+11, 20/x2) plus slam +34 melee (3d6+11) plus tail +34 melee (2d6+11, 20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks call of the damned, empowering surge, piercing gravity, spell-like abilities
Special Qualities DR 10/-, darkvision 60 ft., essence of gravity, fast healing 10, punishing claw, resistance to acid, cold, eletricity and fire 30, spell resistance 30, spellcasting affinity
Saves Fort +21 Ref +19 Will +22
Abilities Str 34, Dex 27, Con 30, Int 23, Wis 28, Cha 31
Skills Bluff +31, Climb +22, Concentration +31, Inimidate +31, Jump +23, Knowledge (nobility and royalty) +27, Knowledge (arcana) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +30, Sense Motive +30, Spot +30, Spellcraft +27, Use Magic Device +31
Feats Ability Focus (gravity blessing), Destruction DevotionCChamp, Improved Initiative (B), Improved Multiattack, Iron Will, Law DevotionCChamp, Multiattack, Power Attack
Challenge Rating 18?
Treasure None
Alignment LE

Honoring the law more than any other, a scion of holy order and condemner of criminals. Created in opposition to Knight-Star Pashtarot, scion of light. He turns his deep, abiding hatred for those who break the law into living darkness, therein to plunge the guilty in fell judgment. Over time, he came to care less for upholding the law and more for condemnation, and so tainted by hate, he sought to condemn the gods themselves to death. Thus, did he earn the title "The Condemner", and thus did he fall from grace.

Zeromus is 13 feet tall black skinned monster, with a humanoid torso and what would be his legs remembers a shell, that can be opened and reveal a tail. Zeromus's right claw is huge, and resembles a crab's claw. His whole body is covered in tattoos that constantly change colors.

Zeromus represents the Zodiac sign of Cancer.

Combat

Zeromus starts by using his empowering surge ability, then proceeds to engage his enemies in melee, occasionally using his gravity blessing ability in order to damage and reduce his enemies' actions. Zeromus can also use his surge of fortune to gain a small bonus, and when needed, trigger the secondary effect in order to kill one of his enemies. Zeromus will periodically use his piercing gravity ability to deal large amounts of damage at once. Zeromus will also use his Destruction Devotion feat at the beginning of the fight. Throughout the battle, Zeromus will use his call of the damned ability to call various kinds of undead creatures to help him.
When reduced to half or less of his maximum hit points, Zeromus uses his Law Devotion feat and proceeds with the fight.

Call of the Damned (Sp): this ability functions like the summon undead VSpC spell, except it can be used at will as a swift action.  

Empowering Surge (Ex): as an immediate action once per day, Zeromus can use this ability to be affected by the following spells (all of them CL 18th): bull's strength, haste, nerveskitterSpC, scintillating scalesSpC and true seeing.

Enrage (Ex): Zeromus can make an extra move, standard or swift action every round. Additionally, Zeromus gains a +4 morale bonus to damage rolls on his attacks. This ability becomes active when Zeromus's hit points are at half or below his max hit points.

Essence of Gravity (Ex): Zeromus is constantly under the effects of a freedom of movement spell. Additionally, all spells and spell-like abilities cast within 120 ft from Zeromus automatically fail, they are spent for the day normally.

Piercing Gravity (Su): as a standard action, all creatures within 30 ft from Zeromus take hit point damage equal to half their max hit points. This ability is usable once every 1d3 rounds.

Punishing Claw (Ex): Zeromus's natural attacks have +5 enhancement bonus on attack and damage rolls, and are considered to have the vorpal weapon property. Additionally, any creature struck by Zeromus's natural attacks must succeed on a Fortitude saving throw (DC 24) or become paralyzed for 1 round.

Spellcasting Affinity (Ex): Zeromus can use spells and spell-like abilities without provoking attacks of opportunity.

Spell-like abilities: at will: gravity blessing (http://brilliantgameologists.com/boards/index.php?topic=2112.msg61157#msg61157) (DC 29); 3/day: quickened surge of fortuneCChamp. Caster level 18th. Saves are Charisma based.

----------------------------------------------
The guy here needs assistance. What feats he could use? Is both Destruction and Law Devotion too much? What about Essence of Gravity?

Are there any other "gravity" and "space" themed spells (aside from reverse gravity)?

EDIT: decided to stick with the 50% miss chance for spells with Essence of Gravity...
EDIT2: changed Essence of Gravity again...
EDIT3: added Call of the Damned ability
EDIT4: added an extra slam attack
Title: Re: Risada's Bestiary
Post by: veekie on May 10, 2009, 12:10:47 PM
Just give him an automatic counterspell attempt with Dispel Magic every round?

Interesting, but then it doesn't fit what he does. Anything beside him can't cast any kind of spell...
Well, let him counterspell with Attacks of Opportunity then, sufficiently high level casters can still get by.
Title: Re: Risada's Bestiary
Post by: Risada on May 18, 2009, 04:24:55 AM
I am thinking on giving Zeromus a summoning ability, but I don't know what to summon.... I'm spplit between the assassin devil and the bone devil... any thoughts on this?
Title: Re: Risada's Bestiary
Post by: AfterCrescent on May 18, 2009, 06:09:04 PM
Where's the Assassin devil from? What's the CR difference between the two?
Title: Re: Risada's Bestiary
Post by: Risada on May 20, 2009, 12:03:02 AM
Where's the Assassin devil from? What's the CR difference between the two?

Assassin Devil is from FCII... its CR is 12, I guess, while Bone Devil is CR 9...

The truth is, I suggested them because they were the first names to appear in my head... I actually don't know a good monster to fit the theme of Condemner's pawn... ingame he spawns skeletons infinitely, if it would help at anything...
Title: Re: Risada's Bestiary
Post by: AfterCrescent on May 20, 2009, 12:59:32 AM
Anything about the skeletons that's interesting or useful? He could just spam Summon Undead #...
Title: Re: Risada's Bestiary
Post by: Risada on May 20, 2009, 01:00:31 AM
Anything about the skeletons that's interesting or useful? He could just spam Summon Undead #...

Feeble infinity beatsticks is a nice definition to it (but there's a max of 6 skellies out at any time)...
Title: Re: Risada's Bestiary
Post by: AfterCrescent on May 20, 2009, 01:12:18 AM
Give him Swift action Summon Undead 5 as an SLA.
Title: Re: Risada's Bestiary
Post by: Risada on May 21, 2009, 12:09:21 AM
Added Call of the Damned ability to Zeromus.

Next Esper is coming soon...
Title: Re: Risada's Bestiary
Post by: Risada on May 27, 2009, 01:17:58 PM
(http://s3.postimage.org/h94eu7k2f/Chaos.jpg)

Chaos, the Walker of the Wheel
Large Outsider (Air)
HD 19d8+190 (342 HP)
Speed fly 100 ft (20 squares) (perfect)
Init: +14
AC 37; touch 19; flat-footed 27
(-1 size, +10 Dex, +18 Natural)
BAB +19; Grp +35
Attack +5 large collision corrosive transmuting longsword +37 melee (2d6+22, 17-20/x2, +1d6 acid) or +5 large collision flaming transmuting longsword +37 melee (2d6+22, 17-20/x2, +1d6 fire) or +5 large collision frost transmuting longsword +37 melee (2d6+22, 17-20/x2, +1d6 cold) or +5 large collision shocking transmuting longsword +37 melee (2d6+22, 17-20/x2, +1d6 eletricity)
Full-Attack +5 large collision shocking transmuting longsword +35/+30/+25/+20 melee (2d6+22, 17-20/x2, +1d6 eletricity) plus +5 large collision corrosive transmuting longsword +35 melee (2d6+22, 17-20/x2, +1d6 acid) plus +5 large collision flaming transmuting longsword +35 melee (2d6+22, 17-20/x2, +1d6 fire) plus +5 large collision frost transmuting longsword +35 melee (2d6+22, 17-20/x2, +1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks empowering surge, hurricane of insanity, wind blast
Special Qualities air bond, blades of wind, DR 15/-, darkvision 60 ft., earth bond, elemental mastery, enrage, essence of wind, fire bond, spell resistance 31, spellcasting affinity, water bond
Saves Fort +23 Ref +21 Will +22
Abilities Str 35, Dex 30, Con 31, Int 25, Wis 28, Cha 32
Skills Autohypnosis +31, Bluff +33, Concentration +32, Intimidate +33, Knowledge (arcana) +29, Knowledge (nature) +29, Knowledge (the planes) +29, Listen +31, Sense Motive +31, Spellcraft +29, Spot +31, Survival +31, Tumble +32, Use Magic Device +33, Use Psionic Device +33
Feats Ability Focus (hurricane of insanity), Flyby Attack, Great Fortitude, Improved Critical (longsword), Improved Initiative, Iron Will, Multiweapon Fighting (B), Oversized Two-Weapon FightingCAdv (B), Weapon Focus (longsword)
Challenge Rating 19?
Treasure none
Alignment NE

Tutelary deity of the sacred crystals fashioned by the gods at the time of the Great Making. Created in opposition to Mitron the Chasiter, scion of light. Upon entering the world of Man, he was enveloped in the turmoil rampant there. Lost, he died and was reborn countless times, a walker of life's wheel, eventually to rage against the gods that had so failed him. By sitting in meditation upon the Unrh Pedestal does he clear heart and mind until all that has order and reason and thought is made as nothing

Chaos is a 15 feet tall creature with a humanoid torso sitting on an adorned golden platform, with horns sprouting from his shoulder and head. Around him four swords are floating, as well as a second pair of arms.  

Chaos represents the Zodiac sign of Taurus.

Combat

Chaos starts by using his empowering surge ability, then engage his enemies in melee with one of the chaosjets moving to flank his target, while all of the chaosjets unleash their spell-like abilities on the opposition. Whenever there are two or more enemies attacking him, Chaos use his wind blast ability to blow them away and follows with one of his chaosjets' spell-like abilities, and then proceeding with melee attacks.
When Chaos's hit points are reduced to half his max hit points or less, he uses his hurricane of insanity ability to deal a good amount of damage as well as crippling them, then proceed with his initial tactic.

Air Bond (Ex): while the Air Chaosjet is conscious, Chaos is immune to eletricity damage.

Blades of Wind (Ex): Chaos's attacks deal an additional 2d6 points of sonic damage.

Earth Bond (Ex): while the Earth Chaosjet is conscious, Chaos is immune to acid damage.

Elemental Mastery (Ex): Chaos is immune to all spell-like abilities from any chaosjet. Additionally, Chaos is capable of using any of the conscious chaosjets' spell-like abilities as a swift action, using his own Charisma to set the ability's DC and his hit dice to set the ability's caster level.

Empowering Surge (Ex): as an immediate action once per day, Chaos can use this ability to be affected by the following spells (all of them CL 19th): bull's strength, haste, nerveskitterSpC, scintillating scalesSpC, superior resistanceSpC and true seeing.

Enrage (Ex): Chaos can make an extra move, standard or swift action every round. Additionally, Chaos gains a +4 morale bonus to damage rolls on his attacks. This ability becomes active when Chaos's hit points are at half or below his max hit points.

Essence of Wind (Ex): Chaos is immune to all spells and effects with the air or sonic descriptors. Additionally, if Chaos would be damaged by such effect, he heals a number of hit points equal to half the damage he would take. Finally, all melee and ranged attacks targeted on Chaos have 50% miss chance. Creatures under the effect of the true seeing still have 20% miss chance on such attacks.

Fire Bond (Ex): while the Fire Chaosjet is conscious, Chaos is immune to fire damage.

Hurricane of Insanity(Su): once per day as a standard action, Chaos summons to the battlefield a mystic hurricane that crushes the mind and slashes the body of the victims, dealing 100 points of damage and 2d6 points of Wisdom damage to every creature within 60 ft. from Chaos, and leaving them confused for 1 minute. A successful Fortitude saving throw (DC 32) halves both damages, and negates the confused condition. Even creatures normally immune to mind-affecting abilites are affected by this ability normally.

Spellcasting Affinity (Ex): Chaos can use spells and spell-like abilities without provoking attacks of opportunity.

Water Bond (Ex): while the Water Chaosjet is conscious, Chaos is immune to cold damage.

Wind Blast (Su): as a standard action, Chaos releases a blast of whirling winds, damaging all creatures within 60 ft from him for 20d8 points of sonic damage, and any creature that fails a Reflex saving throw (DC 30) is thrown 20 ft back and fall prone. A successful Reflex save also halves the damage and distance thrown, as well as negating the prone condition.


Chaosjets
[spoiler]
Air Chaosjet
Large Elemental (Air)
HD 12d8+48  (102 HP)
Speed fly 100 ft. (perfect) (20 squares)
Init: 12
AC 27; touch 17; flat-footed 19
(-1 size, +8 Dex, +10 Natural)
BAB +9; Grp +15
Attack slam +17 melee (2d6+2, 20/x2)
Full-Attack slam +17 melee (2d6+2, 20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks spell-like abilities
Special Qualities DR 5/-, darkvision 60 ft., elemental brotherhood, elemental traits, spellcasting affinity
Saves Fort +8 Ref +16 Will +4
Abilities Str 14, Dex 27, Con 18, Int 6, Wis 11, Cha 21
Skills Listen +8, Spot +7
Feats Ability Focus (cyclonic blast), Ability Focus (orb of sound), Flyby Attack, Improved Initiative, Weapon Finesse  
Challenge Rating 8
Treasure None
Alignment N

The air chaosjet is a 15 ft tall mass of swirling clouds and wind bound together in a semi spherical form.

Elemental Brotherhood (Ex): the air chaosjet is immune to all spell-like and supernatural abilities from Chaos, or from any other chaosjet.

Spellcasting Affinity (Ex): the air chaosjet can use its spells and spell-like abilities without provoking attacks of opportunity.

Spell-like abilities: at will: cyclonic blastSpC (DC 22), orb of soundSpC (DC 21). Caster level 12th. Saves are Charisma based.


Earth Chaosjet
Large Elemental (Earth)
HD 12d8+48  (102 HP)
Speed 30 ft. (6 squares)
Init: 2
AC 29; touch 11; flat-footed 27
(-1 size, +2 Dex, +18 Natural)
BAB +9; Grp +21
Attack slam +17 melee (2d8+8, 20/x2)
Full-Attack slam +17 melee (2d8+8, 20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks spell-like abilities
Special Qualities DR 5/-, darkvision 60ft., earth glide, elemental traits, spellcasting affinity
Saves Fort +12 Ref +6 Will +4
Abilities Str 27, Dex 14, Con 18, Int 6, Wis 11, Cha 21
Skills Listen +8, Spot +7
Feats Ability Focus (cometfall), Ability Focus (orb of acid), Empower Spell-like Ability, Improved Bull Rush, Power Attack
Challenge Rating 8
Treasure None
Alignment N

The earth chaosjet is a 16 ft tall mass of rock and dust that rolls on the battlefield in a semi spherical form.

Earth Glide (Ex): the earth chaosjet can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing the burrowing earth chaosjet flings the chaosjet back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

Elemental Brotherhood (Ex): the earth chaosjet is immune to all spell-like and supernatural abilities from Chaos, or from any other chaosjet.

Spellcasting Affinity (Ex): the earth chaosjet can use its spells and spell-like abilities without provoking attacks of opportunity.

Spell-like abilities: at will: cometfallSpC (DC 23), orb of acidSpC (DC 21). Caster level 12th. Saves are Charisma based.


Fire Chaosjet
Large Elemental (Fire)
HD 12d8+48  (102 HP)
Speed 50 ft. (10 squares)
Init: 12
AC 27; touch 17; flat-footed 19
(-1 size, +8 Dex, +10 Natural)
BAB +9; Grp +15
Attack slam +17 melee (2d6+2, 20/x2)
Full-Attack slam +17 melee (2d6+2, 20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks spell-like abilities
Special Qualities DR 5/-, darkvision 60 ft., elemental brotherhood, elemental traits, spellcasting affinity
Saves Fort +8 Ref +16 Will +4
Abilities Str 14, Dex 27, Con 18, Int 6, Wis 11, Cha 21
Skills Listen +8, Spot +7
Feats Ability Focus (flamestrike), Ability Focus (orb of fire), Empower Spell-like Ability, Improved Initiative, Weapon Finesse Improved Initiative, Weapon Finesse  
Challenge Rating 8
Treasure None
Alignment N

The fire chaosjet is a 15 ft tall mass of swirling flames and ashes united in a semi spherical form.

Elemental Brotherhood (Ex): the fire chaosjet is immune to all spell-like and supernatural abilities from Chaos, or from any other chaosjet.

Spellcasting Affinity (Ex): the fire chaosjet can use its spells and spell-like abilities without provoking attacks of opportunity.

Spell-like abilities: at will: flamestrikeSpC (DC 22), orb of fireSpC (DC 21). Caster level 12th. Saves are Charisma based.


Water Chaosjet
Large Elemental (Water)
HD 12d8+48  (102 HP)
Speed 30 ft. (6 squares), swim 60 ft.
Init: 2
AC 29; touch 11; flat-footed 27
(-1 size, +2 Dex, +18 Natural)
BAB +9; Grp +21
Attack slam +17 melee (2d8+8, 20/x2)
Full-Attack slam +17 melee (2d8+8, 20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks spell-like abilities
Special Qualities DR 5/-, darkvision 60ft., elemental traits, spellcasting affinity
Saves Fort +12 Ref +6 Will +4
Abilities Str 27, Dex 14, Con 18, Int 6, Wis 11, Cha 21
Skills Listen +8, Spot +7
Feats Ability Focus (cone of cold), Ability Focus (orb of cold), Empower Spell-like Ability, Improved Bull Rush, Power Attack
Challenge Rating 8
Treasure None
Alignment N

The water chaosjet is a 16 ft tall mass of water and ice bound together in a semi spherical form.

Elemental Brotherhood (Ex): the water chaosjet is immune to all spell-like and supernatural abilities from Chaos, or from any other chaosjet.

Spellcasting Affinity (Ex): the water chaosjet can use its spells and spell-like abilities without provoking attacks of opportunity.

Spell-like abilities: at will: cone of cold (DC 22), orb of coldSpC (DC 21). Caster level 12th. Saves are Charisma based.[/spoiler]

EDIT: nerfed hurricane of insanity...
----------------------------------------------------------
Finally done (I guess). Opinions?
Title: Re: Risada's Bestiary
Post by: Risada on May 27, 2009, 04:31:30 PM
Fixed some mistakes on Zeromus, and added a missing feat...
Title: Re: Risada's Bestiary
Post by: bhu on June 01, 2009, 01:38:34 PM
I'm glad you're thinking up the CR for these and not me.  These would be tough critters to do.
Title: Re: Risada's Bestiary
Post by: Risada on June 01, 2009, 01:44:42 PM
I'm glad you're thinking up the CR for these and not me.  These would be tough critters to do.

Maybe because I'm not that experienced with monsters... but some of them look weaker than the CR I initially proposed for it, while others are obviously stronger...
Title: Re: Risada's Bestiary
Post by: Risada on June 27, 2009, 12:45:33 AM
... it seems the closer I get to finish them, the harder it is to make the remaining critters...  :banghead

Anyway, the next Esper has an aura that changes its effects through the battle (it uses some of the other Espers' auras), but I don't know how to do it.... and personally, I don't think it would be doable...

So, I ask: do I try to make the swapping aura, or create a new one?
Title: Re: Risada's Bestiary
Post by: bhu on June 27, 2009, 05:04:56 AM
Does it switch at random?

Are all the auras it copies done?
Title: Re: Risada's Bestiary
Post by: Risada on June 27, 2009, 05:13:18 AM
Does it switch at random?

It switches based on the remaining HP, then changes at a fixed number of rounds.

Are all the auras it copies done?

Basically, yes. The auras are Cuchulainn's, Zeromus's and Chaos's auras (but there are more, but I think only these 3 would be doable... the others are things like can't use items, peple with metallic equipment are slowed, burn enemy's MP/spell slots...)

Title: Re: Risada's Bestiary
Post by: bhu on June 27, 2009, 12:04:45 PM
Why not save it till you have the others done then.

That way you can tell if the effects will mesh well.
Title: Re: Risada's Bestiary
Post by: Risada on June 27, 2009, 04:03:09 PM
Why not save it till you have the others done then.

That way you can tell if the effects will mesh well.

The problem is the remaining auras doesn't belong to any Esper (aside from the no-item one - This is Exodus's, but I didn't made it)...
Title: Re: Risada's Bestiary
Post by: Risada on June 30, 2009, 09:05:03 PM
While thinking up the next creep, I had a thought of nerfing these guys' DR, so it can be bypassed by a material and something else. What are some hard combinations to be bypassed?
Title: Re: Risada's Bestiary
Post by: Risada on July 08, 2009, 11:10:37 PM
Final boss theme starts playing... (http://www.youtube.com/watch?v=NOl_-2RSaBQ&fmt=18)

(http://s3.postimage.org/h94yonq01/Ultima.jpg)

Ultima, the High Seraph
Large Outsider
HD 22d8+242 (418 HP)
Speed fly 100 ft. (perfect) (20 squares)
Init: 14
AC 41; touch 41; flat-footed 31
(-1 size, +10 Dex, +22 sacred)
BAB +22; Grp +38
Attack slam +39 melee (3d8+17, 20/x2)
Full-Attack 2 slams +39 melee (3d8+17, 20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks empowering surge, eschaton, redemption, spell-like abilities
Special Qualities DR 16/-, darkvision 60 ft., divine action, essence of the seraph,  fast healing 16, last stand, resistance to acid, cold, eletricity, fire, force and sonic 30, spell resistance 33, spellcasting affinity
Saves Fort +24 Ref +23 Will +23
Abilities Str 35, Dex 31, Con 33, Int 26, Wis 30, Cha 37
Skills Balance +33, Bluff +38, concentration +34, Diplomacy +40, Intimidate +40, Knowledge (arcana) +31, Knowledge (nature) +31, Knowledge (psionics) +31, Knowledge (religion) +31, Knowledge (the planes) +31, Listen +33, Psicraft +31, Sense Motive +33, Spellcraft +31, Spot +33, Tumble +33
Feats Ability Focus (eschaton), Eyes in the back of your HeadCW, Flyby Attack, Great Fortitude, Improved Critical (ray), Improved Initiative, Iron Will, Lightning Reflexes, Protection Devotion (B)
Challenge Rating 23?
Treasure None
Alignment CN

"Masterpiece among the scions created by the gods, and the mastermind of the plot to rise against them. Prior to her betrayal, she was tasked with guiding souls to heaven and aiding in their reincarnation. Called the High Seraph for her angelic wings of glimmering gold, yet it was on wings of deepest black that the tainted angel Ultima rose against the gods. Since her fall, her heart is without light, and impossible to know."

Ultima is 15 feet tall, with the torso of a beautiful blue-skinned woman wearing an adorned white dress and a golden crown attached to a big machine. Her current appearance is the same before the rebellion against her masters.

Ultima represents the Zodiac sign of Virgo.

Combat

Ultima starts combat by using her empowering surge ability, then follows with eschaton. If at least 2 creatures are under the effect of eschaton, Ultima tends to use mass heal on these creatures to damage them, and heal herself when needed (Ultima only heals herself once during the fight). At the end of her first round, Ultima activates her essence of the seraph's life burn ability. Ultima switches these effects once every 2 rounds in the following order: life burn, mana burn, null spell field, null weapon field, then starts over.

Ultima is fond of using her quickened split lucent lance after attempting to stun one creature with her redemption, or after the empowered radiant assault. She also dispels the magic effects on her foes frequently (around every 4 rounds); even if they don't have any magical effects, Ultima may nullify their items as well. Ultima also uses her prismatic deluge to throw various effects on her enemies as well, but only if at least 2 creatures will be affected.

When Ultima is at half her max hit points or less, she uses her Protection Devotion feat and tends to use Eschaton and her greater dispel magic more often (every other round), and keep her other tactics until the end of the encounter.


Divine Action (Ex): Ultima has an additional move, standard or swift action every round, at her choice.

Empowering Surge (Ex): as an immediate action once per day, Ultima can use this ability to be affected by the following spells (all of them CL 22th): greater mighty wallopRotD, haste, nerveskitterSpC, superior resistanceSpC and true seeing.

Eschaton (Su): Twice per day as a standard action, Ultima unleashes a powerful blast of light that envelops all creatures within 60 ft from Ultima, dealing 120 points of damage and all affected creatures take damage from positive energy effects (such as the heal or the cure spells) instead of recovering hit points for 2 rounds. A Will save (DC 36) halves the damage and negates the secondary effect. Ultima must wait 1d6 rounds before using this ability again.

Essence of the Seraph (Ex): Ultima is shrouded in a mantle of light that dispels all darkness and illusion effects of 8th level or lower within 60 ft from her and counts as full daylight. Additionally, Ultima's natural attacks have a +5 enhancement bonus on attack and damage rolls, and are considered to have the shadow striking property (ToM). Finally, Ultima can activate any of the effects below as a free action at the end of her round (if an effect is already active, it is replaced by the new one):

Life burn: all creatures within 60 ft. from Ultima takes 10 points of damage every round. Additionally, all creatures hitting Ultima with melee attacks takes 3 points of damage per attack. Creatures using reach weapons are unaffected;

Mana burn: all creatures within 60 ft. from Ultima must spend an additional spell slot instead of 1 to cast a spell from any level (the additional slot must be from the same level or higher). Alternatively, all creatures within 60 ft from Ultima must pay twice the power point cost to manifest one power;

Null Spell field: all spells and psionic powers cast within 60 ft. from Ultima automatically fail (the spell slot is expended normally). Psi-like abilities and spell-like abilities are affected by this ability as well (as if it was used for the day);

Null Weapon field: Ultima gains a 50% miss chance against all kinds of attacks (unlike the other effects, this one only affects Ultima);

Last Stand (Ex): Ultima gains a +5 morale bonus on all attack and damage rolls and her DR increases to 20 whenever she is at half her max hit points or lower.

Redemption (Su): as a standard action, Ultima fires a beam of light at one creature within 120 ft as a ranged touch attack. This attack deals 15d6 points of damage and the creature struck is stunned for 1d4+1 rounds. If the affected creature succeeds on a Fortitude save (DC 34) it is dazed for 1 round instead.

Spell-like abilities: at will: empowered radiant assault (DC 30), mass heal, prismatic deluge (DC 32), quickened dimension door, quickened greater dispel magic, quickened split lucent lance. Caster level 22th. Saves are Charisma based.

Spellcasting Affinity (Ex): Ultima can use spells and spell-like abilities without provoking attacks of opportunity.

EDIT: nerfed Eschaton and life burn abilities
Edit2: "fixed" Eschaton's damage...
EDIT3: Limited Eschaton to 2/day, added a recharge to it, and added one small SLA...
--------------------------------------------------------

I seek opinions on her, as well as the DR issue. For the sake of the melee guys, should I put these guys' DR like x/alignment and material (ie DR 16/Lawful and cold iron)?
Title: Re: Risada's Bestiary
Post by: AfterCrescent on July 09, 2009, 05:44:57 AM
Why do you want to have DR/Alignment & material instead of just DR/-?
Title: Re: Risada's Bestiary
Post by: Risada on July 09, 2009, 06:04:18 AM
Why do you want to have DR/Alignment & material instead of just DR/-?

I had a feeling the melee players would have a hard time beating the DR...

I thought this since the players I plan on using them aren't very fond of Optimization (yes, they are "roleplayers", not "rollplayers")...

Maybe I can just change the DR against these certain players  ;)
Title: Re: Risada's Bestiary
Post by: AfterCrescent on July 09, 2009, 06:07:02 AM
It makes even less sense, imo, for one to have DR /cold iron and chaotic or /adamantium and good. I'd stick with the flat DR/- in general. Obviously customize monsters for your group. ;).
Title: Re: Risada's Bestiary
Post by: Risada on July 09, 2009, 06:13:51 AM
Anyway, opinions on Ultima (or even Chaos)? They suck/pwn everything?
Title: Re: Risada's Bestiary
Post by: Risada on July 25, 2009, 06:12:45 PM
(http://s3.postimage.org/ksr4o5j6p/Zodiark.jpg)

Zodiark, Keeper of Precepts
Small Outsider
HD 22d8+220(396 HP)
Speed fly 100 ft. (12 squares) (perfect)
Init: 14
AC 42; touch 25; flat-footed 28
(+1 size, +14 Dex, +17 Natural)
BAB +22; Grp +26
Attack bite +41 melee (2d8+13, 17-20/x2)
Full-Attack bite +41 melee (2d8+13, 17-20/x2) plus 2 slams +39 melee (2d6+9, 20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks banish ray, empowering surge, final eclipse, piercing gravity, spell-like abilities
Special Qualities DR 16/-, darkvision 60ft., essence of the precept, fast healing 15, limit break, resistance to acid, cold, eletricity, force, fire and sonic 30, spell resistance 32, spellcasting afinity
Saves Fort +23 Ref +27 Will +23
Abilities Str 27, Dex 39, Con 31, Int 23, Wis 27, Cha 39
Skills Autohypnosis +33, Bluff+32, Concentration +32, Intimidate +32, Knowledge (arcana) +31, Knowledge (nature) +31, Knowledge (psionics) +31, Knowledge (religion) +31, Knowledge (the planes) +31, Listen +33, Sense Motive +33, Spot +33, Tumble +39, Use Magic Device +39
Feats Ability Focus (banish ray) (B), Ability Focus (final eclipse), Dodge, Elusive Target, Flyby Attack, Iron Will, Multiattack, Mobility, Weapon Finesse
Challenge Rating 25?
Treasure none
Alignment N

Strongest of the scions created by the gods, they feared his growth, and so kept him a child. So indomitable is his strength that all things are by him twisted and pressed into oblivion. He alone fashions the laws governing all things, and administers punishment in place of the gods. So is he Keeper of Precepts, and his authority is absolute.

Zodiark is a 3 feet long snake, with some draconic features, wearing an armor and stuck on a metallic artifact surround him, probably working as the seal over his powers.

Zodiark represents the constellation of Ophiuchus.

Combat

Zodiark begins combat by using his empowering surge ability. Then starts moving around his enemies, while using his banish ray, piercing gravity and his darkbolt, mass hold monster, flesh to stone spell-lke abilities. Zodiark uses his final eclipse once every 3 rounds, whenever it is recharged.
When his hit points are reduced to half or lower, he stops using his non-damaging abilities, and focus on the offensive until the end of the combat.

Banish Ray (Su): as a standard action, Zodiark fires a beam of darkness at one creature within 120 ft. as a ranged touch attack. The creature struck takes 15d6 points of damage and is affected by the shadow wellSpC spell for 1 round unless it succeeds on a Will save (DC 37). When the effect ends, the creature reappears at the space it originally was.

Empowering Surge (Ex): as an immediate action once per day, Zodiark can use this ability to be affected by the following spells (all of them CL 22th): greater mighty wallopRotD, haste, nerveskitterSpC, scintillating scalesSpC, superior resistanceSpC and true seeing.

Essence of the Precept (Ex): Zodiark possess an extra move, standard or swift action every round, at his choice. Additionally, whenever Zodiark is hit by any attack (ranged or melee), he releases a small blast of darkness towards the attacker, automatically dealing 5d6 points of untyped damage.

Final Eclipse (Su): Twice per day, Zodiark releases a blast of darkness from himself, affecting every creature within 60 ft. from him as a standard action. The affected creatures are blinded for 5 rounds and take 20d6 points of damage (Reflex save DC 37 halves the damage). Additionally, any affected creature who fails a Fortitude Save (DC 37) is automatically reduced to -1 hit point. This ability is not a death effect. Zodiark must wait 1d6 rounds before using this ability again.

Limit Break (Ex): Zodiark uses his own willpower to weaken the seal holding his powers. Banish Ray's and Final Eclipse's damage are maximized, and the DCs are increased by 2. Additionally, Zodiark can make an additional move and standard actions every round. This ability becomes active when Zodiark's hit points are at half or below his max hit points.

Piercing Gravity (Su): as a standard action, all creatures within 30 ft from Zodiark take hit point damage equal to half their max hit points. This ability is usable once every 1d3 rounds.

Spell-like Abilities: at will: mass hold monster (DC 33), quickened darkboltSpC (DC 29), quickened flesh to stone (DC 30). Once per day: greater spell immunity. Caster level 22th. Saves are Charisma based.

Spellcasting Affinity (Ex): Zodiark can use spells and spell-like abilities without provoking attacks of opportunity.

EDIT: increased Zodiark's CR by 1 and fixed Essence of the Precept's text.
EDIT2: nerfed Zodiark's banish ray, final eclipse and limit break.
EDIT3: "fixed" final eclipse's damage...
EDIT4: reworded Final Eclipse...
EDIT5: Limited Final Eclipse to 2/day, and increased the recharge...
----------------------------------------------------------
And with this, the Zodiac Beasts Espers are finished!

... but I'm still looking for tips balance/improve them...  :rollseyes
Title: Re: Risada's Bestiary
Post by: AfterCrescent on July 25, 2009, 06:19:44 PM
Does essence of the precept auto-hit? Or rather, should it?

Also, is Final Eclipse a standard, full round, or what?
Title: Re: Risada's Bestiary
Post by: Risada on July 25, 2009, 06:22:45 PM
Does essence of the precept auto-hit? Or rather, should it?

Fix'd...

Also, is Final Eclipse a standard, full round, or what?

Final Eclipse (Su): Zodiark releases a blast of darkness from himself, affecting every creature within 60 ft. from him as a standard action. The affected creatures are blinded and take 25d8 points of damage (Reflex save DC 37 halves the damage). Additionally, any affected creature who fails a Fortitude Save (DC 37) dies instantly (this effect isn't a death effect).

It's there... it might not be easy to find, but it's there  ;)
Title: Re: Risada's Bestiary
Post by: AfterCrescent on July 25, 2009, 06:25:19 PM
Yeah... well... I'm illiterate. So nyah. :P
Title: Re: Risada's Bestiary
Post by: Risada on July 25, 2009, 06:38:34 PM
...I just realised I missed the skills. Fixed it already, and looking for opinions on Zodiark  :)
Title: Re: Risada's Bestiary
Post by: bkdubs123 on July 25, 2009, 09:01:04 PM
I'm not a big a fan of these absurdly powerful special attacks that can be used at will. Final Eclipse. Why would Zodiark ever, EVER, even consider using anything other than Final Eclipse every round (sometimes twice)? Average damage ~115 (max 200), blinds without a save (permanently I guess), and has high DC death-effect, that nothing is immune to. Casters will die from the damage after two of these and don't have the Fort to resist that death effect, while melee is permanently blinded. Too strong to be an at-will ability. His other options pale in comparison to the effects of Final Eclipse. I'd say this needs a recharge time. Piercing Gravity isn't quite as strong as this and has a recharge.

Then again, no caster is going to be anywhere near this guy out of fear of those devastating area effects, and since Zodiark doesn't have any way to move more than 200ft per round, nor any teleportation, nor any teleport-negation, he has only very weak offensive options against casters.

*shrug*
Title: Re: Risada's Bestiary
Post by: bhu on July 26, 2009, 05:27:25 AM
Yay new critters!
Title: Re: Risada's Bestiary
Post by: Alea_Iacta_Est on July 26, 2009, 05:44:45 AM
The monsters are sculpted wonderfully, and the last Esper, Zodiark, is CR 25. Would you mind if I used these creatures for my Burning Wheel and Burning Warhammer games?

The artwork is beautiful. Where did you delve to find these works?
Title: Re: Risada's Bestiary
Post by: Risada on July 26, 2009, 01:44:25 PM
I'm not a big a fan of these absurdly powerful special attacks that can be used at will. Final Eclipse. Why would Zodiark ever, EVER, even consider using anything other than Final Eclipse every round (sometimes twice)? Average damage ~115 (max 200), blinds without a save (permanently I guess), and has high DC death-effect, that nothing is immune to. Casters will die from the damage after two of these and don't have the Fort to resist that death effect, while melee is permanently blinded. Too strong to be an at-will ability. His other options pale in comparison to the effects of Final Eclipse. I'd say this needs a recharge time. Piercing Gravity isn't quite as strong as this and has a recharge.

Then again, no caster is going to be anywhere near this guy out of fear of those devastating area effects, and since Zodiark doesn't have any way to move more than 200ft per round, nor any teleportation, nor any teleport-negation, he has only very weak offensive options against casters.

*shrug*

That's why I said this in one of my last posts:

... but I'm still looking for tips balance/improve them...  :rollseyes

... If you have tips on how to balance them, spit it out. Now.  :P
(just be aware that Zodiark and some of the other are intended to be broken like that, 'cause they really RAPES you ingame if you're not well prepared...)


The monsters are sculpted wonderfully, and the last Esper, Zodiark, is CR 25. Would you mind if I used these creatures for my Burning Wheel and Burning Warhammer games?

The artwork is beautiful. Where did you delve to find these works?

Although bkdubs123 says it's broken, you can use them, if you want.

The pics are actually the official artwork in one of the artbooks. Some of them are here (http://www.creativeuncut.com/art_final-fantasy-12_d.html), and other I grabbed from the wiki (http://finalfantasy.wikia.com/wiki/Esper_(Final_Fantasy_XII)).... and thanks for the CR tip  :)
Title: Re: Risada's Bestiary
Post by: bkdubs123 on July 26, 2009, 06:31:11 PM
I don't necessarily say the last few monsters are broken, just that they have an attack or two that just seem out of line too powerful. If Zodiark only used Final Eclipse while at or below 50% health, I'd be a lot more okay with it, and if it had a recharge time I'd be even more okay. After doing that you could take some more liberty with him and give him a better way to control casters.

(just be aware that Zodiark and some of the other are intended to be broken like that, 'cause they really RAPES you ingame if you're not well prepared...)

While I realize that they have those kinds of effects in the video game, you also have things like Phoenix Downs, and save points in the video game, whereas in DnD, if a character dies, it takes a spellcaster to revive him, and if the party dies, it's time to start a new campaign. *shrug*
Title: Re: Risada's Bestiary
Post by: Alea_Iacta_Est on July 27, 2009, 04:40:22 AM
The monsters are sculpted wonderfully, and the last Esper, Zodiark, is CR 25. Would you mind if I used these creatures for my Burning Wheel and Burning Warhammer games?

The artwork is beautiful. Where did you delve to find these works?

Although bkdubs123 says it's broken, you can use them, if you want.

The pics are actually the official artwork in one of the artbooks. Some of them are here (http://www.creativeuncut.com/art_final-fantasy-12_d.html), and other I grabbed from the wiki (http://finalfantasy.wikia.com/wiki/Esper_(Final_Fantasy_XII)).... and thanks for the CR tip  :)

Thanks! This is great, the art will work well for the Burning Warhammer game I'm starting.
Title: Re: Risada's Bestiary
Post by: Risada on July 27, 2009, 02:27:05 PM
Just nerfed Chaos, Ultima and Zodiark....

And should I nerf Chaos's chaosjets as well (as in, reduce their HD)?
Title: Re: Risada's Bestiary
Post by: Risada on July 28, 2009, 03:23:32 AM
Messed again on Ultima's and Zodiark's abilities...
Title: Re: Risada's Bestiary
Post by: bkdubs123 on July 29, 2009, 06:31:01 AM
Just nerfed Chaos, Ultima and Zodiark....

I'll get to this when I can read and determine what you've done with things.

Quote
And should I nerf Chaos's chaosjets as well (as in, reduce their HD)?

But I don't think this is particularly necessary. I really Chaos, or the record.
Title: Re: Risada's Bestiary
Post by: bkdubs123 on July 29, 2009, 06:31:32 AM
I really like Chaos. That's what I was trying to say...  :blush
Title: Re: Risada's Bestiary
Post by: Risada on August 02, 2009, 12:31:58 AM
Just nerfed Chaos, Ultima and Zodiark....

I'll get to this when I can read and determine what you've done with things.

Basically, I messed around with those guys' AoE abilities (reduce damage, nerf its effects)...
Title: Re: Risada's Bestiary
Post by: Risada on August 12, 2009, 01:46:10 PM
Edited Zodiark's Final Eclipse's death effect...
Title: Re: Risada's Bestiary
Post by: Risada on August 22, 2009, 03:33:09 AM
Well... time for more critters...

Initially, I was going to make the Four Horsemen of the Apocalypse (http://en.wikipedia.org/wiki/Four_Horsemen_of_the_Apocalypse#White_Horse), but I am still developing the ideas for them... so I decided to work with.... something more feathery (http://en.wikipedia.org/wiki/Archangel) for the time being...


(http://s3.postimage.org/veferr0y9/uriel.jpg)

Uriel
Large Outsider (Extraplanar, Lawful)
HD 15d8+75 (142 HP)
Speed 40 ft (8 squares), fly 100 ft. (20 squares) (perfect)
Init: 9
AC 33; touch 14; flat-footed 28
(-1 size, +5 Dex, +19 Natural)
BAB +15; Grp +27
Attack +4 axiomatic flaming burst large bastard sword +27 melee (2d8+12, 17-20/x2+ 1d6 fire damage)
Full-Attack +4 axiomatic flaming burst large bastard sword +27/+22/+17 (2d8+12, 17-20/x2+ 1d6 fire damage)
Space 10 ft.; Reach 10 ft.
Special Attacks judgement, spell-like abilities
Special Qualities damage reduction 10/chaotic, darkvision 60 ft., fast healing 10, low-light vision, immunity to acid, fire, and petrification, protective aura, resistance to electricity 10 and ice 10, spell resistance 25, tongues
Saves Fort +14 Ref +14 Will +15
Abilities Str 26, Dex 20, Con 21, Int 21, Wis 23, Cha 22
Skills Balance +23, Bluff +24, Concentration +23, Diplomacy +26, Intimidate +26, Knowledge (arcana) +23, Knowledge (religion) +23, Knowledge (the planes) +23, Listen +24, Sense Motive +24, Spot +24, Tumble +23, Use Magic Device +24
Feats Empower Spell-like Ability, Improved Critical (bastard sword), Improved Initiative, Law Devotion, Power Attack, Weapon Focus (bastard sword)
Challenge Rating 15
Treasure None
Alignment LN

In Abrahamic religion, Uriel was a high ranking archangel who was listed as the fourth angel that represented the four cardinal points, the others being Michael, Gabriel and Raphael. Although he is never mentioned by name in any of the widely accepted holy scriptures, he came to be known as Uriel which means "Flame of God" for his depiction of holding a flaming sword. He is said to carry the stars in the sky, and on the final day of judgement, he will oversee the resurrection and retribution of human souls.

Uriel is a 15 feet tall blue-skinned blonde man with feathery wings, wearing a red armor and wielding a magical sword imbued with the power of fire.

Uriel is the cardinal angel of the north.

Combat

Uriel starts combat by trying to affect as many enemies as possible with his judgement ability, then uses his various enhancing spell-like abilities and his Law Devotion feat to engage melee combat. Whenever Uriel goes for a full attack, he will use his blades of fire spell-like ability to add some damage. Uriel will occasionally use his flame strike and orb of fire to deal some damage from range.

Judgement (Su): Uriel unleashes a wave of fire, burning all enemies on its path. Once per day as a standard action, all creatures in a 60 ft cone takes 15d8 points of fire damage (Reflex save DC 23 half). Additionally, all creatures affected by this ability takes 10 additional points of fire damage whenever they take fire damage for 1 minute.

Protective Aura (Su): Against attacks made or effects created by chaotic creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Uriel. Otherwise, it functions as a magic circle against chaos effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals Uriel’s HD). This aura can be dispelled, but Uriel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in his statistics block.)
  
Spell-like abilities: at will: blades of fireSpC, flame strike (DC 21), orb of fireSpC (DC 20); 2/day: quickened burning swordSpC, quickened divine favor, quickened haste, wall of fire (DC 20). Caster level 15th. Saves are Charisma based.

Tongues (Su): Uriel can speak with any creature that has a language, as though using a tongues spell (caster level equal to Uriel’s HD). This ability is always active.

--------------------------------------------------------------------
Taking into consideration this is a MegaTen critter, it is quite bland... thoughts?
Title: Re: Risada's Bestiary
Post by: bhu on August 22, 2009, 07:27:24 AM
Most bishonen angel evah...
Title: Re: Risada's Bestiary
Post by: Risada on August 22, 2009, 02:55:12 PM
Most bishonen angel evah...

Eh... you've seen nothing yet  :rollseyes
Title: Re: Risada's Bestiary
Post by: Risada on September 06, 2009, 04:19:02 PM
(http://s3.postimage.org/krlib93td/raphaeld.jpg)

Raphael
Large Outsider (Extraplanar, Lawful)
HD 16d8+96 (168 HP)
Speed 40 ft. (8 squares); fly 100 ft. (20 squares) (perfect)
Init: 6
AC 32; touch 15; flat-footed 26
(-1 size, +6 Dex, +17 natural)
BAB +16; Grp +28
Attack +4 axiomatic devoted spiritToB vicious large bastard sword +28 melee (2d8+12, 19-20/x2 + 2d6 damage)
Full-Attack +4 axiomatic devoted spiritToB vicious large bastard sword +28/+23/+18/+13 melee (2d8+12, 19-20/x2 + 2d6 damage)
Space 10 ft.; Reach 10 ft.
Special Attacks martial maneuversToB, spell-like abilities
Special Qualities curative presence, damage reduction 10/chaotic, darkvision 60 ft., fast healing 10, low-light vision, immunity to acid, eletricity, and petrification, protective aura, resistance to cold and fire 10, spell resistance 26, tongues
Saves Fort +18 Ref +16 Will +17
Abilities Str 27, Dex 23, Con 22, Int 20, Wis 24, Cha 25
Skills Appraise +24, Balance +25, Concentration +25, Diplomacy +26, Heal +26, Knowledge (arcana) +24, Knowledge (nature) +24, Knowledge (religion) +24, Knowledge (the planes) +24, Listen +26, Sense Motive +26, Spot +26, Tumble +25
Feats Ability Focus (wings of flurry), Great Fortitude, Law DevotionCChamp, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Challenge Rating 16
Treasure None
Alignment LN

In most Abrahamic religions, Raphael is a high ranking archangel that is counted among the seven that stand before God. His name comes from the Hebrew word for medicine "Rophe" and as such his name is said to mean "God heals" or "Healer from God". He is accepted by most schools of Christianity as he is one of the only two angels mentioned by name in scriptures that are considered canon, the other being Gabriel. He is credited in the Book of Tobit as the angel that healed the elder Tobias of his blindness. For this he is sometimes considered to be the patron saint of medicine and healing.

Raphael is a 14 tall male humanoid with blonde hair and slightly pink skin and feathery wings, wearing a blue armor and a sword.

Raphael is the cardinal angel of the east.

Combat

Raphael engages melee combat and use his various martial maneuvers, such as castigating strike and divine surge. Through the battle, he will use either his mass conviction or righteous wrath of the faithful spell-like abilities as needed to keep up the fight. Occasionally, he will use his wings of flurry to hurt those surrounding him.

Curative Presence (Su): every one of Raphael's allies within 30 ft from him (including himself) heals 10 hit points and 1 point of ability damage every round.

Martial Maneuvers (IL 16):
Stances: Martial Spirit
Strikes: Castigating Strike (DC 24), Divine Surge, Leading the Attack
Boosts: Covering Strike, Defensive Rebuke
Counters: Manticore Parry, Wall of Blades

Raphael has access to the maneuvers from the Devoted Spirit, Iron Heart and White Raven disciplines.

Raphael's expended maneuvers recover automatically every 3 rounds.

Protective Aura (Su): Against attacks made or effects created by chaotic creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Raphael. Otherwise, it functions as a magic circle against chaos effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals Raphael’s HD). This aura can be dispelled, but Raphael can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in his statistics block.)

Spell-like abilities: at will: wings of flurryRotD (DC 23). 2/day: quickened mass convictionSpC, reachCD restoration, righteous wrath of the faithfulSpC. Caster Level 16th. Saves are Charisma based.

Tongues (Su): Raphael can speak with any creature that has a language, as though using a tongues spell (caster level equal to Raphael’s HD). This ability is always active.
Title: Re: Risada's Bestiary
Post by: Risada on September 11, 2009, 03:54:59 PM
(http://s3.postimage.org/veet9riiv/gabriellsh.jpg)

Gabriel
Large Outsider (Extraplanar, Lawful)
HD 16d8+112 (184 HP)
Speed 40 ft. (8 squares); fly 100 ft. (perfect) (20 squares)
Init: 11
AC 35; touch 16; flat-footed 28
(-1 size, +7 Dex, +14 natural, +5 shield)
BAB +16; Grp +27
Attack +4 axiomatic icy burst white ravenToB large longsword +26 melee
(2d6+11, 17-20/x2 + 1d6 cold damage)
Full-Attack +4 axiomatic icy burst white ravenToB large longsword +26/+21/+16/+11 melee (2d6+11, 17-20/x2 + 1d6 cold damage)
Space 10 ft.; Reach 10 ft.
Special Attacks martial maneuvers, spell-like abilities
Special Qualities DR 10/chaotic, darkvision 60 ft., divine flower, fast healing 10, low-light vision, immunity to cold, eletricity, and petrification, protective aura, resistance to acid and fire 10, spell resistance 26, tongues
Saves Fort +17 Ref +17 Will +17
Abilities Str 25, Dex 24, Con 25, Int 22, Wis 25, Cha 29
Skills Balance +26, Concentration +26, Decipher Script +22, Diplomacy +28, Heal +26, Knowlege (arcana) +25, Knowledge (nature) +25, Knowledge (religion) +25, Knowledge (the planes) +25, Listen +26, Sense Motive +26, Spellcraft +25, Spot +26, Tumble +26
Feats Combat Expertise, Combat Reflexes, Improved Critical (longsword), Improved Initiative, Improved Trip, Law DevotionCChamp
Challenge Rating 16
Treasure none
Alignment LN

In Abrahamic religion, Gabriel is a high ranking archangel second only to Michael. His name means "Master who is of God" and is known to be the left hand of God and the embodiment of the Holy Spirit, in contrast to Michael who is the right hand of God. His primary task is that of a messenger who told Zacharias of the birth of John the Baptist and the Virgin Mary of the birth of Jesus. By Muslims he is especially noted for revealing the Qur'an to Muhammad and for being the messenger that tells prophets of their obligations. While typically thought to be male or of a neutral gender in early texts, some schools of thought believe that the portrayal of Gabriel's feminine face in art denotes that Gabriel is in fact a female angel. This may be in contrast to Michael's male role as the right hand of God, but the subject is still largely debated in religious circles. When portrayed as a female she often holds a lily, suggesting her gentile feminine nature.


Gabriel looks like a 13 feet tall human woman, with green skin, a pair of wings and long black hair, wearing a golden armor and wielding a longsword in her right hand and a lily in her left hand.

Gabriel is the cardinal angel of the west.


Combat

Gabriel starts combat by using her wall of ice spell-like ability in order to split the enemy forces, then use her quickened haste to grant some bonuses to herself and her allies. She proceeds to engage her enemies into close combat and unleash her various strikes, such as the white raven hammer, or trip them. She will periodically (once every other round) take some distance to use her offensive spell-like abilities.

While in melee range, Gabriel will always look for a chance to flank someone and provide her bonuses from the swarm tactics stance to her allies, and will use her shield block and shield counter maneuvers, as well as her mass cure serious wounds to help her allies in need.

Divine Flower (Ex): the flower in Gabriel's left hand acts as a +4 light fortification light shield, except its armor check penalty is 0 and can be used to bash opponents as if Gabriel had the Improved Shield Bash feat.

Protective Aura (Su): Against attacks made or effects created by chaotic creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Gabriel. Otherwise, it functions as a magic circle against chaos effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals Gabriel’s HD). This aura can be dispelled, but Gabriel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in her statistics block.)

Martial Maneuvers (IL 16):
Stances: Swarm Tactics
Strikes: Daunting Strike, White Raven Hammer, White Raven Strike
Boosts: Order forged from Chaos, White Raven Tactics
Counters: Shield Block, Shield Counter

Gabriel has access to the Devoted Spirit and White Raven disciplines.

Gabriel's expended maneuvers recover automatically every 3 rounds.

Spell-like Abilities: at will: cone of cold (DC 24), orb of coldSpC (DC 23). 2/day: mass cure serious wounds, quickened haste, wall of ice (DC 23)

Tongues (Su): Gabriel can speak with any creature that has a language, as though using a tongues spell (caster level equal to Gabriel’s HD). This ability is always active.
Title: Re: Risada's Bestiary
Post by: bhu on September 12, 2009, 05:58:12 AM
Most bishonen angel evah...

Eh... you've seen nothing yet  :rollseyes

you werent kidding...
Title: Re: Risada's Bestiary
Post by: Agita on September 12, 2009, 10:11:22 PM
[spam]
Most bishonen angel evah...

Eh... you've seen nothing yet  :rollseyes

you werent kidding...
Meh.

[spoiler](http://lilith.eu.org/browse/kaworu-z03.JPG)[/spoiler]

Non-anime-geeks may not get this one.[/spam]

I like Gabriel's flower. So does, I believe, every wizard, ever. Gabriel herself doesn't need the 0% ASF, though I can see why you'd want to do it anyway - but it basically makes her a target for non-good Arcane casters everywhere.
Also, I foresee lots of immature jokes.
Title: Re: Risada's Bestiary
Post by: Risada on September 12, 2009, 10:22:56 PM
[spam]
snip
[/spam]

Damn it. Can't win against Kaoru  :lmao

I like Gabriel's flower. So does, I believe, every wizard, ever. Gabriel herself doesn't need the 0% ASF, though I can see why you'd want to do it anyway - but it basically makes her a target for non-good Arcane casters everywhere.

Removed the 0% ASF, just in case...

Also, I foresee lots of immature jokes.

Eh... why is that? (you don't need to answer that   :rollseyes)
Title: Re: Risada's Bestiary
Post by: Agita on September 12, 2009, 10:29:14 PM
Also, I foresee lots of immature jokes.

Eh... why is that? (you don't need to answer that   :rollseyes)
(I'm doing it anyway.)
Just wait 'till a player comments on how Gabriel is hitting them in the face with her 'flower'... Or maybe I'm just tired and feeling silly and immature. :D
Title: Re: Risada's Bestiary
Post by: Risada on September 12, 2009, 10:34:51 PM
Also, I foresee lots of immature jokes.

Eh... why is that? (you don't need to answer that   :rollseyes)
(I'm doing it anyway.)
Just wait 'till a player comments on how Gabriel is hitting them in the face with her 'flower'... Or maybe I'm just tired and feeling silly and immature. :D

They won't mind... much  :smirk
Title: Re: Risada's Bestiary
Post by: Risada on September 18, 2009, 03:52:55 PM
(http://s3.postimage.org/6l5fv9dht/michaelnf.jpg)

Michael
Large Outsider (Extraplanar, Lawful)
HD 20d8+160 (250 HP)
Speed 40 ft. (8 squares); fly 100 ft. (perfect) (20 squares)
Init: 11
AC 36; touch 16; flat-footed 29
(-1 size, +7 Dex, +20)
BAB +20; Grp +34
Attack deus xiphos +37 melee (2d8+19, 19-20/x2)
Full-Attack deus xiphos +37/+32/+27/+22 melee (2d8+19, 19-20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks heaven's blade, martial maneuvers, spell-like abilities
Special Qualities DR 15/chaotic, darkvision 60 ft., deus xiphos, fast healing 10, low-light vision, immunity to cold, eletricity, fire and petrification, protective aura, resistance to acid and sonic 15, spell resistance 31, tongues
Saves Fort +20 Ref +18 Will +18
Abilities Str 30, Dex 25, Con 26, Int 23, Wis 27, Cha 27
Skills Balance +32, Concentration +31, Diplomacy +33, Intimidate +31, Jump +35, Knowledge (nobility and royalty) +29, Knowledge (religion) +29, Knowledge (the planes), Listen +31, Martial LoreToB +29, Search +31, Sense Motive +31, Spot +31, Tumble +32
Feats Flay FoeCoR, Improved Initiative (B), Law DevotionCChamp, Melee Weapon Mastery (slashing)PHB2, Power Attack, Slashing FlurryPHB2, Weapon Focus (deus xiphos), Weapon Specialization (deus xiphos)
Challenge Rating 19?
Treasure none
Alignment LN

In Abrahamic religion, Michael is the highest ranking archangel mentioned in the Book of Revelation. His name means "he who is like God" in Hebrew and he rose to become the leader or field commander of the Army of God during the revolt of Satan in heaven, and he was so respected by the other angels that his name was shouted as a battle charge. He was able to cast Satan down into the abyss and, in another tale, was the angel that came to the aid of Gabriel during his contest with the Persian angel Dobiel.

In Israel he is the advocate and Prince of Heaven who watches over the children of Christ, he is also the one who weights the souls of the dead and removes names from the book of life. By the times of medieval Christianity, Michael was one of the principal angels and considered the patron saint of chivalry. He is often depicted as a handsome angel with beautiful wings holding a holy sword that can repel any weapon or scales.


Michael is a 15 feet tall tanned humanoid with black hair, wearing a golden breastplate and wielding a holy sword known as Deus Xiphos, said to be able to cut through anything.

Michael is the cardinal angel of the south.

Combat

Michael uses his enhancing abilities and the law devotion feat and engage his enemies in melee, hitting them with his Deus Xiphos. He favors hunting the supporting units on the enemy force first. Occasionally he will use his radiant assault ability to damage and (hopefully) daze those hit by it.


Deus Xiphos (Ex): Michael possesses a +5 axiomatic devoted spiritToB shadow strikingToM valorousUE large bastard sword that ignores any type of miss chance on the creatures it attacks. Additionally, as a free action, this weapon can be changed into a glaive of the same size as a free action.

Heaven's Blade (Su): Michael brandish his weapon fiercely, striking every creature standing in his way. Whenever Michael makes a full attack, all creatures within a 30 ft cone originating from Michael are targeted by Michael's attacks. Michael rolls each attack only once, and compare the result against all creatures' AC.

Martial Maneuvers (IL 20):
Stances: Aura of Perfect Order
Strikes: Adamantine Hurricane, Law Bearer, Time Stands Still
Boosts: Iron Heart Surge, Scything Blade
Counters: Lightning Recovery, Manticore Parry, Wall of Blades

Michael has access to Devoted Spirit, Diamond Mind and Iron Heart disciplines.

Michael's expended maneuvers recover automatically every 3 rounds.

Protective Aura (Su): Against attacks made or effects created by chaotic creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Michael. Otherwise, it functions as a magic circle against chaos effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals Michael’s HD). This aura can be dispelled, but Michael can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in his statistics block.)

Spell-like abilities: 2/day: quickened divine favor, quickened ferocity of the sanguine rageDrM, radiant assaultSpC, righteous wrath of the faithfulSpC

Tongues (Su): Michael can speak with any creature that has a language, as though using a tongues spell (caster level equal to Michael’s HD). This ability is always active.

Edit: fixed some cut/paste errors....
Edit2: changed slightly Heaven's Blade's text, and added some feats....
-------------------------------------------------------------------------------------

I seek help here. Is there any feats that can help enhance his melee damage? There's 2 free slots here...
Title: Re: Risada's Bestiary
Post by: Risada on September 24, 2009, 01:10:08 PM
I seek help here. Is there any feats that can help enhance his melee damage? There's 2 free slots here...

Bump  :blush
Title: Re: Risada's Bestiary
Post by: bhu on September 24, 2009, 01:37:53 PM
Looking for better damage , or perhaps some additional effect?  Effects might be easier.
Title: Re: Risada's Bestiary
Post by: Risada on September 24, 2009, 01:41:14 PM
Looking for better damage , or perhaps some additional effect?  Effects might be easier.

Any of them, as long as he can keep up with some high-level players...
Title: Re: Risada's Bestiary
Post by: bhu on September 27, 2009, 04:11:55 PM
Hmmm...

Well if he took Weapon Focus for the sword he could get Power Critical but thats kinda sucky for two feats...

Looking through the books really quick he doesn't seem to meet the prerequisites fro much, and doesn't have enough Feats left to spend on them except soemthing using Combat Reflexes (Deft Opportunist maybe?).

You could always just make a few Feats.

Piercing Yaoi Smite comes to mind as an example name... :smirk

OK ynot but I just hadda use that one...
Title: Re: Risada's Bestiary
Post by: Risada on September 27, 2009, 05:48:33 PM
Piercing Yaoi Smite comes to mind as an example name... :smirk

 :twitch :lmao

Dammit, you got me on this one...
Title: Re: Risada's Bestiary
Post by: Risada on September 27, 2009, 06:42:10 PM
Fixed some text on Michael's Heaven's Blade, and added some feats...
Title: Re: Risada's Bestiary
Post by: Risada on November 07, 2009, 03:41:54 PM
*thread ressurection*

Added some small info on Raphael, Gabriel and Michael...
Title: Re: Risada's Bestiary
Post by: Agita on November 07, 2009, 04:03:02 PM
I seek help here. Is there any feats that can help enhance his melee damage? There's 2 free slots here...
I see he has some Knowledges. Give him Knowledge Devotion?
Unfortunately, the two easy ways I can think of off the top of my head to make a weapon deal bigger damage apply only to bludgeoning weapons (Greater Mighty Wallop) or to Warhammers (Titan Bloodline).
Perhaps allow him to Dive and give him some charger feats?
Title: Re: Risada's Bestiary
Post by: Risada on November 07, 2009, 04:40:21 PM
I see he has some Knowledges. Give him Knowledge Devotion?

Well.... if I swap some points around to give him Knowledge (local), then it might be possible...


Perhaps allow him to Dive and give him some charger feats?

About ubercharger... I thought about using those charging maneuvers together with Shocktrooper/Combat Brute.... but then I gave him Melee Weapon Mastery (slashing) and Slashing Flurry... dunno why  :rollseyes
Title: Re: Risada's Bestiary
Post by: Agita on November 07, 2009, 05:08:56 PM
Perhaps allow him to Dive and give him some charger feats?

About ubercharger... I thought about using those charging maneuvers together with Shocktrooper/Combat Brute.... but then I gave him Melee Weapon Mastery (slashing) and Slashing Flurry... dunno why  :rollseyes
Also, find some way to give him Pounce. Ubercharging+Heaven's Blade=Neat.
Title: Re: Risada's Bestiary
Post by: Risada on November 07, 2009, 05:34:39 PM
Perhaps allow him to Dive and give him some charger feats?

About ubercharger... I thought about using those charging maneuvers together with Shocktrooper/Combat Brute.... but then I gave him Melee Weapon Mastery (slashing) and Slashing Flurry... dunno why  :rollseyes
Also, find some way to give him Pounce. Ubercharging+Heaven's Blade=Neat.

So, swap MWM and Slashing Flurry for Improved Bull Rush and Shocktrooper, and add Pouncing Charge as one of his strikes?  :plotting
Title: Re: Risada's Bestiary
Post by: Agita on November 07, 2009, 06:49:54 PM
Perhaps allow him to Dive and give him some charger feats?

About ubercharger... I thought about using those charging maneuvers together with Shocktrooper/Combat Brute.... but then I gave him Melee Weapon Mastery (slashing) and Slashing Flurry... dunno why  :rollseyes
Also, find some way to give him Pounce. Ubercharging+Heaven's Blade=Neat.

So, swap MWM and Slashing Flurry for Improved Bull Rush and Shocktrooper, and add Pouncing Charge as one of his strikes?  :plotting
For example. Some source of extra damage on charges might also help, like making Deus Xiphos Valorous. :D
Title: Re: Risada's Bestiary
Post by: Risada on November 22, 2009, 02:18:38 AM
Question, Agita (because I apparently can't find it): source on Valorous? Unapproachable East...

(http://s3.postimage.org/yy0dr9ta5/300pxsmt2angel.jpg)

Angel
Medium Outsider (Extraplanar, Lawful)
HD 3d8 (13 HP)
Speed 30 ft. (6 squares); fly 60 ft (12 squares) (average)
Init: 2
AC 15; touch 12; flat-footed 13
(+2 Dex, +3 Natural)
BAB +3; Grp +4
Attack slam +5 melee (1d8+1, 20/x2)
Full-Attack 2 slams +5 melee (1d8+1, 20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks spell-like abilities
Special Qualities DR 5/chaotic or cold iron, darkvision 60 ft., fast healing 2, low-light vision
Saves Fort +3 Ref +5 Will +4
Abilities Str 12, Dex 15, Con 10, Int 11, Wis 12, Cha 13
Skills Appraise +4, Concentration +6, Diplomacy +5, Heal +5, Knowledge (the planes) +6, Knowledge (religion) +6, Sense Motive +7, Spot +7, Tumble +8
Feats Improved Natural Attack (Wings), Weapon Finesse
Environment any LN-aligned plane
Organization gang (4) or troupe (1 principality (http://brilliantgameologists.com/boards/index.php?topic=3978.msg387203#msg387203) plus 1~2 archangels (http://brilliantgameologists.com/boards/index.php?topic=3978.msg212270#msg212270) plus 2~4 angels)
Challenge Rating 2
Treasure none
Alignment always LN
Advancement 4-8 HD (medium)
Level Adjustment +2


A creature of God and part of the Third Triad of Orders. These are the beings sent to earth to speak to humans in the Bible. Also known for being the guardian angels assigned to humans at birth. Angels are thought to be gender undefined, but some suggest that they usually appear in feminine gender, while some say that they are sexually opposite to the one they guard. Originally in the old testament all angels appeared as males.

Angel looks like a 5 or 6 feet tall winged woman, wearing a white dress.

Combat

Angel will never engage in battle alone. It will attempt to assist its allies in battle using its cure light wounds and shield of faith spell-like abilities, and attack the same target as its allies.

Spell-like abilities: 3/day: cure light wounds, shield of faith. Caster level 3rd. Saves are Charisma based.

-----------------------------------------------------------------
Help on balancing this little whelp?

Also, which picture should I put on this one:

This one (http://img132.imageshack.us/img132/575/300pxsmt2angel.jpg) or this one (http://img132.imageshack.us/img132/3198/angel00.png)?

The first is one artwork used on some games I don't recall, except Devil Summoner.... and the second one is the "standard" Angel used in the Megaten games...
Picked the first one, for... "safety purposes"   :smirk
Title: Re: Risada's Bestiary
Post by: Agita on November 22, 2009, 02:24:40 AM
Question, Agita (because I apparently can't find it): source on Valorous?
Unapproachable East, I think. It doubles the wielder's damage on a charge (stacks with mounted and lance modifiers as normal, but Micky doesn't have either anyway.

Also, which picture should I put on this one:

This one (http://img132.imageshack.us/img132/575/300pxsmt2angel.jpg) or this one (http://img132.imageshack.us/img132/3198/angel00.png)?

The first is one artwork used on some games I don't recall, except Devil Summoner.... and the second one is the "standard" Angel used in the Megaten games...
I'd go with the first, if only because I'm not into bondage gear. :p
If you want more options, I've got a whole folder with angels and devils (mostly manga style).

On the angel itself, looks like a fairly standard mook monster. Is there any particular reason it deals more damage on a full attack than on a single attack? Also, can it attack with its wings while flying?
Title: Re: Risada's Bestiary
Post by: Risada on November 22, 2009, 02:32:24 AM
Unapproachable East, I think. It doubles the wielder's damage on a charge (stacks with mounted and lance modifiers as normal, but Micky doesn't have either anyway.

Thanks... I'll look into it  :)

I'd go with the first, if only because I'm not into bondage gear. :p
If you want more options, I've got a whole folder with angels and devils (mostly manga style).

Thanks for offering, but I want to use the artwork from Kazuma Kaneko... the guy who does most of the art for the Shin Megami Series, and some more...

.... and the bondage stuff is to represent their loyalty/devotion to YHVH's cause, not some weird fetish I might have  :P

On the angel itself, looks like a fairly standard mook monster. Is there any particular reason it deals more damage on a full attack than on a single attack? Also, can it attack with its wings while flying?

No reason to deal less damage.... I just grabbed the numbers together... You think their single attack should dela more damage? And yes, they (the bondage version at least :P) attack with the wings while flying... they basically spin a little and hit with both wings...
Title: Re: Risada's Bestiary
Post by: Risada on November 22, 2009, 02:35:56 AM
Another update....

(http://s3.postimage.org/a4qyp8brb/archangel.png)

Archangel
Medium Outsider (Extraplanar, Lawful)
HD 5d8+10 (32 HP)
Speed 30 ft. (6 squares); fly 60 ft. (12 squares) (average)
Init: 1
AC 18; touch 11; flat-footed 17
(+1 Dex, +4 armor, +3 Natural)
BAB +5; Grp +8
Attack mwk longsword +9 melee (1d8+3, 19-20/x2)
Full-Attack mwk longsword +9 melee (1d8+3, 19-20/x2) plus 2 wings +6 melee (1d6+1, 20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks martial maneuversToB
Special Qualities DR 5/chaotic or cold iron, darkvision 60 ft., fast healing 3, low-light vision, resistance to fire 5
Saves Fort +6 Ref +5 Will +5
Abilities Str 16, Dex 13, Con 14, Int 10, Wis 13, Cha 12
Skills Balance +9 Concentration +10, Diplomacy +5, Intimidate +5, Listen +9, Knowledge (religion) +8, Knowledge (the planes) +8, Spot +9, Tumble +9
Feats Multiattack, Power Attack
Environment any LN-aligned plane
Organization solo or troupe (1 principality (http://brilliantgameologists.com/boards/index.php?topic=3978.msg387203#msg387203) plus  1~2 archangels plus 2~4 angels (http://brilliantgameologists.com/boards/index.php?topic=3978.msg212262#msg212262))
Challenge Rating 4
Treasure Standard, plus chain shirt, masterwork longsword
Alignment always LN
Advancement 6-11 HD (medium)
Level Adjustment +3


In the nine orders of angels in Christian teachings, archangels are among the eighth, making them second in the third hierarchy. Archangels are one of the few bodies of angels that contact those on the material plain directly and are the ministers and messengers between God and mankind. Some of the most famous archangels include Michael and Gabriel who both appear in the Bible, although only Michael was named expressly as an archangel.

According to some texts, archangels are also the primary warrior race of angels and are known to be at constant war with the fallen angels. It is even suggested that Satan was an archangel before his fall from grace.


Angel is a 6 feet tall humanoid creature with dark skin and a pair of feathery wings, wearing white and red vests, a chain shirt and a helmet, and wielding a longsword.

Combat

Archangel's focus lies in melee combat. It charges towards the closest creature, and then keeps fighting it until it is dead. Archangels will always try to get in flanking position, to hit its target better. Archangel tends to use its martial maneuvers right at the beginning, and then use normal melee attacks to finish off its enemies.

Martial Maneuvers (IL 5):
Stances: Bolstering Voice
Strikes: Crusader's Strike, Foehammer, Leading the Attack, Vanguard Strike
Boosts: Iron Heart Surge
Counter: Wall of Blades

Archangels have access to the following disciplines: Devoted Spirit, Iron Heart and White Raven. Each maneuver can be used once per encounter.

Edit: due to the large demand, added Iron Heart Surge to his maneuver list  :lmao
---------------------------------------------------------------
Opinions on this little bugger?
Title: Re: Risada's Bestiary
Post by: Agita on November 22, 2009, 02:42:04 AM
I'd go with the first, if only because I'm not into bondage gear. :p
If you want more options, I've got a whole folder with angels and devils (mostly manga style).

Thanks for offering, but I want to use the artwork from Kazuma Kaneko... the guy who does most of the art for the Shin Megami Series, and some more...

.... and the bondage stuff is to represent their loyalty/devotion to YHVH's cause, not some weird fetish I might have  :P
Fair 'nuff. I don't really have anything by the guy unfortunately, I tend to prefer a more bishoujo style.

On the angel itself, looks like a fairly standard mook monster. Is there any particular reason it deals more damage on a full attack than on a single attack? Also, can it attack with its wings while flying?

No reason to deal less damage.... I just grabbed the numbers together... You think their single attack should dela more damage? And yes, they (the bondage version at least :P) attack with the wings while flying... they basically spin a little and hit with both wings...
I was referring to the disparity in damage dice between the single attack and full attack lines:
Quote
Attack wing +5 melee (1d4+1, 20/x2)
Full-Attack 2 wing +5 melee (1d6+1, 20/x2)
[nitpick]Also, the full attack line needs moar plural s.[/nitpick]
Title: Re: Risada's Bestiary
Post by: Risada on November 22, 2009, 02:45:19 AM
Fair 'nuff. I don't really have anything by the guy unfortunately, I tend to prefer a more bishoujo style.

*points at Michael and friends*

Kaneko did those as well  :P

I was referring to the disparity in damage dice between the single attack and full attack lines:
Quote
Attack wing +5 melee (1d4+1, 20/x2)
Full-Attack 2 wing +5 melee (1d6+1, 20/x2)
[nitpick]Also, the full attack line needs moar plural s.[/nitpick]

Oh, that.... thanks for the pointers  :banghead
Title: Re: Risada's Bestiary
Post by: Agita on November 22, 2009, 02:55:53 AM
Fair 'nuff. I don't really have anything by the guy unfortunately, I tend to prefer a more bishoujo style.

*points at Michael and friends*

Kaneko did those as well  :P
As one would say on /c/... "too much sausage". :P

To be honest, Angel seems a bit tame/lame (whichever you prefer) at CR 3. I'd suggest upping its/her damage output a little, or perhaps giving it some teamwork mechanic if they're never alone.

Archangel has access to Iron Heart and IL 5, but no IHS? ;)
Island of Blades would seem like a good fit if they always try to get flanking bonuses, but that's Shadow Hand.
Title: Re: Risada's Bestiary
Post by: bhu on November 22, 2009, 02:59:07 AM
Howcum the ANgels dont get flaming swords?  :p
Title: Re: Risada's Bestiary
Post by: Risada on November 22, 2009, 02:53:01 PM
To be honest, Angel seems a bit tame/lame (whichever you prefer) at CR 3. I'd suggest upping its/her damage output a little, or perhaps giving it some teamwork mechanic if they're never alone.

Would increasing the damage dice to d8 help?

Archangel has access to Iron Heart and IL 5, but no IHS? ;)
Island of Blades would seem like a good fit if they always try to get flanking bonuses, but that's Shadow Hand.

Added IHS.... and they could always grab Martial Study and Martial Stance for Shadow Hand stuff  :smirk

.....noob question: is Archangel's Full attack entry alright? I mean, the part where he only gets a single weapon attack and 2 wings?
Title: Re: Risada's Bestiary
Post by: Risada on January 31, 2010, 03:00:45 PM
Finally added Valorous into Michael's Deus Xiphos....


Howcum the ANgels dont get flaming swords?  :p

*points at Uriel*

While the sword itself isn't on fire, this one uses fire a lot....

.... and I have a feeling I didn't get what you are saying  :(
Title: Re: Risada's Bestiary
Post by: bhu on January 31, 2010, 10:39:40 PM
A stereotype of angels is that they carry swords made of fire
Title: Re: Risada's Bestiary
Post by: veekie on February 01, 2010, 02:31:53 AM
A stereotype of angels is that they carry swords made of fire
Lightsabers
Title: Re: Risada's Bestiary
Post by: Risada on March 09, 2011, 06:44:56 PM
*casts Greater Thread Necromancy*

Since I got some time, I decided to continue this little thing... below is the next in line, Principality.

(http://s3.postimage.org/h7zfmtzm9/principality2.png)

Principality
Medium Outsider (Extraplanar, Lawful)
HD 6d8+6 (33 HP)
Speed 30 ft. (6 squares); fly 60 ft. (12 squares) (average)
Init: +6
AC 19; touch 12; flat-footed 17
(+2 Dex, +7 Natural)
BAB +6; Grp +6
Attack mwk quarterstaff +7 melee (1d6, 20/x2)
Full-Attack mwk quarterstaff +7/+2 melee (1d6, 20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks spells
Special Qualities DR 5/chaotic or cold iron, darkvision 60 ft., fast healing 3, low-light vision, resistance to fire 5
Saves Fort +6 Ref +7 Will +8
Abilities Str 11, Dex 14, Con 13, Int 14, Wis 17, Cha 15
Skills Concentration +10, Heal +12, Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (religion) +11, Listen +14, Sense Motive +12, Spellcraft +11, Spot +14
Feats Alertness, Improved Initiative, Protection DevotionCChamp
Environment any LN aligned plane
Organization troupe (1 principality plus 1~2 archangels (http://brilliantgameologists.com/boards/index.php?topic=3978.msg212270#msg212270) plus 2~4 angels (http://brilliantgameologists.com/boards/index.php?topic=3978.msg212262#msg212262))
Challenge Rating 5
Treasure standard
Alignment always LN
Advancement by character class; Favored Class cleric
Level Adjustment +3

In the nine orders of angels in Christian teachings, Principalities are among the seventh, making them first in the third hierarchy. They are the servants of the Dominions and bequeath their blessings to the material world. They are also charged with the protection of large bodies of people, such as those in cities or nations.

Principality looks like a frail humanoid wearing a green cloak over green and blue clothes, with a pair of wings sprouting frm his back. His head carries a silver crown, and he wields a staff.

Combat

Principality stays away from direct combat, choosing to support his allies with his divine spells from a safe distance. Occasionally, he will get close to the battle in order to apply those spells that don't have range, such as cure moderate wounds.

Spells: a Principality casts as a 6th level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Healing, Knowledge, Law or Protection.

Typical Cleric Spells Prepared (5/5/5/4/ save DC 13 + spell level)
0: detect magic, guidance, light, read magic, resistance
1st: bless, cure light wounds, detect chaos, entropic shield, protection from chaos*
2nd: cure moderate wounds*, bear’s endurance, bull’s strength, silence, zone of truth
3rd: dispel magic, magic circle against chaos*, prayer, remove curse

*Domain spell. Domains: Healing and Law.

--
Aside from this, I did some small tweaks around, including lowering Angel and Archangel's CR by 1; limiting Ultima (http://brilliantgameologists.com/boards/index.php?topic=3978.msg166265#msg166265)'s Eschaton and Zodiark (http://brilliantgameologists.com/boards/index.php?topic=3978.msg172830#msg172830)'s Final Eclipse, and other small fixes...
Title: Re: Risada's Bestiary
Post by: Risada on April 24, 2011, 05:13:49 PM
Update!

---------
(http://s1.postimage.org/viwh478ec/Power.png)

Power
Medium Outsider (Extraplanar, Lawful)
HD 8d8+32 (68 HP)
Speed 40 ft. (8 squares); fly 60 ft. (12 squares) (average)
Init: +6
AC 22; touch 12; flat-footed 20
(+2 Dex, +5 Armor, +3 Natural, +2 Shield)
BAB +8; Grp +12
Attack MW spear +13 melee (1d8+4,x3)
Full-Attack MW spear +13/+8 melee (1d8+4,x3)
Space 5 ft.; Reach 10 ft.
Special Attacks martial maneuvers, never outnumberedCS skill trick
Special Qualities DR 5/chaotic or cold iron, darkvision 60 ft., fast healing 5, low-light vision, polearm adept, resistance to fire 10
Saves Fort +10 Ref +8 Will +8
Abilities Str 19, Dex 14, Con 18, Int 13, Wis 14, Cha 17
Skills Balance +15, Concentration +16, Intimidate +21, Jump +17, Listen +14, Spot +14, Tumble +15, Bluff +8, Sense Motive +7
Feats Blade Meditation (Devoted Spirit)ToB, Combat Reflexes, Improved Initiative
Environment any LN aligned plane
Organization solitary, pair or guard (2-4)
Challenge Rating 7
Treasure Standard plus MW spear, +1 heavy shield, mithral breastplate
Alignment always LN
Advancement by character class; Favored Class Crusader
Level Adjustment --

In the nine orders of angels in Christian teachings, Powers are the fourth, making them third in the second hierarchy. They are equal in the order with Rulers and Authorities, but their job in this order differs. They are the first angels created on the second day, their job being to oversee the distribution of power among mankind (hence their name) and protect the lower levels of Heaven from demons.

Power is a winged humanoid slightly taller than 6 feet, wearing red armor that includes a helmet, wielding a heavy shield and a spear. His skin is dark, and his eyes are green. His very presence exhales an air of authority.

Combat

Power is a melee combatant, and seeks to join combat as fast as possible. However, unlike Archangels (http://brilliantgameologists.com/boards/index.php?topic=3978.msg212270#msg212270), Power imposes his presence on his enemy first (using demoralize and the Never Outnumbered skill trick), then proceeds to keep his enemies controlled with Iron Guard's Glare and Thicket of Blades stances.

If there's at least two enemies adjacent, Power will use his Wide Sweep (http://brilliantgameologists.com/boards/index.php?topic=2112.msg61155#msg61155) strike. Against a single, more powerful threat, he will use his Shield Stun (http://brilliantgameologists.com/boards/index.php?topic=2112.msg61155#msg61155). Otherwise, Power will do anything in his grasp to help his allies to destroy the opposition as fast as possible.

Martial Maneuvers (IL 8):
Stances: Thicket of Blades, Iron Guard's Glare
Strikes: Leading the Attack, Shield Stun (http://brilliantgameologists.com/boards/index.php?topic=2112.msg61155#msg61155) (DC 19), Wide Sweep (http://brilliantgameologists.com/boards/index.php?topic=2112.msg61155#msg61155)
Boosts: Covering Strike, White Raven Tactics
Counters: Shield Block

Powers have access to the following disciplines: Devoted Spirit, Iron Heart and White Raven. All expended maneuvers are recovered automatically every 3 rounds.

Polearm Adept (Ex):  Power can treat any two handed polearm as a one handed weapon without any penalty. Additionally, he is capable of attacking targets adjacent to him when using a polearm weapon.
Title: Re: Risada's Bestiary
Post by: Risada on April 30, 2011, 01:58:35 PM
(http://s3.postimage.org/jpiv50j7d/Virtue.png)

Virtue
Large Outsider (Extraplanar, Lawful)
HD 11d8+55 (104 HP)
Speed 20 ft. (4 squares); fly 120 ft (average)
Init: +6
AC 24; touch 16; flat-footed 22
(+2 Dex, -1 Size, +8 Natural, +5 Insight)
BAB +11; Grp +20
Attack slam +15 melee (2d6+5, 20/x2)
Full-Attack 2 slams +15 melee (2d6+5, 20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks miracle, spells, turn chaos 12/day (+5, 2d6+16, 11th)
Special Qualities DR 5/chaotic and cold iron, darkvision 60 ft., fast healing 5, low-light vision, resistance to fire 10
Saves Fort +12 Ref +9 Will +12
Abilities Str 20, Dex 15, Con 21, Int 15, Wis 21, Cha 20
Skills Appraise +9, Bluff +10, Concentration +19, Diplomacy +21, Knowledge(Arcana) +16, Knowledge(Religion) +16, Knowledge (the planes) +16, Listen +19, Spellcraft +16, Spot +19, Use Magic Device +19,
Feats Improved Initiative, Divine Metamagic (Quicken Spell)CDiv, Quicken Spell, Extra Turning
Environment any LN aligned plane
Organization Name (Number appearing)
Challenge Rating 10
Treasure Standard
Alignment always LN
Advancement by character class; Favored Class cleric
Level Adjustment --

In the nine orders of angels in Christian teachings, Virtues are the among the fifth, making them second in the second hierarchy. The primary objective of the Virtues is to supervise the movements of the planets and stars to ensure the cosmos remains in order. They are also said to work miracles, support those struggling with their faith, and bestow great valor upon the righteous.

Virtue looks like a 10 feet tall male winged humanoid statue, entirely made of a semitransparent crystal, allowing you to see what looks like a heart inside the statue. Although Virtue's wings are non functional, it can still fly normally.

Combat

Virtue's main role is to provide support to her allies with her spells, but isn't afraid to join the fray if the need arises. Occasionally it will use some damage dealing spell as well.

Usually, Virtue starts combat by using her Divine Metamagic to quicken one spell and cast another spell in the same round, boosting the power of her allies, then will keep observing as the combat progresses, casting more spells to help its allies as needed.

Miracle (Su): once per week, Virtue can cast Miracle (caster level 17th) as a supernatural ability without paying the XP cost, if any.

Spells: a Virtue casts as a 11th level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Healing, Law, Protection or War.

Typical Cleric Spells Prepared (6/8/6/6/5/4/2, save DC 15 + spell level)
0: detect magicx2, light, read magic, resistancex2
1st: blessx2, cure light wounds, detect chaosx2, doom, protection from chaos*, shield of faith
2nd: bull’s strength, divine protectionSpCx2, silence, spiritual weapon*, zone of truth
3rd: axiomatic stormSpC, cure serious woundsx2, magic circle against chaos*, mass aidSpC, remove curse
4th: discern lies, imbue with spell ability, mass shield of faithSpC, order's wrath*, wall of lawSpC
5th: dispel chaos, flame strike*, righteous wrath of the faithfulSpC, plane shift
6th: blade barrier*, greater dispel magic

*Domain spell. Domains: Law and War.

Turn Chaos (Su): Virtue can turn chaotic creatures and creatures with the chaotic subtype instead of undead as if it was a 11th level cleric. Additionally, its turn attempts can be used to fuel her Divine Metamagic feat.
Title: Re: Risada's Bestiary
Post by: Risada on April 30, 2011, 02:00:04 PM
(http://s3.postimage.org/92oyoim2h/Dominion.png)

Dominion
Large Outsider (Extraplanar, Lawful)
HD 12d8+48 (102 HP)
Speed 40 ft. (8 squares); fly 120 ft (good)
Init: +9
AC 26; touch 20; flat-footed 21
(-1 Size, +5 Dex, +6 Natural, +6 Insight)
BAB +12; Grp +20
Attack slam +15 melee (2d6+4, 20/x2)
Full-Attack 2 slams +15 melee (2d6+4, 20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks spells, spell-like abilities
Special Qualities DR 8/chaotic and cold iron, darkvision 60 ft., fast healing 5, low-light vision,  rapid metamagic, resistance to fire 15
Saves Fort +12 Ref +13 Will +13
Abilities Str 18, Dex 21, Con 19, Int 18, Wis 21, Cha 23
Skills Appraise +10, Bluff +21, Concentration +19, Diplomacy +25, Decipher Script +13, Heal +11, Knowledge(Arcana) +19, Knowledge(Geography) +14, Knowledge(Nature) +19, Knowledge (Nobility/royalty) +9, Knowledge(religion) +19, Knowledge(the planes) +19, Listen +12, Perform (Oratory) +15, Spellcraft +21, Spot +13
Feats Eschew MaterialsB, Extend Spell, Heighten Spell, Improved initiative, Quicken Spell, Versatile SpellcasterRotD
Environment any LN aligned plane
Organization 1 Dominion plus 2~4 Power (http://brilliantgameologists.com/boards/index.php?topic=3978.msg400424#msg400424) plus 1 Virtue (http://brilliantgameologists.com/boards/index.php?topic=3978.msg402454#msg402454)
Challenge Rating 12
Treasure Standard
Alignment always LN
Advancement by character class; Favored Class sorcerer
Level Adjustment --

In the nine orders of angels in most Christian teachings, Dominions are the sixth, making them first in the second hierarchy. They regulate the duties of other angels to ensure that balance is maintained throughout the universe. Dominions are depicted in human form, sometimes wearing a triple crown and carrying a scepter, a sword or a scale, that symbolizes their power as overseers of all active and passive forces. As the manifestation of God's desire, they wish to spread their domination over all existence.

Dominion is a very charming humanoid, standing 12 feet tall, with long blue hair, and wearing fine clothing and jewelry. On his right hand he carries a scale, and a book in the left hand. From his back sprouts a majestic pair of feathery wings.

Combat

Dominion never joins a fight alone or unprepared. Before the beginning of the combat, he casts mage armor and greater resistance on himself, and occasionally brings in some humanoids he has dominated. Then, begins combat using some of its spells to empower his allies (such as haste) or cripple his enemies (such as mass curse of impending bladesSpC), as needed, then keep his distance from direct combat, dropping some of his lower level spells (such as ray of clumsinessSpC and ray of enfeeblement to debuff his enemies even further, and lead his force to victory. He will drop his damage dealing spells (chain lightning and wings of flurrySpC) to finish wounded enemies.

Rapid Matamagic (Ex): Dominion can apply metamagic feats to its spells without increasing the spell's casting time, and allowing it to use Quicken Spell.

Spell-like abilities: at will: detect chaos, mark of the outcastSpC (DC 18), tongues. Caster level 12th. Saves are Charisma based.

Spells: Dominion casts spells as a 12th level Sorcerer.
Typical Sorcerer Spells Known (6/8/8/7/7/6/4, DC 16 + spell level)
0: amanuensis, daze, detect magic, light, read magic, resistance,
1st: charm person, lesser orb of coldSpC, mage armor, ray of clumsinessSpC, ray of enfleeblement
2nd: glitterdust, invisibility, see invisibility, scorching ray, wings of coverRotD
3rd: dispel magic, haste, mass curse of impending bladesSpC, suggestion
4th: evard's black tentacles, greater resistanceSpC), wings of flurryRotD
5th: arcane fusion CM, dominate person
6th: chain lightning

Title: Re: Risada's Bestiary
Post by: Risada on April 30, 2011, 02:02:36 PM
(http://s3.postimage.org/g5wvro3zt/Throne.png)

Throne
Large Outsider (Extraplanar, Fire, Lawful)
HD 14d8+98 (161 HP)
Speed 40 ft. (8 squares); fly 120 ft (good)
Init: +4
AC 28; touch 13; flat-footed 24
(-1 Size, +4 Dex, +15 natural)
BAB +14; Grp +26
Attack slam +22 melee (3d6+8 plus 2d6 fire)
Full-Attack 2 slams +22 melee (3d6+8 plus 2d6 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks spell-like abilities, trample
Special Qualities cold vulnerability, DR 10/chaotic and cold iron, darkvision 60 ft., fast healing 10, fire immunity, low-light vision, spell resistance 24
Saves Fort +15, Ref +13 Will +13
Abilities Str 27, Dex 19, Con 22, Int 14, Wis 19, Cha 24
Skills Balance +18, Bluff +12, Concentration +23, Intimidate +26, Knowledge(Religion) +19, Knowledge(the planes) +19,  Listen +21, Sense Motive +19, Spot +21, Tumble +21
Feats Ability Focus (quickened fireball), Ability Focus (trample)B, Improved Natural Attack (slam), Improved ToughnessCW, Power Attack, Weapon Focus (slam)
Environment any LN aligned plane
Organization Solitary or chariot (2-4)
Challenge Rating 12
Treasure Standard
Alignment always LN
Advancement 15-24 HD (Large); 25-40 (Huge)
Level Adjustment --

In the nine orders of angels in most Christian teachings, Thrones (also known as Ophanim, Galgallin, or Wheels) are the seventh, making them third in the first hierarchy. Of angels with a physical form, they hold the highest rank. They are traditionally portrayed as large wheels covered in eyes, often surrounded by the flames of heaven. They are the carriers of the throne of God and are considered extremely powerful, acting as the keepers of higher energies.

This 14 feet high wood wheel has a humanoid form stuck on it. This humanoid's skin looks exactly the same as that from the wheel, its head is bald, it is wearing a black cloak. Its emotionless face doesn't have a mouth, and its eyes are deep red. Flames flicker on most of its body. Among the angelic hierarchy, Throne is the only one without wings.

Combat

Throne relies on the mobility granted by his trample ability to attack as many targets as possible, while moving around the battlefield. When he identifies a target with low durability, he closes in (using trample to damage foes on the way) and keep attacking it, while using his spell-like abilities to hurt as many foes as possible.

Spell-like abilities: at will: meteoric strikePHB2, orb of fireSpC (DC 21), quickened fireball (DC 22), flamestrike (DC 22). 1/day: greater teleport, meteor swarm (DC 26). Caster level 14th. Saves are Charisma based.

Trample: Reflex DC 27, 3d6+8 plus 2d6 fire damage.

Title: Re: Risada's Bestiary
Post by: Risada on May 06, 2011, 05:06:20 AM
Aaaaaand, I'm done with the angels. Aside from Throne looking too plain (I'm working on something to make him.... unique), any opinions on the last 4 guys?
Title: Re: Risada's Bestiary
Post by: bhu on May 06, 2011, 08:11:43 AM
Personally Im happy you stuck with it long nuff to finish
Title: Re: Risada's Bestiary
Post by: Risada on May 06, 2011, 11:26:02 AM
Personally Im happy you stuck with it long nuff to finish

Well, of course... my honor was on the line  ;)  :lmao

Plus, I finished the angels... and now I will start something else.... just need to know what  :P

EDIT: Perhaps some kind of creature from the oriental side of the world  :plotting
Title: Re: Risada's Bestiary
Post by: bhu on May 06, 2011, 05:27:33 PM
Devils  :devil
Title: Re: Risada's Bestiary
Post by: veekie on May 07, 2011, 05:01:46 AM
Try the oriental dragons?
I mean, if you want the OTHER freakshows theres several hundred at least.
Title: Re: Risada's Bestiary
Post by: bhu on May 07, 2011, 05:07:32 AM
japan and europe have shit eating vampires

russia has a half dragon firebreathing werewolf folk hero

eskimo and tibetan myth are pretty freaky.  One of their major demon women has a single leg growing from her vagina.

amerind myth has tree husbands who mate with the tribes women to produce what are probably weird half tree children...
Title: Re: Risada's Bestiary
Post by: Agita on May 07, 2011, 10:40:45 AM
Goddamn, mythologies all over the world are so awesome. Why can't Austrian mythology be awesome? All we have is Saint Nick being accompanied by a cadre of demons, who may or may not be the same as the demon who sits on your kid's chest, slashes their belly, and throws them into hell if they've been bad. And a dragon that was killed by tying an oversized fishhook to a bull and waiting until it bled out after swallowing the bull.
Title: Re: Risada's Bestiary
Post by: veekie on May 07, 2011, 11:33:14 AM
It helps if there used to be a strong tradition of animism.
Those always generate interesting critters when supplanted.

When anything can come to life, well you aren't going to lack for weird critters anytime soon.
Title: Re: Risada's Bestiary
Post by: Risada on May 07, 2011, 07:04:44 PM
Right now looking into Uncle Kitteh's mythology links....

Let's see what my sick average mind can come up with  :evillaugh
Title: Re: Risada's Bestiary
Post by: bhu on May 07, 2011, 10:05:53 PM
Right now looking into Uncle Kitteh's mythology links....

Let's see what my sick average mind can come up with  :evillaugh

Depending on how long ago I posted those I may have more now.

Also some of the really good wtfery isnt well represented on the web you need books to find it.
Title: Re: Risada's Bestiary
Post by: Risada on May 07, 2011, 11:20:27 PM
Right now looking into Uncle Kitteh's mythology links....

Let's see what my sick average mind can come up with  :evillaugh

Depending on how long ago I posted those I may have more now.

Also some of the really good wtfery isnt well represented on the web you need books to find it.

Would you happen to have some good links about hindu and japanese monsters? I am tempted to try something with them...
Title: Re: Risada's Bestiary
Post by: veekie on May 08, 2011, 12:13:17 AM
I took this Japan stuff after a bit of googling:

http://www.obakemono.com/
http://www.seekjapan.jp/article-2/766/Tales+of+Ghostly+Japan
http://hyakumonogatari.com/category/yokai-stories/
http://www.rekihaku.ac.jp/e-rekihaku/106/index.html
Title: Re: Risada's Bestiary
Post by: bhu on May 08, 2011, 01:03:18 AM
Right now looking into Uncle Kitteh's mythology links....

Let's see what my sick average mind can come up with  :evillaugh

Depending on how long ago I posted those I may have more now.

Also some of the really good wtfery isnt well represented on the web you need books to find it.

Would you happen to have some good links about hindu and japanese monsters? I am tempted to try something with them...

Not links but I got tons of books.  http://pinktentacle.com/  this blog is also pretty cool.

Heres the updated myth links:


A Classical Dictionary of Hindu Mythology http://books.google.com/books?id=PwsYAAAAYAAJ&pg=PA1&dq=a+dictionary+of+hindu+mythology#v=onepage&q=&f=false
A Fairy Encyclopedia http://www.geocities.com/Athens/Forum/4611/fairyenc.html
A History of Dragons http://www.biopark.org/dragonhistory.html
Aadizookaanag http://www.kstrom.net/isk/stories/myths.html
About Mythology http://ancienthistory.about.com/library/bl/bl_myth_index.htm
Adlet Wiki http://en.wikipedia.org/wiki/Adlet
Al http://en.wikipedia.org/wiki/Al_%28Armenian_folklore%29
All About Unicorns http://www.allaboutunicorns.com/
American Folklore http://www.americanfolklore.net/
Ancient Egypt: The Mythology http://www.egyptianmyths.net/
Ancient Egyptian Deities http://www.reshafim.org.il/ad/egypt/religion/osiris1.html
Ancient Egyptian Mythology http://www.egyptianculture.net/
Ancient Egyptian Religion http://www.aldokkan.com/religion/religion.htm
Ancient Finnish Myths http://www.finnishmyth.org/
Assyro-Babylonian Mythology http://home.comcast.net/~chris.s/assyrbabyl-faq.html
At the Edge http://www.indigogroup.co.uk/edge/index.htm
Atlas of Myths http://snow.prohosting.com/myths1/
Aztec Mythology http://www.cis.yale.edu/ynhti/curriculum/units/1994/3/94.03.03.x.html
Beowulf http://etext.lib.virginia.edu/toc/modeng/public/AnoBeow.html
Beowulf, again http://www.alcyone.com/max/lit/beowulf/
Bloody Lexicon http://www.bloodylexicon.com/
Bouda WIki http://en.wikipedia.org/wiki/Bouda
Buggane Wiki http://en.wikipedia.org/wiki/Buggane
Canaanite/Ugaritic Mythology http://home.comcast.net/~chris.s/canaanite-faq.html
Caribbean Mythology http://www.godslaidbare.com/pantheons/caribbean/A-Z-list.php
CeltNet http://www.celtnet.org.uk/
Celtic Literature Collective http://www.maryjones.us/ctexts/index.html
Celtic Mythology http://www.interfaith.org/ancient/celtic/
Celtic Mythology and Lore http://www.celticgrounds.com/chapters/mytholsection/myth-start.htm
Celtic Studies Resources http://www.digitalmedievalist.com/
Celtic Twilight http://www.celtic-twilight.com/ireland/
Celtopedia http://celtopedia.druidcircle.net/index.php?title=Main_Page
ChinaVista: Chinese Myths and Fantasies http://www.chinavista.com/experience/myth/myth.html
ChinaVista: Deities Worshipped by Farmers http://www.chinavista.com/experience/joss1/deities.html
ChinaVista: Selected Chinese Myths and Fantasies http://www.chinavista.com/experience/story/story.html
Chinese Legends http://beifan.com/026topic/26legends.html
Chiricahua and Mescalero Apache Texts http://etext.lib.virginia.edu/apache/ChiMesc2.html
Choctaw Legends and Stories http://www.tc.umn.edu/~mboucher/mikebouchweb/choctaw/legends2.htm
Christine O' Keefe's Monster/Faery Page http://www.tartanplace.com/ftoc.html
Classical Myth Homepage http://web.uvic.ca/grs/bowman/myth/
Classical Myths and Legends http://oldweb.uwp.edu/academic/english/canary/gods.htm
Classical Myths: The Ancient Sources http://web.uvic.ca/grs/department_files/classical_myth/index.html
Cosmology of the Ancient Balts http://www.lithuanian.net/mitai/cosmos/baltai.htm
Dates in Irish Myth and Legend http://www.legendarytours.com/dates.html
Dave's Mythical Creature's and Places http://www.eaudrey.com/myth/
Dick Caldwell's Greek Myths http://www.greecetravel.com/greekmyths/
Dragon Wiki http://en.wikipedia.org/wiki/Dragon
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Encantado Wiki http://en.wikipedia.org/wiki/Encantado
Encyclopedia Mythica http://www.pantheon.org/
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Epona.net http://www.epona.net/
Everything You Need to Know About Vampires http://www.angelfire.com/tn/vampires/index.html
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Godchecker http://www.godchecker.com/
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North American Mythology Stubs http://en.wikipedia.org/wiki/Category:North_American_mythology_stubs
Nue http://en.wikipedia.org/wiki/Nue
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Sagnanet http://www.sagnanet.is/
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Tengu Wiki http://en.wikipedia.org/wiki/Tengu
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The Aberdeen Bestiary http://www.abdn.ac.uk/bestiary/
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The Best of Legends http://bestoflegends.org/index.html
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The Dragon Bestiary http://bestiarium.net/index-e.html
The Dragon Stone http://www.polenth.com/
The Encyclopedia of Hotcak Mythology http://hotcakencyclopedia.com/
The Golden Bough http://www.gutenberg.org/etext/3623
The Hindu Universe http://www.hindunet.org/god/
The Magic Web http://www.johnadcox.com/Mythology_and_Folklore.html
The Maya in Time http://www.jaguar-sun.com/gods.html
The Medieval Bestiary http://bestiary.ca/index.html
The Obakemono Project http://www.obakemono.com/introduction.php
The Popol Vuh http://www.jaguar-sun.com/popolvuh.html
The Religion of Babylonia and Assyria http://www.gutenberg.org/etext/2069
The Sacred Fire http://www.sacredfire.net/
The Vedic Age http://www.astronomy.pomona.edu/archeo/india/as-india.html
The World of Gwdihw http://www.gwdihw.com/
Theoi Project http://www.theoi.com/
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Tuatha De Danaan Family Tree http://baharna.com/celtic/index.htm
UCAN Online http://www.ucan-online.org/legends.asp
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Zmeu Wiki http://en.wikipedia.org/wiki/Zmeu

Title: Re: Risada's Bestiary
Post by: Risada on May 08, 2011, 02:45:11 AM
veekie, bhu.... thanks.  :bow

Mere words cannot express what I'm feeling right now.

Okay, that last part isn't really needed...

Now, it's research time  :plotting
Title: Re: Risada's Bestiary
Post by: bhu on May 08, 2011, 04:48:26 AM
I also have lots of books if you need something looked up.
Title: Re: Risada's Bestiary
Post by: veekie on May 09, 2011, 09:12:35 PM
(http://img193.imageshack.us/img193/4338/motivatorhundredyoukain.png)
Title: Re: Risada's Bestiary
Post by: Risada on May 12, 2011, 03:13:02 AM
Let's get some japanese stuff here...

(http://s2.postimage.org/5tlxbymsy/Jubokko.jpg)

Jubokko
Large Plant
HD 12d8+96 (150 HP)
Speed 20 ft. (4 squares)
Init: +1
AC 21; touch 10; flat-footed 20
(-1 size, +1 Dex, +11 natural)
BAB +9; Grp +21
Attack slam +13 melee (2d6+4, 19-20/x2)
Full-Attack 2 slams +13 melee (2d6+4, 19-20/x2)
Space 10 ft.; Reach 15 ft.
Special Attacks blood drain, grip of iron, improved grab
Special Qualities damage reduction 8/slashing, darkvision 120 ft., fast healing 10, flexible branches, low-light vision, plant traits, resistance to cold 10, resistance to electricity 10
Saves Fort +15, Ref +5, Will +5
Abilities Str 18, Dex 12, Con 25, Int 12, Wis 13, Cha 15
Skills Concentration +12, Intimidate +12, Knowledge(nature) +11, Listen +11, Spot +11
Feats Combat Reflexes, Improved Critical (slam), Improved GrappleB, Improved Natural Attack (slam), Improved ToughnessCW, Weapon Focus (slam)
Environment any forests or plains
Organization Solitary or 1 Jubokko plus 4-8 skeleton warriors
Challenge Rating 7
Treasure none
Alignment Usually CE
Advancement 13-30 (Large); 31-50 (Huge)
Level Adjustment --

A tree spirit that grows in areas where massive amounts of human blood were spilled on the ground, such as battlefields or execution sites. They sucked up so much of this blood that they turned into demons. These creatures develop a taste for human blood and sucks it out of any unsuspecting person it manages to snatch up.
These trees are sturdier than others, and will bleed if they are cut. They heal quickly, and it is said that their branches can be used to heal and purify people.


You notice this tree is different from any usual tree. Its leaves are blood red and its wood is much darker than normal; stuck to its trunk, you can see human bones, including skulls. You can somewhat discern a deformed face on the trunk, with its deep, yellow eyes looking directly to you.

Combat

Usually, Jubokko lies immobile among other natural trees, hiding itself from those with good eyes. As soon as it detects the presence of possible prey, it waits until it enters its reach, when it slams its target and attempts to get a hold of it by grappling it only with the branch used to attack (and taking -20 on the check), and manifesting grip of iron to increase its chance of success. Then, it keeps attacking any other creatures around, while draining the blood of its pinned prey.

Blood Suck (Ex): A Jubokko can suck blood from a living victim with its branches by making a successful grapple check. If it pins the foe, it sucks blood, dealing 1d4 points of Constitution damage each round the pin is maintained. On each such successful attack, the Jubokko gains 5 temporary hit points.
 
Flexible Branches (Ex): the Jubokko's long and malleable branches grant him +5 ft. to his reach.

Improved Grab (Ex): To use this ability, a Jubokko must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Psi-like Abilities: 2/day: grip of iron. Manifester level 12th.
Title: Re: Risada's Bestiary
Post by: Risada on May 12, 2011, 03:37:14 AM
(http://s2.postimage.org/5tmzdbm4j/Raidou_Okiku_mushi.jpg)

Okiku-mushi
Medium Aberration
HD 7d8+35 (66 HP)
Speed 30 ft. (6 squares); climb 20 ft. (4 squares)
Init: +0
AC 17; touch 9; flat-footed 17
(-1 size, +8 natural)
BAB +5; Grp +13
Attack slam +9 melee (2d6+6)
Full-Attack slam +9 melee (2d6+6)
Space 5 ft.; Reach 5 ft.
Special Attacks spell-like abilities
Special Qualities darkvision 60 ft., spell resistance 12, web immunity
Saves Fort +7 Ref +2 Will +6
Abilities Str 19, Dex 11, Con 21, Int 10, Wis 9, Cha 16
Skills Climb +12, Concentration +10, Intimidate +8, Listen +4, Spot +4  
Feats Improved Natural Attack (slam), Improved ToughnessCW, Iron Will
Environment marshes or underground
Organization 1 Okiku-mushi plus 3-6 medium monstrous centipede (http://www.d20srd.org/srd/monsters/monstrousCentipede.htm)
Challenge Rating 4
Treasure none
Alignment usually CE
Advancement 8-18 HD (medium); 19-30 (large)
Level Adjustment --

An insect demon that takes the form of a woman with her hands tied behind her back. It arose from the hatred of a girl named Okiku, who was falsely convicted of a crime and executed. Note that this Okiku is different from the Okiku of the Bancho Sarayashiki tale, but they are often seen as the same person.

Before you stands a monstrous vision. From the waist up, this creature looks like a naked female human, with long, black hair, while her other half is that of a yellowish worm. The arms from the humanoid half are tied behind her back.

Combat

Okiku-mushi does not join combat right at the beginning. It uses its false life to gain some more durability; grease and web are used to shut off some of its opposition, while acid breath is used against those who weren't affected with her grease and web abilities. If it knows it won't endanger itself that much, Okiku-Mushi will wade into the are she used her web spell-like ability and use its body to crush its foes.

Skills: Okiku-mushi has +8 racial bonus on climb checks, and it may take 10 on such checks, even if rushed or threatened.

Spell-like Abilities: 3/day: acid breathSpC (DC 16), false life, grease (DC 14), web (DC 15). Caster level 7th. Saves are Charisma based.

Web Immunity (Ex): Okiku-mushi are immune to the effects of the web spell.

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

Little question: for Okiku-mushi's pic, which do you guys prefer?


Also, is Okiku-mushi worth its CR 4?

Edit: Added immunity to web...
Title: Re: Risada's Bestiary
Post by: veekie on May 12, 2011, 10:25:29 AM
Seems like they can measure up to CR 4, if they had the time to use their SLAs. The second pic works better.
Title: Re: Risada's Bestiary
Post by: Risada on May 13, 2011, 03:00:14 AM
Hmm... what do you think I could add to her so she gets a solid CR 4?

Also, editing pic...
Title: Re: Risada's Bestiary
Post by: veekie on May 13, 2011, 06:22:28 AM
Hmm...web immunity should do it. Drop web, wade in to get the little trapped flies.
Title: Re: Risada's Bestiary
Post by: Risada on May 22, 2011, 07:03:29 PM
(http://s4.postimage.org/52h7z3z7b/592px_Nue.jpg)

Nue
Large Magical Beast
HD 10d10+40 (95 HP)
Speed 40 ft. (8 squares); fly 50 ft (good) (see text)
Init: +6
AC 23; touch 11; flat-footed 21 (-1 size, +2 Dex, +12 Natural)
BAB +10; Grp +20
Attack claw +16 melee (2d6+6, 20/x2) or slam +15 melee (1d8+6, 20/x2) or bite +16 melee (1d6+6, 20/x2, plus 2d6 electricity plus poison)
Full-Attack bite +16 melee (1d6+6, 20/x2, plus 2d6 electricity plus poison) plus 2 claws +14 melee (2d6+3, 20/x2) plus slam +13 melee (1d8+3, 20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks improved grab, poison, pounce, sonic scream
Special Qualities cloud form, scent, spell resistance 19
Saves Fort +11, Ref +9, Will +3
Abilities Str 23, Dex 15, Con 18, Int 7, Wis 10, Cha 11
Skills Balance +10, Jump +14, Listen +6, Spot +7
Feats Improved Initiative, Multiattack, Weapon Focus (bite), Weapon Focus (claw)
Organization solitary or pair
Challenge Rating 7
Treasure none
Alignment usually N
Advancement 11-25 HD (Large)
Level Adjustment --

In Japanese mythology, the Nue is a monster that has the head of a monkey, body of a racoon dog, limbs of a tiger, a snake for a tail, and a cry similar to a mountain thrush.

During the year 1153 in Kyoto, Emperor Konoe was being tormented by terrible nightmares every night and eventually fell ill. The source of these nightmares seemed to cove from a dark storm cloud that appeared over the imperial palace every night at two in the morning. The Emperor finally turned to Minamoto no Yorimasu for help, and Yorimasu waited atop the roof of the palace for the cloud to appear. Sure enough, at two in the morning Yorimasu sore the black cloud gather and fired an arrow into the center of it, out of which fell a dead Nue. Yorimasu then took the body and sank it in the sea.


The beast you see isn't normal, since you recognize parts of various animals in it: the body of a raccoon, the strong limbs of a tiger, a green snake as its tail, a white mane and a black, featureless face, with red eyes. As it notices you, it gets ready to roar, but, instead of a terrifying sound, you hear the sound of a thrush. Then, it jumps at you.

Combat

The nue is a powerful creature, employing its claws, poisonous snake tail and head as weapons against its foes. Generally, the nue will charge into melee combat and release its sonic scream ability as much times as possible while attacking. When it notices a spellcaster, nue will try to include one or two of its attacks against it.  

If sneaking on its target, the nue will use its cloud form ability and engulf the target within it, damaging it with its electricity and poison. It will use cloud form to escape if its foes are stronger.


Cloud Form (Su): as a full-round action that does not provokes attacks of opportunity, the nue can use this ability to assume the form of a dark cloud. In this form, the nue gains the incorporeal subtype, a fly speed of 50 ft. (good maneuverability), cannot use any of its abilities, and can enter squares occupied by creatures normally. While under this ability's effect, the nue can choose one creature within its squares to be the target of a jolt of electricity, dealing 2d6 points of electricity damage plus its poison as a standard action. The nue can end this effect as a full-round action.

Poison (Ex): Injury, Fortitude DC 19, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Pounce (Ex): If a nue charges a foe, it can make a full attack.

Sonic Scream (Su): as a swift action, all creatures within 30 ft from the nue must make a Fortitude saving throw (DC 19) or take 4d6 points of sonic damage. A successful saving throw halves this damage. Other nue are unaffected. This ability can be used once every 1d4 rounds. This is a sonic effect. Save DC is Constitution-based.

Skills: the nue has a +8 racial bonus on  balance and jump checks.

============

Opinions on the Nue? Worried I might put too much into it, I left it like this. Should I put something else on it? All he has right now is what its myth tells...

Edit: fixed a small copy/pasta mistake...
Edit2: added pounce, and fixed the damage on nue's natural attacks...
Title: Re: Risada's Bestiary
Post by: Agita on May 22, 2011, 07:17:15 PM
Obvious joke is obvious here, so I'll resist the temptation.

The full attack entry has bite/2 claws/1 claw/slam, which makes me think one of those is supposed to be something else (is the extra claw supposed to be a bite?).
Title: Re: Risada's Bestiary
Post by: Risada on May 23, 2011, 10:19:01 AM
The full attack entry has bite/2 claws/1 claw/slam, which makes me think one of those is supposed to be something else (is the extra claw supposed to be a bite?).


Copy/pasta got me there... fixed...

Obvious joke is obvious here, so I'll resist the temptation.

...Should I start to get worried? I don't know what you mean...  :rollseyes
Title: Re: Risada's Bestiary
Post by: Risada on May 24, 2011, 03:54:07 AM
Moar mobs...

(http://s4.postimage.org/pyecl6rwd/Ikusa_SMTIII.jpg)

Yomotsu Ikusa
Medium Undead
HD 4d12 (26 HP)
Speed 30 ft. (6 squares)
Init: +5
AC 18; touch 11; flat-footed 17
(+1 Dex, +4 Natural, +3 Armor)
BAB +2; Grp +4
Attack MW longspear +6 melee (1d8+3,20/x3)
Full-Attack MW longspear +6 melee (1d8+3,20/x3)
Space 5 ft.; Reach 10 ft.
Special Attacks yomi's battle skill, yomotsu yarijutsu
Special Qualities darkvision 60 ft., undead traits, undying devotion
Saves Fort +1, Ref +2, Will +5
Abilities Str 15, Dex 13, Con -, Int 8, Wis 12, Cha 14
Skills Balance +4, Intimidate +8, Listen +4, Spot +4, Survival +4
Feats Improved Initiative, Weapon Focus (longspear)
Environment underground
Organization pair, team (4-6) , patrol (1 Yomotsu Shikome plus 8 Yomotsu Ikusa) or Yomi's horde (1 Yomotsu Shikome plus 12-20 Yomotsu Ikusa)
Challenge Rating 3
Treasure standard plus masterwork longspear, bone armorOA
Alignment usually LE
Advancement by character class; Favored Class Fighter
Level Adjustment --

In Japanese mythology, Yomotsu Ikusa literally means "the army of Yomi". After the god of creation Izanagi saw the true face of his now dead wife, Izanami in Yomi, the Japanese underworld, he fled in terror. Izanami, in anger and fear of being left alone summoned the foul woman Yomotsu Shikome to catch Izanagi before he could reach Yomotsu Hirasaka, the entrance of Yomi. To do this, Shikome called forth the Ikusa, army of Yomi, to bring him back. Despite the full force of the Ikusa however, Izanagi still managed to escape the grip of death, and return to the world of the living.

Yomotsu Ikusa looks like a humanoid, around 5 feet tall, with a gaunt skin covered in runes, wearing a piece of black armor made of bone, and wielding a longspear adorned with red cloth. You can't actually see its head, since it's hidden under a strange, yellow hat. From below the hat you can see what looks like red earrings, one on each side of its supposed head. However, even with the hat on the way, its deep voice can be clearly heard.

Ikusa speaks Common.

Combat

Yomotsu Ikusa are the loyal footmen of the underworld. They fight as a team - focusing on a single foe each time, flanking, using aid another action, or anything else that might help them defeating its foes. When fighting alongside a Yomotsu Shikome, the Ikusa wait until Shikome uses some of its spells (usually haste to improve Ikusa's combat effectiveness or evard's black tentacles to neutralize some enemies), then move to attack. Ikusa fight to the death.

Undying Devotion (Ex): When following orders from Yomotsu Shikome, the Ikusa keep fighting, no matter what. As long as there's one Yomotsu Shikome within 120 ft from Ikusa, it gains a +2 bonus on saving throws and it keeps fighting normally while its hit points are negative, and is destroyed only when its negative hit points reach a number equal to half its maximum hit points.

Yomi’s Battle Skill (Ex): Trained and experienced in working together, Ikusa gains a +4 bonus on attack rolls if there is at least one other Ikusa within 60 feet. Additionally, when making a single attack as a standard action or making a full attack, the Ikusa may choose to allow any other Ikusa to make such attacks against a target within the second Ikusa's reach, as long as the chosen Ikusa is within the reach of another Ikusa.

Yomotsu Yarijutsu (Ex): the Ikusa developed their own fighting style using spears. Whenever it is wielding a longspear, Ikusa may attack opponents adjacent to it as though the longspear were not a reach weapon, but dealing bludgeoning damage instead (any effects and enhancements on the longspear are applied to such attacks normally), or it may attack opponents 10 feet away as normal for a reach weapon. Additionally, all squares Ikusa threaten can grant flanking bonus to any ally that would be flanking with an ally in that square.

Edit: added some more stuff on Yomi's Battle skill, and raised Ikusa's CR by 1.
Title: Re: Risada's Bestiary
Post by: Risada on May 24, 2011, 04:09:46 AM
(http://s3.postimage.org/g9rkox5nw/Yomoshiko.jpg)

Yomotsu Shikome
Medium Undead
HD 8d12+32 (84 HP)
Speed 40 ft. (8 squares)
Init: +5
AC 22; touch 17; flat-footed 20
(+2 Dex, +5 Natural, +5 Profane)
BAB +4; Grp +5
Attack slam +6 melee (1d6+1)
Full-Attack slam +6 melee (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks spells, summon ikusa, yomotsu mahoujutsu
Special Qualities DR 5/-, darkvision 60 ft., sacrifice minion, undead traits, unholy toughness
Saves Fort +2 Ref +4 Will +7
Abilities Str 14, Dex 15, Con -, Int 16, Wis 12, Cha 19
Skills Bluff +9, Concentration +15, Decipher Script +7, Intimidate +12, Knowledge (Arcana) +13, Knowledge (dungeoneering) +8, Knowledge (religion) +13, Knowledge (the planes) +7, Spellcraft +13 (+15 using scrolls), Use Magic Device +12 (+14 using scrolls)
Feats Improved Initiative, Eschew MaterialsB, Versatile SpellcasterRotD
Environment underground
Organization patrol (1 Yomotsu Shikome plus 6-10 Yomotsu Ikusa) or Yomi's horde (1 Yomotsu Shikome plus 12-20 Yomotsu Ikusa)
Challenge Rating 9
Treasure standard, plus a scroll of dimension door
Alignment usually NE
Advancement by character class; Favored Class sorcerer
Level Adjustment --

In Japanese mythology, Yomotsu-Shikome literally means "the ugly lady of Yomi". After the god of creation Izanagi saw the true face of his now dead wife Izanami in Yomi, the Japanese underworld, he fled in horror. Izanami, in anger and fear of being left alone, called for the foul woman, Yomotsu-Shikome. Shikome tried to prevent Izanagi from escaping through the Yomotsu Hirasaka (the entrance of Yomi) by summoning her army of Yomotsu-Ikusa. Despite the full force of her army, Izanagi was able to escape back to the land of the living. She is depicted as a hideous and wild demoness with a fierce temperament.

A mass of darkness rises from the shadows ahead. Upon further inspection you notice the creature's body is actually covered with filthy, dark hair. The area where its face is supposed to be, two pale-blue eyes stare coldly at you.

It's hard to see Yomotsu Shikome's body due to the hair that covers it (or if there's any body at all). This pitch-black hair shows the silhoette of a slim female. The region of the face displays a pair of cold blue eyes, and a mouth. However, merely standing at her presence makes most creatures sick.

Combat

Yomotsu Shikome always bring with her a small number of Yomotsu Ikusa with her. However, when needed, she can summon more of them, effectively forming a small army of them.

Shikome keeps her distance from the frontlines and casts her spells - haste to bolster her minions, evard's black tentacles, slow and some others to cripple her opponents, always using her Yomotsu Mahoujutsu to boost those spells further.

If endangered, Shikome will order her Ikusa to block the enemies while she runs away using her scroll of dimension door.

Sacrifice Minion (Su): if Shikome is the target of an attack, effect or ability, or is within the area of an ability, she may swap positions with an Ikusa within 60 ft. of her (as the benign transpositionSpC spell) as an immediate action. For this ability, all Ikusa are considered willing.

Hideous Presence (Ex): Shikome's malice and presence unnerves all creatures around her, and also grants her protection. Shikome gains a +5 profane bonus to AC. This effect is always active. Additionally, once per round as a free action, Shikome can make all creatures within 60 ft of her nauseated for 1 round unless they succeed on a DC 18 Will saving throw. Creatures who succeed on the save are sickened for 1 round instead.

Summon Ikusa (Su): Once per day the shikome can attempt to summon 1d8 yomotsu ikusa with a 50% chance of success or 2d6 of them with a 35% chance of success as a free action. This ability is the equivalent of a 6th-level spell.

Unholy Toughness (Ex): the shikome gains a bonus to its hit points equal to its Charisma modifier × its Hit Dice.

Yomotsu Mahoujutsu (Su): Shikome can channel some of the energy that composes the Yomi and herself into her spells. Shikome may deal 5 points of damage to herself as a free action. If she does, she may choose to apply one of the benefits below to the next spell she casts before the end of the round:

Destruction: Shikome's next spell that deals hit point damage deals an additional 5 points of damage;
Enhance: if Shikome casts a spell that applies a bonus or penalty to an ability score on a creature, that bonus or penalty is increased by 2, and if the spell grants a bonus or penalty to any d20 rolls, that bonus or penalty is increased by 1;
Pierce: Shikome's next spell gains a +2 bonus on caster level checks to overcome spell resistance;
Protection: if Shikome casts an area spell, her allies are not affected;
Strength: Shikome's next spell that allows a save DC gains a +1 bonus to its DC.

Spells: Shikome casts as a 8th level Sorcerer.
Typical Sorcerer Spells Known (6/7/7/6/4, DC 14 + spell level)
0: daze, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance, touch of fatigue
1st: backbiterSpC, blockadeCS, mage armor, nerveskitterSpC, ray of enfeeblement
2nd: arcane turmoilCM, scorching ray, stolen breathSpC
3rd: haste, slow
4th: evard's black tentacles

Edit: added Concentration to Shikome's skills (WTF!? It wasn't there before?  :rollseyes), and added Sacrifice Minion... raising her CR by 1.
Title: Re: Risada's Bestiary
Post by: Risada on May 24, 2011, 04:11:58 AM
So, opinions on the last two? What about the Nue?

Also, is there anyone knowledgeable in japanese who could check if the stuff I made for Ikusa and Shikome are ok, or if it means nothing?

EDIT: and one more question: should the two with the bull and horse heads (http://www.chinahistoryforum.com/index.php?/topic/32699-chinese-hell-guards-hei-bai-wu-chang-niu-tou-ma-mian/) be Monstrous humanoids or Outsiders? Initially, I was leaning to Monstrous humanoid, until I remembered the place where they actually work  :rollseyes
Title: Re: Risada's Bestiary
Post by: bhu on May 24, 2011, 10:24:38 AM
I'd have to look info up but I like so far.
Title: Re: Risada's Bestiary
Post by: veekie on May 24, 2011, 12:14:25 PM
I think the Yomotsu Ikusa could use some sort of special attack form(what with being the army of the dead and all). Hmmm, maybe if you let one of them use the reach of any other Yomotsu Ikusa as long as theres an unbroken chain of them? Might up their CR a bit but it shouldn't add that much.

Shikome could do with having some ability to synergise with her minions, maybe.

Both Horse and Ox head are technically minor deities, so Outsiders, definitely. They're the physical enforcer side of the hell guards, mostly tasked with guarding against intrusions in hell and also dragging wayward ghosts to their punishments.
Black and White there are the spiritual side, also minor deities(formerly ghosts themselves), they show up a lot more than the other pair, and each takes care of half the soul(can't remember which deals with which), which in chinese mythology you got two souls, one would form ghosts and the other zombies(higher and lower soul), they each take care of one half.
Assuming you go along nicely, they're just going to escort you to the netherworld. If you resist arrest....have a nice day.
Title: Re: Risada's Bestiary
Post by: Risada on May 25, 2011, 12:36:47 PM
Added one small ability on Shikome, and currently thinking on something for Ikusa...

Expect something within the next 16 hours :)
Title: Re: Risada's Bestiary
Post by: Risada on May 26, 2011, 03:30:57 AM
Added some more stuff into Ikusa's Yomi's Battle Skill, and below are some more mobs...

(http://s4.postimage.org/x1mczeyt9/Tsuchigumo_SMT.jpg)

Tsuchigumo
Large Magical Beast (Earth)
HD 12d10+84 (162 HP)
Speed 50 ft. (10 squares); climb 30 ft (6 squares); burrow 30 ft (6 squares)
Init: +1
AC 28; touch 9; flat-footed 27
(-1 size, +1 Dex, +18 natural)
BAB +12; Grp +22
Attack claw +18 melee (2d6+6, 17-20/x3) or bite +17 melee (2d8+6, 20/x2 plus curse)
Full-Attack 2 claws +18 melee (2d6+6, 17-20/x3) plus bite +15 melee (2d8+3, 20/x2 plus curse)
Space 10 ft.; Reach 5 ft.
Special Attacks augmented critical, earth strike 2/day, earth warp, illusory web, spell-like abilities
Special Qualities alternate form, DR 10/-, darkvision 60 ft., fortification, tremorsense 60 ft.
Saves Fort +15, Ref +8, Will +7
Abilities Str 22, Dex 12, Con 25, Int 12, Wis 17, Cha 20
Skills Bluff +13, Climb +14, Disguise +12 (+22 when using alternate form), Listen +10, Spot +11
Feats Ability Focus (earthbind), Improved Critical (claw), Multiattack, Power Attack, Weapon Focus (claw)
Environment mountains or underground
Organization solitary or pair
Challenge Rating 9
Treasure none
Alignment usually NE
Advancement 13-22 HD (Large); 23-40 HD (Huge)
Level Adjustment --

Tsuchigumo means "ground spider" and was a race of people from ancient Japan that lived around Mt. Katsuragi and were said to have rebelled against the Empire. After being driven back deeper into the mountains by the Imperial Army, the Tsuchigumo were called bandits and thieves. Eventuality stories of them were embellished so much as to call them huge spider people that lived deep underground in caves, and could take human form.

In one tale involving the Tsuchigumo, the hero Minamoto no Raiko met a young boy named Kintaro during an investigation in a woods. Impressed by the youth's strength, Raiko let him return home with him and his retainers. Soon after, Raiko fell ill, and despite being given medicine, the illness got worse until it was hard to move. Raiko became suspicious of Kintaro, and one night lashed out at him, cutting him badly. Kintaro fled and his illusion was broken, Raiko found that he was covered in a thick web, and him and his retainers cut it away before going to look for the boy. What they found after following his trail of blood however, was not a boy. It was the corpse of a huge spider, that had died from its wounds.

A retelling of the tale says that it was a beautiful woman that Raiko met in the woods, and that she led an army of spirits. Raiko avoids the spirits and strikes at the woman, causing the spirits to vanish, as they were in fact an illusion. Raiko and his retainers then followed the woman into the mountains where she transformed into a giant spider. Battling the spider, Raiko was eventually able to split it open with his sword, and thousands of infant-sized spiders crawled out. Raiko and his retainers then slew every last spider before claiming their victory and returning home.


Tsuchigumo is a 10 feet tall spider, with a massive, stony body. Its carapace, with a blue and yellow coloration, is very hard. Each and every one of its limbs end in sharp, powerful claws. It displays a head with red hair, a pair of long horns and some humanoid features on its face - green eyes, nose and a mouth filled with sharp teeth.

Combat

Tsuchigumo are crafty predators. They use its illusory web ability to trap its prey in illusions, or spread confusion among the prey's group, while it charges forward to rip it to shreds. When the illusions stop working, it uses earth warp to make the ground into difficult terrain, and take advantage of it to continue its assault.

Against flying targets, it uses its earthbind ability to bring the creature down, then attacks with its earth strike ability and claws before it gets to fly again.

Outside combat, Tsuchigumo uses its alternate form to look for potential prey. When it founds one suitable to its taste, it deceives its target (or targets), leading them into its web, and waits until they are under its illusory effects. Then, it returns to its natural form and kill them.

Alternate Form (Su): A tsuchigumo can assume any humanoid form of Medium size or smaller as a standard action at will. It can remain in its humanoid form until it chooses to assume a new one or return to its natural form, both as a standard action. While in its humanoid form, a tsuchigumo cannot use its natural attacks, spell-like abilities or any other supernatural ability, but its stats remain unchanged.

Augmented Critical (Ex): The tsuchigumo’s claw attacks threatens a critical hit on a natural attack roll of 19–20, dealing triple damage on a successful critical hit.

Curse (Su): whenever tsuchigumo damages a foe with its bite attack, that target must succeed on a DC 23 Fortitude saving throw or be afected by a bestow curse spell. Save DC is Constitution based.

Earth Strike (Su): Twice per day, the tsuchigumo can make an exceptionally vicious attack against any foe that stands on stone or earth. The tsuchigumo gains a +7 bonus to its attack roll and deals 12 points of extra damage.

Earth Warp (Su): As a swift action, a tsuchigumo can cause the earth and rock around it to twist and warp in a 60-foot-radius emanation around it, doubling movement costs through that area. Natural stone, finished stone, and dirt surfaces are subject to this effect. The effect does not move with the tsuchigumo; when it leaves the area, the ground returns to normal. The tsuchigumo ignores the movement penalties generated by its own or another tsuchigumo’s earth warp ability.

Fortification (Ex): When a critical hit or sneak attack is scored on the tsuchigumo, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Illusory Web (Su): the tsuchigumo can weave webs infused with illusory power. As a standard action, a tsuchigumo can affect a 30 ft. radius Spread with mystic webs, which must be anchored on two diametrically opposing surfaces. Without support, the webs collapse & the effect ends (as the web spell). While deployed, these webs produce a persistent image effect (normally, tsuchigumo makes them become part of the surrounding area). Any creature who enters the area automatically suffers the effects of the mirage arcana spell, unless they succeed on a DC 21 Will save. If the target interacts with the terrain or any creature, it makes another Will save to disbelief. If successful, the effect ends. Alternatively, a tsuchigumo can spit this web at a single creature as a ranged touch attack instead. If it hits, the creature must succeed on a DC 21 Will save or see all creatures around it as if they were affected by the veil spell. Interacting with any creature allows the affected creature to attempt another Will save to disbelief. If successful, the effect ends. Saves  are Charisma based.

Spell-like abilities: 3/day: earthbindSpC (DC 20), wall of stone. Caster level 12th. Saves are Charisma based, and includes a +2 racial bonus.

Edit: added a lot of stuff... and raised CR by 1...
Title: Re: Risada's Bestiary
Post by: Risada on May 26, 2011, 03:36:43 AM
(http://s4.postimage.org/4oqwwhpl3/Turdak_SMT.jpg)

Turdak
Medium Undead
HD 6d12+12 (51 HP)
Speed 40 ft. (8 squares)
Init: +4
AC 20; touch 14; flat-footed 16
(+4 Dex, +3 Natural, +2 Armor, +1 Shield)
BAB +3; Grp +5
Attack MW scimitar +9 melee (1d6+2, 18-20/x2 plus sickening curse)
Full-Attack MW scimitar +7 melee (1d6+2, 18-20/x2 plus sickening curse) plus MW scimitar +7 melee (1d6+1, 18-20/x2 plus sickening curse)
Space 5 ft.; Reach 5 ft.
Special Attacks rending blade style 2d6+4, sickening curse
Special Qualities DR 5/bludgeoning, darkvision 60 ft., undead traits, unholy toughness
Saves Fort +2, Ref +6, Will +5
Abilities Str 14, Dex 19, Con -, Int 11, Wis 12, Cha 14
Skills Balance +11, Intimidate +7, Jump +9, Listen +6, Spot +6, Survival +6, Tumble +12
Feats Two Weapon Defense, Two Weapon FightingB, Weapon Finesse, Weapon Focus (scimitar)
Organization Solitary, pair, or hunting party (4 Turdaks)
Challenge Rating 4
Treasure standard plus two masterwork scimitars, leather armor
Alignment usually LE
Advancement by character class; Favored Class Rogue
Level Adjustment --

Turdak is a Tibetan lesser deity associated with illness and death. He is a servant of Yama and is depicted as a humanoid skeleton. While Turdak can bring illness and plague upon mankind, he also has the power to cure illness, or expel illness-causing demons if a dance is performed for him.

Turdak is also seen in Hindu mythology, where he is again the servant of Yama, judge of the dead. Turdak's role has changed, and he is considered an executioner of judged souls. After Yama has pulled a soul from a corpse and sentenced it to Hell, it is Turdak's job to haul that soul to the proper level of Hell.


Turdak has the appearance of a humanoid skeleton, wearing red and black clothes, wielding two swords. Even without ears, its head displays two earrings composed of gold and blue cloth. Even without flesh, you can somehow discern some expressions from its face - right now it has that expression when a predator find a suitable prey to hunt.

Turdak speaks Common and Undercommon.

Rending Blade Style (Ex): Turdaks practice a dexterous, deadly fighting style, focused on swift blows using slashing weapons. The Turdak considers any slashing one-handed weapon as a light weapon.  Additionally, if Turdak hits with both weapons against the same target, it automatically deals extra damage equal to each weapon's damage dice plus twice its Strength modifier. An average Turdak (as described above) deals an extra 2d6+4 points of damage.

Sickening Curse (Su): any creature struck by a Turdak's melee and ranged attacks must succeed on a DC 15 Fortitude saving throw or be sickened for 1 minute. Additionally, if a Turdak attacks a target already affected by sickening curse, it may choose to deal an extra 1d6 points of damage on such target instead. Any effect that removes the effects of a curse (such as remove curse spell) remove the effect of the sickening curse. Save is Charisma based.

Unholy Toughness (Ex): the Turdak gains a bonus to its hit points equal to its Charisma modifier × its Hit Dice.
Title: Re: Risada's Bestiary
Post by: veekie on May 26, 2011, 07:15:23 AM
No humanoid form for the Tsuchigumo? The tales imply a strongly magical nature(illusions, disguises, some have a talent for outright sorcery, but most are just good with curses, magical drugs and stuff), though I suspect the origin is probably some bugs with a hallucinogenic poison IRL.
So possible options:
-Webs tied to illusion magic(possibly weaving webs that have one of the Image spells on them, which if deployed cause a zone of illusion and if fired at a character the character must save or have things he perceive replaced with other things, much like a single character, inverted Mirage Arcana + Veil). Could replace the gas with such a web.
-Alternate humanoid form ability(though a lot of the oriental monsters have this, maybe make up a standard form template). For simplicity, just have it change the size and appearance to fit(as well as sealing away with special abilities and attacks), everything else could use the regular stats.
-A curse bite? Like a Fort save Bestow Curse(or a lesser version) on a bite attack.

Its an earth spider, you got da earth, needs moar spider.

Not so familiar with the Turdak though.
Title: Re: Risada's Bestiary
Post by: Risada on May 31, 2011, 12:36:40 PM
Update!

Tsuchigumo got reworked....
Title: Re: Risada's Bestiary
Post by: veekie on May 31, 2011, 10:28:21 PM
Nice, now  its a magical brick. Hard as hell to kill and tricksy to boot.
Title: Re: Risada's Bestiary
Post by: Risada on June 09, 2011, 05:37:01 AM
Update!

(http://s3.postimage.org/yji3pie8c/itsumade.jpg)

Itsumade
Huge Undead
HD 22d12+22 (165 HP)
Speed 40 ft. (8 squares); fly 120 ft (average)
Init: +1
AC 23; touch 9; flat-footed 22
(-2 size, +1 dex, +14 Natural)
BAB +11; Grp +28
Attack bite +20 melee (3d8+15, 19-20/x2)
Full-Attack bite +20 melee (3d8+15, 19-20/x2)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon, wailing
Special Qualities cursed existance, DR 10/piercing and magic, darkvision 60 ft., death's gift, fast healing 8, undead traits
Saves Fort +7, Ref +8, Will +12
Abilities Str 31, Dex 13, Con -, Int 8, Wis 8, Cha 16
Skills Intimidate +21, Listen +17, Sense Motive +11, Spot +17
Feats Entangling ExhalationRotD,  Flyby Attack, Hover, Improved Critical (bite), Improved Natural Attack (bite), Improved Toughness, Power Attack, Weapon Focus (bite)
Organization solitary
Challenge Rating 11
Treasure None
Alignment CN
Advancement 23-40 HD (Huge); 41-60 HD (Gargantuan)
Level Adjustment --

In the Taihei chronicles of old Japan, in the autumn months of 1334, a ghastly spirit in the form of a bird appeared in the sky at night above the capital's ceremonial hall. In a chilling and eerie voice, the bird would rasp "Itsumademo?!" meaning "How much longer?!". This was the first chronicled appearance of an Itsumade. The restless spirit could breath fire, had the body of a snake, a boney human-like face, claws like knives, and a wingspan of five meters. The visage and sounds of the beast disturbed and frightened the court nobles, so they hired a master archer to shoot down the Itsumade, bringing its wailing to an end. It is said that the creature was born from the spirits of the countless victims of the plague, whose dead bodies had been dumped on the capital's outskirts. Its cries were in sympathy for the spirits that bore it, asking how much longer they would go without a proper burial.

As well as those that died from the plague, other Itsumade have been born in times of great suffering. People who are allowed to starve to death are known to become Itsumade and haunt the ones that allowed them to starve. Their screeching at night can be heard as saying "Itsumade?" meaning "How long?", asking how much longer they must go on being neglected.


You hear a scream from the sky. It means something along the lines of "Itsumade!?" (How long!?). When you check its source, you see a immense, bizarre creature - it has an oversized human skull in the place of its head, the body of a bird, covered in blue feathers, and a snake tail. Its head displays bright feathers growing straight from the bone. Occasionally small flames leave the creature's mouth.

Combat

Before engaging in combat, Itsumade uses its wailing in order to spread chaos among its enemies, then attacks using its Flyby Attack, taking a -5 penalty to its attack rolls in order to use Power Attack. However, should the target prove to be too nimble, Itsumade stops using Power Attack.

If its foes are grouped, it will use its breath weapon coupled with entangling exhalation to leave them evem more susceptible to its aerial assaults. Itsumade also uses its breath weapon to finish off running foes.

Once engaged in combat, Itsumade fights to the death.

Dark Aura (Su): Itsumade's existance is a cursed one, and the dark powers that created it grant him protection. Itsumade is constantly under the effects of a protection from good spell. Additionally, all attacks and spells targeted against it have 20% miss chance.

Death's Gift (Su): depending on how the people who gave origin to the Itsumade died, it gains one of the following abilities:

Beastly Form: people devoured by wild animals or magical creatures are the source of this Itsumade. This creature gains 2 secondary claw attacks that deals 2d6 + half of Itsumade's Strength, the Multiattack feat and the pounce extraordinary ability.

Contagious Essence: victims ravaged and killed by plague gave birth to this Itsumade. Unlike other gifts, this ability is separated in two:

Contagious Cloud: As a standard action, Itsumade may release a cloud of infectious fumes, affecting all living creatures within 30 ft. from it. An affected creature is afflicted with a disease that slowly consumes their life unless they succeed on a DC 25 Fortitude save. If the creature makes this first save, this ability has no other effects, as the disease has been countered.
When using this ability, roll a d6. The result determines which ability score will be affected by this disease:

1- Strength
2- Dexterity
3- Constitution
4- Intelligence
5- Wisdom
6- Charisma

This disease takes 1 day to incubate, then the affected creature must make an additional Fortitude save every day or take 1d4 points of ability damage to the selected ability score. This ability can be used once every 1d4 rounds.

Countagious Presence: all creatures afflicted with any disease within 30 ft. from this Itsumade must make the Fortitude saving throw related to their diseases every round they remain within this area. On a failed save, they suffer the effects of the disease normally - usually ability score damage. On a successful save, they avoid the effects of the disease for that round, and the disease still affects him normally.

Drowning Urge: Itsumade was born from victims of drowning. As a standard action, each living creature within 30 ft. from the Itsumade are subject to the stolen breathSpC spell. This ability can be used once every 1d4 rounds.

Hungry Presence: the Itsumade was born from those who starved to death. At the start of each round, each living creature within 30 ft. from the Itsumade take hit point damage equal to half the Itsumade's hit dice (rounded down). Then, for every creature damaged in this way,  the Itsumade gains 5 temporary hit points. These temporary hit points disappear after 1 minute. Temporay HP granted by this ability does not stack; only the greater value applies.

Poisonous Presence: people who were killed with poisons gave birth to this Itsumade, who is enveloped in a poisonous aura. At the start of each round, each living creature within 30 ft. from the Itsumade take 1d4 points of Constitution damage. A successful DC 25 Fortitude saving throw negates the ability damage.

Suicide Urge: the Itsumade was born from people who met death by killing themselves. As a standard action, each living creature within 30 ft. from the Itsumade are subject to the death urge psionic power. A successful DC 25 Will saving throw negates the effect.

Violent Urge: the Itsumade was born from those killed with excessive violence, such as victims of particularly cruel assassins, who would leave nothing of the victim. As a standard action, all living creatures within 30 ft from the Itsumade must succeed on a DC 25 Will saving throw or be taken over by uncontrollable rage, seeking only to kill and destroy all. For 1 round, all affected creatures must make a full attack against an adjacent creature; if there's no target within range, it moves to such target, charging if possible, otherwise it takes a move action then attacks it. This is a mind affecting ability.

Breath Weapon (Su): 60 ft. cone, once every 1d4 rounds, 11d6 points of fire damage. Reflex DC 25 half. Additionally, those damaged by the breath weapon must succeed on a DC 25 Fortitude save or be sickened for 1 round, then nauseated on the next round. The breath weapon’s damage increases by 1d6 for every 2 additional HD. Save is Charisma based.

Wailing (Ex): Itsumade's wailing freezes the soul of those who hear it. Itsumade can wail as a standard action, and all creatures within 120 ft. from it must succeed on a Will saving throw (DC 25) or be panicked for 2d4 rounds. Creatures who make the save are shaken for the duration instead. Each creature affected by this ability is immune to further wailings from the same Itsumade.

--------

What else can I add to this little fella? The way it is now, Itsumade is quite plain... limited to flyby attack'ing to death, with the occasional breath weapon... I was thinking in adding some Necromancy SLAs ...

Edit: added some stuff to Itsumade... increasing its CR by 1.
Edit1: added plague related stuff to Itsumade...
Title: Re: Risada's Bestiary
Post by: bhu on June 09, 2011, 11:20:34 AM
I'll try to se if i can find more on it
Title: Re: Risada's Bestiary
Post by: veekie on June 09, 2011, 10:24:28 PM
If its plague victims you can add weaponized plague-curses(presumably why they shot it down instead of battle it close). Most likely a variable list of special abilities based on the means of death:
Death by hunger - A vampiric ability maybe, or an aura that leeches lifeforce.
Death by plague - Infectious Curse ability that mimics a fast acting plague?
Death by violence - Confusion or Rage effects
Death by drowning - Aura of water sphere?
Death by poison - Poison gas blast
Death by suicide - Maybe some kind of crushing despair ability, except instead of fear's fleeing effect, they strike themselves
Death by live burial - Rocks Fall Everybody dies
Death by fire - Some kind of Burn or ignition ability
Death by wild beasts - Pounce and added natural attacks

Throw in a constant fog defensive ability.
Title: Re: Risada's Bestiary
Post by: Risada on June 12, 2011, 07:32:08 PM
Update!

Itsumade was powered up..... resulting in +1 to its CR...
Title: Re: Risada's Bestiary
Post by: veekie on June 12, 2011, 11:50:26 PM
No Plague Urge? :P
Title: Re: Risada's Bestiary
Post by: Risada on June 13, 2011, 12:09:31 AM
No Plague Urge? :P

Well... I did some sort of debuff on the breath weapon that was supposed to be the "plague" aspect...

I have no idea how I could do something plague related, like the rest...

... and it would be called "Contagious Presence", not "Plague Urge"  :rollseyes  :lmao
Title: Re: Risada's Bestiary
Post by: veekie on June 13, 2011, 12:24:46 AM
Well, theres some disease tricks you can crib from here (http://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases)
Basidirond spores is a fast acting disease for example, though its not very infectious due to its short duration. I figure you can make it inflict a variety(say, 1d6 types, each hitting a stat for 1d4, spread by inhalation, with an onset of instant, and a frequency of 1/day) of diseases, via an inhaled vector.
Throw on an aura that reduces all diseases onset within the area to instant and the frequency changes from days to rounds while in the aura.
Title: Re: Risada's Bestiary
Post by: Risada on June 18, 2011, 08:43:14 PM
Itsumade update...

...I'm not sure on how I worded it, but I hope it's not that messy.
Title: Re: Risada's Bestiary
Post by: veekie on June 19, 2011, 12:15:20 AM
That should do it I think.
Title: Re: Risada's Bestiary
Post by: Risada on June 19, 2011, 01:40:19 AM
Small update...

Added pounce to nue...


... and thinking about what to do next...
Title: Re: Risada's Bestiary
Post by: veekie on June 19, 2011, 01:48:53 AM
Try this fella (http://en.wikipedia.org/wiki/Manananggal)?
Title: Re: Risada's Bestiary
Post by: Risada on June 20, 2011, 03:08:54 AM
Hmm...

I'm having some ideas... let's see what I can come up with...
Title: Re: Risada's Bestiary
Post by: bhu on July 21, 2011, 04:26:38 AM
im getting a new yokai book if you do more of them
Title: Re: Risada's Bestiary
Post by: Risada on July 28, 2011, 12:37:45 AM
(http://s1.postimage.org/5kp07kp3m/komainu.jpg)

Komainu
Large Magical Beast (Earth)
HD 6d8+18 (45 HP)
Speed 50 ft. (10 squares); burrow 30 ft. (6 squares)
Init: +5
AC 18; touch 10; flat-footed 17
(-1 size, +1 Dex, +8 Natural)
BAB +6; Grp +15
Attack bite +10 melee (1d8+5, 20/x2) or claw +10 melee (1d6+5, 20/x2)
Full-Attack bite +10 melee (1d8+5, 20/x2) plus 2 claws +8 melee (1d6+2, 20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks banishing howl, improved grab, pounce, rake, soul strike
Special Qualities blindsense 120 ft., DR 5/-, darkvision 60 ft., eternal guardian, freeze, scent
Saves Fort +8, Ref +6, Will +5
Abilities Str 21, Dex 13, Con 16, Int 11, Wis 12, Cha 15
Skills Hide +8, Intimidate +7, Listen +7, Spot +7
Feats Improved Initiative, Iron Will, Multiattack
Organization pair
Challenge Rating 5
Treasure None
Alignment always LN
Advancement 7-18 HD (Large); 19-30 HD (Huge)
Level Adjustment --

"Komainu, often called lion-dogs in English, are statue pairs of lion-like creatures either guarding the entrance or the inner shrine of many Japanese Shinto shrines or kept inside the inner shrine itself, where they are not visible to the public. The first type, born during the Edo period, is called sandou komainu, the second and much older type jinnai komainu. They can sometimes be found also at Buddhist temples, nobility residences or even private homes. The komainu is also one of the pieces of a shogi (Japanese chess) board.

Meant to ward off evil spirits, modern komainu statues are almost identical, but one has the mouth open, the other closed. This is a very common characteristic in religious statue pairs at both temples and shrines. This pattern is however Buddhist in origin and has a symbolic meaning. The open mouth is pronouncing the first letter of the Sanskrit alphabet, which is pronounced "a", while the closed one is uttering the last letter, which is pronounced "um", to represent the beginning and the end of all things. Together they form the sound Aum, a syllable sacred in several religions like Hinduism, Buddhism, and Jainism."


Before you stands two big stone statues shaped like lions sitting majestically in a stone platform each. The one on the right has its mouth open, while the one on the left has its mouth closed. As you pass between them and move forward to the temple, you hear the sound of rocks crackling. The source of the sound - the statues - are standing up, turning to you; its eyes shining with a intense yellow. They roar, then charge in your direction.

Banishing Howl (Su): The komainu's howl chills living creatures and spirits alike to the core. The komainu can howl as a standard action. All creatures within a 30-foot radius must make a successful Will save or become frightened for 2d4 rounds; those more than 30 feet away but within 300 feet must make a Will save or become shaken for 2d4 rounds. This is a mind-afecting fear effect. Creatures immune to this ability are affected diferently: within a 30-foot radius the creatures affected must spend their next 2d4 rounds moving away from the komainu; while those more than 30 feet away but within 300 feet are immobilized for 2d4 rounds. Either way, a creature that successfully saves against the banishing howl cannot be affected by the same komainu's howl for 24 hours.

When fighting in groups, komainus may choose to combine their howls to increase its effect. For each komainu above the first that howls in the same round, the howl's DC increases by 4. Additionally, all creatures within a 30-foot radius that fail the save by 5 or more are panicked for 2d4 rounds instead; those more than 30 feet away but within 300 feet are frightened for 2d4 rounds instead. Creatures immune to mind-affecting and/or fear effects suffer no additional penalty.

If the komainu has 15 HD or more, its banishing howl improves. Instead of its usual effect, the komainu may choose to use this ability to mimic the effects of a area greater dispel magic or banishment spells (caster level equal to komainu's HD).

When using this ability, the komainu must wait 2 rounds before using it again.

Eternal Guardian (Ex): Komainus do not need to breath, eat or sleep. Additionally, komainus are immune to all compulsion and mind-affecting abilities.

Freeze (Ex): A komainu can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the komainu is really alive.

Improved Grab (Ex): To use this ability, a komainu must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

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

Rake (Ex): +10 attack bonus, 1d6+2 points of damage.

Skills: Komainus have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a komainu is concealed against a background of stone.

Soul Strike (Ex): a komainu's natural attacks are considered magic for the purpose of damage reduction, and ghost touch weapons when attacking incorporeal creatures.

===============

I am thinking on giving these guys some kind of synergy ability.... when close to one another... but what? Some kind of static bonus? Added effects on their natural weapons?


...and I didn't forget I owe you something, veekie... gimme some more time please ;)

Edit: added a synergy for 2 or more komainus in Banishing Howl... raising its CR to 5...
Title: Re: Risada's Bestiary
Post by: bhu on July 28, 2011, 03:03:43 AM
should havee new yokai book this saturday
Title: Re: Risada's Bestiary
Post by: bhu on July 30, 2011, 10:50:48 PM
reference material has been acquired
Title: Re: Risada's Bestiary
Post by: veekie on July 31, 2011, 03:00:46 AM
Quote
Komainu
Needs a super-bark(fear/banish/dispel?).
As for synergy...most of them are placed in pairs I think. Perhaps mated pairs with some bonuses just for pair combat.
Title: Re: Risada's Bestiary
Post by: Risada on July 31, 2011, 06:27:03 AM
Quote
Komainu
Needs a super-bark(fear/banish/dispel?).

The original sketch had him using a roar similar to that Bloodcurling Roar (sp?) from the ghost brute template, that worked even against critters immune to mind-affecting stuff... but then I thought it was too powerful and scrapped it...

As for synergy...most of them are placed in pairs I think. Perhaps mated pairs with some bonuses just for pair combat.

I've got to think on something different here, for a change...
Title: Re: Risada's Bestiary
Post by: veekie on July 31, 2011, 10:37:12 AM
Quote
The original sketch had him using a roar similar to that Bloodcurling Roar (sp?) from the ghost brute template, that worked even against critters immune to mind-affecting stuff... but then I thought it was too powerful and scrapped it...
Theres ways and ways. For example, you could have a Roar ability that hits an area with a dispel, and evil creatures in the area must will save or be Frightened. Then add a Greater Roar(for advanced versions), that banishes or panics them.
Title: Re: Risada's Bestiary
Post by: Risada on August 03, 2011, 08:32:37 PM
What about this for the "super-bark"?

Quote
Banishing Howl (Su): The komainu's howl chills living creatures and spirits alike to the core. The komainu can howl as a standard action. All creatures within a 30-foot radius must make a successful Will save or become frightened for 2d4 rounds; those more than 30 feet away but within 300 feet must make a Will save or become shaken for 2d4 rounds. This is a mind-afecting fear effect. Creatures immune to this ability are affected diferently: within a 30-foot radius the creatures affected must spend their next 2d4 rounds moving away from the komainu; while those more than 30 feet away but within 300 feet are immobilized for 2d4 rounds. Either way, a creature that successfully saves against the banishing howl cannot be affected by the same komainu's howl for 24 hours.

If the komainu has 15 HD or more, its banishing howl improves. Instead of its usual effect, the komainu may choose to use this ability to mimic the effects of a area greater dispel magic or banishment spells (caster level equal to komainu's HD). When using this ability, the komainu must wait 2 rounds before using it again.
Title: Re: Risada's Bestiary
Post by: Risada on August 04, 2011, 12:31:27 AM
Finally paid my debt, over a month later  :rollseyes

(http://upload.wikimedia.org/wikipedia/commons/8/84/Manananggal_of_Philippine_Mythology_Commons.jpg)

Manananggal
Medium Monstrous Humanoid
HD 9d8+18 (58 HP)
Speed 30 ft. (6 squares); fly 60 ft. (average) - see text
Init: +3
AC 20; touch 13; flat-footed 17
(+3 Dex, +7 Natural)
BAB +9; Grp +17
Attack piercing tongue +14 melee (1d8+4, 15-20/x4)
Full-Attack piercing tongue +14 melee (1d8+4, 15-20/x4) plus 2 claws +8 melee (1d6+2, 20/x2)
Space 5 ft.; Reach 5 ft. (10 ft. with piercing tongue)
Special Attacks flyby attack, magic strike, spell-like abilities
Special Qualities augmented critical, DR 5/-, darkvision 60 ft., detach, regeneration 5
Saves Fort +7, Ref +9, Will +6
Abilities Str 19, Dex 17, Con 19, Int 8, Wis 10, Cha 14
Skills Listen +6, Spot +6
Feats Flyby Attack, Improved Critical (piercing tongue), Improved Grapple (B), Improved Natural Attack (piercing tongue), Weapon Focus (piercing tongue)
Organization solitary
Challenge Rating 7
Treasure None
Alignment always CE
Advancement 10-18 HD (Medium)
Level Adjustment --

"The manananggal (sometimes confused with the Wak Wak in some areas by the Filipinos) is a mythical creature of the Philippines. It resembles a Western vampire, in being an evil, man-eating monster or witch. The myth of the manananggal is popular in the Visayan region of the Philippines, especially in the western provinces of Capiz, Iloilo, and Antique. There are varying accounts of the features of a manananggal. Like vampires, Visayan folklore creatures, and aswangs, manananggals are also said to abhor garlic and salt.[1] They were also known to avoid daggers, light, vinegar, spices and the tail of a stingray, which can be fashioned as a whip.[2] Folklore of similar creatures can be found in the neighbouring nations of Indonesia and Malaysia.

A manananggal is described as being a hideous, scary vampire-like creature (as opposed to an aswang), capable of severing its upper torso in order to fly into the night with huge bat-like wings to prey on unsuspecting, pregnant women in their homes; using an elongated proboscis-like tongue, it sucks the hearts of fetuses or the blood of an unsuspecting, sleeping victim. It is known to whip its hair in urban forests, causing hurricanes all over the globe. The severed lower torso is left standing, and it is said to be the more vulnerable of the two halves. Sprinkling salt or smearing crushed garlic or ash on top of the standing torso is fatal to the creature. The upper torso then would not be able to rejoin and will die at daybreak. The name of the creature originates from sinalalala used for a severed torso: manananggal comes from the Tagalog tanggal (cognate of Malay tanggal), which means "to remove" or "to separate". Manananggal then means "the one who separates itself" (in this case, separates itself from its lower body). It is a saying that a manananggal's attack can be avoided by death. The most prominent characteristic of a manananggal is its ability to dispatch its torso from its legs."


Augmented Critical (Ex): The manananggal’s piercing tongue attack threatens a critical hit on a natural attack roll of 18–20, dealing quadruple damage on a successful critical hit.

Blood Drain (Ex): A manananggal can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the manananggal gains 5 temporary hit points.

Detach (Ex): A manananggal is capable of detaching its upper torso (including head, arms and wings) from its lower torso (including the waist and legs). This allows a manananggal to use his fly speed (otherwise it can't fly). Additionally, if it takes enough damage to be killed, it only stays unconscious. However, if the upper torso is destroyed (such as when affected by a disintegrate spell), the creature is slain, as normal. Both the upper torso and the lower torso have its own hit points; the upper torso keeps the creature's full hit points, while the lower torso possess only half the creature's hit points when detached.

When detached, the lower torso is very vulnerable. Any kind of damage done to the lower torso is lethal (ignoring the creature's damage reduction and regeneration). Additionally, the lower torso is vulnerable to holy water as if it was an undead creature, and takes double damage from it. Attacks from good-aligned weapons also deals double damage to it. If the lower torso's hit points reach 0, the creature will die in 24 hours.

Magic Strike (Ex): A manananggal's natural attacks count as magical for the purpose of damage reduction.

Piercing Tongue (Ex): A manananggal uses its tongue as a natural weapon that deals piercing damage, with reach of 10 feet.

Regeneration (Ex): silver and good-aligned weapons deals lethal damage to a manananggal. Alternatively, spells with the [Good] descriptor also deals lethal damage to the creature. If a manananggal loses a limb or body part from the upper torso, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Spell-like abilities: 3/day: control winds. Caster level 9th.

=======================

The only thing left is the "spin hair, creates hurricane" stuff. Maybe an AoE untyped damage that pushes targets around?

Edit: added a Control Winds SLA, increased its tongue's reach, and added the fluff...
Title: Re: Risada's Bestiary
Post by: bhu on August 06, 2011, 06:26:00 AM
tongue should have range
Title: Re: Risada's Bestiary
Post by: veekie on August 06, 2011, 09:20:03 AM
Could work with a Control Winds SLA?
Title: Re: Risada's Bestiary
Post by: Risada on August 15, 2011, 04:29:02 PM
Manananggal updated!

Also, bumping this:

What about this for the "super-bark"?

Quote
Banishing Howl (Su): The komainu's howl chills living creatures and spirits alike to the core. The komainu can howl as a standard action. All creatures within a 30-foot radius must make a successful Will save or become frightened for 2d4 rounds; those more than 30 feet away but within 300 feet must make a Will save or become shaken for 2d4 rounds. This is a mind-afecting fear effect. Creatures immune to this ability are affected diferently: within a 30-foot radius the creatures affected must spend their next 2d4 rounds moving away from the komainu; while those more than 30 feet away but within 300 feet are immobilized for 2d4 rounds. Either way, a creature that successfully saves against the banishing howl cannot be affected by the same komainu's howl for 24 hours.

If the komainu has 15 HD or more, its banishing howl improves. Instead of its usual effect, the komainu may choose to use this ability to mimic the effects of a area greater dispel magic or banishment spells (caster level equal to komainu's HD). When using this ability, the komainu must wait 2 rounds before using it again.
Title: Re: Risada's Bestiary
Post by: veekie on August 15, 2011, 06:01:38 PM
Hmm...that does look fairly good. On both counts.
Title: Re: Risada's Bestiary
Post by: Risada on August 15, 2011, 06:19:18 PM
Komainu updated!

Also, what do you think of enhancing or even adding effecs to the howl if both komainu use it in a given round? Something like an additional -2 AC or increase the fear effects by one step...
Title: Re: Risada's Bestiary
Post by: veekie on August 15, 2011, 08:19:59 PM
Team howls...worsen the DC and add a "If failed by 5+, one step worse"?
Title: Re: Risada's Bestiary
Post by: Risada on August 16, 2011, 08:55:08 PM
Added small ability on Komainu for "screaming in group"...
Title: Re: Risada's Bestiary
Post by: bhu on September 25, 2011, 08:17:45 AM
http://www.cracked.com/article_18814_the-7-most-ridiculous-ghost-stories-from-around-world.html?wa_user1=5&wa_user2=Weird+World&wa_user3=article&wa_user4=recommended

Dude

I just found your next monster
Title: Re: Risada's Bestiary
Post by: Risada on September 26, 2011, 03:58:03 AM
Which one? I LOL'ed with all of them  :lmao :lmao :lmao
Title: Re: Risada's Bestiary
Post by: bhu on September 26, 2011, 04:02:39 AM
da 1st one
Title: Re: Risada's Bestiary
Post by: veekie on September 26, 2011, 07:32:14 AM
I am proud of my local myths there. :D