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The Adventurer's Almanac
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### Re: The New/Redone Monsters Thread

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Post by The Adventurer's Almanac » Tue Aug 03, 2021 3:58 am

Yeah, this shit is sick.
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Wiseman
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### Re: The New/Redone Monsters Thread

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Post by Wiseman » Wed Aug 11, 2021 3:34 am

Thanks, I mainly do this for fun as a hobby, but it's nice to hear that people still use these!
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.

> RadiantPhoenix wrote:

> > TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".

> The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".

> hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.

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Wiseman
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### Re: The New/Redone Monsters Thread

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Post by Wiseman » Wed Aug 11, 2021 3:35 am

Farastu Demodand
Size/Type: Medium Spirit Striker (Evil, Extraplanar, Ghereleth)
Hit Dice: 10d10+50 (120hp)
Initiative: +6
Speed: 20ft. Climb: 20ft. Fly: 40ft. (Average) (30ft. Climb: 30ft. Fly: 60ft. [Average] without armor)
Armor Class: 26 (+9 Armor, +3 dex in armor, +4 natural)
Base Attack/Grapple: +10/+28
Attack: 2 +4 Speed Longswords +22/+22/+22/+22/+17/+17 (1d8+12) or 2 Claws +18 (1d6+8)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Aura of Binding, Adhesive Slime, Improved Grab
Special Qualities: Immunity to Cold and Poison, Resist Sonic, Fire, and Acid 10, Resist Disease +4, Freedom of Movement, Scent, DR10/Good or Wood, Telepathy 100ft.,
Saves: Fort +12, Reflex +13 Will +5
Abilities: Str 26 Dex 22 Con 20 Int 8 Wis 14 Cha 19
Skills: Survival +15, Spot +15, Intimidate +17, Climb +26
Feats: Power Attack, Anger Point, Rage Point, Agony Caress, Track, Arena Trap (B), Binding Growth (B)
Environment: Tarterian Depths of Carceri
Organization: Solitary, Pair, or Squad (3-10)
Challenge Rating: 10
Treasure: Double Goods, Standard Items, No Coins
Possessions: +4 Breastplate of Slick (Improved)
Alignment: Always Evil, Often Chaotic
Playable: Not Recommended
Farastu are generally considered the lowest category of true Ghereleths. They are the cruel enforcers of Carceri, keeping prisoners in line. Rarely will they pass up an a opportunity to indulge their sadism, tormenting and abusing those they perceive as lesser to them, venting their frustrations at their superiors doing the same to them.
Farastu speak Abyssal as well as Infernal and Celestial
Combat:
A Farastu primarily takes advantage of it's slime, using it to interfere with and lock down it's opponents movements, otherwise resorting to spell-like abilities for the same before closing to melee to finish off or completely subdue it's targets.
Adhesive Slime (Ex): A Farastu secrets a black tarry substance that is incredibly sticky, granting it numerous benefits. First, it gains a +10 bonus to grapple and climb checks and it's natural weapons gain the improved grab ability. Secondly, the slime sticks to melee attackers and their weapons, should it at least hit their touch AC, unless a reflex save (DC20) is made. Should the save be failed manufactured weapons become stuck to the Farastu, requiring a melee touch attack followed by a Str Check (same DC) to free the weapon. This provokes an attack of opportunity. Natural weapons and unarmed attacks instead allow the Farastu to make a free grapple attempt.
Even if the save is successful, the slime still sticks to the weapon, inflicting a -1 penalty to attacks and damage with that weapon or natural weapon. If the weapon struck a critical hit, the weapon suffers a penalty equal to the critical multiplier. The penalties are cumulative across multiple hits and multiple Farastu, lasting until the weapon is cleaned off (a process taking 1 minute to remove one point of penalty with normal effort).
Additionally, the Farastu can expel the slime at force as an attack action, duplicating the effects of a tanglefoot bag, with the exceptions of having 20ft. range increments and all DC's being con-based (DC20).
Finally, it can excrete slime of an extreme level of stickiness. As a standard action, it can produce up to 5oz of Soverign Glue per day.
Aura of Imprisonment (Su): Ghereleths are the jailers of Carceri. All creatures within 30ft. of a Ghereleth must make a will save (DC19, cha based) or be slowed for 1 minute. Where multiple auras overlap only strongest applies. Success does not confirm immunity on future saves.
Improved Grab: Upon a successful hit with it's claw attack, a Farastu may immediately start a grapple without an attack of opportunity. Should it be successful, it may then immediately make a Binding Growth attempt.
Perfect Two-Weapon Fighting: The Farastu suffers no penalty to attacking with two weapons, and may attack with both weapons as part of a standard attack.
Spell-Like Abilities: At Will: Detect Magic, Clairaudience/Clairvoyance, Tongues, Invisibility, Comprehend Languages, Detect [Alignment]
1/minute: Fear, Ray of Enfeeblement, Grease
1/hour: Greater Teleport (Self+objects carried only), Confusion
3/day: Fog Cloud, Greater Dispel Magic, Lesser Orb of Acid, Hold Monster, Web
1/day: Black Chains of Durance, Wall of Ooze, White Chains of Corpora, Ooze Puppet, Stinking Cloud, Locate Creature
Summon: 1/day, the Farastu may attempt to summon another Farastu with a 30% chance of success. This is equivalent to a 5th level spell.
The Ghereleth Subtype:
Immunity to Cold, Resist Acid, Fire, and Sonic 10 (more powerful Ghereleths may have stronger resistances.
Aura of Cruel Imprisonment (Su): Ghereleths are the jailers of Carceri. All creatures within 30ft. of a Ghereleth must make a will save (DC19, cha based) or be slowed for 1 minute. Where multiple auras overlap only strongest applies. Success does not confirm immunity on future saves. More powerful Ghereleths might have stronger versions of this ability.
Freedom of Movement (Su): All Ghereleths benefit from a constant Freedom of Movement as the spell.
Last edited by Wiseman on Tue Feb 22, 2022 11:51 pm, edited 2 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.

> RadiantPhoenix wrote:

> > TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".

> The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".

> hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.

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JonSetanta
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### Re: The New/Redone Monsters Thread

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Post by JonSetanta » Tue Aug 31, 2021 8:50 am

Aspect of Bahamut... with a combination of powerful spells, defenses, breath attacks, and other odd abilities, isn't CR 12 a bit low?
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Wiseman
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### Re: The New/Redone Monsters Thread

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Post by Wiseman » Fri Sep 03, 2021 8:20 am

Yeah, I'd been considering that myself. Gonna get around to toning it down soon(ish).
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.

> RadiantPhoenix wrote:

> > TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".

> The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".

> hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.

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JonSetanta
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### Re: The New/Redone Monsters Thread

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Post by JonSetanta » Fri Sep 03, 2021 9:58 pm

Reminds me of a Solar.
Those are CR 20 or so, wiped out a L15 party I was in years ago... At range, one character at a time.
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Wiseman
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### Re: The New/Redone Monsters Thread

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Post by Wiseman » Mon Sep 20, 2021 2:00 pm

Smoke Paramental
Small
Size/Type: Small Elemental (Air, Extraplanar, Fire)
Hit Dice: 2d12+6 (20 hp)
Initiative: +7
Speed: 20ft. Fly: 20ft. (Perfect)
Armor Class: 15 (+1 size, +3 dex, +1 natural)
Base Attack/Grapple: +2/-1
Attack: Slam +6 (1d6+3)
Full Attack: 2 Slams +6 (1d6+3)
Space/Reach: 5ft./5ft.
Special Attacks:
Special Qualities: Elemental Traits, DR2/-
Saves: Fort +3 Reflex +6 Will +0
Abilities: Str 12 Dex 16 Con 16 Int 3 Wis 10 Cha 14
Skills:
Feats: Improved Initiative
Environment: Paraelemental Plane of Smoke
Organization: Solitary, Pair or Swarm (3-10)
Challenge Rating: 2
Treasure: N/A
Alignment: Usually Neutral
Advancement: Medium Elemental
Level Adjustment: +0
Medium
Size/Type: Medium Elemental (Air, Extraplanar, Fire)
Hit Dice: 4d12+16 (40 hp)
Initiative: +9
Speed: 20ft.
Armor Class: 18 (+5 dex, +3 natural)
Base Attack/Grapple: +4/+6
Attack: Slam +9 (1d8+5)
Full Attack: 2 Slams +9 (1d8+5)
Space/Reach: 5ft./5ft.
Special Attacks:
Special Qualities: Elemental Traits, DR5/-
Saves: Fort +5 Reflex +9 Will +1
Abilities: Str 14 Dex 20 Con 18 Int 5 Wis 10 Cha 14
Skills:
Feats: Power Attack, Improved Initiative
Environment: Paraelemental Plane of Smoke
Organization: Solitary, Pair or Swarm (3-10)
Challenge Rating: 4
Treasure: N/A
Alignment: Usually Neutral
Advancement: Large Elemental
Level Adjustment: +0
Large
Size/Type: Large Elemental (Air, Extraplanar, Fire)
Hit Dice: 6d12+36 (80hp)
Initiative: +13
Speed: 30ft. Fly: 30ft. (Perfect)
Armor Class: 23 (+9 dex, +5 natural, -1 size)
Base Attack/Grapple: +6/+14
Attack: Slam +14 (2d6+9)
Full Attack: Slam +14 (2d6+9)
Space/Reach: 10ft./10ft.
Special Attacks:
Special Qualities: Elemental Traits, DR5/-
Saves: Fort +8 Reflex +14 Will +2
Abilities: Str 18, Dex 28 Con 22 Int 6 Wis 10 Cha 14
Skills:
Feats: Power Attack
Diehard, Improved Initiative
Environment: Paraelemental Plane of Smoke
Organization: Solitary, Pair or Swarm (3-10)
Challenge Rating: 6
Treasure: N/A
Alignment: Usually Neutral
Advancement: Huge Elemental
Level Adjustment: +0
Huge
Size/Type: Huge Elemental (Air, Extraplanar, Fire)
Hit Dice: 8d12+56 (120 hp)
Initiative: +14
Speed: 40ft. Fly: 40ft. (Perfect)
Armor Class: 26 (+10 dex +8 natural, -2 size
Base Attack/Grapple: +8/+21
Attack: Slam +16 (3d6+10)
Full Attack: 2 Slams +16 (3d6+10)
Space/Reach: 15ft./15ft.
Special Attacks:
Special Qualities: Elemental Traits, DR10/-
Saves: Fort +9 Reflex +16 Will +2
Abilities: Str 20 Dex 30 Con 24 Int 6 Wis 10 Cha 16
Skills:
Feats: Power Attack, Diehard, Improved Initiative
Environment: Paraelemental Plane of Smoke
Organization: Solitary, Pair or Swarm (3-10)
Challenge Rating: 8
Treasure: N/A
Alignment: Usually Neutral
Advancement: Greater Elemental
Level Adjustment: -
Greater
Size/Type: Gargantuan Elemental (Air, Extraplanar, Fire)
Hit Dice: 10d12+90 (170 hp)
Initiative: +17
Speed: 50ft. Fly: 50ft. (Perfect)
Armor Class: 28 (+13 dex, +9 natural, -4 size)
Base Attack/Grapple: +10/+28
Attack: Slam +19 (4d6+13)
Full Attack: 2 Slams +19 (4d6+13)
Space/Reach: 20ft./20ft.
Special Attacks:
Special Qualities: Elemental Traits, DR15/-
Saves: Fort +12 Reflex +18 Will +3
Abilities: Str 22 Dex 36 Con 28 Int 8 Wis 10 Cha 16
Skills:
Feats: Power Attack, Diehard, Improved Initiative, Stolen Breath
Environment: Paraelemental Plane of Smoke
Organization: Solitary
Challenge Rating: 10
Treasure: N/A
Alignment: Usually Neutral
Advancement: Elder Elemental
Level Adjustment: -
Elder
Size/Type: Gargantuan Elemental (Air, Extraplanar, Fire)
Hit Dice: 12d12+120 (200 hp)
Initiative: +19
Speed: 60ft. Fly: 60ft. (Perfect)
Armor Class: 30 (+15 dex, +9 natural, -4 size)
Base Attack/Grapple: +12/+32
Attack: Slam +21 (4d6+15)
Full Attack: 2 Slams +21 (4d6+15)
Space/Reach: 25ft./25ft.
Special Attacks:
Special Qualities: Elemental Traits, DR20/-
Saves: Fort +14 Reflex +23 Will +4
Abilities: Str 26 Dex 40 Con 30 Int 10 Wis 10 Cha 18
Skills:
Feats: Power Attack, Diehard, Improved Initiative, Stolen Breath,
Environment: Paraelemental Plane of Smoke
Organization: Solitary
Challenge Rating: 12
Treasure: N/A
Alignment: Usually Neutral
Advancement: -
Level Adjustment: -
At first glance, some bashers might not be able to tell the difference between a smoke paraelemental and a steam quasielemental. Both appear to be large clouds of floating vapor or fog. A smoke paraelemental, however, is much darker in color, whereas the steam quasielemental is practically transparent. Smoke paraelementals don’t really eat. Instead, they merely breathe. Fact is, their only ecological function is to consume air and exude smoke. On the paraplane of Smoke, the paraelementals frequent small bubbles of air that leak in from the Elemental Plane of Air, much like prime-material animals converge upon a desert oasis. The paraplane of Smoke is divided into tiny kingdoms of smoke paraelementals, each ruled by a powerful smoke king. All smoke kingdoms at least pay lip service to the Paraelemental Lord of Smoke, Ekhak the Smoldering Duke.
Combat:
Save DC's are con based.
Small: DC14
Medium: DC16
Large: DC19
Huge: DC21
Gargantuan: DC24
Elder: DC26
Gaseous Body: A Smoke Paramental is made of smoke, as you can probably guess. This means it can fit through spaces that smoke could fit through, as if it was in gaseous form constantly. It can also selectively make parts of it's body solid, to be capable of interacting with things. Additionally, it takes half damage from nonmagical physical attacks.
Noxious Fist (Ex): A creature struck by a Smoke Paramentals slam attack must make a fort save (con based) or become sickened for 1 minute.
Cloud of Smoke (Su): As a standard action, a Medium or higher Smoke Paramental can create a cloud of smoke anywhere within medium range. This functions as a fog cloud, and additionally forces all creatures within the cloud to make fort saves or be Fatigued and Sickened as well as suffering the effects of heavy smoke for as long as they remain within and for 1 round/CR afterwards. With each additional category, the Smoke Paramental may increase the area of this effect by 10ft.
Smoke Claws (Ex): A creature who fails a save against a Large or higher Smoke Paramental's Noxious Fist now unwittingly has part of the paramental enter their body. They suffer 1d4 Con damage at the beginning of each of their turns as the smoke solidifies and begins tearing apart their insides and are unable to breathe, forcing them to make suffocation checks. Each round at the beginning of their turns they receive an additional fort save to expel the claw and end the effect.
Smoke Bullets (Su): A Huge or higher Smoke Paramental can fire off parts of themselves as projectiles. They may fire two such projectiles per round as a ranged touch attack, dealing 1d6/2 CR bludgeoning damage and exposing the target to the Noxious Fist and Smoke Claws abilities.
Shapable Cloud (Su): Also at Huge size, a Smoke Paramental can control the shape of it's Cloud of Smoke, creating areas within the effect clear of smoke.
Smoke Magic (Sp): The Greater Smoke Paramental gains the following spell-like abilities.
At Will: Pyrotechnics (usable as a swift or immediate action). Stinking Cloud, Wall of Smoke
1/day: Caustic Smoke, Cloudkill
Save DC's
Greater: DC18
Elder: DC20
Noxious Cloud (Su): A Elder or Higher Smoke Paramental's clouds now expose all within to the Noxious Fist and Smoke Claws. Additionally, when firing off a Smoke Bullet, a Smoke Cloud can be created around the impact zone, albeit limited to up to 10 feet.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.

> RadiantPhoenix wrote:

> > TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".

> The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".

> hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.

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Wiseman
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### Re: The New/Redone Monsters Thread

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Post by Wiseman » Sat Jan 01, 2022 1:03 am

Thyiades
Size/Type: Medium Spirit Striker (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 6d10+24 (75hp)
Initiative: +4
Speed: 30ft. Fly: 60ft. (Average)
Armor Class: 23 (+4 dex, +7 deflection, +2 natural)
Base Attack/Grapple: +6/+11
Attack: 2 +2 Claws +13 (1d6+5+1d6[bleed]) and +2 Bite +11 (2d6+8)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities, Corrupt Land, Aura of Primal Emotion (Lust), Champion of Dark Chaos, Kiss of Death
Special Qualities: Immunity to Fire, Electricity and Poison, Resist Acid and Cold 10, Resist Disease +4, DR10/Good, Lawful, or Iron, SR16, Telepathy 500ft.,
Saves: Fort +16 Reflex +16 Will +14
Abilities: Str 20 Dex 18 Con 18 Int 18 Wis 20 Cha 24
Skills: Hide +13, Bluff +16, Move Silently +13, Spot +14, Listen +14, Knowledge (Nature) +9, Knowledge (The Planes) +8, Survival +14, Diplomacy +16
Feats: Multiattack, Wing Block, Cute Charm
Environment: Infinite Layers of the Abyss
Organization: Solitary, Pair, or Orgy (3-10)
Challenge Rating: 6
Treasure: Double Standard
Alignment: Always Chaotic Evil
Playable: Yes (Favored Classes: Barbarian and Fiendish Brute)
Vicious creatures embodying lust and hedonism gone berserk, these rapacious demons take delight in despoiling the land and people around them. They especially favor the corruption of nature and fey creatures, though they happily plague any creature they can.
Combat:
Aura of Primal Emotion (Su): A Thyiades projects an aura of arousal (charm monster) out to close range (40ft.) (DC20). Success doesn't confer immunity on future saves.
Blessing of Malcanthet (Ex): A Thyiades adds its Charisma modifier as a grace bonus to all saving throws and as a deflection bonus to it's AC. This does not stack with similar abilities (such as a Paladin's Divine Grace). It also has the ability to speak and read any language as though under the effect of tongues and comprehend languages.
Champion of Dark Chaos (Su): As a standard action, the Thyiades can grant a willing creature either the Anarchic or Fiendish creature templates with the [Tanar-ri] subtype for 24 hours with a touch. This effect can be removed with a Dispel Chaos or Dispel Evil effect. While active, the Thyiades can communicate telepathically with the creature, regardless of distance or plane. Also the Thyiades can remove the gift early as a free action, likewise regardless of distance or plane, inflicting 3d6 con damage in the process.
Corrupt Land (Su): With 24 hours of work, a Thyiades can create an Unhallow effect with a radius of up to 1 mile/2CR in some sort of natural terrain. They Thyiades may only have one of these areas active at a time. While in this area, she gains a bonus to Hide, Move Silently, Sleight of Hand, Spot, and Listen checks equal to her CR (normally +6), as well as the Hide in Plain Sight ability and the benefits of a Heroism spell (not already included in it's stat block). It may communicate telepathically with any creature within this area. If the Thyiades is killed, the corruption fades over 1 week.
Kiss of Death (Su):With a kiss or some sexual act, the Thyiades can drain up to it's CR (normally 6) in levels (requiring a grapple check for unwilling creatures). This comes with a Suggestion to accept another kiss or perform another sexual act. The DC to both remove negative levels and resist the Suggestion is 20 (Charisma-based).
Spell-Like Abilities: Constant: Greater Magic Fang
At Will: Detect Thoughts, Charm Animal, Rage, Crushing Despair, Prestidigitation, Command Plants
1/Minute: Dominate Animal, Suggestion, Ethereal Jaunt, Greater Dispel Magic, Tree Shape, Plant Growth, Diminish Plants, Poison, Polymorph Self,
1/Hour: Entangle, Confusion, Greater Teleport (Self+objects carried only), Blight,
1/day: Insect Plague, Goodberry, Rusting Grasp
Straddle (Ex): A Thyiades can maintain a grapple by using every available part of her body. Creatures that are immune to being grappled (such as by virtue of a freedom of movement spell) are not so immune to any grapple attempt started by the Thyiades. Creatures that succeed on their attempt to escape a grapple with a Thyiades can move and take actions against other creatures normally, but the Thyiades continues to share its space, and the creature may only take grapple-appropriate actions against the Thyiades. This form of grapple can be escaped by the use of a further attempt, although the Thyiades may draw the creature back into a normal grapple using the normal rules for such.
So since Succubi/Incubi are no longer demons, instead being their own unique type of fiend found across all lower planes, I created this. Its based off of a creature from some 3rd party pathfinder book, and i liked it as a more specifically demonic version of the malcubus, and made it more focused on sexual aggression and degradation.
Last edited by Wiseman on Fri Jan 14, 2022 12:06 am, edited 2 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.

> RadiantPhoenix wrote:

> > TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".

> The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".

> hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.

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allanlerouge
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### Re: The New/Redone Monsters Thread

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Post by allanlerouge » Sat Jan 08, 2022 11:17 am

I don't think this is a CR 6 monster. Its saves render it immune to most spells (and if in a corrupted land, it's worse), its SLA and charm aura really complement each other (invisibility and the aura, it's already a lethal combo), and a DC 20 Will Save Vs Charm Monster ensure that there will be some charmed PCs.
So your spells are useless, your fighters will need will saves or be turned against the group, it goes invisible at will and it will teleport and go fuck you another round.
Maybe tone it a little ?
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Wiseman
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### Re: The New/Redone Monsters Thread

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Post by Wiseman » Fri Jan 14, 2022 12:07 am

Yeah, looking back, it needs some fixes. Ill get around to it completely eventually.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.

> RadiantPhoenix wrote:

> > TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".

> The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".

> hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.

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Kaelik
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### Re: The New/Redone Monsters Thread

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Post by Kaelik » Fri Jan 14, 2022 1:57 am

> allanlerouge wrote: ↑
> Sat Jan 08, 2022 11:17 am
> I don't think this is a CR 6 monster. Its saves render it immune to most spells (and if in a corrupted land, it's worse), its SLA and charm aura really complement each other (invisibility and the aura, it's already a lethal combo), and a DC 20 Will Save Vs Charm Monster ensure that there will be some charmed PCs.
> So your spells are useless, your fighters will need will saves or be turned against the group, it goes invisible at will and it will teleport and go fuck you another round.
> Maybe tone it a little ?

I'm not disagreeing with your broader point, but "charmed fighters" especially fighters charmed by an invisible thing, are probably not going to attack the group at all. Charm is a very different beast from Dominate, and at best is usually putting the charmer on the SAME level as the party in the fighter's interest.

> DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?

The U.S. isn't a democracy and if you think it is, you are a rube.
That's libertarians for you - anarchists who want police protection from their slaves.
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allanlerouge
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### Re: The New/Redone Monsters Thread

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Post by allanlerouge » Tue Jan 18, 2022 11:50 am

Yes, I confused the two. Still it's one less menace (and possibly an easy kiss-kiss-bye-bye on the fighter).
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Wiseman
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### Re: The New/Redone Monsters Thread

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Post by Wiseman » Mon May 16, 2022 4:48 am

Throne Archon
Size/Type: Large Spirit Master (Archon, Extraplanar, Good, Lawful)
Hit Dice: 18d8+180 (260hp)
Initiative: +14
Speed: 60ft. Fly: 120ft. (Perfect)
Armor Class: 40 (+15 armor, +6 dex in armor, +5 natural, +4 deflection)
Base Attack/Grapple: +18/+35
Attack: +6 Holy Axiomatic Vorpal Greatsword +36/+31/+31/+31 (3d6+2d6[holy]+2d6[lawful]+25)
Space/Reach: 10ft./10ft.
Special Attacks: Penance Stare, Aura of Menace, Spell-Like Abilities
Special Qualities: DR15/Evil and Chaotic, SR28, Immunity to Electricity, Light, Disease, Petrification, and Fear, Resistance to Fire, Acid and Cold 20, Resist Poison +4, Darkvision 120ft. Telepathy 1000ft., Teleport
Saves: Fort +27 Reflex +25 Will +28
Abilities: Str 36 Dex 30 Con 30 Int 26 Wis 36 Cha 36
Skills: Diplomacy +34, Balance +31, Spot +34, Listen +34, Sense Motive +42, Knowledge (Religion) +29, Knowledge (the Planes) +29, Concentration +31, Swim +34, Intimidate +42, Heal +34, Knowledge (History) +29, Spellcraft +29, Search +29, Knowledge (any 1) +29, Craft (any 1) +29
Feats: Pressure, Power Attack, Flyby Attack, Greater Flyby Attack, Great Fortitude, Improved Initiative, Words of Creation
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary or Court (self+2 trumpet archons, 4 Sword Archons and 1d10 lantern archons)
Challenge Rating: 18
Treasure: Triple Standard
Equipment: +6 Sun Plate, +6 Holy Axiomatic Vorpal Greatsword,
Alignment: Always Lawful Good
Playable: Yes. Favored Classes: Paladin and Shaman
Highest of the base archons, these resplendent beings serve as governors of mighty celestial cities and provinces or as chief generals in heavenly armies.
Combat:
A Throne rarely fights alone, preferring to send those Archons and heroes at it'command to fight on the front line while it makes use of its Penance Stare and other magics from the back, though they are more than capable of wading into combat with their greatswords should the situation require it.
Aura of Menace (Su): All enemies within 30ft. of a Throne Archon who fights or gets angry must make a will save (DC34) or suffer the effects of a Greater Bestow Curse. The save DC is Cha based and includes a +2 racial bonus.
Penance Stare (Su): A Throne's projects a gaze attack out to 100 feet. Creatures are affected differently based on their alignment. Non Lawful creatures must save or become Fatigued and Headached, Non Good creature take 10d6 non-lethal damage per round (Will Half), Chaotic creatures must make a Will Save (DC32) or become exhausted and Migraned. Evil Creatures are forced to experience the pain and suffering they have inflicted to others dealt to themselves, and take 20d6 lethal damage per round with a Will Save for half damage. Creatures who fail this save are additionally stunned and dazed for 1 round. Creatures who are chaotic evil suffer both effects and additionally must make a Fort save or be destroyed utterly. This is not a [Death] effect and affects Constructs and Undead normally.
Spell-Like Abilities: Constant: True Seeing, Holy Aura, Shield of Law, See Invisibility, Greater Arcane Sight, Detect Lies,
At Will: Mass Cure Critical Wounds, Mass Inflict Critical Wounds, Minor Wish, Continual Flame (usable as an immediate action), Righteous Smite, Holy Smite/Orders Wrath (usable as an immediate action), Daylight, Sunburst, Mark of Justice, Panacea, Remove Fear, Telekinesis, Zone of Truth, Aid (usable as an immediate action), Message,
1/Minute: Lesser Miracle, Banishment, Holy Word/Dictum, Heal, Harm, Good Hope, Greater Heroism, Greater Telekinisis, Blade Barrier, Rain of Swords, Abolishing Flames,
1/Hour: Shield of the Archons, Smiting Lightning,
1/Day: Greater Restoration, Hallow, Heroes Feast, Divine Retribution, Heavenly Host (cast as 1 round action, all creatures appear immediately), True Resurrection, Wish/Miracle
Save DC 32
Skills: Throne archons command the cities of the Seven Heavens and to mete out justice to mortals and petitioners alike. They enjoy a +8 racial bonus on Intimidate and Sense Motive checks.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.

> RadiantPhoenix wrote:

> > TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".

> The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".

> hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.

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### Re: The New/Redone Monsters Thread

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Post by Wiseman » Mon Jul 04, 2022 1:51 am

Lord of Change
Size/Type: Large Spirit Master (Chaotic, Evil, Extraplanar)
Hit Dice: 20d8+200 (300hp)
Initiative: +16
Speed: 60ft. Fly: 120ft (Good)
Armor Class: 47 (+12 dex, +8 shield, +12 armor, +7 insight)
Base Attack/Grapple: +20/+30
Attack: +7 Flaming Burst Anarchic Spell-Storing Longsword +37/+32/+32/+32 (1d8+1d6[fire]+2d6[chaotic]+17) and Claw +30 (1d8+10) or 2 Claws +30 (1d8+10) or by Spell (+32 ranged touch)
Space/Reach: 10ft./10ft.
Special Attacks: Spells, Spell-Like Abilities, Psi-Like Abilities, Fires of Change, Gift of Change, Baleful Sword, Gaze of Fate, Changer of Ways
Special Qualities: Immunity to Acid, Sonic and Poison, Resist Fire and Electricity 30, Resist Disease +4, DR20/Law or Good, SR35, Regen 10/Lawful, Low-Light Vision, Darkvision 120ft., Telepathy 20 miles, Evasion, Greater Uncanny Dodge, Staff of Change, Spell-Reflect, Use Magic Device
Saves: Fort +27 Reflex +29 Will +22
Abilities: Str 30 Dex 34 Con 30 Int 38 Wis 20 Cha 34
Skills: Spellcraft +39, Knowledge (Arcana) +37, Knowledge (the Planes) +37, Knowledge (Psionics) +37 Knowledge (2 others) +37, Spot +28, Listen +28, Search +37, Bluff +35, Diplomacy +39, Intimidate +37, Sense Motive +28, Disguise +35 (+37 acting), Autohypnosis +28, Concentration +33, Craft (any 1) +37, Hide +31, Move Silently +35, Disable Device +35, Balance +35, Tumble +37
Feats: Improved Initiative, Quicken Spell, Twin Spell, Extend Spell, Repeat Spell, Split Ray, Chain Spell, Spell Focus (Transmutation)(B), Greater Spell Focus (Transmutation)(B), Epic Spell Focus (Transmutation)(B), Improved Combat Casting(B), Eschew Components(B), Graft Flesh(B), Multispell(B), Frog Chant(B),
Environment: Ever-Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 20
Treasure: Triple Standard and Baleful Sword
Alignment: Always Chaotic Evil
Playable: Not Recommended
Living embodiments of malicious change, Lords of Change are clever and cruel schemers and manipulators, tearing down people, societies and empires.
Combat:
A Lord of Change primarily fights with its vast array of magical abilities, though it is more than capable of tearing apart foolish mortals who assume it to be physically fragile.
Baleful Sword: A Lord of Change wields an ever-shifting blade infused with the powers of Chaos. The weapon is bound to it and it may summon the sword to it or dismiss it as a free action. In addition to its listed properties, as a swift or standard action, the Lord of Change may do one of the following:
*Switch out the Flaming Burst enhancement for the Freezing Burst, Shocking Burst, Acidic Burst, or Screaming Burst.
*Change the blades material to any other suitable.
*Add or replace 1 non-epic enhancement bonus as a fourth enchantment.
Additionally, a creature struck by the weapon suffers a Random Mutation unless they make a fort save (DC32, Cha based).
Aside from the ability to summon or dismiss it, these are all properties of the Baleful Sword, not the Lord of Change. Should the Lord of Change be slain, the sword remains behind.
Changer of Ways: A Lord of Change may spontaneously cast any transmutation Wizard spell (or metamagicked version thereof) by "losing" a prepared spell of the equivalent or higher level. Any creature affected by the Lord of Change's transmutation spells may be healed or harmed by 2HP per spell level at the Lord's option.
Fires of Change (Su): Whenever the Lord of Change would deal energy damage, it may elect to make that damage instead into Warpfire. Warpfire is it's own type of damage (effectively untyped) and causes creatures who suffer damage from it to also be exposed to a Greater Warpwave. Any saves are DC32 (cha-based) and on a result of 20 the victim is instead transformed into a Chaos Beast.
Gaze of Fate (Su): A Lord of Change projects a gaze attack out to 60ft. that forces a will save (DC32, cha-based)) or become Dazed for 1d4 rounds.
Gift of Change (Su): A Lord of Change can as a standard action melee touch attack force a creature to suffer a Random Mutation unless they succeed on a will save (DC32, Cha based).
Psi-Like Abilities: Constant: Force Screen, Inertial Armor, Defensive Precognition
At Will: Moment of Prescience, Energy Ray, Energy Current, Energy Ball, Energy Wave, Energy Wall, Energy Bolt, Call to Mind, Modify Memory, Body Adjustment, Body Purification, Ego Whip (5d4), Id Insinuation, Matter Manipulation, Wall of Ectoplasm, Greater Precognition, Destiny Dissonance, False Sensory Input, Crystal Shard,
1/Minute: Astral Construct, Swarm of Crystals
3/day: Bend Reality, Magic Saturation/Psionic Saturation, Hail of Crystals, Clairtangent Hand,
1/day: Hypercognition, Metafaculty, Weavewarping, Reality Revision
Save DC32
Spell-Like Abilities: Constant: True Seeing, Greater Arcane Sight, See Invisibility, Foresight, Mind Blank, Greater Freedom of Movement
At Will: Polymorph Any Object, Prestidigitation, Detect Magic, Read Magic, Power Word (Any), Greater Teleport (Self+objects carried only, usable as an immediate action), Enlarged Greater Dispel Magic (Usable as an immediate action), Antimagic Ray, Detect Thoughts, Legend Lore, Hindsight, Insanity, Feeblemind, Chaos Hammer, Word of Chaos, Dispel Law, Augury, Divination, Exemplary/Atrophied Body, Enlarged Mass Mispell (No [Compulsion] descriptor, usable as an immediate action), Invisibility,
3/day: Transfigure Ability, Baleform Transmogrification,
1/day: Disjunction, Cloak of Chaos, Invoke Magic, Wish,
Save DC32
Spell-Reflect (Su): When a spell or effect fails to penetrate a Lord of Changes spell resistance or it successfully counterspells it, it may elect to redirect that effect to a new target or area as if the Lord of Change had cast it as a free action usable outside of turn. The Lord of Change has an extra immediate action it can use exclusively for counterspelling without sacrificing it's swift action in the next round. It may counter Spell-Like Abilities and Psi-Like Abilities.
Spells: A Lord of Change casts spells as an 20th level Wizard.
Spells/Day: 8/8/8/7/7/7/7/6/6/6
Typical Prepared Spells:
0: Arcane Mark, Caltrops, Ghost Sound, Ray of Frost, Flare, Daze, Silent Portal, Dancing Lights,
1: Magic Missile, Alarm, Unseen Servant, Parching Touch, Silent Image, Scholar's Touch (x2), Grease
2: Glitterdust, Acid Arrow, Touch of Idiocy, Hideous Laughter, Numbing Sphere, Web, Extended Thunderhead, Mirror Image
3: Great Thunderclap, Extended Resist Energy, Suggestion, Major Image, Mass Curse of Impending Blades, Displacement, Sleet Storm
4: Twinned Lesser Orb of Acid, Ruin Delvers Fortune (x2), Enervation, Scrying, Greater Invisibility, Shadow Conjuration
5: Freezing Fog, Persistent Image, Quickened Lesser Orb of Sound, Wall of Force, Wall of Stone, Cloudkill, Repeated Great Thunderclap
6: Quickened Blindness/Deafness, Quickened Glitterdust, Forceful Hand, Probe Thoughts, Chained Suggestion, Permanent Image, Globe of Invulnerability
7: Chained Enervation, Hiss of Sleep, Twinned Orb of Fire, Twinned Split Scorching Ray, Limited Wish, Finger of Death
8: Quickened Black Tentacles, Quickened Bestow Curse, Greater Bestow Curse, Telekinetic Sphere, Brain Spider, Summon Monster VIII
9: Wail of the Banshee, Gate, Twinned Split Enervation, Reaving Dispel, Maw of Chaos, Prismatic Sphere
Save DC24+Spell Level, 27+Spell Level for transmutation spells
Staff of Change: Each Lord of Change can manifest or dismiss a magical staff that varies in what spells it contains depending on the lords whims. When the Lord of Change prepares their spells for the day, they also choose what form their staff will take and may choose from any published staff. It always starts with 50 charges. Should the Lord of Change be slain, the staff explodes in a manner emulating the retributive strike of a Staff of Power with a reflex save (DC30, con-based) for half damage.
Use Magic Device: A Lord of Change counts as any race/class/spell-list/whatever for the purpose of activating magic items.
Last edited by Wiseman on Wed Sep 07, 2022 9:33 pm, edited 2 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.

> RadiantPhoenix wrote:

> > TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".

> The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".

> hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.

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### Re: The New/Redone Monsters Thread

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Post by Wiseman » Mon Jul 04, 2022 2:26 am

Firelasher
Size/Type: Large Elemental Striker (Air, Extraplanar, Fire)
Hit Dice: 8d10+24 (75hp)
Initiative: +8
Speed: 60ft. Fly 30ft. (Poor)
Armor Class: 20 (+4 dex, +7 natural, -1 size)
Base Attack/Grapple: +8/+15
Attack: 2 Firelashes (1d8+2d6[fire]+3)
Space/Reach: 10ft./20ft.
Special Attacks: Firelash, Burning Wind, Fiery Path, Whirlwind Dash, Burn, Blazing Speed
Special Qualities: Elemental Traits, Immunity to Fire and Wind, Vulnerability to Cold, DR5/-
Saves: Fort +9 Reflex +10 Will +2
Abilities: Str 16 Dex 18 Con 16 Int 5 Wis 10 Cha 14
Skills: Spot +11
Feats: Improved Initiative, Dodge, Mobility, Spring Attack,
Environment: Paraelemental Plane of Smoke
Organization: Solitary, Pair, or Wildfire (3-8)
Challenge Rating: 8
Treasure: N/A
Alignment: Often True Neutral
Playable: Not Recommended
Born of the Paraelemental union between fire and air, these creatures race across the dark fields of the solid smoke clouds of the Paraelemental Plane of Smoke. They are prone to erratic behavior, and love chasing prey (though of course, as elementals, they have no need for sustenance).
Combat:
A Firelasher fights on the move, taking advantage of its superior mobility to dart in and away from its foes. If fighting with others of its kind, they coordinate, using their Fiery Path and Burning Wind abilities to limit their opponent's movements.
Blazing Speed (Su): As a full round action, the Firelasher can move up to double it's speed in a straight line, transforming into a fiery streak as it does so. It provokes no attacks of opportunity (though it is effectively considered to be in gaseous form for the duration for anything that could interact with it) for this movement and can pass through creatures squares dealing 1d6/CR plus it's burn damage (normally 10d6 fire damage, reflex DC17 half, con-based) to each creature it passes through. Creatures passed through multiple times aren't affected multiple times. Once used this cannot be used again for 1 minute.
Burn (Ex): A Firelasher deals an extra 1d6/3CR fire damage per round on all it's melee attacks. Anything that grapples the Firelasher, attacks it with natural weapons or unarmed attacks, or in any way comes into contact with it takes this damage as well. Anything that suffers burn damage must also make a reflex save (DC17, con-based) or catch fire, taking the Firelasher's burn damage each round until it is doused or they take a move action (provoking an AoO) to extinguish themselves.
Burning Wind (Su): 1/minute, a Firelasher may duplicate the effects of Gust of Wind at a caster level equal to it's CR save that all creatures within also take 1d6/2CR fire damage (normally 4d6), with the damage halved on a successful save against the Gust (Fort DC17, con-based).
Fiery Path (Ex): The spaces a firelasher moves through continue to burn for 1 minute after it's passing, inflicting it's burn damage on anyone who passes through that area.
Firelash (Ex): A firelasher makes melee attacks with two tendrils of solid flames that deal slashing damage and have an extra 10 feet of reach for a large size Firelasher. For every increased size, increase the reach of these tendrils by 5ft.
Whirlwind Dash (Ex): As a full round action, a Firelasher can move and make a melee attack against everyone who is within it's threatened area at any point in it's movement. Roll once and compare to everyone's AC.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.

> RadiantPhoenix wrote:

> > TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".

> The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".

> hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.

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### Re: The New/Redone Monsters Thread

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Post by Wiseman » Thu Mar 16, 2023 12:49 am

Water Minion
Size/Type: Medium Elemental Striker (Extraplanar, Water)
Hit Dice: 6d10+24 (60hp)
Initiative: +0
Speed: 20ft. Swim: 50ft.
Armor Class: 20 (+8 natural, +2 shield)
Base Attack/Grapple: +6/+11
Attack: +2 Soak Trident +13/+8 (1d8+1d4+7) or 2 Slams +11 (1d8+5)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities,
Special Qualities: Elemental Traits, Water Mastery, DR3/-, Fast Healing 5
Saves: Fort +9 Reflex +5 Will +3
Abilities: Str 20 Dex 10 Con 18 Int 6 Wis 12 Cha 14
Skills: Spot +10, Listen +10
Feats: Toughness, Power Attack, Drowning Grasp
Environment: Elemental Plane of Water
Organization: Solitary, Pair or Squad (3-8)
Challenge Rating: 6
Treasure: 1/10th Coins, Half Goods, No items
Alignment: Usually True Neutral
Playable: Yes (Favored Class: Fighter and Elemental Brute)
Water Mastery (Ex): If both the water minion and it's opponent are touching water, the water minion gains a +3 bonus to attack and damage, opponents suffer a -3 penalty to attack and damage against the water minion and also it has the Edge.
A water minion can be a serious threat to a ship that it touches. A water minion can easily overturn small craft (5 feet of length per CR of the water minion) and stop larger vessels (10 feet long per CR). Even large ships (20 feet long per CR) can be slowed to half speed.
Finally, a water minion suffers no penalty for any action it takes underwater.
Spell-Like Abilities: At Will: Water Breathing, Water Walk,
3/day: Create Water
1/day: Control Water
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.

> RadiantPhoenix wrote:

> > TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".

> The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".

> hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.

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### Fuck the Fey Eladrin

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Post by Wiseman » Thu Mar 30, 2023 11:48 pm

Eladrin
Size/Type: Medium Spirit (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice: 1d8+1 (4hp)
Initiative: +1
Speed: 30ft.
Armor Class: 16 (+1 dex, +4 chain shirt, +1 light shield)
Base Attack/Grapple: +1/+2
Attack: Longsword +3 (1d8+2|19-20/x2) or Longbow +3 (1d8+1|20/x3) or Slam +3 (1d4+2|20/x2)
Space/Reach: 5ft./5ft.
Special Attacks: Dimension Step, Alternate Form
Special Qualities: Immunity to Electricity and Petrification, Resist Fire and Cold 5
Saves: Fort +3 Reflex +3 Will +0
Abilities: Str 12 Dex 12 Con 12 Int 10 Wis 10 Cha 10
Skills: Spot +4, Listen +4, Knowledge (Nature or The Planes) +4, Diplomacy +4,
Feats: -
Environment: Olympian Glades of Arborea
Organization: Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1/2
Treasure: Standard
Equipment: Longsword, Longbow Chain Shirt, Light Steel Shield,
Alignment: Always Chaotic Good
Playable: Yes (See Below)
Eladrin are the celestial beings that inhabit the plane of Arborea. While many souls that ascend to become Eladrin are transformed into Coures, other times, they transform into a more humanoid looking form. These souls often resemble who they were in their former lives, although at other times, their appearances can be completely at odds with such things. While Eladrin are associated with Elf-like appearances, they can take a variety of forms, as they can come from a variety of mortal races. Some look like Humans, Dwarves, Halflings or Orcs, though with a more otherworldly (not always beautiful) appearance, There are others that look like Ogres, Giants, or even non-human-like appearances entirely like insect, beast, reptilian, aquatic and so forth. Regardless of their form, it's exceedingly rare for one of them to have memories of their previous life. Unlike normal petitioners, these Eladrin are capable of reproducing like the other kinds of Eladrin, and so though forming from souls is unusual, there are numerous of these basic Eladrin on the plane of Arborea.
Combat:
The above stats are for a 1st level warrior.
Weapon and Armour Proficiency: Warriors are proficient with all simple and martial weapons. They are proficient with light and medium armour, and all shields (including tower shields). Additionally, they can either begin proficient in heavy armour or in one exotic weapon of their choice.
Martial Arts (Ex): All warriors, regardless of what else they might learn, are trained to fight with no weapons. They gain a natural slam attack dealing 1d4 damage (for a Medium creature), and may use it as a secondary attack if they wish. They are, of course, proficient with it.
Replaceable (Ex): Warriors represent the faceless hordes of mooks that wander the land. They are intended to be easy to use, and very easy to replace. Instead of worrying about the feats that a warrior has, simply give warriors +1 to attack and damage rolls with any weapons they are proficient in for each feat they would be eligible for.
Additionally, instead of worrying about allocating a warrior's skill points, simply select 4 + the warrior's Intelligence modifier in skills (1 extra for a human or any other race with a similar ability) and give warriors maximum ranks (3 + their level) in them.
Eladrin Race
Medium or Small size
30ft. Move Speed
Outsider (Chaotic, Eladrin, Good) The [Eladrin] subtype grants them immunity to electricity and petrification. They have the alternate form ability as well as a permanant tongues effect. Also Fire and Cold resist 5. Their home plane is Arborea and they have the [Extraplanar] subtype anywhere else.
Alternate Form: As a standard action, an Eladrin can transform into a wispy, insubstantial cloud. They are treated as if being in gaseous form, save that they do not gain a new fly speed, or damage reduction. They cannot make weapon attacks or cast spells or manifest psionic powers, though they may use spell-like, psi-like, and supernatural abilities. They move using any move speeds they possess in their normal form.
Dimension Step (Su): 1/hour, an Eladrin may teleport anywhere within 30ft./level as a free action. If they make an attack in the same turn, the target(s) are considered flat-footed against them.
Automatic Languages: Common, Celestial, Sylvan
Bonus Languages: Whatever the fuck.
Favored Classes: Any
Seriously, fuck the Feywild.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.

> RadiantPhoenix wrote:

> > TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".

> The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".

> hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.

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### Frogzard

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Post by Wiseman » Tue Apr 04, 2023 10:05 pm

Frogzard
Size/Type: Medium Magical Beast Striker
Hit Dice: 3d10+6 (25hp)
Initiative: +2
Speed: 30ft.
Armor Class: 13 (+2 dex, +1 natural)
Base Attack/Grapple: +3/+6
Attack: Bite +6 (1d8)
Space/Reach: 5ft./5ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +5 Reflex +5 Will +0
Abilities: Str 16 Dex 15 Con 14 Int 1 Wis 8 Cha 8
Skills: Spot +4 Listen +4
Feats: Power Attack, Alertness
Environment: Temperate Forests, Fields, and Swamps
Organization: Solitary, Pair, Lounge (3-7) or Army (8-12)
Challenge Rating: 3
Treasure: N/A
Alignment: True Neutral
Playable: Not Recommended
These strange creatures are the result of magical experimentation by a deranged wizard, like so many other monsters that wander the world. They are carnivorous, and while they mostly hunt small mammals, they aren't adverse to attacking larger creatures such as livestock or even people if the opportunity presents itself.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.

> RadiantPhoenix wrote:

> > TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".

> The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".

> hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.

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Wiseman
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### Zelekhut

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Post by Wiseman » Tue Apr 04, 2023 10:23 pm

Zelekhut
Size/Type: Large Construct/Spirit Striker (Extraplanar, Inevitable, Lawful)
Hit Dice: 9d10+54 (120hp)
Initiative: +9
Speed: 40ft. Fly: 60ft. (Average)
Armor Class: 22 (+8 natural, +5 dex, -1 size)
Base Attack/Grapple: +9/+19
Attack: 2 +3 Axiomatic Shock Spiked Chains +17/+12 (2d6+2d6[axiomatic]+1d6[elec]+9) and +17/+12 (2d6+2d6[axiomatic]+1d6[elec]+9)
Space/Reach: 10ft./10ft. (15ft. with chain)
Special Attacks: Spell-Like Abilities, Chains of Law
Special Qualities: Immunity to Mind-Affecting and Electricity, Resist Cold, Light, and Sonic 10, SR19, DR5/Chaotic, Fast Healing 5
Saves: Fort +12 Reflex +13 Will +8
Abilities: Str 23 Dex 20 Con - Int 16 Wis 20 Cha 19
Skills: Survival +22 (+24 following tracks), Sense Motive +17, Spot +17, Listen +17, Search +15, Ride +17,
Feats: Improved Initiative, Lightning Reflexes, Improved Trip, Mounted Combat, Advanced Whip Tactics, Track(B)
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary or Pair
Challenge Rating: 9
Treasure: No Coins or Goods, Standard Items
Alignment: Always Lawful Neutral
Playable: Not Recommended
Part of the race of machine spirits dedicated to upholding and enforcing order, Zelekhut's function as bounty hunters, chasing down those who would flee lawful punishment.
Combat:
Chains of Law: At will as a free action, a Zelekhut can extend magic spiked chains from it's wrists. It may two-weapon fight with these chains at no penalty.
Spell-Like Abilities: Constant: True Seeing,
At Will: Clairaudience/Clairvoyance, Haste (self only), Detect Magic, Detect [Alignment], Slow, Ray of Exhaustion, Locate Creature, Locate Object, Persistent Image, Invisibility (Self only), Dimensional Anchor, Discern Lies, Command, Hold Monster, Waves of Fatigue, Greater Dispel Magic, Fear,
3/day: Zone of Truth, Mark of Justice, Invisibility Purge, Wall of Force, Orders Wrath, Lesser Orb of Electricity
1/day: Scrying, Waves of Exhaustion, Dispel Chaos
1/Week: Lesser Geas,
Save DC18
Skills: A Zelekhut has a +5 racial bonus to Survival checks.
Feats: A Zelekhut qualifies for and may benefit Mounted Combat and similar feats due to it's centauroid form.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.

> RadiantPhoenix wrote:

> > TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".

> The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".

> hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.

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Wiseman
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### Nui-Jaga

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Post by Wiseman » Sat Apr 08, 2023 12:46 am

Nui-Jaga
Size/Type: Large Construct Brute (Biomechanical, Rahi)
Hit Dice: 4d12+12 (35hp)
Initiative: +1
Speed: 30ft.
Armor Class: 16 (+1 dex, +6 natural, -1 size)
Base Attack/Grapple: +4/+12
Attack: 2 Claws +7 (1d10+4) OR Tail (2d6+4+poison)
Space/Reach: 10ft./10ft.
Special Attacks: Poison,
Special Qualities: +4 vs Poison,
Saves: Fort +4 Reflex +2 Will +0
Abilities: Str 18 Dex 12 Con 16 Int 1 Wis 8 Cha 8
Skills: Spot +1
Feats: Power Attack, Dodge,
Environment: Any Land or Underground
Organization: Solitary, Pair or Swarm (6-10)
Challenge Rating: 4
Treasure: N/A
Alignment: Always True Neutral
Playable: Not Recommended
Combat:
Poison: Injury, Initial effect: Staggered 10 minutes. Secondary Effect: Blindness 10 minutes. Fort DC15 negates
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.

> RadiantPhoenix wrote:

> > TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".

> The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".

> hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.

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