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Yora
2013-05-08, 12:45 PM
This thread is for creatures that I've made for my Ancient Lands (http://www.giantitp.com/forums/showthread.php?t=257661) setting, but since most of them are not particularly setting specific I am putting this here.

There will be lots of animals and magical beasts, mostly in the CR 1 to 6 range, as it's a somewhat E6-ish world. (Flat maximum level for PCs and NPCs is 10th, and those are rare legendary heroes.)

All kinds of comments and suggestions are welcome, and if anyone spots wrong numbers, you are very much invited to point them out for me to correct.

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Beasts
Crocodile, Giant (CR 4)
Lizard, Bull (CR 4)
Lizard, Giant Monitor (CR 2)
Lizard, Horse (CR 2)
Monkey, Dire (CR 2) (http://www.giantitp.com/forums/showthread.php?p=15196169#post15219303)
Shark, Giant (CR 4) (http://www.giantitp.com/forums/showthread.php?p=15196169#post15219303)

Humanoids
Derro (Ancient Lands) (CR 1/3) (http://www.giantitp.com/forums/showthread.php?p=15196169#post15219727)
Drider (Ancient Lands) (CR 3) (http://www.giantitp.com/forums/showthread.php?p=15196169#post15219727)
Grimlock (CR 1) (http://www.giantitp.com/forums/showthread.php?p=15196169#post15219727)
Harpy (Ancient Lands) (CR 1) (http://www.giantitp.com/forums/showthread.php?p=15196169#post15219727)
Oni (Ancient Lands) (CR 5) (http://www.giantitp.com/forums/showthread.php?p=15196169#post15219727)
Reaver (CR 4) (http://www.giantitp.com/forums/showthread.php?p=15196169#post15219727)
Shie (CR 4) (http://www.giantitp.com/forums/showthread.php?p=15196169#post15219727)
Snake Warrior (CR 4) (http://www.giantitp.com/forums/showthread.php?p=15196169#post15219727)

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Animals

Giant Crocodile - CR 4
XP 1,200
Advanced 5 HD Crocodile
Huge animal
Init +0; Senses low-light vision; Perception +8
DEFENSE
AC 15, touch 8, flat-footed 15 (+7 natural, –2 size)
hp 47 (5d8+25)
Fort +9, Ref +4, Will +2
OFFENSE
Speed 20 ft., swim 30 ft.; sprint
Melee bite +10 (2d6+8 plus grab) and tail slap +4 (2d8+4)
Space 15 ft.; Reach 10 ft.
Special Attacks death roll (2d6+12 plus trip)
STATISTICS
Str 27, Dex 10, Con 21, Int 1, Wis 12, Cha 2
Base Atk +3; CMB +13 (+17 grapple); CMD 23 (27 vs. trip)
Feats Skill Focus (Perception, Stealth), Weapon Focus (bite)
Skills Perception +8, Stealth +2 (+10 in water), Swim +16; Racial Modifiers +8 on Stealth in water
SQ hold breath
ECOLOGY
Environment warm rivers and marshes
Organization solitary, pair, or colony (3–6)
Treasure none
SPECIAL ABILITIES
Death Roll (Ex) When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
Hold Breath (Ex) A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Sprint (Ex) Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.

These crocodiles are growing to massive size and are far more dangerous than the more common kind.

Lizard, Bull - CR 4
XP 1,200
Modified Bison
Large animal
Init +0; Senses low-light vision, scent; Perception +8
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +4, Will +1
OFFENSE
Speed 40 ft.
Melee gore +10 (2d6+12)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+12, DC 20)
STATISTICS
Str 27, Dex 10, Con 19, Int 1, Wis 11, Cha 4
Base Atk +3; CMB +12; CMD 22 (26 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack
Skills Perception +8
ECOLOGY
Environment warm or temperate plains
Organization solitary, pair, or herd (3–30)
Treasure none
SPECIAL ABILITIES
Stampede (Ex) A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample’s save DC increases by +2.

These large reptiles have bodies resembling those of huge bulls and are walking tree trunk like legs. A short neck connects their large heads to their massive shoulders and they also have a pair of large curved horns.
These animals are often kept as beasts of burden, especially to pull heavy loads. However, they are easily angered and difficult to handle.

Lizard, Horse - CR 2
XP 600
Modified Camel
Large animal
Init +1; Senses low-light vision, scent; Perception +8
DEFENSE
AC 13, touch 10, flat-footed 12 (+1 Dex, +3 natural, –1 size)
hp 25 (3d8+12)
Fort +7, Ref +4, Will +1
OFFENSE
Speed 50 ft.
Melee slam +7 (1d6+9)
STATISTICS
Str 22, Dex 12, Con 18, Int 2, Wis 11, Cha 4
Base Atk +2; CMB +9; CMD 20 (24 vs. trip)
Feats Alertness, Endurance
Skills Perception +8
ECOLOGY
Environment warm deserts
Organization solitary
Treasure none

This big reptile is the size of a large horse or camel, but it's body shape also resembles that of cattle or wilderbeats. Though primarily running on four legs, they can rear up on their hindlegs and are able to climb in rougher terrain than most beasts of burden except for mules. Being herd animals, they are relatively docile and easy to train and keep. They are mostly used to carry loads on their back in difficult terrain like jungles, but can also be ridden. They are the most common beast of burden among the majority of lizardfolk clans, which often have four to six of them in their villages.

Lizard, Giant Monitor - CR 2
XP 600
Advanced 5 HD Monitor Lizard
Large animal
Init +2; Senses low-light vision, scent; Perception +9
DEFENSE
AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, -1 size)
hp 47 (5d8+25)
Fort +12, Ref +5, Will +2
OFFENSE
Speed 30 ft., swim 30 ft.
Melee bite +10 (2d6+10 plus grab and poison)
STATISTICS
Str 25, Dex 13, Con 21, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +11 (+15 grapple); CMD 22 (26 vs. trip)
Feats Great Fortitude, Skill Focus (Perception), Weapon Focus (bite)
Skills Climb +11, Perception +9, Stealth +6 (+10 in undergrowth), Swim +15; Racial Modifiers +4 Stealth (+8 in undergrowth)
ECOLOGY
Environment warm forests or plains
Organization solitary, pair, or pack (3–6)
Treasure incidental
SPECIAL ABILITIES
Poison (Ex) Bite — injury; save Fort DC 17; onset 1 minute; frequency 1/hour for 6 hours; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based.

These large lizards are among the most dangrous common predators in the jungles and found on many islands as well. They generally stay away from civilization, but frequently attack and kill lone travelers who stray too far away from the next village.

Yora
2013-05-12, 10:05 AM
Animals (part 2)

Dire Monkey - CR 2
XP 600
Advanced Baboon
Medium animal
Init +1; Senses low-light vision; Perception +1
DEFENSE
AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 natural)
hp 19 (3d8+6)
Fort +5, Ref +4, Will +2
OFFENSE
Speed 40 ft.
Melee bite +6 (1d6+4)
STATISTICS
Str 16, Dex 13, Con 14, Int 2, Wis 12, Cha 5
Base Atk +2; CMB +5; CMD 16
Feats Dodge, Weapon Focus (bite)
Skills Acrobatics +10, Climb +11; Racial Modifiers +4 Acrobatics, +4 Climb
ECOLOGY
Environment warm forests or plains
Organization solitary, pair, or mission (3–6)
Treasure none

These large monkeys can be very agressive and like most primates are a lot stronger than they look. They also have fangs that rival those of any wolf or leopard and local people usually have a healthy dose of respect for them.

Shark, Giant - CR 4
XP 1,200
Advanced Shark
Huge animal (aquatic)
Init +4; Senses blindsense 30 ft., keen scent; Perception +10
DEFENSE
AC 15, touch 8, flat-footed 15 (+7 natural, -2 size)
hp 45 (6d8+18)
Fort +11, Ref +5, Will +3
OFFENSE
Speed swim 60 ft.
Melee bite +10 (2d6+10)
Space 15 ft.; Reach 10 ft.
STATISTICS
Str 25, Dex 10, Con 17, Int 1, Wis 12, Cha 2
Base Atk +4; CMB +13; CMD 23
Feats Great Fortitude, Improved Initiative, Weapon Focus (bite)
Skills Perception +10, Swim +15
ECOLOGY
Environment any ocean
Organization solitary, pair, or school (3–4)
Treasure none
SPECIAL ABILITIES
Keen Scent (Ex) A shark can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.

These huge sharks usually prey on whales and tuna, but are large enough to topple and crush small boats and are reported to be able to bite a man in half with their massive jaws.

Yora
2013-05-12, 11:58 AM
Monstrous Humanoids

Derro (Ancient Lands) - CR 1/3
XP 135
Derro warrior 1
Small humanoid (derro)
Init +2; Senses darkvision 60 ft; Perception +1
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 7 (1d10+1)
Fort +3, Ref +2, Will +0; +2 vs. poison, spells, and spell-like abilities
SR 12
Weaknesses light sensitivity
OFFENSE
Speed 20 ft.
Melee battleaxe +1 (1d6-1/×3)
Ranged shortbow +4 (1d4/×3)
STATISTICS
Str 9, Dex 14, Con 13, Int 10, Wis 10, Cha 6
Base Atk +1; CMB -1; CMD 11
Feats Blind Fight (B), Weapon Focus (battleaxe)
Skills Perception +1, Stealth +3
Gear battleaxe, shortbow with 20 arrows
ECOLOGY
Environment any underground (Underworld)
Organization solitary, team (2–5), squad (6–12 plus 3 sergeants of 3rd level and 1 leader of 3rd–8th level), or clan (13–80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3–6 lieutenants of 3rd–6th level, and 1–4 captains of 9th level)
Treasure NPC Gear

Derro are small humanoids that live in the Underworld. They might have once been descended from gnomes, but except for their size the two races don't share any real similarities anymore. Derro have pale white skin with a slight tint of blue or green and white or pale yellow hair that often grows in wild manes. The eyes of derro are completely white and provide them with excelent vision in darkness, but they are easily blinded by bright light and never travel outside to the surface during day or full moon.
Most people who met derro and had a chance to talk with them describe them as somewhat deranged and they are known to have very short tempers and attack at even slight provocations. They fight viciously and often suffer great casualties before they retreat from a battle, but they are not suicidal and won't stay to fight a battle they cannot win.

Drider (Ancient Lands) - CR 3
XP 800
Large monstrous humanoid
Init +2; Senses darkvision 60 ft., Perception +7
DEFENSE
AC 16, touch 12, flat-footed 13; (+2 Dex, +1 dodge, +4 natural, -1 size)
hp 30 (4d10+8)
Fort +3, Ref +6, Will +4; +2 vs. enchantment
Immune sleep; SR 14
OFFENSE
Speed 30 ft., climb 20 ft.
Melee mwk spear +6 (1d8+3/×3), bite +0 (1d4+1 plus poison)
Ranged mwk composite longbow +6 (1d8+2/×3)
Space 10 ft.; Reach 5 ft.
Special Attacks web (+5 ranged, DC 14, hp 4)
STATISTICS
Str 14, Dex 15, Con 14, Int 9, Wis 11, Cha 8
Base Atk +4; CMB +7; CMD 19 (31 vs. trip)
Feats Blind-Fight, Dodge
Skills Climb +15, Intimidate +4, Perception +7, Stealth +5, Survival +5; Racial Modifiers +2 Perception, +4 Stealth
SQ undersized weapons
Gear masterwork spear, masterwork composite longbow (+2 Str) with 20 arrows
ECOLOGY
Environment any underground (Underworld)
Organization solitary, pair, or group (3–8)
Treasure standard
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
Undersized Weapons (Ex) Although a drider is Large, its upper torso is the same size as that of a Medium humanoid’s upper torso. As a result, it wields weapons as if it were one size category smaller than its actual size.

Driders are one of the many twisted humanoid races that inhabit the Underworld. Unlike grimlocks or derro, driders still can be clearly identified as being the descandants of dark elves, yet at the same time they have also undergone the most drastic transformation of these races. Driders have the upper bodies of dark elves but everything below their waists resemble giant spiders. Since driders are born and not created, they have no magical abilities by default, but drider oracles and witches are not uncommon among their populations.

Grimlock - CR 1
XP 400
Medium Monstrous Humanoid
Init +1; Senses Blindsight 40 ft., scent; Perception +4
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 16 (2d10+5)
Fort +1, Ref +4, Will +2
Immune gaze attacks
OFFENSE
Speed 30 ft.
Melee battleaxe +4 (1d8+2/x3)
STATISTICS
Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6
Base Atk +2, CMB +4, CMD 15
Feats Blind-Fight (B), Toughness
Skills Climb +7, Perception +4, Stealth +6 (+16 in mountains or underground), Survival +4; Racial Modifier +10 Stealth in mountains or underground
Gear battleaxe
ECOLOGY
Environment underground (Underworld)
Organization Gang (2-4), pack (10-20), tribe (10-60 plus 1 leader of 3rd-5th level per 10 adults)
Treasure NPC gear
SPECIAL ABILITIES
Blindsight (Ex) Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded.

Grimlocks are tall and powerfully build humanoids that live deep in the Underworld. They have gray, stone-like skin and thin black hair, but their most distinguishing feature is their complete lack of eyes. Their skulls lack any holes for eyes and feature only a very slight brow. Yet they have extremely accurate senses of hearing and smell and it is often not immediately evident to onlookers that they are completely lacking any sense of sight.
Nobody knows where the grimlocks originally came from, but their great similarity to humanoids from the surface makes it almost certain that they are not belonging to the alien horrors that are native to the Underworld. Grimlocks are not very smart and have an almost feral culture, but anyone who has seen their camp can attest that they are far more than wild beasts.

Harpy (Ancient Lands) - CR 1
XP 400
Medium humanoid (harpy)
Init +6; Senses low-light vision; Perception +4
DEFENSE
AC 16, touch 13, flat-footed 13 (+2 Dex, +1 dodge, +1 natural)
hp 9 (2d8)
Fort +0, Ref +5, Will +0; +2 vs. enchantment
OFFENSE
Speed 20 ft., fly 50 ft. (average)
Melee spear +0 (1d8-1/x3), 2 talons +3 (1d6-1)
Ranged javelin +3 (1d6-1)
STATISTICS
Str 8, Dex 15, Con 11, Int 9, Wis 10, Cha 12
Base Atk +1; CMB +0; CMD 11
Feats Improved Initiative, Weapon Finesse (B)
Skills Fly +6, Perception +4, Survival +4; Racial Modifiers +4 Perception
Gear spear, 3 javelins
ECOLOGY
Environment warm or temperate forests or hills
Organization solitary, pair, or flight (3–12)
Treasure standard

Harpies are a race of winged humanoids native to the southern forests and hills of the Ancient Lands. They stand somewhat smaller than humans and are of almost delicate build, weighing even less than elves of similar height. The wings of harpies also function as their arms and they have three claws at the central joint of their wings which they can use as fingers. Their legs resemble those of humans at the top, but end in two large claws like those of an eagle. While highly agile creatures, the claws on their wings lack the precision of humanoid fingers and objects made by harpies are often rough and of simple construction. What clothing they have is usually made from animal hides stitched together, but they occasionally use cloth made by other races as well. Most harpies are female with males usually staying in the camps and villages as they are considered too valuable to risk in hunts or battles.
Since they lack separate pairs of arms and wings, harpies can not use their hands while they are flying, and they have to land to throw their spears and javelins. When attacking targets on the ground, harpies prefer to set ambushes in areas of rugged terrain, where they can land in hard to reach places and take to the air again before any enemies can get close enough to attack them.

Oni (Ancient Lands) - CR 5
XP 1,800
Advanced Kuwa Oni
Large outsider (shapechanger, spirit)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 20, touch 11, flat-footed 18 (+6 armor, +2 Dex, +3 natural, -1 size)
hp 57 (6d10+24); regeneration 5 (acid or fire)
Fort +9, Ref +4, Will +7; +4 vs. enchantment
DR 5/cold iron or magic; Resist cold 5, electricity 5, fire 5; SR 16
OFFENSE
Speed 30 ft. (40 ft. without armor)
Melee mwk greatclub +12 (2d8+9)
Ranged mwk composite longbow +8 (2d6+4/×3)
Spell-Like Abilities (CL 6th; concentration +9)
3/day — darkness, fly
1/day — charm person (DC 14), deep slumber (DC 16), invisibility (self only)
STATISTICS
Str 22, Dex 15, Con 18, Int 12, Wis 15, Cha 17
Base Atk +6; CMB +13; CMD 25
Feats Cleave, Combat Reflexes, Power Attack
Skills Bluff +11, Disguise +7, Intimidate +11, Knowledge (arcana) +9, Perception +10, Sense Motive +10, Spellcraft +3, Stealth +2, Use Magic Device +11
SQ change shape (medium or large humanoid; alter self)
ECOLOGY
Environment forests and hills (Spiritworld)
Organization solitary or gang (1 plus 3–10 humans of 1st–3rd level)
Treasure standard (masterwork breastplate, masterwork greatclub, masterwork composite longbow [+4 Str] with 20 arrows, other treasure)

(A less powerful version of the ogre mage for E6 games.)

Shie - CR 4
XP 1,200
Medium outsider (spirit)
Init +6; Senses darkvision 60 ft. detect magic, low-light vision; Perception +10
DEFENSE
AC 14, touch 13, flat-footed 11 (+2 Dex, +1 dodge, +1 natural)
hp 45 (6d10+12)
Fort +7, Ref +7, Will +5
DR 5/cold iron or magic; Resist cold 5, electricity 5, fire 5; SR 14
OFFENSE
Speed 40 ft.
Melee scimitar +8/+3 (1d6+3/18–20)
Ranged composite longbow +8/+3 (1d8+2/×3)
Spell-Like Abilities (CL 8th; concentration +10)
Constant — detect magic
3/day — invisibility, plane shift (self and willing targets to Spiritworld only)
STATISTICS
Str 14, Dex 15, Con 14, Int 14, Wis 13, Cha 15
Base Atk +6; CMB +8; CMD 21
Feats Combat Reflexes, Dodge, Improved Initiative (B), Iron Will
Skills Acrobatics +11, Bluff +11, Intimidate +11, Knowledge (spirits) +11, Perception +10, Sense Motive +10, Stealth +11, Survival +10
SQ change shape (humanoid, alter self)
Gear composite longbow (+2 Str), scimitar
ECOLOGY
Environment warm deserts
Organization solitary, pair, company (3–6), or band (7–12)
Treasure standard

The shie are an ancient race of humanoids from the spiritworld that once ruled over large parts of the Ancient Lands and were the main enemies of the naga. Shie appear similar to elves standing between six and eight feet tall but in their natural form are clearly beings of the spiritworld. Their specific appearances vary widely, but they often have skin and hair colored in unusual hues and eyes that are either sea green or purple, or even just orbs of perfect black or amber. Most shie show strong affinities towards one element or towards plant or animal life and in most cummunities one affinity is shared by the majority of indivduals, with the others usually being visitors or newcommers to the group. The shie gave up all their strongholds in the material world several thousands of years ago and are now only found in the Spiritworld but they had a major part in teaching many of the skills of civilization to mortals for the first time. Even if they were mostly slaves made to serve the shie in their castles.

Snake Warrior - CR 4
XP 1,200
Medium monstrous humanoid
Init +5; Senses darkvision 60 ft., scent; Perception +12
DEFENSE
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
hp 47 (5d10+20)
Fort +7, Ref +5, Will +5
Immune mind-affecting effects, paralysis, poison
OFFENSE
Speed 30 ft.
Melee mwk scimitar +11 (1d6+5/18–20), bite +10 (1d6+5 plus poison)
STATISTICS
Str 20, Dex 13, Con 19, Int 8, Wis 13, Cha 6
Base Atk +5; CMB +10; CMD 21
Feats Great Fortitude, Improved Initiative, Weapon Focus (scimitar)
Skills Escape Artist +10, Intimidate +5, Perception +12, Stealth +8, Survival +5, Swim +9; Racial Modifiers +8 Escape Artist, +4 Perception
Gear masterwork scimitar
ECOLOGY
Environment any land (usually jungles or underground)
Organization solitary, pair, or cult (3–12)
Treasure NPC gear
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is Constitution-based.

Snake warriors were created by the naga thousands of years ago to serve them as elite warriors in their wars against the shie and the wild lizardfolk that inhabited the southern jungles and islands at that time. They have the stature of large and powerful lizardfolk but with the long neck and head of a large snake. Their origin is a mystery to anyone outside the ranks of the most powerful naga sorcerers, but the serpent warriors lack any form of culture of their own and are only found in the service of the naga. Whether that means that the naga enslaved their entire race and hunted any free survivors to extinction, or of they were created by naga sorcery is uncertain. Snake warriors are soldiers without exception. There are no farmers, craftsmen, or scholars among their race. Males and females are identical in appearance and are given the same training and equipment. When their naga masters deem it neccessary to replenish their numbers, individuals with desireable traits are selected for breeding. Once a female has laid the eggs, they are given to naga caretakers who raise the young and will eventually train them as warriors.
(Think of a mix of degenerate serpentfolk and the Jem'Hadar from Star Trek.)

Yora
2013-05-13, 01:31 PM
Spirits

Spriggan - CR 6
XP 2,400
Medium outsider (spirit)
Init +3; Senses darkvision 60 ft. low-light vision; Perception +14
DEFENSE
AC 18, touch 14, flat-footed 14 (+3 Dex, +1 Dodge, +4 natural)
hp 60 (8d10+16); fast healing 3
Fort +6, Ref +9, Will +9
DR 10/cold iron; Immune mind-affecting effects, petrification, polymorph; Resist cold 10, electricity 10, fire 10; SR 18
OFFENSE
Speed 30 ft.
Melee 2 claws +10 (1d4+2)
Special Attacks distracting gaze, sneak attack +2d6
Spell-Like Abilities (CL 8th; concentration +10)
At will — speak with plants (trees only), tree shape
3/day — charm animal (DC 13), entangle (DC 13), tree stride (self plus 50 lbs. of objects only)
STATISTICS
Str 15, Dex 17, Con 14, Int 13, Wis 16, Cha 15
Base Atk +8; CMB +10; CMD 23
Feats Dodge, Great Fortitude, Nimble Moves, Power Attack
Skills Climb +13, Escape Artist +14, Knowledge (nature) +10, Knowledge (spirits) +6, Perception +14, Sense Motive +14, Stealth +14, Survival +14
Languages speak with plants, telepathy 100 ft.
SQ merge with ward, ward (wild trees)
ECOLOGY
Environment any forest (Spiritworld)
Organization solitary, pair, or group (3–5)
Treasure standard
SPECIAL ABILITIES
Distracting Gaze (Su) Staggered for 1d4 rounds, 30 feet, Will DC 16 negates. This is a mind-affecting effect that requires the spriggan to be visible to those it wishes to affect. The save DC is Charisma-based.
Merge with Ward (Su) As a standard action, a spriggan can merge its body and mind with its ward. When merged, the spriggan can observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its ward as a standard action. A spriggan must be adjacent to its ward to merge with or emerge from it.
Ward (Su) A spriggan has a specific ward in form of a tree. If the ward is destroyed while a spriggan is merged with it, the spriggan dies (no save). If a ward is destroyed while a spriggan is not merged with it, it loses its merge with ward ability and its fast healing, and becomes permanently sickened.

A spriggan is a powerful spirit of the forest, appearing as a tall genderless humanoid made entirely from vines, leaves, and branches. It only has a barely visible nose and mouth, and its only prominent facial feature is its pair of glowing green or ember eyes.

Yora
2013-05-19, 11:55 AM
Character Races

In my worldbuilding thread I finished the stats for the PC races. I didn't write up stat blocks for 1st level warriors, but the racial trait list are probably easier to read anyway.
The stats can be read here. (http://www.giantitp.com/forums/showpost.php?p=15263551&postcount=64) If you want to comment, you can do so in either thread.

Yora
2013-07-21, 11:08 AM
Rakurai

Rakurai - CR 1
XP 400
Medium monstrous humanoid (aquatic)
Init +1; Senses darkvision 60 ft., Perception +4
DEFENSE
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 13 (2d10+2)
Fort +1, Ref +4, Will +3
OFFENSE
Speed 20 ft., swim 40 ft.
Melee shortspear +3 (1d6+1), bite +1 (1d4+1) or
Melee 2 claws +3 (1d4+1), bite +1 (1d4+1)
Ranged javelin +3 (1d6+1)
STATISTICS
Str 13, Dex 13, Con 12, Int 7, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 14
Feats Multiattack
Skills Perception +4, Stealth +5, Survival +4, Swim +13
SQ amphibious
Gear shortspear, 3 javelins
ECOLOGY
Environment any ocean and underground
Organization solitary, pair, band (3–12), or tribe (13–60)
Treasure NPC gear
SPECIAL ABILITIES
Amphibious (Ex) Rakurai have the aquatic subtype, but can survive indefinitely on land.

The rakurai are a race of aquatic creatures that resembles a mix of carp and eel with pairs of arms and legs. Their scaly skin ranges from blue-gray to blue-green and they have orange to dark red frills along their spines and tail. A rakurai typically stands about 160 cm high when walking upright, but their total length inclusing their long necks and tails is considerably longer. The most powerful and dominant warriors often grow to considerably larger size and gain the giant creature template.
The rakurai have always been found near the beaches and coastal waters of warm and temperate coasts and islands, but they are even much more numerous in the deeper parts of the oceans and inhabit flooded parts of the underworld. The rakurai were already around when the naga build their first citadels in the material world, but their culture seems to have made little progress over the millenia, if any. They typically worship poweful monsters of the deep oceans, of which landdwellers have never even heard.

Dragonhawk

Dragonhawk - CR 3
XP 800
Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 18, touch 12, flat-footed 15 (+3 Dex, +1 dodge, +5 natural, -1 size)
hp 34 (4d10+12)
Fort +7, Ref +7, Will +4
OFFENSE
Speed 10 ft., fly 120 ft. (good)
Melee bite +5 (1d6+2), 2 talons +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 15, Dex 17, Con 16, Int 2, Wis 13, Cha 13
Base Atk +4; CMB +7; CMD 20
Feats Dodge, Flyby Attack
Skills Fly +10, Perception +10; Racial Modifiers +4 Perception
ECOLOGY
Environment temperate and warm plains, mountains, or hills
Organization solitary, pair, or flock (4–6)
Treasure none

Dragonhawks are large beasts that blend aspects of huge birds of prey and flying dinosaurs. They are faster and more agressive than hippogriffs, but can still be trained to serve as mounts for humanoid riders. Their feathers come in numerous variants of orange, light brown, and black, as well as some more rare cases of pale green or blue. Their heads resemble those of bearded vultures.http://www.biolib.cz/IMG/GAL/142177.jpghttp://fc09.deviantart.net/fs70/f/2010/360/9/7/bearded_vulture_by_sonnystitt-d35qfik.jpghttp://25.media.tumblr.com/tumblr_m4dlsy7GdZ1r4t9h1o1_1280.jpg

Yora
2013-07-25, 06:22 PM
Wisp

Wisp - CR 1/3
XP 135
Diminutive outsider (elemental, spirit)
Init +5; Senses blindsight 60 ft.; Perception +5
DEFENSE
AC 20, touch 20, flat-footed 14 (+5 Dex, +1 dodge, +4 size)
hp 5 (1d10)
Fort +0, Ref +7, Will +3
Defensive Abilities natural invisibility; DR 10/magic; Immune elemental traits (bleed, paralysis, poison, stunning, critical hits, sneak attack, flanking), mind-affecting, petrification, polymorph; Resist cold 10, electricity 10, fire 10; SR 12
OFFENSE
Speed fly 80 ft. (perfect)
Melee magic flash +8 (1d3 force)
Special Attacks blinding flash
STATISTICS
Str –, Dex 21, Con 11, Int 5, Wis 12, Cha 8
Base Atk +1; CMB +2; CMD 13
Feats Dodge
Skills Fly +23, Perception +5, Stealth +21
ECOLOGY
Environment any (Spiritworld)
Organization solitary, or swarm (6–18)
Treasure none
SPECIAL ABILITIES
Blinding Flash (Ex) A wisp can release a bright flash of light at a creature within 5 feet range. If the target fails a DC 15 Fortitude save, it is dazzled for one round until the start of the wisps next turn. A dazzled creature takes a -1 penalty on attack rolls and sight-based Perception checks.
Natural Invisibility (Ex) Wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.

Wisps are tiny gaseous spirits that appear as small balls of glowing light, often with a slight blue, green, or pink hue. They are barely intelligent and require no food or air. Wisps are often found in places of strong magical energies, but frequently serve more powerful spirits like nymphs, spriggans, or treants and scouts and sentinels.

Yora
2013-08-19, 02:42 PM
Reaver (new version)

A new version of reaver that has been toned down to be weaker than a troll/ogre rather than stronger.

Reaver - CR 2
XP 600
Large monstrous humanoid
Init +1; Senses darkvision 60 ft., scent; Perception +7
DEFENSE
AC 17, touch 10, flat-footed 16 (+3 armor, +1 Dex, +3 natural, +1 shield, -1 size)
hp 19 (3d10+3)
Fort +2, Ref +4, Will +4
OFFENSE
Speed 40 ft.
Melee battleaxe +5 (2d6+3)
Ranged javelin +3 (1d8+3)
STATISTICS
Str 17, Dex 12, Con 13, Int 8, Wis 12, Cha 9
Base Atk +3; CMB +5; CMD 16
Feats Intimidating Prowess, Skill Focus (Perception)
Skills Climb +6, Intimidate +5, Perception +7, Stealth +4, Survival +5; Racial Modifiers +4 Stealth
Languages Giant
Gear battleaxe, 2 javelins, light wooden shield, leather scale armor
ECOLOGY
Environment cold and temperate mountains and hills
Organization solitary, pair, gang (3–6), or warband (7–12 plus 2 warriors of 1st level and 1 chieftain of 3rd–5th level)
Treasure NPC Gear

Reavers are large horned humanoids from the spiritworld that resemble a cross between a bull and a lion. They roam the Spiritworld in small packs looking for fights and plunder, and occasionally find their way into the material world as well. They sometimes can be hired as mercenaries but usually regard their employers more like guides that point them towards their next targets.

Beasts

Ant Lion - CR 3
XP 800
Large magical beast
Init +5; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +5
DEFENSE
AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, -1 size)
hp 42 (5d10+15)
Fort +7, Ref +5, Will +1
OFFENSE
Speed 30 ft., burrow 10 ft.
Melee bite +9 (2d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 18, Dex 13, Con 17, Int 1, Wis 11, Cha 10
Base Atk +5; CMB +10 (+15 grapple); CMD 21 (30 vs. trip)
Feats Improved Initiative, Skill Focus (Stealth), Weapon Focus (bite)
Skills Climb +8, Perception +5, Stealth +5
ECOLOGY
Environment any forest, marsh, or plain
Organization solitary or nest (2–4)
Treasure incidental

A large predatory insect that prefers to hunt by burrying itself into the ground and ambushing prey that comes nearby. Groups of them often build underground chambers as nests, that are rarely more than a few meters from the surface.

Shrieker - CR 1/3
XP 600
Small magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +4
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 6 (1d10+1)
Fort +3, Ref +4, Will +0
OFFENSE
Speed 40 ft.
Melee bite +4 (1d3)
STATISTICS
Str 10, Dex 15, Con 13, Int 5, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 13
Feats Weapon Finesse
Skills Climb +4, Perception +4; Racial Modifiers +4 Perception
Languages None
ECOLOGY
Environment temperate hills, forests, and underground
Organization pack (3–11) or horde (12–30)
Treasure incidental

A small creature resembling a tail-less monkey with a thick mane and a very flat face instead of a snout or nose and tiny eyes. They have mostly bluish-gray to black fur and black manes and hunt in packs.

Fey Giant

Fey Giant - CR 6
XP 2,400
Large outsider (spirit)
Init +5; Senses darkvision 60 ft, low-light vision; Perception +13
DEFENSE
AC 21, touch 14, flat-footed 16 (+3 armor, +5 Dex, +4 natural, -1 size)
hp 68 (8d10+24)
Fort +9, Ref +7, Will +10
OFFENSE
Speed 40 ft.
Melee longsword +12/+7 (2d6+5/19–20) or 2 slams +12 (1d6+5)
Ranged mwk composite longbow +11/+11/+6 (2d6+5/×3)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 7th; concentration +8)
Constant—speak with nature
3/day—charm (DC 12, animals only)
STATISTICS
Str 20, Dex 21, Con 17, Int 14, Wis 15, Cha 12
Base Atk +8; CMB +14; CMD 29
Feats Deadly Aim, Iron Will, Point-Blank Shot, Rapid Shot
Skills Acrobatics +15 (+19 when jumping), Climb +15, Diplomacy +5, Knowledge (nature) +13, Knowledge (spirits) +13, Perception +13, Sense Motive +9, Stealth +11 (+15 in forests), Survival +13; Racial Modifiers +4 Stealth in forests
Languages Sylvan; speak with nature
Gear leather scale armor, longsword, masterwork composite longbow with 20 arrows
ECOLOGY
Environment temperate forests (Spiritworld)
Organization solitary, gang (2–4), or hunting party (5–9, plus 1–4 dire wolves)
Treasure standard

These large fey stand up to 9 feet tall and resemble heavily build elves with pale green skin and completely white eyes. They are big and strong enough to wrestle with trolls, but prefer using their large bows to inflict terrible damage from ambush before finishing of their enemies.

Intelligent Spider

Intelligent Spider - CR 4
XP 1,200
Large aberration
Init +8; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +13
DEFENSE
AC 18, touch 13, flat-footed 14 (+4 Dex, +5 natural, -1 size)
hp 47 (5d8+25)
Fort +6, Ref +7, Will +6
Immune mind-affecting
OFFENSE
Speed 40 ft., climb 40 ft.
Melee 2 claws +8 (1d6+6) and bite +3 (1d8+9 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attack web (+6 ranged, DC 17, hp 5)
STATISTICS
Str 23, Dex 19, Con 20, Int 15, Wis 14, Cha 12
Base Atk +3; CMB +10; CMD 24 (36 vs. trip)
Feats Improved Initiative, Lightning Reflexes, Power Attack
Skills Bluff +5, Climb +25, Knowledge (forbidden lore) +8, Perception +13 (+5 in webs), Sense Motive +6, Stealth +11 (+15 in webs), Survival +7; Racial Modifiers +12 Climb, +4 Perception (+8 in webs), +4 Stealth (+8 in webs)
Languages telepathy 100 ft.
ECOLOGY
Environment underground (Underworld)
Organization solitary, pair, or colony (3–8)
Treasure standard
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

These large creatures from the Underworld have a close resemblance to spiders but are actually a completely different species. They are highly intelligent and have telepathic abilities and often enslave humanoids like derro and grimlocks as workers and guards for their hives. Those taken by the spiders are almost never seen again.