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inuyasha
2013-05-15, 07:53 PM
WOOT! Monsters

Tentacle archon

Tentacle Archon

{TABLE]Size/Type:|Large Outsider (Good, Lawful, Archon)
Hit Dice:|8d8+32 (64 hp)
Initiative:|+7
Speed:|5 ft (1 squares), fly 90ft(Perfect)
Armor Class:|12 (-1 size,+3 dex, + ), touch 12, flat-footed 9
Base Attack/Grapple:|+8/+17
Attack:|tentacle +12 melee (1d6+5 plus 2d6 to evil creatures)
Full Attack:|6 tentacles +12 melee (1d6+5 plus 2d6 to evil creatures)
Space/Reach:|10ft/5ft
Special Attacks:|Holy tentacles
Special Qualities:|DR 10/evil, SR 18, fast healing 3
Saves:|Fort +10, Ref +11, Will +10
Abilities:| Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 12
Skills:|Appraise +0, Bluff +12, Diplomacy +12, Intimidate +12, Knowledge (Religion) +11, Knowledge (The Planes) +11, Listen +13, Spot +13, Use Magic Device +12
Feats:|Improved initiative, Iron will, Lightning reflexes
Environment:|Any lawful good plane
Organization:|Solitary, Pair, or school (3-10)
Challenge Rating:|10
treasure|standard
Alignment:| Always lawful good
Advancement:|9-12 HD large 13-16 HD huge
Level Adjustment:| --
[/table]
You see a gold and silver squid floating through the air, but it only has 6 tentacles, and those have wicked silver barbs on the end.
Combat:
These are warriors of the archons, floating into battle and ripping undead and fiendish creatures into shreds.
Holy tentacles (Su)
Against evil creatures, the tentacle archon does an additional 2d6 points of damage with its tentacles

Veggie bomber
Veggie bomber

{TABLE]Size/Type:|Small Plant
Hit Dice:|1d8+2 (6 hp)
Initiative:|+2
Speed:|20 ft (6 squares)
Armor Class:|16 (+1 size,+2 dex, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple:|+0/-5
Attack:|slam +0
Full Attack:|slam +0
Space/Reach:|5ft/5ft
Special Attacks:|Death throes
Special Qualities:| Immunities
Saves:|Fort +4, Ref +2, Will +0
Abilities:| Str 8, Dex 14, Con 14, Int 6, Wis 10, Cha 8
Skills:|Hide +10
Feats:|Weapon finesse
Environment:|Any jungles, farms, or forests
Organization:|single, pair, group (3-6), or farm (7-18)
Challenge Rating:|2?
treasure| none
Advancement:|2-4 HD small, 5-8 HD medium
Alignment:| Always neutral
Level Adjustment:|--
[/TABLE]
Before you is an oversized, spikey cucumber with legs and arms, and it starts to turn red...not a good sign
A Veggie bomber is a suicidal plant, blowing up, and this is also how it reproduces, because the spines and spikes on it are also seeds
Combat:
Death Throes (Ex):
When a veggie bomber dies, it explodes in a 30-foot radius causing 2d4 point of damage to all creatures within range. Medium-sized veggie bombers do 2d6 points of damage instead. A successful Reflex save (DC 12) halves the damage. The save is Constitution-based. Upon exploding, 2d20+2 spines fall to the ground and grow into new veggie bombers within a month.

Immunities (Ex)
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, polymorph, and stunning, low-light vision, not subject to critical hits

Ruby Vine

Ruby vine

{TABLE]Size/Type:|Huge Plant
Hit Dice:|8d8+40 (72 hp)
Initiative:|+0
Speed:|5 ft (1 squares)
Armor Class:|18 (-2 size,+0 dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple:|+6/+23
Attack:|slam +13 melee (1d8+9 plus blood drain)
Full Attack:|slam +13 melee (1d8+9 plus blood drain)
Space/Reach:|15ft,10ft
Special Attacks:|constrict,entangle,improved grab, blood drain
Special Qualities:|camouflage,low-light vision,plant traits
Saves:|Fort +11, Ref +2, Will +3
Abilities:| Str 28, Dex 10, Con 20, Int -, Wis 13, Cha 9
Environment:|temperate,forest or underground
Organization:|solitary or patch (2-4)
Challenge Rating:|6
Treasure| 1/10 coins 50% goods 50% items
Alignment| always neutral (evil tendancies)
Advancement:|9-16 hd (huge); 17-32 hd (gargantuan); 33+ hd (colossal)
Level Adjustment:|--
[/TABLE]
before you is a large thrashing vine with a shiny, blood red color. It appears to stab into the cow it is wrapped around and suck out its blood
the first ruby vine is rumored to have been created when an assassin vine seed was planted in, under, or near a recently slain vampire whos name has been lost for a very long time
combat
Constrict (Ex)
A ruby vine deals 1d8+13 points of damage with a successful grapple check.
Entangle (Su)
A ruby vine can animate plants within 30 feet of itself as a free action (Ref DC 15 partial).
The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 8th).
Improved Grab (Ex)
To use this ability, a ruby vine must hit with its slam attack.
It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it establishes a hold and can constrict.
Blindsight (Ex)
Ruby vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.
Camouflage (Ex)
Since a ruby vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.
Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.
Blood drain (Ex)
when grappling a creature, a ruby vine deals 1d4 con damage per round, and heals 5 hit points per point of con damage.


Half Wyvern template

A half wyvern is rarely created from a lusty wyvern (rarely, not never) but are more often created from experiments done by wizards to infuse wyvern blood into a living being
Creating a half wyvern
Half wyvern is an inherited template that can be added to any living creature besides an ooze, elemental, plant, or wyvern (a half wyvern wyvern is just called a wyvern)
Type/SizeType changes to dragon, and size doesn't change
Hit dice:Change all racial hit dice to D12s
Speed:gain a fly speed of double land speed (poor maneuverability)
Armor Class: add +4 natural armor
Attacks: gain a sting and a bite attack
Damage: sting does 1d4 for a medium sized half wyvern, and bite does 1d8. Keep any better damage if the base creature already has a sting or a bite
Special attacks: Keep those of the base creature and gain poison
Poison (Ex) on a successful tail attack, primary and secondary 1d6 con damage.
Special qualities: Keep those of the base creature and gain the ones below
Scent
Lowlight vision
Imminity to sleep and paralysis
Darkvision 60ft.
Abilities: +4 Str +2 con -2 intelligence -2 charisma
CR:+3
LA:+4



Molblar
Molblar

{TABLE]Size/Type:|Huge Aberration
Hit Dice:|12d8+60 (108 hp)
Initiative:|+0
Speed:|20 ft (4 squares), burrow 60ft
Armor Class:|8 (-2 size,+0 dex, + ), touch 8, flat-footed 8
Base Attack/Grapple:|+9/+24
Attack:|claw +14 melee (2d6+7)
Full Attack:|2 claws +14 melee (2d6+7)
Space/Reach:|15ft,10ft
Special Attacks:|Disembowl
Special Qualities:|DR 10/Adamantine, SR 22, Fast healing 5, fire and cold resistance 10
Saves:|Fort +11, Ref +4, Will +10
Abilities:| Str 25, Dex 10, Con 20, Int 3, Wis 10, Cha 6
Skills:|Intimidate +3, Listen +5, Spot +5
Feats:|Great fortitude, Iron will, Power attack, Cleave, Great cleave
Environment:|Any underground
Organization:|Solitary or pair
Challenge Rating:|10
Advancement:|13-18 HD huge, 19-24 HD gargantuan
Level Adjustment:|--
[/TABLE]
The creature before you is humongous in size, its large body is full of muscles. It has short, clawed legs, and it has long arms with hands that have claws that seem impossibly large
Molblars kill and eat anything in their path and keep on moving, almost nothing can stop them once they have started moving. They appear to be giant naked mole rats (like fallout but bigger), and it seems that very little can stop them.
Combat
Disembowl (Ex)
On a successful critical hit with its claws, the Molblar can attempt to disembowl the target. The target gets a fortitude save (DC 23) or else it instantly dies, on a successful save, much blood and internal structure is lost, dealing 1d6 constitution damage.


Bug humanoids
Fle
Fle

{TABLE]Size/Type:|Small Monstrous Humanoid
Hit Dice:|1d8+1 (5 hp)
Initiative:|+2
Speed:|30 ft (6 squares), climb 20ft
Armor Class:|15 (+1 size,+2 dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple:|+1/-4
Attack:|Javelin +4 ranged (1d4+0)
Full Attack:|Javelin +4 ranged (1d4+0)
Space/Reach:|5ft/5ft
Special Attacks:|Blood suck
Special Qualities:|DR 5/piercing, Darkvision 60ft
Saves:|Fort +3, Ref +4, Will +2
Abilities:| Str 8, Dex 14, Con 12, Int 8, Wis 10, Cha 8
Skills:|Hide +10
Feats:|Great fortitude
Environment:|Any
Organization:|Solitary, Pair, or swarm (3-22)
Challenge Rating:|1
Alignment| Usually neutral evil
Treasure| Standard
Advancement:|By character class
Level Adjustment:|
[/TABLE]
The humanoid before you appears to be a short amalgamation of human and flea, it is drinking the blood of a rat it seems to have freshly killed, and then it looks at you as if still hungry
A Fle is a short human flea hybrid with a very short, but very sharp probuscis that can suck small amounts of blood
Combat
Blood suck (Ex)
With a successful grapple check, a Fle can use its short probuscis to do 1d3 points of constitution damage.


Hemoptera
Hemoptera

{TABLE]Size/Type:|Small Monstrous Humanoid
Hit Dice:|1d8+1 (5 hp)
Initiative:|+2
Speed:|30 ft (6 squares)
Armor Class:|15 (+1 size,+2 dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple:|+1/-4
Attack:|bite +1 melee (1d4-1)
Full Attack:|bite +1 melee (1d4-1)
Space/Reach:|5ft/5ft
Special Attacks:|Filth fever
Special Qualities:|Flatten, Darkvision 60ft
Saves:|Fort +1, Ref +4, Will +2
Abilities:| Str 8, Dex 14, Con 12, Int 8, Wis 10, Cha 8
Skills:|Hide +13
Feats:|Skill focus (hide)
Environment:|Any
Organization:|solitary, pair, or swarm (3-22)
Challenge Rating:|1
Treasure|Standard
Alignment| Usually neutral evil
Advancement:| By character class
Level Adjustment:| 2
[/TABLE]
A small, chitin covered humanoid is in front of you, it scuttles away after flattening its body
Hemoptera are small bedbug human hybrids with a long probuscis that can spread filth fever
Combat:
Flatten (Ex)
A hemoptera can flatten and go through cracks and doors meant for tiny sized creatures
Filth fever
On a successful bite attack a hemoptera can spread filth fever, the save DC is constitution based.

Karooch
Karooch

{TABLE]Size/Type:|Small Monstrous Humanoid
Hit Dice:|1d8+2 (6 hp)
Initiative:|+0
Speed:|30 ft (6 squares), climb 20ft
Armor Class:|15 (+1 size,+0 dex, +4 natural), touch 11, flat-footed 15
Base Attack/Grapple:|+1/-4
Attack:|bite +1 melee (1d4-1)
Full Attack:|bite +1 melee (1d4-1)
Space/Reach:|5ft/5ft
Special Attacks:|
Special Qualities:|Roaches never die, Darkvision 60ft
Saves:|Fort +2, Ref +2, Will +2
Abilities:| Str 8, Dex 12, Con 14, Int 8, Wis 10, Cha 6
Skills:|Climb +3, Hide +4
Feats:|Run
Environment:|Any
Organization:|Solitary, Pair, Swarm (3-22)
Challenge Rating:|1
Alignment|usually neutral evil
Treasure|Standard
Advancement:|By character class
Level Adjustment:|3
[/TABLE]
In front of you is a cockroach humanoid with many wounds, although it seems very injured, it does not appear to be in pain or even hindered
Karooch are Cockroach humanoids with almost extraordinary toughness, and are often working in very large groups (which can include other bug humanoids)
Combat:
Roaches never die (Ex)
A Karooch can take standard and move actions while in negative hit points, they still will die if brought to negative 10 though, and they still lose one hit point every round, although they are able to heal themselves or be healed by others if they (or someone nearby) is a cleric or some other type of healer.

Cicadrakk
Cicadrakk

{TABLE]Size/Type:|Large Monstrous Humanoid
Hit Dice:|1d8+2 (6 hp)
Initiative:|-1
Speed:|30 ft (6 squares)
Armor Class:|14 (-1 size,-1 dex, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple:|+1/+7
Attack:|claw +2 melee (1d6+2)
Full Attack:|2 claws +2 melee (1d6+2)
Space/Reach:|10ft/5ft
Special Attacks:|Shriek
Special Qualities:|DR 5/slashing, Darkvision 60ft
Saves:|Fort +2, Ref +1, Will +2
Abilities:| Str 14, Dex 8, Con 14, Int 6, Wis 10, Cha 6
Skills:|Intimidate +6
Feats:|Ability focus (shriek)
Environment:|Any
Organization:|Solitary, Pair, or Mob (3-6)
Challenge Rating:|2
Alignment: Usually neutral evil
Treasure:| Standard
Advancement:|By character class
Level Adjustment:|4
[/TABLE]
Ahead of you is an ogre sized cicada humanoid, it has has large jaws and appears to be consuming part of a horse, its mouth opens wider and a piercing shriek fills the air
A Cicadrakk is a large horrifying hybrid of cicada and human with a terrifying shriek
Combat:
Shriek (Ex)
Once per minute, a Cicadrakk can make a 30ft. cone of sonic energy that does 2d8 points of sonic damage, a successful reflex save halves the damage
Skills:
A Cicadrakk uses its strength modifier for intimidate checks


Feceblister
Feceblister

{TABLE]Size/Type:|Medium Monstrous Humanoid
Hit Dice:|1d8+2 (6 hp)
Initiative:|+0
Speed:|30 ft (6 squares)
Armor Class:|14 (+0 dex, +4 ), touch 14, flat-footed 14
Base Attack/Grapple:|+1/+2
Attack:|slam +2 melee (1d6+1)
Full Attack:|slam +2 melee (1d6+1)
Space/Reach:|5ft/5ft
Special Attacks:|Stench blister
Special Qualities:|Immunity to scent based attacks, Darkvision 60ft
Saves:|Fort +4, Ref +2, Will +2
Abilities:| Str 12, Dex 10, Con 14, Int 8, Wis 10, Cha 6
Skills:|Tumble +4
Feats:|Great fortitude
Environment:|Any
Organization:|Solitary, Pair, or Squad (3-10)
Challenge Rating:|1
Alignment:| Usually neutral evil
Treasure:| Standard
Advancement:|By character class
Level Adjustment:|2
[/TABLE]
Among the group of bug humanoids is a one of the most grotesque, its face looks almost like a gas mask, its eyes are sunken and its fingers are long, and its entire body is covered in blisters and boils, it removes one, bites it on the top, and throws it in your direction
A Feceblister is a stinkbug human hybrid covered in blisters that it can throw
Combat:
Stench blister (Ex)
3 times per day, a Feceblister can detach a blister and throw it to create a stinking cloud spell, Caster level=HD, the save DC is constitution based.


Jatter
Jatter

{TABLE]Size/Type:|Small Aberration
Hit Dice:|1d8+0 (4 hp)
Initiative:|+3
Speed:|20 ft (4 squares)
Armor Class:|18 (+1 size,+3 dex, +4 Natural), touch 14, flat-footed 15
Base Attack/Grapple:|+0/-5
Attack:|Claw +4 ranged (1d4+0 plus Poison)
Full Attack:|2 Claws +4 ranged (1d4+0 plus Poison)
Space/Reach:|5ft/5ft
Special Attacks:|Poison
Special Qualities:| Darkvision 60ft, Lowlight vision
Saves:|Fort +0, Ref +3, Will +2
Abilities:| Str 8, Dex 16, Con 14, Int 6, Wis 10, Cha 8
Skills:|Hide +11, Move Silently +7
Feats:|Weapon finesse
Environment:|Any underground
Organization:|Solitary
Challenge Rating:|1
Alignment| Usually chaotic neutral
Treasure| none
Advancement:|2-4 HD (small) 5-6 HD (medium)
Level Adjustment:|--
[/TABLE]
This little creature has the lower body of a snake, and the upper body of a gaunt and emaciated toddler, its head appears skull-like and its hands are like sickles. The jatter is a sad creature with a poison that makes the nervous system very twitchy and hyperactive, causing a loss of fine motor skills and hallucinations. Some people have learned to harvest the poison and use it as a potent drug.
Combat:
Poison (Ex)
On a successful claw attack the Jatter can spread its poison, (constitution based DC 12), primary and secondary 1d3 wisdom 1d3 dexterity

Badjerok
Badjerok

{TABLE]Size/Type:|Medium Monstrous Humanoid
Hit Dice:|1d8+3 (7 hp)
Initiative:|+1
Speed:|30 ft (6 squares), burrow 10ft
Armor Class:|12 (+1 dex, +1 natural), touch 11, flat-footed 13
Base Attack/Grapple:|+1/+4
Attack:|claws +4 melee (1d4+3) or bite +4 melee (1d6+3)
Full Attack:|2 clawss +4 melee (1d4+3) and bite +4 melee (1d6+3)
Space/Reach:|5ft/5ft
Special Attacks:|rage
Special Qualities:|low-light vision,scent
Saves:|Fort +3, Ref +3, Will +2
Abilities:| Str 16, Dex 12, Con 17, Int 6, Wis 10, Cha 6
Skills:|Listen +2, Spot +2
Feats:|Track
Environment:|temperate,forest
Organization:|solitary,pair,or squad (3-5)
Challenge Rating:|1
Alignment:|Usually chaotic evil
Treasure:| Standard
Advancement:|By character class
Level Adjustment:|2
[/TABLE]
In front of you is a black and white furred orc, with large claws and a foaming mouth, altogether slightly more disgusting than usual
Badjeroks are a hybrid of badger and orc, and are very angry. They appear as large, deformed orcs with badger features, including claws, fangs, and a snout, their arms are rippling with muscles and their entire body filled with adrenaline. Orcs love genetic experiments...
Combat:
Rage (Ex)
A badjerok that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily


Shraeek
Shraeek

{TABLE]Size/Type:| Medium monstrous humanoid|
Hit Dice:|2d8+ ( hp)
Initiative:|
Speed:| 40ft
Armor Class:| 14 (+1 dexterity +3 natural), Touch 11, Flat footed 13
Base Attack/Grapple:| +2/+5
Attack:| Bite +5 (1d8+4)
Full Attack:| Bite +5 (1d8+4
Space/Reach:| 5ft/5ft
Special Attacks:|
Special Qualities:| Scent, Darkvision 60ft, Lowlight vision
Saves:|Fort +1, Ref +4, Will +3
Abilities:| Str 16, Dex 12, Con 12, Int 6, Wis 10, Cha 6
Skills:| Tumble +3 Jump +5 Survival +4
Feats:| Skill focus (survival), Track (bonus)
Environment:| Temperate forests
Organization:| Solitary, Pair, or Party (3-8)
Challenge Rating:| 1
Alignment| Usually chaotic evil
Treasure| Standard
Advancement:| By character class
Level Adjustment:|+3
[/TABLE]
Combat:
Jeez, orcs have no standards, this one looks like a velociraptor orc
Another genetic experiment of the orcs, these ones are half velociraptor half orc and they have hard scaly skin, fangs, a horrifying head, and they are quite good at juming.

Astral creature template
Astral creatures are native to the astral plane, and have adapted over many years to live there. They are faster than their normal counterparts, more charismatic by far, and have immunity to some things that affect their mundane cousins. They appear to have a hazy gray appearence and speak in soft, echoing voices.
Creating an astral creature Astral is a template that can be added to any creature besides an undead or construct
Size/type: Type changes to outsider, size is unchanged
Speed: Increase by 10ft and gain a fly speed equal to double land speed (perfect maneuverability)
Armor class: Gain a deflection bonus equal to charisma modifier (if positive)
Special qualities Keep those of the base creature, gain spell (and power if psionics are used) resistance 10+HD, immunity to disease and poison, and resistance 5 against fire, cold, electricity, and acid.
Abilities: +4 dex, -2 con, +4 carisma
CR: +2-3?
Alignment: Usually neutral
LA:+5?

Heartspawn


1st generation
1st generation heartspawn

{TABLE]Size/Type:|Colossal Giant (Fire, Earth)
Hit Dice:|20d8+220 (300 hp)
Initiative:|-1
Speed:|30 ft (6 squares), burrow 30ft
Armor Class:|19 (-8 size,-1 dex, +18 natural), touch 1, flat-footed 19
Base Attack/Grapple:|+15/+44
Attack:|slam +20 melee (4d6+13 plus 2d6 fire)
Full Attack:|slam +20 melee (4d6+13 plus 2d6 fire)
Space/Reach:|30ft/20ft
Special Attacks:|Burning body
Special Qualities:|DR 10/epic, SR 30, immunity to fire, Blindsense 30ft.
Saves:|Fort +25, Ref +7, Will +10
Abilities:| Str 37, Dex 9, Con 33, Int 14, Wis 15, Cha 7
Skills:|Craft (any one) +28, Intimidate +21, Listen +25, Spot +25
Feats:|Iron will, Skill focus (Craft), Great fortitude, Lightning reflexes, Power attack, Cleave, Great cleave
Environment:|Near the core of the planet, far below the underdark
Organization:|Solitary
Challenge Rating:|18
Treasure:|Standard (rarely flammable items)
Alignment:|Always Lawful neutral
Advancement:|30+ Colossal
Level Adjustment:|--
[/TABLE]
[I]An amazing giant is in front of you, with large fists, a stern (but not unkind) look, and a molten body, it almost appears to be friendly, although it is extremely hot down here...hey do you smell bacon?
The first generation heartspawn are gigantic beings that live far below the underdark, in the molten core of the material plane, they rarely come to the surface, and when they do they have a reason. They are amazing smiths, and are able to make beautiful artwork and amazing armor and weapons.
Combat:
Burning body (Ex)
Everyone within 15ft of a 1st generation heartspawn takes 2d6 points of fire damage per round, this ability can be shut on or off as a standard action at will.


2nd generation
2nd generation heartspawn

{TABLE]Size/Type:|Huge Giant (Earth, Fire)
Hit Dice:|14d8+112 (168 hp)
Initiative:|+0
Speed:|30 ft (6 squares), burrow 10ft
Armor Class:|17 (-2 size,+0 dex, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple:|+10/+25
Attack:|slam +15 melee (2d6+7)
Full Attack:|slam +15 melee (2d6+7)
Space/Reach:|15ft,10ft
Special Attacks:|Heat touch
Special Qualities:| Blindsense 20ft, SR 21, DR 10/magic
Saves:|Fort +19, Ref +6, Will +8
Abilities:| Str 25, Dex 10, Con 26, Int 12, Wis 14, Cha 6
Skills:|Craft (Any one) +21, Intimidate +15
Feats:|Skill focus (craft), Iron will, Great fortitude, Power attack, Lightning reflexes
Environment:|Any
Organization:|Solitary
Challenge Rating:|10
Treasure:|Standard
Alignment:|Usually lawful neutral
Advancement:|By character class
Level Adjustment:|--
[/TABLE]
You see a statue, a giant humanoid statue made of pure stone, in the middle of its chest is a circular patch of molten rock, and it appears to light up the room. The statue begins to move
These were created by the 1st generation heartspawn after the great shake, (see credits), and these created the 3rd generation. Like the 1st generation they are large and hot, but are different in personality and abilities. Like their larger cousins they are amazing craftsmen, and are even sometimes (but rarely) found working with dwarves if they are accepted within a dwarven city, or are actually found. Like their larger kin, they are very rare, and are hardly ever found, and when they are found, they are usually sleeping. Appearing as statues of not quite entirely cooled magma
Combat:
Hot touch (Ex)
With a successful melee touch attack, a 2nd generation heartspawn can cast the spell heat metal at a caster level of 10 and the save DC is constitution based


3rd generation
3rd generation heartspawn

{TABLE]Size/Type:|Medium Giant
Hit Dice:|1d8+1 (5 hp)
Initiative:|+0
Speed:|30 ft (6 squares)
Armor Class:|14 (+0 dex, +1 Natural, +3 Studded leather), touch 13, flat-footed 14
Base Attack/Grapple:|+0/+0
Attack:|large greatsword +0 melee (2d8+0)
Full Attack:|large greatsword +0 melee (2d8+0)
Space/Reach:|5ft/5ft
Special Attacks:|
Special Qualities:|Fire resistance 10, Powerful build
Saves:|Fort +3, Ref +0, Will -1
Abilities:| Str 10, Dex 10, Con 12, Int 14, Wis 8, Cha 12
Skills:|Bluff +8, Craft (Any one) +6, Disguise +5
Feats:|Skill focus (bluff)
Environment:|Any
Organization:|Solitary, Pair, or Band (3-10)
Challenge Rating:|1
Treasure:|Standard
Alignment:|Usually lawful neutral
Advancement:|By character class
Level Adjustment:|+3
[/TABLE]
Before you is a beautiful woman, who appears to be an elf, with firey red hair, and a wild look in her eyes
3rd generation are the final generation of heartspawn, created by the 2nd. They are very human, and are surprisingly master manipulators, and are very common unlike their older kin, like their older kin, they are also fairly good craftsmen, but nowhere near the amount of skill the 1st and 2nd generation uses. They appear to be normal humans, and some look like elves or dwarves, and blend into different societies well
Combat:
Powerful build (Ex)
Whenever it is beneficial, 3rd generation heartspawn are treated as one size larger (forgive me if ive gotten this wrong, ive never seen this ability before, ive just assumed this is how powerful build works)


Ink creature template
Ink creatures appear as regular specimins that are leaner and have darker colors. Although they are lean, they are actually quite tough.
Creating an ink creature Ink creature can be added to any monster that can be summoned by a
Size/type: Type changes to magical beast, and size is unchanged
Special attacks: Retain all those of the base creature and gain the following
Poison (Ex)
With a successful natural attack (pick one, it cannot do bludgeoning damage) the ink creature can inject poison (primary and secondary, 1d2 wisdom 1d2 dexterity). The save DC is constitution based

Special qualities:
Ink creatures are immune to disease, fatigue, exhaustion, and nausea
Abilities: +2 dexterity, +2 constitution, -2 intelligence, -2 charisma
CR +1
LA +2

Dranther
Dranther

{TABLE]Size/Type:|Medium Monstrous Humanoid
Hit Dice:|4d8+8 (24 hp)
Initiative:|+4
Speed:|30 ft (6 squares)
Armor Class:|19 (+4 dex, +1 natural, +4 chain shirt ), touch 18, flat-footed 15
Base Attack/Grapple:|+4/+7
Attack:|short sword +8 melee (1d6+3)
Full Attack:|2 claws +3 melee (1d4+1) and short sword +8 melee (1d6+3)
Space/Reach:|5ft/5ft
Special Attacks:|Pounce, Rake
Special Qualities:|Scent, Darkvision 120ft, SR 15, Spell like abilities
Saves:|Fort +3, Ref +8, Will +4
Abilities:| Str 16, Dex 19, Con 15, Int 12, Wis 10, Cha 12
Skills:|Hide +11, Move Silently +11, Spellcraft +8
Feats:|Weapon finesse, Improved natural attack (claws)
Environment:|Any underground
Organization:|Solitary, Pair, or Pack (3-6)
Challenge Rating:|2
Treasure:|standard
Alignment:|Usually Neutral evil
Advancement:|By character class
Level Adjustment:|3
[/TABLE]
This creature has the upper body of a drow, and the lower body of a panther,
these creatures are powerful and stealthy, and try to kill opponents as quickly as possible.
Combat:

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

Rake (Ex)
Attack bonus +6 melee, damage 1d3+1.

Spell like abilities (Sp)
Dranthers can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drantherís class levels.



Hissolch
hissolch

{TABLE]Size/Type:|Medium Outsider (evil, native)
Hit Dice:|1d8+1 (5 hp)
Initiative:|+2
Speed:|30 ft (6 squares)
Armor Class:|16 (+2 dex, ++2 leather, ++2 natural), touch 14, flat-footed 14
Base Attack/Grapple:|+1/+2
Attack:|rapier +3 melee (1d6+1) or longbow +3 ranged (1d8+0)
Full Attack:|rapier +3 melee (1d6+1) and longbow +3 ranged (1d8+0)
Space/Reach:|5ft/5ft
Special Attacks:|
Special Qualities:|low-light vision, Scent, spell like abilities
Saves:|Fort +3, Ref +4, Will +1
Abilities:| Str 13, Dex 15, Con 12, Int 10, Wis 9, Cha 12
Skills:| Spot +3, Listen +3, Intimidate +5, Bluff +5, Jump +5, Tumble +6, Hide +6, Move silently +6
Feats:|weapon finesse
Environment:|warm,plains
Organization:|solitary or gang 2-5 plus 1-2 fiendish tigers)
Challenge Rating:|1/2
Treasure:|standard
Alignment:|usually chaotic neutral
Advancement:|by character class
Level Adjustment:|+3
[/TABLE]
Before you is a lean cat person, with red eyes, red and black fur, and an almost emaciated look
Hissolch are the resulting race of ancient crossbreeding between catfolk and demons, they are adept with magic and are quick and charismatic, as well as strong and intelligent.
Combat:
Spell like abilities (Sp):
1/day--Blur, Mirror image
CL=hit dice, DC's are charisma based

Spawn of baphomet
Spawn of baphomet

{TABLE]Size/Type:|Large Outsider (Evil, Extraplanar)
Hit Dice:|6d8+24 (48 hp)
Initiative:|+0
Speed:|30 ft (6 squares)
Armor Class:|16 (-1 size,+0 dex, ++7 natural), touch 9, flat-footed 16
Base Attack/Grapple:|+6/+16
Attack:|greataxe +11 melee (3d6+6) or gore +11 melee (1d8+6)
Full Attack:|greataxe +11 melee (3d6+6) and gore +11 melee (1d8+6)
Space/Reach:|10ft/5ft
Special Attacks:|powerful charge 4d6+6
Special Qualities:|natural cunning,scent, Spell like abilities
Saves:|Fort +9, Ref +5, Will +5
Abilities:| Str 23, Dex 10, Con 18, Int 7, Wis 10, Cha 6
Skills:|
Feats:|great fortitude,power attack,track
Environment:|underground
Organization:|solitary,pair,or gang (3-4)
Challenge Rating:|5
Treasure:|standard
Alignment:|usually chaotic evil
Advancement:|by character class
Level Adjustment:|+4
[/TABLE]
Eew, what is wrong with this minotaur, this is just disgusting
Spawn of baphomet is exactly what it sounds like. These demonic minotaurs are stronger, tougher, and even uglier than regular minotaurs and even have some magical capability thanks to their horrible bloodlines
Combat:
Spell like abilities (Sp):
3/day--Fear, 1/day-- Summon monster III (fiendish only)

Spirit render

Spirit render

{TABLE]Size/Type:|Huge Aberration (extraplanar, incorporeal)
Hit Dice:|18d8+126 (198 hp)
Initiative:|+5
Speed:| ft (0 squares), fly 60ft(Perfect)
Armor Class:|20 (-2 size,+5 dex, +7 deflection), touch 20, flat-footed 15
Base Attack/Grapple:|+13/+21
Attack:|Incorporeal touch +11 melee (3d6+0)
Full Attack:|Incorporeal touch +11 melee (3d6+0)
Space/Reach:|15ft,10ft
Special Attacks:|Possess
Special Qualities:|DR 10/Electricity or salt (see below), SR 28, manipulation, Salt vulnerability
Saves:|Fort +13, Ref +11, Will +13
Abilities:| Str -, Dex 20, Con 24, Int 17, Wis 10, Cha 16
Skills:|Bluff +27, Disable Device +24, Intimidate +27, Open Lock +26, Sleight of Hand +26
Feats:|Ability focus (possess), Improved initiative, Iron will, Improved natural attack, power attack, skill focus (intimidate), skill focus (bluff)
Environment:|the far realms
Organization:|Solitary, Pair, or "haunting" (3-6)
Challenge Rating:|15
Treasure:|Standard
Alignment:|Usually Chaotic Evil
Advancement:|18-27 (huge) 28-36 (gargantuan)
Level Adjustment:|--
[/TABLE]
Thats one weird fog cloud...
Although they are often confused for undead, these horrible creatures are far from it. They are extraplanar aberrations from the far realms. They possess a living host, and quickly devour it from the inside, almost instantly killing it. It then quickly moves to another target. It has no definite form, just a cloud of thick fog that quickly disappears while possessing someone. They are vulnerable to salt, and this is the reason behind the myth that ghosts are especially damaged by salt, or are blocked by it.
Combat:
Manipulation (Su):
Soul renders can at will cast greater mage hand (SC) at CL 10
Possess (Su):
On a successful incorporeal touch attack, a target must make a will save (constitution based DC 25) or else be effectively dominated (as the spell at CL 15) by the soul render, the soul render cannot be attacked while possessing the target, and the target is dealt 1d8 damage per round it is possessed, a new save can be made every time the soul render makes the target do something against his/her nature.
Salt vulnerability
The touch of salt does 2d6 damage per round of contact to a soul render. A weapon can be coated with an ounce of salt at the tip as a move action. This ignores the soul renders incorporeality and deals an additional 2d6 damage for one round.


drakes
Dusk tongue drake
Dusk tongue drake

{TABLE]Size/Type:|Tiny Dragon (Shapeshifter)
Hit Dice:|1d12+2 (8 hp)
Initiative:|+4
Speed:|30 ft (6 squares), fly 60ft(Good)
Armor Class:|18 (+2 size,+4 dex, +2 natural), touch 16, flat-footed 14
Base Attack/Grapple:|+1/-9
Attack:|tongue +5 melee (1d2-2 plus poison)
Full Attack:|tongue +5 melee (1d2-2 plus poison)
Space/Reach:|5ft/0ft
Special Attacks:|Poison
Special Qualities:|Limited shapeshifting, mirror image
Saves:|Fort +4, Ref +6, Will +4
Abilities:| Str 6, Dex 18, Con 14, Int 12, Wis 14, Cha 12
Skills:|Bluff +5, Decipher Script +5, Gather Information +5, Hide +12, Listen +6, Search +5, Spot +6
Feats:|Ability focus (poison), weapon finesse (bonus)
Environment:|Any
Organization:|solitary, pair, or mage death troop 3-6
Challenge Rating:|2
Treasure:|None
Alignment:|Usually neutral evil
Advancement:|2-3 HD small
Level Adjustment:|--
[/TABLE]
Before you is a small black dragon with a very smooth body, it has a long tongue forked like that of a snake, and it looks at your as if hungry for that juicy raven on your shoulder
A dusk tongue drake is named for its dark colors and its long tongue, they are often referred to as magekiller dragons because they immediately go towards a sorcerer or wizards familiar, attack it, then quickly take its form and use their mirror image to distract other people. It is a ruthless strategy that these dragons have naturally evolved to have
Combat:
Poison (Ex):
On a successful attack with its tongue, the target must make a fortitude save (DC 15, con based) or else take 1d3 intelligence and 1d3 charisma damage (initial and secondary).
Mirror image (Sp)
once a day, CL 5, mirror image spell
Limited shapechanging (Su)
As per polymorph self, but only to take the form of the familiar of a specific sorcerer/wizard that is within 30ft.

Phase pulse drake
Phase pulse drake

{TABLE]Size/Type:|Small Dragon (Extraplanar)
Hit Dice:|3d12+-3 (15 hp)
Initiative:|+5
Speed:|10 ft (2 squares), fly 60ft(Perfect)
Armor Class:|21 (+1 size,+5 dex, +3 deflection, +2 natural), touch 19, flat-footed 16
Base Attack/Grapple:|+3/-2
Attack:|bite +3 melee (1d4-1)
Full Attack:|bite +3 melee (1d4-1)
Space/Reach:|5ft/5ft
Special Attacks:|Breath weapon
Special Qualities:|Warp-deflection field, reality portal
Saves:|Fort +4, Ref +8, Will +4
Abilities:| Str 8, Dex 20, Con 9, Int 13, Wis 12, Cha 16
Skills:|Bluff +9, Decipher Script +7, Disable Device +7, Gather Information +9, Hide +15, Knowledge (the planes) +7, Tumble +11
Feats:|Ability focus (breath weapon), Great fortitude
Environment:|Anywhere
Organization:|Solitary, pair, or clutch (3-6)
Challenge Rating:|3
Treasure:|none
Alignment:|Usually neutral good
Advancement:|4-6 small 7-9 medium
Level Adjustment:|-
[/TABLE]
this small snake like creature has dragon wings, and wide eyes, it chatters with excitement and makes catlike noises as it gracefully flies around your head
These drakes appear to be heavenly white snakes with very small wings that allow them to fly. They are inhabitants of all the upper planes, and are rumored to be cousins of ravids (these are of course false however).
Combat:
Breath weapon (Su):
Once per minute, 10ft. cone of sonic energy, 2d8 sonic damage reflex save DC 12 for half (con based).
Warp-deflection field (Su):
A phase pulse drake has a deflection bonus to AC equal to its charisma score.
Reality portal (Su)
At will dimension door CL 10.






Steel spine ghoul
Steel spine ghoul

{TABLE]Size/Type:|Medium Undead
Hit Dice:|6d12+0 (36 hp)
Initiative:|-1
Speed:|30 ft (6 squares)
Armor Class:|19 (-1 dex, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple:|+3/+7
Attack:|slam +7 melee (1d6+4)
Full Attack:|slam +7 melee (1d6+4)
Space/Reach:|5ft/5ft
Special Attacks:|Create spawn, spikes
Special Qualities:|Metal fusion, DR 10/cold or electricity
Saves:|Fort +4, Ref +1, Will +7
Abilities:| Str 18, Dex 8, Con -, Int 12, Wis 10, Cha 9
Skills:|Hide +8, Intimidate +8, Listen +9, Spot +9, Survival +9
Feats:|Ability focus (paralysis), Great fortitude, Iron will
Environment:|Any
Organization:|solitary, pair, or pack (3-8)
Challenge Rating:|6
Treasure:|standard
Alignment:|Usually lawful evil
Advancement:|7-9 medium, 10-12 large
Level Adjustment:|--
[/TABLE]
before you is a savage ghoul covered in steel plates with large spikes similar to that of a porcupine
these poor souls are usually dwarves who accidentally fell into a large forge (or other vat of hot metal) and died, returning as these abominations. They appear as regular ghouls but with metallic plates covered in long, razor sharp spines covering their skin.
Combat:
Metal fusion (Ex):
Steel spine ghouls are affected by anything that would also effect constructs, and are considered ferrous for the purpose of rusting grasp and a rust monster.
Create spawn (Su):
Humanoids killed by steel spine ghouls rise again as ghouls in one day.
Spikes (Ex):
Anything striking the steel spine golem with natural or unarmed attacks takes 1d6 points of slashing and piercing damage

inuyasha
2013-05-15, 10:41 PM
Angel of bones
Angel of bones

{table]Size/Type:|Medium Undead (extraplanar, evil)
Hit Dice:|12d12+60 (132 hp)
Initiative:|+8
Speed:|30 ft (6 squares), fly 90ft(Good)
Armor Class:|22 (+4 dex, +8 natural), touch 14, flat-footed 18
Base Attack/Grapple:|+6/+9
Attack:|claw +11 melee (1d6+3)
Full Attack:|2 claws +11 melee (1d6+3) and bite +6 melee (1d6+1)
Space/Reach:|5ft/5ft
Special Attacks:|spell like abilities
Special Qualities:|Unholy toughness, DR 10/silver and good, darkvision 60ft, undead traits, turn resistance +4
Saves:|Fort +6, Ref +10, Will +10
Abilities:| Str 17, Dex 18, Con -, Int 12, Wis 10, Cha 20
Skills:|Intimidate +20, Jump +18, Knowledge (religion) +16, Knowledge (the planes) +16, Move Silently +19
Feats:|Lightning reflexes, Iron will, Great fortitude, Improved initiative, weapon finesse
Environment:|the negative energy plain/sometimes the plane they came from in life
Organization:|Solitary or pair
Challenge Rating:|10
Treasure:|standard
Alignment:|Always chaotic evil
Advancement:|13-18 medium, 19-24 large
Level Adjustment:|--
[/table]
A once beautiful creature lays before you. It once was an angel, a powerful being from the higher planes of existance, but like all good things, it has died. Its twisted form is writhing in pain, its pale skin tough and stretched, its teeth, sharpened and crooked, and still the eyes of this creature, look at you with a mixture of love and hate, it seems confused with its very existance, and it lashes out
Angels of bone are a cruel race of undead angels whos beauty has faded, whos life of good has left, and in its place comes pure hatred. This horrible creature has terrifying spell like abilities, killing all that stand in its way
Combat:
Unholy toughness (Su)
An angel of bone adds its charisma modifier*its hit dice to its hit points
Spell like abilities:
3/day--Avascular mass, field of ghouls, bloodstar, call nightmare. At will--Black tentacles, contagion, poison,

Chained demon
Chained demon

{TABLE]Size/Type:|Medium Outsider (Evil, Chaotic)
Hit Dice:|5d8+15 (35 hp)
Initiative:|+0
Speed:|10 ft (2 squares)
Armor Class:|10 (+0 dex, + ), touch 10, flat-footed 10
Base Attack/Grapple:|+5/+6
Attack:|slam +6 melee (1d6+1)
Full Attack:|slam +6 melee (1d6+1)
Space/Reach:|5ft/5ft
Special Attacks:|Unchained power
Special Qualities:|Let me go, Acid, fire, lightning and cold resistance 10, SR 20, DR 10/sonic or good
Saves:|Fort +7, Ref +4, Will +7
Abilities:| Str 12, Dex 10, Con 17, Int 12, Wis 12, Cha 20
Skills:|Bluff +13, Diplomacy +13, Disguise +13, Gather Information +13, Hide +8, Intimidate +13, Listen +9, Search +9, Spot +9
Feats:|Ability focus (let me go), iron will
Environment:|Any
Organization:|Solitary
Challenge Rating:|8
Treasure:|None
Alignment:|Always Chaotic evil
Advancement:|6-12 HD medium
Level Adjustment:|--
[/TABLE]
In front of you is an elven maiden bound in chains, with a large lock on her chest, you just want to unlock it seeing as she is covered in scars and bruises, and is wearing tattered clothing
Legend says that these demons were chained up long ago by the demon lords because of their power. They were once succubi, but they began to experiment, augmenting their blood with magical ingridients and powers, but even their bodies couldnt handle it, and it needed to be controlled. These demons appear as beautiful women, held in chains, but when the lock is undone they transform into ogre sized monstrosities just crackling with demonic power, with claws and horns, and bulging muscles.
Combat:
Let me go (Su)
At will the chained demon can make a target within 20ft make a will save (charisma based DC 20, with a +3 racial bonus) or else immediately try to break the chains or unlock the lock on the demon, use the standard stats for how hard a regular chain is to break, but the demon cannot do this to herself, only another person.
Unchained power (Su)
When the chain is broken (see above) the demons true power unleashes, and it gains the following benefits

A fly speed of 60 (good)
The feral template from savage species (even though its regularly unable to gain the template)
two claws doing 1d6 damage each
a bite doing 1d8 damage
large size
and half of the damage from its natural attacks is considered vile damage


Elemental guardians
Earth
The guardian of earth is the tarrasque, just change terrain to core of the plane of earth. And change alignment to Lawful neutral.
Air

Stellacust the dragon of the storm

{TABLE]Size/Type:|Colossal Dragon (air)
Hit Dice:|44d12+440 (704 hp)
Initiative:|+5
Speed:|60 ft (12 squares), fly 200ft(Perfect)
Armor Class:|37 (-8 size,+5 dex, +20 natural, +10 deflection), touch 17, flat-footed 32
Base Attack/Grapple:|+44/+71
Attack:|bite +47 melee (4d6+11 plus 2d6 electricity)
Full Attack:|2 claws +42 melee (2d6+5 plus 1d6 electricity) and bite +47 melee (4d6+11 plus 2d6 electricity) and 2 wing buffets +42 melee (3d6+5)
Space/Reach:|30ft/20ft
Special Attacks:|Breath weapon, stormy body
Special Qualities:|DR 15/epic, SR 54, Darkvision 60ft, Lowlight vision, Scent, Immunity to electricity, cold, and sonic
Saves:|Fort +34, Ref +31, Will +28
Abilities:| Str 32, Dex 20, Con 30, Int 18, Wis 14, Cha 20
Skills:|Bluff +52, Diplomacy +52, Gather Information +52, Intimidate +52, Jump +58, Knowledge (Arcana) +51, Knowledge (The planes) +51, Listen +49, Sense Motive +49, Spot +49
Feats:|Epic toughness (9), Iron will, Ability focus (breath weapon), Power attack, Cleave, Great cleave, Lightning reflexes
Environment:|The core of the plane of air
Organization:|Solitary (unique)
Challenge Rating:|21
Treasure:|None
Alignment:|Always lawful neutral
Advancement:|45+ Colossal
Level Adjustment:|--
[/TABLE]
Stellacust, the guardian dragon of the plane of air, is not only physically impressive, but also the most mentally advanced of the elemental guardians. He appears as a raging storm with rushing winds, rain, lightning, and thunder. A terrible noise and a horrific shriek, as well as the stench of ozone, and a bright flash of light, appear when he breathes his amazing breath.

Combat
Breath weapon (Su):
A 100 foot cone of thunder, lightning, and chilling rain springs from stellacust's mouth when he breathes, dealing 22d10 damage that is considered cold, electricity, and sonic. a reflex save (dc 44) halves the damage.

Stormy body (Su):
Stellacust is immune to critical hits and sneak attacks, and anyone attacking him with a melee attack must make a reflex save (dc 42) or else take 5d8 sonic and 5d8 electricity damage and be dazed for 10 rounds.


Fire
The Collossus of brass

{TABLE]Size/Type:|Colossal Construct (Fire)
Hit Dice:|49d10+230 (475 hp)
Initiative:|+8
Speed:|40 ft (8 squares), burrow 30ft
Armor Class:|34 (-8 size,+0 dex, +32 natural), touch 2, flat-footed 34
Base Attack/Grapple:|+36/+71
Attack:|slam +47 melee (4d6+19 plus 3d6 fire (19-20 X4)
Full Attack:|2 slams +47 melee (4d6+19 plus 3d6 fire (18-20 X4)
Space/Reach:|30ft/20ft
Special Attacks:|Toxic fumes, Giant fists,
Special Qualities:|DR 15/epic, SR 58, Immune to fire and sonic, fire healing, Eternal flame, Heart gate
Saves:|Fort +18, Ref +18, Will +18
Abilities:| Str 48, Dex 10, Con -, Int 6, Wis 10, Cha 5
Skills:|Intimidate +71
Feats:|Power attack, Cleave, Great cleave, Iron will, Lightning reflexes, Great fortitude, Epic toughness (6), Improved initiative, Superior initiative,
Environment:|The core of the plane of fire
Organization:|Solitary (unique)
Challenge Rating:|22
Treasure:|None
Alignment:|Lawful neutral
Advancement:|49+ Colossal
Level Adjustment:|--
[/TABLE]
The colossus of brass is the most technologically advanced thing ever built. It was constructed long ago to be the guardian of the plane of fire, and always will be. It appears as a giant brass golem, with gears and clockwork showing. And with long exhaust pipes belching out horrible black smoke and fire. Its brass fists are large and superheated, and can crush the head of any mortal who tries to face it. Ancient historical writings say that instead of being powered by a bound earth elemental, it has the spirits of 100 efreeti powering its every move.
Combat:
Toxic fumes (Ex)
The Colossus of brass is constantly surrounded by a thick cloud of black, toxic smoke. It grants a 20% miss chance against ranged attacks, and everyone must make a fortitude save (DC 34) or be affected by a cloudkill spell at CL 20. This smoke is non magical and cannot be dispersed or dispelled
Great fists (Ex)
The fists on the Colossus of brass are large, and get a critical hit on an 18-20. In addition when a critical hit is made the fist does quadruple damage.
Eternal spark (Su)
When killed, the Colossus of brass is reborn at the core of the plane of fire, but this requires one year as the planar energies reshape it, and the souls of efreet are collected to power it.
Heart gate (Su)
When killed, the spell gate is cast at CL 20 as per the spell. When the duration expires, the dead body of the Colossus of brass disappears and reappears on the elemental plane of fire.

Water

Positive
Negative

inuyasha
2013-05-15, 10:46 PM
*reserved*

Hanuman
2013-05-16, 03:49 AM
If you'd be interested in a PEACH trade I'd be more than happy, send me a PM.
The time between allowed posts is about 60 seconds, I'd just make a new thread.

inuyasha
2013-12-31, 02:48 PM
Wow, I forgot about this thing, it's been here all year and Ive been slowly compiling it. Most of these are probably terrible, but have a look, and give me more ideas, it's literally just a big thread of monsters, also feel free to contribute on your own :), and also how do I change the thread name