hylian chozo
2008-02-06, 05:57 PM
Just a few things I've been working on.
Monsters:
Redead
Medium Undead (Evil)
HD 5d12 (30 hp)
Speed 15 ft. (3 squares)
Init: +1
AC 11; touch 9; flat-footed 11
(-1 dex, +2 natural armor)
BAB +2; Grp +9
Attack Bite +5 (grapple)(1d6, /x2 + 3)
Full-Attack Bite +5 (grapple) (1d6, /x2 +3)
Space 5 ft.; Reach 5 ft.
Special Attacks: Paralyzing scream
Special Qualities: Undead Traits
DR 10/slashing or good
Saves Fort +1 Ref +1 Will +2
Abilities Str 15, Dex 9, Con -, Int -, Wis 10, Cha 16
Feats Improved Grapple
Environment None
Organization Solitary or Mob (2d4)
Challenge Rating 4
Treasure None
Alignment Always Evil
A Redead appears to be the animated corpse of a human and is often mistaken for a zombie. A Redead is not an animated corpse, however; It is an evil creature created from pure hatred and magical energy. Redeads use their paralyzing scream to halt enemies before grappling and biting them to death. Redeads are very slow and rely on their natural armor and damage reduction to protect them.
Paralyzing scream:A Redead can loose a terrifying shriek that paralyzes living creatures for 1 round if they fail a DC 15 (1/2 HD+CHA) will save. This is a fear effect that affects those in a 30 foot radius.
Stalfos
Medium Undead (Evil)
HD 3d12 (18)
Speed 30 ft. (6 squares);
Init: +3
AC 15; touch 13; flat-footed 12
(+2 heavy wooden sheild, +3 Dex)
BAB +1; Grp +4
Attack Scimitar +4 (melee) (1d6, 18-20/x2 + 3)
Full-Attack Scimitar +4 (melee) (1d6, 18-20/x2 +3)
Space 5 ft.; Reach 5 ft.
Special Qualities: Undead traits
Reassemble
DR 5/bludgeoning or good
Saves Fort +1 Ref +4 Will +1
Abilities Str 16, Dex 15, Con -, Int -, Wis 10, Cha 10
Feats Power attack, Cleave
Environment None
Organization Solitary, Pairs, or Mobs (2d4)
Challenge Rating 3
Alignment Always Evil
Stalfos appear to to be human skeletons and are often mistaken as such. Stalfos and skeletons are very similar but a Stalfos is not created in the same way a skeleton is and is able to reform after being destroyed. Stalfos are created from pure hatred and magical energy just as Redeads are.
Reassemble: Once a Stalfos reaches 0 hitpoints, it collapses but is not destroyed. The body of the Stalfos reassembles itself at full hitpoints after 3 rounds. During this time the head of the Stalfos will attempt to escape or stall until it's body reforms. The head gains AC 17 (+3 Dex +4 size) and loses it's DR. The head has 6 hp and a speed of 15. The head cannot attack (not even bite).
Octoroc
Small Animal
HD 2d10 (10 hp)
Speed 20 ft. (4 squares)
Init: +3
AC 13; touch 13; flat-footed 10
(+3 Dex )
BAB +1; Grp +0
Attack Spit Rock +4 (ranged) (1d6, 19-20/x2 + 0)
Full-Attack Spit Rock +4 (ranged) (1d6, 19-20/x2 +0)
Space 5 ft.; Reach 5 ft.
Special Qualities Low-light vision
Saves Fort +1 Ref +4 Will +0
Abilities Str 7, Dex 16, Con 10, Int 1, Wis 10, Cha 10
Skills spot +1, listen +1
Feats point blank shot
Environment Forests
Organization group (3-8)
Challenge Rating 1
TreasureNone
Alignment Always neutral
Octorocs are small animals that spit rocks at potential prey. The rocks deal 1d6 damage and have a range increment of 60 feet. Octorocs are aggressive and have been known to fire rocks in random directions when they think they are alone.
Items:
Mirror Shield
This heavy shield appears to be made of a well polished, highly reflective steel. When targeted by a spell that includes a ranged touch attack, the shield's bonus is included in the wielder's armor class. If the spell misses due to this bonus, the wielder may reflect the spell back at the caster with a ranged touch attack at a -4 penalty.
Strong abjuration; CL 13 Spell Turning. Price: 273,000gp
Iron Boots
These otherwise normal boots appear to be nonmagical, but when the command word is spoken they become pure iron and multiply the user's weight by 8. Once activated the user is treated as one size category larger for all effects that attempt to move him (bull rush, trip, wind, etc.). The user may move up to half speed if he succeeds on a DC 15 strength check. The user cannot fly, climb, or swim with the boots on though he may walk on the bottom of a body of water provided he can breathe underwater.
Faint transmutation; CL1 Enlarge Person. Price:1,800gp
Hookshot
This nonmagical device shoots a chain up to 30 feet in length that attaches to walls and other surfaces and draws the user toward them in a straight line. The hookshot must do enough damage to bypass hardness in order to attach to a surface; It is commonly made of adamatine for this reason. If used as a weapon, the hookshot deals 1d8 piercing damage and draws the lighter creature toward the heavier one. The lighter creature provokes attacks of opportunity from any creature it passes, excluding the heavier creature it is being drawn to.
Adamantine hookshot:3100gp
Steel hookshot:100gp
Master Sword
This sword appears to be a brightly glowing longsword. The Master Sword adjusts it's size to fit it's wielder but retains damage as a medium longsword. The Master Sword has a +5 enhancement bonus and has the Holy and Ghost touch special abilities. The Master Sword can launch a bolt of force as a ranged touch attack that deals 1d6+5 damage if the wielder is at full hitpoints; The Holy enhancement is added to this damage. The wielder of the Master Sword can also make a Smite Evil attack as a 20th level Paladin 5 times per day. If an evil creature attempts to wield the Master Sword, it gains four negative levels and is dealt the blade's maximum damage (45) each round. If a neutral creature attempts to wield the Master Sword, it gains two negative levels.
This is a major artifact.
Spells:
Din's Fire
Evocation [Fire]
Level: Clr 4, Pal 3
Components: V, S,
Casting Time: 1 Standard action
Area: 20 foot burst centered on you
Duration:Instantaneous
Saving Throw: Reflex half
Spell Resistance:Yes
This spell causes divine fire to burst from your body, dealing 1d6 damage/level to any enemies nearby. The fire does not harm you or your equipment. Half of the damage is fire damage while the other half is divine magic and is not subject to fire resistance or immunity.
Nayru's love
Abjuration [Force]
Level: Clr 6, Pal 4
Components: V, S,
Casting Time: 1 Standard action
Range: personal
Target:you
Duration:1 round/level
Saving Throw:none
Spell Resistance:no
This spell causes a blue crystal shaped force that moves with you to spring into existence. As long as this spell is active, you gain DR 10/adamantine and SR 10. You are still able to attack from inside the crystal.
Forore's wind
Conjuration (teleportation)
Level: Clr 6
Components: V, S,
Casting Time: Full round action
Range: Unlimited
Target:1 square
Duration:Permanent until discharged
Saving Throw:none
Spell Resistance:no
This spell allows you to choose one square that you may teleport to by finishing the spell. Once you teleport to that square, you cannot teleport to it again unless you cast this spell and choose it again.
Races:
Gorons
+4 strength, -2 charisma, -2 dexterity
Medium: As medium creatures, Gorons have no bonuses or penalties due to size.
Goron base land speed is 20 feet. Gorons cannot swim but do not need to breathe underwater.
Gorons have low light vision.
Gorons have fire resistance 5 and DR 2/magic
Weapon proficiency: Gorons are proficient with their natural weapons. Base unarmed strike damage is 1d6 /x2.
Stability: Gorons gains a +4 on ability checks to resist being bull-rushed or tripped as long as they are standing on the ground.
+4 racial bonus on grapple checks
Defensive curl: Gorons are able to curl their bodies into a defensive position. While in this position, Gorons gain a +2 armor bonus but are unable to attack except for a charge. If a Goron charges in the defensive curl, it must make an unarmed attack at a -2 penalty that deals 1d6 +1 damage per 20 feet moved.
Automatic languages: Common and Hylian. Hylian uses the Common alphabet.
Favored class: Fighter
Level Adjustment: +1
Zora
+4 Dexterity, -2 Constitution
Medium: As medium creatures, Zoras have no bonuses or penalties due to size.
Zora base land speed is 30 feet. Zoras have a swim speed of 40 feet and can breathe underwater and on land
Zora's have low light vision
Weapon Proficiency: Zora's have proficiency with longspears and shortspears.
Skills: +8 racial bonus on swim checks and can take 10 in situations that others cannot
Automatic languages: Common and Hylian
Favored class: Any
Level Adjustment: +1
So, what do you think? Any suggestions are welcome.
Monsters:
Redead
Medium Undead (Evil)
HD 5d12 (30 hp)
Speed 15 ft. (3 squares)
Init: +1
AC 11; touch 9; flat-footed 11
(-1 dex, +2 natural armor)
BAB +2; Grp +9
Attack Bite +5 (grapple)(1d6, /x2 + 3)
Full-Attack Bite +5 (grapple) (1d6, /x2 +3)
Space 5 ft.; Reach 5 ft.
Special Attacks: Paralyzing scream
Special Qualities: Undead Traits
DR 10/slashing or good
Saves Fort +1 Ref +1 Will +2
Abilities Str 15, Dex 9, Con -, Int -, Wis 10, Cha 16
Feats Improved Grapple
Environment None
Organization Solitary or Mob (2d4)
Challenge Rating 4
Treasure None
Alignment Always Evil
A Redead appears to be the animated corpse of a human and is often mistaken for a zombie. A Redead is not an animated corpse, however; It is an evil creature created from pure hatred and magical energy. Redeads use their paralyzing scream to halt enemies before grappling and biting them to death. Redeads are very slow and rely on their natural armor and damage reduction to protect them.
Paralyzing scream:A Redead can loose a terrifying shriek that paralyzes living creatures for 1 round if they fail a DC 15 (1/2 HD+CHA) will save. This is a fear effect that affects those in a 30 foot radius.
Stalfos
Medium Undead (Evil)
HD 3d12 (18)
Speed 30 ft. (6 squares);
Init: +3
AC 15; touch 13; flat-footed 12
(+2 heavy wooden sheild, +3 Dex)
BAB +1; Grp +4
Attack Scimitar +4 (melee) (1d6, 18-20/x2 + 3)
Full-Attack Scimitar +4 (melee) (1d6, 18-20/x2 +3)
Space 5 ft.; Reach 5 ft.
Special Qualities: Undead traits
Reassemble
DR 5/bludgeoning or good
Saves Fort +1 Ref +4 Will +1
Abilities Str 16, Dex 15, Con -, Int -, Wis 10, Cha 10
Feats Power attack, Cleave
Environment None
Organization Solitary, Pairs, or Mobs (2d4)
Challenge Rating 3
Alignment Always Evil
Stalfos appear to to be human skeletons and are often mistaken as such. Stalfos and skeletons are very similar but a Stalfos is not created in the same way a skeleton is and is able to reform after being destroyed. Stalfos are created from pure hatred and magical energy just as Redeads are.
Reassemble: Once a Stalfos reaches 0 hitpoints, it collapses but is not destroyed. The body of the Stalfos reassembles itself at full hitpoints after 3 rounds. During this time the head of the Stalfos will attempt to escape or stall until it's body reforms. The head gains AC 17 (+3 Dex +4 size) and loses it's DR. The head has 6 hp and a speed of 15. The head cannot attack (not even bite).
Octoroc
Small Animal
HD 2d10 (10 hp)
Speed 20 ft. (4 squares)
Init: +3
AC 13; touch 13; flat-footed 10
(+3 Dex )
BAB +1; Grp +0
Attack Spit Rock +4 (ranged) (1d6, 19-20/x2 + 0)
Full-Attack Spit Rock +4 (ranged) (1d6, 19-20/x2 +0)
Space 5 ft.; Reach 5 ft.
Special Qualities Low-light vision
Saves Fort +1 Ref +4 Will +0
Abilities Str 7, Dex 16, Con 10, Int 1, Wis 10, Cha 10
Skills spot +1, listen +1
Feats point blank shot
Environment Forests
Organization group (3-8)
Challenge Rating 1
TreasureNone
Alignment Always neutral
Octorocs are small animals that spit rocks at potential prey. The rocks deal 1d6 damage and have a range increment of 60 feet. Octorocs are aggressive and have been known to fire rocks in random directions when they think they are alone.
Items:
Mirror Shield
This heavy shield appears to be made of a well polished, highly reflective steel. When targeted by a spell that includes a ranged touch attack, the shield's bonus is included in the wielder's armor class. If the spell misses due to this bonus, the wielder may reflect the spell back at the caster with a ranged touch attack at a -4 penalty.
Strong abjuration; CL 13 Spell Turning. Price: 273,000gp
Iron Boots
These otherwise normal boots appear to be nonmagical, but when the command word is spoken they become pure iron and multiply the user's weight by 8. Once activated the user is treated as one size category larger for all effects that attempt to move him (bull rush, trip, wind, etc.). The user may move up to half speed if he succeeds on a DC 15 strength check. The user cannot fly, climb, or swim with the boots on though he may walk on the bottom of a body of water provided he can breathe underwater.
Faint transmutation; CL1 Enlarge Person. Price:1,800gp
Hookshot
This nonmagical device shoots a chain up to 30 feet in length that attaches to walls and other surfaces and draws the user toward them in a straight line. The hookshot must do enough damage to bypass hardness in order to attach to a surface; It is commonly made of adamatine for this reason. If used as a weapon, the hookshot deals 1d8 piercing damage and draws the lighter creature toward the heavier one. The lighter creature provokes attacks of opportunity from any creature it passes, excluding the heavier creature it is being drawn to.
Adamantine hookshot:3100gp
Steel hookshot:100gp
Master Sword
This sword appears to be a brightly glowing longsword. The Master Sword adjusts it's size to fit it's wielder but retains damage as a medium longsword. The Master Sword has a +5 enhancement bonus and has the Holy and Ghost touch special abilities. The Master Sword can launch a bolt of force as a ranged touch attack that deals 1d6+5 damage if the wielder is at full hitpoints; The Holy enhancement is added to this damage. The wielder of the Master Sword can also make a Smite Evil attack as a 20th level Paladin 5 times per day. If an evil creature attempts to wield the Master Sword, it gains four negative levels and is dealt the blade's maximum damage (45) each round. If a neutral creature attempts to wield the Master Sword, it gains two negative levels.
This is a major artifact.
Spells:
Din's Fire
Evocation [Fire]
Level: Clr 4, Pal 3
Components: V, S,
Casting Time: 1 Standard action
Area: 20 foot burst centered on you
Duration:Instantaneous
Saving Throw: Reflex half
Spell Resistance:Yes
This spell causes divine fire to burst from your body, dealing 1d6 damage/level to any enemies nearby. The fire does not harm you or your equipment. Half of the damage is fire damage while the other half is divine magic and is not subject to fire resistance or immunity.
Nayru's love
Abjuration [Force]
Level: Clr 6, Pal 4
Components: V, S,
Casting Time: 1 Standard action
Range: personal
Target:you
Duration:1 round/level
Saving Throw:none
Spell Resistance:no
This spell causes a blue crystal shaped force that moves with you to spring into existence. As long as this spell is active, you gain DR 10/adamantine and SR 10. You are still able to attack from inside the crystal.
Forore's wind
Conjuration (teleportation)
Level: Clr 6
Components: V, S,
Casting Time: Full round action
Range: Unlimited
Target:1 square
Duration:Permanent until discharged
Saving Throw:none
Spell Resistance:no
This spell allows you to choose one square that you may teleport to by finishing the spell. Once you teleport to that square, you cannot teleport to it again unless you cast this spell and choose it again.
Races:
Gorons
+4 strength, -2 charisma, -2 dexterity
Medium: As medium creatures, Gorons have no bonuses or penalties due to size.
Goron base land speed is 20 feet. Gorons cannot swim but do not need to breathe underwater.
Gorons have low light vision.
Gorons have fire resistance 5 and DR 2/magic
Weapon proficiency: Gorons are proficient with their natural weapons. Base unarmed strike damage is 1d6 /x2.
Stability: Gorons gains a +4 on ability checks to resist being bull-rushed or tripped as long as they are standing on the ground.
+4 racial bonus on grapple checks
Defensive curl: Gorons are able to curl their bodies into a defensive position. While in this position, Gorons gain a +2 armor bonus but are unable to attack except for a charge. If a Goron charges in the defensive curl, it must make an unarmed attack at a -2 penalty that deals 1d6 +1 damage per 20 feet moved.
Automatic languages: Common and Hylian. Hylian uses the Common alphabet.
Favored class: Fighter
Level Adjustment: +1
Zora
+4 Dexterity, -2 Constitution
Medium: As medium creatures, Zoras have no bonuses or penalties due to size.
Zora base land speed is 30 feet. Zoras have a swim speed of 40 feet and can breathe underwater and on land
Zora's have low light vision
Weapon Proficiency: Zora's have proficiency with longspears and shortspears.
Skills: +8 racial bonus on swim checks and can take 10 in situations that others cannot
Automatic languages: Common and Hylian
Favored class: Any
Level Adjustment: +1
So, what do you think? Any suggestions are welcome.