View Full Version : GITP Monster Competition VI - Champions of Good (VOTE NOW!)
The Vorpal Tribble
02-01-2007, 12:20 AM
Champions of Good
Picture copyright of lucias-tears (http://lucias-tears.deviantart.com/). All rights reserved.
The whole world moves for love. It bows before it in awe...
Love is a very real force, a power that unites beings and allows them to overcome even the most impossible obstacles. If hate can destroy one's soul, compassion can make it whole. Open your heart to The Cause and answer the plea.
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The contest begins with the posting of this thread and will continue until midnight of February 20th (EST).
Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the 28th.
1. You will be creating a 'unique' D&D monster. Beings that have devoted their life to the aiding of others. Those who fight every day, not only physically, but mentally and spiritually to overcome the evil in the hearts of all and turn them towards the Light.
These need not be outsiders, but they must be of a genuinely good alignment.
Note: Exceptions to this include creatures with an intelligence score of 2 or less which are almost always neutral. This is allowed, but they must still exclusively serve the cause of goodness.
2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similiar in addition is optional. Incomplete entries will be disqualified upon the deadline.
3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV).
4. Post all entries on this thread. Any and All Comments and discussions will take place on a seperate thread here (http://www.giantitp.com/forums/showthread.php?p=1499183).
5. One entry per participant.
6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.
7. No reserving posts. Feel free to post a creature and tweak it, but you have to at least have the basic beast already done.
The Vorpal Tribble
02-02-2007, 02:09 PM
Here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=1499183).
Speed: (# squares)
Armor Class: (), touch, flat-footed
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Plot Hook/Story if any
02-03-2007, 08:15 AM
Here's my stupid, stupid idea for this month's competition (I am certain I suck, don't try to convince me otherwise).
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The Name and the Soul
Colossal Construct (Extraplanar, Good, Incarnum, Living Construct)
Hit Dice: 76d10 + 1853 (2251 hp)
Speed: 40 ft. (8 squares), fly 60 ft. (perfect)
Armor Class: 55 (-8 size, +27 deflection, +11 dexterity, +5 insight, +10 natural), touch 45, flat-footed 44
Base Attack/Grapple: +57 / +100
Attack: slam +76 melee (4d6 + 40) or incarnate weapon +82 melee (6d6 + 33)
Full attack: slam +76 melee (4d6 + 27) and 2 tendrils +76 melee (2d8 + 13) or incarnate weapon +82 / +77 / +72 / +66 melee (6d6 + 33)
Space/Reach: 40 ft. / 30 ft. (60 ft. with tendrils)
Special Attacks: Chakra binds, essence of sanctity, soulmelds, spell-like abilities, unname the fallen, utterances, the name spoken
Special Qualities: Chakra binds, darkvision 120 ft., damage reduction 50 / epic and evil and silver, essence of sanctity, essentia healing, essentia pool 37, fast healing 30, immune to acid and death effects, living construct traits, resistance to cold 30 and electricity 30 and fire 30 and sonic 30, soulmelds, soul naming, soulsense, spell resistance 60, superior low-light vision
Saves: Fort +51, Ref +39, Will +46
Abilities: Str 64, Dex 32, Con 56, Int 55, Wis 47, Cha 65
Skills: Bluff +114, Concentration +106, Diplomacy +114, Heal +97, Intimidate +106, Knowledge (arcana) +101, Knowledge (architecture and engineering) +101, Knowledge (geography) +101, Knowledge (history) +101, Knowledge (local) +101, Knowledge (nature) +101, Knowledge (nobility and royalty) +101, Knowledge (psionics) +101, Knowledge (religion) +101, Knowledge (the planes) +101, Listen +97, Search +101, Sense Motive +97, Spellcraft +101, Spot +97, Truespeak +164, Use Magic Device +106
Feats: Cerulean Fortitude, Cerulean Reflexes, Cerulean Will, Cleave, Combat Reflexes, Epic Essentia, Epic Skill Focus (Truespeak), Epic Toughness (3), Flyby Attack, Healing Soul, Heart of Incarnum, Improved Combat Reflexes, Improved Essentia Capacity, Improved Initiative, Improved Multiattack, Incarnum-Fortified Body, Multiattack, Obscure Personal Truename, Personal Truename Backlash, Power Attack, Skill Focus (Truespeak), Superior Initiative, Truename Rebuttal, Truename Research
Environment: Any good-aligned plane
Challenge Rating: ?
Alignment: Always neutral good
Level Adjustment: -
Before you stands a massive being of azure light, a humanoid form that's easily taller than sixty feet. When you look carefully, you can see a virtually infinite number of different faces across his body, whispering appearantly meaningless words, though you can't help but feel the power those words are uttered by and that you could understand at least some of them if you had a deeper knowledge of creation.
The Name and the Soul of Good, more commonly known as the Name and the Soul or sometimes simply as the Guardian, is an ancient creature, created by Zaphkiel, Talisid and Morwel themselves before the creation of much of the multiverse to protect the two things that form the very heart of good itself: the incarnum of good - thus the souls of every good creature that would ever live- and the truename of good. For that task, a golem was created using material from every plane of good, since it was thought only such a body could be able to endure the task and power the Guardian was given. When the Name and the Soul's shell was finally created, and imbued with its task and power, the archangels realized they were mistaken. Even such a shell couldn't contain the Name and the Soul, and the material used vanished from the face of the multiverse completely.
However, it was not truly a failure. When the physical form was destroyed, a small form of azure light was left behind. A figure of pure incarnum infused with the knowledge of the primal language of the universe, it quickly expanded as it melded to its form the still unprotected good souls to many times its size. Because of the souls it contained, it was not an ordinary golem. It was intelligent. It was wise. It was alive.
Today, the Guardian travels the planes, protecting all that is good and holy and selflessly trying to aid even the most vile creatures if it thinks it is possible for them to be redeemed. Although it is within its power to purify the soul of such creatures without permission, the Name and the Soul prefers to try and make them want to change themselves. However, it will not hesitate for one second to battle what is unredeemable, as evil threatens all that it stands for, and with conviction possibly greater than all others, as it guards the heart of all good.
The Name and the Soul is about eighty feet tall, weighs about 200 pounds and speaks all known languages, even secret languages such as Druidic and lost languages.
The Name and the Soul avoids fighting whenever possible, preferring to redeem those that would harm it in the first place and avoiding harming good creatures if it can. However, it is by no means a defenseless combatant. It prefers to weaken his opponents by utterances at first, and uses the powers of soulmelds in melee. Since it has easily enough essentia to be used at whatever the situation calls for, the Guardian doesn't mind investing them in feats such as Healing Soul or Cerulean Reflexes, and whenever it has a swift action available and thinks it is better to do so, it reallocates the essentia invested in soulmelds. Whenever reallocating essentia is unnecessary, it uses a quickened utterance or its Healing Soul feat on its swift action.
Essence of Sanctity (Su): The very nature of the Guardian makes it a strong concentration point for what can be called the essence of sanctity. This essence affects creatures of all alignments within 60 ft. of the Name and the Soul, but in different ways. Good creatures are fascinated for 1d6 rounds and take no damage. Neutral creatures are stunned for 1d6 rounds and take 10d6 per round damage as long as they are stunned. Evil creatures are paralyzed for 1d6 rounds and take 20d6 damage per round as long as they are paralyzed. All creatures can attempt a DC 71 Will save to negate the primary effect and half the damage taken. In addition, all meldshapers must make a DC 71 Fort save or lose the benefits of all soulmelds with the [evil] descriptor as long as they remain within the essence. The save DCs are Constitution-based.
A creature doesn't take further damage if he remains within the essence if he fails his saves, or make additional saves if he succeeds, but he must attempt another save if he leaves and enters again.
The Name and the Soul may suppress and resume the essence of sanctity as a free action, but even it can't hold such good and takes 1d4 point of Constitution drain that cannot be prevented through strongheart vest or similar effects every minute the essence is suppressed.
Once per week, the Name and the Soul may unleash the essence of sanctity in a purifying attack that is often enough to subdue non-pure souls in a large area. As a full-round action, the Guardian may deal 200d6 non-lethal damage to neutral creatures and 400d6 non-lethal damage to evil creatures in a 1,000 ft. radius. Creatures immune to non-leathal damage take lethal damage instead. Non-good creatures in the radius may attempt a DC 71 Fortitude save to half the damage. However, this attack is taxing on the Guardian. For one week, it is considered exhausted, even though it is normally immune to exhaustion, which cannot be eliminated through normal means, and it loses all benefits of the essence of sanctity ability. The save DCs are Constitution-based.
Essentia Healing (Ex): Since the Name and the Soul is made of good incarnum, it has a virtually unlimited supply of essentia. It recovers 1 point of essentia every round, until it reaches its usual maximum. These essentia can be reallocated as normal. However, if a feat was invested essentia at the beginning of the day and loses some of them later (through rend essentia or a similar effect), the Guardian cannot re-invest essentia in that feat until next day.
Essentia Pool: The Name and the Soul has an essentia pool of 37 and an essential capacity of 9 (or 10 for incarnum feats). It usually invests 3 points in its Cerulean Fortitude feat, 3 points in its Cerulean Reflexes feat, 3 points in its Cerulean Will feat, 5 points in its Healing Soul feat, 5 points in its incarnate avatar, 6 points in its incarnate weapon, 3 points in its lightning gauntlets, 3 points in its silvertongue mask and 6 points in its vitality belt.
Living Construct Traits: See Monster Manual III pg. 210 and 215 for details.
Soulmelds (Su): The Name and the Soul can shape nine soulmelds, drawn from the incarnate and soulborn lists. It currently has the following soulmelds shaped. Each of these soulmelds has an essentia capacity of 9. The Name and the Soul has a meldshaper level of 70 to determine soulmeld abilities.
Adamant Pauldrons (Su): Because this soulmeld is bound to its shoulders chakra, The Name and the Soul has a 50% chance that any critical hit or sneak attack against it is negated.
Crystal Helm (Su): The Name and the Soul has a +2 resistance bonus on Will saving throws against charm and compulsion effects. Because this soulmeld is bound to its crown chakra, its melee attacks gain the force descriptor, making them useful against incorporeal foes.
Impulse Boots (Su): The Name and the Soul has the uncanny dodge ability. Because this soulmeld is bound to its feet chakra, it also gains evasion.
Incarnate Avatar (Su): The Name and the Soul gains +5 insight bonus to AC.
Incarnate Weapon (Su): The Name and the Soul has created a +6 warhammer with good alignment from incarnum.
Lightning Gauntlets (Su): The Name and the Soul can deal 4d6 points of electricity damage with a successful touch attack. Because this soulmeld is bound to its hands chakra, it can also add this damage to one attack per round made with a handheld weapon, unarmed strike or any natural attack using its hands.
Planar Ward (Su): The Name and the Soul is protected from any attempt to possess it or exercise mental control over it.
Silvertongue Mask (Su): The Name and the Soul has a +8 insight bonus on Bluff and Diplomacy checks.
Vitality Belt (Su): The Name and the Soul gains a +4 morale bonus on Constitution checks and Constitution-based skill checks and 6 bonus hit points. Because this soulmeld is bound to its waist chakra, it is also immune to Constitution damage and Constitution drain.
Soul Naming: The Name and the Soul knows the personal truename of any good creature, item or location. It also gains a +2 sacred bonus to Truespeak checks made to affect good creatures.
Soulsense (Su): The Name and the Soul can sense any creature with a Constitution score within 600 ft.. As a move action, it can also sense which square or squares those creatures are on and learn their alignment, as the spells detect chaos / evil / good / law. Mind blank or a similar effect prevents the alignment detection but not the other abilities.
Spell-like Abilities: 3 / day - greater teleport, plane shift; 1 / month - sanctify the wicked* (DC 41). Caster level 30th. The save DCs are Intelligence-based.
Note: Sanctify the Wicked doesn't have a sacrifice component, but still requires the normal focus.
Unname the Fallen (Sp): Three times per day, as a full-round action, the Name and the Soul may attempt a Truespeak check (DC 20 + (2 x target creature's HD)) to unname an evil creature by basically replacing his truename with that of good. This ability is identical to the unname spell, except that it can target any evil creature. A DC 75 Fortitude save negates this effect. The DC is Charisma-based.
The Name and the Soul never takes unnaming a creature lightly and uses this ability only for truly irredeemable creatures or in dire circumstances.
Utterances (Sp): Lexicon of the Evolving Mind: 6th - greater word of nurturing, mystic rampart; 5th - greater energy negation, ward of peace; 4th - breath of cleansing (DC 72), morale boost (DC 72); 3rd - incarnation of angels, seek the sky; 2nd - speed of the zephyr, strike of might; 1st - defensive edge, inertia surge; Lexicon of the Crafted Tool: 5th - seize item; 4th - suppress item; 3rd - rebuild item; 2nd - agitate metal; 1st - fortify armor; Lexicon of the Perfected Map: 4th - conjuctive gate; 3rd - thwart the traveler; 2nd - energy vortex; 1st - shockwave (DC 72). Truenamer level 70th.
The Name Spoken (Su): Because it is the Guardian of the truename of good itself, the Name and the Soul can utter it with ease. Three times per day, the Name and the Soul may make a DC 180 Truespeak check as full-round action. If it succeeds, the universe creates an area of good around the Guardian. This effect develops slowly over three rounds. At the first round, the effects of a blinding glory* spell take place. At the second round, the effects of a holy word spell take place, except that creatures that would be killed are brought to -1 hit points, unconscious, but stable. The save DC for the banishment effect is 72. At the third round, the area is considered to be strongly good-aligned, and non-good creatures within the area take a -2 circumstance penalty to Intelligence-, Wisdom- and Charisma-based checks. The caster level for these effects is equal to the Name and the Soul's HD. This ability affects an area with a radius of 500 ft., centered on the Guardian, even though the spells would indicate otherwise, and the effects last an hour. The save DC is Charisma-based.
* See Book of Exalted Deeds for spell descriptions.
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Finished... for now. I might decide to give it back the soulstorm ability, but for now, I am done.
02-04-2007, 04:22 PM
Golden Flame of Pelor
Medium Construct (Extraplanar, Good)
Hit Dice: 15d10+20 (102 hp)
Speed: 20ft. (4 squares)
Armor Class: 28 (+2 Dex, +11 Full Plate, +5 Heavy steel shield), touch 12, flat-footed 26
Base Attack/Grapple: +11/+6
Attack: +5 Holy longsword +23 melee (1d8 +12 [+2d6 against evil creatures]) or
Full attack: +5 Holy longsword +23/+18/+13 melee (1d8 +12 [+2d6 against evil creatures])
Special Attacks: Holy Weapon, Turn Undead 8/day, Greater turning 1/day, Spell-like abilities, Spells, Righteous Blaze of Glory
Special Qualities: Aura of Divine Health, Construct Traits, Damage Reduction 10/evil, Immunity to electricity, Celestial Mount
Saves: Fort +5 , Will +12, Ref. +7
Abilities: Str 25, Dex 14, Con - , Int 12, Wis 18, Cha 18
Skills: Concentration +8, Handle Animal +9, Heal +9, Jump +11, Intimidate +12, Listen +8, Ride +14, Spellcraft +5, Spot +8.
Feats: Empower Spell, Augment Healing, Power Attack, Cleave, Iron Will (B), Mounted Combat, Mounted Archery
Environment: Blessed Fields of Elysium
Challenge Rating: 18
Treasure: +3 Full Plate, +3 Heavy steel shield
Alignment: Neutral Good
The armor of a fallen paladin lies on the battlefield. Suddenly, searing light seeps through the cracks in the armor, and it begins to stand up. As it raises its shield, the image of a golden sun appears on its surface. Its sword gleams with holy power.
Pelor often sends aid to the cause of good, providing spells to numerous Paladins and Clerics. But sometimes swaying the tide of battle takes a more direct intervention. When an enemy has proved so overwhelming that a paladin, a defender of all that is good and righteous, lies dead on the battlefield, the gods take action. The fallen Paladin’s body is whisked off to Elysium, and in its place appears a Golden Flame of Pelor, who rises to turn the tide of battle to the side of good.
If the Paladin’s mount survives its master’s fall, the Golden Flame will ride it about the battlefield. If the mount also falls, the Golden Flame will summon a Celestial mount instead.
As soon as the battle is won, the Golden Flame of Pelor vanishes, leaving the body of the Paladin back in its place.
Holy Weapon: Any weapon wielded by a Golden Flame of Pelor becomes a +5 holy weapon.
Turn Undead: A Golden Flame of Pelor can turn undead as a 15th level Cleric.
Greater Turning: Once per day, a Golden Flame of Pelor can perform a normal turning attempt, except that all undead effected are destroyed.
Spell-like Abilities: Detect Evil at will, Holy Smite 2/day (DC 18), Righteous Wrath of the Faithful 2/day, Holy Aura 1/day (DC 22) (Caster Level 15th) The save DC’s are Wisdom based.
Spells: A Golden Flame of Pelor can cast spells as a 15th level Cleric, except that it can only cast healing spells. Any cure spell with a range of touch cast by the Golden flame is automatically modified as by the Reach Spell feat, but with no spell level adjustment.
Aura of Divine Health: All good creatures within a 20ft. radius of the Golden Flame of Pelor gain fast healing 2. Those who claim Pelor as their Patron Diety gain fast healing 4 instead. The Golden Flame itself is not affected by this Aura.
Righteous Blaze of Glory: If a Golden Flame of Pelor is killed, it immediately explodes, dealing 15d6 holy damage (Reflex DC 21 half) to all evil creatures in a 20ft. radius. Good creatures in the area instead heal 15d6 damage. Neutral creatures are unaffected. If the Golden Flame leaves the battle in this manner, the Paladin’s body remains in Elysium. The save DC is Wisdom based.
Celestial Mount: A Paladins mount interacts with the Golden Flame as if it were its accustomed rider. In addition, when the Golden Flame is riding the mount, the mount temporarily gains the Celestial template.
If the mount is killed with the Paladin, the Golden Flame can summon a Celestial Warhorse to use as a mount. This horse appears to be made of pure light, but otherwise is treated as a normal celestial warhorse. It arrives 1d4 rounds after the Golden Flame.
A Golden Flame of Pelor has one goal: win the battle for the side of good. It rides around the battlefield, shooting healing rays at fallen soldiers. If many fallen allies are in one place (especially if undead are around) it will use mass cure spells, possibly empowered or maximized. If there are undead present, it shoots healing rays at them too, or attempts to turn or destroy large groups of them. If the Golden Flame finds itself amongst a large group of enemies, it will use its Holy Smite ability. If it finds itself in a large group of still-fighting allies, it will use Righteous Wrath of the Faithful or Holy Aura.
If one particular foe is dealing massive damage on the battlefield, the Golden Flame will eventually stop this process and engage it. It will keep fighting until one of them is killed. Otherwise the Holy weapon is mostly used for attacks of opportunity.
02-10-2007, 09:59 PM
Donorian Imperial Wizards
Hit Dice: +5D8(Outsider)+Cleric/Sorcerer/Wizard/Paladin classes
Initiative:+1 v.s Evil enemies
Speed: (# squares)
Armor Class:(), touch, flat-footed
Special Qualities:DVR 0,+4 AC, Ethereal Well, Sense Evil, Invisibility to Undead, Imperial Wizards receive 10% more experience from evil creatures defeated, or +5% experience points from good quests completed
Saves: Fort +, Ref +, Will + 4 v.s evil magics
Abilities: Str 16 , Dex 16 , Con 16, Int 16 , Wis 16 , Cha 16
Organization: Usually solitary
Level Adjustment:+2, +3, +4
Sense Evil(can always sense evil within a 60 foot radius),
Ethereal Well(Can cast from either all 1st-3rd level divine, arcane magics for free, max. As well as casting one spell at will from each level.
Invisibility to Undead: Donorian Imperial wizards are invisible to all undead without exceptions.
Imperial Wizards undergo a transformation at 14th level (or 1st archmage level) where they undergo secret cleansing rituals which allow them to reach heights of power greater than they have before. They not only become more powerful, but become whole new creatures as well. Valkrath imbues all Imperial Wizards with a powerful white magic. In order to become an Imperial Wizard, recipients must make an oath to devote their souls, spirits and destinies to the cause of Righteousness and receive Wisdom from the gods. They must then do an extraordinary deed which they may earn the rewards from the great Valkrath. (to be determined by GM) Upon completing the Quest, they become DvR 0. All characters may become Imperial Wizards, even non-arcane characters.
Donorian Imperial Wizards often enter combat against evil enemies with a holy rage that is terrible to behold. Typically they cast spells or charge with swords drawn.
02-15-2007, 07:48 AM
Repenter of Heironeos – Medium Outsider (good)
Hit Dice: 5d8+45 (67hp)
Speed: 20ft (4 squares)
Armor Class: 12 (+2 dex), flatfooted 10, touch 10
Base Attack/Grapple: +5
Attack: +1 holy dagger +6 melee (1d4+1)
Full Attack: +1 holy dagger +6 melee (1d4+1)
Special Attacks: spell like abilities
Special Qualities: 120ft dark vision, resistance 10 to acid, sonic and cold, immunity to fire,
Saves: Fort +13, Ref +6, Will +15
Abilities: Str: 10 , Dex: 14 , Con: 28 , Int: 20 , Wis:28 , Cha: 17
Skills: Diplomacy 23, Gather information 16, Knowledge (the planes) 12, Knowledge (local) 8, Move silently 6, sense motive 18.
Feats: Endurance, diehard,(B) Iron will
Environment: Any higher Planes
Organization: solitary or group of 5-10
Challenge Rating: 6
Treasure: +1 masterwork holy dagger
Alignment: Always Lawful Good
Level Adjustment: -
Before you a light shines down from above and a small orb descends. When it reaches the ground it seems to explode in a shower of crystal. Then you see a very pale skinned creature hovering before you. It wears only a loin cloth which has the mark of heironeos on it. It carries a small ceremonial dagger which is in the shape of a thunderbolt. Around it there seems to be a Aura of happiness.
The repenters of heironeos are lesser spirits who serve (surprise, surprise) Heironeos. They believe in purity and goodness. Each Repenter spends their existence hunting down major evil and trying to destroy it. Even in their death they keep fighting evil until there last second of existence. They however believe none are past a second chance at goodness, and will always try to convince those to change there ways rather than kill them. Those that will not change are forced to through the will of there god, and if this fails, as a last resort the being will be destroyed.
Spell like abilities:
Touch of purity: any being touched by a repenter must under go a will save of dc24 or become Lawful (Other alignment spectrum unchanged) for d6 days. This may not be changed by any other effect or spell. The save dc is wisdom based
Touch of Redemption (su): any dead being touched by a repenter is immediately resurrected to life as the true resurrection spell. The being must then serve the repenter who resurrected them for 2d6+7 days. If at anytime they refuse a command they must make a dc35 will check or immediately die. After the amounted days the being resurrected becomes free from command and may act as he/she wishes. Save dc is wisdom based.
Gaze of Guilt: This gaze attack, only effects creatures which are evil. The being must undergo a dc18 will save or be marked. Marked creatures take +1d6 damage from smite evil, attacks. Also any being who claims Heironeos as there patron deity, can immediately tell a marked creature, through an invisible mark that only a follower of Heironeos can see. save dc is cha based.
Tongues (Su): All Repenters can speak with any creature that has a language, as though using a tongues spell (caster level equal to repenter’s Hit Dice). This ability is always active.
Aura of virtue: Any goodly creature within 20ft of a repenter gains +1 temporary hit point per hit dice which they lose if they move more than 20ft away.
Death of a hero: Any being that kills a Repenter suffers a 2d6 penalty to all stats. They also become marked and can be effected by smite evil, even if they are not evilly aligned. A will save of dc18 removes the damage to stats but the being is still marked and can still be effected by smite evil
Healing touch: Any goodly being touched by a Repenter gains 3d8+1 hitpoints. This is a standard action.
Combat: A repenter will rarely actually enter combat with any being. They will always try and stop evil by non-violent means, but should this fail they will attack.
02-15-2007, 06:20 PM
Divine Spark of Inspiration
Fine Outsider (Good, Incorporeal)
HP 165 (15 HD)
Speed 30 ft. (6 squares); fly 120' (Perfect)
AC 44 (+8 size, +5 Dex, +8 deflection, +13 divine); touch 44; flat-footed 39
Base Attack/Grapple +15/-
Attack Melee touch +20 (15d8 divine)
Full-Attack Melee touch +20/+20/+20 (15d8 divine)
Space/Reach 0 ft/0 ft
Special Attacks Spell-Like Abilities, Spellcasting
Special Qualities SR 35, DR 20/good, DR 10/epic, Darkvision 60', Improved Momentum, Inspiration, Divine Rank 0, Immune (Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects), Immortal, Expanded Spells, Extended Buffs
Saves Fort +12, Ref +14, Will +19
Abilities Str -, Dex 20, Con 16, Int 24, Wis 30, Cha 26
Skills Appraise +15, Concentration +21, Decipher Script +15, Diplomacy +16, Gather Information +16, Heal +18, Hide +34, Knowledge (Any 9, each taken individually) +25, Listen +10, Move Silently +13, Spot +19, Use Magic Device +16
Feats Weapon FinesseB, Improved Initiative1, Combat Expertise3, Improved Disarm6, Spell Penetration9, Greater Spell Penetration12, Hover15
Challenge Rating 28
Alignment Always neutral good
Advancement 16+ HD (Fine) Favored Class Paladin
Level Adjustment -
Spell-Like Abilities: detect evil, augury, eagle's splendor, fox's cunning, owl's wisdom, any spell from the Knowledge, Artifice, or Creation domains - CL 15, at will; holy word, repulsion, word of recall - CL 15, 3/day
Spellcasting: The Divine Spark of Inspiration casts spells as a level 10 Cleric and a level 10 Druid. The Divine Spark of Inspiration's caster level for these spells is 15.
Improved Momentum (Ex): The Divine Spark of Inspiration increases its initiative score each round by an amount equal to it's dexterity bonus (+5 using the statistics above). This bonus disappears at the end of the encounter.
Inspiration (Su): As a swift action, the Divine Spark of Inspiration can imbue a creature within 90' with divine inspiration. The creature immediately gains a bonus to all Intelligence, Wisdom, and Charisma-based skill checks equal to the Divine Spark of Inspiration's Charisma modifier (+8 using the statistics above) for three hours. Further, if it fails a Will save (DC 33, Charisma-based), it is overwhelmed by the inspiration and is stunned for 1d4+1 rounds. Creatures who receive more than +40 to any skill through this ability must succeed on a Will save (DC 33, Charisma-based) or go permanently insane (as per the insanity spell).
Further, any creature that starts its turn within 5' of the Divine Spark of Inspiration is affected as if it had been targeted.
Expanded Spells (Ex): Any spell cast by the Divine Spark of Inspiration is considered to be cast as if using the Expand Spell metamagic feat without adjusting the level of the spell.
Extended Buffs (Ex): Any spell that increases a mental statistic cast by the Divine Spark of Inspiration has its duration automatically doubled, as if by the Extend Spell metamagic feat.
The Divine Spark of Inspiration is a demigod created out of pure inspiration. It works as an intermediary, inspiring creators, artists, and other creative types. It appears as a small glowing light, approximately 1 inch square, and flits about intermittently. It is incredibly intelligent and will find ingenious ways to avoid or prevent combat.
However, the Divine Spark of Inspiration isn't exactly a primary combatant. It spends most of its time attempting to spread inspiration, and will use its spell-like abilities and its Inspiration ability to prevent its opponents from acting. If it is still threatened, it will fly out of reach and target with long-range spells, preferring to use spells that are non-damaging but will still incapacitate its foes. It only kills as a last resort.
The Divine Spark of Inspiration spends the majority of its time on the Prime Material Plane, inspiring the creative into new heights of creation. In cases where the Divine Spark of Inspiration is helping with a major work (such as a play or a great statue), the Divine Spark of Inspiration may actually take advantage of its incorporeality and move inside the target, unleashing its Inspiration ability repeatedly, coupled with intelligence-, wisdom-, and charisma-increasing spells. Occasionally, this results in insanity in the target, though this is rare (and curable by the Divine Spark of Inspiration itself).
Despite not having a mouth or vocal cords, the Divine Spark of Inspiration has no problems communicating with other creatures. It speaks all languages.
02-16-2007, 01:54 AM
"Actually, no. I'm the doctor."
Hit Dice: 2d6 + 2 (9 hp)
Speed: 30 ft.(6 squares)
Armor Class: 10 (-1 Dexterity, +1 Natural), touch 9, flat-footed 10
Base Attack/Grapple: +1/+0
Attack: Club +0 melee (1d6-1)
Full Attack: Club +0 melee (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Curative Touch, Divine Health, Low-Light Vision, Venom Immunity
Saves: Fort +3, Ref +2, Will +4
Abilities: Str 8, Dex 8, Con 12, Int 10, Wis 12, Cha 8
Skills: Concentration +6, Heal +9, Listen +6, Search +5, Spot +6, Survival +6
Feats: Great Fortitude(B), Skill Focus (Heal)
Environment: Temperate forest
Challenge Rating: ½
Treasure: No coins; 50% goods; 50% items
Alignment: Always chaotic good
Advancement: By character class
Level Adjustment: +2
Fergaasts are naturally adept physicians who supplement their mundane healing talents with a powerful and versatile panacea: its curative touch. The race's curative touch ability is capable of removing a number of ailments from an affected creature, though relief comes at the cost of the fergaast's own health. For example, the fergaast heals a diseased creature by magically siphoning the disease out from the infected creature, and inviting it into the fergaast's own, otherwise immune, body. The disease is immediately destroyed within the fergaast's frame, though the fergaast suffers the ravages of the disease, albeit for a shortened period of time. It is theorized that the repercussions of the fergaast's curative touch are so that the healer can empathize with the sick, if even for a moment.
Since the fergaast race, as a whole, has been ravaged by innumerable poisons and diseases, they are entombed in apparently diseased humanoid husks. A fergaast's skin is always of a sickly hue, pockmarked by pustulant sores, vile tumors, or patches of dead flesh. Their frames are bloated, and their faces are often sunken with thick, blackened lips.
Fergaasts are typically loathe to enter combat, though they will fight without hesitation if they feel the cause is just – especially if it is in the defense of the ill. Nevertheless, if the situation allows it, they will try to restrict themselves to dealing only nonlethal damage to their enemies.
They are by no means cowards, but their first priority is the care and health of their party members.
Curative Touch (Sp): As a full-round action that provokes attacks of opportunity, a fergaast can choose to Cure Light Wounds, Neutralize Poison, Remove Blindness/Deafness, Remove Disease, or Remove Paralysis with its touch, as the spell (caster level is equal to the fergaast's HD). The fergaast can use this ability once a day, plus an additional time per day for every 5 HD (two times a day at 5 HD, three times a day at 10 HD, etc). Only one of the listed spells is cast with each use of this ability, and the fergaast must choose which particular spell is cast immediately prior to each use.
The chosen spell functions normally, with the following exceptions:
Neutralize Poison: The fergaast takes Initial Damage from the removed poison (no saving throw). If the poison has an Initial Damage of “0”, the fergaast takes Secondary Damage instead. The fergaast recovers any points lost to ability damage at the rate of 1 point per hour to each damaged ability, while points lost to ability drain return at the rate of 1 point per day to each damaged ability. Any resultant unconsciousness to the fergaast lasts only for half the typical 1d3 hours.
The fergaast can only use this iteration of its ability to detoxify a poisoned creature. Furthermore, the fergaast's use of this ability does not, like the spell, make the recipient of the spell immune to poison for any period of time. Nor can the fergaast neutralize the poison in a poisonous creature or object.
Remove Blindness/Deafness: The fergaast is blinded if blindness is cured, or deafened if deafness is cured (no saving throw). The resultant blindness or deafness lasts for a number of hours equal to the caster level who blinded/deafened the original creature. If natural blindness or deafness is removed, the fergaast is blinded/deafened for 4 hours.
Remove Disease: The fergaast takes Ability Damage from the removed disease (no saving throw). The fergaast recovers any points lost to ability damage at the rate of 1 point per hour to each damaged ability, while points lost to ability drain return at the rate of 1 point per day to each damaged ability. Any resultant blindness to the fergaast lasts until all ability drain and damage is healed.
This iteration of the fergaast's ability is treated as magical healing for the purpose of removing Mummy Rot and similar diseases, as it is effectively the equivalent to Remove Disease.
Remove Paralysis: The fergaast is dazed for one round after using this ability (no saving throw). Furthermore, the fergaast can only remove temporary paralysis from the single creature touched; this spell-like ability cannot provide saving throw bonuses to a number of creatures.
Divine Health (Ex): Fergaasts are immune to all diseases, including supernatural and magical diseases.
Venom Immunity (Ex): Fergaasts are immune to all poisons.
02-17-2007, 12:24 PM
A Good monster? I'll try making an Ooze then...
Huge Ooze (Aquatic, Psionic)
Hit Dice: 12d10+72 (138 hp)
Speed: 20 ft.(4 squares), Climb 20 ft., Swim 80 ft. (16 squares)
Armor Class: 5 (-3 Dex -2 Size), touch 5, flat-footed 5
Base Attack/Grapple: +9/+25
Attack: Slam+14 melee (1d8+8, x2)
Full Attack: 4 Slams +14 melee (1d8+8 + memory drain, x2)
Space/Reach: 15 ft./5 ft.
Special Attacks: Envelope, Expel Evil, Improved Grab, Memory Drain
Special Qualities: Damage Reduction 15/Evil and Slashing, Moral Sense, Ooze Traits, Preserve Memory, Regeneration 10, Scent
Saves: Fort +10, Ref +1, Will +7
Abilities: Str 26, Dex 4, Con 22, Int -, Wis 16, Cha 20
Environment: Any subterranian water source
Organization: Solitary or Libary (3-5) or Coloney (5-10, at least three of Gargantuan Size)
Challenge Rating: 10
Treasure: Magic items, See below
Alignment: True Neutral
Advancement: 13-16 (Huge), 17-24 (Gargantuan), 25-32 (Colossal)
Level Adjustment: -
All that will remain forever is a memory
An Anamnesis appears similar to other kinds of Ooze. The creature is transparant with a metalic sheen, is aproximately 15 feet wide in all directions and has no obvious characteristics above being a particularly energetic puddle. Inside the ooze however are the perfectly preserved bodies of fallen champions of good, their mortal injuries still visable but their complexions still bearing the grandure they had when alive.
Envelope [Ex]: An Anamnesis that succesfully grapples and enemy will attempt to envelope it. For every round the Anamnesis maintains a grapple on an evil creature it deals 3d6 points of bludgeoning damage through constriction. If the Anamnesis suceeds in maintaining a grapple for three round it completely envelopes the target and releases digestive enzymes. An enveloped evil creature sufferse 6d6 points of bludgeoning damage and 4d6 points of acid damage per round and must deal 20 points of damage in a single attack to the Anamnesis in order to escape. If the Anamnesis succesfully grapples a good creature it instead provides that creature the benefit of it's regeneration ability but still counts as dealing damage for the purpose of its memory drain ability.
Expel Evil [Ex]: An Anamnesis that kills an evil creature using its envelope ability or deals more than twice its HD in memory damage (see Memory Drain) must get rid of that taint. Next time it is able to make a full round action it must spend that round using this ability. The ooze coughs up globules of pure evil as well as its own peculular digestive enzymes. The Anamnesis may designate any 5 ft. by 5 ft. square within 20 ft. and then splatters it with these globules. Anyone inside the square suffers 2d6 vile damage (reflex DC 13 half, this save is dexterity based) for the next 2d6 rounds. An Anamnesis will never voluntarally move over a square still affected by this ability. After this time the enzymes completely purify the evil memories. If the Anamnesis used this ability after killing an enveloped creature then that creature's soul is free of any karmic burden or previous deals with evil outsiders.
Regeneration [Ex]: An Anamnesis suffers normal damage from vile damage.
Memory Drain [Psi]: Any time a creature is dealt damage by an Anamnesis it suffers a cumulative -1 penalty to all knowledge checks until it next rests. If this penalty becomes greater than the affected creature's HD, it gains 1d3 negative levels. If an Anamnesis ever deals more than twice its HD in penalties to evil creatures it may use it's Expel Evil ability.
Moral Sense [Psi]: An Anamnesis has the supernatural ability to sense strong moral beliefs. Treat this ability as Blindsense with a range of 100 ft. except the Anamnesis can only sense creatures of good or evil alignment. Otherwise an Anamnesis can only sense things using touch or smell. In water this ability extends in a range of 10 miles.
Preserve Memory [Psi]: An Anamnesis seeks out the bodies of those who have died furthering the cause of good. Any dead body enveloped by the Anamnesis is under a similar effect to that of the Gentle Repose spell. An Anamnesis may store up to three bodies while advanced Anamnesis can store an extra 2 per increase in size category. The Anamnesis can at any time access the memories of good corpses stored inside it. The Anamnesis can make use of any feats, skill ranks or class features once possesed by the creatures stored within it. If the Anamnesis should at any point be reduced below 0 hp (presuming its regeneration ability cannot save it) the Anamnesis has a 40% (+1% per extra HD) chance of being able sacrifising itself in order to ressurect the corpses inside as randomly determined kinds of Deathless (see book of Exalted Deeds). An Anamnesis also preserves creature's equipment and large numbers of holy items can sometimes be extracted from their bodies if they are slain.
Anamnesis live in natural caverns and catacombs near battle sites between the forces of good and evil, especially ones that are partly flooded. Although mindless Anamnesis are attracted to the ideals of good and sacrifise and hunger to experiance such ideals through their memory drain ability. Anamnesis are fiercely territorial and it is hard to make them surrender the corpses under their control. A character of good alignment may make a diplomacy check (DC 22) in order to reclaim the corpse of any good creature inside the Anamnesis. The good character must then voluntarally surrender 100 XP (-100 for every 5 he rolls over the diplomacy check DC) per HD of the corpse he wishes to recieve as payment to the Anamnesis.
Although Anamnesis are primarally motivated by primitive instincts such as hunger and territorialism the presence of the memories of so many good creatures inside them bestows a higher moral nature to the otherwise simple Ooze. An Anamnesis will attempt to protect any loved ones of any of the corpses it contains and will not suffer any evil creature within its lair. If an Anamnesis ever locates a particularly powerful evil artifact it will call out its brethren and they will attempt to digest its evil though this process can take centuries. Rumors do exist of Ananmesis that have been corrupted by evil and instead run rapant, eating the memories of all in its path without care to preserve them. Anamnesis will react especially violently to the presence of Inevitables, especially Marut, even though they can only sense them by touch. Inevitables tasked with preserving entropy see Anamnesis as abominations.
When Ananmesis gather in groups they will huddle together and share the memories they have gathered and then undergo mitosis. Sometimes when a particularly powerful good creature dies in pursuit of a noble cause Anamnesis will emerge from thin cracks in rock pools and lake beds and then gather in their hundreds near the site of that creature's death. If the creature's corpse is still in the area the Anamnesis will merge into it's corpse and ressurect it as a particularly powerful kind of Deathless. The newly risen Deathless will however be haunted by the memories gathered by the Anamnesis that sacrifised themselves to revive him.
In Forgotten Realms
If you are playing in Forgotten Realms, Anamnesis can be used by clerics of Ghaunadaur as living weapons to hunt down their evil rivals,
02-18-2007, 07:02 PM
Hit Dice: 4d10+10 (32 hp)
Speed: Fly 50' (Clumsy)
Armor Class: 14 (+3 Dex, +1 size), touch 14, flat-footed 11
Base Attack/Grapple: +3/-5
Attack: Blade +0 (1d6-4 slashing 19-20/x2)
Full Attack: Blade +0 (1d6-4 slashing 19-20/x2)
Special Attacks: -
Special Qualities: construct traits, spell-like abilities, invisibility
Saves: Fort +1, Ref +4, Will +3
Abilities: Str 3, Dex 16, Con -, Int 6, Wis 15, Cha 1
Skills: Spot +11
Feats: Hover, Alertness
Organization: Solitary, pair, or congregation (1d4+1)
Challenge Rating: 2
Treasure: goods only (gems only)
Alignment: always Chaotic Good
Level Adjustment: -
Windsiders understand Common, Gnomish, and Slaadi, but do not speak.
Spell-like abilities (CL 4th): At will - ghost sound (DC 12), mage hand, detect good, silent image (DC 13); 1/day - disguise self (other creatures only, touch, DC 13), invisibility, major image (DC 15); 1/week - shadow conjuration (level 0th, 1st, or 2nd only, DC 16). Save DCs are Wisdom-based.
Invisible (Sp): A functional windsider has a continuous greater invisibility effect on itself. If it is dispelled, it resumes at the start of its next turn.
Windsiders avoid melee combat at all costs, only hitting their opponents with their rotors to escape. A windsider will use its illusory abilities to aid good creatures when they fight in combat. Common tricks include:
Disguise a good creature in a grapple to confuse other combatants.
Use ghost sound to draw attention to a creature performing a crime.
Use shadow conjuration to summon a monster to give a good character on the brink of death a chance to flee.
Use mage hand to move small objects in the path of creatures fighting a good character (treat one space in the creature's path as dense rubble).A generous man falsely accused of murder might find his jail cell miraculously unlocked and his path to freedom clear and swift. A druid with a pack of goblin wolfriders on her heels may suddenly see her pursuers scatter as though she has disappeared. A child attempting to pick the pocket of a priest may find he has a giant flashing sign over his head that proclaims "THIEF!" for all the world to see.
All of these occurances are a result of what may possibly be the greatest and most long-lived acheivement of the trickster, teacher, and gnomish philanthrope, Thoarnin. A windsider is a clockwork orb with a rotor over its head, covered with gleaming glass and mirrors. Windsiders are programmed to wander through places both civilized and uncivilized, bestowing random acts of kindness upon good creatures with their innate illusory abilities. Windsiders think quickly and can discern good uses of illusion from very good uses of illusion, but they are not especially creative, they find patterns and make illusions of things they have seen before. Windsiders also hold grudges, and actively pursue weak evil creatures in order to thwart them, though their attention span doesn't last longer than a few hours (2d4 if you're counting).
Windsiders can repair 4 hit points of damage to themselves with eight hours of work, and will do so if they are ever wounded. A windsider that decides it is too busy will collect pieces of scrap metal, broken glass, and garbage and use it to assemble an creature identical to itself, though each windsider has a bit of local flavor to its construction. However, windsiders cannot perceive other windsiders, and do not consciously work together.
02-20-2007, 07:44 PM
Hit Dice: 3d10+15
Speed: 10 ft. (2 squares)
Armor Class: 5(-5 dex), touch 5, flat-footed 5
Base Attack/Grapple: +2/+3
Attack: Slam +3 Melee (1d6+1 + 1d6 Positive Energy)
Full Attack: Slam +3 Melee (1d6+1 + 1d6 Positive Energy)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d6+1 plus 1d6 Positive Energy, Disruption, Improved Grab
Special Qualities: Blindsense 60', Immunity to Fire, Cold, Acid, and Sonic, negative energy weakness, Undead Sense, ghost touch, Ooze Traits, Split, Positive Energy
Saves: Fort +6, Ref -4, Will -4
Abilities: Str 12, Dex 1, Con 21, Int -, Wis 1, Cha 1
Challenge Rating: 5
Alignment: Always Neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large); 10-12 (Huge)
Level Adjustment: -
It seems to be nothing more than a puddle which glows softly in the moonlight, until the clouds cover the moon and you realize that the glow comes from inside it. It doesn't seem to be interested in you, however. It moves slowly in the direction of the zombies which have been turned...
Soluminaire Oozes were said to have been created by a powerful Mystic Theurge who worshiped Kelemvor. While they pose a minimal hazard to the living, they are quite efficent at eliminating undead.
A Soluminaire Ooze is attracted to undead, then makes a slam, and improved grab, attempting to Constrict around it.
A Soluminaire Ooze deals automatic Slam plus Positive Energy damage on a successfull grapple check, which may also activate it's Disruption ability if the target is undead.
Any undead hit by a slam or constrict attack must make a Will save DC 16 (Con based) or be destroyed.
Improved Grab (Ex)
To use this ability, a Soluminaire Ooze must hit with its slam attack. It can then start to grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Constrict.
Positive Energy (Su)
A Soluminaire Slime is infused with the power of Positive Energy. It's slam attacks are considered to be Good and Holy aligned and deal an additional 1d6 positive energy against things with the Evil descriptor, in addition to the 1d6 it's slam and constrict attacks already do.
Ghost Touch (Su)
A Soluminaire Ooze's Slam attack is considered to be both magic and Ghost Touch for the purposes of hitting incorporeal creatures, although it still cannot grapple and thus cannot Constrict them.
Negative Energy Weakness
Being a creature made with pure focused Positive Energy, a Soluminaire Ooze takes double damage from all negative energy damage it takes. If it makes its save, it still only takes half damage.
Slashing and piercing weapons deal no damage to a soluminaire ooze. Instead the creature splits into two identical oozes, each with half of the original’s current hit points (round down). An ooze with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Undead Sense (Su)
A Soluminaire Ooze can feel the negative aura associated with undead,within 120' of it.
Soluminaire Slimes were made to combat a powerful Necromancer who had been given enough time to amass an entire army of undead. They were used as front-line shock troops, destroying most mindless undead with a touch. After the war, however, they continued to exist in old ruins. They feed off of the destruction of undead, and as such, tend to be drawn to places with great concentration of undead. They do notice living beings, but unless that being channels negative energy (for rebuking/bolstering/commanding undead typically, or using any Divine feat which requires the use of a turn/rebuke attempt from someone who channels negative energy) the slime will typically not be interested in it.
02-24-2007, 11:53 PM
Raenia (Crow Women, or Ladies of the Moon)
Medium Outsider (Good, Chaotic)
Hit Dice: 10d8 (40)
Speed: 50 ft (10 squares), fly 100 ft (20 squares)(good)
Armor Class: 39 (14 dex + 5 natural ), touch 24, flat-footed 15
Base Attack/Grapple: +10
Attack: +2 keen shocking burst dagger +24 melee or ranged (1d4+5/17-20)
Full Attack: 2 +2 keen shocking burst daggers, +22/+17 and +22/+17 melee or rnaged (1d4+5/17-20)
Special Attacks: Spell-like Abilities, Spells, Summon Sister, Sneak Attack +8d6
Special Qualities: Damage Reduction 10/evil or cold iron, darkvision 120 ft, low light vision, blindsense 60 ft, Evasion
Saves: Fort +12, Ref +21, Will +12
Abilities: Str 16, Dex 38, Con 20, Int 28 , Wis 20, Cha 24
Skills: Balance+ 27, Climb +16, Escape Artist + 27, Gather Information +20, Hide + 27, Intimidate +20, Jump +16, Knowlege: The planes +22, Listen +18, Move Silently +27, Search +22, Sense Motive +18, Spellcraft +22, Spot +18, Tumble +27,
Feats: Weapon Finesse, Two-Weapon Fighting, Improved Two Weapon Fighting, Two-Weapon Defense
Environment: A chaotic good aligned plane, or an evil aligned plane.
Challenge Rating: 8
Alignment: Always Chaotic Good
Advancement: By character class Favored Class: Rogue
Level Adjustment: +10
Raenia appear as either a giant crow, a comely human woman, or a humanoid with black feathered wings and half-mask shaped like the head of a bird. The height and weight of their human and humanoid forms varies between individuals, though they always have jet black hair and silver eyes.
Raenia speak Common, Celestial, Abyssal, Infernal, and Draconic.
Raenia are celestial assassins, and generally favor speed and stealth over brute force.
At will- undetectable alignment, detect magic, detect evil, detect thoughts, cure light wounds, inflict light wounds
Raenia can cast spells as 8th level clerics, and have access to two of the folllowing domains. Travel, Trickery, Protection, Good, Chaos
Typical Cleric Spells Prepared (6/7/5/5/4)
0- cure minor wounds, detect magic, guidance, light, Inflict minor wounds, resistance 1- bane, cause fear, command, divine favor, doom, entropic shield, protection from evil* 2- align weapon x2, delay poison, find traps, invisibility* 3- bestow curse, cure serious wounds, magic circle against evil, protection from enemy, nondetection* 4- death ward, cure critical wounds, inflict critical wounds, holy smite*
*Domain spell. Domains: Good and Trickery
Alternate Form (Su)
A Raenia can shift between crow, human, and crow-human forms as a standard action. In crow form, it can fly, but cannot cast spells. In human form it cannot fly, but it can cast spells. Crow-human form allows for both spellcasting and flight, but her speed is reduced to 75 ft (15 squares) and average manuverability.
A raenia's human and humanoid forms are the same every time, and always unique to the individual. A raenia remains in one form until she chooses to assume a new one. A change in form cannot be dispelled, but a raenia reverts to crow-human form when killed. True seeing reveals crow-human form.
Summon Sister (Sp)
Once per day, a raenia can attempt to summon another raenia with a 50% chance of success. This ability is the equivalent of a 5th level spell.
A raenia can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
The raenia's attack deals 8d6 eextra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when she flanks her target. Should she score a critical hit with a sneak attack, this extra damage is not multiplied.
You will find them in the dark. The Raenia are celestial assassins, hunting fiends into the very depths of the lower planes, and striking when they are least expected. They use their undetectable alignment power to pass unnoticed by fiends. Occaisionally, a mortal will commit acts abbominable enough to warrent a visit from a Raenia.
The Vorpal Tribble
02-25-2007, 12:13 AM
This month's contest has come to a close. A poll will be up once the five-option limit is adjusted.
It may be a day or more before the poll can be set up, so in the meantime, please feel free to message me your votes.
Armin's entry has been disqualified for being incomplete at the contest's end.
The Vorpal Tribble
03-07-2007, 10:40 PM
1 more hour to get your votes in.
The Vorpal Tribble
03-08-2007, 03:37 PM
By virtue of being the only entry with more than 1 vote, I declare the Fergaast by palcosmo the winner.
Be sure to check out March's contest, already in progress...
A Wizard Did It (http://www.giantitp.com/forums/showthread.php?t=36196)
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