1. - Top - End - #80
    Ogre in the Playground
     
    JeminiZero's Avatar

    Join Date
    Jan 2008

    Default Re: [D&D 3.5] The Emerald Legion-Mass Producing Ikea Tarrasques

    Emerald Legionnaire (Air Racial Variant)
    Half-Clay-Golem Were-Dire-Bat Gheden Air Racial Variant Half-Troll War Trolls

    Giant Form
    Size/Type: Large Giant (Shapechanger)
    Hit Dice: 12d8+120 plus 4d8+12 plus 64 (16 HD, average 268 HP)
    Initiative: +3
    Speed: base speed 40 ft. (May decrease if wearing Medium or Heavy Armor)
    Armor Class: 19 (-1 size, +7 natural armor, +3 Dex), touch 12, flat-footed 16
    Base Attack/Grapple: +15/+40 (+44 with Tentacle)
    Attack: claw +39 melee (1d8+21)
    Full Attack: 2 claws +39 melee (1d8+21) and Tentacle +39 melee (1d8+31) and bite +34 melee (1d6+10); Can wield Martial Weapons if needed
    Space/Reach: 10 ft./10 ft. (tentacle up to 15 ft.)
    Special Attacks: Dazing blow, Rend 2d8+31 (Claws), Cone of Slime, Constrict 1d8+31 (Tentacle), Improved Grab (Tentacle), Sentient Tentacle, Berserk, Cursed Wound
    Special Qualities: Alternate form, Haste, DR 10/adamantine & bludgeoning, DR 5/magic, Darkvision 90 ft, Low-light Vision, Blind Sense, Scent, Keen Scent, Regeneration 9, Fast Healing 5, Dead Nerves, Immunities, Magic Immunity, Spell Resistance 26, Immune to Piercing and Slashing Weapons, Mind Flayer Host, Bat Empathy
    Saves: Fort +28, Ref +15, Will +30 (With Steadfast Determination)
    Abilities: Str 52, Dex 16, Con 42, Int 1, Wis 16, Cha 1
    Skills: (19 skill points unassigned)
    Feats: 5 feats of choice from 12 Giant HD, which should include Steadfast Determination, Bind Vestige and Improved Bind Vestige. Plus the following bonus feats from templates: Iron Will, Alertness, Stealthy, Endurance, Diehard, and Toughness, Combat Reflexes, and Great Fortitude
    Environment: Any
    Organization: Solitary or gang (3-9)
    Challenge Rating: 21
    Alignment: Usually lawful evil
    Advancement: By character class
    Level Adjustment: -


    Combat
    Emerald Legionnaires typically use their Improved Bind vestige feat to bind Haagenti, to grant them immunity to form changing attacks. When fighting, they normally Shift to Were-Dire-Bat Hybrid Form. This gives them an additional +6 Str, +12 Dex and +6 Con. Furthermore, they Rage to gain another +4 Str and +4 Con. The stat changes boosts their Saves, and their attack and damage, and are not reflected above. Legionnaires prefer to fight on the ground in hybrid form, but if facing flying opponents, they can shift to Dire-Bat form.


    Immunities
    Regeneration (Ex): Unlike with their lesser cousins, acid (not fire) deals normal damage to a war troll. If a war troll loses a limb or a body part, the lost portion regrows in 2d4 minutes. The creatures can reattach the secered member instantly by holding it to the stump.

    Breathless (Ex): Members of air races do not breathe, so they have immunity to drowning, suffocation, and attacks that require inhalation (such as some types of poison).

    Dead Nerves (Ex): A gheden has a weak sense of touch and is incapable of feeling pain. It is unaffected by nonlethal damage, stunning and death from massive damage. This lack of sensation also imposes a -8 penalty on any skill check that involves fine motor control or a sense of touch, such as Open Lock or Sleight of Hand checks, but grants a +4 bonus on Concentration checks provoked by damage.

    Fortification (Ex): When a critical hit or sneak attack is scored on the Gheden, there is a 50% chance that the critical hit or sneak attack is negated, and damage is instead rolled normally. If a Gheden wears magic armor with any form of the fortification quality, use the better percentage value.

    Immunities (Ex): A gheden is immune to fear and confusion effects and energy drain attacks. A voidmind creature has immunity to acid and mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects). It is also immune to ability damage, ability drain and energy drain.

    Spell Resistance (Ex): Voidmind creatures gain spell reistance equal to 10 + Hit Dice (26 for an Emerald Legionnaire without advancement).

    Immunity to Magic (Ex): A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

    A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.

    A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.

    An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.

    Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a clay golem hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A clay golem gets no saving throw against magical attacks that deal acid damage.

    Immunity to Slashing and Piercing (Ex): Slashing and piercing weapons, whether normal or magical, deal no damage to a half-clay-golem.


    Attacks
    Dazing Blow (Ex): The force of a war troll's blow can be overwhelming. If a war troll hits with a weapon or claw attack, the opponent must make a Fortitude save vs DC 16 + Con Modifier (32 without shifting or rage) or be dazed for 1 round. The save DC is Constitution-based.

    Air Racial Variant (Ex): +1 racial bonus on attack rolls against creatures of the earth subtype, including extraplanar creatures from the Elemental Plane of Earth.

    Rend (Ex): If a half-troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals 2x the damage dice of a Claw attack + 1-1/2 Strength modifier (2d8+31 without shifting or rage).

    Cone of Slime (Su): Once per day as a standard action, a voidmind creature can expel the psionically charged slime in its head in a 30 ft cone. the attack deals 1d6 points of acid damage per Hit Die of the voidmind creature (maximum 20d6). A successful Reflex save (DC 10 + 1/2 voidmind creature's racial Hit Dice + voidmind creature's Con modifier) halves the damage (DC 43 without shifting or rage). In addition, any creature that takes damage from the spray takes a -2 penalty on its Will saves and is stunned for 1d4+1 rounds (Fortitude save negates the stun, save DC same as above). The psionic slime replenishes itself automatically in 24 hours. The save DCs are Constitution-based.

    Constrict (Ex): A voidmind creature gains the ability to constrict its victim with a successful grapple check. When it constricts, one of its tentacles deals damage based on the creature's size (see the table below), plus its strength bonus x1-1/2.

    {table]Size| Constrict Damage
    Tiny| 1d3
    Small| 1d4
    Medium| 1d6
    Large| 1d8
    Huge| 2d6[/table]

    Improved Grab (Ex): To use this ability, a voidmind creature must hit a creature of its size category or smaller with its tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. A voidmind creature has a +4 racial bonus on grapple checks made with its tentacle. If the creature wins the graaple check, it establishes a hold and can constrict.

    Sentient Tentacle (Ex): A voidmind creature's tentacle attacks of its own accord. The creature can direct it to attack certain targets, but the psionic nature of the tentacle enables it to flex and move in combat without hindering the creature's other combat abilities. A voidmind grimlock that has successfully grappled a creature with its tentacle can attack another creature at no penalty, as long as that creature is within a distance equal to the tentacle's reach.

    Berserk (Ex): A clay halfgolem that takes damage in combat flies into a berserk rage the following round, attacking wildly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. A clay half-golem cannot end its berserk state voluntarily. If the clay half-golem is a barbarian, the bonuses and the penalty are cumulative with the barbarian rage class feature. (Not included in the stat block above)

    Cursed Wound (Ex): The damage a clay golem deals doesn't heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.

    Haste (Su): After it has engaged in at least 1 round of combat on a given day, a clay half-golem can use haste upon itself once during that day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.


    Racial Skills and Saves
    Saves: A Gheden creature gains a +2 racial bonus on saves against fear, poison, disease, paralysis and spells from the necromancy school. Half Clay Golems gain +2 Racial bonus to Fortitude saves (included in the Stat Block above).

    Air Racial Variant creatures suffer a −2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the earth subtype or used by creatures of the earth subtype, including extraplanar creatures from the Elemental Plane of Earth.

    Skills: Ghedens have a +4 racial bonus on Intimidate checks. Voidmind creatures have a +4 racial bons on Bluff, Escape Artist, and Intimidate checks. Otherwise same as base creature.

    Lycanthropic Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal's attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."


    Senses
    Detect Mindless Undead (Sp): At will, a gheden can detect any form of mindless undead. This ability works like the detect undead spell (caster level equals gheden's total HD), but it only detects mindless undead.

    Scent (Ex): A lycanthrope has the scent ability in any form.

    Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.


    Miscellaneous
    Alternate Form (Su): An Emerald Legionnaire can assume a bipedal dire bat hybrid form, or the form of a dire bat.

    Call of Undeath (Ex): There is a 3% chance per Hit Die that upon a Gheden's death, it will rise as a Zombie.

    Detection (Ex): Gheden registers as undead creatures for the purposes of spells and effects that detect undead (such as detect undead). A Gheden counts as half its HD for the purposes of aura strength.

    Necrotic Life (Ex): Even on a failed save, a Gheden suffers only half damage from spells and effects that deal hit point damage due to negative energy, such as inflict spells, and with a successful save, a Gheden suffers no damage.

    Slow Aging (Ex): Upon reaching maturity, a Gheden ages at one-forth of the base creature's normal rate.

    Turn Kind (Ex): A Gheden cleric gains a +2 bonus on checks made to turn, rebuke, command or bolster zombies.

    Vulnerability to Holy Water (Ex): Holy water scalds the flesh of a Gheden, dealing 1d4 points of damage per direct hit with a flask.

    Vulnerability to Turning (Ex): Any turning attempt targeting the Gheden that would turn or rebuke an undead of the Gheden's HD imposes a -4 penalty on the half-undead's attacks, saves, skill checks, and ability checks. This effect lasts for 10 rounds or until the creature that turned or rebuked the Gheden attacks the Gheden. A turn attempt that would destroy or command an undead of equivalent Hit Dice instead stuns a Gheden for 2d4 rounds.

    Mind Flayer Host (Su): Three mind flayer's form a bond with any voidmind creature they create. A different mind flayer cannot bond itself to a voidmind creature after creation. The creature's masters are instantly aware if the creature takes any damage, wanders out of range of their control, or is the target of any magic.

    Also as a result of this bond, the masters can, as a standard action, see and hear through the eyes and ears of their bonded voidmind creature to a range of 5 miles. Maintaining this link requires a mindflayer to concentrate, but the mind flayer remains aware of its surroundings and can move normally.

    Finally, any one of the three masters can take control of the voidmind creature, at will, as the dominate monster spell (no save). While controlling the voidmind in this fashion, a mind flayer can manifest its own innate psionic abilities through the voidmind creature, as though the creature were manifesting the ability itself. Any of the mind flayer's psionic powers used in this fashion can target or affect creatures within range, line of sight, and line of effect of the voidmind creature. So for example, a mind flayer can use plane shift to send the voidmind to another plane, or it could send itself to another plane. Like-wise, the mind flayer could use suggestion on a target it sees through the voidmind creature's eyes.


    Animal/Hybrid Form Only
    Damage Reduction (Ex): A natural lycanthrope in animal or hybrid form has damage reduction 10/silver.

    Curse of Lycanthropy (Su): Any humanoid or giant hit by a natural lycanthropefs bite attack in animal or hybrid form must succeed on a DC 15 Fortutude save or contract lycanthropy. If the victim's size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.

    Calculations:
    Spoiler
    Show

    Stats
    Str 30 +4 Gheden +6 Half Troll +4 Voidmind +8 Half Clay Golem = 52
    Dex 16 -2 Gheden +2 Half Troll +2 Voidmind -2 Half Clay Golem = 16
    Con 28 +6 Half Troll +4 Voidmind +4 Half Clay Golem = 42
    Int 8 -2 Gheden -2 Half Troll +2 Voidmind -6 Half Clay Golem = 1
    Wis 14 +2 Were-Dire-Bat = 16
    Cha 10 -4 Gheden -2 Half Troll -2 Voidmind -6 Half Clay Golem = 1

    Note that because Voidmind and Half-Clay Golem are applied ontop of everything else, their Con bonus to HP applies to both War Troll and Were-Dire-Bat HD. Whereas the Half Troll Con bonus to HP is applied early on and so only applies to War-Troll.

    Base Saves
    Fort: 4 Base War Troll + 4 Were-Dire-Bat = 8
    Will: 8 Base War Troll + 4 Were-Dire-Bat = 12
    Ref: 8 Base War Troll + 4 Were-Dire-Bat = 12

    Feats
    Dire Bat: Alertness, Stealthy
    Feats: A lycanthrope receives Iron Will as a bonus feat.
    Feats: Ghedens gain Endurance, Diehard, and Toughness as bonus feats.
    Feats: A voidmind creature gains Alertness, Combat Reflexes, and Great Fortitude, if the base creature meets the prerequisites and doesn't already have these feats.



    Old Alternate Version:

    Emerald Legionnaire (Were Shark Variant)
    Spoiler
    Show

    Half-Clay-Golem Voidmind Were-Dire-Bat/Were-Dire-Shark Gheden Half-Troll War-Troll

    Giant Form
    Size/Type: Large Giant (Shapechanger)
    Hit Dice: 12d8+120 plus 4d8+12 plus 18d8+66 plus 136 (34 HD, average 487 HP)
    Initiative: +3
    Speed: base speed 40 ft. (May decrease if wearing Medium or Heavy Armor)
    Armor Class: 19 (-1 size, +7 natural armor, +3 Dex), touch 12, flat-footed 16
    Base Attack/Grapple: +28/+53 (+57 with Tentacle)
    Attack: claw +52 melee (1d8+21)
    Full Attack: 2 claws +52 melee (1d8+21) and Tentacle +52 melee (1d8+31) and bite +48 melee (1d8+10) (after WF:Bite and Improved Natural Attack); Can wield Martial Weapons if needed
    Space/Reach: 10 ft./10 ft. (tentacle up to 15 ft.)
    Special Attacks: Dazing blow, Rend 2d8+31 (Claws), Cone of Slime, Constrict 1d8+31 (Tentacle), Improved Grab (Tentacle and Bite), Swallow Whole (Bite), Sentient Tentacle, Berserk, Cursed Wound
    Special Qualities: Alternate form, Haste, DR 10/adamantine & bludgeoning, DR 5/magic, Darkvision 90 ft, Low-light Vision, Blind Sense, Scent, Keen Scent, Regeneration 9, Fast Healing 5, Dead Nerves, Immunities, Magic Immunity, Spell Resistance 44, Immune to Piercing and Slashing Weapons, Mind Flayer Host, Bat Empathy, Shark Empathy
    Saves: Fort +39, Ref +26, Will +41 (With Steadfast Determination)
    Abilities: Str 52, Dex 16, Con 42, Int 1, Wis 18, Cha 1
    Skills: (37 skill points unassigned)
    Feats: 5 feats of choice from 12 Giant HD, which should include Steadfast Determination, Bind Vestige and Improved Bind Vestige. Plus the following bonus feats from templates: Iron Will, Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite), Alertness, Stealthy, Endurance, Diehard, and Toughness, Combat Reflexes, and Great Fortitude
    Environment: Any
    Organization: Solitary or gang (3-9)
    Challenge Rating: 26
    Alignment: Usually lawful evil
    Advancement: By character class
    Level Adjustment: -


    Combat
    Emerald Legionnaires typically use their Improved Bind vestige feat to bind Haagenti, to grant them immunity to form changing attacks. When fighting, they normally Shift to Were-Dire-Shark Hybrid Form. This increases their Size Category to Huge, and gives them another +12 Str, +4 Dex and +6 Con. Furthermore, they Rage to gain another +4 Str and +4 Con. The stat changes boosts their Saves (especially their Fort Save), and their attack and damage. Legionnaires prefer to fight on the ground in hybrid form, but if facing flying or aquatic opponents, they can shift to Dire-Bat or Dire Shark forms respectively.


    Immunities
    Regeneration (Ex): Unlike with their lesser cousins, acid (not fire) deals normal damage to a war troll. If a war troll loses a limb or a body part, the lost portion regrows in 2d4 minutes. The creatures can reattach the secered member instantly by holding it to the stump.

    Dead Nerves (Ex): A gheden has a weak sense of touch and is incapable of feeling pain. It is unaffected by nonlethal damage, stunning and death from massive damage. This lack of sensation also imposes a -8 penalty on any skill check that involves fine motor control or a sense of touch, such as Open Lock or Sleight of Hand checks, but grants a +4 bonus on Concentration checks provoked by damage.

    Fortification (Ex): When a critical hit or sneak attack is scored on the Gheden, there is a 50% chance that the critical hit or sneak attack is negated, and damage is instead rolled normally. If a Gheden wears magic armor with any form of the fortification quality, use the better percentage value.

    Immunities (Ex): A gheden is immune to fear and confusion effects and energy drain attacks. A voidmind creature has immunity to acid and mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects). It is also immune to ability damage, ability drain and energy drain.

    Spell Resistance (Ex): Voidmind creatures gain spell reistance equal to 10 + Hit Dice (44 for an Emerald Legionnaire without advancement).

    Immunity to Magic (Ex): A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

    A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.

    A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.

    An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.

    Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a clay golem hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A clay golem gets no saving throw against magical attacks that deal acid damage.

    Immunity to Slashing and Piercing (Ex): Slashing and piercing weapons, whether normal or magical, deal no damage to a clay half-golem.


    Attacks
    Dazing Blow (Ex): The force of a war troll's blow can be overwhelming. If a war troll hits with a weapon or claw attack, the opponent must make a Fortitude save vs DC 16 + Con Modifier (32 without shifting or rage) or be dazed for 1 round. The save DC is Constitution-based.

    Rend (Ex): If a half-troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals 2x the damage dice of a Claw attack + 1-1/2 Strength modifier (2d8+31 without shifting or rage).

    Improved Grab (Ex): To use this ability, a dire shark must hit with its bite 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 try to swallow the foe in the following round.

    Swallow Whole (Ex): A dire shark can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the sharkfs digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark's digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

    A Huge dire sharkfs gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

    Cone of Slime (Su): Once per day as a standard action, a voidmind creature can expel the psionically charged slime in its head in a 30 ft cone. the attack deals 1d6 points of acid damage per Hit Die of the voidmind creature (maximum 20d6). A successful Reflex save (DC 10 + 1/2 voidmind creature's racial Hit Dice + voidmind creature's Con modifier) halves the damage (DC 43 without shifting or rage). In addition, any creature that takes damage from the spray takes a -2 penalty on its Will saves and is stunned for 1d4+1 rounds (Fortitude save negates the stun, save DC same as above). The psionic slime replenishes itself automatically in 24 hours. The save DCs are Constitution-based.

    Constrict (Ex): A voidmind creature gains the ability to constrict its victim with a successful grapple check. When it constricts, one of its tentacles deals damage based on the creature's size (see the table below), plus its strength bonus x1-1/2.

    {table]Size| Constrict Damage
    Tiny| 1d3
    Small| 1d4
    Medium| 1d6
    Large| 1d8
    Huge| 2d6[/table]

    Improved Grab (Ex): To use this ability, a voidmind creature must hit a creature of its size category or smaller with its tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. A voidmind creature has a +4 racial bonus on grapple checks made with its tentacle. If the creature wins the graaple check, it establishes a hold and can constrict.

    Sentient Tentacle (Ex): A voidmind creature's tentacle attacks of its own accord. The creature can direct it to attack certain targets, but the psionic nature of the tentacle enables it to flex and move in combat without hindering the creature's other combat abilities. A voidmind grimlock that has successfully grappled a creature with its tentacle can attack another creature at no penalty, as long as that creature is within a distance equal to the tentacle's reach.

    Berserk (Ex): A clay halfgolem that takes damage in combat flies into a berserk rage the following round, attacking wildly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. A clay half-golem cannot end its berserk state voluntarily. If the clay half-golem is a barbarian, the bonuses and the penalty are cumulative with the barbarian rage class feature. (Not included in the stat block above)

    Cursed Wound (Ex): The damage a clay golem deals doesn't heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.

    Haste (Su): After it has engaged in at least 1 round of combat on a given day, a clay half-golem can use haste upon itself once during that day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.


    Racial Skills and Saves
    Saves: A Gheden creature gains a +2 racial bonus on saves against fear, poison, disease, paralysis and spells from the necromancy school. Half Clay Golems gain +2 Racial bonus to Fortitude saves (included in the Stat Block above).

    Skills: Ghedens have a +4 racial bonus on Intimidate checks. Voidmind creatures have a +4 racial bons on Bluff, Escape Artist, and Intimidate checks. Otherwise same as base creature.

    Lycanthropic Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal's attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."


    Senses
    Detect Mindless Undead (Sp): At will, a gheden can detect any form of mindless undead. This ability works like the detect undead spell (caster level equals gheden's total HD), but it only detects mindless undead.

    Scent (Ex): A lycanthrope has the scent ability in any form.

    Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

    Keen Scent (Ex): A dire shark can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.


    Miscellaneous
    Alternate Form (Su): An Emerald Legionnaire can assume a bipedal dire bat hybrid form, a bipedal dire shark hybrid form, the form of a dire bat, or the form of a dire shark.

    Call of Undeath (Ex): There is a 3% chance per Hit Die that upon a Gheden's death, it will rise as a Zombie.

    Detection (Ex): Gheden registers as undead creatures for the purposes of spells and effects that detect undead (such as detect undead). A Gheden counts as half its HD for the purposes of aura strength.

    Necrotic Life (Ex): Even on a failed save, a Gheden suffers only half damage from spells and effects that deal hit point damage due to negative energy, such as inflict spells, and with a successful save, a Gheden suffers no damage.

    Slow Aging (Ex): Upon reaching maturity, a Gheden ages at one-forth of the base creature's normal rate.

    Turn Kind (Ex): A Gheden cleric gains a +2 bonus on checks made to turn, rebuke, command or bolster zombies.

    Vulnerability to Holy Water (Ex): Holy water scalds the flesh of a Gheden, dealing 1d4 points of damage per direct hit with a flask.

    Vulnerability to Turning (Ex): Any turning attempt targeting the Gheden that would turn or rebuke an undead of the Gheden's HD imposes a -4 penalty on the half-undead's attacks, saves, skill checks, and ability checks. This effect lasts for 10 rounds or until the creature that turned or rebuked the Gheden attacks the Gheden. A turn attempt that would destroy or command an undead of equivalent Hit Dice instead stuns a Gheden for 2d4 rounds.

    Mind Flayer Host (Su): Three mind flayer's form a bond with any voidmind creature they create. A different mind flayer cannot bond itself to a voidmind creature after creation. The creature's masters are instantly aware if the creature takes any damage, wanders out of range of their control, or is the target of any magic.

    Also as a result of this bond, the masters can, as a standard action, see and hear through the eyes and ears of their bonded voidmind creature to a range of 5 miles. Maintaining this link requires a mindflayer to concentrate, but the mind flayer remains aware of its surroundings and can move normally.

    Finally, any one of the three masters can take control of the voidmind creature, at will, as the dominate monster spell (no save). While controlling the voidmind in this fashion, a mind flayer can manifest its own innate psionic abilities through the voidmind creature, as though the creature were manifesting the ability itself. Any of the mind flayer's psionic powers used in this fashion can target or affect creatures within range, line of sight, and line of effect of the voidmind creature. So for example, a mind flayer can use plane shift to send the voidmind to another plane, or it could send itself to another plane. Like-wise, the mind flayer could use suggestion on a target it sees through the voidmind creature's eyes.


    Animal/Hybrid Form Only
    Damage Reduction (Ex): A natural lycanthrope in animal or hybrid form has damage reduction 10/silver.

    Curse of Lycanthropy (Su): Any humanoid or giant hit by a natural lycanthropefs bite attack in animal or hybrid form must succeed on a DC 15 Fortutude save or contract lycanthropy. If the victim's size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.


    Wow, thats a lot. I think its ready to go up against the Damn Crab.

    Calculations:
    Spoiler
    Show

    Stats
    Str 30 +4 Gheden +6 Half Troll +4 Voidmind +8 Half Clay Golem = 52
    Dex 16 -2 Gheden +2 Half Troll +2 Voidmind -2 Half Clay Golem = 16
    Con 28 +6 Half Troll +4 Voidmind +4 Half Clay Golem = 42
    Int 8 -2 Gheden -2 Half Troll +2 Voidmind -6 Half Clay Golem = 1
    Wis 14 +2 Were-Dire-Bat +2 Were-Dire-Shark = 18
    Cha 10 -4 Gheden -2 Half Troll -2 Voidmind -6 Half Clay Golem = 1

    Note that because Voidmind and Half-Clay Golem are applied ontop of everything else, their Con bonus to HP applies to both War Troll and Were-Dire-Bat/Shark HD. Whereas the Half Troll Con bonus to HP is applied early on and so only applies to War-Troll.

    Base Saves
    Fort: 4 Base War Troll + 4 Were-Dire-Bat + 11 Were-Dire-Shark = 19
    Will: 8 Base War Troll + 4 Were-Dire-Bat + 11 Were-Dire-Shark = 23
    Ref: 8 Base War Troll + 4 Were-Dire-Bat + 11 Were-Dire-Shark = 23

    Feats
    Dire Shark: Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite)
    Dire Bat: Alertness, Stealthy
    Feats: A lycanthrope receives Iron Will as a bonus feat.
    Feats: Ghedens gain Endurance, Diehard, and Toughness as bonus feats.
    Feats: A voidmind creature gains Alertness, Combat Reflexes, and Great Fortitude, if the base creature meets the prerequisites and doesn't already have these feats.

    Last edited by JeminiZero; 2011-02-10 at 11:39 AM.
    Trissociate: 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Spoiler
    Show
    Theoretical Optimization Amusements
    Emerald Legion A Mind Flayer's guide to creating near-invincible super soldiers.
    Spellblade Tennis Throw out nigh infinite spells per round.
    Sleeping Raven Infinite Blood Frenzy nigh infinite melee damage exploit.

    Minor Accolades
    Quote Originally Posted by jmbrown View Post
    so deliciously flavorful
    Quote Originally Posted by Zaeron View Post
    Bravo Bravo
    Quote Originally Posted by Kansaschaser View Post
    I think you just saved my city.