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    Default Bestiary of the Three Worlds

    First note I really wasn't sure if this should go in the Homebrew section or this one so if I got it wrong, sorry. It seemed like I could make an argument for either, and since I'm doing this more to build the world, than to get game mechanic advice I decided to put it here.

    Second if you're playing in one of my games do not look. I intend to post the homebrewed monsters you'll be fighting.

    That said now to set up an index for future use as I fill out monsters. As a general note many of these creatures may have common abilities (such as Powerful Build) not defined or otherwise be put in DM shorthand. Some are also not quite finished but being posted because I've been switching between computers.

    The Badlands:
    Badlands Cyclopses: Mutated one-eyed giants which dwell on canyon cliffs.
    Obviators: Mutated beholder-kin with the heads of mystical beasts.
    Flesheater Haze: Incorporeal oozes which devour the flesh from creatures.
    Badlands Ogres: Stealthy ogre-kin whose skeletons fight on after their flesh is dead.

    The Cloud Peaks:
    Tatoosh Ancient birds with stones which can resurrect the dead themselves.

    The Dragon Ridge:
    Illithid Brutes: Brutish illithids deprived of Elder Brains for millenniums.

    Koth:
    Spectral Shambler: Undead plants which exist in the plane of shadow by day.

    Nelpino:

    The Tomb of Pnakost:
    Ferrous Jelly: Magnetic slimes
    Last edited by Zaydos; 2013-11-20 at 11:04 PM.
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    Tatoosh

    This once mighty race of giant birds features in legends of mortals stretching back before the Pnakostic Empire and into the faded and forgotten Age of Legends. Giant birds, the size of rocs, the tatooshes carry divine lightning with them able to create it with a flap of their wings or an exhalation of their breath. Once they were a prosperous race, found throughout the mountains of the Three Worlds, but now the tatooshes have been driven to near extinction in the heights of the Cloud Peaks. Legends call them a wellspring of life overflowing, and blessed with the thunder of the gods.

    The tatooshes' overflowing life is the root of their problems. During the Lost, when magic faded and the tatooshes were left without many of their powers, the tatooshes' greatest gift remained. Within the brain of each tatoosh is an elan stone, a mystical crystal which can heal wounds or even revive the dead. During the Lost they were hunted by men, driven to the highest mountains all for mankind's desire for longer life. When Pnakost came to power he clashed with the tatooshes and finally had them eliminated except for a small population which he constrained to a reservation on Masor. Kept within the Cloud Peaks as what amounted to the resurrection farm for those high within the Pnakostic Empire, the tatooshes learned to resent humanoids even more.

    Tatooshes have no love for humanoids even now, keeping aloof from them for fear that such days will return when mortals hunt them for their very lifeforce. They distrust men, seeing little reason to aid their former muderers. Some of the eldest tatooshes still remember the horrors of the Lost and the Pnakostic Empire firsthand, having lived through the rise and fall of ages.

    Languages: Adult and Elder tatooshes speak Tatoosh, Auran, and elder tatooshes also speak either Draconic, Giant, Celestial, or Dwarven.

    Elan Stone: Removing an Elan Stone without damaging and successfully preserving it with its powers intact it requires a Craft (Alchemy), Heal, or Survival check with a DC of 10 + the number of hit dice of the bird it was removed from. A tatoosh's elan stone can either be consumed by a living creature, or ground into a powder and poured into a corpse's mouth. An Elan Stone may also replace the material component for certain spells, acting as a substitute for the more standard material.

    {table]Age Category|Age|Elan Stone Effects|Material Component
    Young|0-300|Cure Critical Wounds|Revivify.
    Adult|301-3000|Revivify or Heal|Revivify
    Elder|3001-12000 + 20d%|Resurrection though corpse must have an intact head or Heal and Regeneration|Revivify, Raise Dead, Resurrection, True Resurrection[/table]

    Tatoosh, Young
    Medium Magical Beast
    HD: 5d10+10 (37 hp)
    Init: +4
    Spd: 10-ft, fly 120-ft (average)
    AC 19 (+4 Dex, +2 Insight, +1 Deflection, +2 natural), t 17, FF 15
    BAB/Grp: +5/+8
    Atk: 2 claws +8 melee (1d4+3 and 1d6 electricity), and bite +3 melee (1d6+1 and 1d6 electricity)
    S/R: 10-ft/5-ft
    SA: Breath Weapon, Wings of Thunder, Frightful Presence
    SQ: Electricity Immunity, Cold Immunity, See Invisibility, Fast Healing 10, Spell Resistance 13 + CR, Immune to Death Effects and Energy Drain, Divine Aegis.
    Saves: Fort +6, Ref +8, Will +5
    Abilities: Str 17, Dex 18, Con 15, Int 2, Wis 18, Cha 14
    Skills: Listen +18, Sense Motive +18, Spot +34
    Feats: Ability Focus (Breath Weapon), Flyby Attack.
    Environment: Temperate and Cold Mountains (the Cloud Peaks)
    Organization: Solitary or nest (2 adults or elders and 2-5 young).
    CR: 5.
    Treasure: None.
    Alignment: Always true neutral.
    Advancement: 6-9 HD (medium)

    Breath Weapon (Su): A young tatoosh’s breath weapon is a cone of electricity 30-ft long. All creatures caught in the cone take 3d12 damage (Reflex DC 16 halves). This damage is half electric and half pure divine force, so that electricity resistance and immunity only applies against half this damage. Once a tatoosh has used its breath weapon it must wait 1d4 rounds before doing so again.

    Wings of Thunder (Su): Once per round, as a standard action an adult tatoosh may release a burst of electricity that emanates 10-ft from it. All creatures within the area take 3d8 damage (Reflex DC 14 halves). Half of this damage is pure divine force, so electricity resistance and immunity only applies against half of this damage.

    Frightful Presence (Ex): A young tatoosh can inspire terror by attacking or screeching. Creatures with 4 or less HD must succeed on a DC 16 Will save or become shacken for 2d6 rounds. The save DC is Charisma-based.

    See Invisibility (Su): As the spell.

    Divine Aegis (Su): A tatoosh gains a Deflection bonus to AC equal to half its Charisma bonus and an Insight bonus equal to half its Wisdom bonus. In addition they gain a resistance bonus to all saving throws equal to half their Charisma bonus.

    Tatoosh, Adult
    Large Magical Beast
    HD: 10d10+30 (95 hp)
    Init: +3
    Spd: 10-ft, fly 160-ft (average)
    AC 21 (-1 size, +3 Dex, +2 Insight, +2 Deflection, +5 natural), t 15, FF 18
    BAB/Grp: +10/+19
    Atk: 2 claws +14 melee (1d6+5 and 2d6 electricity), and bite +9 melee (1d8+2 and 2d6 electricity)
    S/R: 10-ft/5-ft
    SA: Breath Weapon, Wings of Thunder, Spell-like Abilities, Frightful Presence
    SQ: Electricity Immunity, Cold Immunity, See Invisibility, Fast Healing 15, Spell Resistance 21, Immune to Death Effects and Energy Drain, Divine Aegis.
    Saves: Fort +12, Ref +12 Will +10
    Abilities: Str 21, Dex 16, Con 17, Int 6, Wis 21, Cha 18
    Skills: Listen +18, Sense Motive +18, Spot +34
    Feats: Ability Focus (Breath Weapon), Clinging Breath, Lingering Breath, Flyby Attack.
    Environment: Temperate and Cold Mountains (the Cloud Peaks)
    Organization: Solitary, pair, or nest (2 adults, and 2-5 young).
    CR: 8.
    Treasure: None.
    Alignment: Usually neutral good.
    Advancement: 11-15 HD (large), 16-19 HD (huge)

    Breath Weapon (Su): An adult tatoosh’s breath weapon is a cone of electricity 50-ft long. All creatures caught in the cone take 6d12 damage (Reflex DC 20 halves). This damage is half electric and half pure divine force, so that electricity resistance and immunity only applies against half this damage. Once a tatoosh has used its breath weapon it must wait 1d4 rounds before doing so again.

    Wings of Thunder (Su): Once per round, as a standard action an adult tatoosh may release a burst of electricity that emanates 20-ft from it. All creatures within the area take 6d8 damage (Reflex DC 18 halves). Half of this damage is pure divine force, so electricity resistance and immunity only applies against half of this damage.

    Frightful Presence (Ex): An adult tatoosh can inspire terror by attacking or screeching. Creatures with 4 or less HD must succeed on a DC 19 Will save or become panicked for 1d12 rounds. Creatures with 9 or less HD which fail their saves are shaken for 1d8 rounds. The save DC is Charisma-based.

    See Invisibility (Su): As the spell.

    Divine Aegis (Su): A tatoosh gains a Deflection bonus to AC equal to half its Charisma bonus and an Insight bonus equal to half its Wisdom bonus. In addition they gain a resistance bonus to all saving throws equal to half their Charisma bonus.

    Spell-like Abilities: 1/day: Heal, Sonic Substituted Flame Strike (DC 17), Dispel Magic. CL: 10.


    Tatoosh, Elder
    Huge Magical Beast
    HD: 20d10+100 (210 hp)
    Init: +3
    Spd: 10-ft, fly 160-ft (average)
    AC 28 (-2 size, +3 Dex, +4 Insight, +3 Deflection, +11 natural), t 17, FF 25
    BAB/Grp: +20/+39
    Atk: 2 claws +27 melee (1d8+9 and 4d6 electricity), and bite +22 melee (2d6+4 and 4d6 electricity)
    S/R: 15-ft/10-ft
    SA: Breath Weapon, Wings of Thunder, Spell-like Abilities, Frightful Presence
    SQ: Electricity Immunity, Cold Immunity, Gods’ Eye, Fast Healing 20, Spell Resistance 28, Immune to Death Effects and Energy Drain, Divine Aegis.
    Saves: Fort +20, Ref +18, Will +19
    Abilities: Str 29, Dex 16, Con 21, Int 12, Wis 27, Cha 24
    Skills: Listen +31, Sense Motive +31, Spot +47
    Feats: Ability Focus (Breath Weapon), Clinging Breath, Lingering Breath, Ability Focus (Frightful Presence), Iron Will, Flyby Attack, Recover Breath.
    Environment: Temperate and Cold Mountains (the Cloud Peaks)
    Organization: Solitary, pair, or nest (2 elders, and 2-5 young).
    CR: 15.
    Treasure: None.
    Alignment: Usually neutral good.
    Advancement: 21-25 HD (huge), 26+ HD (gargantuan)

    Breath Weapon (Su): An elder tatoosh’s breath weapon is a cone of electricity 90-ft long. All creatures caught in the cone take 12d12 damage (Reflex DC 27 halves). This damage is half electric and half pure divine force, so that electricity resistance and immunity only applies against half this damage. Once a tatoosh has used its breath weapon it must wait 1d4 rounds before doing so again.

    Wings of Thunder (Su): Once per round, as a standard action an elder tatoosh may release a burst of electricity that emanates 30-ft from it. All creatures within the area take 8d8 damage (Reflex DC 25 halves). Half of this damage is pure divine force, so electricity resistance and immunity only applies against half of this damage.

    Frightful Presence (Ex): An elder tatoosh can inspire terror by attacking or screeching. Creatures with 4 or less HD must succeed on a DC 29 Will save or become panicked for 2d12 rounds. Creatures with 12 or less HD are simply frightened on a failed save for 2d10 rounds, and creatures with 19 or less HD which fail their saves are shaken for 2d8 rounds. The save DC is Charisma-based.

    Gods’ Eye (Su): An elder tatoosh can pierce illusions and magical disguises as if under a constant True Seeing spell with an infinite range. In addition a tatoosh can see the alignment of creatures which are visible to it. The tatoosh can also see all portals, and gates as well as peer into other conterminuous planes (not just the ethereal).

    Divine Aegis (Su): A tatoosh gains a Deflection bonus to AC equal to half its Charisma bonus and an Insight bonus equal to half its Wisdom bonus. In addition they gain a resistance bonus to all saving throws equal to half their Charisma bonus.

    Spell-like Abilities: 3/day: Heal, Sonic Substituted Flame Strike (DC 21), Greater Dispel Magic; 1/day: Dimension Lock, Limited Wish, Moment of Prescience. CL: 20.
    Last edited by Zaydos; 2012-07-21 at 01:29 PM.
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    Default Re: Bestiary of the Three Worlds

    Cyclops, Badlands
    Large Giant
    HD: 8d8+80 (22 hp)
    Init: +0
    Spd: 30-ft, climb 20-ft
    AC 19 (-1 size, +10 natural), t 9, FF 19
    BAB/Grp: +6/+20
    Atk: Huge Greatclub +16/+11 melee (3d8+15), or Rock +6 ranged (2d8+10)
    S/R: 10-ft/10-ft
    SA: Petrifying Gaze, Rock Throwing
    SQ: Powerful Build, SR 16, Steady-Footing, Immunity to Petrification.
    Saves: Fort +16, Ref +2, Will +4
    Abilities: Str 31, Dex 10, Con 31, Int 8, Wis 11, Cha 6
    Skills: Listen +5, Spot +6, Climb +18, Jump +16, Balance +8
    Feats: Power Attack, Weapon Focus (Great Club), Iron Will.
    Environment: Warm Canyons (the Badlands)
    Organization: Solitary, pair, or tribe (4-16).
    CR: 7.
    Treasure: Incidental.
    Alignment: Always neutral evil.
    Advancement: By character class.

    Standing over 13' tall, badlands cyclopses are behemoths of pure muscle. Mutated from Alli'ur cyclopses brought to work as manual labor in the Pnakostic Empire they have developed a gaze similar to that of a basilisk's and adapted to life in the canyons of the Badlands.

    Petrifying Gaze (Su): 30-ft range gaze attack, deals 1d4 Dex damage each round unless the target successfully makes a DC 24 (Constitution based). If this lowers the target’s Dex to 0 they are petrified permanently. A creature immune to petrification is unaffected by this gaze attack.

    Steady Footing (Ex): A badlands cyclops gains a +6 racial bonus to Jump checks and a +8 racial bonus to Balance checks. It may fight in areas which are as narrow as 4’ wide without penalty as long as there is an open space to one side, and is considered to have 5 ranks in balance for determining whether it keeps its Dex bonus to AC.

    Rock Throwing (Ex): 120-ft is the range increment for a badlands cyclops’ thrown rocks.
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    Spectral Shambler
    Medium Undead (Incorporeal)
    Hit Dice: 4d12 (26 hp)
    Init: +1.
    Spd: fly 20-ft. (perfect)
    AC: 12 (+1 Dex, +1 Def), FF 11, t 12.
    BAB/Grp: +2/-
    Atk: 2 tentacles +3 incorporeal touch (heat drain [2d6 cold])
    S/R: 5-ft/5-ft (10-ft with tentacles).
    SA: Heat Drain, Life Siphoning Aura
    SQ: Incorporeal traits, Fire Resistance 10, See in Darkness, Born of Night, Light Blindness
    Saves: Fort +1, Ref +2, Will +5
    Abilities: Str -, Dex 13, Con -, Int -, Wis 12, Cha 13
    CR: 3
    Environment: Any forests (Koth)

    Heat Drain (Su): A spectral shambler’s touch drains heat dealing 1d6 cold damage per 2 Hit Dice it has. Creatures which are not alive suffer half damage from this effect as the spectral shambler has more trouble draining their life-force.

    Life Siphoning Aura (Su): Healing near a spectral shambler is stunted. Natural healing is reduced by 50% of the normal rate (including heal checks) within an area where the plants take “root” even during the day when they exist primarily on the Ethereal Plane. During the night creatures within 60-ft of a spectral shambler have their fast healing and regeneration reduced by 1 (this cannot completely negate regeneration only their ability to remove subdual damage through it) and the spectral shambler gains fast healing equal to the number of such creatures within the area. The life siphoning auras of multiple shamblers stack for the purpose of reducing fast healing, and every 5 further decrease natural healing by 50% of the norm.

    See in Darkness (Su): A spectral shambler sees in darkness, even magical darkness, as easily as in full sunlight (actually more easily as it does not suffer Light Blindness then).

    Born of Night: During the sunlit hours a spectral shambler exists purely on the Ethereal Plane, and is rooted into the aether unable to move. During the nighttime a spectral shambler will shift back onto the Prime Material Plane and exist as an incorporeal creature. The exact time at night varies from night to night, shambler to shambler, and area to area though shamblers that root near to each other soon become synchronized in their return.

    Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
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    Obviator
    These mutated beholder kin lack eyestalks, the Bad Lands having instead given them a quartet of monstrous heads which rise out from their body on long necks. There central eye produces a blistering cone of heat, and their four monstrous heads each comes with a dangerous breath weapon which the obviator can use in sequence. They have frost worm, behir, mephit, and illithid heads, each providing a potentially devastating attack.

    Regular beholders hate obviators seeing them as sick perversions of their form and, when the two meet, they will often engage in battle.

    Obviator
    Large Aberration
    Hit Dice: 11d8+55 (94 hp)
    Initiative: +6
    Speed: 5 ft. (1 square), fly 40 ft. (good)
    Armor Class: 26 (–1 size, +3 Dex, +14 natural), touch 12, flat-footed 23
    Base Attack/Grapple: +8/+12
    Attack: Bite +10 melee (1d10+3)
    Full Attack: Bite +10 melee (2d4+3), bite +10 melee (2d4+3), and bite +10 melee (1d10+3)
    Space/Reach: 10 ft./5 ft. (10-ft with frost worm head)
    Special Attacks: Breath Weapons, Heat Gaze
    Special Qualities: All-around vision, darkvision 60 ft., flight, Spell Resistance 19
    Saves: Fort +10, Ref +8, Will +8
    Abilities: Str 16, Dex 16, Con 20, Int 15, Wis 13, Cha 13
    Skills: Hide +12, Listen +18, Search +21, Spot +22, Survival +2 (+4 following tracks)
    Feats: AlertnessB, Flyby Attack, Improved Initiative, Great Fortitude, Lightning Reflexes
    CR: 11

    Heat Gaze (Su): An obviator’s large beholder-like eye produces a cone of blistering heat, hot enough to ignite paper. This functions as a Heat Metal spell on all metal within the area and also deals 3d10 fire damage to all creatures within the area each round (240-ft cone), a successful Fort save DC 20 halves this damage.

    Breath Weapons (Su): Each round an Obviator may unleash one of its four breath weapons (though one is technically a psionic blast and not a breath weapon) as a free action. Once it does so it must wait for three rounds to have elapsed before using that breath weapon again (in effect this means that it uses all four in sequence).
    Mephit Head: A 60-ft cone of rocky shards dealing 5d6 magical piercing damage to all creatures within the area (Reflex DC 20 for half).
    Behir Head: A 120-ft line of electricity dealing 4d6 electricity damage to all creatures within the area (Reflex DC 20 for half).
    Illithid Head: A 60-ft cone of mental force which stuns creatures for 2d4 rounds (Will DC 16 negates).
    Frost Worm Head: A 60-ft cone of freezing cold which deals 4d6 cold damage to all creatures within the area (Reflex DC 20 for half).
    Last edited by Zaydos; 2013-11-20 at 11:08 PM.
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    Flesheater Haze
    Large Ooze (Incorporeal)
    Hit Dice: 8d10+40 (84 hp)
    Initiative: +1
    Spd: Flight 30-ft (perfect)
    Armor Class: 11 (-1 size, +1 Dex, +1 deflection), t 11, FF 10.
    Base Attack/Grapple: +6/-
    Attack: 2 slams +6 incorporeal touch (1d10 acid).
    Space/Reach: 10-ft/5-ft
    Special Attacks: Engulf
    Special Qualities: Ooze traits, incorporeal traits, Acid Immunity, Fire, Cold, Sonic, and Electricity resistance 10, Blindsight 180-ft.
    Saves: Fort +7, Ref+3, Will +3
    Abilities: Str -, Dex 12, Con 21, Int -, Wis 12, Cha 13.

    Engulf (Ex): Any creature which starts its turn completely within the area occupied by a flesheater haze takes 4d6 acid damage and must make a Fort save (DC 18) or be nauseated for 1 round. Any creature partially within the area takes 2d6 acid damage and must make a Fort save (DC 18) or be sickened for 1 round. A flesheater ooze can ignore the normal limitation on how many creatures can be in the same square (like a swarm).
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    Ferrous Jelly:
    Medium Ooze
    Hit Dice: 6d10+30 (63 hp)
    Initiative: -1
    Spd: 20-ft
    Armor Class: 15 (+6 natural, -1), t 9, FF 15
    Base Attack/Grapple: +4/4
    Attacks: 2 slams +4 melee (1d6 + 1d6 electric), Electric Shock +3 ranged touch (3d6 electricity)
    Space/Reach: 5-ft/5-ft
    Special Attacks: Magnetic Field, Electric Shock
    Special Qualities: Ooze traits, Electricity and Acid Resistance 10, Electricity Vulnerability, DR 5/non-metal
    Saves: Fort +7, Ref +1, Will +2.
    Abilities: Str 10, Dex 9, Con 20, Int -, Wis 10, Cha 1.

    Magnetic Field (Su): Metallic objects are drawn towards a ferrous jelly. Iron, steel, alchemical silver, and adamantine objects all fly towards them within 60-ft. Weapons will be pulled from hand unless a successful Fort save (DC 18 + 2 per additional Ferrous Jelly) is made. Armor will drag a character within it 10-ft towards the slime each round unless a similar Fort save is made each round.

    Electric Shock (Su): A ferrous jelly may fire a bolt of electricity 20-ft as a ranged touch attack dealing 3d6 damage.
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    Badlands Ogre:
    Large Giant
    HD: 8d8+16 (52 hp)
    Initiative: -1
    Spd: 30-ft (40-ft unarmored)
    Armor Class: 18 (-1 size, -1 Dex, +7 natural, +3 armor), t 8, FF 18
    BAB/Grp: +6/+16
    Atk: Greatclub +11/+6 melee (2d8+9)
    S/R: 10-ft/10-ft
    SA: -
    SQ: Darkvision 60-ft, Invisibility, Bloodfire, SR 16, Silent Movements, Re-animation.
    Saves: Fort +10, Ref +1, Will +6
    Abilities: Str 23, Dex 8, Con 15, Int 10, Wis 14, Cha 6
    Skills: Spot +7, Listen +6, Move Silently +16
    Feats: Great Fortitude, Iron Will, Ability Focus (Bloodfire).
    CR: 5.

    Invisibility (Sp): Badland Ogres may turn invisible as spell with an unlimited duration. Once the effect is ended (for example if they attack) they must wait 3 rounds before using it again.

    Silent Movements (Su): Badland ogres are preternaturally silent when they move, gaining a +8 bonus to move silently checks.

    Bloodfire (Su): When a badlands ogre takes damage from a slashing or piercing source it releases a spray of magical energy which deals 3d6 damage to adjacent creatures (Ref DC 18 negates). Badlands ogres are immune to this damage.

    Re-Animation (Su): When a badlands ogre dies it reanimates 3 rounds later as a Grave-Risen Badlands Ogre.

    Grave-Risen Badlands Ogre:
    Large Undead
    HD: 8d12 (52 hp)
    Initiative: +5
    Spd: 40-ft (50-ft unarmored)
    Armor Class: 17 (-1 size, +1 Dex, +4 natural, +3 armor), t 10, FF 17
    BAB/Grp: +4/+14
    Atk: Greatclub +9/+4 melee (2d8+9) or 2 claws +9 melee (1d6+6 and 1d3 Strength)
    S/R: 10-ft/10-ft
    SA: Strength Damage
    SQ: Darkvision 60-ft, Silent Movements, DR 5/bludgeoning, Unearthly Glow.
    Saves: Fort +2, Ref +3, Will +6
    Abilities: Str 23, Dex 12, Con -, Int -, Wis 10, Cha 1
    Skills: Move Silently +9.
    Feats: Improved Initiative (B)
    CR: 4.

    Strength Damage (Su): A Grave-Risen Badlands Ogre’s claw attacks deal 1d3 strength damage per hit. A creature reduced to 0 Strength from this effect dies, its flesh already rotting away.

    Unearthly Glow (Su): A Grave-Risen Badlands Ogre glows with blue energy which produces light equivalent to that of a torch.
    Last edited by Zaydos; 2012-07-26 at 11:59 PM.
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    Default Re: Bestiary of the Three Worlds

    Illithid Brute:
    These creatures resemble nothing more than a gigantic and muscular illithid. They are feral creatures who are descendants of those illithids that somehow remained on the Three Worlds after the illithid empire was expelled, and that have somehow survived the intervening gulf of time.

    Mutated by the divine energy that should have banished them they have been deep beneath the surface and forgotten over the intervening centuries. Without their empire, or their elder brains they became creatures of brute physical strength ruled by the neothelid’s they once hated so. Hidden in the depths of the underground they were rarely sighted till a mere three-hundred years ago the illithids began pushing at the seals. Their attempts were powerful, led by their greatest archmages, but have since waned in power waxing only at Vandale three years past. When these illithids did invade, though, they recruited their feral kin as shock troops (similar to orcs with ogres) and those tribes which had joined the illithids were wiped out by the order.

    Those tribes that had not joined the illithids still live as they once did sufficing on the brains of non-sentient organisms and almost as orcs (although they retain a cunning that is greater than the average humans). They lack most of a true illithid’s main weapons, the mind blast and the power to dominate foes, but have certain psi-like abilities that can be used repetitively without cost and other, more powerful ones, that they must wait between uses. Of these they are mainly physical augmentative powers, to increase their already impressive physical strength.

    Illithid Brute:
    Large Aberration
    HD: 11d8+55 (104 hp)
    Init: +6
    Spd: 40-ft
    AC: 21 (-1 size, +2 Dex, +4 Natural, +6 Inertial Armor)
    Base Atk/Grp: +8/+17
    Attack: Great-Axe +13 melee (3d6+7)
    Full Attack: Great-Axe +13/+8 melee (3d6+7), and 4 tentacles +10 melee (1d8+1)
    Space/Reach: 10/10
    SA: Improved Grab, Extract.
    SQ: Darkvision 120-ft, Psi-like Abilities, Shielded Mind, DR 5/adamantine, Sense Life.
    Saves: F +7, R +5, W +8
    Abilities: Str 21, Dex 14, Con 18, Int 12, Wis 13, Cha 14.
    Skills: Survival +9, Intimidate +9, Climb +10, Jump +10, Spot +9, Listen +9.
    Feats: Multiattack (B), Weapon Focus (Great-Axe), Improved Toughness, Improved Natural Attack (Tentacle), Improved Initiative.
    Organization: Solitary, band (2-8), or tribe (6-36)
    Environment: Underground.
    CR: 7
    Alignment: Always Chaotic Evil.
    Advancement: By character class.

    This creature stands around 10 or 11 feet in height and looks like an enormous illithid bulging with muscles. Its massive tentacles, each almost ten feet in length, quiver with hunger when it sees you and its eyes flash with violence. Its skin is stony grey, as opposed to an illithid’s purple and you know not what this beast is.

    Psi-like Abilities: Manifester level 6; At will: Inertial Armor (+6 AC); 3/day: Thicken Skin (+2 natural armor for 1 hour), Biofeedback (DR 3/- for 6 minutes), Animal Affinity (+4 to one ability score for 6 minutes), Body Adjustment (heals 1d12 hp), Specified Energy Adaptation (energy resistance 10 vs specific energy type for 1 hour); 1/day: Strength of My Enemy (for 6 rounds one weapon [natural or otherwise] deals 1 Str damage with each successful hit and gives it a +1 enhancement bonus to Str, the bonuses from different enemies are tracked separately, max bonus is +10).

    Improved Grab and Extract (Ex) work like with normal Illithids, except that they may affect Small to Huge creatures freely and may affect Gargantuan or larger creatures if they can reach their head.

    Life Sense (Su): An Illithid Brute has the ability to sense living creatures with an intelligence score within 100-ft. This ability is always active and in effect gives it blindsense out to 100-ft but only against living creatures with intelligence scores. The spell Mind-Blank prevents this ability from detecting someone under its protection.

    Shielded Mind (Ex): An Illithid Brute is immune to all mind-affecting abilities as well as any attempt to read its thoughts, or sense them (thus they cannot be sensed by each other).
    Last edited by Zaydos; 2013-11-20 at 11:03 PM.
    Blue Dragon DM by Emperor Ing.

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