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Old 07-21-2012, 01:22 PM   Top  -  End  -  #1
Zaydos
Titan in the Playground
 
 
Join Date: Aug 2009
Location: 
The Beastlands
Gender: Male
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.

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

Nelpino:

The Tomb of Pnakost:
Ferrous Jelly: Magnetic slimes
__________________
Peanut Dracolich avatar by Emperor Ing.

Selected Works:
If anybody is ever interested in playing one of my homebrewed base classes let me know, I'd love to see some of them in play and would try to run a game for it.

Last edited by Zaydos : 07-26-2012 at 11:58 PM.
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Old 07-21-2012, 01:25 PM   Top  -  End  -  #2
Zaydos
Titan in the Playground
 
 
Join Date: Aug 2009
Location: 
The Beastlands
Gender: Male
Default Re: Bestiary of the Three Worlds

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.

Age CategoryAgeElan Stone EffectsMaterial Component
Young0-300Cure Critical WoundsRevivify.
Adult301-3000Revivify or HealRevivify
Elder3001-12000 + 20d%Resurrection though corpse must have an intact head or Heal and RegenerationRevivify, Raise Dead, Resurrection, True Resurrection

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.
__________________
Peanut Dracolich avatar by Emperor Ing.

Selected Works:
If anybody is ever interested in playing one of my homebrewed base classes let me know, I'd love to see some of them in play and would try to run a game for it.

Last edited by Zaydos : 07-21-2012 at 01:29 PM.
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Old 07-26-2012, 11:11 PM   Top  -  End  -  #3
Zaydos
Titan in the Playground
 
 
Join Date: Aug 2009
Location: 
The Beastlands
Gender: Male
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.
__________________
Peanut Dracolich avatar by Emperor Ing.

Selected Works:
If anybody is ever interested in playing one of my homebrewed base classes let me know, I'd love to see some of them in play and would try to run a game for it.
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Old 07-26-2012, 11:23 PM   Top  -  End  -  #4
Zaydos
Titan in the Playground
 
 
Join Date: Aug 2009
Location: 
The Beastlands
Gender: Male
Default Re: Bestiary of the Three Worlds

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.
__________________
Peanut Dracolich avatar by Emperor Ing.

Selected Works:
If anybody is ever interested in playing one of my homebrewed base classes let me know, I'd love to see some of them in play and would try to run a game for it.
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Old 07-26-2012, 11:26 PM   Top  -  End  -  #5
Zaydos
Titan in the Playground
 
 
Join Date: Aug 2009
Location: 
The Beastlands
Gender: Male
Default Re: Bestiary of the Three Worlds

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).
__________________
Peanut Dracolich avatar by Emperor Ing.

Selected Works:
If anybody is ever interested in playing one of my homebrewed base classes let me know, I'd love to see some of them in play and would try to run a game for it.
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Old 07-26-2012, 11:28 PM   Top  -  End  -  #6
Zaydos
Titan in the Playground
 
 
Join Date: Aug 2009
Location: 
The Beastlands
Gender: Male
Default Re: Bestiary of the Three Worlds

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).
__________________
Peanut Dracolich avatar by Emperor Ing.

Selected Works:
If anybody is ever interested in playing one of my homebrewed base classes let me know, I'd love to see some of them in play and would try to run a game for it.
Zaydos is offline   Reply With Quote
Old 07-26-2012, 11:45 PM   Top  -  End  -  #7
Zaydos
Titan in the Playground
 
 
Join Date: Aug 2009
Location: 
The Beastlands
Gender: Male
Default Re: Bestiary of the Three Worlds

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.
__________________
Peanut Dracolich avatar by Emperor Ing.

Selected Works:
If anybody is ever interested in playing one of my homebrewed base classes let me know, I'd love to see some of them in play and would try to run a game for it.
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Old 07-26-2012, 11:51 PM   Top  -  End  -  #8
Zaydos
Titan in the Playground
 
 
Join Date: Aug 2009
Location: 
The Beastlands
Gender: Male
Default Re: Bestiary of the Three Worlds

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.
__________________
Peanut Dracolich avatar by Emperor Ing.

Selected Works:
If anybody is ever interested in playing one of my homebrewed base classes let me know, I'd love to see some of them in play and would try to run a game for it.

Last edited by Zaydos : 07-26-2012 at 11:59 PM.
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