GITP Monster Competition XVII - Flights of Fancy (CLOSED)
Flights of Fancy
Look up in the sky! It's a bird, it's a plane, it's...
Man has looked up into the sky since the beginning and marveled at what was above. They envied the freedom of those that flew within the heavens, dancing in delight upon the breeze. Though you may be ground bound, let your imagination soar...
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The contest begins with the posting of this thread and will continue until Midnight of January 21st (EST).
Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the 31st.
1. You will be creating an 'original' D&D monster. A creature of the winds and stars. This being must be able to fly under their own power, but otherwise the sky is the limit.
Wings, jets, buoyancy, anti-gravity, levitation and the like, anything Extraordinary or Supernatural that can be used at will, is allowed.
Spells or Spell-like Abilities, such as being able to cast Overland Flight, does not count as being under one's own power.
2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar 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, except for a lore section which is encouraged).
4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate threadhere.
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 have the basic beast already done.
Last edited by The Vorpal Tribble : 02-01-2008 at 02:26 AM.
As well, 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.
Speed: (# squares)
Armor Class: (), touch, flat-footed Base Attack/Grapple:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Re: GITP Monster Competition XVII - Flights of Fancy
Roc Golem Size/Type: Huge Construct Hit Dice: 39d10+40 (254 hp) Initiative: +9 Speed: 30 ft. (6 squares); 50ft. Fly, Good manuverabilty (10 squares) Armor Class: 27, touch 17, flat-footed 18 (-2 size, +9 dex, +10 natural) Base Attack/Grapple: +29/+47 Attack: Bite 2d6+37 melee, Full Attack: 2 Claws 1d8+37 and Bite 2d6+32 melee Space/Reach: 15 ft./15 ft. Special Attacks: Improved Grab, Metal Feathers, Swallow Whole Special Qualities: Unnerving Screech, Construct traits, Magic Immunity, Internal Habitat, Feather Shedding Saves: Fort +13, Ref +22, Will +13 Abilities: Str 30, Dex 28, Con —, Int —, Wis 11, Cha 1 Feats: Wingover (B), Snatch (B), Hover (B) Enviroment: Mountains Organization: Solitary Challange Rating: 18 Treasure: Double Standard Alignment: Always Neutral Advancement: 40-62 (Huge), 63-73 (Gargantuan), 74-82 (Collosal)
The Roc Golem is a terrifying metal construct created to guard mountain strongholds and dungeons. It resembles a huge mythril birdlike creature with a set of metal wings covered in thousands of metal "feathers" which constantly fall off and regenerate, each consists of a smooth metal rachis/calamus as long as an adult human forearm and vane composed of stiff wire forming a bladelike edge. The "beak" of the bird is made of two solid metal halves, each one lined with a sharpe edge. It mainly flies, however it may land and move along the ground on its two clawed feet, using its folded wings for support. The hollow "body" of the golem holds creatures it has swallowed, because of the low tempretures inside (caused by a combination of high altitudes and constant air movement) it is often coated with ice on the inside. Though it has no intelligence it has some degree of combat strategy built in.
Improved Grab (Ex) To use this ability, a golem 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 Roc Golem 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 piercing damage from shards of ice plus 1d8+4 points of cold damage per round from the low internal temperatures inside the golem. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 50 points of damage to the golem’s digestive tract (AC 20). Once the creature exits, the movments of the creature's body closes up the hole; another swallowed opponent must cut its own way out.
A Huge golem’s gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents. Triple this for each size category above Huge.
Metal Feathers (Ex) As a full round action the Roc Golem may fling a huge cloud of metal feathers. This can be in the form a 15ft. cube traveling forward from it up to 100ft. away or as a 50ft. sphere around it. Any creature caught in the cloud as it travel past them takes 10d6 slashing damage. They may halve the damage with a DC 39 reflex save, the save is strength based. It must wait 1d4 rounds before using this abilty again while the feathers regenerate.
Unnerving Screech (Ex) As the air travels over the surface of the golem's metal feathers it creates a screeching sound. Any animals will refuse to come within 200ft. of the creature and become panicked if they are forced. Intelligent beings which hear it must make a DC 24 will save or become shaken, the save is charisma based.
Magic Immunity (Ex) The Roc Golem is immune to all spell effects which reduce speed. Shock damage increases its base flight and land speed by one square per 5 points of damage and the shock damage dealt is non lethal. The golem takes 50% extra damage from heat (both magical and standard) due to the effect of having its freezing cold metal body suddenly expand.
Internal Habitat (Ex) The large hollow cavity in the golem may hold up to 1d10 creatures with cold resistance or the cold subtype. These tend to be ground based or flying predaters due to the lack of food available (the only real source being creatures which are swallowed by the golem) meaning most other creatures are eaten or starved and the absence of any liquid water meaning water based creatures freeze or suffocate. Anyone inside may be attacked by them. If the Golem is killed in the air they may pose a problem if they survive the fall. Large amounts of treasure can also accumulate as unfortunate adventurers perish inside.
Feather Shedding (Ex) A Roc Golem constantly sheds metal "feathers" which quickly regenerate. These are scattered over the surfaces it flies on (the feathers are lightwieght and hollow, meaning that they will float on the surface of a body of water unless they are disturbed). This grants a +10 bonus to any attempts to track a Roc Golem. Each feather may be used as a mithral throwing dagger however they will not harm the golem they came from. After 1d20 hours a mithral feather will turn back into iron and magically rust within 1d4 minutes.
Creating A Roc Golem
A roc golem is constructed from 6 separate parts and many metal feathers made of a total of 9 tons of iron which are then bolted together (see the table below for costs). The body is then polymorphed into mythril.
The caster must spend 300,000GP (which includes the cost of the iron). The creator must be 25th level, have the Craft Epic Magic Arms and Armor feat, and be able to cast arcane spells. Completing the ritual drains 5,000 XP from the creator and requires geas/quest, haste, Overland Flight and wish.
If the creator is present then the golum will follow their orders in combat. However Roc Golems tend to be bound to a specific area they are ordered to guard. They will only attack if someone attempts to enter the area or building they are guarding or if someone attacks them.
The Golem will attack weaker creatures with their Metal Feather attack. It will swallow stronger creatures as soon as possible to take them out of the battle. Individual creaters may "program" it with other strategies. If it is guarding an entrance it will land and stand in front of it as a last resort to prevent intruders.
It is a construct made of light metal designed to guard mountain fortresses and dungeons
It is mosty hollow, the noises it makes make creatures that hear them uneasy
It will kill anyone who attempts to enter the areas it guards
The inside is hollow and full of ice. It can swallow creatures it catches in its mouth and let them freeze to death
Some creatures can survive in its belly, preying on other creatures it swallows
The party is hired to recover an artifact from a mountaintop cave. They ar warned that it is guard by a fearsome flying construct.
A mountainside village has be deserted after everyone was scared away by a horrible cry. The PCs are hired to kill whatever has made its home nearby
The PCs receive a request for help (via magic of course) from a wizard who has been trapped in the stomach of his own golem.
Re: GITP Monster Competition XVII - Flights of Fancy
First time in a monster competition, here's my 2cp. As some of you can tell it really just started out with a pun for a name and evolved from there.
Cloud of Strife
Gargantuan Elemental (Air, Evil, Incorporeal)
Hit Dice: 12d8+69 (123 hp)
Speed: Fly 10 perfect (2 squares)
Armor Class: 9 (-4 size, +3 deflection), 9 touch, 9 flat-footed
Base Attack/Grapple: +8/+20
Full Attack: None
Special Attacks: Lightning, Bringer of Strife, Rage
Special Qualities: Elemental Traits
Saves: Fort +13, Ref +4, Will +4
Abilities: Str -, Dex 11, Con 20, Int 2, Wis 11, Cha 16
Skills: Knowledge (Geography) +11
Feats: Toughness x 3, Ability Focus (Bringer of Strife)
Environment: 5000-8000’ above ground level
Organization: Solitary or cluster (2-5)
Challenge Rating: 10
Alignment: Always Neutral Evil
Advancement: 13-18 HD (Gargantuan), 19-26 HD (Colossal)
Level Adjustment: -
Far overhead a single dark cloud hangs in the sky. Irregular jolts of lightning run across it and it emits a distant rumbling.
Man has looked up into the sky since the beginning and marveled at what was above. They envied the freedom of those that flew within the heavens, dancing in delight upon the breeze.
Likewise, countless men have raged against the heavens in frustration and anger over the times.
Clouds of Strife are simply clouds. However, over time they have absorbed the envy, rage and frustration vented at them and taken in the sight of carnage and brutality committed in their view. In effect they have become condensed clouds of negative emotions captured in the droplets and crystals normally making up the body of the cloud.
Infused with this destructive vigour they have become something close to alive, yet not quite living. An ominous dark cloud who’s passing brings violence and despair.
These clouds drift about, being drawn to places of blossoming hostility. Their presence and ability often causes these situations to erupt and the resulting negative emotions feed the Cloud.
Clouds of Strife, while not active combatants on their own, will gravitate towards places of brooding strife and use their powers to incite violent conflict. If threatened directly they will retreat at their normal slow pace, sowing confusion and using Rage on those confused who attack their allies. Should any fail to succumb to the confusion they will use their lightning bolt as a last deterrent. Bringer of Strife (su)
The most dangerous power of the Cloud of Strife is its ability to aggravate an already hostile situation. This power is active all the time. Everyone in an area passed over by a Cloud of Strife must make a Willpower save (DC 10+½ HD+Cha Mod = 21 from ability focus) to avoid all their negative emotions being intensified.
In game terms this means that anyone with a reaction of “Indifferent” or worse toward someone will have their reaction towards that individual worsened one step, from Indifferent to Unfriendly and Unfriendly to Hostile.
This ability does not “stack” with itself, but for each week the cloud remains over a given location the DC of the will save increases by 1. Likewise if several Clouds of Strife are present use the highest save DC and add 1 for each additional cloud.
The effect of this ability remains in effect for 1 day after the Cloud has passed +1 day for each day the Cloud remained over the location up to a maximum number of days equal to the HD of the Cloud of Strife. Rage (su)
At will, as the Wizard spell. Save DC 16. Caster level = ½ HD. For the purposes of range for this ability the Cloud of Strife counts as being at any altitude directly under its current position. Confusion (su)
At will, as the Wizard spell. Save DC 17. Caster level = ½ HD. For the purposes of range for this ability the Cloud of Strife counts as being at any altitude directly under its current position. Lightning Bolt (su)
3/day, as the Wizard spell. Sace DC 16. Caster level = ½ HD. For the purposes of range for this ability the Cloud of Strife counts as being at any altitude directly under its current position.
DC 20 – Clouds of Strife are ill omens who’s passing tends to make already tense situations erupt into violence. This reveals any elemental traits.
DC 25 – They are drawn to places already containing tension and strife. They are able to enrage their victims and cause them to fight among themselves.
DC 30 – The creature is negative emotion congealed within the cloud. Harming just the cloud will do little to affect the Cloud of Strife within. This reveals incorporeal traits.
* At the cusp of the biggest thunderstorm the city has seen in ages a series of seemingly unconnected violent murders run rampant. Even if they find out the truth, will anyone believe that the thunderstorm itself (a cluster of Clouds of Strife) is the real cause of this?
* A Cloud of Strife has awoken above a local battlefield and is headed towards the border of an allied nation with whom relations have been tense lately. How do you defeat a cloud? And can it be done in time to prevent another border war?
Last edited by Excellence : 01-04-2008 at 07:45 AM.
Re: GITP Monster Competition XVII - Flights of Fancy
Fine Fey (Psionic)
Hit Dice: 1d6-1 (2) Initiative: +9 Speed: Fly 60' (Perfect) (12 squares) Armor Class: 26 (+8 size, +4 dex, +4 deflection),touch 26, flat-footed 22 Base Attack/Grapple: +0/-19 Attack: Cold Iron Short sword +12 melee (1+5/19-20) Full Attack: Cold Iron Short sword +12 melee (1+5/19-20) Space/Reach: 0'/0' Special Attacks: Psi-Like Abilities Special Qualities: Misdirection, Telekinetic Entity, Telepathy 120', Spell Resistance 16 Saves: Fort -1, Ref +6, Will +5 Abilities: Str 4, Dex 18, Con 9, Int 10, Wis 17, Cha 19 Skills: Hide +24, Move Silently +8, Spot +7, Listen +7, Sense Motive +8, Bluff +8 Feats: Improved Initiative, Weapon Finesse B, Precise Blow B Environment: Temperate Forests Organization: Solitary (1), Raiding Party (8), or tribe (50-200) Challenge Rating: 5 Treasure: Items only Alignment: Usually Evil Advancement: By Character Class (Usually, Sorcerer or Wilder) Level Adjustment: +5
Inaran Fae are treacherous, evil creatures of the night which descend without warning on various villages to enslave local populations, increase the size of their undead army, and steal valuable resources (primarily cold iron, the preferred weapon for slaying their pixie cousins). These dangerous creatures lack the modern mastery of magic enjoyed by most civilized societies, however, they still possess 'wild talent' in abundance. Every adult Inaran Fae is capable of unleashing powerful bolts of energy or enticing the weak-willed into obedience.
The Inaran Fae rarely wear anything beyond a masterwork dark cloak, helpful for hiding their small forms against the dark night sky, or armor.
An Inaran Fae stands about 6 inches tall and weighs about 1 ounce.
Inaran Fae speak their Tribal language and occasionally, common. Although a few of the more powerful tribes have formed temporary alliances with, and by natural consequence learned the languages of, gnolls, orcs, bugbears, ogres, and other dangerous monstrous races.
2/day - Energy Missile (Acid Arrow if no Psionics), Charm, Psionic (Charm Monster if no Psionics). Manifester Level (Caster Level if no Psionics) 8th. The save Dcs are charisma based. Treat Energy Missile as if it is augmented to by 2 pp (+2 DC, +2d6 damage). Charm, Psionic as if it is augmented by 4pp (+2 DC, can target animal, fey, giant, magical beast, monstrous humanoid, aberration, dragon, elemental, or outsider )
An Inaran Fae is invisible, even when attacking. It may suppress or resume this ability as a free action.
Telekinetic Entity (Su)
The Inaran Fae also use their telekinetic talents to propel themselves, granting them a fly speed of 60' and a maneuverability of perfect. They also may replace their strength modifier with their charisma modifier for purposes of carrying capacity.
In addition, the Inaran Fae attempts to slow any hostile weapons before it can strike the Fae. This grants it a deflection bonus to AC equal to its charisma modifier.
An Inaran Fae may communicate to any creature that speaks a language in common with the Inaran Fae.
Lore Knowledge: Nature
The dangerous, uncivilized creatures which hunt people by night.
A subrace of the Pixies, these unsophisticated fell creatures enslave, create undead, and steal to increase their power.
The most effective way to kill one of the Inaran Fae is with magic which can only be stopped by the strength of a person's constitution. The Inaran Fae are creatures with frail bodies unable to withstand even the least of rigors. Even then, their powerful minds are able to stop weak wizards from affecting them.
The Inaran Fae are the product of a hybridization of Drow and Devil magics worked on captured pixies. Originally intended to be a servant race capable of sneaking about with supernatural ease, the Inaran Fae turned out to be too skilled at their given vocation. Large numbers escaped once they realized their personal interests would be better served outside their creators societies.
Base Stats for the example creature is 10,11,10,10,11,11
Inaran Pixies as Characters
-6 Strength, +8 Dexterity, -2 Constitution, +6 Wisdom, +8 Charisma
Fine Size: +8 bonus to Armor Class, +8 bonus to Attack Rolls, -16 penalty on Grapple Checks, +16 bonus on Hide checks
An Inaran Pixie's base land speed is 0 feet. An Inaran Fae's base fly speed is 60 feet with perfect maneuverability.
Racial Feats: Weapon Finesse, Precise Blow
Special Qualities (See Above): Telekinetic Entity, Telepathy, Spell Resistance equal to 15 + HD
Automatic Languages: Inaran Tribal. Bonus Languages: Common
Favored Class: Any
Level Adjustment: +5
Precise Blow Prerequisite:
Weapon Finesse, Dex 16
When using a weapon which benefits from the Weapon Finesse feat, you may apply your Dexterity modifier in place of your Strength modifier for weapon damage rolls.
Last edited by RandomFellow : 01-11-2008 at 02:32 PM.
Re: GITP Monster Competition XVII - Flights of Fancy
Small Animal Hit Dice: 2d8+4 (13 hp) Initiative: +5 Speed: 20ft, fly 20ft (good) (4 squares) Armor Class: 16 (+5 Dex, +1 Size), touch 16, flat-footed 11 Base Attack/Grapple: +1/-6 Attack: Slam +0 melee 1d3-2 Full Attack: Slam +0 melee 1d3-2 Space/Reach: 5ft/5ft Special Attacks: Tongue Lash, Tongue Grapple, Swallow Whole Special Qualities: Inflate, Exhale, Poison Saves: Fort +5, Ref +8, Will +2 Abilities: Str 6, Dex 20, Con 15, Int 2, Wis 14, Cha 6 Skills: Listen +4, Spot +8 Feats: Alertness Environment: Any above ground and warm Organization: Couple (2) or Swarm (10-100) Challenge Rating: 2 Treasure: None Alignment: Neutral Advancement: 3-5 HD (small), 6-10 HD (medium) Level Adjustment: -
As we began are travels through the beautiful meadows of Vys~ir I was astonished to see strange awkward birds lazily glide through the air. As we came closer I realized that these creatures where not birds but frogs! They bulged at the throat and with smaller sacs along their back and sides. The swam through the air as if in water and lashed out at passing birds with lightning fast tongues. We passed hundreds of these "balloon frogs", stunned by their frog-like grace the strangeness of walking under frogs hanging in the sky.
Combat Tongue Lash (Ex): As a standard action a heliotoad can make a ranged touch attack against a target no more than 40ft away with his tongue to deal 1d4 points bludgeoning of damage or 2d4 points of non-lethal damage. Additionally, the heliotoad is considered to have the Improved Grab special ability with its tongue.
Tongue Grapple (Ex): A heliotoad may choose to grapple an opponent with its tongues rather than a normal grapple. When using his tongue, the heliotoad counts as one size larger and uses its dexterity instead of its strength. Additionally, the heliotoad may grapple an opponent up to 40ft away with his tongue and immediately draw the opponent into the heliotoad's square upon a successful grapple. If the opponent is one or more size categories smaller than the heliotoad, the opponent is swallowed as the swallow whole ability.
Swallow Whole (Ex): A heliotoad can swallow a grappled creature of tiny or smaller size with a successful grapple check. A swallowed creature takes 1d4+1 points of bludgeoning damage and 6 points of acid damage per round from the heliotoad’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out. A heliotoad's gizzard can hold 1 tiny creature, 2 diminutive creatures, or 8 fine creatures.
Inflate (Ex): The signature ability of the heliotoad is the ability to inflate its many air sacs by inhaling and heating the air with its body temperature. The result is lighter-than-air sacs that allow the heliotoad to fly for a nearly unlimited amount of time. It takes two rounds for the heliotoad to completely inflate its air sacs and begin to fly and can easily swim through the air. When the heliotoad's air sacs are not fully inflated it counts as effectivaly one size smaller.
Exhale (Ex): Just as the heliotoad can inflate its air sacs, it may also gain a quick burst of speed with rapid exhalation. As a full round action where the heliotoad would make a "run" action, it may exhale to move at ten times rather than four times as normal. However, the heliotoad may only move directly backward in a straight line and loses its flight ability. The heliotoad begins to fall at the start of its next turn by slowly falling 10ft a round until the third round when all air is exhausted and normal falling rules apply.
Poison (Ex): Aside from its exhalation, the heliotoad has one other defensive ability. The entire body of the heliotoad is covered in a slick poisonous slime that is continually secreted. Any direct contact such as attacking with a natural weapon or grappling causes the opponent to be affected by the poison. The poison requires a DC13 fortitude save with a primary and secondary effect of 1d2 constitution damage, the DC is constitution based.
A relatively common animal in some areas, the heliotoad is thought to bring luck and a good harvest when seen feasting above a farmer's field. In fact, in many areas farmers create balloons that look like the heliotoad instead of the more well known scarecrow. In some agricultural communities, heliopoles (the infant heliotoads) are bought and sold along with seed with the idea that the larger the number of 'toads that survive, the better the harvest will be.
The heliotoad has never been successfully domesticated or breed, but is prolific enough to have large populations. However, in some areas, the heliotoad is hunted for use in gourmet cooking or medicine. It is thought that the eyes, air bladders and webbing all have medicinal qualities while heliotoad legs are served in the best gourmet banquets.
Re: GITP Monster Competition XVII - Flights of Fancy
Vilapi Medium Fey Hit Dice: 5d6 (17 hp) Initiative: +3 Speed: 30 ft (6 squares), Fly 50 ft (average) Armor Class: 18 (+3 dex, +3 natural, +2 deflection), touch 15, flat-footed 15 Base Attack/Grapple: +2/+1 Attack: Wracking Touch +5 (1d6+5 plus 2d6 sneak attack, fort DC 16 half), or Claw +5 (1d3-1) Full Attack: Wracking Touch +5 (1d6+5 plus 2d6 sneak attack, fort DC 16 half), or 2 Claws +0 (1d3-1) Space/Reach: 5 ft / 5 ft Special Attacks: Sneak Attack +2d6, Spell-like Abilities, Stormbringers, Blood Drain Special Qualities: Unearthly Grace,DR 10/cold iron, Evasion, Low-Light Vision, Blindsense 60 ft Saves: Fort +3, Ref +9, Will +8 Abilities: Str 9, Dex 17, Con 11, Int 10, Wis 14, Cha 15 Skills: Knowledge (nature) +8, Bluff +12, Sense Motive +10, Hide +11, Diplomacy +12, Spot +6, Listen +10 Feats: Weapon Finesse, Ability Focus (Wracking Touch), Moblility (b) Environment: Temperate Forests Organization: Solitary or Flock (3-6) Challenge Rating: 5 Treasure: double standard Alignment: Chaotic Neutral Advancement: 6-12 HD (medium) or by class level Level Adjustment: -
In the shadows formed by the curves and furrow's of the massive tree's bark, something stirrs. A wide, pretty face with large dark eyes and dark hair is revealed as huge bat wings are spread. A skinny female form hangs upside down by clawed feet, tanned, supple arms merging seamlessly into dark, leathery pinions. She smiles with teeth that are a bit too sharp-looking, and a set of large, mobile ears swivel in your direction.
Vilapi are unpredictable, bat-like fey that embody all that creeps and flutters through the nighttime forest. though Not particularly cruel, the mischeviousness of these creatures borders on the malicious. Their diet consits of equal parts fruit and blood, though their appetite for the latter is seldom so great that it drives them to kill. Vilapi are prone to waylaying travelers in the night, to make a quick snack of their blood before dumping them on a random tree branch.
Vilapi make good use of their mobility and misdirection abilities. They usually begin by blanketing the battlefeild with darkness and a few illusions, before swooping down to deliver a Wracking Touch and dissapearing into the canopy above. They usually flee if they encounter an enemy capable of harming them, as they are severely HP-deficient despire their potent defensive abilities. If cornered or pinned down somehow, they unleash their Phantasmal Killer (60% chance they havent already used it previously this week). Once an opponent is unconcious, they will carry them off to a seculuded tree to feast.
Spell Like Abilities (sp): At will: Wracking Touch, Darkness; 3/day: Goodberry, Major Image;1/day: Mirror Image, Charm Person, Disguise Self; 1/week: Phantasmal Killer (DC 18). A Vilapi can choose to deal Non-lethal damage with it's wracking touch spell-like ability. CL5, save DC charisma-based. Sturdy Flight (su): for the purposes of encumbrance, a vilapi's strength score is treated as 8 points higher than it actually is, allowing them to carry burdens far heavier than one would expect. Unearthly Grace (su): a Vilapi add's it's charisma Modifier to it's armor class as a deflection bonus and it's saving throws. Stormbringers (sp): a group of 3 Vilapi may join hands and, as a standard action, cast any of the following spells, each 1/day: Control Weather, Call Lightning, Sleet Storm, Fog Cloud. Blood Drain (ex): if it establishes a pin, a Vilapi deals 1 point of constitution damage each round the pin is maintained. since Vilapi are not strong, they usually use this on a creature rendered unconscious by their Wracking Touch, and seldom drain more than 4 points of constitution.
Vilapi have a +4 racial bonus on listen checks.
Vilapi are the bogey-women of old-growth forrests, preying on travelers and waylaying woodcutters. They sleep during the day, becoming active only at night. They live in flocks of three-or-more individuals, though often hunt alone.
Vilapi are a race of females, and so must look to humanoids for reproduction. Their Disguise Self ability serves them well for this purpose, though most only resort to Charm Person when other means fail. Groups of two or three Vilapi might gatecrash a human community's festival or dance with the intent of lureing away a mate. the subsequent tryst invariably ends with a mild Blood Drain. Thus, in areas inhabited by Vilapi, people are wary of cuteish, exhuberant young women with large eyes and dark hair.
A threatened Vilapi flock responds with extreme force, conjuring horrible weather conditions over any settlement that displeases them. These threats are often well-founded, for there are many villagers that simply cannot leave their homes at night for fear of being taken by the Dark Flutterers.
My colors are Blue/Green. I value versitality, knowledge, evolution, and the nautral world. I have a deep fascination with living things, and a natural talent for adaptation. At my best, I am intuitive and adaptive. At my worst, I am isolated and unsympathetic. My symbol is the twisted tree, and my enemy is Red/Black.
Re: GITP Monster Competition XVII - Flights of Fancy
Gargantuan Outsider (Native) Hit Dice: 16d8+48 (120) Initiative: +3 Speed: Land 20' (4 squares), fly 90' (Good) (18 squares), Swim 60' (12 squares) Armor Class: 27 (+17 Natural, +3 Dex, -3 Size), 10 touch, 24 flat-footed Base Attack/Grapple: +16/+37 Attack: Bite: +21, 2d6+9 Full Attack: +21, 2d6+9 AND tail-slap +16, 3d6+9+2d6 electricity OR touch +16, 2d6 electricity Special Attacks: Thunderclap, Control weather 1/day, Improved Grab, Swallow Whole Special Qualities: Low-Light Vision, Flight, Immunity to Electricity, All Outsider Traits, Hide in Plain Sight Saves: Fort +13, Ref +15, Will +14 Abilities: Str 28, Dex 17, Con 16, Int 8, Wis 18, Cha 6 Skills: Concentration +20, Escape Artist* +26, Hide +22, Move Silent +22, Listen +23, Spot +23, Swim** +36 Feats: Lightning Reflexes (B), Combat Reflexes, Flyby Attack, Improved Flyby Attack, Power Attack, Improved Bull Rush, Awesome Blow Environment: Atmosphere Organization: Solitary CR: 11 Treasure: None Alignment: Usually Neutral Advancement: 17-19 (Gargantuan), 20-24 (Colossal) LA: -
Storm serpents are powerful, elusive beings. They appear as enormous sea-snakes, and their coloration ranges from light gray to deep blue. Although they appear to swim through the air, their flight is in fact magical. They hide amid thunderclouds, and descend during storms or fog to feed on livestock or any other creature caught out in the open. They speak Auran.
A storm serpent is about 60 feet long and weighs about 30,000lbs. They live 15 to 30 years.
*Storm serpents have a +4 racial bonus on Escape Artist checks
**Storm serpents have a +8 racial bonus to Swim checks, and can take 10 even when hurried.
Storm serpents prefer to attack during conditions of poor visibility such as during rain, thunderstorms, or fog. When hungry or aggressive, they will use their Control Weather SLA to create the desired conditions. They prowl for prey not far above the ground, and when they find an exposed target, they swoop down and attempt to snatch it away before it can react. If the prey puts up a significant fight, they usually chose to drop it and disappear into the clouds. This is merely a ruse. They return, once again in a dive, and use their Thunderclap ability to stun their prey before attempting to swallow it again.
Due to their size, storm serpents will often break off their attack once their potential prey manages to find cover in a building, under a bridge, in thick trees, or in any similarly inaccessible locations.
Storm serpents never fight on the ground if possible. If cornered and unable to fly, they will curl up and use their Thunderclap ability and tail to keep enemies away.
Thunderclap (Su): As a standard action, a storm serpent may produce a 30' radius burst of sound and lightning which deals 6d6 electricity damage, deafens for 2d6 rounds, and stuns for two rounds. A DC 22 (Wisdom Based) fortitude save negates stunning and deafening and halves electricity damage. Afterwards, it may not use this ability again until 1d4 rounds have elapsed.
1/day -- Control Weather (Sp). As a 13th level cleric.
Improved Grab (Ex)
To use this ability, a storm serpent 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 attempt to swallow the foe the following round.
Swallow Whole (Ex)
A storm serpent can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+6 points of crushing damage plus 8 points of acid damage per round from the serpent's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Colossal serpent's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
A storm serpent can cease or resume flight as a free action. It is effectively hovering and needs not exert any effort to do so; however, all locomotion is provided by the sinuous motion of the serpent's tail. A storm serpent that loses this ability falls and can perform only a single action (either a move action or an attack action) each round.
Hide in Plain Sight (Ex)
A storm serpent is treated as hiding whenever it is backed by clouds or sky with respect to a given observer.
10: This is a storm serpent. It attacks suddenly and flies away with its prey.
15: Storm serpents can control the weather around them.
20: Storm serpents can throw lightning at will. Despite their form, they have no poison.
25: Storm serpents drift lazily inside clouds when not hunting. They will often abandon prey which manages to find cover.
35: Storm serpents can speak Auran, but rarely chose to.
- A storm serpent desires the near immortality of dragons and threatens to kill off a kingdom one by one unless they can produce an elixir to grant it to him.
- A storm serpent has devoured a VIP, and with him a irreplaceable magic item or artifact.
- A storm serpent has been imprisoned by a wizard who uses the serpent's natural electrical powers to power his mad experiments.
- A storm serpent has claimed a mountain of his own and is sending avalanches down on villages on the lower slopes.
For your convenience:
Open Game Content:
Combat Reflexes: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. [2 additionalAoOs]
Flyby Attack: When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Improved Flyby Attack: If the standard action taken by a creature during a round in which it uses Flyby Attack is a melee attack, the creature provokes no attacks of opportunity from moving out of squares threatened by its target.
Power Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Improved Bull Rush: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender. [+25 modifier]
Awesome Blow: As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature’s choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.
End Open Game Content
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Last edited by RS14 : 01-21-2008 at 10:58 AM.
Reason: VT's error corrections
* See 'Pride in Grace'
** The number listed where damage is normally listed is the number of 5' cubes the Wing Dragon can expel per round. This Breath Weapon doesn't involve a save, however use these DC's for things that refer to a Breath weapon save.
1 Can also cast spells from the Air, Healing, and Travel domains as arcane spells.
Environment: Any except underground or underwater Organization: Wyrmling, very young, young, juvenile, and young adult: with parents or foster parents as solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring) Challenge Rating: Wyrmling 6?; very young 7?; young 8?; juvenile 10?; young adult 11?; adult 12?; mature adult 14?; old 16?; very old 17?; ancient 18?; wyrm 19?; great wyrm 21?? Treasure: Triple Standard Alignment: Always Neutral Good Advancement: Wyrmling 4-5 HD; very young 7-8 HD; young 10-11 HD; juvenile 13-14 HD; young adult 16-17 HD; adult 19-20 HD; mature adult 22-23 HD; old 25-26 HD; very old 28-29 HD; ancient 31-32 HD; wyrm 34-35 HD; great wyrm 37+ HD Level Adjustment: Wyrmling +?; very young +?; young +?; juvenile +?; young adult+?; adult +?; mature adult +??; old +??; very old +??; ancient +??; wyrm +??; great wyrm +?? Favored Class: Rogue
Wing Dragons are kind-hearted, if highly egotistical acrobats. They love a challenge of any sort ranging from a simple race to going into battle against an enemy. In a friendly challenge, they are scrupulously fair and are enraged by cheating. They lay out the rules with as much care as their somewhat limited mental resources allow. Although they don't actually like to gamble (except with their lives, but NOT for their lives, if you see the difference) they can usually be talked into a wager if they truly feel the odds are in their favor. Against a true enemy though, anything goes.
Right at hatching a wing dragon has a body and neck that are a brilliant, eye catching orange. The rest of its scales and its wings are deepest black. All of this is generally irrelevant since they can change the coloration of their scales at will. Their wings are even more versatile, able to alter their proportions and shape in a minor degree of shape-changing that takes the flying skills from merely better than most dragons, into the realm of the truly amazing. There bodies are sleek, without any horns, whiskers, etc to break the streamlining, save for fins on the tail. Their legs are also short, making them slower on the ground than most other dragons (at GMs discretion this may also reduce the reach of their claw attacks).
Wing Dragons are monogamous and the chance that one whose draconic mate dies will never take another is fairly high. What is unusual is that the first mate of a Wing Dragon is often not another Wing Dragon. This is due to a cultural idealization of romance, and true lifetime love combined with their racial weakness of poor judgment. The legend that the wife of the first wing dragon started out her life as a human provides fuel to this. Many wing dragon parents and mentors will encourage youngsters to take 'training mates' from among humans or other similarly short-lived intelligent races. The Wing Dragons are faithful to these spouses, although there are two caveats to this. The first is quite simply that the dragon make no bones about the transitory nature of the union (it is only until the non-dragon's natural death after all), and may seek to find a permanent mate and become engaged without the slightest shame, and indeed will probably seek relationship advice from the 'training spouse' just as it would from any other friend. Some spouses take rather better to this than others. The second is that the Wing Dragon may forgo extensive magical curative measures and/or *raise dead* to prolong the spouse's life. Easy come, easy go.
Wing dragon lairs are often found where the flying is interesting. Complex wind currents, areas frequented by violent storms, or narrow canyons that they can challenge themselves to navigate at high speed are all attractive to them. The mightiest of them often live on permanent floating platforms, above even the cloud lairs of silver dragons. Strangely enough, many of them do not have territories that they lay claim to. They wear their hoards in the form of complex (but often silent) jewelry strung together with silk sashes or the like. These itinerant wing dragons forgo hunting, so that none can claim they are taking away from those whose territory they might cross in their wanderings, instead earning their daily food by putting on performances for locals (especially nobles), both of trick flying and of sky painting. Many carry saddles, festooned with so many straps and buckles that a rider's legs would have to be snapped in multiple places for them to fall off... to those who dare, and who can pay their price they will give wild rides that will remain in the rider's mind forever. Soaring to where the sky turns pale and the houses they pass over seem mere specks to the rider for long enough for the rider to truly experience the tranquility... then suddenly diving full speed, only to pull up seemingly perilously short of the ground and go slaloming through a forest at speed. Barrel rolls, loops, wing-overs, and other acrobatic maneuvers are generally included at some point or another in the ride. Anyone who can both not vomit (Fortitude save against the Breath Weapon DC), and not scream in pure terror (Will save against same DC) on such a ride earns their respect as a near-equal. Note that harm to a rider under such circumstances is considered a failure of skill, although heart attacks and similar stress-induced ailments are exceptions.
The draconic community considers wing dragons to be pesty annoyances (however useful they may be in the particular situations that call for their talents). Most have long since given up trying to chase the itinerant ones off, since they simply end up having circles flown around them while being chuckled at in a somewhat maniacal fashion. Evil dragons plot against them to bring them to ruin or direct combat. Good dragons however, especially chaotic ones, find that they have there uses, even in day to day life, and have made virtue of the unavoidable by making pacts with the wing dragons (free access, but no hunting in their territory, and buzzing of peasants kept within reasonable limits), in return the wing dragons serve as the news sources and letter and package carriers of the draconic community.
Wing dragons look on combat as simply another place to test and glory in their skills and earn the adulation of others. They make use of tactics to the best of their abilities, but are not afraid to go against superior odds. Against lesser opponents they often aim for the most perfect victory. To defeat 20 bandits who have more guts than skill is a nothing, merely taking out the trash... to defeat them without them so much as touching you, knocking them out without doing the least permanent injury, and to have the last one unconscious while still (momentarily) standing before the first one fully collapses to the ground? Now THAT takes a MASTER. Younger wing dragons may hold back on their abilities against weak foes, eschewing for instance the use of the breath-weapon. Their elders however can find perfection of form even in the killing of a rabbit, using every tool in their arsenal (... excepting any resources that are not rapidly renewable and might be needed for any unexpected troubles). All the same, even the most mature are somewhat reckless in their natures, knowing that no victory against a worthy foe is without glory, or at least something to learn from (if they succeed more by luck than skill in a given situation). On the other hand to go down to defeat is the only way, in the end to prove just WHERE the limits of one's skill is. For this reason they go relatively gladly when the need arises, even to certain death.
Wing dragon tend to surround themselves in a cloud of fog, often disguising it as natural fog or clouds if they need to close range from afar. Upon bringing the fog into contact with an opponent they will turn it optic black and then attempt to use flyby attacks to deal sneak attack damage, combining Tumbling and Silent Flight (for a -5 penalty to each) to ensure that counterattacks are limited and ineffective. If they can't move their clouds fast enough to keep up with a mobile opponent they will generally use the same tactics, or resort to taunts to draw the opponent into terrain that favors the wing dragon or tire out less hardy foes. They will generally pursue a fleeing foe, knowing that their superior speed means that even if it IS an attempt to draw them out of position, it is unlikely to succeed.
Dogfight (Ex): A Wing Dragon may use the tumble skill while airborne, substituting their flight speed for their ground movement rate in calculating how far they may move.
Fog Immunity (Su): Wing Dragons can see through any type of gas, liquid, or particulate matter as if it were clear. This includes magical fogs and effects, including its own breath weapon. (none of which stops them from seeing things they can see through with perfect clarity, but they can also see through it, and if that doesn't make sense, just keep repeating "It's Magic!" to yourself until it does). Note that if the predominant material limits the quality of vision, but the substance(s) suspended in it do not. Thus they could see through mud, provided it was over half water by volume, as well as they could see through water, but could not see through lava just because it had impurities in it.
Improved Draconic Senses (Ex): A dragon sees six times as well as a human in shadowy illumination and three times as well in normal light. It also has darkvision out to 180 feet, and blindsense that can pinpoint creatures within a distance of 90 feet. In the case of blindsense remember that opponents the dragon can't actually see still have total concealment against the dragon, and also that Create Air reduces the range of Blindsense to 60 feet (as well as imposing a -4 penalty to Listen checks within it).
Limited Spider Climb (Su): This works as per Spider Climb, except that movement is only 5 feet per round while climbing, and ANY solid surface can be attached to, not just one that a normal spider could climb. Any slickness short of that provided by Oil of Slipperiness does nothing to prevent this. Thus a Wing Dragon can land and cling to a Wall of Force (even upside down to an horizontal one), melting icy cliff, or just merely a wooden palisade. Note, however, that those last two might collapse under the dragon's weight. This ability is always active.
Pride in Grace (Ex): (Due to its complexity and the rareness that it will ever come up in most campaigns this rule is highly optional.)
This is not actually ability, rather it is a weakness. So much of a wing dragon's sense of self is wrapped up in its acrobatic ability that long lasting damage to their dexterity can eventually cause them to lose confidence and zest for life to a small but noticeable degree. Like almost any creature when a Wing Dragon is born it has a certain difference between its dexterity and its charisma. This amount might be positive, negative or zero. For a standard 'by the book' Wing Dragon this difference is zero. If a Wing Dragon's dexterity is ever permanently lower than this difference compared to the Wing Dragon's current permanent charisma then it must make a Will save every month. The DC of the save is 10 times the number of points that the dragon is low in the aforementioned calculation. If this save is failed the dragon loses a point of charisma until such time as the original deficit is recovered to the point where the original difference would not be violated by recovery of one or more points of charisma. At this point is recovers 1 point of charisma per month until the original difference is re-instated.
Example: Tornado is rolled up as a newly hatched wyrmling. The 3d6 for dexterity come up to a total of 13. To this is added the racial adjustment of +4 for a score of 17. The 3d6+4 for charisma come up to a total of 16. It seems Tornado is destined to be even more hyperactive and endearing than most of his brethren. His dexterity is 1 point higher than his charisma. This difference will be used as the standard throughout Tornado's life. Upon reaching the very young age category these scores increase by +2 each. So now we have Dexterity 19 and Charisma 18. If an enemy poisons Tornado, causing 2 points of permanent Dexterity drain (down to 17) then Tornado must make a DC 20 will save one month later if he doesn't get the effects of the poison reversed by that time. A failure reduces his charisma by one point (down to 17), and means that the DC drops to 10 for future months. A second failure would reduce Tornados charisma another point (leaving his with Dexterity 17 and Charisma 16, which is the "natural" difference between the two, meaning he has stabilized and needs to make no more saving throws). A year later, he finally manages to get a cleric to cast Restoration on him returning his Dexterity to 19. One month after this happy event he gains back a point of Charisma as his self-confidence surges with his return to his full potential of deftness of motion. A month after that, he is back to his original scores of Dexterity 19 and Charisma 18.
Unblinking (Ex): A wing dragon cannot be dazed, dazzled, blinded, or otherwise harmed by light. This includes these conditions brought upon by spells dealing with light, such as Flare, and damage from Sunbeam, but not Blindness/Deafness.
Wingclaws (Ex/Su): Wing dragons shapechanging wings include the ability to grow a set of small claws at the joint where the wing fingers are. These are useless as weapons (including weilding any weapon except perhaps a hand crossbow) or for fine manipulation of most sorts, but can each hold an object of up to 1/20th of a light load and can release/throw (with a forward sweep of the wing) them. This means that when they gain the Limited Snatch ability listed below, they can drop up to 7 objects at a time (4 in the feet, 2 in the wingclaws, and 1 in the mouth).
Evasion (Ex): If a very young or older wing dragon makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if a wing dragon is wearing light armor or no armor. A helpless wing dragon does not gain the benefit of evasion.
Heroic Idiocy (Ex): Wing dragons of at least very young age category are too foolhardy and self confident to be intimidated, especially when they are in their element. They gain a bonus equal to their age category versus fear effects, when on the wing and in combat this bonus is doubled.
Limited Snatch (Ex): The Dragon can drop any object(s) it holds as a free action (unaimed), or use a standard action to drop any number (aimed as a proficient weapons) or fling them aside (also counts as proficient attacks). Wing Dragons like dropping rocks and grenade like missiles (including bundles of smoke sticks which scatter as they fall), both as an exercise in skill and as a combat tactic to make up for their lack of offensive breath weapon. Other favorite projectiles:
Beads of Force , the fur ball from a Bag of Tricks, the cards from a Deck of Illusions (although these tend to flutter and blow in the wind on the way down so they can't really be aimed), the pebble resulting from the use of Dust of Dryness, Eversmoking Bottles (often heavily padded so the denting of impact doesn't ruin them), Iron Bands of Binding, "loaded" Iron Flasks (but only if the Wing Dragon has Open/Close, Mage Hand, or Telekinesis to open it with once it is far away), the spheres from a Necklace of Fireballs, Feather Tokens (at GM's discretion,...Anchor, or Pelor forbid, Swan boat or Tree... that is just TOO cartoon like... so it sounds good to me!), and Ropes of Entanglement.
Weather Master (Ex): For purposes of wind effects wing dragons of at least very young age category are not counted as one size class smaller while flying. They are immune to damage from naturally occurring lightning and natural environmental temperatures (except those tinged with strong spiritual energies). Thus, while they could comfortably sunbathe in the light of a supernova at any range (at least until the blast wave of particles OTHER than photons hit them), but the flames that are natural to an infernal plane or those of the elemental plane of fire would give them trouble.
Uncanny Dodge (Ex): A wing dragon of young or older age category can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a wing dragon already has uncanny dodge from a class it automatically gains improved uncanny dodge instead.
Create Air (Sp): The Wing Dragon creates an envelop of continuously generated air around itself (and any creatures it is in contact with or comes in contact with at its option), allowing it to breath even underwater (although it will be giving off bubbles like crazy and surrounded in a "skin" of air) and to fly and breath in airless environments. This gives a +10 bonus on all saves against inhaled threats including the Druid spell Miasma and the internal claws of a Belker. While using this ability the Wing Dragon (and anyone in contact with it) can mostly only smell the air it is creating, and it is insulated to a degree from the minute motions of the air around it. For these reason it cannot use the Scent special quality if it has it while under the effects of this, and its blindsense is reduced to 60 feet. Wing Dragons may freely use their breath weapon as normal while using this ability.
Expeditious Movement (Sp): A wing dragon of at least Old status may produce an effect similar to Expeditious Retreat except that if they cast it on themselves it affects ALL of their movement rates (not just land-speed) and instead of a flat bonus it doubles the movement rate. This ability is usable 3 times per day.
Improved Uncanny Dodge (Ex): A wing dragon of young adult status or older can no longer be flanked. This defense denies another wing dragon or a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels (or other class(es) that grant Uncanny Dodge) + wing dragon hit dice than the target does. If a wing dragon already has uncanny dodge from a class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue(or other such class) level + wing dragon hit dice required to flank the dragon.
Freedom of the Clouds (Su): For a total time per day of 1 round per Hit Die, a Wing Dragon with this ability can act normally regardless of magical effects that impede movement as if they were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
On your Tail (Sp[Su?] ): Wing dragons may expend spell slots to follow transportation and other effects to keep up with enemies or friends using teleportation and some other effects. This must be done within one round of the casting of the effect by the target being followed and requires using a spell slot equal to (or greater than) that of the spell or effect (including psionic powers) being copied, but can still do it even if no spell slots remain. If no spell slots of high enough level remain but still can cast for that day then expend two highest-level spell slots. If a spell or effect has multiple levels (for multiple classes) always use the lowest one. For spells that involve instantaneous relocation (as opposed to changing form or ONLY melding into objects) the wing dragon always arrives in the same relative position to where the creature being followed arrived as they were to the target when it transported unless this area contains a solid object and the spell being copied does not allow arrival within a solid object (For an example of spells or effects that in fact REQUIRES such an arrival, see Tree Stride and Teleport via Plants). In case of arrival within a solid object for a spell that doesn't normally allow such the dragon appears in the nearest open space, taking 1d6 for each 10' so displaced. For spells with a non-instantaneous duration the spell ends during the first turn for the wing dragon after the parallel effect ended for the target (or earlier if the wing dragon chooses and the spell can be ended at such a point). A Wing Dragon may expend 5 rounds of its Freedom of the Clouds ability overcome Dimensional Anchor or a similar effect to use On Your Tail for the duration of one such following.
Examples of spells that can be followed using this include but are not limited to:
Binding (in which case any effect that frees the target creature also frees the wing dragon)
Blink (can do at any point in its duration, not just when the spell is initially cast)
Imprisonment (any effect that frees the target creature also frees the Wing Dragon)
Looking Glass (No Scrying, teleportation effect only. From "Master's of the Wild" p.90)
Meld Into Stone
Prismatic Sphere (to follow a creature teleported by it)
Prismatic Spray (to follow a creature teleported by it)
Prismatic Wall (to follow a creature teleported by it)
Teleport(functions like Teleport, Greater)
Teleportation Circle (functions like Teleport, Greater)
Transport Via Plants
Tree Stride(but only to remain in a particular tree, or to follow target. Following can be done flawlessly provided the dragon never delays more than 1 round behind the target's movement.)
Temporal Stasis? (in which case any effect that frees the target creature also frees the Wing Dragon)
Vanish(roll 1% chance of disintegration separately from object, dragon not subject to separate dispel magic, but may chose to follow object back if it is returned by that method as per the usual rule for this ability.)
Word of Recall.
Walk Among Them (Su): As per "Alternate form" ability except as follows. A young adult or older wing dragon can assume any the form of a generic member of a race with racial intelligence 3 or greater that is has had frequent contact with for at least one year which has a size class equal to or less than the wing dragon's natural form OR a half-wing dragon version of any such race as a standard action twice per day. The wing dragon retains its own dexterity score in alternate forms. If it decreases 2 or more size categories when using this ability to turn into a half-wing dragon then its maneuverability in that form improves by one step (usually to perfect). The dragon can remain in this alternate form until it chooses to assume a new one or return to its natural form. The form and half-dragon form for each race are each unique to the particular wing dragon, and may never be altered in appearance as a result of this ability (further magic may modify them normally however).
Reactive Casting (Ex bonus to Sp and Su abilities): Wing Dragons are the essence of speed and quick reactions to unpredictable circumstances. As such when using metamagic feats for spell casting abilities that do not have to have the slots filled beforehand, they do NOT require a full round action unless the base time is a full round action. This means, for instance, that they could cast an empowered quickened ray of frost as a 6th level spell as a free action (assuming of course that they had those feats, knew that spell, and had a 6th level spell available to cast it from). Note ESPECIALLY that this means that the Quicken Spell feat is an effective option for them, including for their innate sorcerous abilities.
Improved Evasion (Ex): This ability works like evasion, except that while the dragon still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless wing does not gain the benefit of improved evasion.
Breath of Dreams (Ex extension of Su ability): The Wing Dragon may now maintain the size and position of any of its fog clouds even in its sleep as if it was awake stationary. Complex patterns may require concentration checks at the GM's discretion.
True Haste (Sp): As per Haste except that no bonus to base movement rate is given, but if the creature forgoes the extra attack granted, or does not attack in a given round it gains an additional move action (which may ONLY be used for movement), and it is single target only, with a range of Short. A Wing Dragon may use this ability 3 times per day.
Watch This! (Ex): Once per day, for a number of rounds equal to its hit-dice category a Wing Dragon may raise its maneuverability to Perfect. This is a free action and does not provoke attacks of opportunity.
Defensive Roll (Ex): A wing dragon of very old or older status can roll with a potentially lethal blow to take less damage from it than it otherwise would. Once per day, when it would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the wing dragon can attempt to roll with the damage. To use this ability, the wing dragon must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, it takes only half damage from the blow; if it fails, it takes full damage. It must be aware of the attack and able to react to it in order to execute its defensive roll-if it is denied its Dexterity bonus to AC, it can't use this ability. Since this effect would not normally allow a creature to make a Reflex save for half damage, the wing dragon's evasion ability does not apply to the defensive roll.
Flying Skill Mastery (Ex): While flying, with the following skills the Wing Dragon may take 10 on a check even if stress and distractions would normally prevent it from doing so: Balance, Tumble, and Move Silently. This ability also applies to checks to avoid becoming lost, but for those the dragon doesn't have to be flying.
Dream Flight (Ex): A wing dragon of Great Wyrm status may attempt to fly even in its sleep. This must be basically straight and level flight. Tumble (for heading) and Balance(For pitch) rolls are necessary with DC's dependant on weather conditions. Windless conditions would be DC 45 for each.
Other Spell-like Abilities: At Will - Prestidigitation(All Age Categories); 3/day - Know Direction(Very Young and older) , Control Winds (Juvenile and older) , Cat's Grace(Mature Adult and older) ; 1/day Control Weather(with casting parameters as if the wing dragon was a Druid. This SLA is gained at Young Adult), True Seeing(Ancient and older), Time Stop(Great Wyrm)
Skills: The class skills for a Wing Dragon are: Balance, Bluff, Concentration, Craft(Sky Painting), Diplomacy, Escape Artist, Heal, Hide, Knowledge (Any), Listen, Move Silently, Spot, Search, and Tumble. They receive a bonus equal to their age category on any check made to avoid becoming lost. While flying or falling Wing Dragons have the Balance, Move Silently, and Tumble skills for free at 1 rank per Hit Die. Note that, for the purposes of reducing damage, the moment of impact during a crash or fall counts as flying or falling. Their keen senses stand in sharp contrast to their poor judgment, granting them a +5 racial bonus on Spot and Listen checks, Their color changing scales allow them a bonus to Hide checks in any particular environment equal to 3+Age Category + Intelligence modifier. This only applies to on specific environment/color scheme at a time. If the background against which the dragon is attempting to hide changes they lose this bonus until they reenter the old environment or take a move equivalent action to change their scale colors. If the dragon takes at least ten minutes to study a specific spot it plans to hide in and then spends at least two minutes to change her scales to perfectly match that exact local then this bonus changes to 2 + Hit Dice + Intelligence modifier while hiding their. At any given time the Dragon can remember 1 + Age Category + Intelligence modifier such scale patterns. These can also be used to memorize other similar complex scale patterns. If used as part of a disguise check this (together with their polymorphic wings) gives a +5 modifier to attempt to disguise as any other dragon (specific individual or general type).
Breath Weapon (Su): The breath weapon of the Wing Dragon is harmless magical smoke. It is unique and peculiar among dragons. Of primary interest to sages is that, strictly speaking, it really is absolutely harmless. Many an awe struck peasant gazing at a Wing Dragon's 'Sky painting' would believe this. Anyone who has ever fought a Wing Dragon would agree with every technical point but declare the conclusion of 'harmless' to be complete ivory tower nonsense. Also unusual is that they may utilize it every round instead of every 1d4 rounds. It is non-toxic, completely odorless, and its magical properties preclude it being concentrated enough to displace breathable air measurably. However the Wing Dragon can exercise an amazing amount of control over it. The color can be altered as a free action to anything from completely transparent (which doesn't mean that the visibility improves if the area also contains another type of fog, smoke, or dust), to a black mist sufficient to turn high noon into pitch dark (and worse yet a pitch dark that darkvision can't see through), to any shade, color, and opacity you can imagine. It can also be made to glow in any color and any intensity the Wing Dragon wishes, up to and including illuminating everything within it and for 20 feet around it as a light spell. A darkness spell that overcomes the light effect does not destroy the fog, but merely prevents the fog from glowing within its area of effect and turns the area dark as it normally would. At any one time a Wing Dragon may maintain a cloud or clouds of totally opaque fog equal to the amount it could expel in 10 rounds, provided it is within 1 mile per age category. Any excess dissipates, however the Wing Dragon may choose which parts to have dissipate. Once per round, as a move action, part of a move action, or as part of expelling its breath weapon, a Wing Dragon may manipulate its fog changing the color, glow, etc of each part. It may move as many cubes at it likes, but each may move no more than 10' x the Wing Dragons age category. Note that for purposes of Sky Painting the Barnstormer is in NO way restricted to 5' cubes... they can make doll-sized fog sculptures if they so chose... 5' cubes are merely as simplification for combat purposes.
This creature is definitely a True Dragon, normally one can tell a True Dragon's species by such clues as wing-shape, head-shape, and coloration. In this particular case the wings and coloration are nothing you have heard of before, and the head-shape lacks many noticable features. This reveals any STANDARD True Dragon traits.
This is a wing dragon. They can change their coloration at will for decorative purposes or camoflage and their breathweapon is a non-toxic fog that can be of almost any color. They are fond of putting on flight demonstrations for payment, and can do pictures in the sky made out of their breath weapon that remain hours at a time.
Wing dragons can telekinetically manipulate their fog and they generally use an intensely black form of it for battlefield obscurement, they are deft flyers, and can perfer to strike with a rogues precision, approaching their target on silent wings and then continuing past them to be out of range before effective counterstrike is possible. To close from long range they may attempt to disguise themselves within their breath weapon to appear as a cloud or patch of dense fog. They can see through their own breathweapon as well as clouds, smoke, or mist, even magically created ones.
This reveals everything in this creature entry including personality, role in draconic societies, and abilities (SLA's Unblinking, etc).
Wing Dragons with their habit of 'training spouses' are among the most likely to be parent to half-dragons that are part of society. Certain of the Chromatic dragons might come close except that they usually eat the victim shortly after the rape. Wing Dragons do not abandon their spouses or immature offspring. They are not much for aiding their half-dragon children after they are moved out and on their own though.
As per usual except as follows:
Speed: ALL half Wing Dragons have wings and can fly at 3 times their land speed (good maneuverability).
AC: Natural Armor bonus improves by +2.
Statistics adjustments: STR +2, DEX +8, CON +2, INT +0, WIS +0, CHR +2
Special Qualities: As per usual for a half-dragon, and they also have the 'Dogfight' quality. Have Fog Immunity for their racial bonus immunity.
Special Attacks: Breath weapon: Can expel 27 5' cubes 3 times per day (DC is 20 if it ever matters).
Feats: As per usual for a half-dragon, but also receive a limited version of Weapon Finesse that only applies to natural weapons as a bonus feat.
Notes: BW volume equal to volume of cone BW averaged since the Wing Dragon breaths every round and the rest every 2.5 rounds on average.
Re: GITP Monster Competition XVII - Flights of Fancy
Small Animal Hit Dice: 2d8+2 (11) Initiative: +3 Speed: 10 ft. (2 squares), fly 80 ft. (good) Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flatfooted 11 Base Attack/Grapple: +1/+2 Attack: Bite +5 melee (1d4+1) Full Attack: Bite +5 melee (1d4+1) Space/Reach: 5ft/5ft Special Attacks: Latch, wingbane Special Qualities: Low-light vision, clothlike body, Saves: Fort +4, Ref +6, Will +2 Abilities: Str 12, Dex 16, Con 12, Int 2, Wis 14, Cha 6 Skills: Hide +10, Move Silently +10, Spot +5, Listen +5 Feats: Weapon Finesse, Improved Grapple Environment: Temperate forests Organization: Solitary, pair, or company (3-5) Challenge Rating: 2 Advancement: 3–5 HD (Medium), 6-9 HD (Large) Level Adjustment: --
The eagle maneuvered swiftly in the open sky, hoping to shake off its pursuer. It was confusing for an animal which used to have the role of hunter for all his life, to become a prey all of a sudden. But its pursuer responded that maneuver just as swiftly and continued the chase. The eagle soared, but so did the thing behind it. Desperation drove the eagle to make a daring move, it flew headlong into a tree and maneuvered to the left just in the last moment, hoping its pursuer to crash. But the plan didn’t resolve as good as that, the animal behind was pretty capable of avoiding the tree, and the fact that it didn’t lose that much speed while doing so, spelled the eagle’s demise. It was caught viciously, its wings disabled with a tight grapple, and they plummeted to the ground, both the hunter and the prey. However at the end of the day, it was good eating for the Glider.
Wingbane Gliders are flying carnivores, resembling a cross-breed between a bat and a manta ray. They specifically prey on flying creatures by employing a rather unusual technique, in which they grapple and hold on to any bird or flying animal they could find, and crash them right to the ground. While the fall usually kills the prey; the thin, leather-like body of the Glider absorbs all of the damage, leaving them unharmed and ready to eat.
Wingbane Gliders don’t enter combat other than to find food for themselves. When threatened, they simply fly away, or try to grapple them to death if the threat appears to be faster than them.
Latch (Ex): If the Glider successfully initiates a grapple, it firmly holds the target, gaining a +4 bonus to every grapple attempt against that target from that moment.
Wingbane (Ex): While grappling, the Wingbane Glider intentionally aims to constrict the target’s wings, or other appendages of flight, trying to rob them of the ability to fly. If the Glider successfully pins an opponent in grapple, the target loses any means of flight short of supernatural or spell-like origin. While this ability works normally against targets of same or smaller size, more Gliders are needed to activate this ability against targets of a larger size. For example, two Gliders are needed to pin an opponent one size larger, four for two sizes larger, eight for three sizes larger, etc.
Clothlike body (Ex): The Glider’s thin and light body functions more like a cloth or a mattress than a full, flesh-heavy body, giving it different qualities. The Wingbane Glider has DR 10/piercing or slashing, receives no damage from falling, and is affected from wind effects as though it's two size categories smaller than its actual size.
Wingbane Gliders are often misidentified as larger, misshapen bats of monstrous origin, but they are in fact just another mundane specie, albeit not so common. Although they prefer to live in forests, where animals of all kinds are abound, they can be seen practically anywhere that another flying creature can be found.
However useful they can prove by catching airborne prey, the swift and vicious nature of Wingbane Gliders allow them to only be calmed down by druids or rangers, denying many pompous nobleman or greedy merchant to have their hands at this relatively exotic animal, unless betrayed by the said protectors of nature.
PbP Game Statistics:
(Updated 19.07.13) Games Joined: 53 Games Dead: 50 Games Successfully Finished: 0 Partially Finished/TPK'd: 1
Re: GITP Monster Competition XVII - Flights of Fancy
FLYING SPAGHETTI MONSTER Colossal Outsider (Extraplanar) Hit Dice: 24d8+294 (402 hp) Initiative: +7 Speed: Fly 250 ft. (perfect) (50 squares) Armour Class: 25 (-8 size, +3 Dex, +20 natural), touch 5, flat-footed 22 Base Attack/Grapple: +24/+57 Attack: Noodly appendage +33 melee (2d8+17 plus energy drain) Full Attack: 6 noodly appendages +33 melee (2d8+17 plus energy drain) Space/Reach: 60 ft./50 ft. Special Attacks: Constrict 4d8+25, energy drain, improved grab, meatball, spell-like abilities Special Qualities: Amorphous, antidivine field, damage reduction 15/epic, genesis, regeneration 30, spell resistance 40 Saves: Fort +26, Ref +17, Will +23 Abilities: Str 45, Dex 16, Con 35, Int 21, Wis 28, Cha 24 Skills: Bluff +34, Concentration +39, Heal +36, Intimidate +34, Knowledge (arcana) +32, Knowledge (religion) +32, Knowledge (the planes) +32, Listen +36, Move Silently +30, Search +32, Sense Motive +36, Spellcraft +32, Spot +36 Feats: Awesome Blow, Flyby Attack, Hover, Improved Initiative, Power Attack, Run, Toughness (2) Environment: Astral Plane Organization: Solitary Challenge Rating: Too high Treasure: None Alignment: Always lawful neutral Advancement: 25+ HD (Colossal) Level Adjustment: —
A vast mass of writhing pasta hoves into view, darting this way and that in an impossibly dexterous fashion. Occasional eyeballs emerge on noodly stalks, and what can only be vast meatballs can be glimpsed within the monster's interior.
The Flying Spaghetti Monster is a creature of near-divine power; its existence is no more to be doubted than a deity's. Even to inquire as to its origin is to commit heresy, for the Flying Spaghetti Monster is without beginning or end; it always was, always is, and always shall be, for ever and ever, ramen.
The Flying Spaghetti Monster is about 60 feet across, and weighs 140 tons. It is perfectly fluent in all known and unknown languages.
The Flying Spaghetti Monster bombards opponents with meatballs, using spell-like abilities in the intervals. When it feels like it, it closes in and attacks with its noodly appendages. It is quite capable of sophisticated strategy, but the need seldom arises. Constrict (Ex): The Flying Spaghetti Monster deals 4d8+25 damage with a successful grapple check, and the subject must make a DC 29 Fortitude save each round the grapple is maintained or gain 1d4 negative levels. The save DC is Charisma-based. Energy Drain (Su): Any creature hit by the Flying Spaghetti Monster's noodly appendage attack must make a DC 29 Fortitude save or gain 2d4 negative levels. The save DC is Charisma-based. Improved Grab (Ex): To use this ability, the Flying Spaghetti Monster must hit with a noodly appendage 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 constrict. Meatball (Su): The Flying Spaghetti Monster may create a Huge meatball as a standard action; it cannot create another meatball until 1d4 rounds later. Treat the meatball as a mindless construct (no Constitution or Intelligence score) with Strength 30 and Dexterity, Wisdom and Charisma 1. It moves 100 feet in every round, acting on the Flying Spaghetti Monster's turn, and does not stop moving until it reaches the target set by the Flying Spaghetti Monster; it can fly at the same speed, with clumsy manoeuvrability, but can only fly once in its existence. It has 10d10 HD (55 hp), natural armour 8, damage reduction 5/magic, and tramples opponents of Large size or smaller (Reflex DC 25), dealing 2d8+15 bludgeoning damage. The save DC and damage are Strength-based. Upon reaching its target (or if it cannot reach its target) it explodes, dealing 8d8 points of bludgeoning damage to everything within 100 feet (Reflex half DC 39). The save DC is based on the Flying Spaghetti Monster's Constitution. Spell-Like Abilities: At will — baleful polymorph (DC 22), cloudkill (DC 22), false vision (DC 22), greater dispel magic (DC 23), greater invisibility, insanity (DC 24), major creation. 6/day — dominate monster (DC 26). 1/week — miracle (DC 26), wish (DC 26). Amorphous (Ex): The Flying Spaghetti Monster is immune to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits, and, having no clear front or back, cannot be flanked. Antidivine Field (Su): The Flying Spaghetti Monster continually emanates a 100-foot radius antidivine field. This has an effect similar to an antimagic field, but it affects only divine spells and supernatural or spell-like abilities granted by divine powers. This includes any supernatural or spell-like ability gained from cleric, druid, monk, or paladin levels, and the inherent supernatural or spell-like abilities of any creature native to any of the Outer Planes or the Positive or Negative Energy Planes. Arcane spells and other supernatural and spell-like abilities are not affected. Genesis (Su): Once per year, the Flying Spaghetti Monster may create a spherical demiplane within the Astral Plane. The demiplane has a radius of 3 miles initially, which grows at a rate of 20 feet per year thereafter. The demiplane has all the planar traits of the Astral Plane, except that no magical or supernatural effects of any kind operate anywhere but within 20 feet of the outer surface. Regeneration (Su): Force effects and the untyped damage of the warlock's eldritch blast deal normal damage to the Flying Spaghetti Monster.
Re: GITP Monster Competition XVII - Flights of Fancy
Medium Magical Beast Hit Dice: 3d10+3 (19 hp) Initiative: +4 Speed: 40 feet (8 squares); fly 60 feet (good) Armor Class: 16 (+4 Dex, +2 Natural), touch 14, flat-footed 12 Base Attack/Grapple: +3/+5 Attack: Claw +7 melee (1d4+2) Full Attack: 2 claws +7 melee (1d4+2) and bite +2 (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Pounce, rake 1d4+2 Special Qualities: Aura of hope; cloudwalking; darkvision 60 feet; low-light vision; radiant body; resistance to electricity 5 Saves: Fort +4, Ref +7, Will +2 Abilities: Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 6 Skills: Listen +7, Spot +7 Feats: Blind-Fight, Fly-by Attack, Weapon Finesse(B) Environment: High mountains, clouds Organization: Solitary, pair, or pride (6-12) Challenge Rating: 3 Treasure: None Alignment: Often neutral good Advancement: 4-8 HD (Medium) Level Adjustment: --
In the sky, you can make out a looping, flying creature that, surprisingly, seems to be in the shape of a small lion with great feathery wings. Its glows with a soft, silver light, standing out against the dark clouds.
Silver lionlings are kind-hearted creatures that enjoy the company of other like-minded individuals, whether in their own cloudy homes or in more terrestrial climes. Indeed, many people, from peasants to kings, consider seeing one of these silvery-furred creatures to be a good omen, and even in bad times, they often say that “every cloud has a silver lionling,” indicating that there could always be at least something good in the storm on the horizon.
In their own environment, the clouds, silver lionlings spend much of their time in familial groups, playing or hunting. Their playful attitude generally brings them into contact with other good creatures of the skies, particularly silver dragons (who enjoy the company of such creatures).
However, silver lionlings are not above combat. As a whole, they dislike creatures of darkness and evil, and are often willing to fight against them, particularly if there is a silver dragon around to lead or at least assist them. When in the sky, a lionling flies in and out of cloud banks, making use of its Blind-Fight feat if concealment from clouds affects its attacks. Against land-based creatures, a lionling prefers to execute dive attacks combined with a pouncing rake.
Aura of Hope (Su): A silver lionling's mere presence is enough to inspire those around it. All allies within the area of bright light from a silver lionling's radiant body ability (see below) act as if under the effect of a continuous good hope spell, gaining a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. A single ally cannot benefit from more than one aura of hope at a time, and an individual lionling is not subject to the effects of its own aura of hope.
Cloudwalking (Su): A silver lionling can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Pounce (Ex): If a silver lionling charges a foe or uses a dive attack, it can make a full attack, including two rake attacks.
Radiant Body (Su): A silver lionling’s body glows constantly, providing illumination as a torch (bright light in a 20 foot radius and dim light for a further 20 feet). Additionally, once per day a lionling can use a standard action to increase the radius of his glow, providing bright light in a 60 foot radius and dim light 60 feet beyond that. This effect lasts a number of rounds equal to his HD. A lionling cannot suppress the glow of his radiant body.
Rake (Ex): Attack bonus +7 melee, damage 1d4+1.
This creature is a silver lionling, a good-natured, flying, lion-like beast. This reveals any magical beast traits.
Silver lionlings actually glow with their own natural light, and fight much like normal lions, pouncing (or diving) upon enemies and raking with their claws.
It is said by some that lionlings are a sign of good hope and good luck to come, and some even say that they live in and walk upon the very clouds among which they are seen flying.
A shady black-market dealer in a city near a tall mountain range is selling extraordinary winged lion cubs to any buyers. In reality, he stumbled upon a den of silver lionling cubs while the parents were out hunting, stole the cubs, and is selling them for a quick profit.
Travelers through a high mountain pass recently came upon several bodies, mutilated as if by some large cat. Investigation reveals that these bodies are of a group of exotic animal hunters on a highland safari in search of what they called “flying cats,” and the rest of the members of the hunters' guild ahve arrived in the area looking for revenge.
A farmer found a nearly-dead juvenile silver dragon in his field after a particularly nasty storm. The dragon, dying, asked that his body be taken back to his “pride,” pointing up to a small, shining cloud high above, before they got worried and came down in search of him. However, before the farmer could return with proper authorities, the body was gone, with evidence of small, clawed footprints leading to a cave not far away – a cave often identified with a tribe of kobolds.
The Playgrounder Formerly Known as rtg0922