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Cornugon
2006-09-12, 04:26 PM
Sinspawned
The Sinspawned are a race of evil outsiders that were creatred by through the coalesced sins from various planes. They are evil, but range from violent and unpredictable to cold and calculating.

Sinspawned Traits

Most Sinspawned share the following traits (unless otherwise noted in the Sinspawned’s entry).

• Immunity to poison.
• Resistance to acid 5, cold 5, electricity 5, and fire 5.
• Fast Healing (su): All Sinspawned have fast healing, the amount is stated in the Sinspawned’s entry.
• Telepathy.

Except where otherwise noted, Sinspawned speak Abyssal, Infernal, and Celestial

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Bian
Small Outsider (Evil, Extraplanar, Sinspawned)
Hit Dice: 1d8+1 (5hp)
Initiative: +2
Speed: 30ft.
Armor Class: 15 (+1 size, +2 dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/ -3
Attack: Claw +1 melee (1d4)
Full Attack: 2 Claw +1 melee (1d4) and Bite -4 melee (1d3)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60ft., fast healing 1, immunity to poison, resistance to acid 5, cold 5, electricity 5, and fire 5, telepathy 100ft., unkillable
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 10, Dex 14, Con 12, Int 6, Wis 10, Cha 8
Skills: Hide +12, Move Silently +8, Search +2, Sleight of Hand +6, Spot +4, Survival +4
Feats: Stealthy
Environment: Any evil plane
Organization: Solitary, pair, gang (3-5), crowd (6-15), Mob (10-50)
Challenge Rating: 1
Treasure: None
Alignment: Always any evil
Advancement: 2-5 HD (Small)
Level Adjustment: -

Before you lurks an incredibly piteous humanoid with dark skin fitting tightly over elongated, thin bones. Its eyes are deep pools of black, and its fingers end in brittle claws.

Bian (singular Bian) are the most pathetic and stupid of all the Sinspawned. The hideous looking creatures vaguely resemble thin, ebony colored goblins, but are strangely elongated.

A typical Bian stands about three feet tall and weighs about 30lbs.

Combat

While Bian are not terribly bright, they know that they generally stand little to no chance in a fight, despite their difficulty to kill, and run at the first sign of combat, usually after casting darkness. Bian make up for their cowardice and lack of combat skill by being fairly competent thieves that are typically found on material planes performing tasks for their master.

A Bian’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: 2/day – darkness. Caster level 1st. The save DCs are Charisma based.

Telepathy (Su): Bian can communicate with other Sinspawned within 100ft.

Unkillable (Su): A Bian that is knocked unconscious automatically stabilizes. Further more, any Bian that is killed is restored to full hit points at the end of the day unless their body is destroyed through dismemberment, or other forms deemed suitable by the DM.

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Amalgam (Steelsin)
Huge Outsider (Evil, Extraplanar, Sinspawned)
Hit Dice: 20d8+240 (330hp)
Initiative: +4
Speed: 40ft.
Armor Class: 23 (-2 size, +4 dex, +21 natural), touch 12, flat-footed 19
Base Attack/Grapple: +20/ +43
Attack: +3 greataxe +39 melee (4d6+25/x3)
Full Attack: Primary +3 greataxe +35/+30/+25/+20 melee (4d6+25), and +3 greataxe +35/+30 melee (4d6+25); or +3 greataxe +37/+32/+27/+22 melee (4d6+25), 2 slams +33 melee (2d6+15); or 4 slams +35 melee (2d6+15)
Space/Reach: 15ft./15ft.
Special Attacks: Aura of Shards, spell-like abilities
Special Qualities: Damage reduction 10/good and adamantine, darkvision 60ft., fast healing 10, immunity to poison, resistance to acid 5, cold 5, electricity 5, and fire 5, partial golem traits, spell resistance 23, telepathy 100ft.
Saves: Fort +24, Ref +16, Will +19
Abilities: Str 40, Dex 18, Con 34, Int 15, Wis 24, Cha 18
Skills: Climb +38, Concentration +35, Intimidate +27, Jump +38, Knowledge (Tactics) +25, Listen +30, Search +25, Sense Motive +30, Spellcraft +25, Spot +30
Feats: Awesome Blow, Cleave, Improved Bullrush, Improved Multiweapon Fighting, Multiweapon Fighting, Power Attack, Weapon Focus (Greataxe)
Environment: Any evil plane
Organization: Solitary
Challenge Rating: 20
Treasure: Double Standard
Alignment: Always any evil
Advancement: 21-40 (Huge); 41-60 (Gargantuan)
Level Adjustment: -

Before you stands a huge humanoid of metal and flesh, grasping two enormous greataxes in four massive, powerful arms. Around the monstrous being swirls a mass of sharpened metal and blades of various sizes, while on its body various piece of machinery move in a strange, emotionless dance.

An amalgam is a titanic being of flesh and steel, produced from the hideous outcomes of wars perpetrated by the vilest of beings. Cogs and steam whir and hiss across the creatures body, while various mechanisms twist and bend with each thunderous step it takes. An amalgam’s skin is, in various places, overtaken by metal, and its eyes are hideous boiling pits of red.

An amalgam generally stands at about 18 feet tall, and weighs nearly 8,000 pounds.

Combat

Amalgams are creatures produced from bloody and horrible wars, and delight in the activities of their creation. An amalgam is quick to rush into combat, letting its hideous strength and aura of shards annihilate its foes. While not the smartest of the Sinspawned, an amalgam knows when it is being beaten, and is just as fine with hit-and-run tactics as it is with close combat, generally using its telekinesis power to throw large rocks at its opponents.

An Amalgam’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Aura of Shards (Su): A constant whirling of knives, swords, and bits of metal surrounds an Amalgam in a 15ft. radius. Any creature entering the area takes 2d8 points of slashing damage and takes an additional 2d8 points of damage for each round they remain within the area.

Partial Golem Traits (Ex): The Amalgam’s half-construct body grants it many of the traits of a construct. Amalgams have immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects, are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain, and is not at risk of death from massive damage. Also, Amalgams are immune to all spells of 4th level or lower that allow spell resistance.

Spell-Like Abilities: At will – blasphemy (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), magic circle against good, telekinesis (DC 19). 1/day – horrid wilting (DC 22), power word kill (DC23). Caster Level 20th. The save DCs are Charisma based.

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Mizzarl
Medium Outsider (Evil, Extraplanar, Sinspawned)
Hit Dice: 6d8+24 (51 hp)
Initiative: +4
Speed: 40ft.
Armor Class: 20 (+4 dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +6/ +8
Attack: Bite +11 (1d6+2 plus poison)
Full Attack: 2 Bites +11 (1d6+2 plus poison)
Space/Reach: 5ft./5ft.
Special Attacks: Poison, sneak attack +1d6, spell-like abilities
Special Qualities: Damage reduction 5/good, darkvision 60ft., effluent darkness, fast healing 10, immunity to poison, resistance to acid 5, cold 5, electricity 5, and fire 5, spell resistance 12, telepathy 100ft.
Saves: Fort +9, Ref +10, Will +6
Abilities: Str 14, Dex 20, Con 18, Int 14, Wis 13, Cha 14
Skills: Climb +11, Escape Artist +14, Hide +18, Jump +15, Listen +10, Move Silently +18, Search +11, Sleight of Hand +14, Spot +10, Survival +10 (+12 following tracks)
Feats: Multiattack, Track, Weapon Finesse
Environment: Any evil plane
Organization: Solitary, pair, or gang (3-6)
Challenge Rating: 7
Treasure: Standard
Alignment: Always any evil
Advancement: 7-16 (Medium)
Level Adjustment: -

This creature’s two long, flexible silver arms end in lamprey-like mouths that drip with green-black fluids. Interlocking armored plates cover the entirety of the arms and most of the creature’s headless body. As it bends both of its cat-like legs to pounce dark, inky shadows begin to obscure it from sight.

Mizzarls are assassins, and take perverse pleasure in killing. Their body consists of two leechlike arms attached to a stout torso and ends in two thin, cat-like legs. Typical examples of Mizzarls stand about 5 feet, 6 inches tall and weigh upwards of 20 pounds.

Combat

Mizzarls are assassins by nature, and rarely engage in direct combat unless forced to. They prefer to track down their prey, stalk them, and then ambush them. Rarely will a Mizzarl choose to stay and fight more than a few rounds, preferring to run and let its poison deal secondary damage before returning. In groups Mizzarl generally use the same tactic, relying on their fast healing to keep themselves healed before teleporting away.

A Mizzarl’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Effluent Darkness (Su): Mizzarls constantly spout forth a mass of inky darkness that provides concealment for them. Creatures that can see through magical darkness such as deeper darkness ignore this effect. A Mizzarl can activate or suppress this effect as a free action.

Poison (Ex): Injury, Fortitude DC 19, initial damage 1d4 strength, secondary 1d4 strength. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities: at will – darkness, see invisibility, greater teleport (self plus 50 pounds of objects only).

Skills: Mizzarls have a +4 racial bonus to Hide, Jump, and Move Silently.

Lord Iames Osari
2006-09-12, 04:28 PM
Niiiiiice. MitP Vote: Yes.