Volthawk
2010-06-14, 01:17 AM
Stalker
Stalker
Large Aberration
HD 5d8+10 (32hp)
Speed 20 ft. (4 squares); climb 20ft
Init: +3
AC 18; touch 15; flat-footed 16
(+3 natural, +3 Deflection +2 Dexterity)
BAB +3; Grp +8
Attack Claw +5 melee (1d6+3, 19-20) or bite +5 melee (1d4+3 plus poison)
Full-Attack 2 claws +5 melee (1d6+3, 19-20) and bite +0 melee (1d4+3 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks Piercing Claw, Scream, Poison, Insanity Aura
Special Qualities Otherworldly Eyes, Scent, Tremorsense 60ft, Strength from the Realms
Saves Fort +3 Ref +4 Will +7
Abilities Str 12, Dex 15, Con 12, Int 16, Wis 14, Cha 10
Skills Climb +9, Hide +16, Jump +4, Listen +14, Move Silently +16, Spot +20, Survival +14
Feats Track, Stealthy
Environment Areas influenced by the Far Realms
Organization Solitary
Challenge Rating 6
Treasure 1/10 coins; 50% goods; 50% items and eggs (see below)
Alignment Always Lawful Evil
Advancement 6-10 HD (Large) or by class; Favoured Class: Ranger
Level Adjustment -
As you walk along, you get that strange feeling you're being watched. Looking behind you, you don't see anything, until a shape becomes noticeable in the darkness. As it comes closer, you see that it looks quite like a spider, just a lot larger, looming over you. It has huge mandibles, and two of its legs are arms instead, ending in a pair of large claws. It has a mass of misshapen eyes, although that doesn't seem to affect it negatively. It opens those terrible mandibles and a wave of sound rushes over you, ripping through your mind.
The Stalkers once were ordinary monstrous spiders, until the energies of the Far Realms infused them, but it didn't drive them insane like most are. Quite the opposite in fact. They became smarter and more cunning. However, the energies of the Realms influenced them in another way, making them able to expose others to the Realm's influence, either through just being nearby them or by a sonic burst that directly exposes them to the madness of the Far Realms. They were also changed physically, losing their front pair of legs, as they were transformed into deadly claws, infused with the Realm's power, able to slice through most armour. They have become an even more adept predator, able to track down most prey, which range from humans to magical beasts like Shocker Lizards or Hippogriffs, and strike from the shadows.
Combat
Stalkers, as their name suggests, prefer to quietly sneak around and follow it's prey until they get in a vulnerable position. Then they strike, using their Scream to disorient their prey, and killing with their piercing claws and poison.
Piercing Claw (Su)
The newly formed claws of the Stalkers are some of the most Far Realms infused parts of their bodies. All claws attacks made by the Stalker are touch attacks, and ignore 5 points of DR. They are also treated as magic weapons for the purpose of overcoming damage reduction.
Scream (Su)
Stalkers can let loose a mind-shattering scream as a move action. This is in the shape of a 40ft cone, and any non-Aberrations caught in the cone must make a DC 16 Will Save or take 1d4 Wisdom damage and be confused for 1d4 rounds. The saving throw is Wis-based and includes the +2 bonus from Strength from the Realms.
Poison (Ex)
Injury, DC 15, initial and secondary damage 1d10 Str. The DC is Con-based and includes the +2 bonus from of from the Realms.
Otherwordly Eyes (Su)
The Stalker's eyes have changed a lot, and they now are a lot more alert. They have Keen Senses, and so have Darkvisision out to 120ft. and can see four times as far as a human in low-light conditions.
Insanity Aura (Su)
Despite not being driven mad by the Far Realms, they still radiate the madness of that place. Any living creature within 10 feet of a Stalker must make a successful Will saving throw (DC 16) each round or become confused for 1 round. The saving throw is Wis-based and includes the +2 bonus from Strength of the Realms.
Strength of the Realms (Su)
The energy of the Far Realms makes the Stalker even more powerful. They gain +1 HP per HD, gain a +1 inherent bonus to saves and attack rolls and a +2 inherent bonus to damage rolls and the DCs of it's special attacks and abilities.
Skills
A Stalker gains a +10 bonus to Spot and Jump checks, a +8 bonus to Hide and Climb checks, a +4 bonus to Listen, Move Silently and Survival checks. A Stalker can always choose to take 10 on Climb checks, even if rushed or threatened. A Stalker uses either its Strength or Dexterity modifier for Climb checks, whichever is higher.
Stalker Eggs
Stalker Eggs contain distilled energy from the Far Realms, and can be used offensively. Anyone in the same square as a Stalker Egg takes a -5 penalty to Will saves. Each Stalker has 1d4 eggs, and they are worth 1000gp each.
Madscale
Madscale
Medium Aberration (aquatic)
HD 3d8+9 (22 hp)
Speed 40 ft. (8 squares); swim 40ft
Init: +1
AC 20; touch 14; flat-footed 19
(+6 natural, +3 Deflection +1 Dexterity)
BAB +2; Grp +4
Attack Claw +5 melee (1d8+4, x3) or bite +5 melee (1d6+4 plus Toxic Bite) or tail +5 melee (1d6+4 plus Draining Tail)
Full-Attack 2 claws +5 melee (1d6+4, x3) and bite +5 melee (1d4+2 plus poison) and tail +5 melee (1d4+2 plus Draining Tail)
Space 5 ft.; Reach 5 ft.
Special Attacks Draining Tail, Toxic Bite, Empowered Insanity Aura, Leaping Strike
Special Qualities Amphibious, Strength from the Realms, SR 10
Saves Fort +4 Ref +5 Will +7
Abilities Str 14, Dex 12, Con 14, Int 4, Wis 4, Cha 16
Skills Balance +7, Jump +27, Swim +16
Feats Power Attack, Improved Bull Rush, Skill Focus (Jump)B
Environment Areas influenced by the Far Realms
Organization Solitary or pairs
Challenge Rating 5
Treasure Standard
Alignment Always Chaotic Evil
Advancement By class; Favoured Class: Barbarian
Level Adjustment -
In front of you stands a strange reptilian humanoid. It resembles the common lizardfolk, but it has long, razor-sharp claws, dripping with blood, and a greenish-grey substance foams in its mouth. It has a thick tail, criss-crossed with red lines. The area around it seems slightly distorted, and sometimes you can catch glimpses of images you don't understand. Without warning, it closes the gap between you and it with a single leap, sinking its jaws into your neck.
The twisted power of the Far Realms isn't just limited to changing the mindless. Madscales once were Lizardfolk, although these tribes set up camp a little too close to a breach to the Far Realms. It slowly changed them, sapping away their intelligence and sanity, although making them stronger, faster, and more potent. Their tails became more useful in helping them move, and they became leaner, more agile. The lizardfolk tribe had hated magic beforehand, and this power mingled with that hatred, giving them powers against magic. They became more and more savage, adopting leaping charges as their battle tactic, compared to the old ordered tactics, and less and less sane, eventually being enveloped in the madness. They developed poison that ate away at their victim's sanity, and soon had one mission: to make others join them in insanity.
Combat
Madscales prefer to use their Leaping Strikes, before using their venom to drain their enemy's Wisdom, making them more susceptible to their Madness aura.
Amphibious (Ex)
Madscales can breathe both air and water.
Strength of the Realms (Su)
The energy of the Far Realms makes the Madscale even more powerful. They gain +1 HP per HD, gain a +1 inherent bonus to saves and attack rolls and a +2 inherent bonus to damage rolls and the DCs of it's special attacks and abilities.
Madness (Ex)
Madscales use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A Madscale cannot be restored to sanity by any means short of a miracle or wish spell.
Empowered Insanity Aura(Su)
Having been driven mad by the Far Realms, Madscales radiate out large amounts of the madness of that world. Any living creature within 15 feet of a Madscale must make a successful Will saving throw (DC 18) each round or become confused for 1 round. Also, any living creature within 5 feet of a Madscale who fails his save becomes dazed instead of confused and takes 1d3 points of Wisdom damage. The saving throw is Cha-based and includes the +2 bonus from Strength from the Realms and a +2 racial bonus.
Draining Tail (Su)
Any creature hit by the madscale's tail is affected by dispel magic, as if cast by a 6th level caster. They also can't cast spells, a if they are in an antimagic field, for 1d4 rounds.
Poison (Ex)
Injury, Fortitude DC 15, initial and secondary damage 1d4 Wis. The save DC is Constitution-based and includes the +2 bonus from Strength of the Realms.
Piercing Claw (Su)
All claws attacks made by the Madscale are touch attacks, and ignore 5 points of DR. They are also treated as magic weapons for the purpose of overcoming damage reduction.
Leaping Strike (Ex)
As a full-round action, a Madscale can make a Jump check, doubling the distance achieved, to try land in its target’s square. If it succeeds, it can make a bull-rush attempt with a +1 bonus per 5ft it jumped, and if that succeeds, it can make a full attack. If the Madscale fails its bull-rush attempt, it can still make a single attack, and has to make a DC 15 Reflex save or fall prone. If the initial Jump check fails, the Madscale falls prone.
Skills
A madscale has a +12 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Madscales also have a +6 bonus to Balance and Jump checks. Madscales always count as having had a running start for Jump checks.
----------------
More to come later.
Stalker
Large Aberration
HD 5d8+10 (32hp)
Speed 20 ft. (4 squares); climb 20ft
Init: +3
AC 18; touch 15; flat-footed 16
(+3 natural, +3 Deflection +2 Dexterity)
BAB +3; Grp +8
Attack Claw +5 melee (1d6+3, 19-20) or bite +5 melee (1d4+3 plus poison)
Full-Attack 2 claws +5 melee (1d6+3, 19-20) and bite +0 melee (1d4+3 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks Piercing Claw, Scream, Poison, Insanity Aura
Special Qualities Otherworldly Eyes, Scent, Tremorsense 60ft, Strength from the Realms
Saves Fort +3 Ref +4 Will +7
Abilities Str 12, Dex 15, Con 12, Int 16, Wis 14, Cha 10
Skills Climb +9, Hide +16, Jump +4, Listen +14, Move Silently +16, Spot +20, Survival +14
Feats Track, Stealthy
Environment Areas influenced by the Far Realms
Organization Solitary
Challenge Rating 6
Treasure 1/10 coins; 50% goods; 50% items and eggs (see below)
Alignment Always Lawful Evil
Advancement 6-10 HD (Large) or by class; Favoured Class: Ranger
Level Adjustment -
As you walk along, you get that strange feeling you're being watched. Looking behind you, you don't see anything, until a shape becomes noticeable in the darkness. As it comes closer, you see that it looks quite like a spider, just a lot larger, looming over you. It has huge mandibles, and two of its legs are arms instead, ending in a pair of large claws. It has a mass of misshapen eyes, although that doesn't seem to affect it negatively. It opens those terrible mandibles and a wave of sound rushes over you, ripping through your mind.
The Stalkers once were ordinary monstrous spiders, until the energies of the Far Realms infused them, but it didn't drive them insane like most are. Quite the opposite in fact. They became smarter and more cunning. However, the energies of the Realms influenced them in another way, making them able to expose others to the Realm's influence, either through just being nearby them or by a sonic burst that directly exposes them to the madness of the Far Realms. They were also changed physically, losing their front pair of legs, as they were transformed into deadly claws, infused with the Realm's power, able to slice through most armour. They have become an even more adept predator, able to track down most prey, which range from humans to magical beasts like Shocker Lizards or Hippogriffs, and strike from the shadows.
Combat
Stalkers, as their name suggests, prefer to quietly sneak around and follow it's prey until they get in a vulnerable position. Then they strike, using their Scream to disorient their prey, and killing with their piercing claws and poison.
Piercing Claw (Su)
The newly formed claws of the Stalkers are some of the most Far Realms infused parts of their bodies. All claws attacks made by the Stalker are touch attacks, and ignore 5 points of DR. They are also treated as magic weapons for the purpose of overcoming damage reduction.
Scream (Su)
Stalkers can let loose a mind-shattering scream as a move action. This is in the shape of a 40ft cone, and any non-Aberrations caught in the cone must make a DC 16 Will Save or take 1d4 Wisdom damage and be confused for 1d4 rounds. The saving throw is Wis-based and includes the +2 bonus from Strength from the Realms.
Poison (Ex)
Injury, DC 15, initial and secondary damage 1d10 Str. The DC is Con-based and includes the +2 bonus from of from the Realms.
Otherwordly Eyes (Su)
The Stalker's eyes have changed a lot, and they now are a lot more alert. They have Keen Senses, and so have Darkvisision out to 120ft. and can see four times as far as a human in low-light conditions.
Insanity Aura (Su)
Despite not being driven mad by the Far Realms, they still radiate the madness of that place. Any living creature within 10 feet of a Stalker must make a successful Will saving throw (DC 16) each round or become confused for 1 round. The saving throw is Wis-based and includes the +2 bonus from Strength of the Realms.
Strength of the Realms (Su)
The energy of the Far Realms makes the Stalker even more powerful. They gain +1 HP per HD, gain a +1 inherent bonus to saves and attack rolls and a +2 inherent bonus to damage rolls and the DCs of it's special attacks and abilities.
Skills
A Stalker gains a +10 bonus to Spot and Jump checks, a +8 bonus to Hide and Climb checks, a +4 bonus to Listen, Move Silently and Survival checks. A Stalker can always choose to take 10 on Climb checks, even if rushed or threatened. A Stalker uses either its Strength or Dexterity modifier for Climb checks, whichever is higher.
Stalker Eggs
Stalker Eggs contain distilled energy from the Far Realms, and can be used offensively. Anyone in the same square as a Stalker Egg takes a -5 penalty to Will saves. Each Stalker has 1d4 eggs, and they are worth 1000gp each.
Madscale
Madscale
Medium Aberration (aquatic)
HD 3d8+9 (22 hp)
Speed 40 ft. (8 squares); swim 40ft
Init: +1
AC 20; touch 14; flat-footed 19
(+6 natural, +3 Deflection +1 Dexterity)
BAB +2; Grp +4
Attack Claw +5 melee (1d8+4, x3) or bite +5 melee (1d6+4 plus Toxic Bite) or tail +5 melee (1d6+4 plus Draining Tail)
Full-Attack 2 claws +5 melee (1d6+4, x3) and bite +5 melee (1d4+2 plus poison) and tail +5 melee (1d4+2 plus Draining Tail)
Space 5 ft.; Reach 5 ft.
Special Attacks Draining Tail, Toxic Bite, Empowered Insanity Aura, Leaping Strike
Special Qualities Amphibious, Strength from the Realms, SR 10
Saves Fort +4 Ref +5 Will +7
Abilities Str 14, Dex 12, Con 14, Int 4, Wis 4, Cha 16
Skills Balance +7, Jump +27, Swim +16
Feats Power Attack, Improved Bull Rush, Skill Focus (Jump)B
Environment Areas influenced by the Far Realms
Organization Solitary or pairs
Challenge Rating 5
Treasure Standard
Alignment Always Chaotic Evil
Advancement By class; Favoured Class: Barbarian
Level Adjustment -
In front of you stands a strange reptilian humanoid. It resembles the common lizardfolk, but it has long, razor-sharp claws, dripping with blood, and a greenish-grey substance foams in its mouth. It has a thick tail, criss-crossed with red lines. The area around it seems slightly distorted, and sometimes you can catch glimpses of images you don't understand. Without warning, it closes the gap between you and it with a single leap, sinking its jaws into your neck.
The twisted power of the Far Realms isn't just limited to changing the mindless. Madscales once were Lizardfolk, although these tribes set up camp a little too close to a breach to the Far Realms. It slowly changed them, sapping away their intelligence and sanity, although making them stronger, faster, and more potent. Their tails became more useful in helping them move, and they became leaner, more agile. The lizardfolk tribe had hated magic beforehand, and this power mingled with that hatred, giving them powers against magic. They became more and more savage, adopting leaping charges as their battle tactic, compared to the old ordered tactics, and less and less sane, eventually being enveloped in the madness. They developed poison that ate away at their victim's sanity, and soon had one mission: to make others join them in insanity.
Combat
Madscales prefer to use their Leaping Strikes, before using their venom to drain their enemy's Wisdom, making them more susceptible to their Madness aura.
Amphibious (Ex)
Madscales can breathe both air and water.
Strength of the Realms (Su)
The energy of the Far Realms makes the Madscale even more powerful. They gain +1 HP per HD, gain a +1 inherent bonus to saves and attack rolls and a +2 inherent bonus to damage rolls and the DCs of it's special attacks and abilities.
Madness (Ex)
Madscales use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A Madscale cannot be restored to sanity by any means short of a miracle or wish spell.
Empowered Insanity Aura(Su)
Having been driven mad by the Far Realms, Madscales radiate out large amounts of the madness of that world. Any living creature within 15 feet of a Madscale must make a successful Will saving throw (DC 18) each round or become confused for 1 round. Also, any living creature within 5 feet of a Madscale who fails his save becomes dazed instead of confused and takes 1d3 points of Wisdom damage. The saving throw is Cha-based and includes the +2 bonus from Strength from the Realms and a +2 racial bonus.
Draining Tail (Su)
Any creature hit by the madscale's tail is affected by dispel magic, as if cast by a 6th level caster. They also can't cast spells, a if they are in an antimagic field, for 1d4 rounds.
Poison (Ex)
Injury, Fortitude DC 15, initial and secondary damage 1d4 Wis. The save DC is Constitution-based and includes the +2 bonus from Strength of the Realms.
Piercing Claw (Su)
All claws attacks made by the Madscale are touch attacks, and ignore 5 points of DR. They are also treated as magic weapons for the purpose of overcoming damage reduction.
Leaping Strike (Ex)
As a full-round action, a Madscale can make a Jump check, doubling the distance achieved, to try land in its target’s square. If it succeeds, it can make a bull-rush attempt with a +1 bonus per 5ft it jumped, and if that succeeds, it can make a full attack. If the Madscale fails its bull-rush attempt, it can still make a single attack, and has to make a DC 15 Reflex save or fall prone. If the initial Jump check fails, the Madscale falls prone.
Skills
A madscale has a +12 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Madscales also have a +6 bonus to Balance and Jump checks. Madscales always count as having had a running start for Jump checks.
----------------
More to come later.