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Frog Dragon
2011-06-21, 06:13 PM
I'm seriously late to the party here, but I'll go ahead and copy my old Community Monster Class creations here. They are of varying levels of quality, with Scorpionfolk, Spellwarped Creature and Hook Horror being the suspect ones. Without further ado...

Arcanaloth
http://img860.imageshack.us/img860/9379/200pxarcanaloth.jpg
Looks surprisingly undemonic...

HD: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Arcanaloth Body, Yugoloth Magic 1/day, +1 Int

2nd|
+1|
+3|
+0|
+3|Scholar of Gehenna, Guarded Mind

3rd|
+1|
+3|
+1|
+3|Fiendish Magic, +1 Int

4th|
+2|
+4|
+1|
+4|Yugoloth Magic 2/day, +1 Cha

5th|
+2|
+4|
+1|
+4|Fiendish Flight, +1 Int

6th|
+3|
+5|
+2|
+5|Yugoloth Resistance

7th|
+3|
+5|
+2|
+5| Yugoloth Magic 3/day, +1 Int

8th|
+4|
+6|
+2|
+6|Poison, Bite, +1 Cha

9th|
+4|
+6|
+3|
+6|Arcanaloth Hide, +1 Int

10th|
+5|
+7|
+3|
+7|Yugoloth Magic 4/day

11th|
+5|
+7|
+3|
+7|Spell Resistance, +1 Int

12th|
+6/+1|
+8|
+4|
+8|Eyes of Gehenna, +1 Cha

13th|
+6/+1|
+8|
+4|
+8|Yugoloth Magic 5/day, +1 Int

14th|
+7/+2|
+9|
+4|
+9|Poisonous Magic

15th|
+7/+2|
+9|
+5|
+9|+1 Int

16th|
+8/+3|
+10|
+5|
+10|Yugoloth Magic 6/day, +1 Cha

17th|
+8/+3|
+10|
+5|
+10|Mage of Gehenna, +1 Int[/table]
Skill Points per level: 4+Int
Class Skills: Bluff, Decipher Script, Intimidate, Speak Language, Knowledge: Any, Spellcraft, Sense Motive, Craft, Profession, Diplomacy

Weapon and Armor Proficiencies: All simple weapons, no armor.

Arcanaloth Body
The Arcanaloth loses all previous racial and gains the outsider traits (Darkvision 60ft, no need to eat or sleep). It also gains a land speed of 30ft per round. It also gains two claw attacks that deal damage equal to 1d4+str bonus. In addition, it gains a natural armor bonus equal to it's constitution modifier

Fiendish Magic
At third level the Arcanaloth casts arcane spells as a sorcerer of it's arcanaloth level-2. This casting stacks with further sorcerer levels or other levels that advance sorcerer casting. In addition, the arcanaloth may, at his option, base his sorcerer casting on Int instead of Cha.

Ability Bonuses
At levels 1, 3, 5, 7, 9, 11, 13, 15 and 17, the Arcanaloth gains a +1 bonus to it's intelligence score (Total +9). At levels 4, 8, 12 and 16 the Arcanaloth gains a +1 bonus to it's charisma score (Total +4).

Guarded Mind
At level 2 the Arcanaloth is immune to mind effecting spells and abilities.

Fiendish Flight
At level 5 the arcanaloth gains fly speed equal to twice it's base landspeed at poor maneuverability. Further increases to landspeed also increase this fly speed.

Scholar of Gehenna
At level 2 the arcanaloth can read, speak and write any language. Ever.

Eyes of Gehenna
The arcanaloth is a scholar. A keeper of records. An he is fiendishly good at it.
At level 12, the arcanaloth adds the following spells to his spell list. Arcane Eye, Locate Creature, Scrying and Prying Eyes. If the arcanaloth already has any of these spells in his spell list, he may instead add any other divination spell to his spell list in place of the one he already has.

Poisonous Magic
At level 14, When casting any targetted spell the arcanaloth may also choose to deliver his claw poison to the target, assuming the spell hits. The save against the poison is made seperately.

Yugoloth Magic
The indicated times per day, The Arcanaloth may cast any spell on this on this list as a spell like ability at CL equal to it's HD (DC's charisma based). This means the uses are per sla.
At level 1: Darkness, Magic Missile, Detect Magic
At Level 4: Telekinesis, Invisiblity, Major Image
At Level 7: Fear, Polymorph, Arcane Sight
At level 10: Greater Invisibility, Hallucinatory Terrain
At level 13: Greater Arcane Sight, Legend Lore
At level 16: Discern Location, Scintillating Pattern
At level 19: Shapechange

Poison
At level 8 the arcanaloth's claw attacks are poisonous, dealing 1 point of str damage as primary and secondary damage. DC is 1/2 HD+Con modifier.
At level 12, the poison deals 1d4 str damage as both primary and secondary.
At level 15, 1d6.
at 18th Hd, 1d8.

Bite
At level 8 the Arcanaloth gains a bite attack that deals damage equal to 1d6+str bonus

Arcanaloth Hide
At ninth level the Arcanaloth gains Damage Reduction/Good equal to half it's HD.

Yugoloth Resistance
At level 6, the Arcanaloth gains immunity to Acid and Poison and resistance to Cold, Fire and Electricity equal to it's HD.

Spell Resistance
At level 11, the Arcanaloth gains spell resistance equal to 11+HD.

Mage Of Gehenna
The arcanaloth gains a +2 bonus to the caster level of his sorcerer spellcasting and his spell like abilities.

Comments
This one was kind of tricky, since I had to balance between the spellcasting power and giving Arcanalothy abilities. At levels one and two, it's slightly stronger than the sorcerer, but then starts to weaken in comparison. Essentially, it's a full caster, though if you follow the progression to the end, you do lose out on level 9 spells. I felt this was necessary to keep the balance with the demonic abilities. I gave it the option to use int for it's casting to maintain the scholarly feel, but yeah. Here is the arcanaloth.
Changes: Heavy changes were made. The casting was changed to level-2 and the class frontloaded a bit more to compensate. I took the abilities down and now it gets SLA:s at level 1. I pulled a few abilities out of a hat to make the last levels less dead, but here it is. The new and (hopefully) improved Arcanaloth.

Black Dragon

http://img196.imageshack.us/img196/2778/blackdragonpowah.jpg

Class
HD: d8
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1| +0| +2|+0 |+2 |Black Dragon Body, Wings: Glide, Draconic Path I
2| +1| +3|+0 |+3 |Acidic Breath, Keen Senses, Arcane Blood (Obscuring Mist)
3| +2| +3|+1| +3|Blindsense, Breath Power
4| +3| +4| +1|+4 |Physiology of the Skull Dragon
5| +3| +4| +1| +4|Draconic Path II, Grand Claws
6| +4| +5|+2 |+5 |Wings: Flight, Charm Person/Animal
7| +5| +5| +2| +5|Breath Power
8| +6/+1| +6| +2| +5|Hide of the Skull Dragon
9| +6/+1| +6|+3 |+6|Draconic Path III
10| +7/+2| +7|+3 |+7 |Growth, Grand Wings, Charm Monster
11| +8/+3| +7| +3|+7 |Breath Power
12| +9/+4| +8| +4|+8 |Plant Growth
13| +9/+4| +8| +4| +8|Draconic Path IV
14| +10/+5| +9| +4| +9|Tail Slap, Insect Plague
15| +11/+6/+1| +9| +5| +9|Breath Power
16| +12/+7/+2| +10| +5| +10|Growth, Crush
17| +12/+7/+2| +10| +5|+10 |Draconic Path V
18| +13/+8/+3| +11|+6 |+11 |Mass Charm Monster
19| +14/+9/+4| +11| +6| +11|Breath Power
20| +15/+10/+5| +12| +6| +12|Draconic Paragon[/TABLE]

Skills Points at first level: 4+Intelligence Modifier x 4
Skills Points: 4+Intelligence Modifier
Class Skills: The Black Dragon’s class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Jump (Str), Spot (Wis), Listen (Wis), Bluff (Cha), Hide (Dex), Move Silently (Dex), Intimidate (Cha), Knowledge: All skills, taken separately (Int), Spellcraft (Int) and Swim (Str).

Proficiencies: The Black Dragon gains proficiency with whatever natural weapons it has, no armor, and no weapons

Black Dragon Body
The black dragon loses all other racial bonuses gaining Dragon traits (including darkvision 60' and immunity to paralysis & sleep), with one bite as a primary natural attack dealing 1d8+1.5str, 40' base speed, swim speed equal to its base speed and is medium sized. Its claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do. Black Dragons have common and draconic as a starting languages, with additional languages for a high intelligence score as normal.

The black dragon also gains a natural armor bonus equal to its Con modifier. Whenever the black dragon grows one size category, its natural armor increases by a further 1.

The black dragon is immune to acid and is amphibious, capable of breathing in water indefinitely and using its breath weapon (when it gets one) underwater. It can cast spells underwater, if it has them, but is subject to all limitations governing how the spells work. Spells that do not function underwater still don't function underwater even if cast by a black dragon.

Wings
Glide
At level 1, a black dragon can use its wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Black Dragonss glide at a speed of 30 feet with average maneuverability. Even if a black dragon's maneuverability improves, it can't hover while gliding. A black dragon can't glide while carrying a medium or heavy load.
Flight
At level 6, the dragon's wings become functional, and it gains the ability to fly at a speed of 10ft per round per HD (max 200ft), with Poor Maneuverability. However, its wings are neither large, nor controlled, nor powerful enough to properly attack with so it does not gain wing attacks.

Draconic Path
Different dragons have different pursuits, and this applies to the black dragons as well. Just as some of their kind take up arcane studies from their lairs, other drakes rely on the bare minimum of magic their heritage gives them, while focusing the full of their draconic might to improve their physical prowess.
A dragon must choose one of the paths below at first level (War Dragon or Dragon Mage). Once made, this choice may not be changed by any means.

War Dragon
A war dragon may not possess the full arcane might of dragons who truly focus on their arcane talents, but that is by far not the only innate talent black dragons have. War dragons are self-sufficient, cunning and terrifying creatures, achieving with physical might and a draconic body what the dragon mage achieves with spells.
The War Dragon's hit dice per level of Black Dragon is raised do d12 (including the first level). In addition, at levels 1, 5, 9, 13 and 17, the gains a +1 bonus to initiative checks and may choose either a fighter bonus feat, with any feat that specifically enhances flying, any metabreath feat, and any feat from Dragon feats section of the Draconomicon added to the list, or skirmish damage, gaining +1d6 skirmish damage the first time they choose the skirmish option, and +2d6 every subsequent time they choose it. Prerequisites for the bonus feats must be met as normal.

The War Dragon gains +1 to STR at every odd level, a +1 to charisma at levels 4, 8, 12, 16 and 20 and a +1 to constitution at levels 2, 6, 10, 14 and 18. This totals to a +10 to strength, +5 to Charisma and +5 to Constitution at level 20.

Draconic Camouflage (Draconic Path I)
A first level black dragon choosing to focus on its physical talents becomes a powerful hunter, capable of stalking prey much smaller than itself without fail, unimpeded by its increasing physical bulk as it grows. The black dragon does not take size penalties to hide checks, and gains a bonus to hide checks equal to 4 + 1/5 its HD.

Frightful Charge (Draconic Path II)
At level 5, a War Dragon's attack is both sudden and unexpected, unmatched in the sheer, raw might and explosive burst of violence. It is not subtle in the least once put in motion, but the sudden charge stuns opponents with panic, making them easy pickings for the dragon.
Whenever the war dragon charges an opponent in the surprise round, all flat footed enemies within 30 feet+5ft/HD of the dragon must make a will save (DC=10+1/2 HD+Cha modifier) or be shaken, if they have more or equal HD compared to the dragon. If they have less HD than the dragon, they are instead Frightened if they fail the save, and shaken if they do not fail it. Any creature that fails the will save takes a penalty to its initiative check equal to 1/3 the dragon's HD, and takes extra damage equal to the dragon's HD from any attack it makes during the surprise round.

Hidden Dragon (Draconic Path III)
At level 9, the dragon becomes especially adept at hiding, and gains the ability to hide even while being observed. As long as it is within 10 feet of some sort of shadow, a black dragon can hide herself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow. In addition, the dragon gains the ability to make a full attack at the end of a charge.

Caustic Essence (Draconic Path IV)
At level 13, the caustic nature of a black dragon begins to spread much further than just the breath weapon. All of the dragon natural weapons deal an extra 2d6 points of acid damage, and the save DC for the dragon's breath and any breath powers used in conjunction with it have their save DC:s increased by 2. In addition, a number of times per day equal to 1/3 its hit dice, the dragon may bring the full brunt of its mighty breath to bear through a singe natural weapon attack, dealing extra acid damage equal to the normal damage dealt by the breath weapon, without a reflex save to avoid the damage. This ability may be activated as a part of an attack action.

Terror of the Dark Depths (Draconic Path V)
At level 17, the black dragon masters the art of instigating a rout with a mere roar and a threatening glance. The primal fear of the great scaled monster is so overwhelming it even causes pause in those normally fearless. Any fear effect generated by a dragon affects even creatures immune to fear. In addition, when it uses its Frightful Charge ability, creatures that would normally be frightened may instead be bestowed the cowering condition, at the dragon's option. Finally, the dragon is immune to fear, even fear effects caused by a level 17 war dragon.

Dragon Mage
The dragon mage is the master of sorcery, drawing on his natural talents at magic, his very blood, to call forth miraculous magic with but a thought.
The dragon mage spontaneously casts arcane spells with the spells known and spell slot progression of a bard, gaining access to spells from either the druid or the sorcerer spell list. The choice of spell lists must be made at first level, and cannot be changed afterwards by any means. Essentially, the dragon casts as a bard with a different spell list.
The dragon's caster level is equal to his hit dice. In addition, at levels 5, 9, 13 and 17, the dragon mage can add a spell to his spells known list from the spell list he did not choose at first level. This would mean that a dragon that casts druid spells would gain a sorcerer spell to his spell list at those levels. If the black dragon chooses druid casting, it may add the spells from any one of the following domains to its list at levels 1 and 9. The domain choices available are Water, Trickery and Plant. If the Draconomicon is available, the Domination domain is added to the list. Finally, it gains Eschew Materials as a bonus feat.

If it multiclasses as a bard its spellcasting increases as a bard
If it multiclasses as a sorcerer it counts as already having sorceror casting depending on its dragon level, as shown on the following table (if druid list was chosen then it keeps learning spells from the druid list instead of sorcerer/wizard list).

{table]Dragon level | Virtual sorcerer casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13[/table]

So for example a dragon 2 who takes a level of sorcerer would count as already having 1 level of sorcerer and gains the spell slots and spells known that a sorcerer gains when leveling from level 1 to 2, but not the spell slots and spell knowns from the 1st level of sorceror. He would get the familiar ability, but dragon levels wouldn't count for it.

A dragon 18 who takes a level of sorceror would count as having 14 levels of sorcerer (13+1) and gain the spell slots and spells known that a sorcerer gains when leveling from level 13 to 14, but not the spell slots and spells known that a sorcerer gets from level 1 to 13. He would get the familiar ability, but dragon levels wouldn't count for it.

The Dragon Mage gains +1 to STR at levels 4, 8, 12, 16 and 20, a +1 to charisma at levels 1, 5, 9, 13 and 17, a +1 to intelligence at levels 2, 6, 10, 14 and and 18 and a +1 to constitution at levels 3, 7, 11, 15 and 19. This totals to a +5 to strength, Charisma, Intelligence and +5 to Constitution at level 20.

Draconic Theory (Draconic Path I)
While the black dragon gains magical powers just from its magnificent bloodline, handling arcane forces has a way of sharpening the focus of a creature already disposed to hoard knowledge.
At first level, the Black Dragon is capable of utilizing its refined knowledge to better understand magic and its enemies. The dragon may take ten on spellcraft checks in any situation. In addition, times per day equal to 1/4 the Dragons HD+Int modifier (minimum 1), the dragon may mimic the effects of Detect Magic, with the following differences: The dragon does not need to concentrate, and gains the information in the amount of rounds that would normally be needed for concentrating. In addition, the Dragon's ability is not limited to a cone, but instead discerns all effects within 30ft of the dragon.

Breath Channeling (Draconic Path II)
At fifth level, Times per day equal to half his hit dice, the black dragon may warp the magics comprising their spells through its fundamentatum, making them an integral part of his breath weapon.
The breath weapon is used and the spell is cast in the same action, with the action used being the one taking the most "time". For example, if the black dragon channeled a spell that would normally take a swift action to cast, it would instead be cast in the same standard action that the breath weapon was used in. The casting provokes attacks of opportunity as normal, and apart from being cast in the same action as the breath weapon, the spell is cast normally.
If the spell cast would normally only affect a single target, the target is chosen from those in the breath weapon's area of effect, even in the case of a touch spell. However, if the spell itself has an area of effect such as cone, line or burst, the area of effect is instead altered to match the breath weapon's area of effect. In cases where it matters, the damage of the breath weapon is resolved before the effects of the spell take place.
Using this ability extends the recharge time of the dragon's breath weapon by a round, and cannot be combined with breath powers other than Breath Control.

Awesome Magic (Draconic Path III)
At level 9, a Black Dragon working its magic is a terrifying sight to behold, especially when the spell in question is directed at you. Any spell with verbal components audible at the time of casting can be used to trigger Awesome Magic, which causes any creature within 30ft+5ft pr hd of the dragon to become shaken unless they succeed on a will save (DC=10+1/2 HD+ Cha modifier), unless they have less than half the dragon's HD, in which case they are frightened on a failed save, and shaken on a successful one. Awesome Magic can be used 1/4HD+cha modifier times per day.

Grand Dracomancy (Draconic Path IV)
At level 13, the dragon's mastery of magic reaches new heights. So complete is its control over the arcane forces drawn from its blood that it can cast any spell it knows as a still spell without needing a higher level slot to cast it. A dragon doesn't do fancy handsigns to cast a spell. It just does. In addition, times per day equal to 1/4 HD +Int modifier, the dragon can gain a bonus to a single spellcraft check equal to its HD.

Scale Thaumaturgy (Draconic Path V)
At level 17, the black dragon learns to shape arcane energies into scales. Each day, it may spend 10 minutes per scale to store a single spell from the spell list it normally casts from. The spell does not need to be on its spells known list. The dragon may do this 3 times per day, and can craft a scale with a spellcraft check with a DC of 20+spell level. The dragon can only have one scale-inscribed spell of a spell level of 5 or higher, and once cast, the scale dissipates, and the spell cannot be cast again until another scale with the same spell is inscribed. Casting a spell from a scale takes a spell slot as normal.

Acidic Breath
At level 2, as a standard action no more than once every 1d4 rounds, the Black dragon may breathe out a line of acid out to 60', plus 10' per class level. It deals 1d6 damage/HD, with a reflex save (10+1/2 HD+Con Mod) for half.

Arcane Blood
At second level, a full-blooded black dragon has magic in its very blood, and no specimen is exempt from this. Even dragons focusing on their physical prowess gain some magical ability. The save DC:s are equal to 10+1/2 Dragon's HD+charisma modifier.
Firstly, at level 2, the dragon may bring the misty marshes of its home with it, gaining the ability to cast Obscuring Mist once per day+ another time per day every 3 hd after the second HD it gains.
At sixth level, the dragon's guile and subtle powers of deceiving the mind appear, granting it the power to cast charm person or charm animal as a spell like ability one per day per three hit dice. At tenth level, they can cast Charm Monster as well from the same pool of uses, and at eighteenth level, they may cast Mass Charm Monster from the same pool of uses.
At twelfth level, the dragon may also cast Plant growth once per day per 5 hit dice.
At fourteenth level, the dragon may cast Insect Plague once per day per 5 hit dice.

Keen senses
At 2nd level, the black dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet, and can see normally even in magical darkness.

Blindsense
At level 3, the black dragon gains blindsense out to 60ft+5ft per level.

Breath Power
At third level, and every four levels thereafter, the black dragon gains additional powers with its breath weapon. The dragon may choose a single power from the list below, provided it meets the prerequisites for it. Using a Breath Power adds an amount of rounds to the recharge time of the Acidic Breath of the black dragon, as indicated in the description. Only one Breath Power may be utilized at a time.
Soul-Burning Acid
When the Soul-Burning Acid power is added to the breath weapon of the black dragon, half the Acid Damage the breath weapon would normally deal is instead turned into Untyped damage, the acid searing through the very being of the creature, instead of just hide. Using this ability adds one round to the recharge time of the breath weapon.

Acidic Fumes
The Dragon's acidic breath fumes light mists that sicken and weaken those exposed to it. Any creature caught within the area of the dragon's acidic breath must make a fortitude save (DC=10+1/2 HD+Con modifier) or be sickened for 1d4 rounds. Using this ability adds one round to the recharge time of the breath weapon.

Breath Control
The dragon gains further control over its breath weapon. Instead of a line of acid, it may instead utilize a 30ft cone of acid+5feet per class level. Using this ability adds no time to recharge period of the breath weapon, and may be used in conjunction with other Breath Powers.

Forceful Stream
Prerequisite: Level 7 black dragon
The Dragon's acidic breath is emitted with unusual force. Any creature of equal or smaller size compared to the black dragon that fails the reflex save against the dragon's breath is knocked prone. Using this ability adds two rounds to the recharge time of the breath weapon.

Poisonous Breath
Prerequisite: Level 7 black dragon
Far more than simply horrid to the nose, the dragon's breath can be intermingled with a vile poison. A creature caught within the are of the breath weapon must make a fortitude save (DC=10+1/2 HD+Con Modifier) or be poisoned (inhaled poison) and take 1d6 points of strength damage. The secondary damage is also 1d6 strength damage. Using this ability adds two rounds to the recharge time of the breath weapon.

Horrid Breath
Prerequisite: Level 11 black dragon
The dragon's breath stuns targets with nausea. A creature caught within the are of the breath weapon must make a fortitude save (DC=10+1/2 HD+Con Modifier) or be nauseated for 1 round.Using this ability adds two rounds to the recharge time of the breath weapon.

Enlarged Breath
Prerequisite: Level 11 black dragon
The Dragon's breath is exhaled into a larger area, encompassing a massive area. This ability doubles the breath weapon's range, so a 40 ft cone becomes a 80 ft cone and so on. This ability adds Using this ability adds one round to the recharge time of the breath weapon.

Stunning Breath
Prerequisite: Level 15 black dragon
The dragon's breath knocks the wind out of enemies, leaving them disoriented. A creature caught within the area of the breath weapon must make a fortitude save (DC=10+1/2 HD+Con Modifier) or be stunned for 1d4 round, with another fortitude save to end the effect each round. Using this ability adds three rounds to the recharge time of the breath weapon. If the creature is immune to being stunned, it is instead dazed.

Cursed Exhalation
Prerequisite: Level 15 black dragon
The dragon learns to bring the marshes to its enemies, pinning them down with the draining essence of the swamps. A creature caught within the are of the breath weapon must make a fortitude save (DC=10+1/2 HD+Con Modifier) Or be exhausted. In addition, those that fail the save are also slowed for 1d4 rounds. Using this ability adds three rounds to the recharge time of the breath weapon.

Breath of Ruination
Prerequisite: Level 19 black dragon
The dragon unleashes its most potent breath, dissolving enemies to nothingness in mere moments, and leaving acidic fumes, droplets floating in the air and pools of acid in its wake, creating a zone of utter destruction. The Dragon's breath deals damage as if the Empower Breath feat was used on it and any creatures killed by the breath weapon are utterly disintegrated, as if killed by the spell, though in this case, not even dust remains. In addition, the area encompassed by the breath weapon continues to deal damage equal to 1d6/4 HD for 5 rounds after the initial attack, with a reflex save for half. Using this ability adds four rounds to the recharge time of the breath weapon.

Exhaled Aura
Prerequisite: Level 19 black dragon
The dragon shapes its breath weapon into a cloak around itself. Instead of damaging creatures in its normal area, any creature adjacent to the dragon takes the normal damage for the breath weapon, with a reflex save to halve the damage. This ability lasts for 3 rounds. Using this ability adds four rounds to the recharge time of the breath weapon.

Physiology of the Skull Dragon
At fourth level, the black dragon becomes immune to diseases and poisons of any sort.

Grand Claws
At level 5, the dragon gains two secondary claw attacks dealing damage equal to 1d4+1/2 the dragon's strength modifier.

Hide of the Skull Dragon
At ninth level, the Black Dragon's hide toughens to turn away both sword and spell. It gains Spell Resistance equal to 11+HD and DR/- (Damage Reduction) equal to 1/2 HD.

Growth
At 10th level the Black dragon grows to large size.
At 16th level the Black dragon grows to huge size.

Its AC, bonus to hit, base damage, grapple and skills change accordingly, but it doesn't get any ability score bonuses or penalties.

Grand Wings
At level 10, the dragon gains two secondary wing attacks dealing damage equal to 1d6+1/2 the dragon's strength modifier.

Tail slap
At level 14, the black dragon can make a tail slap attack dealing 1d8+1/2 str damage (already taking the dragon's size into account). This is a natural secondary attack.

Crush
At 16th level this dragon can make a crush attack dealing 2d8 damage, taking the dragon's huge size into account.

This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents two or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down).

Draconic Paragon
at level 20, the Dragon becomes the pinnacle of its kind. The recharge time of its breath weapon is decreased by 1 round in all cases, to a minimum of 1 round. The maneuverability of its flight increases by one step. In addition, it gains other benefits depending on which draconic path it chose.
War Dragon
The dragon can force two will saves against any fear effect it makes. If the target fails one of the saves, the target is treated as having failed the save. In addition, its Caustic Essence ability now grants +4d6 acid damage to all natural attacks.
Dragon Mage
The Dragon Mage can use its Scale Thaumaturgy to cast spells otherwise out of its reach (since it has the spell progression of a bard). It can inscribe a seventh level spell on a scale, and can cast level 7 spells gained via Scale Thaumaturgy three times per day. In addition, the spells gained by scale thaumaturgy no longer fade when they are being cast, but can be cast up to 3 times before fading. Finally, the dragon no longer has a limitation on how many scales it can have of spell slots higher than 4, though it can still only craft three spellscales per day.
Comments

So. Finally done. As far as I can see, the War Dragon is about on par with ToB, though perhaps somewhat more straightforward. I tried to encourage tactics, especially with the "Holy &%"# It's a dragon!" (needs another name) ability. The War Dragon is intended to be scary and sneaky, and the two aspects complement each other. In addition, it should be rather good in combat. I wanted to drop pounce in, but I didn't want to overload the lower levels, so it comes kinda late. Maybe I should put it in with Caustic Essence? I'm also a bit worried about the dippability of that option.

As for the Dragon Mage, I hope the domain thing and the extra spells from the other list help the druid casting stay up to par. The other abilities mostly signify that dragons are ancient creatures, and very knowledgeable. Magic is in their blood, and thus, Draconic Theory. Scale Thaumaturgy was something that popped into my mind when I was trying to think of a level 17 ability for the Dragon Mage, and I think it is pretty good, if perhaps slightly awkwardly worded. Not sure how to clarify it though.


Changelog
March 26 - Tidied up descriptions, fixed typos. Clarified stuff. Added gliding at first level, and dropped the darkstalker feat from the Draconic Camouflage ability. Switched around Hidden Dragon and Caustic Essence, while boosting the latter. Granted natural attacks at lower levels.

Winter Wolf
http://vnmedia.ign.com/nwvault.ign.com/NWN2/creatures/MM35_PG256.jpg


{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Winter Wolf Body, Vulnerability to Fire, Cold Resistance, Wolf Trip

2nd|
+2|
+3|
+3|
+0|Scent, Frostbite, +1 Str

3rd|
+3|
+3|
+3|
+1|Freezing Bite, +1 Con

4th|
+4|
+4|
+4|
+1|Cold Subtype, +1 Str

5th|
+5|
+4|
+4|
+1|Growth, Freezing Breath, +1 Con[/table]

Skill Points: The winter wolf gains 4 skill points per level (x4 at level 1).
Class Skills: The class skills for a winter wolf are, Balance, Handle Animal Hide, Intimidate, Jump, Listen, Move Silently, Spot, Survival, Swim

Weapon&Armor Proficiency: Proficient with it's natural attacks

Winter Wolf Body
The Winter Wolf loses all existing racial traits and gains the magical beast type (Darkvision 60ft, low light vision). The wolf and gains a bite attack that deals 1d6+1,5x str damage. The wolf also gains 50ft base landspeed and natural armor equal to it's con modifier. The wolf may not use weapons or manipulate objects, as it has wolf paws, not hands. The winter wolf gains a +2 bonus to Spot, Listen, Hide and Move Silently checks. The wolf gains a +4 to survival checks when tracking by scent and a +7 to hide checks when in an area of snow and ice. All the skill bonuses raise by +1 ever three hd.

Vulnerability to Fire
The winter wolf takes 1,5 extra damage per HD from all fire attacks. At level 4, the winter wolf instead takes 50% extra damage from all fire attacks.

Cold Resistance
The winter wolf gains cold resistance equal to 3 per HD

Wolf Trip (EX)
A wolf that hits with it's bite attack can immediately attempt to trip as a free action without a touch attack. The target is not allowed an attack of opportunity and may not react to a failed trip attempt.

Scent (EX)
The winter wolf has Scent. (Monster Manual, page 314.)

Frostbite
Any target hit by the winter wolf's bite must make a fortitude saving throw (DC 10+1/2 HD+Con modifier) or be fatigued until they heal the damage. At 8HD, this no longer allows a saving throw.

Ability Score Bonuses
The wolf gains a +1 to str at levels 2 and 4 and a +1 to con at levels 3 and 5

Cold Subtype
The winter wolf gains the cold subtype and with it, Immunity to cold. The fire vulnerability stays the same.

Freezing Bite (SU)
The bite attacks of a winter wolf deal 1d6 extra cold damage, as if they were frost weapons. Every 3 HD after gaining this ability, the damage increases by 1d6.

Freezing Breath (SU)
The wolf gains a breath weapon that deals 4d6 cold damage in a 15ft cone. Reflex save DC is 10+1/2 HD+constitution modifier. Using this is a standard action and after use, it may not be used again in 1d4 rounds. Every two hd after this ability is gained, the breath weapon deals an extra 1d6 damage. at 12 hd, it becomes a 30ft cone.

Growth
The wolf becomes increases in size by one category (long)

Comments
It's a winter wolf from the monster manual. I didn't see it in the list. This was pretty easy to make, since the winter wolf has a nice storage of stuff to spread around to 5 levels. This one has no ability score adjustments, since I thought it gets enough nice stuff anyway.
Changes: Added note about no item manipulation. Resistance and vulnerability changed. Trip brought to level 1, frostbite ability added, freezing bite and breath made to scale. Gave it SLA:s. Took SLA:s away. Gave it str and con bonuses. Fixed freezing bite wording.

Skeroloth
http://i54.tinypic.com/4jqi53.jpgg
HD: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+0|Skeroloth Body, Sneak Attack +1d6, Natural Stealth, +1 Dex

2nd|
+1|
+3|
+3|
+1|Feign Weakness, +1 Dex

3rd|
+2|
+3|
+3|
+1|Sneak Attack +2d6, Yugoloth Magic, +1 Dex[/table]


Proficiencies
The Skeroloth is proficient with its natural attacks, no armor and no shields.

Skill Points: 6+Int
Class Skills: Balance, Bluff, Climb, Concentration, Diplomacy, Disguise , Hide, Intimidate, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Search, Sleight of Hand, Spellcraft, Spot, Survival, Tumble, Use Magic Device

Skeroloth Body
The Skeroloth loses all previous racial and gains the outsider traits (Darkvision 60ft, no need to eat or sleep). It gains a natural armor bonus equal to it's con modifier, and two claw attacks that deal 1d4+str damage each. It also gains a land speed of 40ft per round. A Skeloroth is a small creature that has no hands capable of fine manipulation. A skeroloth automatically gains Common as a language, and can choose either Abyssal of Infernal regardless of intelligence score. It may choose any language as a bonus language.

When the Skeroloth gains its sixth HD, it gains another two claw attacks.

Natural Stealth
The Skeroloth gains a bonus to Hide Checks equal to half its hit dice.

Sneak Attack
If a Skeroloth can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Skeroloth’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Skeroloth flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Skeroloth levels thereafter. Should the Skeroloth score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a Skeroloth can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A Skeroloth can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Skeroloth must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Skeroloth cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Dexterity Bonuses
Each level, the Skeroloth gains a +1 racial bonus to its dexterity score, for a total of +3 at level 3.

Feign Weakness
At level 2, the Skeroloth may Feint as a swift action or as a move action (counts as Improved Feint for the purpose of prerequisites).

In addition, every time the Skeroloth successfully feints in combat, he gains a dodge bonus to AC equal to +2, and an additional +1 bonus for every 5 hit dice the skeroloth has. This bonus is gained against the target of the feint only, for one round.

Yugoloth Magic
At level 3 the Skeroloth may cast Daze and Expeditious Retreat times per day equal to their hit dice.

When the Skeroloth gains its 6th hit die, it can cast Hold Person (level 3 spell) times per day equal to 1/3 it's hit dice.

When the Skeroloth gains its 11th hit die, it can cast Hold Monster (level 5 spell) times per day equal to 1/3 it's hit dice.

Comments
Back to the Yugoloths. Did a fairly simple one this time.

It's the Skeroloth from the Fiend Folio, which is basically just an ambusher and a coward to boot. I only had 3 levels to fill so I just cannibalized abilities from the original monster. To me, it seems a bit more powerful than an equally leveled rogue, but it might need tweaking.

I didn't like the Cringe ability that much, especially on a PC, so it got replaced with the boosted feinting.

Scorpionfolk
http://img141.imageshack.us/img141/1425/88268620111.jpg

HD: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+2|Scorpionfolk Body, Poison

2nd|
+2|
+0|
+3|
+3|Str +1, Mirror Image 1/day

3rd|
+3|
+1|
+3|
+3|+1 Wis, +1 Cha, Trample

4th|
+4|
+1|
+4|
+4|Str +1, Mirror Image 2/day, Claws

5th|
+5|
+1|
+4|
+4|Str +1, Major Image 1/day

6th|
+6|
+2|
+5|
+5|+1 Wis, +1 Cha, Mirror Image 3/day

7th|
+7|
+2|
+5|
+5|Str +1, Growth, Major Image 2/day[/table]

Skill Points: A scorpionfolk gains 2+int modifier skill points per level (x4 at level 1).
Class Skills: Craft, Diplomacy, Intimidate, Jump, Knowledge: Nature, Listen, Profession, Sense Motive, Spot, Tumble

Weapon&Armor Proficiencies: A scorpionfolk is proficient with all simple and weapons and it's own natural attacks. No armor proficiencies.

Scorpionfolk Body
The scorpionfolk loses all other racial traits and gains the Monstrous Humanoid type (darkvision out to 60ft) and a sting attack that deals 1d6 damage+str. He also gains natural armor equal to his constitution bonus (if positive). The scorpionfolk is medium and has a base movement speed of 40ft.

Ability Score Increase
A scorpionfolk gains a +1 to str score at levels 2, 4, 5 and 7
In addition, he gains a +1 bonus to wis and cha at level 3 and 6.

Trample
As a standard action during its turn in a round, a scorpionfolk can trample creatures at least one size category smaller than itself. This attack deals 1d8+1,5x str score points of bludgeoning damage damage. A trampled opponent can attempt either and attack of opportunity at a -4 penalty or a reflex save (DC 20) for half damage.

Poison
A scorpionfolk delivers it's poison (Fortitude save DC 10+1/2 character level+con modifier) with each successful sting attack. The initial and secondary damage is 1d4 points of dex damage. The save dc (unmodified by con modifier) may not exceed 10+class level. When the scorpionfolk gains it's seventh HD, both secondary and primary dexterity damage becomes 1d6. At fourteenth HD, both become. 1d8

Claws
The scorpionfolk gains two claw attacks that deal 1d4+1/2 str each.

Spell-Like Abilities
Times per day indicated in the table, a scorpionfolk may use one of it's spell-like abilities (Mirror Image or Major Image) with caster level equal to hit dice and a save DC of 10+Spell Level + Cha modifier. After the scorpionfolk has reached level seven in this class, for every 4 hit dice, he gains another use of his Major Image SLA. For ever 3 hit dice, he gains another use of his Mirror Image SLA

Growth
The scorpionfolk becomes one size category larger (long)

Comments
It's the scorpionfolk from MMII. I remembered it from NWN, and I wanted to give this a shot. I beefed up the uses for the SLA:s to make it relevant, but it's mostly copypasta.
Changes: SLA:s changed, Str bonus lessened, natural attack damage lessened and claws shifted to level 4.

Frog Dragon
2011-06-21, 06:14 PM
Nycaloth
http://img197.imageshack.us/img197/1969/thisisyournycaloth.jpg

HD: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Nycaloth Body, Wings: Glide, Yugoloth Magic (Darkness)

2nd|
+2|
+3|
+0|
+3|Yugoloth, +1 Con, Cursed Wounds: Bleed

3rd|
+3|
+3|
+1|
+3|Powerful Build, +1 Str

4th|
+4|
+4|
+1|
+4|Improved Grab, Invisibility, +1 Con, Cursed Wounds: Weaken

5th|
+5|
+4|
+1|
+4|Wings: Flight, +1 Str

6th|
+6/+1|
+5|
+2|
+5|Growth, Deeper Darkness, Cursed Wounds: Drain, +1 Con

7th|
+7/+2|
+5|
+2|
+5|Liftoff, +1 Str

8th|
+8/+3|
+6|
+2|
+6|Greater Invisibility, Cursed Wounds: Stun, +1 Con

9th|
+9/+4|
+6|
+3|
+6|Wings: True Flight +1 Str

10th|
+10/+5|
+7|
+3|
+7|Multi-Armed, Teleport, Cursed Wounds: Savage, +1 Con[/table]

Proficiencies
The nycaloth has proficiency in all simple and martial weapons and light armor and medium armor.

Skill Points: 4+Int
Class Skills: Balance, Bluff, Climb, Concentration, Diplomacy, Disguise , Hide, Intimidate, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Survival, Tumble, Use Magic Device

Nycaloth Body
The Nycaloth loses all previous racial and gains the outsider traits (Darkvision 60ft, no need to eat or sleep). It gains a natural armor bonus equal to it's con modifier, and two claw attacks that deal 1d4+str damage each. It also gains a land speed of 40ft per round.

Ability Bonuses
The Nycaloth gains a +1 to Str at levels 3, 5, 7 and 9 (Total +4). It also gains a bonus to Con at levels 2, 4, 6, 8 and 10 (Total +5).

Wings
Glide: A nycaloth can use its wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Nycaloths glide at a speed of 30 feet with average maneuverability. Even if a nycaloth's maneuverability improves, it can't hover while gliding. A nycaloth can't glide while carrying a medium or heavy load.
Flight:When a nycaloth reaches its fifth nycaloth level, it gains a fly speed of 30 feet with average maneuverability. A nycaloth can't fly while carrying a medium or heavy load or while fatigued or exhausted.
A nycaloth can safely fly for a number of consecutive rounds equal to its Constitution modifier (minimum 1 round). it can double this length of flight but is fatigued by such exertion. The nycaloth is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a nycaloth can glide before, after, and between rounds of actual flight, it can remain aloft for extended periods, even if it can only use flight for 1 round at a time without becoming fatigued.
True Flight: When the nycaloth gains its ninth nycaloth level, it can fly at a speed of 30ft+10ft per 3hd with good maneuverability with no other restrictions.

Yugoloth Magic
At the levels in which a spell name is indicated above the Ycaloth can use it a certain number of times per day as an SLA. Save DCs are 10+1/2HD+Cha mod. Caster level is equal to hit die.
1-Darkness 1/day per HD.
4-Invisibility 1/day per 4 HD
10-Teleport 1/day per 5HD
At its sixth Nycaloth level, its Darkness SLA is upgraded to a Deeper Darkness ability, though it can still choose to use Darkness in place of it from the same pool of uses.
At its eighth Nycaloth level, its Invisibility SLA is upgraded to a Greater Invisibility ability, though it can still choose to use Invisibility in place of it from the same pool of uses.
When the Nycaloth gains its fourteenth HD, its Teleport ability is upgraded to Greater Teleport


Yugoloth
The Nycaloth gains a bonus on saves against poison and resistance to acid equal to its HD, and resistance to fire, cold & electricity equal to half HD. It can also see under any kind of darkness, even deeper darkness, as well as telepathy out to 10' per HD.
It also gains the evil subtype, and its natural attacks and any weapon it wields count as evil aligned for purposes of bypassing DR.

Spell Resistance
The Nycaloth gains SR equal to 11+HD

Cursed Wounds
The Nycaloth is a vile, cruel creature, and its blows leave scars that may not be immediately apparent.
Any time the Nycaloth successfully damages a creature with a physical attack, it may expend a use of Cursed Wounds to inflict a condition on the target. The save DC:s for these abilities are 10+1/2 HD+Con modifier. These abilities are usable times per day equal to 1/2 HD+charisma modifier. The abilities all draw from the same pool of uses.
Bleed: The wound continues to bleed, and the target creature takes one point of damage per round until a DC 15 heal check is made to stop it, or a healing spell is cast upon the target. Every 3 HD after this ability is gained, the ability deals another point of damage per round. This ability grants no saving throw.
Weaken: The wound drains the strength from the victim. The target takes 2 points of strength damage, plus one point per 3 HD after this ability is gained. A successful fortitude save halves the strength damage.
Drain: The wound drains the victim's stamina. The target takes 2 points of constitution damage, plus one point per 3 HD after this ability is gained. A successful fortitude save halves the constitution damage.
Stun: The sheer brutality of the attack stops the target in his tracks, stunning him for one round if he fails his fortitude save.
Savage: The attack wholly trashes the opponent, leaving him stumbling for footing, no longer in a shape to fight. The target must make a fortitude save or be nauseated for a number of rounds equal to half the nycaloth's hit dice. It gets a new fortitude save each round to shake off the effect.

Powerful Build
At third level, the physical stature of nycaloths lets them function in many ways as if they were one size category larger.
Whenever a nycaloth is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the nycaloth is treated as one size larger if doing so is advantageous to him.
A nycaloth is also considered to be one size larger when determining whether a creature�s special attacks based on size (such as improved grab or swallow whole) can affect him. A nycaloth can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject�s size category.

Improved Grab
At level 4, if a nycaloth's claw attack hits a creature it may make a grapple attempt as a free action with no attacks of opportunity.

Growth
At level 6, the nycaloth becomes large (tall). Its powerful build continues to apply.

Liftoff
If the nycaloth gets a hold of a creature at least one size category smaller than itself with a grapple, it can fly while holding the grappled creature.

Multi-Armed
At 10th level, the nycaloth's extra arms become functional. This means they can take the multiweapon fighting feat. If they had two weapon fighting prior to gaining this ability, the two weapon fighting feat changes into multiweapon fighting. Also, they kill things with four arms. Great, no?

Comments
Now the Nycaloth. Again from the manual of the planes. At levels one and two, this is identical to the Mezzoloth, but after that, they start to differentiate. Most of what I did was just copypasta from various sources. It gets resistances and spell likes later than the Mezzoloth, but gains a bunch of extra abilities to compensate. This one also gets extra cha and con.

This has also been overhauled, for less SLA:s, more unique and fun stuff, and generally to be better as a monster class.

Hook Horror
http://img.photobucket.com/albums/v730/jfwalls/Hook_Horror3CLR.jpg

HD: D12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Body of Horror, +1 Str

2nd|
+1|
+3|
+0|
+3|+1 Natural Armor, +1 Str,

3rd|
+2|
+3|
+1|
+3|Power Sunder, +1 Str, Hardened Body

4th|
+3|
+4|
+1|
+4|+1 Natural Armor, Improved Grab, +1 Str

5th|
+3|
+4|
+1|
+4|Bite, +1 Str, Rend

6th|
+4|
+5|
+2|
+5|Growth, +1 Natural Armor, +1 Str, Grasp of the Horror[/table]
Skill points: 4+int/level
Class Skills: Listen, Jump, Knowledge: Nature, Intimidate, Tumble, Survival, Swim.


Body of Horror
The hook horror loses all previous racial traits and gains the aberration type (Darkvision out to 60ft). In addition, it gains blindsight out to 60ft (hearing dependent). However, it's normal vision is very weak, and only extends out to 10ft. The blindsight range increases by 10ft per class level. The hook horror also suffers from light blindness, suffering a -2 to attacks rolls in bright light. It gains a +8 bonus to hide checks when underground. It gains natural armor equal to it's constitution bonus. This natural armor bonus increases by one every even level of this monster class.
I gains two claw attacks that deal 1d4+str bonus damage. It does not have hands capable of manipulation. It has a move speed of 20ft and a climb speed equal to it's landspeed.

Strength Bonus
The hook horror gains a +1 bonus to strength per level.

Power Sunder
A hook horror does not provoke attacks of opportunity when sundering. In addition, it's sunders deal double damage.

Hardened Body
At third level, and ever 2 hd after that, the hook horror gains dr 1/-.

Improved Grab
If both of the hook horror's claw attacks hit a creature at least one size category smaller than itself, it may make a grapple attempt as a free action with no attacks of opportunity.

Bite
The hook horror gains a bite attack that deals 1d8 damage. In addition, when the hook horror bites a grabbed foe, it deals 3d6+1,5 str bonus damage.

Rend
If a hook horror hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an
additional 2d6+1,5 Str modifier points of damage.

Grasp of the Horror
The hook horror ignores freedom of movement effects when grappling and escape artist checks may not be made against its grapple.

Growth
The hook horror becomes one size category larger (tall).

Comments
The hook horror is pretty much a melee monster. It has 3/4 BAB, but a strength bonus to compensate, in addition to some natural attacks. Since the hook horror in the MMII has some abnormally impressive natural armor, I gave it some extra in it throughout the levels. The power sunder and such are basically just gravy. I'm a bit worried about the level 1 blindsight, but I guess it should be okay with all the limitations.

Mezzoloth
http://img29.imageshack.us/img29/9179/mezzoloth.jpg

HD: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Mezzoloth Body, Yugoloth Magic (Darkness), Fiendish Fury: Tear

2nd|
+2|
+3|
+0|
+3|Yugoloth, Spell Resistance, Fiendish Fury: Harm, +1 Str

3rd|
+3|
+3|
+1|
+3|Fiendish Fury: Curse, Produce Flame&Cause Fear, +1 Cha

4th|
+4|
+4|
+1|
+4|Fiendish Fury: Vigor, See Invisibility, +1 Str

5th|
+5|
+4|
+1|
+4|Fiendish Fury: Pounce, +1 Cha

6th|
+6/+1|
+5|
+2|
+5|Fiendish Fury: Rejuvenation, Dispel Magic&Deeper Darkness, +1 Str[/table]

Proficiencies
The mezzoloth has proficiency in all simple and martial weapons and light and medium armor.

Skill Points: 4+Int
Class Skills: Balance, Bluff, Climb, Concentration, Diplomacy, Disguise , Hide, Intimidate, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Survival, Tumble, Use Magic Device

Mezzoloth Body
The Mezzoloth loses all previous racial and gains the outsider traits (Darkvision 60ft, no need to eat or sleep). It gains a natural armor bonus equal to it's con modifier, and two claw attacks that deal 1d4+str damage each. It also gains a land speed of 40ft per round.

Ability Bonuses
The Mezzoloth gains a +1 to Str at levels 2, 4 and 6 (Total +3). It also gains a bonus to Cha at levels 3 and 5 (Total +2).

Yugoloth Magic
At the levels in which a spell name is indicated above the Mezzoloth can use it a certain number of times per day as an SLA. Save DCs are 10+1/2HD+Cha mod. Caster level is equal to hit die.
1-Darkness 1/day per HD.
3-Produce Flame and Cause Fear 1/day per 4 HD.
4-See Invisibility 1/day per 2 HD.
6-Dispel Magic 1/day per 5 HD.
At its sixth Mezzoloth level, its Darkness SLA is upgraded to a Deeper Darkness ability, though it can still choose to use Darkness in place of it from the same pool of uses.
In addition, after the mezzoloth has gained the Dispel Magic spell-like ability, and gains its tenth hit die, it can cast Teleport and Cloudkill once per day per 5 HD. In addition, its dispel magic Spell-like ability is upgraded into Greater Dispel Magic.
At its fourteenth HD, it's Teleport SLA is upgraded into Greater Teleport.

Fiendish Fury
A mezzoloth is often angry. They eagerly await for the chance to sink their claws into anything capable of being hurt, as if from some sort of twisted hatred of all things. Indeed, a mezzoloth is defined by hate and anger, and they draw power from it.
At first level, a mezzoloth's anger cannot be quenched. The creature is a veritable bastion of hate and resentment, and due to this, its mind is hard to influence. The mezzoloth gains a +2 bonus to saving throws vs mind affecting abilities.
In addition, times per day equal to 1/2 HD+charisma modifier, the mezzoloth may use any of the abilities below. These abilities all share the same pool of uses, and are activated as a swift action.
Tear: The mezzoloth gains the ability to ignore any damage reduction until the end of its round.
Harm: The mezzoloth gains a bonus to damage equal to its hit dice for all attacks it makes and all damaging spells of spell like abilities it uses until the end of its round.
Curse: The next spell-like ability gained from mezzoloth levels used is granted a +2 bonus to the save DC.
Vigor: The mezzoloth gains a bonus equal to half its HD (max) to any physical ability score until the end of its round.
Pounce: The next charge attack the mezzoloth makes is a pounce, allowing the mezzoloth to make a full attack as a part of the charge.
Rejuvenation: The mezzoloth gains fast healing equal to its HD for a number of rounds equal to 1/3 its HD (round down).

Yugoloth
The Mezzoloth gains a bonus on saves against poison and resistance to acid equal to its HD, and resistance to fire, cold & electricity equal to half HD. It can also see under any kind of darkness, even deeper darkness, as well as telepathy out to 10' per HD.
It also gains the evil subtype, and its natural attacks and any weapon it wields count as evil aligned for purposes of bypassing DR.

Spell Resistance
The Mezzoloth gains SR equal to 11+HD.

Comments
Mezzoloth, Ala Manual of the Planes. Yugoloths needed more love. This was rather straightforward. I just dropped in the Mezzoloth abilities at suitable intervals and yeah. I did change the SLA:s around a bit and dropped the demon summoning, but otherwise this is mainly straight from the book. It has monklike defenses, but unlike the monk, it can attack quite well, and the spell-likes ensure it stays relevant. I think I nailed this down pretty well, but still. PEACH :smallsmile:

As of now, this has gone through rather heavy overhaul. I did the usual of basing half the abilities of a minor detail from the monster description. It no longer has so many SLA:s, and in general, it should be more unique now.

Spellwarped Creature
http://www.wizards.com/dnd/images/mmiii_gallery/83055.jpg

HD: D8
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+0|Spellwarped Body, Spell Resistance

2nd|
+1|
+3|
+0|
+0|Experimental Power, Class Features[/table]
Skill Points 2+Int per level
Class Skill Skills: Concentration, climb, jump, spot, listen, intimidate, Knowledge(any), spellcraft

Proficiencies: None

Spellwarped Body
The Spellwarped Creature gains the aberration traits. However, unlike with other monster classes, old creature traits are retained.'

Spell Resistance
The Spellwarped creature gains Spell Resistance equal to 11+HD

Experimental Power
Spellwarped creatures are as varied as they are powerful. Thus, they may choose one benefit from the list below. Once chosen, the bonus may not be changed
Ability Bonus: A +2 bonus to any one ability score
Resistance: Resistance 8 against any one energy type
Speed: +15ft bonus to all movement modes.

Class Features
At second level, the Spellwarped Creature gains class features (including spellcasting) and an increase in effective as if he had taken a level in another class. You do not gain the HD, skill points or BAB of the other class, only class features.


Comments
Spellwarped creature from MMIII. It has less bonuses than the actual template, mainly for balance reasons. Anyway, here it is.
Changes: Spell Absorption replaced.

Frog Dragon
2011-06-21, 06:30 PM
To the reserve mobile!

Frog Dragon
2011-06-21, 06:31 PM
And I think I don't need any more reserved posts than this.

Stycotl
2011-06-25, 01:41 PM
will get to the others later.

arcanaloth

why good fort saves?


Guarded Mind
At level 2 the Arcanaloth is immune to mind effecting spells and abilities.

too good for level 2, in my opinion. i'd make this gradual; give a bonus, and then a higher bonus, and eventually immunity.


Poisonous Magic
At level 14, When casting any targetted spell the arcanaloth may also choose to deliver his claw poison to the target, assuming the spell hits. The save against the poison is made seperately.

any targeted spell?


Yugoloth Magic
The indicated times per day, The Arcanaloth may cast any spell on this on this list as a spell like ability at CL equal to it's HD (DC's charisma based). This means the uses are per sla.
At level 1: Darkness, Magic Missile, Detect Magic
At Level 4: Telekinesis, Invisiblity, Major Image
At Level 7: Fear, Polymorph, Arcane Sight
At level 10: Greater Invisibility, Hallucinatory Terrain
At level 13: Greater Arcane Sight, Legend Lore
At level 16: Discern Location, Scintillating Pattern
At level 19: Shapechange

i'm assuming that since the class is only 17 levels long, you mean, "at __ HD," not level?

ok, in all, i think that you need to cut back on spellcasting and up the uses of the SLAs. also, the arcanaloth was errata'ed to remove its shapechange SLA and instead give it a change shape (su) ability. doesn't mean you need to change it, but you might want to, and it would give it access to supernatural disguises earlier than 19th level.