T.G. Oskar
2011-07-02, 05:12 AM
<<Yahoo-women and Yahoo-men, little-Yahoos of all ages! Houyhnhns and Not-Gullivers too!>>*
*Translated from the Houyhnhn language
So far, I've dealt with classes and prestige classes for the most part. And I've mostly grown some fame from retoolings of various classes (notwithstanding my own creations). But, of course, I've also done something else other than classes: if the few feats to aid martial characters and the fluff about deities (which is yet to be completed, don't rush me please) isn't something to speak about...
So, eventually, I had to diversify a bit. And what better to do the only thing easier to homebrew than a class: monsters! You see; monsters are the other side of the D&D combat equation, since you can't have combat without someone to fight, am I right?
So...I could do the same I do for classes and retool some monsters. OR, I could just give way to my imagination and develop some monsters of my own, which are easily made through combining two monsters that currently exist within the game.
And thus, the question. Why horses?
...no, I'm not a brony. My selection of Youtube clips usually depend on external links, whatever piques my attention (usually songs), and the odd stuff I really have to see. Right now, I have an appointment with The Guild, which I started looking at through my smartphone. That, and my niece could be interested in My Little Pony, but she's a diehard fan of Curious George. It seems a curious little "monkey" (that has no tail whatsoever) is more popular to my niece's eyes than a flock of ponies. Well, it's either George, or Stitch, or Strawberry Shortcake, or any PBS kids' show.
So it's rather odd that I start making homebrewed monsters that have relation to horses. However, the game has some fetish with horses...erm, sorta. I mean, the first mythological creatures that come to mind evidently include the centaur, the unicorn, the pegasus, the hippogryph, the behemoth (which is known to us mortals as the "hippopotamus") and the hippocampus (which isn't a monster, but rather a sea horse and actually a fish). Then there's the paladin's special mount, the knight's fetish with mounts, and...you get the idea.
Bear in mind, this is NOT my first homebrewed monster. But, it's the first set of monsters with a theme, and something that's still a work in progress (but that can be churned in, believe it or not, 15-20 minutes or so with the right template), so it gets released first. It's also a breather from the very intensive Project Heretica (which is almost complete, only missing a few PrCs I dealt with) and before other intensive works (such as the feat revisions and the HAL system).
So, without further ado, I introduce to everypony...I mean, everybody...the first two creatures in the Hippozoology thread: the Aegipartaures and the Hypnecataures.
Note: the format I use is based (if not exactly taken from) the last monster formatting used in the 3.5 version of D&D, as presented on the Dungeon Master's Guide II.
AEGIPARTAURES
You see at the distance a magnificent creature. The lower half of his torso is that of a magnificent steed, except that his hooves are cloven as those of a goat, and the upper half of his torso is that of a handsome human male. He holds a magnificent white mane, a small beard at his chin, and a patch of white fur on his chest, light-green eyes and a noble poise. A twisted ivory horn rests on his forehead, pure white in color, and glistening upon the light of the sun.
Aegipartaures CR
Usually NG or CG Large monstrous humanoid
Init. +2; Senses Darkvision 60 ft., low-light vision; Listen +7, Spot +7
Languages Common, Elven, Sylvan ________________________
AC 14 (-1 size, +2 Dex, +4 natural, +1 light wooden shield), touch 11, flat-footed 14
hp 33 (4 HD)
Fort +5, Ref +6, Will +7; +4 vs poison, charm, compulsion
Speed 50 ft. (10 squares)
Melee scimitar +7 (1d8+4/19-20) and 2 hooves +2 (1d6+2) or
Ranged javelin +5 (1d8+4)
Base Atk. +4; Grp. +12 __________________________
Atk. Options aligned strike, powerful charge
Spell-Like Abilities (CL 5th)
1/day -- magic circle against evil
3/day -- cure light wounds
At-will -- detect evil_____________________________________
Abilities Str 19, Dex 14, Con 17, Int 10, Wis 16, Cha 17
SQ maiden affinity
Feats Alertness, Combat Reflexes
Skills Heal +7, Hide -2, Jump +8, Listen +7, Move Silently +5, Spot +7, Survival +7
Advancement by character class Favored Class Paladin__________________________
Aligned Strike (Su): An aegipartaures' natural weapons are treated as good-aligned for purposes of damage reduction.
Powerful Charge (Ex): Whenever an aegipartaures makes a charge, he gains a single gore attack that deals 2d6+4 points of piercing damage. This is in addition to any attacks done by means of the charge.
Maiden Affinity: An aegipartaures, owing to its unusual upbringing, feels naturally inclined to the presence of a maiden and has a strong protective nature when one is threatened. An aegipartaures gains a +4 bonus on Diplomacy checks when speaking with a maiden, and usually begins with an attitude of friendly. If a maiden is threatened, the aegipartaures gains a +4 bonus on Intimidate checks against the maiden's enemies so as long as the maiden and the aegipartaures are within 100 ft. of distance.
The aegipartaures is the result of a cross between an unicorn and a centaur, mixing the qualities of both creatures.
Occasionally, an unicorn and a maiden centaur fall in love, with the aegipartaures emerging as a result. This unusual coupling marks both for life, as the unicorn becomes protective of his new mate and the centaur gains an unusual partner for life, bearing the fruit of their relationship. The aegipartaures, as a result, resembles a centaur with the defining traits of an unicorn, such as its white mane and fur, its hooves and its forehead; yet, it is the single horn on its forehead and the ingrained affinity for maidens that define their existence.
Aegipartaures usually live on forests, particularly those near druid's groves or holding strong presence of fey. Distant cousins of the bariaur (see Book of Exalted Deeds, page 165) due to their attachment to good, aegipartaures are unusually rare, long-living and particularly fickle, but fierce in combat. Whenever a maiden is threatened, the aegipartaures rushes to her defense disregarding all safety, and offers its assistance until she reaches safety. The horns of an aegipartaures are believed to hold magical powers, as those of unicorns, but this is not true; while the aegipartaures does share some of its parent's healing traits, its horn is no more magical than that of a bull or ram.
Aegipartaures are about 7 feet tall and usually weigh an average of 2,200 pounds. The eyes of an aegipartaures are similar to those of its unicorn parent, and females have no breasts as that of humans, instead feeding their children as horses would (yet they still hold a patch of fur upon their chest).
STRATEGIES AND TACTICS
Most of the time, an aegipartaures flees from any bystander it sees approach, generally being peaceful. If they are threatened, or if a maiden is under assault, the aegipartaures generally charges the closest enemy it can see, goring his enemy and attempting to intimidate the rest. Against several enemies, the aegipartaures first uses its magic circle against evil, then charges headrush to the group with the largest amount of enemies, attempting to take the one it perceives as the leader. Aegipartaures generally don't use their healing abilities on themselves, instead using them on a maiden (or in the case of assistance in combat, upon creatures it deems worthy), but its skill at mundane healing compensates. If it feels a threat is sufficient, the aegipartaures uses its javelin and issues a warning before engaging in combat.
The aegipartaures (a name taken from the suffix "-taurus" as used on the centaurs (even though they're really named "bull piercers"), alongside the words aegis (usually a cape, but best related to the shield of Zeus) and parthenos (virgin), should mean "half-human, half-unicorn maiden protector". Please, don't rush it too much with the name, but at least it sounds mystical, right?
In any case, it's basically a washed-down unicorn with a human's torso. It still has some of its healing powers and the ability to detect evil, but it has none of the real interesting stuff like...well, Neutralize Poison. And its stats are somewhere between the Unicorn and the Centaur, so on average it has better Con and Charisma.
Powerful Charge exists to implement the horn attack without making it a primary weapon. Since their combat style is closer to the centaur than to the unicorn, these guys won't be using their horns a lot. However, the bariaur has a nice tactic which uses its horns as part of a charge for increased damage (gore attacks are so nice!). Of course, if there's some distinction between the original version of the Powerful Charge ability (not the feat) and this one, the purpose is to add a gore attack as part of the charge.
So, why Paladin if they're "usually NG or CG"? The stats just ask for it (very nice Str, Con, Wis and Cha scores, some healing, good BAB and bonuses to the two ability scores the Pally lacks), and it fits the "protector" idea better than a Fighter would. Since favored class provides benefits ONLY if you're multiclassing (and in any case, if you're using it as a monster, that's not so important) AND the idea is "usually" (not "always"), you can have some Paladins. That, and you could have an actual "Maiden Protector" version of the creature. Actually, that would be a nice idea (using the Core Paladin AND the Project Heretica Paladin to support my other 'brew).
HYPNECATAURES
In the still of the night, a nefarious figure emerges from the fog. The lower half of his body is that of a horse with pitch-black fur and flaming hooves; his upper half has a lithe human torso with a flaming mane and a sinister grin in his lips. As he breathes, small wisps of flame emerge from his mouth and nostrils, growing more intense as he draws near you, a massive blade drawn and ready to strike.
Hypnecataures CR
Always NE Large outsider (evil, native)
Init. +6; Senses Darkvision 60 ft., low-light vision; Listen +10, Spot +10
Languages Common, Infernal, Sylvan ______________________
AC 14 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
hp 27 (4 HD)
Resist fire 5
Fort +6, Ref +6, Will +5 _____________________
Speed 40 ft. (8 squares); fly 60 ft
Melee greatsword +7 (3d6+6) and 2 hooves +3 (1d6+2 plus 1d4 fire) or
Ranged composite longbow +5 (1d8+4/x3 plus 1d4 fire)
Base Atk. +4; Grp. +12 __________________________
Atk. Options aligned strike, ember arrows, flaming hooves
Special Attacks breath weapon 1/encounter (1d6 fire, 30 ft. cone)
Spell-Like Abilities (CL 5th)
1/day--ethereal jaunt
3/day--deep slumber, hold person ________________________________
Abilities Str 19, Dex 15, Con 15, Int 10, Wis 12, Cha 10
SQ none
Feats Alertness, Improved Initiative
Skills Hide +1, Intimidate +7, Jump +13, Listen +10, Move Silently +9, Search +7, Sense Motive +8, Spot +10, Survival +10
Advancement by character class Favored Class ranger___________________________
Aligned Strike (Su): A hypnecataures' natural weapons are treated as evil-aligned for purposes of bypasing damage reduction.
Breath Weapon (Su): A hypnecataures may use a breath weapon once per encounter: a 15-ft. cone of fire. It may use this ability as a swift action alongside its normal attacks. A Reflex DC 14 saving throws negates the damage; the save DC is Constitution-based.
Ember Arrows (Su): Any arrow drawn and shot by a hypnecataures deals 1d4 points of fire damage and instantly set combustible materials alight. This effect does not work on arrows enchanted by the frost property (or if they are launched from bows with the frost property) nor it adds to the damage from an arrow (or bow) with the flaming property, however.
Flaming Hooves (Su): A hypnecataures' hoof attacks instantly set combustible materials alight. This includes combustible materials generated from spell effects (such as a web spell).
The hypnecataures is a cross between a centaur and a nightmare, mixing the qualities of both creatures.
Being untamable and intelligent outsiders, nightmares sometimes force their way upon centaurs, particularly those females whom bravely face them in combat. The result is the unholy hypnecataures, a being emerging from the darkest dreams of centaurs; a creature with the skill and poise of the centaur and the malice of the nightmare. Much as their outsider parents, they are fickle and traitorous, usually associating with evil creatures if it seems favorable to them but otherwise perpetual loners.
The hypnecataures is about 7 feet tall and weighs about 2,100 pounds.
STRATEGY AND TACTICS
The hypnecataures likes to play with its enemies before engaging. Its favorite tactic is to begin combat by isolating a group, then casting deep slumber on its enemy. Then, while helpless, he pins the individual, delivering the usual hoof attack with flames until it perishes. If it engages combat, it awaits until several enemies are close before striking with his breath weapon, then attempts to trip his enemy and grapple until its pinned.
Yes, if the aegipartaures is the "good-inclined" centaur, this is its evil twin. I mean, the unicorn and the nightmare (not including the celestial charger vs. the cauchemar) are opposites, so I figured "why not"?
So, the first few things you might notice as "odd" are the very small breath weapon as a swift action and Ethereal Jaunt cast with a lower CL. Both are easy to explain.
The first (the breath weapon as swift action) is mostly because it's a rather interesting snort from the hypnecataures' part. Breathing is a free action, although the actual breath attack takes a lot because you're aspiring a lot of air and mix the breath with the energy discharge. In this case, making the equivalent of a Burning Hands spell cast by a 1st level character by this level as a standard action once per encounter would have been a terrible joke. They can't breathe enough to form the nightmare's smoke attack so that's out of the question, nor they have the proper ability to breathe more than once per encounter, so the only way to make it useful was to make it as a swift action; thus, you can engage in combat and unleash the breath at the right moment while still taking out your target. Suggestions, as usual, are welcome but it shouldn't be as powerful as the nightmare's snort attack because they don't have the nostrils to pull that off.
The second is actually supported by the rules as much as they can be. Unless the Rules Compendium has changed it, the SRD states that spell-like abilities may be cast at a lower level than the one needed to cast, so it's natural to limit the use of Ethereal Jaunt to 1/day and at a drastically lower caster level (FYI, the CL to cast Ethereal Jaunt is 13) in order to draw from some of the nightmare's powers (can you imagine they can do Astral Projection AND Etherealness AT-WILL!? AS A CREATURE WITH 6 HD!?!?!?). In any case, having at least 5 rounds of etherealness wouldn't be so bad, and by the time you get a Ghost Touch weapon much less so.
Now...why Deep Slumber? Well, the name kinda spoils everything. I'm no linguist, but the name should tell everything: "hypnos" means sleep, while hidden within the name is a reference to Hecate, the goddess of magic and witchcraft in ancient Greek mythology. So, while a rather loose translation would be "dream of Hecate", it could also be interpreted as "hexed/accursed/jinxed dream", which is what a nightmare originally meant (and to an extent still is). See what I did there? In any case, the idea is to emulate the original concept of sleep paralysis: the hypnecataures would send you to sleep, then pin you and stand upon your chest so that you couldn't move while awakening. Pretty eerie if you think about it, and definitely something wicked. Besides, its parent is called a "nightmare", what did you expect? Certainly not the actual Nightmare spell, which is quite hard to pull off despite the casting time provisions for spell-like abilities depending where you read the description at.
The arrows are a nice touch; quivers are within the back or close to hair, so it makes sense that they could be lit up before being shot. Assume that the arrows are coated with some sort of combustive material produced by the creature if necessary (natural oils produced by the hand, although not enough to burn things) and then lit up right as they are taken from the quiver. 1d4 fire damage isn't particularly powerful, but it can add to the hypnecataures' potential within ranged damage. It also blends with the hoof damage, which is pretty much ripped off from the actual nightmare.
So, as usual, I ask for your comments or suggestions regarding how to deal with the monsters. I could certainly have someone gauge its CR, since I'm not so good at it and also the CR evaluation in the Monster Manual is quite off. Later, I should have more info about these two, alongside more horse-related monsters.
*Translated from the Houyhnhn language
So far, I've dealt with classes and prestige classes for the most part. And I've mostly grown some fame from retoolings of various classes (notwithstanding my own creations). But, of course, I've also done something else other than classes: if the few feats to aid martial characters and the fluff about deities (which is yet to be completed, don't rush me please) isn't something to speak about...
So, eventually, I had to diversify a bit. And what better to do the only thing easier to homebrew than a class: monsters! You see; monsters are the other side of the D&D combat equation, since you can't have combat without someone to fight, am I right?
So...I could do the same I do for classes and retool some monsters. OR, I could just give way to my imagination and develop some monsters of my own, which are easily made through combining two monsters that currently exist within the game.
And thus, the question. Why horses?
...no, I'm not a brony. My selection of Youtube clips usually depend on external links, whatever piques my attention (usually songs), and the odd stuff I really have to see. Right now, I have an appointment with The Guild, which I started looking at through my smartphone. That, and my niece could be interested in My Little Pony, but she's a diehard fan of Curious George. It seems a curious little "monkey" (that has no tail whatsoever) is more popular to my niece's eyes than a flock of ponies. Well, it's either George, or Stitch, or Strawberry Shortcake, or any PBS kids' show.
So it's rather odd that I start making homebrewed monsters that have relation to horses. However, the game has some fetish with horses...erm, sorta. I mean, the first mythological creatures that come to mind evidently include the centaur, the unicorn, the pegasus, the hippogryph, the behemoth (which is known to us mortals as the "hippopotamus") and the hippocampus (which isn't a monster, but rather a sea horse and actually a fish). Then there's the paladin's special mount, the knight's fetish with mounts, and...you get the idea.
Bear in mind, this is NOT my first homebrewed monster. But, it's the first set of monsters with a theme, and something that's still a work in progress (but that can be churned in, believe it or not, 15-20 minutes or so with the right template), so it gets released first. It's also a breather from the very intensive Project Heretica (which is almost complete, only missing a few PrCs I dealt with) and before other intensive works (such as the feat revisions and the HAL system).
So, without further ado, I introduce to everypony...I mean, everybody...the first two creatures in the Hippozoology thread: the Aegipartaures and the Hypnecataures.
Note: the format I use is based (if not exactly taken from) the last monster formatting used in the 3.5 version of D&D, as presented on the Dungeon Master's Guide II.
AEGIPARTAURES
You see at the distance a magnificent creature. The lower half of his torso is that of a magnificent steed, except that his hooves are cloven as those of a goat, and the upper half of his torso is that of a handsome human male. He holds a magnificent white mane, a small beard at his chin, and a patch of white fur on his chest, light-green eyes and a noble poise. A twisted ivory horn rests on his forehead, pure white in color, and glistening upon the light of the sun.
Aegipartaures CR
Usually NG or CG Large monstrous humanoid
Init. +2; Senses Darkvision 60 ft., low-light vision; Listen +7, Spot +7
Languages Common, Elven, Sylvan ________________________
AC 14 (-1 size, +2 Dex, +4 natural, +1 light wooden shield), touch 11, flat-footed 14
hp 33 (4 HD)
Fort +5, Ref +6, Will +7; +4 vs poison, charm, compulsion
Speed 50 ft. (10 squares)
Melee scimitar +7 (1d8+4/19-20) and 2 hooves +2 (1d6+2) or
Ranged javelin +5 (1d8+4)
Base Atk. +4; Grp. +12 __________________________
Atk. Options aligned strike, powerful charge
Spell-Like Abilities (CL 5th)
1/day -- magic circle against evil
3/day -- cure light wounds
At-will -- detect evil_____________________________________
Abilities Str 19, Dex 14, Con 17, Int 10, Wis 16, Cha 17
SQ maiden affinity
Feats Alertness, Combat Reflexes
Skills Heal +7, Hide -2, Jump +8, Listen +7, Move Silently +5, Spot +7, Survival +7
Advancement by character class Favored Class Paladin__________________________
Aligned Strike (Su): An aegipartaures' natural weapons are treated as good-aligned for purposes of damage reduction.
Powerful Charge (Ex): Whenever an aegipartaures makes a charge, he gains a single gore attack that deals 2d6+4 points of piercing damage. This is in addition to any attacks done by means of the charge.
Maiden Affinity: An aegipartaures, owing to its unusual upbringing, feels naturally inclined to the presence of a maiden and has a strong protective nature when one is threatened. An aegipartaures gains a +4 bonus on Diplomacy checks when speaking with a maiden, and usually begins with an attitude of friendly. If a maiden is threatened, the aegipartaures gains a +4 bonus on Intimidate checks against the maiden's enemies so as long as the maiden and the aegipartaures are within 100 ft. of distance.
The aegipartaures is the result of a cross between an unicorn and a centaur, mixing the qualities of both creatures.
Occasionally, an unicorn and a maiden centaur fall in love, with the aegipartaures emerging as a result. This unusual coupling marks both for life, as the unicorn becomes protective of his new mate and the centaur gains an unusual partner for life, bearing the fruit of their relationship. The aegipartaures, as a result, resembles a centaur with the defining traits of an unicorn, such as its white mane and fur, its hooves and its forehead; yet, it is the single horn on its forehead and the ingrained affinity for maidens that define their existence.
Aegipartaures usually live on forests, particularly those near druid's groves or holding strong presence of fey. Distant cousins of the bariaur (see Book of Exalted Deeds, page 165) due to their attachment to good, aegipartaures are unusually rare, long-living and particularly fickle, but fierce in combat. Whenever a maiden is threatened, the aegipartaures rushes to her defense disregarding all safety, and offers its assistance until she reaches safety. The horns of an aegipartaures are believed to hold magical powers, as those of unicorns, but this is not true; while the aegipartaures does share some of its parent's healing traits, its horn is no more magical than that of a bull or ram.
Aegipartaures are about 7 feet tall and usually weigh an average of 2,200 pounds. The eyes of an aegipartaures are similar to those of its unicorn parent, and females have no breasts as that of humans, instead feeding their children as horses would (yet they still hold a patch of fur upon their chest).
STRATEGIES AND TACTICS
Most of the time, an aegipartaures flees from any bystander it sees approach, generally being peaceful. If they are threatened, or if a maiden is under assault, the aegipartaures generally charges the closest enemy it can see, goring his enemy and attempting to intimidate the rest. Against several enemies, the aegipartaures first uses its magic circle against evil, then charges headrush to the group with the largest amount of enemies, attempting to take the one it perceives as the leader. Aegipartaures generally don't use their healing abilities on themselves, instead using them on a maiden (or in the case of assistance in combat, upon creatures it deems worthy), but its skill at mundane healing compensates. If it feels a threat is sufficient, the aegipartaures uses its javelin and issues a warning before engaging in combat.
The aegipartaures (a name taken from the suffix "-taurus" as used on the centaurs (even though they're really named "bull piercers"), alongside the words aegis (usually a cape, but best related to the shield of Zeus) and parthenos (virgin), should mean "half-human, half-unicorn maiden protector". Please, don't rush it too much with the name, but at least it sounds mystical, right?
In any case, it's basically a washed-down unicorn with a human's torso. It still has some of its healing powers and the ability to detect evil, but it has none of the real interesting stuff like...well, Neutralize Poison. And its stats are somewhere between the Unicorn and the Centaur, so on average it has better Con and Charisma.
Powerful Charge exists to implement the horn attack without making it a primary weapon. Since their combat style is closer to the centaur than to the unicorn, these guys won't be using their horns a lot. However, the bariaur has a nice tactic which uses its horns as part of a charge for increased damage (gore attacks are so nice!). Of course, if there's some distinction between the original version of the Powerful Charge ability (not the feat) and this one, the purpose is to add a gore attack as part of the charge.
So, why Paladin if they're "usually NG or CG"? The stats just ask for it (very nice Str, Con, Wis and Cha scores, some healing, good BAB and bonuses to the two ability scores the Pally lacks), and it fits the "protector" idea better than a Fighter would. Since favored class provides benefits ONLY if you're multiclassing (and in any case, if you're using it as a monster, that's not so important) AND the idea is "usually" (not "always"), you can have some Paladins. That, and you could have an actual "Maiden Protector" version of the creature. Actually, that would be a nice idea (using the Core Paladin AND the Project Heretica Paladin to support my other 'brew).
HYPNECATAURES
In the still of the night, a nefarious figure emerges from the fog. The lower half of his body is that of a horse with pitch-black fur and flaming hooves; his upper half has a lithe human torso with a flaming mane and a sinister grin in his lips. As he breathes, small wisps of flame emerge from his mouth and nostrils, growing more intense as he draws near you, a massive blade drawn and ready to strike.
Hypnecataures CR
Always NE Large outsider (evil, native)
Init. +6; Senses Darkvision 60 ft., low-light vision; Listen +10, Spot +10
Languages Common, Infernal, Sylvan ______________________
AC 14 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
hp 27 (4 HD)
Resist fire 5
Fort +6, Ref +6, Will +5 _____________________
Speed 40 ft. (8 squares); fly 60 ft
Melee greatsword +7 (3d6+6) and 2 hooves +3 (1d6+2 plus 1d4 fire) or
Ranged composite longbow +5 (1d8+4/x3 plus 1d4 fire)
Base Atk. +4; Grp. +12 __________________________
Atk. Options aligned strike, ember arrows, flaming hooves
Special Attacks breath weapon 1/encounter (1d6 fire, 30 ft. cone)
Spell-Like Abilities (CL 5th)
1/day--ethereal jaunt
3/day--deep slumber, hold person ________________________________
Abilities Str 19, Dex 15, Con 15, Int 10, Wis 12, Cha 10
SQ none
Feats Alertness, Improved Initiative
Skills Hide +1, Intimidate +7, Jump +13, Listen +10, Move Silently +9, Search +7, Sense Motive +8, Spot +10, Survival +10
Advancement by character class Favored Class ranger___________________________
Aligned Strike (Su): A hypnecataures' natural weapons are treated as evil-aligned for purposes of bypasing damage reduction.
Breath Weapon (Su): A hypnecataures may use a breath weapon once per encounter: a 15-ft. cone of fire. It may use this ability as a swift action alongside its normal attacks. A Reflex DC 14 saving throws negates the damage; the save DC is Constitution-based.
Ember Arrows (Su): Any arrow drawn and shot by a hypnecataures deals 1d4 points of fire damage and instantly set combustible materials alight. This effect does not work on arrows enchanted by the frost property (or if they are launched from bows with the frost property) nor it adds to the damage from an arrow (or bow) with the flaming property, however.
Flaming Hooves (Su): A hypnecataures' hoof attacks instantly set combustible materials alight. This includes combustible materials generated from spell effects (such as a web spell).
The hypnecataures is a cross between a centaur and a nightmare, mixing the qualities of both creatures.
Being untamable and intelligent outsiders, nightmares sometimes force their way upon centaurs, particularly those females whom bravely face them in combat. The result is the unholy hypnecataures, a being emerging from the darkest dreams of centaurs; a creature with the skill and poise of the centaur and the malice of the nightmare. Much as their outsider parents, they are fickle and traitorous, usually associating with evil creatures if it seems favorable to them but otherwise perpetual loners.
The hypnecataures is about 7 feet tall and weighs about 2,100 pounds.
STRATEGY AND TACTICS
The hypnecataures likes to play with its enemies before engaging. Its favorite tactic is to begin combat by isolating a group, then casting deep slumber on its enemy. Then, while helpless, he pins the individual, delivering the usual hoof attack with flames until it perishes. If it engages combat, it awaits until several enemies are close before striking with his breath weapon, then attempts to trip his enemy and grapple until its pinned.
Yes, if the aegipartaures is the "good-inclined" centaur, this is its evil twin. I mean, the unicorn and the nightmare (not including the celestial charger vs. the cauchemar) are opposites, so I figured "why not"?
So, the first few things you might notice as "odd" are the very small breath weapon as a swift action and Ethereal Jaunt cast with a lower CL. Both are easy to explain.
The first (the breath weapon as swift action) is mostly because it's a rather interesting snort from the hypnecataures' part. Breathing is a free action, although the actual breath attack takes a lot because you're aspiring a lot of air and mix the breath with the energy discharge. In this case, making the equivalent of a Burning Hands spell cast by a 1st level character by this level as a standard action once per encounter would have been a terrible joke. They can't breathe enough to form the nightmare's smoke attack so that's out of the question, nor they have the proper ability to breathe more than once per encounter, so the only way to make it useful was to make it as a swift action; thus, you can engage in combat and unleash the breath at the right moment while still taking out your target. Suggestions, as usual, are welcome but it shouldn't be as powerful as the nightmare's snort attack because they don't have the nostrils to pull that off.
The second is actually supported by the rules as much as they can be. Unless the Rules Compendium has changed it, the SRD states that spell-like abilities may be cast at a lower level than the one needed to cast, so it's natural to limit the use of Ethereal Jaunt to 1/day and at a drastically lower caster level (FYI, the CL to cast Ethereal Jaunt is 13) in order to draw from some of the nightmare's powers (can you imagine they can do Astral Projection AND Etherealness AT-WILL!? AS A CREATURE WITH 6 HD!?!?!?). In any case, having at least 5 rounds of etherealness wouldn't be so bad, and by the time you get a Ghost Touch weapon much less so.
Now...why Deep Slumber? Well, the name kinda spoils everything. I'm no linguist, but the name should tell everything: "hypnos" means sleep, while hidden within the name is a reference to Hecate, the goddess of magic and witchcraft in ancient Greek mythology. So, while a rather loose translation would be "dream of Hecate", it could also be interpreted as "hexed/accursed/jinxed dream", which is what a nightmare originally meant (and to an extent still is). See what I did there? In any case, the idea is to emulate the original concept of sleep paralysis: the hypnecataures would send you to sleep, then pin you and stand upon your chest so that you couldn't move while awakening. Pretty eerie if you think about it, and definitely something wicked. Besides, its parent is called a "nightmare", what did you expect? Certainly not the actual Nightmare spell, which is quite hard to pull off despite the casting time provisions for spell-like abilities depending where you read the description at.
The arrows are a nice touch; quivers are within the back or close to hair, so it makes sense that they could be lit up before being shot. Assume that the arrows are coated with some sort of combustive material produced by the creature if necessary (natural oils produced by the hand, although not enough to burn things) and then lit up right as they are taken from the quiver. 1d4 fire damage isn't particularly powerful, but it can add to the hypnecataures' potential within ranged damage. It also blends with the hoof damage, which is pretty much ripped off from the actual nightmare.
So, as usual, I ask for your comments or suggestions regarding how to deal with the monsters. I could certainly have someone gauge its CR, since I'm not so good at it and also the CR evaluation in the Monster Manual is quite off. Later, I should have more info about these two, alongside more horse-related monsters.