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LOTRfan
2014-09-28, 11:40 PM
Hey. So it's been a while since I last posted any homebrew, but recently I've been thinking about creating a new thread on this forum that would serve to keep everything I make gathered into a single place (like Bhu's Critters thread). So I'm doing that right now. I don't know how often I'll be putting monsters down, but I have quite a few already that I'm going to be posting over the next couple of days.

Most of this will be monsters (either stuff I make as I go, or updated versions of creatures I made a long time ago), but items, spells, prestige classes, and the like will crop up every now and again. I hope that you guys like it. In the meantime, I'm going to start making posts to help organize everything.

Monsters
As I make posts about monsters, I'll be sure to include links in this post.

Monsters in Alphabetical Order
Acheri (http://www.giantitp.com/forums/showsinglepost.php?p=18417159&postcount=34)
Carbuncle
Clurichaun
Cylon Centurion
Demon, Scopophula (http://www.giantitp.com/forums/showsinglepost.php?p=18276121&postcount=8)
Demon, Sedatiphula (http://www.giantitp.com/forums/showsinglepost.php?p=18276128&postcount=9)
Devil, Fyarl
Dinosaur, Platyhystrix
Dinosaur, Spinosaurus
Dog, Toy Breed (http://www.giantitp.com/forums/showsinglepost.php?p=18377671&postcount=30)
Draugr (Template)
Far Darrig
Gancanagh (http://www.giantitp.com/forums/showsinglepost.php?p=18179642&postcount=5)
Gremlin, Amikiri (http://www.giantitp.com/forums/showsinglepost.php?p=18285581&postcount=11)
Gremloblin (http://www.giantitp.com/forums/showsinglepost.php?p=18179612&postcount=4)
Ke-Jōrō (http://www.giantitp.com/forums/showsinglepost.php?p=18285397&postcount=10)
Keukegen (http://www.giantitp.com/forums/showsinglepost.php?p=18213357&postcount=7)
Kikimora (http://www.giantitp.com/forums/showsinglepost.php?p=18335418&postcount=24)
Leprechaun
Lorphí (http://www.giantitp.com/forums/showsinglepost.php?p=18349407&postcount=25)
Mapinguari (http://www.giantitp.com/forums/showsinglepost.php?p=18329497&postcount=21)
Nián Shòu (http://www.giantitp.com/forums/showsinglepost.php?p=18409049&postcount=31)
Pangolin (http://www.giantitp.com/forums/showsinglepost.php?p=18294062&postcount=12)
Phoenixkin
Skinwalker (Template)

Monsters by Type
Aberration

Animal
Dinosaur, Platyhystrix
Dinosaur, Spinosaurus
Dog, Toy Breed (http://www.giantitp.com/forums/showsinglepost.php?p=18377671&postcount=30)
Pangolin (http://www.giantitp.com/forums/showsinglepost.php?p=18294062&postcount=12)

Construct
Cylon Centurion

Deathless

Dragon

Elemental

Fey
Clurichaun
Far Darrig
Gancanagh (http://www.giantitp.com/forums/showsinglepost.php?p=18179642&postcount=5)
Gremlin, Amikiri (http://www.giantitp.com/forums/showsinglepost.php?p=18285581&postcount=11)
Gremloblin (http://www.giantitp.com/forums/showsinglepost.php?p=18179612&postcount=4)
Ke-Jōrō (http://www.giantitp.com/forums/showsinglepost.php?p=18285397&postcount=10)
Kikimora (http://www.giantitp.com/forums/showsinglepost.php?p=18335418&postcount=24)
Leprechaun

Giant

Humanoid

Magical Beast
Carbuncle
Keukegen (http://www.giantitp.com/forums/showsinglepost.php?p=18213357&postcount=7)
Mapinguari (http://www.giantitp.com/forums/showsinglepost.php?p=18329497&postcount=21)
Nián Shòu (http://www.giantitp.com/forums/showsinglepost.php?p=18409049&postcount=31)
Phoenixkin

Monstrous Humanoid
Lorphí (http://www.giantitp.com/forums/showsinglepost.php?p=18349407&postcount=25)
Skinwalker

Ooze

Outsider
Demon, Scopophula (http://www.giantitp.com/forums/showsinglepost.php?p=18276121&postcount=8)
Demon, Sedatiphula (http://www.giantitp.com/forums/showsinglepost.php?p=18276128&postcount=9)
Devil, Fyarl

Plant

Undead
Acheri (http://www.giantitp.com/forums/showsinglepost.php?p=18417159&postcount=34)
Draugr

Vermin

Monsters by Mythological Origin
Actually Exist(ed)
Dinosaur, Platyhystrix
Dinosaur, Spinosaurus
Dog, Toy Breed (http://www.giantitp.com/forums/showsinglepost.php?p=18377671&postcount=30)
Pangolin (http://www.giantitp.com/forums/showsinglepost.php?p=18294062&postcount=12)

Brazilian Monsters
Mapinguari (http://www.giantitp.com/forums/showsinglepost.php?p=18329497&postcount=21)

Celtic Mythology
Clurichaun
Far Darrig
Gancanagh (http://www.giantitp.com/forums/showsinglepost.php?p=18179642&postcount=5)
Leprechaun

Chinese Monsters
Nián Shòu (http://www.giantitp.com/forums/showsinglepost.php?p=18409049&postcount=31)

Dungeons and Dragons
Carbuncle (Converted from earlier edition)

Japanese Monsters
Gremlin, Amikiri (http://www.giantitp.com/forums/showsinglepost.php?p=18285581&postcount=11)
Ke-Jōrō (http://www.giantitp.com/forums/showsinglepost.php?p=18285397&postcount=10)
Keukegen (http://www.giantitp.com/forums/showsinglepost.php?p=18213357&postcount=7)

My Invention
Demon, Scopophula (http://www.giantitp.com/forums/showsinglepost.php?p=18276121&postcount=8)
Lorphí (http://www.giantitp.com/forums/showsinglepost.php?p=18349407&postcount=25)

Native American Monsters
Acheri (http://www.giantitp.com/forums/showsinglepost.php?p=18417159&postcount=34)
Skinwalkers

Norse Monsters
Draugr

Pop Culture
Cylon Centurion (Battlestar Galactica)
Gremloblin (http://www.giantitp.com/forums/showsinglepost.php?p=18179612&postcount=4) (Gravity Falls)
Phoenixkin (the phoenixes from Harry Potter)
Demon, Sedatiphula (http://www.giantitp.com/forums/showsinglepost.php?p=18276128&postcount=9) (The Gentlemen from Buffy the Vampire Slayer)
Devil, Fyarl (Buffy the Vampire Slayer)

Slavic Monsters
Kikimora (http://www.giantitp.com/forums/showsinglepost.php?p=18335418&postcount=24)


Joke Monsters
This'll be it's own category, separate from the others. Monsters that were specifically made to be goofy will be kept here.
Tea-rannosaurus Rex (http://www.giantitp.com/forums/showsinglepost.php?p=18179601&postcount=3)

LOTRfan
2014-09-28, 11:41 PM
Classes
Prestige Classes
Firstborn of Moradin (http://www.giantitp.com/forums/showsinglepost.php?p=18367832&postcount=29)

NPC Classes
Magician

Savage Progressions
Fir Bolg (http://www.giantitp.com/forums/showsinglepost.php?p=18185500&postcount=6)

LOTRfan
2014-09-28, 11:43 PM
http://25.media.tumblr.com/aea7eb00bc4bd4e14f6cbff5b3ea86dd/tumblr_mp4kj9cgM11s0uep2o1_500.jpg

Tea-rannosaurus Rex
Huge Magical Beast
Hit Dice: 22d10+132 (253 hp)
Initiative: -3
Speed: 40 ft. (8 squares)
Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 10, flatfooted ---
Base Attack/Grapple: +22/+39
Attack: Bite +30 melee (3d6+13)
Full Attack: Bite +30 melee (3d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Laser Monocle, Swallow Whole
Special Qualities: After You, Chivalrous Aura, Lowlight Vision, Refreshing Earl Grey, Scent, Spell Resistance 29, Telepathy 100 ft.
Saves: Fort +22, Ref +16, Will +11
Abilities: Str 28, Dex 12, Con 21, Int 13, Wis 15, Cha 10
Skills: Diplomacy +29, Listen +31, Sense Motive +27
Feats: Cleave, Great Cleave, Improved Toughness, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (Bite)
Epic Feats: Epic Fortitude
Environment: Warm Plains
Organization: Solitary, or Tea Party (1 plus 4-5 Humanoid guests of 6th level or higher)
Challenge Rating: 14
Treasure: Double Standard
Alignment: Usually Lawful Neutral
Advancement: 23-44 HD (Huge); 45-66 HD (Gargantuan)
Level Adjustment: -----

The massive creature in front of you looks like an oddly tame, mustached Tyrannosaurus Rex. He doesn’t seem ferocious at all; he is sitting down at a table, adorning a bowler hat and monocle. Before you can react, you can hear a voice in your head; it’s asking if you would like to sit down and have a bit of tea.

After You (Su): Tea-rannosaurs are compelled to fight in a gentlemanly manner. They always give their combatant the opportunity to fight first (taking a -4 penalty to all Initiative rolls), and they can never sneak attack their opponents. Tea-rannosaurs never flank their opponents, and will forgo attacking a flatfooted enemy. As long as they follow these compulsions, a Tea-rannosaur is immune to sneak attack damage and is never considered flatfooted.

Chivalrous Aura (Su): All those who come within 30 ft. of a Tea-rannosaur must make a Will save (DC 26) each round or be affected by the Tea-rannosaur’s aura. All those who fail the saves find themselves simply unable to raise their weapons against the Tea-rannosaur or any other creature within the aura. In addition, those who speak in a rude manner while within the aura must make an additional save or take a -2 morale penalty to all attack rolls, saving throws, and skill checks for the next 24 hours. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a tea-rannosaur must hit an opponent of up to one size category smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple, it grabs a hold and can attempt to swallow the foe the following round.

Laser Monocle (Su): Once every 1d4 rounds, a Tea-rannosaurus who is wearing a monocle can focus his ungentlemanly hostility into a single attack. This is a ray attack that has a maximum of 80 ft., and those hit by the ray suffers 8d6 points of fire damage.

Refreshing Earl Grey (Su): As a standard action, a Tea-rannosaurus Rex can fill any cup presented to it with magically created earl grey tea by sticking its claw into the cup. The Tea-rannosaur can determine its temperature, the amount of milk inside (if any) and the amount of sugar used in its creation. This is not standard earl grey; anyone who uses Detect Magic senses that the tea has a moderate aura of Conjuration (Healing). Those who drink the tea are treated as if being affected by a Cure Critical Wounds spell with a caster level of 15th. This is an at-will special ability.

Swallow Whole (Ex): A tea-rannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tea-rannosaur’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge tea-rannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. Most view the act of eating their guests very distasteful, however.

Skills: Tea-rannosaurs have a +4 bonus on Listen and Diplomacy checks.

LOTRfan
2014-09-28, 11:48 PM
http://images3.wikia.nocookie.net/__cb20130220234153/gravityfalls/images/thumb/f/f7/S1E13_Gremloblin_Angry.png/185px-S1E13_Gremloblin_Angry.png

Gremloblin
Medium Fey
Hit Dice: 11d6+11 (49 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flatfooted 13
Base Attack/Grapple: +5/+7
Attack: Claw +7 melee (1d4+2 plus poison)
Full Attack: 2 Claws +7 melee (1d4+2 plus poison), and Bite +5 melee (1d6+1 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath Weapon, Horrific Gaze, Poison Claws, Spines
Special Qualities: Damage Reduction 5/Cold Iron, Darkvision 60 ft., Goblin Blood, Spell Resistance 19, Water Exposure
Saves: Fort +4, Ref +9, Will +7
Abilities: Str 14, Dex 15, Con 12, Int 9, Wis 11, Cha 8
Skills: Climb +16, Hide +18, Intimidate +13, Jump +16, Move Silently +18
Feats: Improved Toughness, Multiattack, Power Attack, Stealthy
Environment: Temperate Forests
Organization: Solitary, or Gang (1 plus 2-6 goblins and 1-2 gremlins)
Challenge Rating: 8
Treasure: Standard
Alignment: Often Chaotic Evil
Advancement: 12-22 HD (Medium)
Level Adjustment: -----

Gremloblins are the result of breeding between goblins and several different races of gremlin over the course of many generations. The bizarre genealogy of gremloblins has resulted in the surfacing of several traits that none of their ancestors have, including their human-like size. Gremloblins are physically and mentally more powerful than any of their pureblooded (and even half-blooded) relatives; in that regard, they can be seen as an odd form of fey mongrelfolk.

Gremloblins are most infamous for two of their more bizarre traits; the first is their “evil eye;” when a gremloblin stares into the eyes of an enemy, they glow with an unnatural orange light, and cause their enemy to experience a vision of their worst fear. Some legends tell of particularly powerful gremloblins that have caused their victims to go insane from these visions, though whether or not this is true is unknown. The second trait is their odd reaction to water; when exposed to water, gremloblins mutate to an even larger size and develop even more abilities. What exactly causes this change is a mystery, though some suggest that it is a trait that gremlins have somehow lost over the years that has reawakened within the gremloblin bloodline.

Gremloblins can be found as leaders in both goblin and gremlin (particularly Jinkin) communities, as their strength is admired by all their parent races. Gremloblins raised by gremlins tend to be slightly more intelligent (and a lot more cruel) than their goblin-raised counterparts.

Gremloblins stand about seven feet tall in their natural form, and have red, pupil-less eyes. Gremloblins speak either Goblin or Sylvan.

Combat
Gremloblins neither have nor require the subtlety of their smaller relatives; a gremloblin enters combat head on, threatening to tear the limbs off of any creature that dares confront it. Enemies that aren’t warded off by their nightmare-inducing gaze find themselves assaulted by a seemingly random array of attacks, ranging from flaming breath to poison. Oftentimes, gremloblins will have their allies carry buckets of water with them into battle, so they can take full advantage of their enhanced strength and flight.

Breath Weapon (Su): Once every 2d4 rounds, a gremloblin may release a 15 ft. cone of fire that deals 4d8 points of damage. A Reflex save (DC 16) halves damage. The save DC is Constitution-based.

Goblin Blood: Gremloblins are considered Goblinoids in addition to Fey when it comes to meeting prerequisites for classes or feats, as when it comes to being affected by effects that specifically target creatures with either the Fey type or Goblinoid subtype.

Horrific Gaze (Su): To use this attack, a gremloblin must spend a standard action and select a specific target. If the target fails its Will save (DC 14), it is wracked with visions of its greatest fear, panicking for 1d6 rounds and being shaken for 2d4 rounds thereafter. Unlike other creatures with gaze attacks, gremloblins are not immune to the gaze attacks of others of their kind. The save DC is Charisma-based, and all who pass the save are immune to that specific gremloblin’s gaze attack for 24 hours afterward.

Poison Claws (Ex): The scratch of a gremloblin releases powerful neurotoxins into the bloodstreams of their victims. This is a contact poison, and all victims must make a Fortitude save (DC 16), or suffer the effects of the poison. The initial damage is 3d6 Wisdom, as the vision starts to blur and the victim begins to lose focus of its senses. Secondary damage is 1d6 Dexterity, as mild muscle spasms overtake the body. The save DC is Constitution-based.

Spines (Ex): This ability can only be used after the gremloblin is exposed to water (see below). Once per round, as a free action, a gremloblin can fire one of the spines off its back at a nearby enemy. This attack deals 1d6 piercing damage with a x2 critical modifier, and has a range increment of 20 ft.

Water Exposure (Su): When exposed to no less than a pint of water, the body of a gremloblin reacts drastically. As a move action, the gremloblin exposed to the water grows to Large size (gaining the +8 Strength, -2 Dexterity, +4 Constitution, and +2 natural armor that goes along with it). The gremloblin’s bite damage increases to 1d8 and its claw damage increases to 1d6. In addition, the gremloblin grows six spines from its back and sprouts wings (granting a fly speed of 90 ft. with average maneuverability). The gremloblin remains in this form for a number of rounds equal to (3 + Con mod) multiplied by six. The gremloblin can assume this form three times per day, though the gremloblin cannot pick and choose when this happens (it just happens the first three times it is exposed to water that day). If a gremloblin is exposed to water while in this form, the two instances overlap; that is, rather than doubling the length of time the gremloblin spends in this form, the gremloblin is treated as if just assuming the form starting the round when the second exposure occurs. When this ability ends, wings and any remaining spines merely fall off and die (similar to the extra heads of a hydra).

http://images3.wikia.nocookie.net/__cb20130528223513/gravityfalls/images/thumb/d/d4/S1e13_maybe_thats_why_hes_so_mean.png/640px-S1e13_maybe_thats_why_hes_so_mean.png
A Gremloblin exposed to its own horrific gaze attack

LOTRfan
2014-09-28, 11:58 PM
http://www.bellaterreno.com/art/images/sitegraphics/gancanagh_log_smoking.gif

Gancanagh
Medium Fey
Hit Dice: 6d6+6 (27 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 Deflection), touch 15, flat footed 14
Base Attack/Grapple: +3/+3
Attack: Club +3 melee (1d6)
Full Attack: Club +3 melee (1d6)
Special Attacks: Charming Song, Toxic Touch, Spell-like Abilities
Special Qualities: Darkvision 60 ft., Unearthly Grace
Saves: Fort +3, Ref +8, Will +4
Abilities: Str 11, Dex 12, Con 13, Int 10, Wis 9, Cha 18
Skills: Bluff +15, Diplomacy +13, Disguise +13, Hide +3, Intimidate +15, Move Silently +12, Perform (Sing) +13, Spot +8
Feats: Lightning Reflexes, Persuasive, Stealthy
Environment: Temperate Hills
Organization: Solitary, or 1 with 1-2 humanoids of 3rd level or lower
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: +2

An extremely attractive man with slight elven characteristics can be seen just by the edge of the forest. His warm, confident singing is very alluring, and you soon find yourself walking closer to get a better look.

Gancanaghs are creatures often cursed by father and spouse alike, and in some cases are thought of as a form of incubus. Gancanaghs are not demons, however, instead being a form of faerie. They are well known by other Fey for their devilish charm and extremely selfish behavior. Gancanaghs resemble extremely attractive humanoid males with vaguely elf-like features. In many places, they are confused as half-elves. Most have extremely pale skin and dark hair, though occasionally one with red hair is born. These fey are often seen carrying a small clay pipe, but as they do not smoke this item is just decorative in nature.

Gancanaghs live a very care-free and hedonistic lifestyle. These fey enjoy drinking, partying, and sex above all else, though they leave many dead lovers in their wake A gancanagh's flesh is infused with an extremely addicting toxin, one that leaves the gancanagh's unwitting victim with an extreme need for it if they are to survive. Unfortunately for them, a gancanagh cares very little about what happens to their partners after they finish their "activities," and rarely stay in the same place for more than a week or two. The men and women who have become addicted die painfully, their bodies shriveling as they pine for their lover. Particularly cruel gancanaghs are known to get multiple people in the same area addicted, and then force them to fight for his entertainment to decide which one he chooses as his partner.

Gancanaghs are (thankfully) very rare faeries, usually turning up amidst community-wide celebrations and then disappearing afterwards. A gancanagh weighs the same as a human of the same height would, and speaks both Common and Sylvan.

Combat
Gancanaghs rarely enter combat, preferring to use allies to actually fight for them. If cornered, they attempt to use their magical abilities to aid them in their escape.

Empowering Song (Su): Three times a day, as a standard action, a gancanagh can sing to gain a +4 enhancement bonus to its Charisma-based skills , and any enchantment spells or spell-like abilities it performs are treated as having a caster level two levels higher than it actually is. This bonus lasts for 1d4 rounds. All allies within 30 feet of the gancanagh gain a +2 enhancement bonus to their skill checks for the same duration. All foes within 30 of the gancanagh instead take a -1 penalty to all Will saves for the duration. A creature that successfully saves cannot be affected again by the same gancanagh's song for 24 hours. The save is Charisma-based.

[B]Spell-like Abilities: 3/day- Charm Person. 1/day- Hideous Laughter, Shillelagh, Hypnotism. Caster Level 4th.

Toxic Touch (Su): For this ability to take affect, another creature must be exposed to a gancanagh's bare skin for a prolonged period of time. Usually, this occurs through a kiss or another act of passion, but merely grappling a gancanagh for two consecutive rounds is enough for this as well. The other creature must make a Fortitude save (DC 17), or become permanently addicted to the gancanagh's touch. Those who become addicted must be touched by the gancanagh at least once per day, or otherwise they suffer 1 point of Constitution drain per day as their body thirsts for the toxin is infused in the gancanagh's skin. Those exposed to the gancanagh's touch have their Constitution score restored, but the drainage resumes the following day. A remove curse spell is the only way to remove the addiction, though it does not restore any points of Constitution already lost. This ability doesn't affect Constructs, Fey, or Undead.

Unearthly Grace (Su): A gancanagh adds its Deflection modifier to its Armor Class as a deflection bonus. This is already included in the gancanagh's statblock.

LOTRfan
2014-09-30, 01:23 AM
Firbolg Monster Progression

http://img2.wikia.nocookie.net/__cb20090625011624/forgottenrealms/images/8/82/Firbolgs_-_Steve_Prescott.jpg
A proud but rare race of giants, the firbolgs are the remnants of an ancient civilization that once ruled a series of islands off the coast of the mainland. Firbolgs are a nervous bunch, especially around humans and other humanoids, as they see these races as a threat to their continued existence. It is said that the firbolgs were once revered by their neighbors, and that they gifted the smaller races with the knowledge of agriculture, but their influence began to wane as giants from the north and various fey creatures began to creep into their territories.

Today, firbolgs live quiet lives, usually gathering in villages led by a priestess or druid. Firbolgs often live underground or in hilly areas, where they try their best to remain isolated. Firbolgs greatly dislike the Formorian giants, and they have an intense hatred of leprechauns (who, some say, are descendants of an ancient fey race that waged war against the Firbolgs several centuries ago).



Level
Hit Dice
Skills
BAB
Fort
Ref
Will
Special


1st
1d8
2 + INT (x4)
+0
+2
+0
+0
Beginning Racial Traits


2nd
2d8
2 + INT
+1
+3
+0
+0
+1 natural armor, +2 Str, +2 Dex


3rd
3d8
2 + INT
+2
+3
+1
+1
+2 natural armor, +2 Str, +2 Wis, Detect Magic


4th
4d8
2 + INT
+3
+4
+1
+1
+3 natural armor, +2 Str, +2 Con


5th
5d8
2 + INT
+3
+4
+1
+1
Fast Healing 1, +4 natural armor, +2 Str, +2 Int


6th
5d8
-----
+3
+4
+1
+1
Large Size, Trample (1d8), +2 Con, +2 Cha


7th
6d8
2 + INT
+4
+5
+2
+2
+5 natural armor, +2 Str, +2 Wis, Alter Self


8th
7d8
2 + INT
+5
+5
+2
+2
Rock Throwing (1d8), +6 natural armor, +2 Str, +2 Con


9th
8d8
2 + INT
+6/+1
+6
+2
+2
+7 natural armor, Trample (2d6), +2 Str, +2 Int, Feeblemind


10th
9d8
2 + INT
+6/+1
+6
+3
+3
Fast Healing 2, +8 natural armor, +2 Str, +2 Con


11th
10d8
2 + INT
+7/+2
+7
+3
+3
Rock Catching, +9 natural armor, +2 Str, +2 Cha


12th
10d8
-----
+7/+2
+7
+3
+3
Rock Throwing (2d6), Trample (2d8), +2 Con


13th
11d8
2 + INT
+8/+3
+7
+3
+3
+10 natural armor, +2 Str


14th
12d8
2 + INT
+9/+4
+8
+4
+4
+11 natural armor, +2 Str, +2 Con


15th
13d8
2 + INT
+9/+4
+8
+4
+4
Fast Healing 3, +12 natural armor, Oversized weapon



Weapon Proficiencies: Firbolgs are proficient with all simple and martial weapons, as well as light armor and shields.

Skills: Each racial Hit Die gives a firbolg a number of skill points equal to 2 + their INT modifier (with quadruple skill points at 1st level). Climb (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis), and Survival (Wis) are all class skills for a firbolg.

Beginning Racial Traits
• +4 Strength
• Medium Giant: As Medium creatures, 1st level firbolgs do not have any penalties or bonuses due to size. As Giants, firbolgs are not affected by spells that specifically target Humanoids (like Charm Person).
• Firbolg base land speed is 40 ft.
• Darkvision out of 60 ft.
• Know Direction (Sp): Once per day, a firbolg may use Know Direction as a spell-like ability (caster level equal to the firbolg’s racial Hit Dice).
• Automatic Languages: Common, Giant. Bonus Languages: Dwarf, Elf, Gnome, Goblin, Sylvan.
• Favored Class: Druid.

Ability Score Increases: Starting at 2nd level, a firbolg’s Strength score increases by 2 at every level except 6th, 12th, and 15th. A firbolg’s Dexterity score increases by 2 at 2nd level. Starting at 4th level, a firbolg’s Constitution increases by 2 every other level until he reaches 14th (for an overall increase of +12). A firbolg’s Intelligence increases by 2 at 5th and 9th level. A firbolg’s Wisdom increases by 2 at 3rd and 7th level. A firbolg’s Charisma increases at 6th and 11th level.

Natural Armor: Starting at 2nd level, a firbolg has a natural armor bonus added to their Armor Class. It starts at +1, but every level after 2nd (excluding 6th and 12th) the firbolg gains an additional +1 bonus to this natural armor bonus (to the maximum of +12 at 15th level).

Spell-like Abilities: At 2nd level, a firbolg adds Detect Magic to his repertoire of spell-like abilities. At 7th level, he adds Alter Self, and he adds Feeblemind at 9th. All of these spell-like abilities are usable 1/day, and their caster level is equal to the firbolg’s racial Hit Dice (reaching a maximum of Caster Level 13th at 15th level).

Fast Healing (Ex): Starting at 5th level, firbolgs regain lost Hit Points at a rate of 1 point per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the firbolg to regrow or reattach lost body parts. At 10th level, the rate at which the firbolg regains lost Hit Points increases to 2 points per round, and increases again to 3 per round at 15th level.

Large Size: At 6th level, firbolgs become Large-sized. They gain a space/reach of 10 ft./10 ft. and a +4 size modifier to their Grapple checks, but they incur a -1 size armor class to attack rolls and Armor Class, and have a -4 size modifier to all Hide checks. Firbolgs can carry twice as much as a Medium creature with the same Strength score. When firbolgs become Large, they do not gain the ability score adjustments usually associated with changing size.

Trample (Ex): As a standard action during his turn each round, a firbolg may attempt to trample his enemy. At 6th level (when he first gains this ability), he deals damage equal to 1d8 + 1½ times his Strength modifier, but the base damage increases to 2d6 at 9th and ultimately 2d8 at 12th. Trampled enemies can make an attack of opportunity against the firbolg (though they take a -4 penalty to such attack rolls), or they can attempt a Reflex save for half damage. This Reflex save DC is Strength-based.

Rock Throwing (Ex): Starting at 8th level, a firbolg may throw rocks (with a +1 bonus to such attack rolls) as far as 5 range increments, an increment being 60 ft., with each rock dealing 1d8 points of damage. Starting at 12th level, the range increment increases to 130 ft., and the firbolg may throw medium-sized rocks that deal 2d6 damage.

Rock Catching (Ex): Upon reaching 11th level, a firbolg becomes capable of catching small, medium, or large rocks thrown at it right out of the air. Once per round, when the firbolg would be hit by a rock or similarly shaped projectile, the firbolg may choose to make a Reflex save (15 for Small, 20 for Medium, or 25 for Large), catching it as a free action if successful. The firbolg must be aware of and ready for the attack to use this ability.

Oversized Weapon (Ex): Firbolgs may use Huge-sized two-handed melee weapons at no penalty upon reaching 15th level.

LOTRfan
2014-10-05, 08:42 PM
http://img3.wikia.nocookie.net/__cb20130707192912/warriorsofmyth/images/thumb/4/48/090-keukegen.jpg/184px-090-keukegen.jpg

Keukegen
Small Magical Beast
Hit Dice: 3d10+3 (19 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flatfooted 12
Base Attack/Grapple: +3/-1
Attack: Bite +4 melee (1d4 plus infection)
Full Attack: Bite +4 melee (1d4 plus infection)
Space/Reach: 5 ft./5 ft.
Special Attacks: Infection
Special Qualities: Carpet Disguise, Darkvision 60 ft., Immunity to Poison and Disease, Pungency
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 11, Dex 16, Con 13, Int 4, Wis 12, Cha 8
Skills: Hide +8, Listen +3 Move Silently +8, Spot +4
Feats: Alertness, Stealthy
Environment: Any Urban
Organization: Solitary, Pair, or Pack (3-5)
Challenge Rating: 2
Treasure: Half Standard
Alignment: Usually Neutral
Advancement: 4-6 HD (Small)
Level Adjustment: +1 (cohort only)

A furry creature the size of a small dog darts from under the bed and into the closet. As you open the door wider, you can smell a horrific moldy stench. The creature is nowhere to be seen, but now you can hear it moving under the floorboards.

Keukegen are small magical beasts that like to gather in homes that are either dingy or abandoned. Though shy and often perceived as cute, keukegen can be harmful to humanoids because of the disease that they carry. Their mere presence is enough to infect humanoids with conditions usually spread by rat bites. Keukegen infestations can be driven off by cleaning homes and getting rid of their food sources (mold and trash, organic or not), but in a pinch they can be chased out using fire.

Though it is exceedingly hard to get a good look at a keukegen, they appear to be small creatures whose fur is so fluffy that only their eyes are visible; any appendages they may have are hidden underneath the hair. Keukegen cannot speak any known languages, but they can be taught to understand a language or two.

Combat
Keukegen are very bad combatants, preferring to use their speed and ability to hide in order to escape any threats. When cornered, they will bite, which seems to serve as a focus for their pestilent ability.

Carpet Disguise (Ex): A keukegen may spend a standard action to muffle their breathing and position themselves as if they were a particularly fowl-smelling rug. This ability does not require cover or concealment to work, and grants a +20 bonus to their Hide check. If the keukegen is stepped on, however, the creature will yap in pain and end the ruse.

Infection (Su): Any living creature that spends more than a minute within 30 ft. of a keukegen must make a Fortitude save (DC 12), or become infected with filth fever. Additionally, if a keukegen bites a living foe, the enemy must roll a Fortitude save (even if they have already succeeded on one) to avoid contacting the disease, but with a DC of 14 rather than 12. This strain of filth fever is supernatural in origin, so those who are immune to mundane diseases but can still be affected by magical ones are still affected.

Pungency (Ex): A keukegen's odor is quite powerful, and can be detected at twice normal distance by scent.

Skills: Keukegen have a +2 racial bonus to Hide and Move Silently checks. Both of these bonuses are included in the statblock above, and in the case of the Hide skill, this racial bonus stacks with the keukegen’s carpet disguise Hide modifier.

LOTRfan
2014-10-17, 11:10 PM
Demon, Scopophula
Medium Outsider (Chaotic, Demon, Evil)
Hit Dice: 11d8+33 (82 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 23 (+12 natural, +1 Dex), touch 11, flat-footed ---
Base Attack/Grapple: +11/+13
Attack: Claw +13 melee (1d4+2)
Full Attack: 2 Claws +13 melee (1d4+2), and 3 Bites +12 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Profane Gaze, Unrelenting Gaze, Spell-like Abilities, Summon Demon
Special Qualities: All-Around Vision, Damage Reduction 5/Cold Iron or Good, Immunity to Electricity and Poison, Resistance to Acid, Cold, and Fire 10, Spell Resistance 17, Telepathy 100 ft.
Saves: Fort +10, Ref +8, Will +11
Abilities: Str 14, Dex 13, Con 16, Int 9, Will 18, Cha 13
Skills: Balance +15, Intimidate +15, Knowledge (The Planes) +13, Listen +24, Search +17, Spot +24, Survival +18
Feats: Alertness(B), Improved Initiative, Multiattack, Power Attack, Weapon Focus (Bite)
Environment: The Abyss
Organization: Solitary, Pair, or Squad (2-4)
Challenge Rating: 9
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 12-22 HD (Medium); 23-33 HD (Large)
Level Adjustment: -----

In the darkness, all that is visible are the three heads of a voracious beast; one appears to be the head of a dragon, the center a naked mole rat, and the final a decaying human head. Each face has mismatching eyes, but between the three each eye has an identical counterpart. A tail also swings by, tipped with a red crystalline ball that also seems to act as an evil eye.

If there is any demon that represents the impossibility of hiding from true evil, that demon would be the scopophula. Scopophulas, also known as staring demons, are chimerical fiends who take great pleasure in watching their victims slowly lose their sanity. Their most terrifying ability may very well be the odd method in which they possess mortals; while they do not seize control of their victim’s bodies, they are capable of instilling a sense of fear that never quite goes away. Victims of their relentless gaze find themselves feeling as if they are constantly being watched, often culminating to the point where they can no longer bear being viewed by other people. The feel of panic is like a drug to scopophulas, and as a result victims rarely can get through even a day without being overwhelmed by an irrational fear of eyes.

Combat
Scopophulas are more than capable of tearing and rending enemies, but they prefer to keep mortals alive. They would rather take possession of souls and torment them from afar.

All-Around Vision (Ex): Scopophulas whip their heads and tail around endlessly in combat, giving them all around vision, making it impossible to catch them unawares under normal conditions. They cannot be flanked, and are never caught flat-footed.

Profane Gaze (Su): All creatures who come within 120 ft. of a scopophula must make a Will save (DC 21), or become disconcerted as the creature’s eyes follow it. Those who fail are treated as shaken for as long as they remain within this range. This is a supernatural fear affect, and does not end until the victim leaves the range or has a remove fear spell cast on himself (and even then, the remove fear must surpass the fiend’s spell resistance). The save DC is Wisdom-based, and includes a +2 racial bonus.

Spell-like Abilities: Constant- True Seeing. 1/day – Greater Teleport (self plus 50 lbs. of objects only). Caster Level 11th.

Summon Demon (Sp): Once per day, a scopophula may attempt to summon 3d8 Dretches or another scopophula with a 35% chance of success. This ability is equivalent to a 4th level spell.

Unrelenting Gaze (Su): Once per day, as a free action, a scopophula may mark a single target for more extensive surveillance. The intended victim must already be under the effect if its Profane Gaze ability, and is entitled to a saving throw with the same DC as its other gaze ability. If the victim makes the save, the victim is still under the effect of the Profane Gaze but is unaffected by this ability. Should the victim fail, he continues to suffer the effects of the Profane Gaze even after fleeing the required distance. This victim is now permanently ‘held’ by the scopophula, and constantly feels as if he is being watched by nonexistent eyes. Protection from Evil and similar effects suppress this effect for their duration, after which the victim becomes shaken again. An Exorcism or a similar effect is necessary to make an unwilling scopophula release its victim. A scopophula may only affect a number of creatures whose combined HD may not exceed its own. In order to take on another victim, it must first release an old one. Once per day per victim, a scopophula may cast a status spell (Caster Level 11th). In addition to the normal effects, the casting of this spell results in the victim becoming panicked for 1d6 rounds, though they do not know the source of this panic.

Skills: Scopophulas have a +4 racial bonus on Spot, Search, and Listen checks.

LOTRfan
2014-10-17, 11:12 PM
This is loosely based off of the Gentlemen (http://vickster51corner.files.wordpress.com/2014/05/buffy.jpg) from Buffy the Vampire Slayer.

Demon, Sedatiphula
Medium Outsider (Chaotic, Evil, Tanar'ri, Extraplanar)
Hit Dice: 9d8+9 (49 hp)
Initiative: +1
Speed: 20 ft. (4 squares), fly 20 ft. (perfect)
Armor Class: 22 (+1 Dex, +1 Dodge, +10 natural), touch 12, flat-footed 20
Base Attack/Grapple: +9/+7
Attack: Dancing short sword +7 melee (1d6-2)
Full Attack: Dancing short sword +7/+1 melee (1d6-2), and 2 claws +7 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of Silence, Dancing Precision Weapon, Spell-like Abilities, Summon Demon
Special Qualities: Damage Reduction 5/---, Extreme Vulnerability to Sonic, Immunity to electricity and poison, Resistance to Acid, Cold, and Fire 10, Spell Resistance 21, Telepathy 100 ft.
Saves: Fort +7, Ref +7, Will +11
Abilities: Str 7, Dex 12, Con 13, Int 13, Wis 16, Cha 15
Skills: Balance +13, Disable Device +13, Hide +13, Intimidate +14, Search +13, Sleight of Hand +13, Spot +15, Survival +15, Use Rope +13
Feats: Dodge, Improved Initiative, Iron Will, Weapon Finesse
Environment: The Abyss
Organization: Solitary, Pair, Gentlemen’s Meeting (4-6 plus 8-10 Dretches)
Challenge Rating: 8
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 10-18 HD (Medium)
Level Adjustment: -----

This creature vaguely looks like an elderly human with gray flesh, though its wicked smile takes up most of its face and its beady eyes are a bright yellow. It floats four or five feet off the ground, and as it approaches a small sword leaves its hilt and starts to orbit around its body.

Sedatiphulas are demons of silence, creatures that sneak up on targets without any sign of approach and perform their gruesome work. Legends speak of small groups of these creatures preying upon entire towns, restraining victims and removing organs as their hapless victims watch. Working in complete and utter silence, these demons operate with a brutal efficiency without worry of awakening other potential victims, even if those unfortunate creatures live in the same house.

This particular breed of demon is not a common one, as they are not particularly powerful and are not strong enough to be influential demonic leaders or valuable servants. Like shadow demons, silent demons are often summoned and bound by mortals to serve as assassins. Sedatiphulas are more likely to summon allies than other demons are, treating their dretch servants as valuable (but ultimately expendable) servants and shields from melee.

Combat
Although physically frail compared to other demons, sedatiphulas rarely like direct combat anyway; they prefer to mutilate their victims, demobilizing them and torturing them slowly. They take greatest pleasure in doing this while the victim’s friends or family is only a short distance away. It enjoys watching its victims writhe and vainly attempt to scream for help.

These demons have claws, but they are not proficient with them.

Aura of Silence (Su): A sedatiphula radiates a 50 ft. aura of silence. Upon entering the affected area, a creature must make a Will save (DC 21), or be utterly unable to make any sounds while within the area. Should the creature succeed, he must continue to make these saves every round until he fails. Once failure has occurred, a creature must leave the area to make sound again. The save DC is Wisdom-based, and includes a +4 racial bonus.

Dancing Precision Weapon (Su): Any weapon that the sedatiphula wields is treated as if having the dancing weapon property, except that it is constantly hovering around the creature rather than being limited to four rounds at a time. Additionally, whenever an enemy that could be affected by Sneak Attacks would lose their Dexterity bonus to their Armor Class, these weapons deal an addition +2d6 damage. Should another creature take possession of the demon’s weapon, the weapon lose both of these quality.

Extreme Vulnerability to Sonic (Ex): Sedatiphulas take double damage from sonic attacks. Additionally, whenever a sedatiphula hears a creature shout, it must make a Will save (DC 20) or take 2d4 damage at the end of the round. Shouting is a free action, and while additional shouts in the same round don’t increase this damage, every additional creature who spends a free action on their turn shouting adds 2 to the DC. If a sedatiphula dies from sonic damage, its body explodes in a bloody mess.

Spell-like Abilities: At will – Ghoul Touch (DC 15), Slow (DC 16). 3/day – Knock, Greater Invisibility (self only). Save DCs are Wisdom-based, Caster level 9th.

Summon Demon (Sp): Once per day, a sedatiphula may summon 2d6 dretches with a 50% chance of success.

LOTRfan
2014-10-20, 09:32 AM
http://yokai.com/wp-content/uploads/sites/4/2013/06/kejourou.jpg

Ke-Jōrō
Medium Fey
Hit Dice: 8d6+16 (44 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dexterity, +3 Deflection), touch 16, flatfooted 13
Base Attack/Grapple: +4/+5
Attack: Hair-Whip +7 melee (1d4+1)
Full Attack: 3 Hair-Whips +7 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Artificial Familiarity, Constriction, Horrific Visage, Superior Grapple
Special Qualities: Damage Reduction 5/Cold Iron, Lowlight vision, Spell Resistance 15
Saves: Fort +4, Ref +9, Will +8
Abilities: Str 13, Dex 16, Con 15, Int 14, Wis 15, Cha 16
Skills: Bluff +6, Gather Information +14, Hide +14, Intimidate +6, Listen +13, Move Silently +14, Open Lock +13, Search +13, Sleight of Hand +14, Spot +13
Feats: Improved Initiative, Persuasive, Weapon Finesse
Environment: Any Urban
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 9-16 HD (Medium)
Level Adjustment: ------

Walking along the night’s empty streets is a woman. As you get a closer look, you realize that you’ve seen her before, back when you still lived with your family in the village. Once you get close, though, she turns around; her face is covered in thick matted hair. A raspy voice greets you as some of the long rope-like strands become prehensile.

Ke-Jōrō are a race of fey women who often lurk around the red-light areas of cities, looking for their next victim. The majority of the time, to see a ke-jōrō is to see the spitting image of a loved one. For most people, this is enough to make them walk straight into the creature’s clutches. Ke-Jōrō love the taste of humanoid flesh, often luring unwitting people into secluded areas so that they can enjoy their meals in peace. Once the enchantment that makes them seem so familiar is broken, the ke-jōrō resembles a tall pale woman with stringy black hair that covers her face. Her hair is prehensile, and she uses it to cut and strangle her prey.

The ke-jōrō also has the ability to stun people by revealing her face; what her face looks like, no one knows, as they forget it as soon as they see it. Some claim that she doesn’t actually have one. What is known, however, is that other fey creatures find ke-jōrō extremely attractive, often fighting each other for her favor. When she finds someone she finds acceptable, she often gives the individual a strand of her hair, which can function as a deadly (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/deadly) whip.

Combat
Ke-Jōrō like to use their hair (which has a reach of 15 ft.) to devastating effect; they flay alive their opponents if they are fighting a single enemy. If they are not, they will pin one enemy down with her hair and try to fight off any others with conventional weaponry.

Artificial Familiarity (Su): Whenever a creature who is sexually attracted to humanoid women looks at a ke-jōrō for the first time, that victim must make a Will save (DC 19), or believe that the ke-jōrō is a woman that they have interacted with in the past (no matter how improbable her appearance at that moment would be). This effect lasts until the creature speaks, or until she attacks. The save DC is Charisma-based, and includes a +2 racial bonus. Regardless of whether or not the save was successful, the victim cannot be affected by this ability from the same individual again for 24 hours. This ability does not affect Fey creatures or hags.

Constriction (Ex): A ke-jōrō deals 2d4+1 points of damage each time she successfully performs a grapple check.

Frightening Gaze (Su): As a standard action, a ke-jōrō can move all the thick matted hair away from her face, revealing a visage that terrifies most creatures. All creatures for whom the woman is in line of sight must make a Fortitude save (DC 17), or suffer 1d4 points of Charisma damage and be stunned for 1d4+1 rounds. Creatures of the Fey and Animal type, as well as any type of hag, are immune to this ability. Save DC is Charisma-based.

Superior Grapple (Ex): As a free action, a ke-jōrō can decide to use her hair rather than her body to perform a grapple check. In that case, she loses her hair-whip naturally attacks and still cannot move, but she can otherwise interact with creatures as if she wasn’t being grappled until she loses a grapple check.

LOTRfan
2014-10-20, 10:12 AM
https://33.media.tumblr.com/038ea534b261052bc4adcc266f21389f/tumblr_mx3zk75EKT1snonero1_250.gif

Gremlin, Amikiri
Tiny Fey
Hit Dice: 1d6 (3 hp)
Initiative: +1
Speed: 20 ft. (6 squares), fly 40 ft. (good)
Armor Class: 14 (+2 size, +1 Dex, +1 natural), touch 13, flatfooted 13
Base Attack/Grapple: +0/-8
Attack: Claw +3 melee (1d2)
Full Attack: 2 Claws +3 melee (1d2)
Space/Reach: 1½ ft./0 ft.
Special Attacks: Break Bindings, Spell-like Abilities
Special Qualities: Damage Reduction 2/Cold Iron, Insect-Friend, Spell Resistance 11
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 11, Dex 12, Con 11, Int 8, Wis 13, Cha 8
Skills: Escape Artist +9, Hide +13, Listen +5, Spot +5, Use Rope +9
Feats: Weapon Finesse
Environment: Warm Marshes
Organization: Solitary, Pair, or family (3-4 plus 1-3 mosquito swarms)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: +2

Floating through the window is a creature that appears to be an oversized shrimp, albeit with a more humanoid shape. Behind it is a swarm of mosquitos. As the mosquitoes begin to surround you, the shrimp creature chitters away as it starts cutting the ropes keeping your hammock together.

Amikiri are a race of tiny, prawn-like gremlins that inhabit marshy or coastal regions. It is here that they flourish, traveling into homes to cut nettings, rope, and other bindings. They delight in making such items useless, especially when the consequences of such actions are quickly made apparent. Two items in particular that these critters love to cut are the fetters of bound criminals, and hanging netting meant to keep out insects. Amikiri who live near docked boats also enjoy cutting ropes and retying them into elaborate traps.

Amikiri seem to have a strange affinity with flying insects, mosquitoes in particular; while the gremlins are unable to communicate with them, mosquitoes do not feed on amikiri, and often follow them around. What exactly causes the mosquitoes to engage in this behavior is unknown; some say it might be the way amikiri smell. Regardless, amikiri enjoy leading these insects to humanoids and watching the humanoids frantically try to get away.

Amikiri are very small, usually only a foot and a half long.

Combat
Despite their small size, amikiri claws can be very effective cutting tools and weapons; they seem to become supernaturally stronger when used against common binding agents, so amikiri often target creatures with chains and nets first. Should a fight start to turn sour, they try to hide within a nearby swarm.

Break Bindings (Su): The claws of amikiri are meant to be used to break bindings, whether they be rope, chains, or manacles. When attempting to break such items, the amikiri ignores the item’s hardness.

Flight (Su): Amikiri fly by supernatural means, swimming through the air as a shrimp swims through water. They can resume or stop flight as a free action.

Insect-Friend (Ex): When flying amidst a swarm of insects, an amikiri is treated as if part of the swarm; it is not affected by the swarm’s distraction ability, nor does it take swarm damage each round in remains in the swarm. Additionally, the amikiri is treated as having concealment (and thus a 20% miss chance).

Spell-like Abilities: At will – Prestidigitation. 1/hour – Animate Rope.

Skills: Amikiri have a +4 racial bonus to Escape Artist and Use Rope checks.

LOTRfan
2014-10-21, 09:33 PM
http://4.bp.blogspot.com/_Z1IySUT3S5Y/TPWvd1eYsOI/AAAAAAAAACM/5dRjpfvVrRk/s1600/Pangolin+1.jpg

Pangolin
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 16 (+1 size, +3 natural, +2 Dex), touch 13, flatfooted 14
Base Attack/Grapple: +0/-6
Attack: Claw +3 melee (1d4-2)
Full Attack: 2 Claws +3 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Razor Scales, Rancid Musk
Special Qualities: Scent, lowlight vision, defensive curl
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 6, Dex 15, Con 10, Int 1, Wis 14, Cha 11
Skills: Climb +12, Listen +6, Spot +6, Swim +4
Feats: Weapon Finesse(B), Alertness
Environment: Warm Forests
Organization: Solitary
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement: 2-3 HD (Small)
Level Adjustment: -----

A small, heavily armored creature waddles across the open area, quickly running for the cover of the bushes ahead.

Pangolins are small animals related to anteaters. They are excellent climbers, and often live in dense forests. The natural armor of pangolins overlap and are razor sharp, which causes most predators to shy away from attacking them. If this isn't enough, Pangolins can spray a noxious-smelling slightly acidic liquid at enemies. Pangolins have long tongues to eat insects (some can reach lengths of 16 inches). Pangolins are about 39 inches long, and weigh 17-19 pounds.

Combat
Pangolins prefer to curl up into a defensive ball, to better protect themselves and take advantage of their sharp scales.

Defensive Curl (Ex): As a move action, pangolins can curl themselves up into a ball. If they do not perform any actions afterwards, they gain partial cover (+4 to natural armor), and the damage dealt by their razor scales ability increases to 1d6, until their next turn

Rancid Musk (Ex): When threatened, a pangolin can spray a slightly acidic substance at attackers every 1d4 rounds. This creates noxious fumes within a single 5 ft. square (which must be adjacent to the pangolin), which lasts for 1d6 rounds. Those who walk within it must succeed on a Fortitude save (DC 10), or be sickened while remaining inside the square and 1d4-1 rounds afterwards. The save DC is Constitution based.

Razor Scales (Ex): When a foe hits a pangolin with a natural or light weapon, the foe takes 1 damage as he scrapes himself against its scales.

Skills: Pangolins get a +2 bonus to climb and swim checks, and both are treated as Dexterity based skills.

Pangolins as Familiars/Animal Companions
Pangolins can be chosen as familiars. The master of such a familiar gains a +3 bonus to climb checks.

Druids can chose pangolins as animal companions at 1st level, while rangers can at 4th.

Pangolin-skin Scale armor
Scale mail made from pangolin scales have the same statistics as regular scale mail, except any creature who attacks the wearer with a light or natural weapon suffer 2 points of damage (for a medium-sized wearer; 1 for small and 4 for large). Scale mail made from pangolin scales costs an extra 10 gp.

Amechra
2014-10-21, 09:43 PM
Umm...

That Pangolin is a mite strong.

Nausea for 1d4 rounds is lethal at 1st level.

LOTRfan
2014-10-21, 10:14 PM
Umm...

That Pangolin is a mite strong.

Nausea for 1d4 rounds is lethal at 1st level.

Yeah, you're right. Made a couple of changes to the monster, in addition to changing the length of the nausea. Is 1d4-2 rounds too long, in your opinion?

Amechra
2014-10-21, 10:19 PM
I think Nauseated is a little too strong at that level, period. I think Sickened would be more appropriate, and is probably closer to the actual stench of the animal.

Remember, Nauseated creatures lose all of their actions except for one move action.

LOTRfan
2014-10-21, 10:25 PM
Okay. I'm going to make it sickened, and in that case should I keep it 1d4-2 or can I change it back to 1d4-1?

Amechra
2014-10-21, 10:32 PM
1d4 - 1 should be fine.

Almarck
2014-10-22, 12:42 AM
The Tea Rex is my favorite by the way. I showed it to all of my friends and even the ones who don't play D&D thought it was amazing.

Might we have more fun dinosaurs (and/or other monsters)?

Also, I'm guessing this will all be complied as more entries are added?

Hanuman
2014-10-22, 12:56 AM
I find the tea rex to be excellent. https://www.youtube.com/watch?v=oLhos4rOfTA

Kind of inspiring to make a personal rule inspired class.

LOTRfan
2014-10-29, 07:15 AM
Sorry it took so long to reply.


The Tea Rex is my favorite by the way. I showed it to all of my friends and even the ones who don't play D&D thought it was amazing.

Might we have more fun dinosaurs (and/or other monsters)?

Also, I'm guessing this will all be complied as more entries are added?


I find the tea rex to be excellent. https://www.youtube.com/watch?v=oLhos4rOfTA

Kind of inspiring to make a personal rule inspired class.

I'm glad you both liked the Tea Rex. :smallbiggrin:

I intend on updating a lot of the more interesting dinosaurs I did a couple years back. I'm also probably going to make more joke monsters too, but expect them all to be made on incredibly lame puns/plays on words. I had a Terra Dactyl and an (Elemental) Pyroraptor somewhere, but they didn't stand out as much as the Tea Rex, so I'm not sure if I'll be posting them.

As far as compilation goes, right now this thread is the closest thing I have planned to any sort of actual compilation.

In the meantime, I'm working on a flesh golem-based living construct race that uses grafts, a neanderthal race that cuts a bit closer to actual Neanderthals, and a Kim Possible character adaptation.

Also, potentially dumb question ahead, but; what is RoA?

LOTRfan
2014-10-29, 08:56 AM
Mapinguari
Large Magical Beast
Hit Dice: 7d10+28 (66 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 15 (-1 size, +2 Dexterity, +4 natural armor), touch 11, flatfooted 13
Base Attack/Grapple: +7/+15
Attack: Claw +10 melee (1d8+4 damage)
Full Attack: 2 Claws +10 melee (1d8+4 damage), and Bite +5 melee (2d6+2 damage)
Space/Reach: 10 ft./10 ft.
Special Attacks: Horrific Shriek, Petrifying Stench, Rend
Special Qualities: Darkvision 60 ft., Damage Reduction 5/Magic, Fear of Water
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 13
Skills: Hide +7, Listen +4, Spot +3
Feats: Flay*, Improved Toughness, Power Attack
Environment: Warm Forests
Organization: Solitary or Pair
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: -----
*Player's Handbook II

The creature coming forward from the trees ahead looks like a sloth from someone's nightmare; between patches of red fur, you can see the underlying crocodilian skin. The monster's single eye rests on you now, and it stands up on its hind legs. Two mouths -one under the eye, and a much larger one on its stomach- let out a startlingly loud cry in unison.

Native to the tropical rainforests of the world, mapinguari are elusive beasts that are rarely seen by humanoids. Those who live within the rainforests often tell stories of the great beasts, who are infamous for their stench, which is so overwhelming that other creatures become paralyzed upon smelling it. Those who have seen a mapinguari say that the beasts are not particularly hostile, but their roars are so terrifying that even the bravest warriors may be find themselves fleeing it.

Interestingly, mapinguari seem to suffer from a racial aquaphobia, a trait that is extremely detrimental for a creature living in their environment (which may experience between eighty and four hundred inches of precipitation a year). Even being splashed with a significant amount of water is enough to frighten the beasts, and those who find themselves submerged become extremely agitated.

Mapinguari are carnivorous, often going for large herbivores or similarly sized creatures. It seems that these creatures have a special taste for tongues, because every confirmed victim of a mapinguari (even those only partially eaten) show signs of their tongues being messily removed. These creatures stand between nine and eleven feet tall when on their hind legs. If they have a language, it is not one that anyone else knows.

Combat
Mapinguari usually do not attack when they don't have the upper-hand; they prefer to let their stench paralyze their victims, and then rip the helpless creatures apart. Should they find they bit off more than they can chew, or if they are simply not hungry, they usually let out a screech that supernaturally strikes fear into other beings.

Fear of Water: Mapinguari are terrified of water. Mapinguari who are struck with at least one pint of water must make a Will save (DC 15), or be shaken for 1d4 rounds. In the water it is stricken by originates from a magical source, the mapinguari takes a -2 penalty to this saving throw. A Mapinguari who is forcibly submerged (or attacked by an AoE water ability) is frightened for 2d4 rounds, with no save. Mapinguari take a -8 penalty to all Swim checks (not including the additional penalty imposed by the fear affects). A mapinguari who is submerged in water loses its paralyzing stench ability for 1 hour.

Horrific Shriek (Su): As a standard action, a mapinguari may release an inhuman shriek in order to frighten all living creatures within 60 ft. Any who hear this howling (excluding other mapinguari) must make a Will save (DC 14), or be panicked for 1d6 rounds. Those who cannot flee from the beast (those who are paralyzed by its stench, for example) instead suffer 2 points of Wisdom damage. Those immune to fear or mind affecting effects are not affected by this ability. Those who successfully save against this attack are immune to this ability for 24 hours. The save DC is Charisma-based.

Paralyzing Stench (Su): A mapinguari is constantly exuding a stench that is pungent to a supernatural degree. All creatures that come within 30 ft. of the mapinguari must make a Fortitude save (DC 16), or be paralyzed for 1d4 rounds. Those who successfully make the save are instead sickened for 3 rounds. The save DC is Constitution-based.

Rend (Ex): A mapinguari who hits with both claw attacks latches onto its opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+6 points of damage.

Almarck
2014-10-29, 12:22 PM
A killer sloth? Well, I can't say it's not original. Then again, this thing is probably a souped up Dire Sloth.

Quick question, how does a water that's been manipulated by magic work on their fear of water?

Such as when using Tidal waves or blasting them with water cannons?

LOTRfan
2014-10-29, 01:42 PM
A killer sloth? Well, I can't say it's not original. Then again, this thing is probably a souped up Dire Sloth.

Quick question, how does a water that's been manipulated by magic work on their fear of water?

Such as when using Tidal waves or blasting them with water cannons?

I found the monster to be really interesting when I first read about it on wikipedia. It reminded me of this book I read in middle school; it involved a boy race of sloth people living in a rain forest that existed in a hollow mountain/other dimension whose portal existed in a mountain cave/something like that. I can't remember for the life of me what the book was called, though.

To answer that question, I'd probably go with AoE spells using the submersion rule, and water effects that specifically target the mapinguari would use the splash rules (though perhaps with a -2 penalty to its saving throw?).

As far as the dire sloth thing goes, apparently they actually did show up in 3.5. The Fiend Folio has stats for Megatherium, which (according to the Monster Finder) is CR 8.

LOTRfan
2014-10-30, 12:43 PM
http://upload.wikimedia.org/wikipedia/commons/thumb/b/bc/Kikimora.jpg/220px-Kikimora.jpg

Kikimora
Small Fey
Hit Dice: 2d6 (7 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 15 (+2 Dex, +1 size, +2 natural), touch 13, flatfooted 13
Base Attack/Grapple: +1/-4
Attack: Claw +4 melee (1d3-1)
Full Attack: 2 Claws +4 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of Unease, Spell-like abilities
Special Qualities: Lowlight vision
Saves: Fort +0, Ref +5, Will +5
Abilities: Str 8, Dex 15, Con 10, Int 17, Wis 14, Cha 15
Skills: Gather Information +7, Heal +7, Hide +7, Knowledge (Local) +8, Profession (Spinner) +11, Search +8, Sense Motive +7, Spot +7, Use Rope +7
Feats: Weapon Finesse
Environment: Cold Plains
Organization: Solitary, family (4-12), or clan (11-28)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 3-6 HD (Small)
Level Adjustment: +3

Peeking into the darkened room, you can see a small figure spinning thread on a spinning wheel. The figure herself is not very imposing, but she looks very odd; she has a rodent-like face with a pointed nose, along with two small horns protruding from her forehead. Her legs resemble those of a chicken. Her long hair is kept hidden in a tichel-like hair covering, and her clothing is very dirty and covered in dust.

Kikimoras are small fey women, often married to domoviyre or leprechauns. Originally a form of swamp faerie, many Kikimoras have taken advantage of humanoid incursions into their traditional homes, taking up residence inside houses. In exchange for their residence (whether wanted or not), Kikimoras tend to do small chores in the middle of the night, often leaving finished clothing for the family in the morning. Still tied to their marshy origins, Kikimoras leave wet footprints while walking around. Inviting a Kikimora into a house is simple enough, as all one needs to do is to make a doll resembling one and place it under the main beam of the house for three consecutive nights, but once they have been invited in it is almost impossible to make them leave.

For some unknown reason, Kikimoras have a strange aversion to men, especially humanoid men. Kikimoras often harass and torment men who come into their adopted homes, and such men often feel extremely nervous and restless while in the presence of such a creature. Kikimoras see themselves as defenders of the women of their home, and rarely get along with males who are not their husbands. At certain times, when a Kikimora feels like her work is unappreciated, she instead lashes out at the family, breaking plates and making loud noises in the middle of the night. Kikimoras are rarely seen by the family they live with, and some legends say that if someone were to gaze upon one while she spins clothes, she would murder them in their sleep. This myth is (usually) unfounded.

Combat
A Kikimora almost never enters combat. If forced into a fight, she is much more likely to summon an animal ally than to actually engage in melee. When forced to use them, however, her claws can be quite painful tools.

Aura of Unease (Su): Kikimoras are said to have a desire to make the lives of men as uncomfortable as possible; Kikimora emit an aura that completes this goal fairly well. All males who walk within thirty feet of a Kikimora must make a Will save (DC 13), or take a -1 morale penalty to all attack and damage rolls and saving throws for as long as they remain within the aura and 1d4-1 rounds afterwards. In addition, any males who spend the night in a house inhabited by a Kikimora find themselves unable to rest peacefully, waking up fatigued and unable to prepare spells if they require a resting period before they can cast more. This aura only affects humanoids, monstrous humanoids, giants, and aberrations that have defined genders. Kikimoras can suppress or resume this aura as a free action. The save DC is Charisma-based.

Spell-like Abilities: At will- Mending. 1/day- Calm Animals, Goodberry, Summon Naturer’s Ally I (Dire Rat, Owl, or Wolf only). Caster Level 3rd.

Skills: Kikimoras have a +4 racial bonus on all Profession (Spinner) checks.

LOTRfan
2014-11-02, 05:06 PM
This creature was inspired by this image (http://31.media.tumblr.com/0e3a10e7d1d3ef091842775b5a776e09/tumblr_mpeislryq51qesseao1_500.jpg).

Lorphí
Large Monstrous Humanoid (Aquatic)
Hit Dice: 11d8+44 (93 hp)
Initiative: +2
Speed: Swim 40 ft. (8 squares)
Armor Class: 17 (+4 natural, +2 Dexterity, -1 size, +2 leather armor), touch 11, flatfooted 15
Base Attack/Grapple: +11/+18
Attack: Bite +14 melee (2d6+3)
Full Attack: Medium Trident +14/+9 melee (1d8+3), and Bite +14 melee (2d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, Supreme Grapple
Special Qualities: Blindsense 60 ft., Darkvision 60 ft., Snare, Spell Resistance 20
Saves: Fort +8, Ref +9, Will +8
Abilities: Str 17, Dex 14, Con 17, Int 12, Wis 13, Cha 14
Skills: Bluff +16, Disguise +19, Spot +15
Feats: Great Fortitude, Improved Toughness, Power Attack, Skill Focus (Disguise)
Environment: Temperate Aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 12-22 HD (Large)
Level Adjustment: -----

In the distance, a mermaid seems to be swimming playfully along the edge of a trench. She appears a bit different than others of her kind; her scales seem to go up to just above her chest. She motions for you to come join her.

Lorphí are monstrous creatures who lure other aquatic races to their doom. At a distance, they appear to be mundane (if not oddly scaly) mermaids, though looks are often deceiving. As one gets closer, they will find that the mermaid upper half is a disguise for a horrific lower half. The torso is actually the true face of the Lorphí, which vaguely resembles an anglerfish in both appearance and behavior. Below the horrifically monstrous torso is a long, oarfish-like tail.

Lorphí tend to live along trenches, where they can hide their monstrous visage and just leave their mermaid upper half visible. Sometimes, on dark nights when the moon isn’t full, they will rise to the top of the ocean to play the same trick. There, they will try to lure in unsuspecting victims to be ripped apart and consumed. Due to their method of hunting, Lorphí are solitary creatures, only meeting with others of their kind when mating or during special religious holidays. Lorphí are most likely to worship Sekolah.

Lorphí understand both Common and Aquan, and may speak through their snare.

Combat
Lorphí prefer to ambush their prey, luring them in with the sight of a lone humanoid woman. Once their prey enters range, they savagely attack and grapple the strongest looking opponent, fending off the rest using their snares while they try to strip the flesh off of their victims’ bones.

Improved Grab (Ex): To use this ability, a Lorphí must hit an opponent at least one size smaller than itself with its Bite attack. It can then start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes hold and may deal Bite damage to the creature each round the hold is maintained.

Snare (Ex): The upper half of a Lorphí looks like a mermaid or other aquatic humanoid. By closing their eyes, and hiding their lower bodies, Lorphí gain a +10 bonus to their Disguise checks to pretend to be a mermaid (this is not included in the statblock). In addition, the snare is capable of performing tasks a humanoid would, like performing skill checks or attacking. When attacking, the snare must use medium-sized weapons to avoid penalty, and only has a reach of 5 ft. If struck with a vorpal weapon, Lorphí are instead treated as if struck by a normal critical hit, and lose their mermaid head. This head regenerates over the course of 2d6 days.

Supreme Grapple (Ex): When grappling an opponent, a Lorphí automatically deals Bite damage each round. In addition, the snare can continue to fight normally. The Lorphí cannot move, but still keeps its Dexterity bonus to its Armor Class and may use its snare to attack creatures not involved in the grapple or cast spells without the limitations usually present in grapples. Should a Lorphí ever lose its snare, it loses this ability until the snare regenerates entirely.

curious-puzzle
2014-11-03, 02:44 AM
This is loosely based off of the Gentlemen (http://vickster51corner.files.wordpress.com/2014/05/buffy.jpg) from Buffy the Vampire Slayer.

That's still my favorite episode of Buffy and Angel, even beating out Smile time :smallbiggrin:.

I like the silence ability and the spell-likes, very nice as an overseer sort of boss monster, locking everybody down while dretches (or nastier things) swarm the PCs. I think you could get away with giving them some from of precision damage, just to represent their surgical style cuts. Maybe 2d6 sneak attack, or a fort save or be sickened if damaged, possibly?

What about a way for the demons to combine their silence aura to encompass a greater area, like the episode? Possibly an item, that x number of these demons have to concentrate for a full day.

I really like these guys, I will have to try them out next time I'm DMing.

LOTRfan
2014-11-03, 09:25 AM
That's still my favorite episode of Buffy and Angel, even beating out Smile time :smallbiggrin:.

I like the silence ability and the spell-likes, very nice as an overseer sort of boss monster, locking everybody down while dretches (or nastier things) swarm the PCs. I think you could get away with giving them some from of precision damage, just to represent their surgical style cuts. Maybe 2d6 sneak attack, or a fort save or be sickened if damaged, possibly?

What about a way for the demons to combine their silence aura to encompass a greater area, like the episode? Possibly an item, that x number of these demons have to concentrate for a full day.

I really like these guys, I will have to try them out next time I'm DMing.

Hush is one of my favorites too. For a show whose humor mainly comes from interactions between characters, the cast and writers did a very good job of keeping the episode funny without any actual lines.

I could probably add a +2d6 bonus to their floating weapons as a magical quality, one that would disappear if they are no longer using the weapons.

Maybe I'll homebrew an incantation (http://www.d20srd.org/srd/variant/magic/incantations.htm), where if they meditate together for a minute, an area with a radius of (10 * number of Sedatiphulas present) is affected by their aura of silence for twenty-four hours.

Let me know how they work out for you. :smallsmile:

LOTRfan
2014-11-03, 10:10 AM
Sinister Silence
Illusion (Glamer)
Effective Level: 7th
Skill Check: 27
Failure: Augment
Components S, M, SC, B
Casting Time: 60 minutes
Range: Touch
Targets: Container touched
Effect: 80 ft./caster diameter of Silence, centered on the receptacle.
Duration: 12 hours
Saving Throw: Will negates (16 + main caster's Cha, plus 1 for each secondary caster)
Spell Resistance: Yes

In some cases, the ability to move without making noise can be an extreme advantage; thieves breaking into homes, ruffians sneaking into hamlets, and killers planning a secret murder all require a level of stealth and finesse. Some decide to take it a step further, performing a ritual that prevents sound from being made. To perform such a ritual, a group of at least three participants must come together and center themselves around a ceramic container.

For the next hour, all participants must keep at least one hand on the box, remaining absolutely quiet as they perform intricate gestures with their free hands and faces in order to perform the ritual. Should this be attempted at any time before the early hours of the morning (when the sun has not yet risen), the ritual will fail. Towards the end of the ritual, someone must open the ceramic container. This will cause an intense thundering sound, inflicting 2d6 points of sonic damage against any creatures in the room (whether they be participating or not). Should any sound be made in the room between the start of the ritual and this thundering sound, the ritual automatically fails.

Upon successfully completing the ritual, the area surrounding the container will be enshrouded in an uneasy, unnatural silence. Any creatures who enter this field (or are already inside) must succeed on a saving throw to be able to make any sort of noise. On a failed save, noises are easier to hear, halving the effective range of silence spells and forcing a -4 penalty to any Move Silently checks. At the end of the duration of the effect, the ceramic box shatters. Shattering the box before the effect ends prematurely ends the effect.

Backlash: 2d6 Sonic.

Secondary Casters: At least two.

Material Component: A small ceramic container, costing at least 500 gp, to serve as the receptacle for potential noises.

LOTRfan
2014-11-06, 03:15 PM
I'll be honest, I don't trust my ability to make balanced prestige classes, so a PEACH would be appreciated.

The Firstborn of Moradin
http://img2.wikia.nocookie.net/__cb20120317175919/theshatareu/images/9/97/Firstborn.png

According to the ancient texts of the Morndinsamman, Moradin created the humanoid races at the beginning of time. His firstborn children were the dwarves. These original dwarves had bones cut from bedrock, souls of iron, and hearts cut from the most valuable of diamonds. Despite Moradin’s attempts when creating the other races, none were quite as perfect as the first generation dwarves.

The next generations of dwarves were never as good as the first, but they still had the potential running through their blood. According to legend, the giants stole and enslaved the first dwarves, who were worked to death. This led to a long and terrible war between the giants and the dwarves. Today, relations between dwarves and giants remain hostile. To honor their ancestors of legend, many dwarven nations have elite units of troops that specialize in slaying giants. Many go even a step further, specializing in slaying all threats to the Dwarf race. These soldiers are referred to as the Firstborn of Moradin, for their attempts to emulate and avenge the first dwarves.

Firstborns of Moradin attempt to forge a connection with the earth, for if the myths are true, that is what they originated as. A Firstborn of Moradin stands as strong and unmoving as a mountain, tough as rock, and as resistant to damage as diamonds. The Firstborns of Moradin are living legends, protectors of the dwarven way of life from threats of all kinds.

Prerequisites:
To become a Firstborn of Moradin, a character must fulfill the following prerequisites:
Race: Dwarf
Base Attack Bonus: +5
Skills: Knowledge (Nature) 8 ranks, Knowledge (Religion) 4 ranks
Feats: Mountain Warrior*
*Races of Stone

Hit Dice: d12

The Firstborn of Moradin


Level
Base Attack Bonus
Fort
Ref
Will
Special


1
+1
+2
+0
+2
Dwarven Resistance


2
+2
+3
+0
+3
Favored Enemy, Damage Reduction 1/---


3
+3
+3
+1
+3
Fortification


4
+4
+4
+1
+4
Tremor Sense, Damage Reduction 2/---


5
+5
+4
+1
+4
Charge of the Firstborn


6
+6
+5
+2
+5
Favored Enemy, Damage Reduction 3/---


7
+7
+5
+2
+5
Sure-footed, Giant-bane


8
+8
+6
+2
+6
Protector, Damage Reduction 4/---


9
+9
+6
+3
+6
Foe-bane


10
+10
+7
+3
+7
Favored Enemy, Damage Reduction 5/---




Skills: Firstborns of Moradin have the following skills as class skills: Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (History), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Listen (Wis), Search (Int), Spot (Wis), and Survival (Wis). Firstborns of Moradin gain a number of skill points equal to (4 + INT modifier).

Class Features
Firstborns of Moradin have the following class features.

Weapons and Armor Proficiencies: Firstborns of Moradin are proficient with all simple and martial weapons, and are proficient with exotic dwarven armor (see Races of Stone for more details).

Dwarven Resistance (Ex): Firstborns of Moradin can use their Constitution modifier for all Reflex and Will saves instead of their Dexterity and Wisdom modifiers, if doing so would increase the saves.

Favored Enemy (Ex): At 2nd level, the Firstborn of Moradin treats creatures of the Giant type as a favored enemy. The Firstborn gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of the Giant type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 6th level level, the Firstborn may choose either Humanoid (Goblinoid) or Humanoid (Orc) as their second Favored Enemy, while advancing in Giant. At 10th level, the Firstborn of Moradin gains the choice he didn't choose last level as his third Favored Enemy, and once more advances in Giant.

Damage Reduction: After intense training to learn to ignore pain, Firstborns of Moradin gain Damage Reduction 1/--- at 2nd level. At 4th level, and every even level thereafter, this damage reduction increases by 1 (to a maximum of Damage Reduction 5/--- at 10th level).

Fortification (Ex): At 3rd level, the Firstborn of Moradin’s training has allowed him to master the art of battle while wearing heavy armor. When wearing heavy armor (whether standard or exotic), it becomes harder to critically harm a Firstborn of Moradin. All heavy armor the Firstborn wears is treated as though it has the Fortification enhancement. This does not stack magical armor that has this property.

Tremorsense (Ex): At 4th level, the Firstborns gain a great connection with the earth. When standing firmly on flat ground or in mountainous terrain, the Firstborn of Moradin gains tremorsense 20 ft.

Charge of the Firstborn (Ex): At 5th level, when charging a larger foe, Firstborns do not take the -2 penalty to Armor Class. Axes and hammers (along with any variants) deal double damage during a charge when wielded by a Firstborn (mounted or unmounted). When bull rushing a larger opponent, the opponent loses any benefits it has due to size and the Firstborn gains a +4 bonus to the check for every size smaller the Firstborn is compared to the opponent.

Sure-footed (Ex): At 7th level, Firstborns gain a +8 bonus to all ability checks to avoid being bull rushed, tripped, or knocked prone while in mountainous terrain. This stacks with their Stability racial trait.

Giant-bane (Ex): At 7th level, when fighting creatures at least one size category larger (regardless of whether or not they actually have the Giant type), the Firstborn gains a +4 dodge bonus to his Armor Class. This stacks with the racial dodge bonus against Giants. In addition, all creatures the Firstborn of Moradin attacks that are at least two size categories larger than him are treated as flatfooted.

Protector (Ex): At 8th level, when a Firstborn adjacent to an ally being bull rushed, the ally gain the benefits of the Firstborn's Sure-footed class feature. If the bull rushing creature provokes an attack of opportunity from the Firstborn of Moradin, he ignores the 25% chance of accidentally hitting the defender.

Foe-bane (Ex): At 9th level, Firstborns of Moradin fully awaken their racial enmity against the Giants, Orcs, and Goblinoids. When attacking a creature with the Giant type, or Humanoids with either the Orc or Goblinoid subtypes, the Firstborn deals an extra 2d6 damage. Firstborns gain a +4 bonus to attack against such creatures (this does not stack with the Dwarven attack bonus against Goblinoids and Orcs).

LOTRfan
2014-11-08, 10:08 PM
http://ts4.mm.bing.net/th?id=HN.608021748588085323&pid=15.1&H=213&W=160

Toy Breed Dog
Tiny Animal
Hit Die: ½ d8 (2 hp)
Initiative: +4
Speed: 25 ft.
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat footed 12
Base Attack/Grapple: +0/-9
Attack: Bite +1 melee (1d2-1 damage)
Full Attack: Bite +1 melee (1d2-1 damage)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -----
Special Qualities: Scent, Lowlight vision
Saves: Fort +2, Ref +6, Wis +1
Abilities: Str 9, Dex 19, Con 10, Int 2, Wis 12, Cha 10
Skills: Jump +3, Listen +4, Spot +3, Survival +5 (+9 when tracking), Hide +12
Feats: Alertness, Track(B)
Environment: Any Urban
Organization: Domesticated
Combat Rating: ¼
Alignment: Always neutral
Advancement: -----
Level Adjustment: -----

A small, adorable dog runs down the halls of the castle. When it reaches your feet, it stands on its two hind legs and barks happily. It looks excited to see a new face.

Toy breed dogs were bred for one of two reasons: to be lap dogs purely for enjoyment and fun, or mouse hunters for those who do not like cats. These statistics can be used for any dog that is between 3 and 19 pounds (such as teacup yorkies and miniature poodles).

Combat
Toy breed dogs almost never enter combat, unless it is against smaller pests and vermin.

Skills: Dogs get a +4 racial bonus to jump checks. Dogs get a +4 bonus to survival when tracking by scent.

As a Familiar
Many children have pet dogs when they are little, and it is not rare for wizards and sorcerers to have their love of canines carry over to their later years (in fact, it's very common). Some actually choose toy breed dogs as familiars. Spell casters with toy breed dog familiars gain a +3 bonus to Sense Motive checks.

LOTRfan
2014-11-15, 03:42 PM
http://chinesenewyearfan.weebly.com/uploads/5/2/1/9/5219351/6349190_orig.jpg

Nián Shòu
Huge Magical Beast (Aquatic, Dragonblood)
Hit Dice: 26d10+156 (299 hp)
Initiative: +0
Speed: 40 ft. (8 squares), Swim 40 ft.
Armor Class: 20 (+12 natural -2 Size), touch 8, flat footed 20
Base Attack/Grapple: +26/+44
Attack: Gore +34 melee (2d8+10/19-20)
Full Attack: Gore +34 melee (2d8+10/19-20) or bite +32 melee (2d6+5) and 2 claws +33 melee (2d8+5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Frightful Presence, Swallow Whole
Special Qualities: Amphibious, Blindsense 120 ft., Damage Reduction 15/Red, Darkvision 60 ft., Fast Healing 10, Fear of Sound, Immunity to Electricity, Lowlight vision, Spell Resistance 37, Vulnerability to Sonic
Saves: Fort +20, Ref +15, Will +12
Abilities: Str 31, Dex 10, Con 21, Int 14, Wis 19, Cha 16
Skills: Knowledge (History) +31, Listen +33, Spot +33, Swim +39
Feats: Awesome Blow, Bleeding Critical (http://www.d20pfsrd.com/feats/combat-feats/bleeding-critical-combat-critical), Combat Expertise, Critical Focus (http://www.d20pfsrd.com/feats/combat-feats/critical-focus-combat), Improved Critical (Gore), Improved Toughness, Multiattack, Power Attack, Weapon Focus (Claw)
Environment: Warm Oceans
Organization: Solitary
Challenge Rating: 16
Treasure: Double Standard
Alignment: Usually Neutral Evil
Advancement: 27-52 HD (Huge); 53-78 HD (Gargantuan)
Level Adjustment: -----

Out from the ocean arises a great beast, its leonine orange face contrasting with its green, heavily muscled tauric body. As it roars, its fiery mane rises up into the air like a garden of spikes. Lightning strikes the side of its horns, though the creature doesn't seem to notice.

It is said that, many hundreds of years ago, there was a village that was attacked annually by a great beast. This monster, a chimerical creature with the worst features of ox and lion, was said to rise out of the seas and attack the villagers who lived in the mountain. There was nothing they could do to stop its rampage, for its very presence sent even the stoutest of warriors running back from whence they came. The beast would savagely assault men and women in the very hearts of their villages, only to disappear at the end of each New Year. The creature would hibernate until the next New Year, where the cycle would begin all over again.

This continued for many a year, until a few brave heroes decided that enough was enough. Together, they rallied themselves and the rest of the village in order to fight back against the seemingly unstoppable foe. They gathered gongs and explosives, and as the beast came forward towards the mountains they unleashed their attacks. The monster, which seemed to feed off of the fear that it usually created, was distraught to find that these tiny people would act so courageously against it. Their red weapons hurt the monster, and their loud noises frightened it. It lashed out, before trying to flee back into the water from whence it came. The creature was ultimately killed before it could flee, however, and the villagers were quite happy to be rid of the Nián Shòu.

Yearly celebrations are still held in honor of the creature's defeat, with people using gongs and firecrackers and dressing in red. There are those that say that the beast was not one of a kind, though; these vigilant souls are convinced that there are other nián shòu living deep under the ocean. The appearance of just one, it is said, would be enough to throw civilization into chaos. Whether there are any more remains to be seen.

Combat
It is said that when the nián shòu attacked the village, it drank from the fears of the people and consumed their bodies. Entire squads of warriors would end up in its gullet, where they died if they were not dead already. It was said that it was nigh impossible to sneak up on the beast, but ultimately they were able to defeat it with red weapons and sounds that shattered its eardrums.

Amphibious (Ex): Nián Shòu can breathe both air and water.

Blindsense (Ex): A nián shòu can locate creatures within 120 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the nián shòu can’t actually see still have total concealment against it.

Damage Reduction: Nián Shòu have near-impenetrable armor, but for reasons unknown these creatures have a strange aversion to the color red. Weapons that are dipped in red powder or covered in red paint or dried blood bypass this damage reduction.

Fear of Sound: Every time a nián shòu suffers more than 30 points of sonic damage in a single strike, the nián shòu must make a DC 18 Will save, or become shaken for 3d4 rounds. If a nián shòu suffers more than 50 points of sonic damage in a single hit, the creature must make a DC 20 save or become frightened for 2d6 rounds. Should the nián shòu take more than 100 points of sonic damage, the creature is panicked for a full minute and will attempt to flee to the nearest large body of water as quickly as possible.

Frightful Presence (Su): A nián shòu can inspire terror by charging or attacking. Affected creatures must succeed on a DC 26 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the nián shòu. The save DC is Charisma-based. Every time another creature is affected by this ability, the nián shòu gains a number of bonus hit points equal to one-half the victim's total number of HD (minimum 1).

Swallow Whole (Ex): A nián shòu can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 4d10+15 points of bludgeoning damage and 12 points of acid damage per round from the nián shòu’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge nián shòu’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Blackhawk748
2014-11-15, 08:56 PM
The Firstborn of Moradin seems really cool, you are the Dwarfiest Dwarf. Also i would say it seems OP, though the bonus damage with Axes might be a bit crazy, but you get that at about the same time as the casters get finger of death so it shouldnt be to bad.

LOTRfan
2014-11-15, 10:49 PM
The Firstborn of Moradin seems really cool, you are the Dwarfiest Dwarf. Also i would say it seems OP, though the bonus damage with Axes might be a bit crazy, but you get that at about the same time as the casters get finger of death so it shouldnt be to bad.

Thank you. It's partially based off of the paragon path of the same name from 4e (though where, exactly, I can't remember). I was/am a little concerned it might be a bit too powerful (compared to other melee classes, anyway), what with the +12 racial bonus against bull rushes and the +8 dodge against Giants. I was hoping the narrow breadth of the abilities would balance it out.

LOTRfan
2014-11-17, 02:51 PM
http://fc04.deviantart.net/fs70/i/2012/228/4/4/acheri_by_nepenthess-d5bam7c.jpg


Acheri
Small Undead (Incorporeal)
Hit Dice: 3d12+9 (28 hp)
Initiative: +6
Speed: Fly 30 ft. (perfect)
Armor Class: 16 (+2 Dex, +1 Size, +3 Deflection), touch 16, flat footed 14
Base Attack/Grapple: +2/---
Attack: Incorporeal Touch +3 melee (1d4 plus cursed disease)
Full Attack: Incorporeal Touch +3 melee (1d4 plus cursed disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cursed Disease
Special Qualities: Darkvision 60 ft., Rejuvenation, Unholy Toughness, incorporeal traits, undead traits
Saves: Fort +1, Ref +3, Will +6
Abilities: Str ---, Dex 15, Con ---, Int 11, Wis 12, Cha 16
Skills: Listen +7, Perform (Dance) +9, Sense Motive +7, Spot +7
Feats: Ability Focus (Cursed Disease), Iron Will
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually Neutral Evil
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: -----

In the darkness ahead of you, you can see a small girl floating between two trees. Her face is hazy, and a ghostly cough seems to be emanating from behind her. She holds up her clawed hand, and you feel a sudden cold in your lungs.

Life is not always easy at the farthest reaches of civilization, and death is something that must be accepted. Of course, the death of a child is never easy, but it can become a hundred times worse when the child angrily lashes out from beyond the grave. Those children who are killed by disease sometimes return to this world as violent spirits known as acheris. These incorporeal undead, taking the form of floating gray-skinned children, wish to inflict their fate upon others.

It is said that acheri visit nearby towns in the dead of night, dancing in the center and inviting other children to leave their beds and dance with them. It is only then that the spirits reveal their true nature, digging their shadowy claws into the tender flesh of their victims and infecting them with a plague. Acheris often let their victims live, allowing them to run bleeding and crying back to their parents. They delight in watching these children inadvertently spread the disease, becoming engrossed in the resulting misery with an appropriately child-like glee.

Acheri are very strongly tied to this world, and as a result it can be very difficult to finally put such creatures to rest. The most reliable way to do so is to find out who the acheri was in life, and tying red ribbons around their necks and ankles. Red is a symbol of purity, and it is said that by purifying the corpse you cut the link that keeps the monstrous spirit here.

Combat
Acheris prefer to use hit and run tactics, hoping that surviving enemies become infected by their disease and go on to affect others. Should they decide to kill their enemies, they use their shadowy claws to gut their prey.

Cursed Disease (Su): If an acheri uses its claw attacks on a living victim, the creature must make a Fortitude save (DC 14), or come into contact with the disease that killed the acheri in life. Different acheris have different diseases, but common ones include dysentery (http://www.d20pfsrd.com/gamemastering/afflictions/diseases/dysentery), cholera (http://www.d20pfsrd.com/gamemastering/afflictions/diseases/cholera), filth fever (http://www.d20pfsrd.com/gamemastering/afflictions/diseases/filth-fever), tuberculosis (http://www.d20pfsrd.com/gamemastering/afflictions/diseases/urgathoa-s-breath), or typhoid fever (http://www.d20pfsrd.com/gamemastering/afflictions/diseases/typhoid-fever). In addition, once per day may curse a victim within 60 ft. of itself, forcing the target to make the save even if they have not been hit with the acheri's claw attacks. Regardless of whether or not they succeed on the save, all victims of this ability are immune to this ability for 24 hours. After becoming infected, the victim must beat the disease's normal DC rather than the DC of the acheri's ability in order to be cured. The save DC of this ability is Charisma-based.

Rejuvenation (Su): In most cases, it’s difficult to destroy an acheri through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. An acheri that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + acheri’s HD) against DC 13. If someone were to cast remove disease on the acheri and then kill it within an hour of performing the spell, the acheri cannot rejuvenate. Otherwise, the only way to reliably kill an acheri is to find its corpse and wrap red ribbons around its neck and ankles (at which point the spirit ceases to exist immediately).

Unholy Toughnes An acheri gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

Undead Traits: Immunity to all mind-affecting effects, poison, disease, sleep effects, paralysis, stunning, and death effects. Not subject to critical hits, nonlethal damage, ability drain, energy drain, or anything requiring a Fortitude save. Use Charisma score for Concentration checks. Immediately destroyed upon reaching 0 hp, and cannot be affected by raise or reincarnate. Darkvision 60 ft.

Incorporeal Traits: Immunity to mundane weapons, 50% miss chance from magic weapons, not immune to force effects or positive and negative energy effects, deflection bonus equal to Charisma modifier, cannot be heard with a Listen check, ignores armor and shields when attacking, cannot make/be affected by trip/grapple attacks, can pass through objects so long as they are adjacent to the object's edge.

LOTRfan
2014-12-07, 02:32 AM
http://i231.photobucket.com/albums/ee65/Bluebomber4evr/caliban_zps7370dd26.gif

It is undoubted that magic can make lives easier; from the spells performed by archmages to the incantations that can be performed by anyone with the knowledge how to, magic's primary purpose is to perform tasks that would otherwise be extremely difficult or impossible. When these actions are performed in areas that contain the energy for a period long after the initial magic was invoked, however, strange things can start to happen to the surrounding population. Calibans are proof of this; these beings are human, though they were altered by magic while in their mother's womb as a result of this remaining magical power.

Personality: Calibans are just as adventurous and varied as other humans, though stigma against their kind may also cause them to be a bit more reserved.

Physical Description: Calibans tend to be slightly taller than the standard human, perhaps being an average of two or three inches taller. The differences between humans and calibans can be very subtle, though many traits that may be rare in humans are instead very common among calibans. For example, many calibans suffer from twisted spines or limbs. Other conditions prevalent among calibans include asymmetrical placement of eyes, extra fingers or toes, and naturally sharp or tusk-like teeth.

Relations: Many other races look down upon calibans; in certain areas, calibans are considered omens of evil and proof that a witch lives somewhere nearby. Spellcasters often dislike the notion that magic could alter unborn life the way it does with a caliban, and as a result many become uncomfortable when forced to interact with communities in which calibans exist. For their part, calibans tend to have the same views that baseline humans have of their neighbors. Calibans often get along with half-elves, half-orcs, halflings, and other races that gather along the fringes of human settlements.

Alignment: The settlement in which a caliban is raised often determines what alignment the individual will have later in life. Villages and towns where they are looked upon with fear or disgust is more likely to produce evil calibans, while more accepting areas will produce neutral and good ones. Ultimately, however, calibans can be of any alignment no matter what their background is, just as it is with the other humanoid races.

Caliban Lands: As a subrace that appears infrequently among baseline humans, calibans do not have any lands for themselves. Calibans born wherever magic is heavily saturated, but as they grow older the vast majority finds themselves leaving their hometowns. Some of these travel farther away from civilization, content to live alone in the wilderness, while others congregate in cities, where they are less likely to experience overt discrimination.

Religion: Calibans usual hold the religious views of their native area.

Language: Calibans primarily speak Common, but they often pick up the languages of others who they interact with regularly (Orc, Elf, and Giant all being common secondary languages).

Names: Naming conventions usually follow that of the human population they belong to.

Adventurers: The vast majority of calibans who strike out on their own are often barbarians, though sorcerers and fighters are also quite common. Calibans usually fit right in with adventuring parties, who are usually very diverse already. Being part of a party allows for a sense of belonging they might not readily feel otherwise in their home environment.

Caliban Racial Traits
• +2 Con, -2 Charisma
• Medium Humanoid (Human, Extraplanar): Calibans are a race of humans spawned by infusions of magic, and count as humans for all intents and purposes (including spell effects and prerequisites). As medium creatures, Calibans do not gain any benefits or penalties based on size.
• Caliban base land speed is 30 ft.
• Bonus Feat: Calibans gain a bonus feat at 1st level.
• Spell Resistance equal to its character level + 5. Calibans are already deeply twisted by, and infused with, magic, so magic is less likely to harm them.
• Magic Vitality (Ex): The body of a Caliban responds well to transformational magic, becoming reinvigorated. Once per day, a Caliban is subject to a harmless Transmutation spell (like Bull's Strength) may choose to heal a number of hit points equal to half their HD (rounded down but always at least 1) in addition to receiving the normal benefits of the spell. This ability is usable one extra time per day at 5th level and every five levels after (so 3/day at 10th, 4/day at 15th, etc).
• Magical Daze (Ex): Calibans react differently when faced with magics meant to cancel out other magic. When hit with a dispel magic or greater dispel magic spell, the Caliban must succeed on a will save (DC 10 + caster level) or be sickened for 1d4+1 rounds. When walking within an antimagic field, Calibans are treated as fatigued, and remain in this state for 1d4 rounds after leaving the field.
• Automatic Languages: Common. Bonus Languages: Any (Other than secret languages, like Druidic).
• Favored Class: Barbarian.
• Level Adjustment: +0

LOTRfan
2014-12-16, 01:04 AM
Reindeer, Flying
Medium Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +4
Speed: 50 ft. (8 squares)
Armor Class: 18 (+4 Dex, +1 Dodge, +3 natural), touch 15, flatfooted 13
Base Attack/Grapple: +3/+5
Attack: Gore +5 melee (1d6+2)
Full Attack: Gore +5 melee (1d6+2), and 2 hooves +0 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -----
Special Qualities: Air Walk, Darkvision 60 ft., Scent
Saves: Fort +4, Ref +7, Will +3
Abilities: Str 14, Dex 19, Con 14, Int 5, Wis 14, Cha 11
Skills: Hide +7, Jump +5, Listen +8, Move Silently +8, Spot +8
Feats: Alertness, Dodge(B), Lightning Reflexes, Mobility(D)
Environment: Cold Forests
Organization: Solitary, Mated Pair, or herd (3-20)
Challenge Rating: 2
Treasure: None
Alignment: Often Neutral Good
Advancement: 4-6 HD (Medium)
Level Adjustment: +1 (cohort); +2 with glowing nose (cohort)

As you look up, you spot a large deer in the sky. As it moves through the air, it seems to be walking on invisible ground more than it seems to be flying.

Despite the flying reindeer's name, this creature looks almost identical to the common white-tailed deer. The only characteristic flying reindeer have that is more similar to their namesake than the deer is the caribou's size. Flying reindeer are believed to be a result of a long-abandoned attempt at breeding a better mount. Now, many arctic communities of gnomes keep these creatures to pull sleighs and carriages through the air.

Every so often (perhaps every one in ten thousand), a flying reindeer is born with a mutation that causes their noses to glow in a bright red, green, or blue light (red being most common). These individuals are highly prized by sleigh-drivers, especially those who travel in dark or foggy areas.

Combat
The statistics above assume the reindeer is a buck with horns. If the reindeer is female or a male who has recently shed, the deer does not have the gore attack. Reindeer are not proficient with their hoof attacks, and thus take a -5 penalty to attack rolls involving them. Flying reindeer are more likely to take to the sky rather than avoid conflict head-on.

Air Walk (Sp): Flying Reindeer are treated as if affected by a constant air walk spell, with a few differences. The base speed of a flying reindeer doubles while the creature is in the air, and if the reindeer decides to stop moving it continues to slowly fall until it reaches the ground (regardless of how many rounds it takes). Sleighs and carriages the reindeer is strapped to are also affected as in under the effects of air walk.

Glowing Nose (Su): Very rarely, a reindeer is born with a glowing nose. This glow gives off illumination as a torch and eliminates any concealment a creature within the lit area receives as a result of fog or mist (magical or otherwise). Additionally, undead creatures who are powerless but otherwise unharmed by sunlight are treated as if in sunlight while within the area of bright illumination caused by the reindeer's nose. When attempting to hide, a reindeer with this ability must either cover their nose or spend a swift action each round in order to suppress its light.

Skills: Flying Reindeer have a +4 bonus to Spot, Listen, and Move Silently checks.