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The Vorpal Tribble
2007-06-01, 07:03 AM
Burn, baby, BURN!

http://my.photosleeve.com/TheVorpalTribble-albums/album03/ahx.jpg

The longest day of the year approaches, when creatures of flame come forth to roam and the powers of the sun are at their strongest. Heat spreads across the land and wavers before our eyes. What will be forged by the fires of your mind?


_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/


The contest begins with the posting of this thread and will continue until Noon of June 21st (EST).

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the 30th.

Rules

1. You will be creating a 'unique' D&D monster. A being with ties to the sun in particular and fire in general.

2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similiar in addition is optional. Incomplete entries will be disqualified upon the deadline.

3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV).

4. Post all entries on this thread. Any and All Comments and discussions will take place on a seperate thread here (http://www.giantitp.com/forums/showthread.php?p=1499183).

5. One entry per participant.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.

7. No reserving posts. Feel free to post a creature and tweak it, but you have to at least have the basic beast already done.


http://my.photosleeve.com/TheVorpalTribble-albums/album03/ahy.jpg

The Vorpal Tribble
2007-06-01, 07:06 AM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)

As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=1499183).

-=-=-=-

Name

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description/background/characteristics

Combat


-=-=-=-=-=-=-

Plot Hook/Story if any

Closet_Skeleton
2007-06-01, 08:25 AM
Charspawn
Medium Undead (Fire)
Hit Dice:16d12+16 (120 hp)
Initiative:-2
Speed: 10 ft. (2 squares)
Armor Class: 16 (-2 Dex +8 natural), touch 8, flat-footed 16
Base Attack/Grapple:+8/+6
Attack: Slam +6 melee (1d6-2 + Burning Fever)
Full Attack: 2 Slams +6 melee (1d6-2 + Burning Fever)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burning Fever, Create Spawn, Silent Screams
Special Qualities: Damage Reduction 20/Silver and Bludgeoning Fire subtype traits, Heat Dependancy, Lifesense, Turn Resistance +4, Undead Traits
Saves: Fort +5, Ref +3, Will +10
Abilities: Str 6, Dex 6, Con -, Int -, Wis 10, Cha 1
Skills: None
Feats: None
Environment: Burnt out wastelands
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Usually CE
Advancement: None
Level Adjustment: -
You are faced with a creature with the appearance of a blackened skeleton with hints of charred flesh. It noticed you and slowly outstretches its hand...
Charspawn are the undead forms of innocent civilians burnt to death by the flames of war. They lie forgotten in abandoned villages and war torn cities, only to become animate when unnatural heat waves hit the lands. A Cinderspawn hates both heat and and coldness with equal measure and cannot stand warm blooded creatures.

Combat

Burning Fever [Su]: A creature struck by a Charspawn's is set alight from inside. Every 10 minutes an afflicted creature suffers 1 point of contitution damage and 2d6 points of fire damage. This affect can only be ended by a Remove Curse spell.
Create Spawn: Any creature who dies from a Charspawn's Burning Fever attack rises as a Charspawn at the next sunrise.
Heat Dependancy: A Charspawn must be kept at 40 degrees centigrade or it becomes paralyzed. A Charspawn is immune to both cold adn fire damage, fire damage heals a Charspawn while affects that would normally deal cold damage slow the Charspawn instead.
Silent Screams [Su]: A Charspawn constantly writhes in unaudibale pain. Sorcerers, Clerics and Psionic characters can hear these screams and must make a will save (DC 18, this same is charisma based with a +5 bonus) or become panicked in the Charspawn's presence.
-=-=-=-=-=-=-

Plot Hook/Story if any later maybe

onasuma
2007-06-01, 01:35 PM
Flamefly
fine Magical beast (Fire)
Hit Dice:1d8-5 (1hp)
Initiative:+4
Speed: 10 ft. (2 squares), fly 40 ft. (good)
Armor Class: 22 (+4 Dex +8 size), touch 22, flat-footed 18
Base Attack/Grapple:+0/-21
Attack: Bite +3 (1d3-2)
Full Attack: Bite +6 (1d3-2)
Space/Reach: 0ft
Special Attacks: Flaming bite.
Special Qualities: Immunity to fire, vulnerability to cold, short life span
Saves: Fort -3, Ref +4, Will -3
Abilities: Str 1, Dex 18, Con 1, Int 3, Wis 2, Cha 1
Skills: Move silently +4
Feats: Endurance
Environment: Anywhere
Organization: solitary or hive 100-10000 1hd and 1 queen 2-5hd
Challenge Rating: 5
Treasure: None
Alignment: NN
Advancement: 2-5hd dimiuative
Level Adjustment: -
You note a tiny red speck, just visable to the nacked eye, hovering about 5ft above the ground. On closer inspection, it has a really, really large mouth for its body, that glows red.

Flaming bite: any being bitten by a flamefly is immediatly effected with a facination of the sun, and will leave anything to gaze at it. For every turn a being stares at the sun, they must make a constitution check equal to 10+1 per round they have stared in a row, should they fail a check they go blind for 2 minuets, however, if still facinated, for 2 or more minuets this blindness becomes permenant. They also gain a desire to protect and help all flamefly they can see. Every 15 minuets after they are bitten they must make a fortitude check, then consult the below table:

DC 0-5: Immediatly bursts into flames and dies instantly.
DC 6-10: Their blood heats up considerable, dealing 4d6 points of fire damage.
DC 16-20: Their skin and hair begins to glow orange, and glow slightly.
DC 21-25: No effect. continues acting as normal.
DC 26-30: gains immunity to fire and vulnerability to cold until the next roll is rolled.
DC 31+: Effects wear off. All effects of the bite end.

Should a natural 1 be rolled, the roll is counted as DC1 ingnoring all modifiers

This effect ends at the next sunset.

Short life span: A flamefly must constanly be in sunlight, or else suffers immediate death. Each flamefly is born, mates and dies generally in the same day, with new ones hatching at sun rise the next day. After its birth, a flame fly gains a bonus or penalty to dex depending on the time of day. Assuming sun rise at 6 and sun set at 6, timewise, this is:

6 o'clock -2
7 o'clock -1
8 o'clock +0
9 o'clock +1
10 o'clock +2
11 o'clock +3
12 o'clock +4
1 o'clock +3
2 o'clock +2
3 o'clock +1
4 o'clock +0
5 o'clock -1
6 o'clock -2
7 o'clock is dead

Should a different system of suns exist, the Dm may have to edit these bonuses/penalties

Combat
A flamefly will generally avoid combat at all costs, except to protect its queen. They bite their prey in order to feed, and have little other goals

Kel
2007-06-01, 08:23 PM
__________________________________________________ _______________
Essence of Fire

Medium Elemental (Fire)
Hit Dice: 32d8+160 (304hp)
Initiative: +17 (Improved Initiative)
Speed: 60ft. (12 squares)
Armor Class:36 (+13 Dex, +13 Natural Armor), touch: 23, flat-footed: 23
Base Attack/Grapple: +24/+30
Attack: Slam +37 melee (2d6+6+3d6 fire); flame ball +37 ranged touch (3d6 fire)
Full Attack: 2 slams +37 melee (2d6+6+3d6 fire); flame ball +37 ranged touch (3d6 fire)
Space/Reach: 5ft. by 5ft.
Special Attacks: Solar Corona, Spells, Flame Ball, Spell-like Abilities, Heat of Sol
Special Qualities: Elemental Qualities, Fire Subtype, Damage Reduction 20/+5, Heart of Flame, Going Nova
Saves: Fort +15, Ref +33, Will +14
Abilities: Str 24, Dex 37, Con 21, Int 26, Wis 19, Cha 22
Skills: Bluff+27, Concentration+26, Intimidate+29, Knowledge(arcana)+29, Knowledge(nature)+31, Knowledge(the planes)+29, Listen+25, Spellcraft+31, Search+28, Spot+25, Survival+24
Feats: Improved Initiative, Combat Reflexes, Weapon Finesse (slam), Quicken Spell, Maximize Spell, Lightning Reflexes, Spell Focus (Evocation), Greater Spell Focus (Evocation), Heighten Spell, Power Attack, Cleave
Environment: Elemental Plane of Fire
Organization: "candle"- solitary, "flame"- 1 Essence of Fire, 3 fire elementals, "conflagration"- 2 essences of fire, 6 fire elementals, 2 magmins, "Inferno"- 5 essences of fire, 15 fire elementals, 3 thoqquas , 8 magmins
Challenge Rating: 27
Treasure: Double Standard, all of it magically enhanced to be immune to fire damage
Alignment: Usually any neutral or evil
Advancement: 24-30 HD small,31-33 HD Medium, 34-38 HD large, 39-45 HD Huge, 46-56 HD Gargantuan, 56+ HD Colossal.
Level Adjustment: --

An almost humanoid form approaches you, glowing brightly. As the distance closes, it becomes obvious that it is not a human, but instead a living flame, glowing red and orange and with all the colors of the sun. The very air around it distorts from its heat, and the sand turns to glass beneath its feat.

An account of the history of the universe and Essences of Fire in a speech by an Essence of Fire scholar.
At the very dawn of time, the multiverse was at peace. Only four states of being existed: Fire, Earth, Air, and Water, and their children, which were, really, not separate at all from these original beings. They did not mingle, nor intertwine, or even touch each other, existing within them the Shirari of Fire (ourselves, of course), the Bubol of Water, Earth's children Grakchen, and Air's Flutu.We played with toys of flame, in houses of flame, as part of Fire, breathing and existing in fire so pure it no longer exists even here on the Plane of Fire. Why does it not exist? Because of Orzans, of course! The First God, desiring more than that first, so pleasing purity, broke us! He forced air and earth in was not meant to be, creating a world, infusing it with a revolting cross of air and earth and water and even our own pure fire. He created the planes as we know them today, where even the our own Shintararinoi is ...impure. He forced our own, perfect essence into those revolting creatures called mortals, created angels and demons and dragons from our own flesh! This breaking created the Lessers, those known to mortals as "elementals," pure beings who had most of their essences ripped away, but who are still pure... though not as much as we, of course. To this day, we have naught but hatred for Orzans, these "Gods," and all their abominations.

Essenses of Fire, called "Shirari" in their own pure, uncorrupted Ignan, where part of the four original beings, and reside in the Elemental Plane of Fire, or "the Sun," though in Ignan it is properly said as "Shintararinoi." However, Orzans, the Beginning God, mixed the Shirari with the other elemental beings, creating the multiverse in all its shapes and forms. Time, distance, mortals, magic, even the basic stuff of the normal gods, was all rent from their own flesh and hearts and souls. The Essences of all types are honored and worshiped by elementals of all types as veritable gods... which, in truth, they were, before being rent by Orzans. The Shirari attempt to change and fix Shintararinoi, the Great Flame in the Sky, by purging it of all impurities-- using magic to slay impure beings, splitting them into their base elements, and then magically sending those elements to their proper plane. Once the Sun has been purified (or even before, for many ambitious Shirari), the Essences will go on a holy crusade to purify the other realms. It is theorized that, of all the Essences, those from the Sun will be the first to start the crusade, as fire, and the Sun itself, have remained more pure than other realms, and are more removed from the other planes, if only by distance.

__________________________________________________ _______________
Combat
A Shirari will usually use its powerful magic to blast and destroy opponents from a distance, resorting to melee combat only when forced, to avoid be touched by impure beings.

Solar Corona(Ex): The sheer, incredible heat that is the Sun is channeled through an Essence of Fire, and the area around them is so terrifyingly hot that one could easily believe he was amidst the fires of the Sun. The area 30ft. around the Essence of Fire is treated as being "burning heat," as described in Sandstorm, and water boils, fuel and oil burns, and paper catches on fire in this area, dealing 3d10 fire damage to each being in this range. Any cold or water spell being cast in this area requires the caster to make an opposed caster level check against the Essence of Fire to succeed. Any cold or water spell with part of the Solar Corona in its range suffers a -5 penalty to caster level and DC, and deals only 1/2 damage. Those in range must succeed at a fort save (DC 30) or catch on fire.

Flame Ball (Su): As an attack, the Essence of Fire can throw a ball of fire, dealing the listed damage as a ranged touch attack with a range increment of 30ft.

Heat of Sol: The melee attacks, as well as the spell-like abilities, Flame Ball, and spells of the Essence of Fire, are fueled by the heat of the Sun. The melee attacks of a Shirari deal fire damage, and all attacks, spell-like abilities, extraordinary abilities, supernatural abilities, and spells cast by the Essence of Fire that deal fire damage deal to to creatures immune or resistant to fire as though they were not immune or resistant to fire, as the Essence channels the heat and fury of the Sun through its attacks.

Spell-Like Abilities: at will: Burning Hands, Light, Dancing Lights, Flare, Daze, Flaming Sphere, Detect Thoughts, Blur, Mage Armor, Shield, Blindness/Deafness, Hypnotic Pattern, Pyrotechnics, Fly, Displacement, Explosive Runes, Fireball, Flame Arrow, Blink, Plane Shift Haste, 3/day: Wall of Fire, Sunbeam, Teleport, Rainbow Pattern, 1/day: Fire Storm, Elemental Swarm (fire only), Sunburst. These are as if cast by a 20th level sorcerer (DC 16+ spell level)

Spellcasting: The Essence of Fire casts spells as though it were a sorcerer of 20th level, with access to every spell with the fire or light descriptor, and one spell of each level that has no elemental, energy, or darkness descriptor as well. Spells per day are: 0 level spells: 6/day, 1st level spells: 8/day, 2nd level spells: 8/day, 3rd level spells: 7/day, 4th level spells: 7/day, 5th level spells: 7/day, 6th level spells: 7/day, 7th level spells: 6/day, 8th level spells: 6/day, 9th level spells: 6/day. These spells are neither arcane nor divine, but something far more primordial, and are treated as spell-like abilities for purposes of what affects them.

Elemental Qualities: An Essence of Fire possesses the following qualities: darkvision 60ft., immune to stunning, sleep effects, paralysis, and poison, cannot be flanked, immune to critical hits, does not eat, sleep, or breath, and is unable to be brought back to life with spells such as Raise Dead, Resurrection, or Reincarnate, but instead send their immortal essence back to the plane of Fire for raw material to recreate the original realm of Fire.

Fire Subtype: An essence of Fire has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Heart of Flame: When subject to a spell with the fire descriptor not cast by itself, the Essence of Fire heals damage equal to the spell x 2, and 0 level spells count as 1/2 a level. If the spell deals damage, the Essence of Fire instead heals damage equal to 1/2 the damage it would deal. The Essence of Fire is immune to even damage from spells modified by feats such as sacred spell, or feats or abilities otherwise causing a fire spell to deal damage to creatures immune to fire.

Going Nova: when an Essence of Fire is reduced to 0 hp, it explodes, dealing damage, modified by Pure Flame, to all creatures within 50ft, dealing 1/2 hit dice+Charisma mod x d8, or, for the standard Essence of Fire, 16d8 damage.
__________________________________________________ _______________

Essence of Fire Clerics do not really worship a "God" per se, but instead have a powerful belief in the power and beauty of fire, and Essence of Fire Clerics have access to the Sun, Fire, Summer, Purification, and Destruction Domains. Shirari favored class is the Sorcerer.

__________________________________________________ _______________
Example plot hooks:

--Poxulta, a lesser Shirari, has been carefully manipulating the politics of a Material Plane nation for centuries, attempting to draw it, as well as surrounding nations, into a great war, where it could easily take over and lead thousands to their deaths, allowing it to purify even greater numbers of mortals than it could by itself.
--The Shirari are on the move. Falling from the sun like a burning rain upon the unlucky denizens of a nearby plane, ten ambitious Shirari, accompanied by a veritable horde of Lessers, they begin their crusade to purify the multiverse.
--The Shirari have succeeded in purifying the Plane of Fire. As the massive army of Fire moves into the lower planes, the sun of the Material, made to its pure state, sends a wave of heat upon the world. Fires start in random places, set lakes and mountains afire, and simple torches explode into bonfires, from which elementals of Fire walk out. The adventurers must find a way to evacuate the surviving denizens of the world to another plane, and fast.
--A powerful mage has captured and bent to his will an Essence of Fire, and is using it to force rulers of various nations to submit to his rule, or die a hot, slow death. The adventurer's homeland has also been taken over, and magic has been outlawed, though the party has no way of knowing that.
__________________________________________________ _______________

Zherog
2007-06-01, 08:30 PM
Kel - go ahead and start a new thread with your critter. That way this thread doesn't get more cluttered. :)

Icewalker
2007-06-01, 10:18 PM
Coronal Elemental
Medium Elemental (Fire, extraplanar)
HD 8d8 +24 (60)
Speed Fly 40 ft. Perfect (8 squares)
Init: +1
AC 16; touch 11; flat-footed 15
(+1 dex, +5 natural)
BAB/grp +6/+8
Attack Burning touch +8 (2d8 fire, ignite)
Full-Attack Burning touch +8 (2d8 fire, ignite)
Space 5 ft.; Reach 5 ft.
Special Attacks Burning aura, Burning touch, Sunburst
Special Qualities Darkvision 60 ft., Elemental traits
Saves Fort +7 Ref +9 Will +6
Abilities Str 14, Dex 12, Con 16, Int 12, Wis 14 Cha 14
Skills Concentration +14, Listen +13, Spot +13
Feats Great Fortitude, Iron Will, Lightning Reflexes
Environment Elemental Plane of Fire
Organization Lone, 2-5 (Flare) 6-20 (Nova)
Challenge Rating 10
Treasure Standard
Alignment Any
Advancement 9-13 (Medium), 14-20 (Large) 21-30 (Huge)

Coronal Elementals are beings of the elemental plane of fire. They radiate a massive aura of heat which burns anything in their path.

Burning Aura: Coronal Elementals have a white-hot presence that affects everything around them. Coronal Elementals create an aura of severe heat (save DC 15+1 per previous save every 10 minutes or 1d4 nonlethal damage) in a 60 ft. radius around them. Wearing heavy clothing or armor also results in a -4 penalty on this save. If you take any of this damage, you become fatigued.
The Aura gets more powerful closer in, and in a 10 ft. radius they create an aura of extreme heat: breathing in the air causes 1d6 lethal damage per minute (no save), as well as forcing a fortitude save every 5 minutes (DC 15+1 per previous save) or take 1d4 nonlethal damage, getting a -4 if wearing heavy clothing or armor. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell.
Anything flammable that touches a Coronal Elemental is immediately ignited.
Coronal Elementals can suppress this ability, but it requires constant concentration, and a DC 20 Concentration check each round.

Burning Touch: The touch attack of a Coronal Elemental deals 2d8 fire damage and ignites the target.

Sunburst: Coronal Elementals can create a massive white burst of flame around them. This is not instantaneous like a fireball spell, it burns everything inside it and lights them on fire. The Coronal Elemental may have to make a concentration check as if it was casting a spell, count Sunburst as a 4th level spell for this check. The fireball deals 5d8 damage to everything within 50 ft. of the Elemental, DC 17 reflex save for half damage. For one round, the Burning Aura is extended to 120 ft. radius (Severe heat) and 50 ft. radius (Extreme heat). If a Coronal Elemental uses this ability, they cannot use it again for 2d4 days.

Zherog
2007-06-02, 06:42 AM
Um, what do I do with the existing one here then? In the other competitions by Vorpal Tribble, such as "Fimbulwinter," I noticed that just about everybody posted their thing up front

Doh! I'm old, and in my senility I thought this was a different thread...

OOTS_Rules.
2007-06-02, 08:12 AM
BURNING BUSH

http://t1.images.live.com/images/thumbnail.aspx?q=1167757420408&id=0c66bec04a57921643c8081a7b61cb7a

Medium Plant
Hit Dice: 7d8+12 (On average, 40 HP)
Initiative: +5
Speed:20 ft (4 squares)
Armor Class: 17 (10 normal, +5 natural, +1 dex), touch 11, flat-footed 16
Base Attack/Grapple: +2/+5
Attack: Burning Slam +7 (5d4+5 + 5d4+5 fire damage)
Full Attack: 2 Burning Slams +7 each (5d4+5 + 5d4+5 fire damage times 2) and a Flaming Bite +7 (2d4+5 + 2d4+5 fire damage)
Space/Reach: 4 squares /1 square
Special Attacks: None
Special Qualities: Burning Body (When a succesful grapple attempt is completed by a Burning Bush, you suffer 10d4 points of fire damage), Flaming Touch (After a succesful attack or grapple from a Burning Bush, you may be alight with powerful flames. 3d4 points of fire damage are dealt until you can put the flames out), Drudic Influence (Casts spells as a 3rd-level druid, spells are considered spell-like abilities), Heat Metal (May cause metal items within 5 feet of the Burning Bush to be heated, see Heat Metal's spell info, and Sunshine Power (Gains a +10 bonus to fire damage while the sunlight is bright).
Saves: Fort +10, Ref +0, Will +0
Abilities: Str 20, Dex 20, Con 20, Int 3, Wis 3, Cha 3
Skills: None
Feats: None
Environment: Forests
Organization: Solitary, Group (2-6), Task Force (8-15)
Challenge Rating: 7
Treasure: One eighth of standard treasure drops.
Alignment: Always Any Neutral
Advancement: None
Level Adjustment: None

Description/background/characteristics

A shrub stands in your path. It is alight with bright, red flames that char its black, burnt skin. The bush's leaves are no longer green, but instead a sickly brown. Its bright yellow eyes make you feel like your soul is being stared into, and a terrifying moan emerges from its mouth, which radiates the heat of the fires of Hell.

This is a tree that has been made into a guardian by a druid. Lawful druids use these as law enforcers to donate to big cities that are nearby the forests. Good and True Neutral druids use these as protectors of their forest. Evil druids corrupt these beings to kill their enemies. Chaotic druids use them for their own, spontaneous purposes. They are peaceful if left alone, but if sent to attack or are disturbed, they become aggressive, tenacious, and territorial.

Combat

These creatures, if found in groups, first concentrate on setting everybody on fire first. With their opponents disabled, bodies burning and weapons heated, they proceed to attack with their slams and bite

stolenchariot
2007-06-02, 10:17 PM
Sun Devil

Large outsider(Evil, Lawful)
Hit Dice: 22d8+220 (319 HP)
Initiative: +2
Speed: 40ft (8 squares)
Armor Class: Armor Class: 26 (+2 dex, +15 natural, -1 size), 11 touch, 24 flat-footed
Base Attack/Grapple: This should be +22/+38
Attack: Claw +29 melee (2d6+8 plus 2d6 fire) or tail slap +29 melee (1d8+8 plus 3d6 fire)
Full Attack: Full Attack: 2 Claw +29 melee (2d6+8 plus 2d6 fire) plus tail slap +24 melee (1d8+4 plus 3d6 fire)
Space/Reach: 10ft/ 10ft
Special Attacks: Cone of Hellfire, Shatter the firmament, pyrokinesis
Special Qualities: outsider traits, fire subtype, DR 20/ good and silver, aspect of the sun, fiendish ichor, stellar collapse, create sunstone
Saves: Fort +23, Ref +15, Will +23
Abilities: Str 26, Dex 14, Con 30, Int 30 , Wis 30 , Cha 25
Skills: appraise: +35, bluff +32 craft(gem crafting), +35 concentration+35, diplomacy +32, intimidate +32, Jump +33, Knowlege (The planes) +35, Knowlege(arcana)+35. Knowlege(religion)+35 listen +35, Profession (jewler) +35, search +35, Sense motive +35,spellcraft +35, spot +35, Use magic device +32
Feats: power attack, cleave, great cleave, maximize spell-like ability, empower spell-like ability, improved grapple, improved bull rush
Environment: any
Organization: Any lawful lower plane
Challenge Rating: 23
Treasure: sunstone (See below)
Alignment: Always Lawful Evil
Advancement: (20-22 HD Large)
Level Adjustment:

A roiling mass of fire stands before you, its sun-bright body seems to be somewhat reptilian in form, and exudes a strong aura or malice.

Combat

Spell-like Abilities (sp) : at will: burning hands, protection from good, protection from chaos. 3/day: fireball, flaming sphere, invisibility 1/day: sunburst, flamestrike, summon monster IX (DC: 19 + spell level. Saves charisma based)
Cone of Hellfire (su): The Sun devil breathes a 30ft cone of unholy fire. 12d4 (reflex 31 halves) half fire/ half divine energy. The sun devil can only breath hellfire once every 1d4 rounds. (DC is constitution based)

Shatter the Firmament (ex): The sun devil emits a bone-shattering howl that rips the very earth as a full round action. (As the Earthquake spell caster level 20).

Pyrokinesis (su): By focusing the fiber of its being on one subject, requiring a full-round action, the Sun Devil can cause the subject to spontaneously combust, dealing 5d6 points of fire damage and another 3d6 for each subsequent round the subject is on fire (Will save DC 30 negates. Unattended objects get no save.) This ability is usable once a day. The DC is wisdom based

Aspect of the sun (su): The sun devil’s body seems to be made of the sun’s fire. It emits a bright black light with the equivalent illumination to a daylight spell. Creatures grappling it, or who hit it with a melee weapon take 2d6 fire damage. When looking directly at it, a living creature must make a will save (DC 25) or be blinded permanently. Any creature who would be destroyed by the presence of sunlight (Such as a vampire) is not destroyed by the light of a sun devil. In addition, undead within 100 feet of a sundevil gain the benefits of being in a desecrated area. As the progeny of the sun gods, the sun devil becomes empowered when in direct sunlight. This empowerment is exhibited in the form of a +4 enhancement bonus to attack and damage rolls. Also, the devil gains an additional attack per round, as if hasted. Conversely, it is weakened in the moonlight (-4 to attack and damage rolls, acts as if slowed, -2 to constitution on a night when the moon is not full, and -4 when it is.)

Fiendish ichor (Ex): Sun devils contain blood that acts as a potent acid. Any creature who deals more than 30 damage to it in one melee attack takes 2d4 acid damage.

Create sunstone (sp): By channeling a portion of their essence into a gemstone, Sun devils can create a vessel through which they can control their minions indirectly. The creator of such a stone gains the benefits of clairaudience, clairvoyance, true seeing, ventriloquism, and stone of recall. . These spells only show the area around the stone’s location, and the stone of recall teleports the creator to the stone’s location. Also, the sun devil can cast any of their spell-like abilities through the stone. If destroyed, the Sun devil takes 2d4 points of wisdom damage and cannot create another for a year and a day.

Stellar Collapse(Ex): When a sun devil dies, they go the way of a super nova: Their outer layers are dispersed throughout the area, dealing 100 points of fire damage to everything within 100ft (DC 30 reflex halves) and their inner core collapses on itself, creating a miniature black hole for 1d3 hours. Creatures within 20ft must make another DC 30 reflex save or be pulled into the black abyss, effectively dead.

Combat Behavior
Sun devils attempt to engage their foes in sunlight whenever possible. They typically open with their breath weapon to soften their enemies before focusing on their arcane and divine spellcasters via melee before hammering into the melee opponents with their spell-like abilities and pyrokinesis.

Background

In the beginning, during the division of the great sun god, the fragments of darkness from the true deity’s heart were chipped away, and from these shards were born the fiends. the shards contaminated the original creations of the sun god, passing on the evil of his former heart thus creating the first devils. As millennia passed, the shards grew in power, slowly forming their own sentience, and even their own bodies; huge reptilian things as hot and bright as the sun itself. The Sun devils wander the deepest parts of the lower planes until their goals drive them elsewhere. Above all else, the sun devils seek to rejoin their progenitor and restore the evil to the heart of the sun.

Poppatomus
2007-06-03, 10:46 AM
Nimbus Golem (Plains Golem, Sun Tyrant)
"Try not to look directly at it. Yes, even if you have one of those bits of parchment with a pinhole in it." - Narisha the Comely

Size/Type:Large Construct
Hit Dice:14d10+30 (107 hp)
Initiative:0
Speed:20 ft. (4 squares)
Armor Class:25 (-1 size, +16 natural), touch 9, flat-footed 25
Base Attack/Grapple:+10/+23
Attack: Slam +19 melee (2d10+9)
Full Attack: 2 slams +19 melee (2d10+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: None
Special Qualities: Construct traits, damage reduction 5/adamantine, immunity to magic, Light of Judgment, Cleansing Aura, Solar Guardian, Solar Dependence
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 29, Dex 10, Con Ø, Int Ø, Wis 12, Cha 11
Skills: —
Feats: —
Environment: Any; Usually Outdoors
Organization: Solitary
Challenge Rating: 14
Treasure: 1d6x100 in gemstones and religious relics
Alignment: Always neutral
Advancement: 14-21 HD (Large); 22-42 (Huge)
Level Adjustment: —

Description

Where a moment ago had stood an oversized, but otherwise unremarkable, friar there is now a figure of dazzling light. Closer inspection, though painful to the eye, reveals that this is no living creature, but a clockwork being, constructed of obsidian and precious stone. The golem raises a hand and points towards the party, “ARE YOU BELIEVERS?” it calls out, but before you can answer a beam of light streaks towards you from the figure’s outstretched finger.

The nimbus golem is similar in size and appearance to a stone golem, though always constructed from black stone and “cloaked”. Also called a plains golem or a sun tyrant, this construct is more a clockwork creature than a true golem. The nimbus golem depends on the sun, not inherent magic, to power most of its abilities, and if out of the light for long enough it will cease to function. Though not animated by arcane force, it is clear that powerful and forgotten magic has gone into its construction; especially in fabricating the unknown material used in its “cloak,” actually a part of the golem, which servers as a collector of solar energy.

Special Abilities

Solar dependence In order to use any of its non-passive special abilities, the nimbus golem must spend at least 4 consecutive hours out of every day recharging in natural sunlight or in an area under the effect of a daylight spell. During this time the golem may still move and use its normal attacks, but it may not use cleansing aura or solar guardian.

Though even ambient light is capable of powering the golem’s passive abilities and movement, some light is required for functioning. If the nimbus golem spends more then one week in total darkness it stops all functioning, and can not take any action until it spends one full day in sunlight for every month (round up) spent in darkness.

Any spell or effect that does additional damage to light sensitive creatures heals, rather than damages, the nimbus golem. Every 10 points of damage taken from such an ability counts as an hour spent recharging. Every 10 points also count as a month spent in sunlight for the purposes of resuming functioning after being in darkness.

Light of Judgment (Sp) As a standard action the Nimbus golem can cast searing light (http://www.d20srd.org/srd/spells/searingLight.htm) as though a 6th level cleric. This ability can be used no more than once every three rounds. The Nimbus Golem can not cast this ability on itself in order to recharge. If the construct has not had a chance to recharge, it may still use this ability as long as it is in an area of natural or magical daylight. If it has not recharged, however, this ability becomes a full round action and can only be used once every five rounds.

Immunity to Magic(Ex) A Nimbus golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round. This also requires the Golem to recharge before it can use any of its special abilities, as though it had not charged that day.

This immunity does not apply to Effects that deal extra damage to light sensitive creatures (See Solar Dependence Above) nor does it apply completely to sonic effects. Any spell that would normally do sonic damage is capable of disrupting some of the complex internal mechanisms of the nimbus golem, causing it to behave as though shaken for 1d3 rounds.

Cleansing Aura(Ex) As a free action, the Golem is wreathed in bright light, causing any creature that can see the golem, and is within 60 ft, to become dazzled. The intensity of this effect increases exponentially with proximity and any creature entering within 10 feet of the golem must make a DC 14 FORT save or be blinded for as long as they are within 10ft plus an additional 1d4 rounds after leaving the area. This save is charisma based.

Solar Guardian(Su) As a full round action the nimbus golem fires a charged gemstone from a specialized compartment in its head or shoulders. The brightly shining crystal follows a steep trajectory taking four rounds to reach its target, which may be any 5 ft square within a 60 ft radius of the golem. Using this ability so drains the golem’s power stores that it is immediately treated as though a day had passed without recharging. The effects on each round are as follows.

{table]Round|Effect
1| All creatures within 40 ft of the golem must make a reflex save against DC 20 or be temporarily blinded for the next 4 rounds.
2-3| The area within 100 ft of the Golem is affected as though within a daylight (http://www.d20srd.org/srd/spells/daylight.htm) spell. If already in unobstructed daylight all creatures within 100 ft are considered dazzled.
4| As sunburst (http://www.d20srd.org/srd/spells/sunburst.htm)cast by a 10th level cleric, centered on the point of impact. Any creature that was blinded on the first round gains a +4 circumstance bonus to the save against being permanently blinded by this effect.
[/table]


Combat

The nimbus golem always begins combat by casting light of judgment as a means of “investigating” the encountered group. Any creature damaged by this effect is considered a heathen, and will be attacked until it dies or flees from the golem. The golem will always activate cleansing aura as soon as it enters combat and maintains the effect throughout. When in combat the golem primarily uses slam attacks and will use ray of judgment whenever it is available. Solar guardian is a last resort, and the golem does will not use it until it is below half HP.

Unlike most constructs, the nimbus golem has been given some semblance of personality, at least that of a religious zealot. Throughout the fight it will chastise its opponents for attacking a champion of justice, and will occasional admonish them to accept the true faith.

Any creature that does not take damage from ray of judgment, and that also does not attack the nimbus golem, aid a “heathen,” or wear an obvious religious symbol, will be ignored.

Background

Though no one knows who or what created nimbus golems, or how to create more, it seems clear that they were developed by some long—lost religious order that worshipped the sun. This is reflected not only in the religious runes that mark its surface, its abilities, and its cleric like appearance but also by the fact that If engaged in theological debate the golem will actually be able to hold its own, as though it had a knowledge (religion) score of 15. It will continue to discuss religion, forceful advocating for its faith, even as it kills everything around it.

This leads some to theorize that the constructs may have been created not just as defenders, but as automated missionaries or crusaders. This position is further supported by the nimbus golem’s tendency, unlike most golems, to be encountered wandering open areas in search of souls to judge.

Sample Plot Hooks

The king has given the monastery a dusty old statue as a gift, and the rector has decided to place the statue, a cleric with arms raised in combat, in the center of the main courtyard.

The druidic protector of a nearby forest comes to the party for help. A great stone monstrosity has begun wandering his forest and declared him a heathen, forcing him to flee for his life.

A mage warded against the energy of ray of judgment has somehow managed to puzzle out a way to convince the golem that she represents a member of its old order. She is currently scouring the countryside for more and more of these constructs and assembling an army.


p.s. its a bit cribbed from the stone golem, as a guide for the more mundane bits that I am no good at.

Haruspex
2007-06-05, 08:17 AM
Sun Thief

"Great is the sun, and wide he goes
Through empty heaven without repose"
-Robert Louis Stevenson

Size/Type: Medium Fey
Hit Dice: 12d6+24 (66 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft. (4 squares)
Armor Class: 21 (+4 Dex, +4 natural, +3 masterowrk studded leather), touch 14, flat-footed 17
Base Attack/Grapple: +6/+9
Attack: +1 stinging whip +11 melee (1d3+4)
Full Attack: +1 stinging whip +11/+6 melee (1d3+4)
Space/Reach: 5 ft./5 ft. (15 ft. with whip)
Special Attacks: Spell-like abilities, solar rage
Special Qualities: Fey traits, low-light vision, darkvision 120 feet, damage reduction 5/cold iron and piercing, sun drinker, canine empathy
Saves: Fort +6, Ref +12, Will +8
Abilities: Str 16, Dex 18, Con 14, Int 11, Wis 11, Cha 21
Skills: Climb +20, Handle Animal +20, Jump +22, Listen +2, Perform (dance) +20, Spot +17, Tumble +21
Feats: Improved Initiative, Weapon Finesse, Dodge, Mobility, Blind-Fight
Environment: Warm forests
Organization: Solitary, hunt (1 sun thief with 1-2 dogs), or gang (5-10 sun thieves and 1-20 dogs)
Challenge Rating: 7
Treasure: Standard.
Alignment: Chaotic Neutral
Advancement: By class level
Level Adjustment: +0

Description

A fair young man sits upon a menhir, or is it a girl? Whoever it is, the stranger is dressed in a bright yellow tunic and an equally daring scarlet cloak. At the base of the menhir a brown dog appears to wait patiently. Looking up towards the sun through a breach in the forest canopy, the brightly-clothed stranger reaches upwards with a pale hand and the sky seems to darken just a little.

The sun thief is a normal-looking fey, as much as fey can be said to look normal. It's hair color ranges from pale yellow to deep red. A sun thief's skin is always a similar color but lighter shade than it's hair. Their eyes are always red. Choice of clothing varies from one to the other, but usually include a cloak and hat, all in bright yellow, orange, red, or any combination of the three. They are capricious beings, much like other fey, who can turn from quiet contemplation to vigorous activity in an eyeblink. The only predictable thing about them is their love of dogs.

COMBAT

Sun thieves generally avoid combat, unless they are provoked or intoxicated by sun beams. When driven to combat, sun thieves make full use of their spell-like abilities and send their dogs to flank the enemy. Anyone who uses bows or crossbows to attack them will bear the brunt of the sun thieves' wrath. The sun thieves' stinging whips deal lethal damage, unlike normal whips.

Spell-like abilities (Sp): CL 20, DC = 15 + spell level. The save DC is Charisma-based. At will - flare; 3/day - searing light, produce flame. In natural sunlight, these spell-like abilities are quickened as if by the quicken spell feat where this is applicable.

Solar Rage (Ex): Once per day a sun thief in natural sunlight may enter a rage as per the barbarian class feature. In addition to the normal effects of a rage, the sun thief gains the fire subtype, deals an additional 1d6 fire damage with natural and manufactured attacks, and does not become fatigued when the rage concludes. The sun thief must be in natural sunlight to enter the rage, but not to maintain it.

Sun Drinker(Su): Once a day as a free action, a sun thief may steal the beams of the sun to grant itself strength. A sun thief may activate this ability for as long as it likes, but it causes an area with a radius equal to 5 feet x HD to become covered by shadowy illumination. Five or more sun thieves within 30 feet of each other may combine their powers to cover an area equal to 5 feet x their total HD with darkness. This effect is centered on any one of the sun thieves involved, chosen at the time of activation, but all sun thieves involved must remain within the darkened area or else the effect is broken. While under this effect, all sun thieves involved gain fast healing 5 and a fly speed of 40 (perfect). This ability can only be used outdoors in an area of natural sunlight.

Canine Empathy (Ex): This functions as the wild empathy druid class feature, but only applies to canine animals or canine-like magical beasts. The sun thief uses it's HD in place of druid levels.

Skills (Ex): The sun thief gains a +2 racial bonus on Spot, Listen, Climb, and Jump checks.

Background

Those with ranks in Knowledge (arcana) or Knowledge (nature) may know a few things about sun thieves.

DC 22: Sun thieves are fey with a link to the sun. They can "drink" sunlight by reaching up to the sky. This reveals their fey traits and resistance to normal weapons. Advanced sun thieves may take levels in sorceror or bard.

DC 27: When the skies darken for no reason, sun thieves may be involved. Sun thieves can gain great power by doing this, but among other fey and other sun thieves this is considered gluttonous. They particularly despise bows and arrows, and will focus on enemies who use such weapons against them.

DC 32: If more than five sun thieves are in a group, disaster falls upon anyone nearby who depends on the sun. Gangs of sun thieves can cause entire villages to fall dark for days as the sun thieves are too drunk to care about the effects on others. They have a number of spell-like abilities, which are all more potent under the sun.

ZeroNumerous
2007-06-05, 10:13 AM
Sun Sprite
http://i24.photobucket.com/albums/c26/ZeroNumerous/pdbs015063.jpg

Diminutive Fey(Extraplanar, Fire Subtype)
Hit Dice: 10d6+10(45 hp)
Initiative: +6
Speed: Fly 30ft(Perfect) (6 squares)
Armor Class: 22(Dex +6, Size +4, Natural +2), 20 touch, 16 flat-footed
Base Attack/Grapple: +5/-11
Attack: Fire Dart +15 ranged (1d6+2 Fire Damage)
Full Attack: Fire Dart +15 ranged (1d6+2 Fire Damage)
Space/Reach: 0ft/0ft
Special Attacks: Spell-like abilities, Fascinating Aura.
Special Qualities: Fey traits, blindsight 60ft, damage reduction 15/cold iron and cold, fire immunity, fiery corona, bardic music, cold anathema.
Saves: Fort +4, Ref +13, Will +11
Abilities: Str 2, Dex 22, Con 12, Int 15, Wis 6, Cha 18
Skills: Bluff +17, Sense Motive +11, Spot +11, Listen +11, Search +15, Concentration +14, Perform(Song) +17, Intimidate +17, Spellcraft +15, Decipher Script +15
Feats: Dodge, Force of Personality, Mobility, Point Blank Shot, Precise Shot.
[B]Environment: Volcanic Regions, Areas visited by fire elementals, Deserts, Elemental Plane of Fire.
Organization: Solitary
Challenge Rating: CR 14
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 11-15(Old), 15-20(Venerable), 20-25(Ancient)
Level Adjustment: --

A light dances across the dunes before you, dipping up and down while shedding molten light in it's wake. The sound of soft, beautiful, and enchanting singing permeates the air around you. The light approaches, yet you feel no fear. Even as you notice the sand beneath it melting into glass that immediately begins to warp and twist, you feel nothing but warmth radiating from deep within you. The warmth that is quickly replaced with sharp pain..

Sun sprites are one-and-a-half foot tall humanoid creatures encased in a ball of perpetual flame. These flames vary in color and intensity, more often than not being reddish-orange in nature, though blue-white and pure blue sun sprites are possible. A sun sprite's natural form is impossible to distinguish from within it's ball of flame, and it cannot willingly lower this veil.

Combat

A sun sprite is, normally, a passive creature. Sun sprites do not appear to grasp the concept that other beings are not fire-immune, and as such actually tend to make friends with travelers they come across. Reknown for their soothing voices and friendly disposition, many travelers are warned to stay far, far away from a sun sprite. Though this is often impossible, for once they see the sun sprite it's already too late..

Spell Like Abilities(Su): CL 18. Save DCs are Charisma-based. At will: Dancing Lights, Daze(DC 14), Light. 3/day: Searing Light, Fireball(DC 17), Burning Hands. 1/day: Summon Monster VI(Fire Elemental Only).

Fascinating Aura(Su): To gaze upon a sun sprite is to risk flying too close to the flames. Once a creature looks at the sun sprite, it must make a will saving throw (DC 20) or be Fascinated for 1d4+4 rounds. Creatures that fail this save will not defend themselves from the sun sprite, and will move toward the sun sprite at a rate of 5' per round. Save DC is Charisma-based.

Fiery Corona(Su): A sun sprite is perpetually wreathed in glowing light, and sheds light out to a sixty foot radius as well as shadowy illumination for another sixty feet. A creature that enters within ten feet of the sun sprite are blinded unless they look away. A creature shielding its eyes can circumvent the blindness effect at a -6 penalty to attack.

A creature within five feet of the sun sprite takes 2d6 fire damage every round it remains within five feet of the sun sprite. Any creature that close catches fire, as well as any unattended objects or any flammable materials being held by the creature. A DC 15 Reflex save prevents any flammable material being carried from catching fire, there is no save allowed for the creature itself. Save DC is Constitution-based.

Additionally, any creature that enters the sun sprite's square immediately catch fire and take fire damage equal to the HD/2 in d6s every round. (5d6 for base sun sprite) Entering the sun sprite's square forces a DC 20 Fortitude save or become fatigued. Save DC is Constitution-based.

A sun sprite can reduce the radius of it's Fiery Corona to it's own square and shed light only out to thirty feet with a standard action.

Bardic Music: Sun sprites are reknowned for their singing voices, and a sun sprite is treated as having a bard level equal to it's hit dice when determining access to any of the Bardic Music uses and their effects.

Cold Anathema: A sun sprite cannot abide cold temperatures for any long period of time. When the target of an ability with the [Cold] descriptor, a sun sprite takes 50% more damage than normal. On top of this, any ability with the [Cold] descriptor or any area that forces saves versus exposure makes the sun sprite fatigued for 1d4 rounds.

Background

"Lookin' fer a sun sprite?! Well.. I hear they are beautiful singers, but it's like skirtin' the bonfire mate. Get too close and you lose your flesh. -- Johnny Sharkin, Bard Extraordinaire.

To say that sun sprites are malicious is a misnomer. A sun sprite is no more or less evil than a child that crushes bugs. The child does not think of the bug's pain and suffering, because he does not recognize it as pain and suffering. Such is the problem of sun sprites.

Created when fey explorers entered the Elemental Plane of Fire and gave themselves over to the suns, a sun sprite is a natural pacifist. Unfortunately, they still retain the fey's urge to explore and learn, as well as the urge to make friends with any living being who will speak with them. On top of this natural urge to make friends, they also retain a very short lifespan due to their bodies' hyper-metabolism.

This proves to frequently be dangerous for any creature who strikes their fancy, or has it's fancy struck. Many-a-adventurer has found himself in a perilous predicament when it comes to these wonderfully inquisitive balls of fire.

Knowledge Checks:

Characters with ranks in Knowledge(Planes), or (Nature) can research the various aspects of sun sprites.

DC 5: Sun sprites are very good singers. Good enough to rival even the most talented of human singers.

DC 10: They cannot be approached by creatures without some way to stave off the flames. Without that, you just become ash on the dirt road.

DC 15: Sun sprites are not creatures of malice and hate. They simply do not understand that flames cause other beings pain. I suppose if one could make it more aware of the world around it..

DC 20: Sun sprites cannot, will not, won't ever, and can't ever enter an area of extreme cold. It is anathema to them.

Plot Hooks

--Theodor Grimhammer, a traveling cleric, has found himself in quite a bind. He ran into a ball of light on the road that spoke to him, and wanted to hug him! Luckily, he was able to distract it by throwing the shiniest thing on hand in the opposite direction. Unfortunately, that thing was his holy symbol.

--A strange ball of light can be seen dancing through the local forest at night. It usually leaves behind blackened holes in the ground and in the trees. It doesn't seem malicious, but it's frightening the kids..

--Traveling is dangerous business, and merchant caravans have it the worst. Between bandits and giant balls of fire that come for the shiny things they carry, none of the caravans get a break. Until the bandits are cleaned out and these balls of fire investigated, no trade can leave the city.

-=-=-=-=-=-=-

This is my first ever monster. It's not alot, and is hardly encounter material, but I like it.

The Demented One
2007-06-11, 11:01 PM
Emberwilde
Medium Fey (Fire)
Hit Dice: 6d6+12 (33 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 16 (+4 Dex, +2 leather armor), touch 14, flat-footed 12
Base Attack/Grapple: +3/+3
Attack: Dagger +3 melee (1d4+3) or Shortbow +7 ranged (1d6)
Full Attack: Dagger +3 melee (1d4+3) or Shortbow +7 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sun's favor
Special Qualities: Bright eye, immunity to fire, low-light vision, radiant form, vulnerability to cold
Saves: Fort +4, Ref +9, Will +6
Abilities: Str 10, Dex 18, Con 14, Int 12, Wis 12, Cha 16
Skills: Diplomacy +11, Heal +8, Knowledge (Nature) +8, Listen +10, Sense Motive +8, Spot +10, Tumble +11
Feats: Ability Focus (Sun’s Favor), Dodge, Mobility
Environment: Any forest
Organization: Solitary, pair, or convergence (1-2 and 2-4 nymphs and 4-8 celestial animals)
Challenge Rating: 4
Treasure: Standard
Alignment: Any Chaotic
Advancement: By class level (Favored Class: Spirit Shaman)
Level Adjustment: +1

Emberwildes are known as daughters or priestesses of the Sun. They can be found in the wild, offering prayers to the sun or taking part in weird rituals, which can range from somber and meditative to frenzied and ecstatic. They are fickle and capricious, but they tend to be peaceful, though not necessarily kind. However, an angered Emberwilde is a sight to be feared, as her fiery wrath is terrible beyond measure. Emberwildes range in appearance, but all take on the form of beautiful women with an elvish build and long, fiery-red hair. However, they are distinguished by their eyes–twin spheres of brilliance, like two suns sets in the Emberwildes visage.

Combat
An Emberwilde will typically begin combat by using her sun's favor ability to weaken and blind her enemies. Once she has done this, she uses the time she has bought to distance herself from her enemies, and begin attacking them at a range with her shortbow. If possible, she will use her radiant form ability to fly up to the treetops or a similar elevated point, to give herself a better position from which to attack. If an Emberwilde is forced into melee, she will typically try to retreat with the radiant form ability rather than stay and fight.

Sun's Favor (Su)
An Emberwilde can call upon her father to save her from evil. Once per encounter, as a standard action, an Emberwilde can invoke the sun’s favor, causing all natural sunlight within 60 ft. of her to be amplified into a brilliant sea of radiance for 1d6 rounds. There must be at least some natural sunlight within the area of this ability for it to work, no matter how little or how dim. When she uses this ability, all non-Fey creatures take 5d6 fire damage, Reflex DC 18 half, and must make a DC 18 Fortitude save or be blinded for as long as this ability remains in affect. The save is Charisma-based. Even those that successfully save are dazzled for 1 round. In addition, any undead affected by this ability take double fire damage.

Bright Eye (Su)
An Emberwilde can see the future in the brilliance of the sun. Once per day, by spending ten minutes in meditation, an Emberwilde can create a small fireball, a miniature sun which she can hold in her hands. By peering into the sun, the Emberwilde can see the future. Most of the time, she can see only vague, shadowy images of possible futures, acting as the divination spell, caster level 8th. However, on rare occasion, at the DM’s digression, the sun might reveal deeper secrets, truthful insights into the past, present, or future as determined by the DM.

Radiant Form (Su)
An Emberwilde can transform herself into a living sun, taking on a fiery form for a few brief moments. As a standard action, she can take on her radiant form. This functions similarly to the gaseous form spell, except that the Emberwilde becomes a body of fire, rather than vapor. She has a fly speed of 20 ft., rather than 10 ft., with perfect maneuverability while in this form. Any creature that shares a space with an Emberwilde takes 1d6 points of fire damage for each round it does so. An Emberwilde can remain in radiant form for 5 rounds with no difficulty. For each round afterwards, she must make a DC 15 Charisma check to remain in radiant form. The DC increases by 1 for each additional round. Once an Emberwilde ceases using radiant form, she must wait 5 rounds before she can use it again.

Proven_Paradox
2007-06-12, 12:57 PM
"Have you ever wondered what happens to a sun when it dies? Yes, even the mighty sun, which has traveled our skies for ages that we've forgotten about forgetting, will one day die. So is death the end for our sun? Is death truly the end for anything in this world? Nay, and I know what happens to the sun when it dies... What happens to the sun's soul..."

Raze, The Soul of the Sun

http://img.photobucket.com/albums/v35/Proven_Paradox/razebracersmall.jpg
((Art by Dani (http://danismuffins.deviantart.com/)))

Many claim to know Raze's origins, but none can actually prove their claims. Some say Raze is the reincarnation of a long dead sun, wandering the planes in search of a place where he may once again become a star. Others say he is the result of a foolish wizard who sought to harness and control the power of a sun for their own gain. Others claim he is the keeper of all of the stars' true names. None of these theories can be confirmed nor discredited, as Raze refuses to talk about himself, and for some reason divination spells that pry into one's past always seem to fail on Raze. What is known is that he is neither friend nor foe to most, but those that do manage to garner his favor may receive a powerful blessing.

Large Outsider
Hit Dice: 35d8 + 315 (Con) + 120 (Epic Toughness) (575 HP)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 50 (+5 Dex, +36 natural, -1 size), touch 14, flat-footed 45
Base Attack/Grapple: +20/+43
Attack: +10 Fiery Blast Vicious Wounding Halberd +47 (2d8 + 6d6 fire + 2d6 + 26 + 1 con damage, 19-20/x3 +2d6 +9d6 fire)
Full Attack: +10 Fiery Blast Vicious Wounding Halberd +47/42/47/42 (2d8 + 6d6 fire + 2d6 + 26 + 1 con damage, 19-20/x3 +2d6 +9d6 fire)
Space/Reach: 10ft/10ft
Special Attacks: The Sun's Presence, The Sun's Touch, Solar Flare, Withering Gaze
Special Qualities: Outsider Traits, Invigorating Flames, The Sun's Flames, The Sun's Blessing, The Sun's Demise, DR 20/-, SR 45, Fast Healing 10
Saves: Fort +28, Ref +24, Will +24
Abilities: Str 32, Dex 20, Con 28, Int 18, Wis 20, Cha 30
Skills: Concentration + 24, Intimidate + 20, Listen + 20, Spellcraft +19, Spot +20
Feats: Power Attack, Cleave, Great Cleave, Weapon Focus (halberd), Improved Critical (halberd), Improved Unarmed Strike, Improved Grapple, Overwhelming Critical (halberd), Epic Toughness (x4)
Challenge Rating: 35 (?)
Treasure: Double standard
Alignment: LN
Advancement: None
Level Adjustment: -

Description

Raze's overall shape is humanoid, with two arms, two legs, and a torso, standing around eight foot tall. His head is bovine in shape, giving him an appearance not far separated from the minotaurs. Most of his skin is made of some kind of dull black stone, though there is a patch of clear, crystalline material on his chest, in the area where a human heart would be located, and another on his right forearm.

The first thing one would notice when looking at this monster would definitely be his horns. They emerge from his temples and curve upward like a bull’s, tapering to sharp points. They appear to be made of the same sort of clear crystal as the patches on his body, and through them one can clearly see the magma that flows through him like blood. The glow given off by his molten life-fluid forms a crimson halo of fire about his head. Just below and in front of his horns, his eyes are set deep within his skull, glowing like small embers. His stone eyebrows are exaggerated and seem set in a permanent scowl. A snout extends from below his eyes, with nostrils that constantly emit blackened smoke set at its end. His mouth is filled with teeth that, judging by appearance, might be made of obsidian or a similar material. These teeth follow a more-or-less bovine model, with the addition of a few more canines towards the front. When he opens his mouth, the same ember-like glow that lights his eyes can be seen in the back of his throat.

His body follows a model similar to an extremely muscular human male. Broad, powerful shoulders lead to muscular arms. His chest is barrel shaped, and it almost looks like muscle has been chiseled into the living stone that forms his torso. Most of his height comes from his body, but not so much that his strong-looking legs seem stunted. His hands have four broad fingers with no fingernails, with the same to be said for his toes.

He wears plated leggings that appear to be made of some kind of obsidian-like substance, often shining with reflected light. A small breastplate made of a silvery material covers the crystalline patch on his chest, and another shaped like a bracer covers the patch on his forearm. The patches are slightly larger than the protections, and so the light radiated by his magma blood shines through these, putting his plate armor in constant silhouette. He carries a gigantic spear with him at all times, strapped to his back when it isn’t being used. It is roughly seven and a half-foot long, including the head. The shaft is made of the same material as his leggings, while the head appears to be made of something resembling ruby. Not only is the large spearhead topped with a well-sharpened tip, but it also has bladed edges, making it useful for both stabbing and slashing.

Combat

Raze is usually loath to enter combat, but when he does, he is brutally efficient in neutralizing his foes. He'll usually start a battle by using Solar Flare, and then move in for melee, using Withering Gaze to weaken foes as he approaches. In melee, if he finds himself taking damage (when he gets to half of his maximum HP) he'll respond by using a maximize fireball or Meteor Swarm in melee, simultaneously harming his foes and healing himself, repeating this process until he either slays his foes or needs to run. He is not above running away if he finds himself outmatched, as rare as that may be. If for some reason he is expecting the battle or actually desires to fight, he'll open with Elemental Swarm instead.

Spell-like Abilities (Sp): At will: Fireball, Scorching Ray, Daylight, Summon Monster III (small fire elemental only). 3/day: Maximized Fireball, Greater Dispel Magic, Summon Monster VI (large fire elemental only), Wall of Fire. 1/day: Delayed Blast Fireball, Elemental Swarm (fire only), Fire Storm, Incendiary Cloud, Meteor Swarm, Sunburst. Caster level 35.

The Sun's Presence (Su): Raze's body radiates an incredible amount of heat. In a area 40 ft. around Raze, the sweltering heat saps others strength. All creatures that lack fire resistance within this area must make a fortitude save (DC 27) or become fatigued. The effects of Endure Elements negates this effect. Within 20 ft., the save DC becomes 29 and the effect cannot be negated by Endure Elements. Within 10 ft., others take 1d6 fire damage per round, and must make a fortitude save (DC 32) or become exhausted. If the subject is wearing metal armor, they take an additional 1d4 fire damage. All saves are charisma based.

The Sun's Touch (Su): Raze may make a touch attack against a target. If it is successful, the target takes 5d6 fire damage. In addition, if the target is wearing metal armor, it becomes searing hot (as if the second rough of Heat Metal) and they take an additional 2d4 damage, and an additional 1d4 damage the next round as their armor remains hot to the touch. If the target isn't wearing heavy armor, instead, they combust, taking 1d6 damage per round for 1d4 rounds. If Raze grapples or is being grappled, the other grappler is subject to this ability as well at the beginning of Raze's turn, +1d6 for each round of the grapple. For example, if Raze grapples a target for 2 rounds, on the third, he will deal 8d6 fire damage to them with this ability.

Solar Flare (Su): As a swift action, Raze may snap his fingers and cause an incredibly bright flash of light. All within a 60 ft. radius must make a will save (DC 30) or be permanently blinded. Those that make the save are instead dazzled for 1d6 rounds. The save is charisma based.

Withering Gaze (Su): As a swift action, Raze may lock eyes with a target up to three times per day. This target is subject to a effect identical to Horrid Wilting (20d6 damage, fortitude save DC 28 half; the save DC is charisma based.)

Invigorating Flames(Su): Fire damage invigorates Raze and heals his wounds. He gains hit-points equal to half of any fire damage he would normally take. He can gain temporary hit points this way. Raze has no maximum capacity for temporary hit points. Raze loses any temporary hit points he gains with this ability at a rate of 1 HP/minute.

The Sun's Flames (Su): The fire Raze produces is harmful even to creatures that normally thrive on flames. Raze ignores the first twenty points of fire resistance. If a subject would normally be immune to fire damage, it either takes half the normal fire damage or is treated as having fire resistance 20 (subject's choice).

The Sun's Blessing (Su): As a full round action, Raze may place a blessing on another willing target. The process involves touching the target (who is therefore subjected to damage from The Sun's Touch as well as damage from The Sun's Presence). The blessing provides the subject with permanent fire resistance 20 and the ability to use Scorching Ray as a spell-like ability three times per day.

The Sun's Demise (Su): When he reaches zero HP, Raze explodes violently, dealing 30d10 damage to everything within a 60 ft. radius. This explosion consumes Raze's armor and his weapon.

Mattarias, King.
2007-06-13, 03:07 PM
Kindling
Fine Magical Beast (Fire)
Hit Dice: 1d10 (5)
Initiative: +7
Speed: (fly) 30 ft. (6 squares) (perfect)
Armor Class: 21 (+8 size, +3 DEX), touch 21, flat-footed 18
Base Attack/Grapple: +1/-20
Attack: Slam +12 (1d2-5) +1 fire
Full Attack: Slam +12 (1d2-5) +1 fire
Space/Reach: 1/2ft./0 ft.
Special Attacks: Burn
Spell-like Abilities: At will-- Prestidigitation.
Special Qualities: Low-light vision, Darkvision 60ft, Illumination(Su)
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 1, Dex 17, Con 10, Int 3, Wis 12, Cha 16
Skills: Perform (sing): +7, Listen +5*, hide +19
Feats: Improved Initiative, Weapon finesse(B)
Environment: Warm plains, Grasslands, and Deserts
Organization: Hubub (5-7)
Challenge Rating: 1/2
Treasure: Small, "shiny" baubles, usually not over 50gp (if any).
Alignment: CG
Advancement: 2 HD (fine), 3-4 HD (diminutive)
Level Adjustment: --

You notice a group of small, red, fox-like creatures singing wordless, but almost taunting songs at you from a distance. As you turn to get a better look, they rasberry and float away, waving their tails, trailed by a bright pink flame, at you.

Kindling are extremely happy-go lucky creatures, who are fans of having fun. They resemble small, red, limbless foxes with seemingly permanently closed eyes, and furry, well-kept bodies. Their tails are patterned with fire designs, and are trailed by heatless fires that change size and color according to their moods, so it is easy to tell when one is happy. They move via floating, which they do with great enthusiasm over the heads of friendly creatures, in order to make them confused.

Combat: Although they get bolder as they age, Kindling always fight to protect and feed their young. When necessary, they fight via setting an enemy's possessions ablaze with their Burn attacks or gathering sticks and leaves with which to set their opponents living areas on fire. They fight only as a last resort.

Kindling receive a +4 racial bonus to listen checks.

Burn(Ex): Whenever a Kindling does fire damage with a melee attack, it ignites any flammable material it comes in contact with. This fire is nonmagical and does 1d6 points of damage per round. a creature that is on fire may use a full-round action to put out the flames with a DC 15 reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Illumination: A Kindling sheds light as bright illumination for 5 feet, and shadowy illumination for another 5 feet around it. This ability is a natural ability.

Kindling as familiars: Kindling may be taken as familiars with the Improved Familiar feat. They imbue no bonuses on their masters, but are extremely loyal and will always do as told. Otherwise, they function as per usual for familiars.

Macrovore
2007-06-14, 11:10 AM
Child of Flame

http://i171.photobucket.com/albums/u309/Chrthiel/Calcifer.png
image ruthlessly stolen from Thiel's avatar.

Tiny Elemental (fire)
HD:2d8+2 (14hp)
Initiative:+8
Speed:Fly 40ft (perfect)
AC: 18 (+2 size, +2 natural armor, +4 dex)
BAB/Grapple:+1/-8
Attack: Fireball+7 ranged touch (1d8 fire), or slam +7 melee (1d4-3+1d6 fire)
Full Attack: 2 slams +7/+7 melee (1d4-3+1d6 fire)
Space/Reach:2.5ft/0ft
SA:Fireball, breath weapon (DC 14)
SQ:elemental traits, burn, immunity to fire, vunerability to cold, death throes (DC 14)
Saves: Fort +1, Ref +7, Will +2
Abilities: Str5, Dex18, Con12, Int11,Wis9,Cha12
Skills: Listen +4, Spot +4
Feats: Weapon Finesseb, Improved Initiative
Environment: Elemental Plane of Fire (or Fernia)
Organization: Solitary or Pair
CR:3
Treasure: standard (non-flammables only)
Alignment: usually Chaotic Neutral
Advancement: 2-5 HD (tiny), 6- HD (small)
LA: +4

Before you floats a little ball of fire, about a foot wide. As you look closer, you can see a face in the ball, its eyes and mouth turned to a childish smile. It also has what appear to be two three-fingered hands floating independently just below its body on either side, each covered in raging flames.

Children of flame are living incarnations of flame and sunlight, similar to fire elementals, but smaller. Some say that they are but infant suns, and others say that they are avatars of some obscure sun god, but they are all correct in assuming that these little creatures are sunlike. In fact, if you look very closely, you may even see a face in the real sun, not unlike the one you see in the face of the child of flame.

They are very childish in outlook, often playing catch with their deadly balls of fire, sometimes not even realizing that fire can hurt or even kill most other creatures.

Combat:
Children of flame do not usually enter combat, relying on their quick speed to get them away. When pinned, though, they make good use of their breath weapon and try to stay away from melee combat in order to use their fireball ability.
Fireball (sp): Once per round, as a standard action, a child of flame can throw a lesser orb of fire (CL is equal to the child of flame's HD). It can also throw an orb of fire, but if he does so, he cannot use this ability for 1d8 rounds.
Breath Weapon (su): Once every 1d4 rounds, the child of flame can use burning hands as a breath weapon (CL=HD). The save DC is CON based, and has a +2 racial bonus. He can also use a blast of flame, but if he does so, he cannot use this ability for 1d4 minutes.
Death Throes (ex): When slain, the child of flame explodes, releasing a fireball effect, centered on itself. The caster level for this effect is equal to twice the child of flame's HD, and the save DC is CON based, with a +2 racial bonus.
Burn (ex): The child of flame's natural fire is extrordinarily hot. All metal objects in the same square as the child of flame are affected by a heat metal spell (CL=HD, save DC is CON based with a +2 racial bonus), and all flammable objects in the same space burst into flame. Upon any succesful hit against the child of flame with an unarmed strike or natural weapon, the attacker takes 1d6 fire damage. In addition, all of the child of flame's natural weapons deal 1d6 fire damage in addition to their normal damage.

The Vorpal Tribble
2007-06-21, 11:17 AM
This month's contest has come to a close. A voting thread has been posted here (http://www.giantitp.com/forums/showthread.php?t=48330).

Good luck!

The Vorpal Tribble
2007-07-01, 06:04 AM
And voting has come to a close!

Poppatomus is the winner of the GITP Monster Competition X with his creation the Nimbus Golem. Congrats!