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rferries
2017-06-22, 11:25 PM
This thread will showcase a few monstrous NPCs I've thought of, most of which will harshly abuse the rules for advancing monsters (especially nonassociated class levels haha!) with respect to their CR. Technically all these NPCs should be outfitted with thousands of gps' worth of equipment according to the WBL guidelines, but I think that's pushing it :D.

1. Kobold Adept
2. Rainbow Serpent (Advanced Couatl) (http://www.giantitp.com/forums/showsinglepost.php?p=22122795&postcount=2)
3. Great Owl (Advanced Giant Owl Druid) (http://www.giantitp.com/forums/showsinglepost.php?p=22122801&postcount=3)
4. Benthic Behemoth (Kraken Cleric) (http://www.giantitp.com/forums/showsinglepost.php?p=22122805&postcount=4)
5. Swamp Witch (Green Hag Mystic Theurge) (http://www.giantitp.com/forums/showsinglepost.php?p=22122809&postcount=5)
6. Sanguine (Advanced Lillend) (http://www.giantitp.com/forums/showsinglepost.php?p=22246800&postcount=7)
7. Lord of Madness (Advanced Allip Sorcerer) (http://www.giantitp.com/forums/showsinglepost.php?p=22367222&postcount=12)
8. Wisewood (Awakened Bonsai Tree Arcane Hierophant) (http://www.giantitp.com/forums/showsinglepost.php?p=22395476&postcount=13)
9. Warped One (Advanced Choker Wizard) (http://www.giantitp.com/forums/showsinglepost.php?p=22423468&postcount=14)
10. Pan-Piper (Advanced Satyr Bard) (http://www.giantitp.com/forums/showsinglepost.php?p=22548125&postcount=15)
11. Keeper of Ancient Secrets (Delver Loremaster) (http://www.giantitp.com/forums/showsinglepost.php?p=22916389&postcount=24)
12. Sand-King (Scorpionfolk Sorcerer) (http://www.giantitp.com/forums/showsinglepost.php?p=22998039&postcount=27)
13. Kraken-Kin (Awakened Advanced Giant Octopus) (http://www.giantitp.com/forums/showsinglepost.php?p=22998195&postcount=28)
14. Spirit Siren (Ghost Harpy Sorcerer) (http://www.giantitp.com/forums/showsinglepost.php?p=23015309&postcount=29)
15. Marilith of Mighty Fists (Advanced Marilith Fighter) (https://forums.giantitp.com/showthread.php?528071-Monstrous-NPCs&p=25961051#post25961051)Nope, doesn't work!

First off, the classic kobold adept (taking advantage of the racial CR reduction for NPC class levels).

https://i.imgur.com/76pEtMO.jpg
KOBOLD ADEPT 4thSMALL HUMANOID (Reptilian)
Hit Dice: 4d6 (17 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14
Base Attack/Grapple: +3/-4
Attack: Sickle +3 melee (1d4-3) or sling +3 ranged (1d3-3)
Full Attack: Sickle +3 melee (1d4-3) or sling +3 ranged (1d3-3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60 ft., light sensitivity, summon familiar
Saves: Fort +1, Ref +2, Will +6
Abilities: Str 4, Dex 13, Con 10, Int 10, Wis 14, Cha 9
Skills: Concentration +7, Craft (trapmaking) +2, Profession (miner) +4, Search +2, Spellcraft +7
Feats: Improved Initiative, Weapon Finesse
Environment: Temperate forests
Organization: Band (1 adept, plus 10-100 kobold warriors plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +0

Kobold adepts represent an older tradition of kobold leadership, favouring divine worship over innate sorcerous powers. They rule their bands with iron claws but are often supplanted by the kobold sorcerers who quickly outpace their powers.

In combat a kobold adept ensnares as many foes as possible in a web, then lets loose with burning hands.

Kobold adepts speak Draconic.

Combat Abilities
Light Sensitivity (Ex)
Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Skills
Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.

Spells
Typical Adept Spells Prepared (3/3/1; save DC 12 + spell level)
0 - cure minor wounds, detect magic, guidance; 1st - burning hands (3); 2nd - web

Summon Familiar
This kobold adept has summoned a toad familiar, just as a sorcerer or wizard can (the +3 hit points are already included in the statistics block).

rferries
2017-06-22, 11:26 PM
Here's an advanced couatl. I've always felt the HD/caster level ratio for spellcasting monsters should be streamlined, especially when advancing HD.
http://suptg.thisisnotatrueending.com/archive/13025479/images/1291493174922.jpg
Rainbow Serpent (Advanced Couatl)
HUGE OUTSIDER (Native)
Hit Dice: 18d8+72 (153 hp)
Initiative: +6
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20
Base Attack/Grapple: +18/+34
Attack: Bite +24 melee (1d4+12 plus poison)
Full Attack: Bite +24 melee (1d4+12 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 3d8+12, improved grab, poison, psionics, spells
Special Qualities: Darkvision 60 ft., change shape, ethereal jaunt, telepathy 90 ft.
Saves: Fort +15, Ref +13, Will +15
Abilities: Str 26, Dex 14, Con 18, Int 17, Wis 19, Cha 19
Skills: Concentration +25, Diplomacy +27, Knowledge (any two) +24, Listen +25, Search +24, Sense Motive +25, Spellcraft +24 (+26 scrolls), Spot +25, Survival +4 (+6 following tracks), Tumble +23, Use Magic Device +25 (+27 scrolls)
Feats: Craft Wondrous Item, Empower Spell, Eschew MaterialsB, Flyby Attack, Hover, Improved Initiative, MultigrabSK, Reflexive Constriction (http://www.giantitp.com/forums/showsinglepost.php?p=22131270&postcount=1)
Environment: Temperate forests
Organization: Solitary or prism (1 rainbow serpent plus 3-6 couatls)
Challenge Rating: 20
Treasure: Standard
Alignment: Always lawful good
Advancement: 19-27 HD (Huge)
Level Adjustment: +7
SKSerpent Kingdoms

Rainbow serpents are coautls of exceptional age and wisdom. From a distance they appear as white-feathered couatls of great size, but in proximity their bodies reveal opalescent plumage and wings that shine with iridescence. They use their change shape ability to assume the forms of serene white-robed humans (typically wizened elders or handsome youths) when dealing with local communities and adventuring parties; enterprising adventurers who perform quests for them are well-rewarded with wondrous items they craft (usually ioun stones) or miracle spells.

Rainbow serpents speak Auran, Celestial, Common, and Draconic, and also have the power of telepathy (see below).

In combat, a rainbow serpent often quickly becomes ethereal, to safely and invisibly cast spells on themselves. When they return to the material plane they often try to deal with as many threats as possible at once - by summoning allies and even a whirlwind, constricting a foe in their coils, plane shifting another enemy to a distant or dangerous plane, and so on. They shift back to the etheral plane freely to heal or escape if necessary.

Combat Abilities
Change Shape (Su)
A rainbow serpent can assume the form of any Small or Medium humanoid.

Constrict (Ex)
A rainbow serpent deals 3d8+12 points of damage with a successful grapple check.

Ethereal Jaunt (Su)
This ability works like the ethereal jaunt spell (caster level 18th).

Improved Grab (Ex)
To use this ability, a rainbow serpent must hit a creature of up to two size categories larger 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 check, it establishes a hold and can constrict.

Poison (Ex)
Injury, Fortitude DC 23, initial damage 2d4 Str, secondary damage 4d4 Str.
The save DC is Constitution-based.

Psionics (Sp)
At will—detect chaos, detect evil, detect good, detect law, detect thoughts (DC 16), invisibility, plane shift (DC 21). Effective caster level 18th. The save DCs are Charisma-based.

Spells
A rainbow serpent casts spells as an 18th-level sorcerer.
It can choose its spells known from the sorcerer list, the cleric list, and from the lists for the Air, Good, and Law domains. The cleric spells and domain spells are considered arcane spells for a rainbow serpent, meaning that the creature does not need a divine focus to cast them.

Typical Spells Known (6/7/7/7/7/6/6/6/5/3; save DC 14 + spell level)
0—create water, cure minor wounds, detect magic, detect poison, light, mending, prestidigitation, purify food and drink, read magic; 1st—mage armor, magic missile, shield, shield of faith, unseen servant; 2nd—acid arrow, glitterdust, resist energy, scorching ray, spiritual weapon; 3rd—haste, magic circle against evil, sleet storm, slow; 4th— black tentacles, death ward, freedom of movement, stoneskin; 5th-baleful polymorph, feeblemind, righteous might, wall of force; 6th-greater dispel magic, greater heroism, heal; 7th-greater teleport, mage's sword, spell turning; 8th-sunburst, whirlwind; 9th-miracle.

Telepathy (Su)
A rainbow serpent can communicate telepathically with any creature within 90 feet that has an Intelligence score. The creature can respond to the rainbow serpent if it wishes—no common language is needed.

rferries
2017-06-22, 11:27 PM
Here's a nature guardian, wise and powerful if somewhat gruff. It uses the aspect of nature (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#wildShapeVariantAspectOfN ature) variant rule.
http://img13.deviantart.net/8184/i/2015/151/f/a/the_great_owl_by_cinemamind-d8vj4hw.jpg
Great Owl (Advanced Giant Owl Druid 12th)
HUGE MAGICAL BEAST
Hit Dice: 12d10+12d8+72 (180 hp)
Initiative: +7
Speed: 10 ft. (2 squares), fly 70 ft. (average)
Armor Class: 17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14
Base Attack/Grapple: +20/+36
Attack: Claw +26 melee (1d8+8)
Full Attack: 2 claws +26 melee (1d8+8) and bite +21 melee (2d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Spells, spontaneous casting
Special Qualities: Animal companion, nature sense, resist nature’s lure, superior low-light vision, trackless step, wild empathy, wild shape 3/day, woodland stride, venom immunity
Saves: Fort +23, Ref +17, Will +21
Abilities: Str 26, Dex 17, Con 20, Int 12, Wis 24, Cha 8
Skills: Concentration +32, Knowledge (nature) +32, Listen +32, Move Silently +20*, Spot +26, Survival +9 (+11 aboveground)
Feats: Eschew Materials, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Iron Will, Lightning Reflexes, Snatch, Wingover
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +4 (cohort)

Great Owls are the reclusive hermits of the giant owl race. They are gruff and isolationist, yet serve as fonts of wisdom for noble heroes in times of need,

Great owls speak Common, Elven, and Sylvan.

In combat, a great owl quickly engages it's aspect of nature power (typically the agility, endurance, and vigour aspects) before wading into the fray. They favour spell assaults and swooping by to snatch up opponents before dropping them from great heights.

Combat Abilities
Animal Companion (Ex)
A great owl often selects a standard owl to serve as a companion.

Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Resist Nature’s Lure (Ex)
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Skills
Giant owls have a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks.
*When in flight, giant owls gain a +8 bonus on Move Silently checks.

Spells
Caster level 12th.
Typical druid spells prepared (6/7/6/6/4/4/3; save DC 17 + spell level)
0—create water, cure minor wounds, detect magic, detect poison, purify food and drink, read magic; 1st—entangle, faerie fire, goodberry, longstrider, obscuring mist, produce flame, speak with animals,; 2nd—barkskin, lesser restoration, resist energy (3), warp wood,; 3rd—call lightning, greater magic fang, plant growth, quench, sleet storm, spike growth; 4th-cure serious wounds (2), flame strike, freedom of movement; 5th-baleful polymorph, death ward, stoneskin, wall of thorns; 6th-fire seeds, greater dispel magic, liveoak.

Spontaneous Casting
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Superior Low-Light Vision (Ex)
A great owl can see five times as far as a human can in dim light.

Trackless Step (Ex)
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Wild Empathy (Ex)
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Wild Shape (Su)
Aspect of nature variant. (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#wildShapeVariantAspectOfN ature)

Woodland Stride (Ex)
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Venom Immunity (Ex)
At 9th level, a druid gains immunity to all poisons.

rferries
2017-06-22, 11:29 PM
The rules say that an evil cleric can't command more undead than his level, but don't specify cleric level or character level. This beast takes advantage of that loophole to command armies of lacedons and spectral sailors that in turn create more undead. Coastal towns live in terror of the monster, and know that if they don't offer ships laden with treasure as tribute they'll be next to join the undead army.
https://s-media-cache-ak0.pinimg.com/736x/df/c0/5d/dfc05d851d8372181473e360083cc458--sea-monsters-octopuses.jpg
Benthic Behemoth (Kraken Cleric 16th)
GARGANTUAN MAGICAL BEAST (Aquatic)
Hit Dice: 20d10+16d8+396 (578 hp)
Initiative: +7
Speed: Swim 20 ft. (4 squares)
Armor Class: 21 (-4 size, +1 Dex, +14 natural), touch 7, flat-footed 20
Base Attack/Grapple: +32/+46
Attack: Tentacle +40 melee (2d8+12/19-20)
Full Attack: 2 tentacles +40 melee (2d8+12/19-20) and 6 arms +38 melee (1d6+6) and bite +38 melee (4d6+6)
Space/Reach: 20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm)
Special Attacks: Improved grab, constrict 2d8+12 or 1d6+6, spells, spontaneous casting, rebuke undead 7/day
Special Qualities: Darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities
Saves: Fort +35, Ref +20, Will +27
Abilities: Str 34, Dex 12, Con 32, Int 24, Wis 28, Cha 18
Skills: Concentration +50, Diplomacy +6, Hide -12, Intimidate +43, Knowledge (arcana) +20, Knowledge (geography) +20, Knowledge (history) +20, Knowledge (nature) +20, Knowledge (religion) +20, Knowledge (the planes) +20, Listen +48, Sense Motive +48, Spellcraft +48, Spot +48, Survival +14 (+16 aboveground, to avoid hazards/being lost, or on other planes), Swim +20, Use Magic Device +43 (+45 scrolls)
Feats: Blind-Fight, Combat Expertise, Eschew Materials, Great Fortitude, Improved Critical (tentacle), Improved Initiative, Improved Trip, Improved Turning, Iron Will, Lightning Reflexes, Multiattack, MultigrabSK, Practiced Spellcaster (cleric)CD
Environment: Temperate aquatic
Organization: Solitary (plus commanded lacedon packs and spectre swarms)
Challenge Rating: 20
Treasure: Triple standard
Alignment: Usually neutral evil
Advancement: 21-32 HD (Gargantuan); 33-60 HD (Colossal)
Level Adjustment: -
CDComplete Divine
SKSerpent Kingdoms

Benthic behemoths are the mightiest krakens, reigning over undersea kingdoms of undead for the glory of their alien gods. They demand tribute from passing ships and coastal towns, claiming lordship not only of the seas but also all bordering lands. Wise mortals are quick to accede to a behemoth's demands, lest the creature send its armies forth to scour all life from the seas and beyond -swelling the ranks of its troops in the process!

Benthic behemoths speak Common, Aquan, Abyssal, and Infernal.

A benthic behemoth rarely deigns to enter combat directly, preferring to let their undead minions deal with the tedium of combat or to teach a lesson to their mortal "subjects". When enraged or personally affronted they are a terrible sight - laying waste to all around them with their might and magic. They are quite capable of venturing overland through wind walk spells and other magical means.

Combat Abilities
Cleric Domains
Death (death touch), Water (rebuke water creatures, turn fire creatures).

Constrict (Ex)
A benthic behemoth deals automatic arm or tentacle damage with a successful grapple check.

Improved Grab (Ex)
To use this ability, the benthic behemoth must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Ink Cloud (Ex)
A benthic behemoth can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the benthic behemoth normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

Jet (Ex)
A benthic can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Rebuke Undead
Note that a benthic behemoth gains a +2 bonus on turning checks due to it's ranks in Knowledge (religion). A typical benthic behemoth commands 36 Hit Dice worth of lacedons and spectres it has created through the create undead and create greater undead spells, and through them controls any spawn they create.

Skills
A benthic behemoth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Spells
Caster level 20th.
Typical cleric spells prepared (6/9/8/8/7/7/5/5/4; save DC 19 + spell level)
0-cure minor wounds (2), detect magic, guidance, read magic, resistance; 1st-comprehend languages, cure light wounds, deathwatch, detect good, divine favour, entropic shield, obscuring mist*, protection from good, shield of faith; 2nd—augury, darkness, desecrate, fog cloud*, lesser restoration, resist energy (2), spiritual weapon,; 3rd—bestow curse (4), prayer, speak with dead, water breathing*^, wind wall; 4th— death ward*, dimensional anchor, dismissal, divination, divine power, freedom of movement, tongues; 5th-dispel good, flame strike, righteous might, scrying, slay living*, spell resistance, true seeing; 6th-blade barrier, cone of cold*, greater dispel magic, heal, word of recall; 7th-acid fog*, blasphemy, destruction, regenerate (2); 8th-antimagic shell, greater planar ally, horrid wilting*, unholy aura
*Domain spell. Domains: Death and Water.
^Allows the benthic behemoth to breathe air.

Spell-Like Abilities
1/day—control weather, control winds, dominate animal (DC 17), resist energy. Caster level 9th. The save DC is Charisma-based.

Spontaneous Casting
An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).

rferries
2017-06-22, 11:31 PM
Finally, my magnum opus of non-associated class levels, a green hag mystic theurge. Probably the only balanced one, as well!

https://i.imgur.com/ShtHpdV.jpg
Swamp Witch (Green Hag Cleric 3rd/Wizard 3rd/Mystic Theurge 6th)
MEDIUM MONSTROUS HUMANOID
Hit Dice: 9d8+18 plus 3d8+6 plus 3d4+6 plus 6d4+12 (118 hp)
Initiative: +6
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 23 (+2 Dex, +11 natural), touch 12, flat-footed 21
Base Attack/Grapple: +15/+19
Attack: Claw +19 melee (1d4+4)
Full Attack: 2 claws +19 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, weakness, mimicry, rebuke undead 4/day, spells,
Special Qualities: Darkvision 90 ft., spell resistance 30, summon familiar
Saves: Fort +13, Ref +14, Will +22
Abilities: Str 18, Dex 14, Con 15, Int 20, Wis 16, Cha 12
Skills: Appraise +8,Concentration +26, Diplomacy +3, Knowledge (arcana) +21, Knowledge (nature) +21, Knowledge (religion) +21, Listen +27, Sense Motive +27, Spot +27, Spellcraft +31, Swim +12, Survival +3 (+5 aboveground)
Feats: Ability Focus (weakness), Blind-FightB, Combat Expertise, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Practiced Spellcaster (cleric)CD, Practiced Spellcaster (wizard)CD, Scribe ScrollB
Environment: Temperate marshes
Organization: Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants), plus created undead
Challenge Rating: 11
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: -
CDComplete Divine

A swamp witch represents the pinnacle of hag-dom. These malevolent spellcasters call upon the powers of black magic (both arcane and divine) to curse and decrepify their foes, delighting in fading in and out of sight via their invisibility each time they deliver a new baneful spell.

Swamp witches speak Abyssal, Common, Giant, Infernal, and Sylvan.

Combat Abilities
Cleric Domains
Darkness (free Blind-Fight feat), Plant (rebuke plant creatures, Knowledge (nature) is cleric class skill).

Mimicry (Ex)
A swamp witch can imitate the sounds of almost any animal found near its lair.

Rebuke Undead
Note that a swamp witch gains a +2 bonus on turning checks due to its ranks in Knowledge (religion). A typical swamp witch also commands a variety of undead created through animate dead, even if it is not part of a covey.

Skills
A swamp witch has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Spells
Caster level 13th (for both cleric and wizard spells).

Typical cleric spells prepared (6/6/6/5/3/2; save DC 13 + spell level)
0-create water, cure minor wounds, detect poison, guidance, light, purify food and drink; 1st-divine favour, entangle*, entropic shield, obscuring mist, protection from good, shield of faith 2nd-aid, barkskin*, desecrate, resist energy, spiritual weapon, undetectable alignment 3rd-bestow curse (2), blacklight*, cure serious wounds, dispel magic 4th-armor of darkness*, divine power, freedom of movement 5th-righteous might, wall of thorns*
*Domain spell. Domains: Darkness and Plant.

Typical wizard spells prepared (4/6/5/4/3/2; save DC 15 + spell level)
0-arcane mark, detect magic, prestidigitation, read magic; 1st-colour spray, expeditious retreat, jump, mage armor, magic missile, shield; 2nd-acid arrow, blindness/deafness, glitterdust, mirror image, see invisibility; 3rd-fly, heroism, stinking cloud, suggestion; 4th-black tentacles, fire shield, stoneskin; 5th-baleful polymorph, feeblemind

Spell-Like Abilities
At will—dancing lights, disguise self, ghost sound (DC 12), invisibility, pass without trace, tongues, water breathing. Caster level 9th. The save DC is Charisma-based.

Spontaneous Casting
An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).

Summon Familiar
A swamp witch typically takes a raven familiar and makes use of it as a spy and Common-speaking emissary (the bonus to the swamp witch's Appraise skill from a raven familiar is included in the statistics block).

Weakness (Su)
A swamp witch can weaken a foe by making a special touch attack. The opponent must succeed on a DC 17 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.

rferries
2017-06-24, 01:19 AM
All done! Most of these are obviously far more powerful than their official CR, if for no other reason than their bloated HD. They probably work best as end-bosses for protracted battles (where their hp and minions have to be whittled down), or as NPCs that you don't intend for the PCs to kill (at least not without a challenge!).

rferries
2017-07-30, 07:59 AM
The herald for Cardius (http://www.giantitp.com/forums/showthread.php?531662-Human-gods), please welcome Sanguine the advanced lillend! :)
https://i.imgur.com/vqh9mrE.png
Sanguine, Advanced Lillend
Huge Outsider ([Chaotic, Extraplanar, Good])
Hit Dice: 21d8+105 (199 hp)
Initiative: +7
Speed: 20 ft. (4 squares), fly 70 ft. (good)
Armor Class: 37 (-2 size, +3 Dex, +8 naturaladvanced size, +8 armor bracers, +5 enhancement amulet, +5 deflection ring), touch 16, flat-footed 34
Base Attack/Grapple: +21/+38
Attack: Short sword +28 melee (2d6+9)
Full Attack: Short sword +28/+23/+18/+13/+8 melee (2d6+9) and tail slap +23 melee (3d6+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Bardic music, constrict 3d6+9, improved grab, spells, spell-like abilities
Special Qualities: Darkvision 60 ft., evasion (ring), immunity to poison, resistance to fire 10
Saves: Fort +19, Ref +17, Will +17
Abilities: Str 28, Dex 16, Con 20, Int 14, Wis 16, Cha 20
Skills: Appraise +26, Concentration +29, Diplomacy +31, Knowledge (arcana) +26, Listen +27, Perform (string instruments) +59, Sense Motive +27, Spellcraft +28, Spot +27, Survival +31
Feats: Extend Spell, Great Fortitude, Improved Flight (http://dnd.arkalseif.info/feats/races-of-the-wild--84/improved-flight--1493/index.html)RW, Improved Initiative, Iron Will, Lightning Reflexes, MultigrabSK, Reflexive Constriction (http://www.giantitp.com/forums/showsinglepost.php?p=22131270&postcount=1)
Environment: A chaos-aligned plane
Organization: Unique
Challenge Rating: 20
Treasure: Triple standard
Alignment: Chaotic good
Advancement: -
Level Adjustment: -
RW Races of the Wild
SKSerpent Kingdoms

Sanguine is the headstrong herald of the god Cardius. As passionate and free-spirited as her master, she is still as benevolent as the rest of her lillend brethren; she therefore has no compunctions against disobeying Cardius as her conscience dictates. She has wings with feathers of various rosy shades and a tail with gleaming coppery-crimson scales.

Sanguine speaks Celestial, Infernal, Abyssal, and Common.

Combat Abilities
Sanguine prefers diplomacy to combat, but nonetheless she never backs down from a fight. She quickly tries to start constricting an enemy spellcaster (taking advantage of her Reflexive Constriction feat) and unleashes a spell assault at her other foes.

Sanguine’s natural weapons, as well as any weapons she wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.

Bardic Music (Sp, Su)
Sanguine has the bardic music abilities of a 20th-level bard.

Constrict (Ex)
Sanguine deals 3d6+9 points of damage with a successful grapple check. Constricting uses the entire lower portion of her body, so she cannot take any move actions when constricting (unless she uses her Multigrab feat), though she can still attack with her sword.

Improved Grab (Ex)
To use this ability, Sanguine must hit with her tail slap attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can constrict.

Skills
Sanguine has a +4 racial bonus on Survival checks.

Spells
Sanguine casts arcane spells as a 20th-level bard.

Typical Bard Spells Known (4/6/5/5/5/5/4; save DC 15 + spell level)
0-detect magic, lullaby, mending, prestidigitation, read magic, resistance; 1st-alarm, cure light wounds, expeditious retreat, grease, unseen servant; 2nd-blur, glitterdust, mirror image, suggestion, tongues; 3rd-charm monster, good hope, remove curse, scrying, see invisibility; 4th-cure critical wounds, freedom of movement, greater invisibility, neutralise poison, shadow conjuration; 5th-greater dispel magic, greater heroism, mass suggestion, shadow evocation, song of discord; 6th-animate objects, heroes' feast, irresistible dance, mass charm monster.

Spell-Like Abilities
3/day—darkness, hallucinatory terrain (DC 19), knock, light; 1/day—charm person (DC 16), speak with animals, speak with plants. Caster level 20th. The save DCs are Charisma-based.

Possessions
Sanguine bears a magnificent golden harp, a gift from her deity. It grants a +30 competence bonus on Perform (stringed instruments) checks and allows a bard to spend a 6th-level spell slot to cast either plane shift or greater teleport using their bard caster level. She wears various pieces of emerald and gold jewelry that provide the benefits of: amulet of natural armour +5, bracers of armour +8, diadem of chaos (as chaos diamond but occupies headband slot), ring of evasion, and ring of protection +5.

Debihuman
2017-08-01, 05:59 PM
Ohh very nice. Just a couple of picayune nitpicks.

Your HD for creatures with racial HD and Class HD should show the bonus hp separately. ie. Swamp Hag's HD should be written as
Hit Dice: 9d8+18 plus 3d8+6 plus 3d4+6 plus 6d4+12 (118 hp).

Magical items that give bonuses are tricky. I always show the type of bonus and then note the origin in superscript. For example the Sanguine has this:

Armor Class: 37 (-2 size, +3 Dex, +8 natural*, +8 armor bracers, +5 enhancement amulet, +5 deflection ring), touch 16, flat-footed 34

*Presumably you just added +3 NA to the base since a standard lillend has +5 natural armor bonus. I would call shenanigans on this generally.


Debby

rferries
2017-08-01, 06:22 PM
Ohh very nice. Just a couple of picayune nitpicks.

Your HD for creatures with racial HD and Class HD should show the bonus hp separately. ie. Swamp Hag's HD should be written as
Hit Dice: 9d8+18 plus 3d8+6 plus 3d4+6 plus 6d4+12 (118 hp).

Magical items that give bonuses are tricky. I always show the type of bonus and then note the origin in superscript. For example the Sanguine has this:

Armor Class: 37 (-2 size, +3 Dex, +8 natural*, +8 armor bracers, +5 enhancement amulet, +5 deflection ring), touch 16, flat-footed 34

*Presumably you just added +3 NA to the base since a standard lillend has +5 natural armor bonus.

Armor bonuses do NOT stack with other armor bonuses. So if she is using both the armor she is wearing AND her magical bracers, she only gets the higher of the two. Ring gives a Deflection bonus so that stacks. The amulet grants and enhancement bonus so that stacks.

"An armor bonus applies to Armor Class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to Armor Class (even with natural armor bonuses) except other armor bonuses." emphasis mine.

Debby

Thanks for the detailed review! I've edited the entries to incorporate your changes.

The racial/class hp seems to be something the SRD is inconsistent on - I only checked the troll hunter (http://www.d20srd.org/srd/monsters/troll.htm#trollHunter) as a reference but I see that the frost giant jarl (http://www.d20srd.org/srd/monsters/giant.htm#frostGiantJarl) and others use your method. Is there a guide anywhere that lists how to do stats in detail? I've been reduced to emulating SRD entries which clearly leads to mistakes.

Re: magic items - again I copied the Worm That Walks and Demilich format from the epic srd, I completely forgot that some non-epic monsters had items too (should have thought to look at the troll hunter again!). I like your format though.

Re: natural armour - a lillend has +5, she's been advanced to Huge size (http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases) so she gets another +3, for a +8 base total (not including the amulet).

Re: armor bonuses stacking -she's not wearing any physical armor, just the bracers.

EDIT: I've technically broken WBL by giving her any magic items at all as she has no class levels, but there's precedent via Solars, Balors etc. Do you think she has enough as it is, or could I give her a magic short sword as well?

Debihuman
2017-08-01, 06:53 PM
Thanks for the detailed review! I've edited the entries to incorporate your changes.

The racial/class hp seems to be something the SRD is inconsistent on - I only checked the troll hunter (http://www.d20srd.org/srd/monsters/troll.htm#trollHunter) as a reference but I see that the frost giant jarl (http://www.d20srd.org/srd/monsters/giant.htm#frostGiantJarl) and others use your method. Is there a guide anywhere that lists how to do stats in detail? I've been reduced to emulating SRD entries which clearly leads to mistakes.

Wizards of the Coast has had HORRIBLE editing for years and so there are a lot of mistakes in the stat blocks. I tend to err on the side that has the most informational available.


Re: magic items - again I copied the Worm That Walks and Demilich format from the epic srd, I completely forgot that some non-epic monsters had items too (should have thought to look at the troll hunter again!). I like your format though.

Re: natural armour - a lillend has +5, she's been advanced to Huge size (http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases) so she gets another +3, for a +8 base total (not including the amulet).

Re: armor bonuses stacking -she's not wearing any physical armor, just the bracers.

I figured there was a reason for the increase. Normally stuff like that goes in notes (not everyone uses them) but I find them to be helpful for monster creation because there are just way too many variables. It helps a lot.

And it took me a lot of editing to figure out she wasn't wearing armor because of the armor bonus.

Technically my way isn't exactly standard either but it does give the most information which is extremely helpful when asking for feedback.


Just so you are aware, I have gotten a bit rusty since 1'm not playing in a group currently and when we do get together we are playing 5th edition. I apologize for mucking things up with my various editing.


EDIT: I've technically broken WBL by giving her any magic items at all as she has no class levels, but there's precedent via Solars, Balors etc. Do you think she has enough as it is, or could I give her a magic short sword as well?

I think she has enough. When it comes to custom monsters like this, they are harder to judge but a lot of fun.

Debby

rferries
2017-08-01, 07:49 PM
Righto, and thanks again for the very constructive criticism. You're not rusty at all.

rferries
2017-09-09, 05:59 AM
A simple advanced Allip with sorcerer casting -note the horrific abuse of the CR rules allows it to be CR 11, even as a 12th-level sorcerer with 24 total HD. :smallcool:

https://i.imgur.com/wapN5MG.jpg
LORD OF MADNESS (Advanced Allip Sorcerer 12th)
MEDIUM UNDEAD
Hit Dice: 12d12 plus 12d4 (108 hp)
Initiative: +7
Speed: Fly 30 ft. (perfect) (6 squares)
Armor Class: 22 (+3 Dex, +9 deflection), touch 22, flat-footed 19
Base Attack/Grapple: +12/-
Attack: Incorporeal touch +15 melee (1d6 Wisdom drain)
Full Attack: Incorporeal touch +15 melee (1d6 Wisdom drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Babble, madness, spells, Wisdom drain
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, summon familiar, undead traits
Saves: Fort +10, Ref +13, Will +17
Abilities: Str Ø, Dex 16, Con Ø, Int 13, Wis 12, Cha 28
Skills: Concentration +21, Hide +18, Intimidate +24, Knowledge (arcana) +13, Listen +16, Search +16, Spellcraft +13, Spot +16
Feats: Eschew Familiar (http://www.giantitp.com/forums/showthread.php?523630-Familiar-Feats-(for-both-you-and-your-familiar)), Eschew Materials, Great Fortitude, Improved Initiative, Improved Natural Attack (incorporeal touch), Iron Will, Leadership, Lightning Reflexes, Practiced Spellcaster (sorcerer)CD,
Environment: Any
Organization: Solitary or cult (1 lord of madness plus cohort, followers, and dominated/intimidated NPCs)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: -
CDComplete Divine

This shadowy form has eyes that glow like rubies and almost-regal finery. You hear its unearthly whispers in your mind, urging you to cast aside your reason and give yourself over to lunacy.

A lord of madness is an allip of great age that has gained arcane powers. Their original tormentors are long since dead, so now these creature seek to spread their corrupting insanity across the land by draining Wisdom and establishing large cults through their Leadership feats.

A lord of madness cannot speak intelligibly (though they may still utter verbal components of spells, and may communicate via whispering wind). Their wishes are usually interpreted by the leaders of their cults (i.e. the cohorts obtained through the Leadership feat)

Combat
A lord of madness is loathe to slay an enemy outright. It much prefers to drain a foe's wisdom, driving the enemy mad and rendering it susceptible to being dominated or Intimidated into service. In spite of its power a lord of madness is as lacking in self-preservation as a standard allip and will fight until it is destroyed.

Babble (Su)
A lord of madness constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the lord of madness must succeed on a DC 31 Will save or be affected as though by a hypnotism spell for 2d4 rounds (regardless of the creatures' Hit Dice). This is a sonic mind-affecting compulsion effect. Creatures that successfully save cannot be affected by the same lord of madness’s babble for 24 hours. The save DC is Charisma-based.

Madness (Su)
Anyone targeting a lord of madness with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.

Wisdom Drain (Su)
A lord of madness causes 1d6 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points.

Spells
A lord of madness is a 12th-level sorcerer with the Eschew Familiar and Practiced Spellcaster (sorcerer) feats. Caster level 17th.

Typical spells known (6/9/8/8/8/7/4; save DC 20 + spell level)
0-arcane mark, dancing lights, detect magic, ghost sound, mage hand, message, open/close, prestidigitation, read magic; 1st-mage armor, magic missile, protection from good, shield, unseen servant; 2nd-darkness, detect thoughts, hypnotic pattern, see invisibility, whispering wind; 3rd-fireball, lightning bolt, protection from energy, sleet storm, suggestion; 4th-black tentacles, fear, confusion; 5th-dominate person, feeblemind; 6th- greater dispel magic.

rferries
2017-09-18, 03:22 AM
The fabled Empowered & Maximised Awakened-Bonsai Tree build; this abuses the awaken spell rather than the rules for nonassociated class levels & racial HD.

The sample wisewood rolled ability scores of Str 9, Dex 11, Con 14, Int 16, Wis 14, Cha 10. Due to the nature of empowered maximised awakened spells and the awakened template, each of its ability scores is equal to one-half the rolled plus + 18 + racial modifiers for for being a Tiny awakened plant (-2 Str, +4 Dex, +2 Wis).

https://i.imgur.com/H4rxBAn.png
A wisewood chastises a defeated draconic foe before banishing it back to the mountains.

WISEWOOD (Awakened (http://www.giantitp.com/forums/showthread.php?532751-Awaken-(revised-spell-plus-template)) Bonsai Tree Drd 3rd/Wiz 3rd/Arcane Hierophant (http://dnd.arkalseif.info/classes/arcane-hierophant/index.html) 6th)
TINY PLANT
Hit Dice: 3d4+3d8+6d6+96 (138 hp)
Initiative: +13
Speed: 60 ft. (12 squares), swim 30 feet
Armor Class: 21 (+2 size, +9 Dex), touch 21, flat-footed 12
Base Attack/Grapple: +8/-3
Attack: Quarterstaff +15 melee (1d3+7) or slam +15 melee (1d3+7)
Full Attack: Quarterstaff +15/+10 melee (1d3+5) and slam +10 melee (1d3+5)
Space/Reach: 0 ft./0 ft.
Special Attacks: Spells
Special Qualities: Channel animal 2/day, channel plant, companion familiar, hardness 5, ignore arcane spell failure, improved speed, low-light vision, nature sense, plant traits, trackless step, wild empathy, wild shape 3/day, woodland stride
Saves: Fort +14, Ref +13, Will +17
Abilities: Str 20, Dex 28, Con 26, Int 26, Wis 28, Cha 23
Skills: Concentration +23, Diplomacy +21, Handle Animal +18, Heal +24, Knowledge (arcana, geography, history) +23, Knowledge (nature) +27, Listen +24, Ride +11, Spellcraft +25, Spot +24, Survival +26 (+28 aboveground, avoid natural hazards)
Feats: Empower Spell, Natural BondCA, Natural Spell, Practiced Spellcaster (druid)CD, Practiced Spellcaster (wizard)CD, Scribe ScrollB
Environment: Cold forests
Organization: Solitary (plus animal companion)
Challenge Rating: 12
Treasure: Standard (plus normal Maximise metamagic rod)
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +4
CAComplete Adventurer
CDComplete Divine

This animated bonsai tree ambulates on multiple roots and beckons you forward with one of its branches. Although it has no discernible face, the creature projects an air of benevolence and sagacity. A magnificent brown bear at the tree's side regards you supernatural intelligence.

Wisewoods are awakened bonsai trees of exceptional ability, descending from the creations of powerful wizard-druids. Now they devote themselves to protecting their arboreal domains and pursuing magical research, learning everything they can of this world before leaving to explore the extraplanar wilderness.

A wisewood is created when a wisewood of the preceding generation casts an empowered maximised awaken spell on a bonsai tree with the aid of a normal Maximise metamagic rod). The rod is passed on to the new wisewood, until such time as it grows powerful enough to awaken a wisewood of the next generation. The sample wisewood is four levels away from being able to create a "child" of its own, after which it will leave its domain in the care of its progeny while it leaves forever to explore other planes of existence.

A wisewood speaks Common, Sylvan, and up to eight other languages (typically those of nearby humanoid settlements as well as the elemental languages).

Combat
A wisewood has mastery over the magic of nature. It casts protective spells on itself and its familiar companion, before firing spells and using its wild shape powers (aspect of nature variant (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#wildShapeVariantAspectOfN ature)) to adapt itself for protection or assault.

Channel Animal (Sp)
As the arcane hierophant ability.

Channel Plant (Sp)
As the arcane hierophant ability.

Companion Familiar
The sample wisewood is served by a companion familiar (http://dnd.arkalseif.info/classes/arcane-hierophant/index.html) brown bear; effective druid level 6th for determining the animal companion abilities and effective wizard level 9th for determining the familiar abilities. See Wisewood Companion Familiar, below.

Hardness (Ex)
As an animated tree a wisewood has hardness 5. This hardness functions as normal, save that fire damage is not halved before subtracting the hardness.

Ignore Arcane Spell Failure (Ex)
As the arcane hierophant ability.

Improved Speed (Ex)
As a tiny wooden animated object with multiple legs (roots), a wisewood has has movement speed of 60 ft and a swim speed of 30 ft (only while floating).

Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Trackless Step (Ex)
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Wild Empathy (Ex)
As a 3rd-level druid. A wisewood has a +2 synergy bonus on wild empathy checks due to its ranks in Handle Animal.

Wild Shape (Su)
As a 9th-level druid using the Aspect of Nature (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#wildShapeVariantAspectOfN ature) variant.

Woodland Stride (Ex)
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Spells
Wisewoods cast spells as 9th-level druids (spells per day: 6/7/6/5/4/3; save DC 19 + spell level) and 9th-level domain wizards (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wizardVariantDomainWiz ard) (spells per day: 4/7/7/6/5/3; save DC 18 + spell level) of either the Divination or Storm domains. Due to their Practiced Spellcaster feats, their caster level is 12th for both druid and wizard spells (or 13th for domain spells).

WISEWOOD COMPANION FAMILIAR
LARGE MAGICAL BEAST (Augmented Animal)
Hit Dice: 10d8+50 (95 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +7/+20
Attack: Claw +15 melee (1d8+9)
Full Attack: 2 claws +15 melee (1d8+9) and bite +10 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Animal companion abilities, familiar abilities, low-light vision, scent
Saves: Fort +12, Ref +9, Will +6
Abilities: Str 29, Dex 15, Con 20, Int 10, Wis 12, Cha 6
Skills: Listen +14, Spot +14, Swim +13
Feats: Endurance, Iron Will, Run, Track
Environment: Cold forests
Organization: With wisewood master
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral good
Advancement: As companion familiar
Level Adjustment: +6 (animal companion)

This brown bear has been granted great strength and humanoid-level intelligence by the power of its wisewood master. It speaks only to its master.

Combat
In battle the bear seizes enemies and grapples them, crushing them to death in a mighty bearhug.

Animal Companion Abilities (Ex)
As the animal companion of a 6th-level druid (link, share spells, evasion, devotion).

Familiar Abilities (Ex)
As the familiar of a 9th-level wizard (Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind).

Improved Grab (Ex)
To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills
A brown bear has a +4 racial bonus on Swim checks.

rferries
2017-09-27, 01:23 AM
The infamous Choker spellcaster; also uses advanced HD to get stat points for Intelligence and to reduce the CR increase from spellcaster levels (technically it should only be CR 13 but I've bumped it up to CR 15 to provide some tenuous pretence of balance). I used wizard levels as the challenge appealed to me the most (plus it makes for a Choker that isn't outrageously powerful).

https://i.imgur.com/PUt1UEl.jpg
WARPED ONE (Advanced Choker Wizard 15th)
MEDIUM ABERRATION
Hit Dice: 12d8+15d4+108 (199 hp)
Initiative: +7
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 23 (+3 Dex, +4 natural, +6 enchanted), touch 13, flat-footed 20
Base Attack/Grapple: +17/+26
Attack: Tentacle +28 melee (1d4+11)
Full Attack: 2 tentacles +28 melee (1d4+11)
Space/Reach: 5 ft./15 ft.
Special Attacks: Constrict 1d4+11, improved grab, spells
Special Qualities: Darkvision 60 ft., quickness, summon familiar
Saves: Fort +15, Ref +14, Will +17
Abilities: Str 20, Dex 16, Con 18, Int 18, Wis 14, Cha 4
Skills: Climb +13, Concentration +34, Hide +33, Knowledge (arcana, dungeoneering) +23, Listen +4, Move Silently +33, Spellcraft +29, Spot +4, Survival +2 (+4 underground), Use Magic Device -1 (+1 scrolls)
Feats: Alertness*, Enchanted (http://www.giantitp.com/forums/showthread.php?534772-A-few-simple-feats-(Enchanted-Flight-Insightful-Strike)&p=22336997#post22336997), Great Fortitude, Greater MultigrabSK, Improved Familiar, Improved InitiativeB, Lightning Reflexes, Magical Aptitude, MultigrabSK, Practiced Spellcaster (wizard)CD, Reflexive Constriction (http://www.giantitp.com/forums/showthread.php?528315-Reflexive-Constriction-(monster-feat)), Scribe ScrollB
Environment: Underground
Organization: Solitary (plus homunculus familiar)
Challenge Rating: 15
Treasure: 1/10 coins; 50% goods; 50% items (plus headband of intellect +4)
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: -
*While familiar is within Warped One's reach (15 feet)
SKSerpent Kingdoms
CDComplete Divine

This alien creature lurks in the shadows above you, silently watching. You notice its long, sinuous arms coiling and writhing in the darkness. Suddenly,the creature attacks with supernatural speed, showering spells down upon your party and launching itself downwards to attack. Simultaneously, a ravenous imp darts into the fray with a venomous bite.

Warped Ones are the most devious of the already devious Choker race. They employ their racial speed to great effect, churning out spells far quicker than mortal spellcasters are capable. However, they are dependent on inherited or crafted headbands of intellect to make full use of their spells.

Chokers speak Abyssal, Common, Infernal, Terran, and Undercommon.

Combat
A Warped One haunts and stalks adventurers, unsettling them with its spells while remaining out of sight. When it finally deigns to enter combat it makes great use of its quickness ability, casting multiple protective spells upon itself and then dividing its actions between spells and physical attacks in subsequent rounds.

Due to its Multigrab, Greater Multigrab, and Reflexive Constriction feats, a Warped One is happy to constrict up to two foes and still continue spellcasting. Their homunculus familiars are relatively combat-ready, so a Warped One orders its familiar to attack alongside it.

Due to its Enchanted feat, a Warped One's natural weapons and any weapons it wields have a +6 enhancement bonus.

Constrict (Ex)
A Warped One deals 1d4+11 points of damage with a successful grapple check against a Huge or smaller creature. Because it seizes its victim by the neck, a creature in the Warped One’s grasp cannot speak or cast spells with verbal components.

Improved Grab (Ex)
To use this ability, a Warped One must hit a Huge or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Warped Ones receive a +4 racial bonus on grapple checks, which is already included in the statistics block.

Quickness (Su)
Although not particularly dexterous, a Warped One is supernaturally quick. It can take an extra standard action or move action during its turn each round.

Summon Familiar
A Warped One is served by an advanced (6HD) homunculus familiar (see below).

Spells
A Warped One casts spells as a 19th-level wizard (including the benefits of its Practiced Spellcaster feat).

Typical Wizard Spells Prepared (spells per day: 4/5/5/5/5/4/3/2/1, save DC 14 + spell level)
0th: detect magic, ghost sound, message, mage hand; 1st-expeditious retreat, mage armour, magic missile (2), shield; 2nd: glitterdust, resist energy, scorching ray (2), see invisibility; 3rd: fly, protection from energy, stinking cloud, suggestion (2); 4th: black tentacles, fire shield (2), greater invisibility, stoneskin; 5th: baleful polymorph, cloudkill, cone of cold, feeblemind; 6th: antimagic field, chain lightning, greater heroism; 7th: mage's sword, spell turning; 8th: polar ray.

Skills
A Warped One has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

WARPED ONE HOMUNCULUS (http://www.d20srd.org/srd/monsters/homunculus.htm) FAMILIAR
TINY CONSTRUCT
Hit Dice: 6d10 (99 hp)
Initiative: +7
Speed: 20 ft. (4 squares), fly 50 ft. (good)
Armor Class: 23 (+3 Dex, +2 size, +8 natural), touch 15, flat-footed 20
Base Attack/Grapple: +4/-5
Attack: Bite +22 melee (1d4-1 plus poison)
Full Attack: Bite +22 melee (1d4-1 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison
Special Qualities: Construct traits, darkvision 60 ft., familiar traits, low-light vision, SR 20
Saves: Fort +9, Ref +12, Will +14
Abilities: Str 8, Dex 16, Con Ø, Int 13, Wis 12, Cha 7
Skills:* Hide +20, Listen +10, Spot +10
Feats: Ability Focus (poison), Improved Initiative
Environment: With Warped One master
Organization: With Warped One master
Challenge Rating: 3
Treasure: None
Alignment: As Warped One master
Advancement: -
Level Adjustment: -
*Use the familiar's skill ranks or its masters, whichever are better.

This homunculus was crafted with 6 HD. As a familiar, many of its statistics reflect its master's statistics.

Combat
In battle the homunculous attacks at its master's direction, generally attempting to poison enemy spellcasters.

Familiar Abilities (Ex)
As the familiar of a 15th-level wizard (Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, spell resistance, scry on familiar). As an Improved Familiar a homunculus familiar does not gain the speak with animals of its kind ability.

Poison (Ex)
Injury, Fortitude DC 21, initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes. The save DC is Constitution-based and includes a +2 racial bonus, the bonus from Ability Focus, and is based on the Warped One's class level.

rferries
2017-11-08, 05:36 AM
Not a particularly imaginative one, but by RAW bard levels are considered non-associated for satyrs, even though it's their favoured class, so time to take advantage of the CR loophole again! For flavour, this NPC uses both the savage bard (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#bardVariantSavageBard) and "druid" bard (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#bard) variants.

https://i.imgur.com/F1gwuHW.jpg
PAN-PIPER (Advanced Satyr Bard 11th)MEDIUM FEY
Hit Dice: 10d6+11d6+42 (115 hp)
Initiative: +7
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 23 (+3 Dex, +4 +2 leather armour, +2 +1 mithral buckler, +4 natural), touch 13, flat-footed 20
Base Attack/Grapple: +13/+13
Attack: Head butt +16 melee (1d6) or +1 shortbow +17 ranged (1d6+1/×3)
Full Attack: Dagger +16/+11/+6 melee (1d4/19-20) and headbutt +11 melee (1d6); or +1 shortbow +17/+12/+7 ranged (1d6+1/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bardic music (countersong, fascinate, suggestion), pipes, spells
Special Qualities: Animal companion, damage reduction 5/cold iron, low-light vision, nature sense, resist nature's lure, wild empathy
Saves: Fort +12, Ref +15, Will +15
Abilities: Str 10, Dex 16, Con 14, Int 16, Wis 12, Cha 18
Skills: Bluff +28, Concentration +26, Diplomacy +6, Disguise +4 (+6 acting), Hide +31, Intimidate +6, Knowledge (nature) +29, Listen +31, Move Silently +31, Perform (wind instruments) +32, Spot +31, Survival +27 (+29 aboveground)
Feats: Ability Focus (pipes), AlertnessB, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Natural BondCA, Practiced Spellcaster (bard)CD, Weapon Finesse
Environment: Temperate forests
Organization: Solitary or court (1 pan-piper plus 6-11 satyrs and 4-7 dryads)
Challenge Rating: 11
Treasure: Standard (plus gear)
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +2
CAComplete Adventurer
CDComplete Divine

The forest is dark and silent, full of a sense of wild and implacable hostility. The satyr eyes your party with undisguised contempt, deigning to speak only to your druid.

Pan-Pipers are powerful and savage satyr bards. They hold their courts in the deepest and darkest forests, and resent all forms of humanoid civilisation. They make only token efforts to warn off intruders, before resorting to force. The sign of each Pan-Piper's leadership and prowess is his mythril buckler, which is often stylised to resemble a lunar icon.

Pan-Pipers speak Common, Elven, Gnome, and Sylvan.

Combat
Pan-Pipers prefer using the fear effect of their pipes over all others. They break up and demoralise enemy parties with magic or with volleys of arrows whilst hiding, before hunting down individuals mercilessly.

Animal Companion (Ex)
A Pan-Piper is served by an animal companion as a 14th-level druid, typically a dire bear.

Bardic Music (Su)
Pan-Pipers have access to the access to the bardic music of 11th-level variant bards (countersong, fascinate, suggestion).

Nature Sense (Ex)
A Pan-Piper gains a +2 bonus on Knowledge (nature) and Survival checks.

Pipes (Su)
Pan-Pipers can play a variety of magical tunes on their pan pipes. When they play, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 21 Will save or be affected by charm person, sleep, or fear (caster level 10th; the Pan-Piper chooses the tune and its effect).

In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.

Resist Nature's Lure (Ex)
A Pan-Piper gains a +4 bonus on saving throws against the spell-like abilities of fey.

Spells
A Pan-Piper casts spells as an 11th-level bard (caster level 15th including the benefits of its Practiced Spellcaster feat).

Typical Bard Spells Known (spells per day: 3/4/4/4/2, save DC 14 + spell level)
0th: dancing lights, detect magic, ghost sound, lullaby, prestidigitation, summon instrument; 1st-alarm, cure light wounds, disguise self, summon nature's ally I; 2nd: darkness, glitterdust, pass without trace, summon nature's ally II; 3rd: dispel magic, good hope, snare, summon nature's ally III; 4th: greater invisibility, insect plague, summon nature's ally.

Wild Empathy (Ex)
A Pan-Piper has wild empathy as the druid class feature.

Skills
Pan-Pipers have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.

Knitifine
2017-11-08, 08:43 AM
I actually think the Kobold adept is fine at CR 1 rules (ab)use and all. But maybe I'm just used to Pathfinder's strong PCs.

rferries
2017-11-08, 08:49 AM
I actually think the Kobold adept is fine at CR 1 rules (ab)use and all. But maybe I'm just used to Pathfinder's strong PCs.

It can be tricky... one good/bad roll can make all the difference. But web + 4d4 damage per burning hands can easily be a TPK.

Knitifine
2017-11-08, 09:18 AM
It can be tricky... one good/bad roll can make all the difference. But web + 4d4 damage per burning hands can easily be a TPK.Maybe. It would require a lot of bad rolls in my opinion, no more deadly than those falchion wielding orcs in the PHB.

Assumptions: The kobold rolls higher than all the other party members.
The party does not have fire resistance.
The party fails a DC 14 save followed by a DC 13 save.

While the kobold could definitely do some damage, I feel most 1st level parties would kill it with the average 20% of resources expended.

rferries
2017-11-08, 10:29 AM
Maybe. It would require a lot of bad rolls in my opinion, no more deadly than those falchion wielding orcs in the PHB.

Assumptions: The kobold rolls higher than all the other party members.
The party does not have fire resistance.
The party fails a DC 14 save followed by a DC 13 save.

While the kobold could definitely do some damage, I feel most 1st level parties would kill it with the average 20% of resources expended.

Yeah, fair enough. I suppose I'd be worried about wizards and other squishy characters - they'll take 2d4 from burning hands on a successful save, and an additional 2d4 for being within a burning web regardless of their saves. That's an average of 10 damage minimum, a hefty price for a 1st-level PC.

Jormengand
2017-11-08, 09:09 PM
The rules say that an evil cleric can't command more undead than his level, but don't specify cleric level or character level.

Character level, as with all class features, of which Rebuke Undead is one.

Incidentally, all of your nonassociated class level hacks only work because you're taking classes which are clearly useful for the creature and declaring by fiat that they aren't. So I'm not necessarily that impressed by it.

rferries
2017-11-11, 07:23 AM
Character level, as with all class features, of which Rebuke Undead is one.

Incidentally, all of your nonassociated class level hacks only work because you're taking classes which are clearly useful for the creature and declaring by fiat that they aren't. So I'm not necessarily that impressed by it.

Yeah, it's a loophole that doesn't make much sense to me (I feel like only cleric levels should count towards HD of undead you can control) but this thread was all about taking advantage of such loopholes haha.

The rules for nonassociated class levels (http://www.d20srd.org/srd/improvingMonsters.htm#addingClassLevels) are pretty clear, not much need for fiat on my part. Spellcasting classes (around which this thread is focused) are always non-associated, unless the base creature already has spellcasting.

The exception would be the couatl of course, but it's a common houserule to advance spellcasting with racial HD for such creatures.

Jormengand
2017-11-11, 11:37 AM
Yeah, it's a loophole that doesn't make much sense to me (I feel like only cleric levels should count towards HD of undead you can control) but this thread was all about taking advantage of such loopholes haha.

I was joking. CLASS features are based on CLASS level. Otherwise you might as well take a single level of any class which has a class feature that doesn't carefully specify what level it scales by, put it on some humanoid and then advance it a bunch by HD until it has four times as much stuff as it should.

rferries
2017-11-11, 11:49 AM
I was joking. CLASS features are based on CLASS level. Otherwise you might as well take a single level of any class which has a class feature that doesn't carefully specify what level it scales by, put it on some humanoid and then advance it a bunch by HD until it has four times as much stuff as it should.

Oh duh haha. Indeed, and I agree! I had just seized on the grammar of the relevant sections in the SRD (and the precedent of divine power and transformation); in any event it doesn't make a huge amount of difference, just reduces the HD of undead the kraken can command directly. Its spellcasting and melee ability are the main threats.

rferries
2018-03-13, 06:09 PM
A relatively benign one this time, useful as an NPC sage during a quest.

https://i.imgur.com/EgFcISO.jpg
KEEPER OF ANCIENT SECRETS (Delver Cloistered Cleric (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#clericVariantCloistere dCleric) 5th/Loremaster (http://www.d20srd.org/srd/prestigeClasses/loremaster.htm) 10th)HUGE ABERRATION
Hit Dice: 15d8+5d6+10d4+210 (320 hp)
Initiative: +6
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 25 (-2 size, +2 Dex, +15 natural), touch 10, flat-footed 23
Base Attack/Grapple: +18/+34
Attack: Slam +24 melee (1d8+8 plus 2d6 acid)
Full Attack: 2 slams +24 melee (1d8+8 plus 2d6 acid)
Space/Reach: 15 ft./10 ft.
Special Attacks: Corrosive slime, spells, turn undead 3/day
Special Qualities: Bonus languages, darkvision 60 ft., greater lore, immunity to acid, lore, secrets, stone shape, tremorsense 60 ft., true lore
Saves: Fort +23, Ref +18, Will +26
Abilities: Str 26, Dex 14, Con 24, Int 18, Wis 20, Cha 11
Skills: Appraise +22, Concentration +25, Decipher Script +22, Heal +23, Knowledge (dungeoneering) +22, Knowledge (nature) +16, Knowledge (any three) +14, Listen +23, Move Silently +20, Spellcraft +22 (+24 scrolls), Spot +23, Survival +23 (+25 aboveground, underground), Use Magic Device +18 (+22 scrolls)
Feats: Ability Focus (corrosive slime), Combat Expertise, Eschew Materials, Great Fortitude, Improved Initiative, Improved Natural Attack (slam), Improved Spell Penetration, Iron Will, Lightning Reflexes, Power Attack, Practiced Spellcaster (cleric)CD, Spell Penetration
Environment: Underground
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: -
CDComplete Divine

The stone fortress is colossal and unimaginably old, seemingly older even the the surrounding cavern. A great aberration emerges from the shadowed cave at the castle's base - it towers over your party, but you sense nothing more than mild disinterest from the creature.

"More mortals in search of answers... Speak quickly, I wish to return to my rest."

A Keeper of Ancient Secrets is an old and wise delver (http://www.d20srd.org/srd/monsters/delver.htm), typically one of the few remaining members of their underground empire. They care not for gold or artifacts but possess something far more valuable - secret knowledge lost to all but the gods. In exchange for their lore they demand other secrets and riddles on which to while away the ages. Alone and inhuman, they make for bizarrely tragic figures in the world below.

A Keeper of Ancient Secrets speaks Common, Dwarven, Elven, Gnome, Terran, Undercommon, and two loremaster bonus languages.

Combat
A Keeper of Ancient Secrets is well accustomed to fighting spell-resistant subterranean foes such as drow and duergar. They typically begin combat with protective spells such as iron body, then alternate between other spells and their corrosive slams. As with standard members of their race they make intelligent use of tunnels they have constructed.

Corrosive Slime (Ex)
A delver produces a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone. A delver’s mere touch deals 2d6 points of acid damage to organic creatures or objects. Against metallic creatures or objects, a delver’s slime deals 4d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of damage. A slam attack by a delver leaves a patch of slime that deals 2d6 points of damage on contact and another 2d6 points of damage in each of the next 2 rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes off the slime. An opponent’s armor and clothing dissolve and become useless immediately unless the wearer succeeds on a DC 26 Reflex save. Weapons that strike a delver also dissolve immediately unless the wielder succeeds on a DC 26 Reflex save. A creature attacking a delver with natural weapons takes damage from its slime each time an attack hits unless the creature succeeds on a DC 26 Reflex save. These save DCs are Constitution-based.

Secrets (Ex)
The sample Keeper of Ancient Secrets has learned the following loremaster secrets: secrets of inner strength, the lore of true stamina, secret knowledge of avoidance, applicable knowledge (choosing Improved Spell Penetration), and more newfound arcana.

Spells (Ex)
A Keeper of Ancient Secrets casts spells as an 15th-level cloistered cleric (caster level 19th with the Practiced Spellcaster feat).
Typical Spells Known (6/8/8/7/6/6/4/3/2; save DC 15 + spell level)
0—create water, cure minor wounds, detect magic, detect poison, guidance, read magic; 1st—detect evil, detect secret doors*, divine favour (2), protection from evil, shield of faith (2), unseen servant; 2nd—bear's endurance, bull's strength, detect thoughts*, find traps, lesser restoration, resist energy (2), spiritual weapon; 3rd—deeper darkness, glyph of warding*, magic circle against evil, protection from energy, remove curse, speak with dead, tongues; 4th— death ward, detect scrying, divination, divine power, freedom of movement, spike stones*; 5th-dispel evil, flame strike, righteous might, scrying, spell resistance, wall of stone*; 6th-blade barrier, greater dispel magic, heal, stoneskin*; 7th-earthquake*, greater restoration, regeneration; 8th-summon monster VIII, iron body*.
*Domain spell. Domains: Earth, Knowledge, Rune.

Goaty14
2018-03-13, 09:29 PM
Shouldn't this be in a different subforum?

rferries
2018-03-14, 11:40 AM
Shouldn't this be in a different subforum?

Huh, I'm not sure? I assumed this was the best subforum, as they're not player builds and have homebrewed lore & feats.

rferries
2018-04-16, 03:19 AM
A recurring theme for these creatures is that they're boss-type monsters - BAB, saves, and hit points far beyond the normal range for their CR.
https://i.imgur.com/KN5JWeF.jpg
SAND-KING (Scorpionfolk Sorcerer 12th)LARGE MONSTROUS HUMANOID
Hit Dice: 12d8+12d4+72 (156 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +18/+26
Attack: +3 lance +24 melee (2d6+9/x3) or sting +21 melee (1d8+4) or claw +21 melee (1d6+4)
Full Attack: +3 lance +24/+19/+14/+9 melee (2d6+9/x3) and sting +21 melee (1d8+4) and 2 claws +21 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, spell-like abilities, spells, trample 1d8+9
Special Qualities: Darkvision 60 ft., resistance to fire 5, spell resistance 24
Saves: Fort +13, Ref +16, Will +18
Abilities: Str 18, Dex 14, Con 16, Int 12, Wis 14, Cha 22
Skills: Bluff +21, Concentration +18, Diplomacy +10, Disguise +6 (+8 acting), Intimidate +8, Listen +17, Spellcraft +16, Spot +17, Sense Motive +17
Feats: Empower Spell, Eschew Familiar1, Great Fortitude, Improved Initiative, Improved Multiattack, Iron Will, Lightning Reflexes, Multiattack, Practiced Spellcaster (sorcerer)CD
Environment: Warm deserts, plains and hills
Organization: Solitary or court (1 plus 21-40 scorpionfolk plus 4-32 Medium-size monstrous scorpions and 1-4 Large monstrous scorpions plus 1 6th-8th level scorpionfolk cleric plus 1 6th-8th level scorpionfolk ranger)
Challenge Rating: 13
Treasure: Triple standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +4
CDComplete Divine
1New feat, see below.

From the waist up, the Sand-King is a handsome warrior of noble bearing... but from the waist down, he is a monstrous scorpion! His flesh is cloaked in a carapace of ebon "armour", his eyes burn with a ruby light, and amber venom forms beads on the tip of his stinger.

You suddenly regret your excursion through the Wastes...

A Sand-King rules his scorpionfolk tribe as a ruthless and unquestioned tyrant. Although wise and brave, he is utterly merciless in his treatment of both his own people and all other races. Any adventurers foolish enough to travel a Sand-Kings domain should offer lavish tribute, or otherwise forfeit their own lives.

A rare few Sand-Kings wander the desert alone, either for their own amusement or after being cast out by a fellow Sand-King conqueror.

A Sand-King speaks Common, Ignan, and Terran.

Combat
A Sand-King doesn't shy from battle, but he believes in intelligent tactics. He casts protective spells on himself first, directing his warriors to attack in the meantime until he is ready to join the fray.

Poison (Ex)
A Sand-King delivers his poison (Fortitude save DC 19) with each successful sting attack. The initial and secondary damage is 1d4 points of Dexterity damage. The save DC is Constitution-based.

Spell-Like Abilities
1/day - major image; 2/day - mirror image, Caster level 10th; save DC 16 + spell level.

Spells (Ex)
A Sand-King casts spells as a 13th-level sorcerer (including the benefits of Eschew Familiar). Caster level 17th (including the benefits of Practiced Spellcaster).
Typical Spells Known (6/7/7/7/7/7/5; save DC 16 + spell level)
0—acid splash, arcane mark, detect magic, detect poison, light, guidance, prestidigitation, ray of frost, read magic.
1st—mage armour, magic missile, protection from chaos, shield, unseen servant.
2nd—glitterdust, invisibility, resist energy, scorching ray, web.
3rd—dispel magic, fireball, fly, haste.
4th— black tentacles, charm monster, fire shield, stoneskin.
5th-baleful polymorph, cloudkill, feeblemind.
6th-disintegrate, greater heroism.

Trample (Ex)
Reflex half DC 20. The save DC is Strength-based.

New Feat
Eschew Familiar
You relinquish your familiar, sacrificing a true friend and ally so that you might explore different paths to power.

Prerequisites
Summon familiar class feature.

Benefits
Your spellcaster level (caster level, spells per day, spells known, etc.) for all your spellcasting classes increases by one, to a maximum of your character level.

Special
You ignore the benefits of this feat while you possess a familiar. Whenever you gain a new familiar, you lose the benefits of this feat until that familiar is dismissed or slain.

rferries
2018-04-16, 05:43 AM
Hopefully a more balanced threat, this time? If anything this creature is potentially under-CR'd for once (i.e. compared to an actual Kraken, a Kraken-Kin is weaker but has a higher CR by the advancement guidelines).

https://i.imgur.com/JMzkofm.png

Kraken-Kin(Awakened (http://www.giantitp.com/forums/showthread.php?532751-Awaken-(revised-spell-plus-template)) Advanced Giant Octopus)HUGE MAGICAL BEAST ([Augmented] Animal)
Hit Dice: 24d8+120 (228 hp)
Initiative: +7
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 22 (-1 size, +3 Dex , +10 natural), touch 12, flat-footed 19
Base Attack/Grapple: +18/+39
Attack: Tentacle +33 melee (1d6+16/19-20)
Full Attack: 8 tentacles +33 melee (1d6+16/19-20) and bite +28 melee (2d6+9)
Space/Reach: 15 ft./15 ft. (30 ft. with tentacle)
Special Attacks: Improved grab, constrict 1d6+16
Special Qualities: Darkvision 60 ft., ink cloud, jet, low-light vision
Saves: Fort +21, Ref +19, Will +11
Abilities: Str 36, Dex 16, Con 20, Int 12, Wis 12, Cha 8
Skills: Escape Artist +13, Hide +27, Listen +28, Spot +28, Swim +21
Feats: Combat Reflexes, Great Fortitude, Greater MultigrabSK, Improved Critical (tentacle), Improved Initiative, Iron Will, Lightning Reflexes, MultigrabSK, Preternatural Grace*
Environment: Warm aquatic
Organization: Solitary (or with druid creator)
Challenge Rating: 14
Treasure: Amulet of mighty fists +3
Alignment: Usually as druid creator (any neutral)
Advancement: By character class
Level Adjustment: +0
SKSerpent Kingdoms
*New feat (see below).

The octopus is massive, clearly strong enough to snap your ship in two with the flick of a tentacle. However,you detect no malice in its great alien eyes, only curiosity.

A gleaming amulet is strung on a chain around the base of the creature's "head". Your party ranger sighs in relief and lowers her bow when she spots the item - "Be at ease, friends. The beast means us no harm".

An ancient merfolk kingdom created the first Kraken-Kin as guards and allies, and the practice has continued even into the current age. These creatures are rarely as malevolent as their Kraken namesakes, tending towards benign curiosity instead. They keep to themselves or accompany the druids that awaken them.

A Kraken-Kin speaks Common and Aquan.

Combat
An opponent can attack a Kraken-Kin’s tentacles with a sunder attempt as if they were weapons. A Kraken-Kin’s tentacles have 10 hit points each. If a Kraken-Kin is currently grappling a target with the tentacle that is being attacked, it usually uses other limbs to make attacks of opportunity (via Combat Reflexes) against the opponent making the sunder attempt. Severing one of a Kraken-Kin’s tentacles deals 5 points of damage to the creature. A Kraken-Kin usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d10+10 days.

The sample Kraken-Kin has been granted an amulet of mighty fists +3 by its creator. Its weapons are therefore treated as magic weapons for the purpose of overcoming damage reduction.

Constrict (Ex)
A Kraken-Kin deals double tentacle damage with a successful grapple check.

Improved Grab (Ex)
To use this ability, a giant octopus must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Ink Cloud (Ex)
A Kraken-Kin can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the Kraken-Kin normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex)
A Kraken-Kin can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills
A Kraken-Kin can change colors, giving it a +4 racial bonus on Hide checks. A Kraken-Kin also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A Kraken-Kin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

New Feat
Preternatural Grace
You move with an agility that belies your size.

Prerequisites
Large size or larger, Dex 12.

Benefits
For the purposes of size modifiers (to your Armour Class, attack rolls, and Hide checks) you are treated as being one size category smaller than your actual size (to a minimum of Medium).

Any penalty to your Dexterity score from advancing your size (e.g. from enlarge person or from advancing your racial Hit Dice) is reduced by 2.

Special
You may select Preternatural Grace more than once. Its effects stack.

rferries
2018-04-22, 03:55 PM
I wanted to use the ghost template on a creature, but couldn't really find one that worked well with it. The obvious choice would be a Charisma-based spellcasting monster, but a lot of them lost the benefits of their natural attacks, poison, improved grab, etc once they became incorporeal. Note that I didn't abuse the ghost template CR, although I could have given her up to 2 other special attacks by RAW :D

https://img00.deviantart.net/2f6f/i/2015/069/8/3/ghost_peacock_harpy_by_livroeternia-d8l6x2r.jpg
SIREN SPIRIT (Ghost Harpy Sorcerer 8th)MEDIUM UNDEAD ([Augmented] Monstrous Humanoid, [Incorporeal])
Hit Dice: 15d12 (97 hp)
Initiative: +8
Speed: 20 ft. (4 squares), fly 80 ft. (perfect)
Armor Class (ethereal): 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Armor Class (manifested): 20 (+4 Dex, +6 deflection), touch 20, flat-footed 16
Base Attack/Grapple: +11/+11
Attack: Club +11 melee (1d6) (ethereal only)
Full Attack: Club +11/+6/+1 melee (1d6) and 2 claws +6 melee (1d3) (ethereal only)
Space/Reach: 5 ft./5 ft.
Special Attacks: Captivating song, corrupting gaze, manifestation, spells
Special Qualities: Darkvision 60 ft., rejuvenation, +4 turn resistance
Saves: Fort +7, Ref +13, Will +13
Abilities: Str 10, Dex 18, Con -, Int 10, Wis 14, Cha 22
Skills: Bluff +28, Concentration +18, Listen +6
Feats: Ability Focus (captivating song), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Practiced SpellcasterCD
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +0
CDComplete Divine

Undeath has granted the creature an ethereal, wistful beauty... quite a contrast from how she must have appeared in life. However, it has not tempered her bloodlust - she glides closer to bring her deadly gaze and song to bear!

Harpies are notorious gluttons and thieves, and their depredations sometimes draw the ire of powerful spellcasters. A spirit siren is a harpy cursed with undeath by a wizard - forever unable to devour their ill-gotten gains or mortal foes. These wretched creatures haunt remote isles, ostracised by their living sisters and slaying any humanoid that disturbs their exile.

A spirit siren speaks Common, but only when confronted with an opponent that survives their spells, gaze, and song. Even under those circumstances, they are relentless and shameless liars.

Combat
A spirit siren relies on her song to incapacitate her prey, and then on her gaze to slowly sap their personalities until they collapse and starve to death. If she cannot subdue foes through these methods, she becomes ethereal to cast protective spells upon herself, before manifesting again to unleash her harmful spells.

As a ghost, a spirit siren has no fear of death. She battles until slain or until her opponents prove immune to all her attacks (at which point she taunts them with insults and untruths).

Captivating Song (Su)
The most insidious ability of the spirit siren is her song. When a spirit siren sings, all creatures (other than harpies and spirit sirens) within a 300-foot spread must succeed on a DC 21 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same spirit siren’s song for 24 hours. The save DC is Charisma-based.

A captivated victim walks toward the spirit siren, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the spirit siren stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the spirit siren sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.

Corrupting Gaze (Su)
A spirit siren can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the spirit siren’s gaze must succeed on a DC 23 Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage. The save DC is Charisma-based.

Manifestation (Su)
Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Rejuvenation (Su)
A destroyed spirit siren is restored after 2d4 days, unless it is set at peace through a particular method (typically by using break enchantment to release it from its curse, by providing it with an ethereal last meal, or other means).

Spells (Ex)
A spirit siren casts spells as an 8th-level sorcerer (caster level 12th with the Practiced Spellcaster feat).

Typical Spells Known (6/8/8/6/4; save DC 16 + spell level)
0th-dancing lights, detect magic, ghost sound, mage hand, message, prestidigitation, ray of frost, resistance
1st-charm person, mage armour, magic missile, shield, unseen servant
2nd-eagle's splendour, scorching ray, summon swarm
3rd-lightning bolt, slow
4th-black tentacles

Skills
A spirit-siren has a +4 racial bonus on Bluff and Listen checks.

rferries
2024-02-09, 07:00 PM
n.b. due to a silly mistake on my part (Improved Natural Attack doesn't stack), this particular build doesn't work. See MorphicTide's comment (https://forums.giantitp.com/showsinglepost.php?p=25961139&postcount=33) for a clever workaround, however.


http://www.mindsiphon.com/images/gallery/th/marilith-demon.jpg
MARILITH OF MIGHTY FISTS (Advanced Marilith Fighter 1st)LARGE OUTSIDER ([Chaotic], [Extraplanar], [Evil])
Hit Dice: 20d8 + 1d10 + 210 (305 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armour Class: 31 (-1 size, +6 Dex, +16 natural), touch 15, flat-footed 25
Base Attack/Grapple: +21/+37
Attack: Slam +33 melee (12d6+12) or tail slap +24 melee (4d6+12)
Full Attack: 6 slams +33 melee (12d6+12) and tail slap +28 melee (4d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 4d6+18, improved grab, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 30, telepathy 100 ft.
Saves: Fort +24, Ref +18, Will +16
Abilities: Str 34, Dex 22, Con 31, Int 20, Wis 18, Cha 22
Skills: Bluff +29, Climb +13, Concentration +33, Diplomacy +33, Disguise +6 (+8 acting), Hide +29, Intimidate +33, Jump +21, Listen +35, Move Silently +29, Search +28, Sense Motive +27, Spellcraft +29 (+31 scrolls), Spot +35, Survival +4 (+6 following tracks), Swim +13, Tumble +8, Use Magic Device +29 (+31 scrolls)
Feats: Combat Reflexes, Improved Natural Attack (slam) x6, Quicken Spell-Like Ability (blade barrier), Quicken Spell-Like Ability (telekinesis)
Environment: A chaotic evil-aligned plane
Organization: Solitary
Challenge Rating: 20
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: -

The fiend is beautiful, cruel, and deadly.

These creatures are created to oppose martial monasticism, turning the artform into a brutal mockery.

A marilith of mighty fists stands about 9 feet tall and measures about 20 feet from head to tip of tail. It weighs about 4,000 pounds.

Combat
A marilith of mighty fists may hang back to assess combat like their lesser sisters, but are equally likely to rush headlong into the fray. They use their quickened spell-like abilities freely whilst dealing out death with their slams.

A marilith’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Constrict (Ex)
A marilith deals 4d6+18 points of damage with a successful grapple check. The constricted creature must succeed on a DC 32 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Improved Grab (Ex)
To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Spell-Like Abilities
At will—align weapon, blade barrier (DC 22), magic weapon, project image (DC 22), see invisibility, telekinesis (DC 21), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 24). Caster level 21st. The save DCs are Charisma-based.

Summon Demon (Sp)
Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

True Seeing (Su)
Mariliths continuously use this ability, as the spell (caster level 21st).

Skills
Mariliths have a +8 racial bonus on Listen and Spot checks.

Biggus
2024-02-09, 10:09 PM
Just had a look at the Marilith, I'm pretty sure it doesn't need to take Improved Natural Attack six times. The wording of the feat is "choose one of the creature’s natural attack forms", so it should cover all attacks of a particular type. Look at the 12-headed hydra for example, it only has the feat once but it's applied to all its bite attacks.

rferries
2024-02-09, 10:27 PM
Just had a look at the Marilith, I'm pretty sure it doesn't need to take Improved Natural Attack six times. The wording of the feat is "choose one of the creature’s natural attack forms", so it should cover all attacks of a particular type. Look at the 12-headed hydra for example, it only has the feat once but it's applied to all its bite attacks.

The goal in this case was to take advantage of the stacking benefits - the marilith's slams go from dealing 1d8 to dealing 12d6, and it gets six of them. HowEVAH, I've just realised I skimmed over the end of the feat saying they CAN'T stack, so now I'll have to redo the entire concept haha ;P

Morphic tide
2024-02-10, 01:27 AM
Do you interpret Gauntlets as inheriting Unarmed Strike damage alterations but also attacking as individual weapons for more than one to matter? Because in that case you could put a gauntlet on each hand, then replace the 6x Improved Natural Attack can be replaced with Improved Unarmed Strike, Superior Unarmed Strike (2d6 at 20th for Medium), Improved Natural Attack (Unarmed Strike) (now two size increases to 2d6), Beast Strike from Dragon #355 pg. 76 (adds Claw or Slam damage), Multiweapon Fighting, then Improved Natural Attack (Slam).

One four-attack iterative routine plus five two-attack off-hand routines hitting at what I'm pretty sure is 4d6+1d8. Not quite as good, but still very blunt beatings.

rferries
2024-02-11, 05:51 PM
Do you interpret Gauntlets as inheriting Unarmed Strike damage alterations but also attacking as individual weapons for more than one to matter? Because in that case you could put a gauntlet on each hand, then replace the 6x Improved Natural Attack can be replaced with Improved Unarmed Strike, Superior Unarmed Strike (2d6 at 20th for Medium), Improved Natural Attack (Unarmed Strike) (now two size increases to 2d6), Beast Strike from Dragon #355 pg. 76 (adds Claw or Slam damage), Multiweapon Fighting, then Improved Natural Attack (Slam).

One four-attack iterative routine plus five two-attack off-hand routines hitting at what I'm pretty sure is 4d6+1d8. Not quite as good, but still very blunt beatings.

Ingenious! I'm going to give up on this one off but I've added a link to your build.