rferries
2017-07-26, 07:05 AM
Here are two beasties: a revised Lantern Archon (so that it's actually worth taking with Improved Familiar - compare what you can get with Leadership, for example), and a lower-powered cousin of the Gloom (any monster with artwork that cool deserves to see non-Epic play!). Without further ado:
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG18.jpg
LANTERN ARCHON
TINY OUTSIDER (Archon, Good, Extraplanar, Incorporeal, Lawful)
Hit Dice: 6d8+6 (33 hp)
Initiative: +7
Speed: Fly 80 ft. (perfect) (12 squares)
Armor Class: 17 (+2 size, +3 Dex, +2 deflection), touch 17, flat-footed 14
Base Attack/Grapple: +6/-
Attack: Light ray +11 ranged touch (1d6)
Full Attack: 2 light rays +11 ranged touch (1d6)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Aura of menace, light rays, radiance, spell-like abilities
Special Qualities: Damage reduction 10/evil, darkvision 60 ft., daylight, divine grace, immunity to electricity and petrification, magic circle against evil, see invisibility, spell resistance 13, teleport, tongues
Saves: Fort +8 (+12 against poison), Ref +10, Will +8
Abilities: Str -, Dex 17, Con 12, Int 18, Wis 13, Cha 14
Skills: Concentration +10, Decipher Script +13, Diplomacy +13, Gather Information +11, Heal +10, Knowledge (any two) +13, Knowledge (nature) +6, Search +13, Sense Motive +11, Spellcraft +13, Spot +11, Survival +11 (+13 tracks), Use Magic Device +2 (+6 scrolls)
Feats: Ability Focus (radiance), Blind-Fight, Improved Initiative, TrackB
Environment: A lawful good-aligned plane
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always lawful good
Advancement: 7-12 HD (Tiny)
Level Adjustment: - (Improved Familiar)
Brilliant in more ways than one, lantern archons are celestial spirits of pure light. They sometimes serve mortal wizards as guides and advisors, illuminating and revealing the mysteries of the cosmos.
Combat
A lantern archon relies on its flight and incorporeal nature to smite foes from a safe distance.
Aura of Menace (Su)
A righteous aura surrounds lantern archons that fight or get angry. Any hostile creature within a 20-foot radius of an lantern archon must succeed on a Will save (DC 17) to resist its effects. The save DC is Charisma-based and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the lantern archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same lantern archon’s aura for 24 hours.
Daylight (Su)
A lantern archon constantly radiates daylight, as the spell (caster level 6th). A lantern archon can suppress or resume this ability as a free action.
Divine Grace (Su)
A lantern archon adds its Charisma modifier as a bonus on all its saving throws. (The statistics block already reflects these bonuses).
Light Ray (Ex)
A lantern archon’s light rays have a range of 30 feet. This attack overcomes damage reduction of any type.
Radiance (Su)
This ability affects all enemies within 30 feet of a lantern archon. Those who look directly at a lantern archon must succeed on a DC 17 Fortitude save or be dazzled for one round. A dazzled creature that is struck by one of a lantern archon's light rays is instead blinded for one round. A lantern archon can suppress or resume this ability as a free action. The save DC is Charisma-based. This is a gaze attack and a light effect.
See Invisibility (Su)
A lantern archon constantly benefits from see invisibility, as the spell (caster level 6th). A lantern archon can suppress or resume this ability as a free action.
Spell-Like Abilities (Sp)
At will-dancing lights, detect chaos/evil/good/law, detect magic, faerie fire, flare, guidance, hypnotic pattern, light, mage hand, prestidigitation (DC 15); 3/day-continual flame, rainbow pattern, searing light; 1/day-commune, divination. Caster level 6th. The save DC is Charisma-based.
Three lantern archons working in concert in the same space may (as a full-round action from each lantern archon) cast sunburst (DC 20) as a spell-like ability. Caster level 18th. The save DC is Charisma-based.
http://www.wizards.com/dnd/images/EPIC_Gallery/Gallery5a/44167_C5_gloomman.jpg
MURKMEDIUM OUTSIDER (Evil, Extraplanar)
Hit Dice: 12d8+12 (66 hp)
Initiative: +9
Speed: 30 ft., climb 30 ft.
Armor Class: 25 (+5 Dex, +5 natural, +5 deflection), touch 20, flat-footed 20
Base Attack/Grapple: +12/+12
Attack: Dagger +17 melee (1d4)
Full Attack: Dagger +17/+12/+7 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dread gaze, sneak attack +6d6, spell-like abilities
Special Qualities: Blindsight 60 ft., damage reduction 10/good, darkvision 60 ft., spell resistance 22, unearthly grace
Saves: Fort +14, Ref +18, Will +16
Abilities: Str 11, Dex 20, Con 12, Int 13, Wis 13, Cha 20
Skills: Climb +13, Hide +28, Gather Information +22, Intimidate +20, Knowledge (local) +16, Move Silently +28, Search +16, Survival +16 (+18 tracks)
Feats: Ability Focus (dread gaze), Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility), TrackB, Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Always evil (any)
Advancement: By character class
Level Adjustment: -
Malevolent entities from a dark dimension, murks serve as merciless and unrelenting contract killers on the mortal plane. They collect the souls of their victims for either their employers or for their own inscrutable purposes.
Combat
A murk rapidly shifts in and out of visibility in combat. While hidden it uses its spell-like abilities to prepare its dagger for a deadly sneak attack, then strikes and fades away again. A murk abhors danger to its own person, preferring to wait for a target to fall asleep or be otherwise distracted.
Dread Gaze (Su)
Viewing the murk’s face inspires terror. Creatures within 30 feet that meet the murk’s gaze must succeed at a Will save (DC 23) each round or become shaken for 2d4 rounds. The effects of this gaze stack (up to the panicked condition) as normal. This is a necromantic fear effect. The save DC is Charisma-based.
Sneak Attack (Ex)
A murk is able to sneak attack as a 12th-level rogue, dealing 6d6 extra damage.
Unearthly Grace (Su)
A murk adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class. (The statistics block already reflects these bonuses).
Spell-Like Abilities (Sp)
At will-disguise self, gaseous form (self only), invisibility, greater magic weapon, keen edge, poison (DC 19, only to enhance next attack with dagger), scrying (DC 19), shadow walk, true strike. 3/day-soul bind (DC 23, only to trap a victim's soul). Caster level 12th; save DC 15 + spell level. The DC is Charisma-based.
Skills
Murks receive skills as though they were fey.
Murks have a +8 racial bonus on Climb, Hide, and Move Silently checks. A murk can always choose to take 10 on a Climb check, even if rushed or threatened. Murks use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG18.jpg
LANTERN ARCHON
TINY OUTSIDER (Archon, Good, Extraplanar, Incorporeal, Lawful)
Hit Dice: 6d8+6 (33 hp)
Initiative: +7
Speed: Fly 80 ft. (perfect) (12 squares)
Armor Class: 17 (+2 size, +3 Dex, +2 deflection), touch 17, flat-footed 14
Base Attack/Grapple: +6/-
Attack: Light ray +11 ranged touch (1d6)
Full Attack: 2 light rays +11 ranged touch (1d6)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Aura of menace, light rays, radiance, spell-like abilities
Special Qualities: Damage reduction 10/evil, darkvision 60 ft., daylight, divine grace, immunity to electricity and petrification, magic circle against evil, see invisibility, spell resistance 13, teleport, tongues
Saves: Fort +8 (+12 against poison), Ref +10, Will +8
Abilities: Str -, Dex 17, Con 12, Int 18, Wis 13, Cha 14
Skills: Concentration +10, Decipher Script +13, Diplomacy +13, Gather Information +11, Heal +10, Knowledge (any two) +13, Knowledge (nature) +6, Search +13, Sense Motive +11, Spellcraft +13, Spot +11, Survival +11 (+13 tracks), Use Magic Device +2 (+6 scrolls)
Feats: Ability Focus (radiance), Blind-Fight, Improved Initiative, TrackB
Environment: A lawful good-aligned plane
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always lawful good
Advancement: 7-12 HD (Tiny)
Level Adjustment: - (Improved Familiar)
Brilliant in more ways than one, lantern archons are celestial spirits of pure light. They sometimes serve mortal wizards as guides and advisors, illuminating and revealing the mysteries of the cosmos.
Combat
A lantern archon relies on its flight and incorporeal nature to smite foes from a safe distance.
Aura of Menace (Su)
A righteous aura surrounds lantern archons that fight or get angry. Any hostile creature within a 20-foot radius of an lantern archon must succeed on a Will save (DC 17) to resist its effects. The save DC is Charisma-based and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the lantern archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same lantern archon’s aura for 24 hours.
Daylight (Su)
A lantern archon constantly radiates daylight, as the spell (caster level 6th). A lantern archon can suppress or resume this ability as a free action.
Divine Grace (Su)
A lantern archon adds its Charisma modifier as a bonus on all its saving throws. (The statistics block already reflects these bonuses).
Light Ray (Ex)
A lantern archon’s light rays have a range of 30 feet. This attack overcomes damage reduction of any type.
Radiance (Su)
This ability affects all enemies within 30 feet of a lantern archon. Those who look directly at a lantern archon must succeed on a DC 17 Fortitude save or be dazzled for one round. A dazzled creature that is struck by one of a lantern archon's light rays is instead blinded for one round. A lantern archon can suppress or resume this ability as a free action. The save DC is Charisma-based. This is a gaze attack and a light effect.
See Invisibility (Su)
A lantern archon constantly benefits from see invisibility, as the spell (caster level 6th). A lantern archon can suppress or resume this ability as a free action.
Spell-Like Abilities (Sp)
At will-dancing lights, detect chaos/evil/good/law, detect magic, faerie fire, flare, guidance, hypnotic pattern, light, mage hand, prestidigitation (DC 15); 3/day-continual flame, rainbow pattern, searing light; 1/day-commune, divination. Caster level 6th. The save DC is Charisma-based.
Three lantern archons working in concert in the same space may (as a full-round action from each lantern archon) cast sunburst (DC 20) as a spell-like ability. Caster level 18th. The save DC is Charisma-based.
http://www.wizards.com/dnd/images/EPIC_Gallery/Gallery5a/44167_C5_gloomman.jpg
MURKMEDIUM OUTSIDER (Evil, Extraplanar)
Hit Dice: 12d8+12 (66 hp)
Initiative: +9
Speed: 30 ft., climb 30 ft.
Armor Class: 25 (+5 Dex, +5 natural, +5 deflection), touch 20, flat-footed 20
Base Attack/Grapple: +12/+12
Attack: Dagger +17 melee (1d4)
Full Attack: Dagger +17/+12/+7 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dread gaze, sneak attack +6d6, spell-like abilities
Special Qualities: Blindsight 60 ft., damage reduction 10/good, darkvision 60 ft., spell resistance 22, unearthly grace
Saves: Fort +14, Ref +18, Will +16
Abilities: Str 11, Dex 20, Con 12, Int 13, Wis 13, Cha 20
Skills: Climb +13, Hide +28, Gather Information +22, Intimidate +20, Knowledge (local) +16, Move Silently +28, Search +16, Survival +16 (+18 tracks)
Feats: Ability Focus (dread gaze), Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility), TrackB, Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Always evil (any)
Advancement: By character class
Level Adjustment: -
Malevolent entities from a dark dimension, murks serve as merciless and unrelenting contract killers on the mortal plane. They collect the souls of their victims for either their employers or for their own inscrutable purposes.
Combat
A murk rapidly shifts in and out of visibility in combat. While hidden it uses its spell-like abilities to prepare its dagger for a deadly sneak attack, then strikes and fades away again. A murk abhors danger to its own person, preferring to wait for a target to fall asleep or be otherwise distracted.
Dread Gaze (Su)
Viewing the murk’s face inspires terror. Creatures within 30 feet that meet the murk’s gaze must succeed at a Will save (DC 23) each round or become shaken for 2d4 rounds. The effects of this gaze stack (up to the panicked condition) as normal. This is a necromantic fear effect. The save DC is Charisma-based.
Sneak Attack (Ex)
A murk is able to sneak attack as a 12th-level rogue, dealing 6d6 extra damage.
Unearthly Grace (Su)
A murk adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class. (The statistics block already reflects these bonuses).
Spell-Like Abilities (Sp)
At will-disguise self, gaseous form (self only), invisibility, greater magic weapon, keen edge, poison (DC 19, only to enhance next attack with dagger), scrying (DC 19), shadow walk, true strike. 3/day-soul bind (DC 23, only to trap a victim's soul). Caster level 12th; save DC 15 + spell level. The DC is Charisma-based.
Skills
Murks receive skills as though they were fey.
Murks have a +8 racial bonus on Climb, Hide, and Move Silently checks. A murk can always choose to take 10 on a Climb check, even if rushed or threatened. Murks use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.