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Yogibear41
2018-02-19, 05:52 PM
Looking for good magical beast forms native to the nine hells for a LE wild shape ranger planar Shepherd.

Goaty14
2018-02-19, 08:25 PM
Looking for good magical beast forms native to the nine hells for a LE wild shape ranger planar Shepherd.

Planar Sheperd is an Ebberron PrC, and thus uses the eberron cosmology. In the Fiendish Codex II, the nine hells translates to shavarath, and thus:


Shavarath - The Battleground
Hands down one of the best planes to choose. The alignment is iffy however. The plane is mult-aligned. Most devils/demons and archons are from here. They are in constant battle creating Whirling Blade storms...you're immune to these vicious entities. A rather interesting choice.

Plane Traits:
•Different Alignment per different creatures inhabiting a zone

•Spells that create weapons and excite hostile emotions are extended

•Compulsions that calm or pacify and all charms are impeded

•Whirling Blades - 70% to do 2d6 damage/round to anyone who spends a hour in the plane


Inhabitants:
•Hound Archon

• - Special Abilities: Smite Evil, Turn Undead 6/day, Aura of Menace, Change shape, DR 10/evil, Darkvision 60 ft., Immune to Electricity and Petrification, Magic circle against evil, Paladin Abilities, Scent, SR 27, Teleport, Tongues, @ will - Aid, Continual Flame, Detect Evil, Message

•Trumpet Archon

• - Special Abilities: Trumpet, Aura of Menace, DR 10/evil, Darkvision 60 ft., Immune to Electricity & Petrification, Magic circle against evil, SR 29, Teleport, Tongues, @ will - Detect evil, Continual Flame, Message, Casts spells as a 14th level Cleric!

•Babuu (demon)

• - Special Abilities: Sneak Attack +2d6, Summon Tanar'ri, DR 10/cold iron or good, Darkvision 60 ft., Immune to Electricity & Poison, Protective Slime, Resistance to Acid & Cold & Fire 10, SR 14, Telepathy 100 ft., @ will - Darkness, Dispel Magic, See invisibility, Greater Teleport

•Dretch (demon)

• - Special Abilities: Summon Tanar'ri, DR 5/cold iron or good, Darkvision 60 ft., Immunity to Electricity & Poison, Resistance to Acid & Cold & Fire 10, Telepathy 100 ft.

•Glabrezu (demon)

• - Special Abilities: Improved Grab, Summon Tanar'ri, DR 10/good, Darkvision 60 ft., Immune to Electricity & Poison, Resistance to Acid & Cold & Fire 10, SR 21, Telepathy 100 ft., True Seeing, @ Will - Chaos Hammer, Confusion, Dispel Magic, Mirror Image, Reverse gravity, Greater Teleport, Unholy Blight, 1/day - Power word stun, Wish 1/month

•Hezrou (demon)

• - Special Abilities: Stench, Improved Grab, Summon Tanar'ri. DR 10/good, Darkvision 60 ft., Immune to Electricity & Poison, Resistance to Acid & Cold & Fire 10, SR 19, Telepathy 100 ft., @ will - Chaos hammer, Greater Teleport, Unholy blight, 3/day - Blasphemy, Gaseous form

•Marilith (demon)

• - Special Abilities: Constrict, Improved Grab, Summon Tanar'ri, DR 10/good, Darkvision 60 ft., Immune to Electricity & Poison, Resistance to Acid & Cold & Fire 10, SR 19, Telepathy 100 ft., @ will - Align weapon, Blade barrier, Magic weapon ,Project image, Polymorph, See invisibility, Telekinesis, Greater teleport, Unholy aura

•Quasit (demon)

• - Special Abilities: Poison, Alternate Form, DR 5/cold iron or good, Darkvision 60 ft., Fast healing 2, Immune to Poison, Resistance to Fire 10

•Retriever (demon)

• - Special Abilities: Eye rays, Find target, Improved grab, Construct traits, Darkvision 60 ft., Fast healing 5, Low-light vision

•Barbed Devil (demon)

• - Special Abilities: Fear, Improved Grab, Impale, Summon Baatezu, Barbed defense, DR 10/good, Darkvision 60 ft., Immune to Fire & Poison, Resistance to Acid & Cold 10, See in Darkness, SR 23, Telepathy 100 ft., @ will - Greater Teleport, Hold person, Scorching Ray, 1/day - Order's Wrath, Unholy Blight

•Bearded Devil

• - Special Abilities: Infernal Wound, Beard, Battle Frenzy, Summon Baatezu, DR 5/silver or good, Darkvision 60 ft., Immune to Fire & Poison, Resistance to Acid & Cold 10, See in Darkness, SR 17, Telepathy 100 ft., @ will - Greater Teleport

•Bone Devil

• - Special Abilities: Fear aura, Poison, Summon Baatezu, DR 10/good, Darkvision 60 ft., Immune to Fire & Poison, Resistance to Acid & Cold 10, See in Darkness, SR 21, Telepathy 100 ft., @ will - Greater Teleport, Dimensional anchor, Fly, Invisibility, Major Image, Wall of Ice

•Chain Devil

• - Special Abilities: Dancing Chains, Unnerving Gaze, DR 5/silver or good, Darkvision 60 ft., Immunity to Cold, Regeneration 2, SR 18

•Erinyes (devil)

• - Special Abilities: Entangle, Summon Baatezu, DR 5/good, Darkvision 60 ft., Immune to Fire & Poison, Resistance to Acid & Cold 10, See in Darkness, SR 20, Telepathy 100 ft., True Seeing, @ will - Greater teleport, Charm monster, Minor image, Unholy Blight

•Horned Devil

• - Special Abilities: Fear Aura, Infernal Wound, Stun, Summon Baatezu, DR 5/good, Darkvision 60 ft., Immune to Fire & Poison, Resistance to Acid & Cold 10, See in Darkness, SR 28, Telepathy 100 ft., @ will - Dispel Chaos, Dispel good, Magic circle against good, Greater Teleport self, Persistant Image, 3/day - Fireball, lightning bolt

•Imp (devil)

• - Special Abilities: Poison, Alternate form, DR 5/good or silver, Darkvision 60 ft., Fast healing 2, Immune to poison, Resistance to fire 5, @ will - Detect good, Detect magic, Invisibility, 1/day - Suggestion

•Vargouille

• - Special Abilities: Shriek, Kiss, Poison, Darkvision 60 ft.

•Bladeling (MMII)

• - Special Abilities: Razor storm, Cold resistance 5, DR 5/+1 (slashing and piercing weapons only), Fire resistance 5, Outsider Traits, Immune to acid & rust attacks

•Arrow Demon (MM3)

• - Special Abilities: Close combat shot, Oversized weapons, Summon Tanar'ri, Symmetrical archery, DR 5/cold iron and good, Darkvision 60 ft., Immunity to electricity & poison, Resistance to acid & cold & fire 10, SR 18, Telepathy 100 ft., @ will - Dimension door

•Deathshrieker (MM3)

• - Special Abilities: Death Rattle, Despair, Scream of the dying, +4 turn resistance, Darkvision 60 ft., Death's grace, Incorporeal traits, Silince vulnerability, Undead Traits

•Mivilorn (MM3)

• - Special Abilities: Breath weapon, Charging bite, Improved grab, Swallow whole, Combative Mount, Darkvision 60 ft., Low-light vision, Scent, SR 21

•Ragewalker (MM3)

• - Special Abilities: Control Living Spells, Induce Blood frenzy, Weapon Cloud, DR 10/cold iron, Fast healing 5, Grafted armor, Low-light vision, Repel Missles, SR 26, 3/day - Blade barrier, Bull's strength, Greater magic weapon, Wall of fire

•Shredstorm (MM3)

• - Special Abilities: Distraction, Lightning Bolt, Penetration, Construct traits, Darkvision 60 ft., Immune to Electricty, Low-light vision, Swarm Traits


It doesn't say which are magical beasts and not, but it's a start.

Falontani
2018-02-19, 08:39 PM
Planar Sheperd is an Ebberron PrC, and thus uses the eberron cosmology. In the Fiendish Codex II, the nine hells translates to shavarath, and thus:



It doesn't say which are magical beasts and not, but it's a start.

The Mivilorn is the only magical beast on that list

Yogibear41
2018-02-19, 10:52 PM
Seeing as I can only change into small and medium forms and after looking through several books for creature native to baator that are not outsiders my options seem to be pretty limited(I found a couple of decent choices but they were all Large or bigger). FC2 calls out a few creatures that aren't devils as living there, while in several places it just lists Fiendish animals and vermin. Seeing as the class states I can turn into a magical beast that is only a magical beast because of the fiendish template, I expanded my search to look for good medium sized vermin, who would become magical beasts with the fiendish template.

So far the best combat form I have found is the Lesser Knell Beetle, a medium vermin from MM 3.

The Legendary Ape and Legendary Wolf from MM 2 are also promising but being 13 hd and 14 hd, I will be pretty close to being able to become and outsider by that point.