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ngilop
2018-04-13, 08:08 PM
Lesser Netherguard
Size/Type:Medium Outsider (Evil)
Hit Dice: 3d8+9 (22 hp)
Initiative: +2
Armor Class: 18 (+2 Dex, +6 natural), touch 12, Flatfooted 16
Speed: 30 ft.
Base Att/Grapple: +3/+6
Attack: Greatsword +7 melee (2d6+4) or slam +6 melee (ld4+4)
Full Attack: Greatsword +7 melee (2d6+4) or slam +6 melee (ld4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fel strike, spell-like abilities
Special Qualities: Damage reduction 7/magic, Darkvision 60 ft., Frightful Presence DC 12) Resistances
Saves: Fort +6, Ref +5, Will +3
Abilities: Str 16, Dex 14, Con 17, Int 8, Wis 10, Cha 11
Skills: Climb +9, Diplomacy +2, Intimidate +6, Jump +9, Knowledge (nature) +1, Listen +6, Sense Motive +6, Spot +6, Survival +6
Feats: Power Attack, Weapon Focus (greatsword)
Environment: The Twisting Void
Organization: Solitary, team (2-5), troop (6-13), or
squad (14-32)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Evil (Usually Lawful Evil)
Advancement: 4-6 Medium
Level Adjustment: -




Netherguard
Size/Type:Large Outsider (Evil)
Hit Dice: 10d8+50 (95 hp)
Initiative: +6
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Speed: 40 ft.
Base Att/Grapple: +10/+17
Attack: +1 unholy Greatsword +19 melee (3d6+17) +2d6 Unholy
Full Attack: +1 unholy Greatsword +19/ +14 melee (3d6+17) +2d6 Unholy
Space/Reach: 10 ft./10 ft.
Special Attacks: Fel strike, Intimidating Roar, spell-like abilities
Special Qualities: Damage reduction 12/magic, Darkvision 60 ft., Frightful Presence DC 18), Resistances
Saves: Fort +12, Ref +9, Will +9
Abilities: Str 24, Dex 15, Con 21, Int 13, Wis 14, Cha 16
Skills: Climb +20, Intimidate +16, Jump +17, Knowledge (the planes) +14, Listen +15, Ride +15, Search +14, Spot +15, Survival +15, Swim +10
Feats: Cleave, Improved Initiative, Power Attack, Weapon Focus (greatsword)
Environment: The Twisting Void
Organization: Solitary, team (2-5), troop (6-13), or squad (14-32)
Challenge Rating: 8
Treasure: Standard
Alignment: Always Evil (Usually Lawful Evil)
Advancement: 11–14 HD (large) or by character class
Level Adjustment: -

This creature looks like a tall, muscular humanoid with scaled skin and glowing eyes. Its legs, arms, shoulders, and head are covered in wicked sharp spines. It raises a greatsword above its head and unleashes an unearthly roar. Felguard skin color varies; red, orange, yellow, and black are common.

Fel Strike: (Ex) A Netherguard's power attack ratio is increased by 1 step. A light weapon subtract the number from the attack roll and add the same amount to damage, a one handed weapon add double the amount to damage, and a two handed weapon add triple the amount to damage.

Intimidating Roar (Su): Once per encounter a Netherguard can bellow forth a powerful battle yell. all within a 40 foot radius must make a will save DC 18 or be shaken for 2d4 rounds. The save is Charisma based.

Frightful Presence: Netherguards unsettle their foes with their mere presence. This ability takes effect automatically whenever the demon attacks, charges, or spends a nOve action on something deliberately
intimidating. Creatures within 30 feet are subject to the effect if they have fewer HD than the demon.
A potentially affected creature that succeeds at a will Save (DC 10 + 1/2 demon’s HD + the demon’s Charisma modifier) remains immune to that demon’s frightful Presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 3d6 rounds, and those With 5 Or more HD become shaken for 2d6 rounds. Netherguards ignore the frightful presence of other Netherguards. A lesser Netherguard's Frightful Presence panics those of 2 or fewer HD, creatures with 2 HD more than a lesser Netherguard are immune to its Frightful Presence.

Spell Like Abilities: At Will Detect Magic Caster level 3rd (Lesser) 10th (Netherguard)


Resistances:
Lesser: Fire 10, Electricity 10 Immunity to Death Effects, Poison, and Disease
NetherGuard Fire 20, Electricity 20, Cold 10 Immunity to Death Effects, Poison, and Disease

Special: A Lesser Netherguard can be a choice for Summon Monster IV, and the Netherguard can be a choice for Summon Monster VIII

ngilop
2018-04-13, 08:17 PM
Grirent
Size/Type: Medium Outsider (Evil)
Hit Dice: 20d8+80 (170 hp)
Initiative: +11
Speed: 30 ft, fly 80 ft. (good)
Armor Class: 42, touch 17, flat-footed 35 (+7 dex, +25 natural)
Base Attack/Grapple: +20/+26
Attack: Bite +26 (2d8+8) or claw (2d6+3)
Full Attack: Bite +26 (2d8+8), 2 claws +23 (2d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of Hate, Sneak Attack +7d6
Special Qualities: Darkvision 60 ft, Damage Reduction 10/-, SR 30, Fast healing 8, Evasion, Improved Uncanny Dodge, Resistances
Saves: Fort +16, Ref +19, Will +14
Abilities: Str 23, Dex 25, Con 18, Int 13, Wis 14, Cha 20
Skills: Balance +13, Bluff +15, Climb +12, Escape Artist +17, Hide +30, Intimidate +17, Knowledge (the Planes) +12, Listen +25, Move Silently +30, Pick Lock +15, Search +13, Sense Motive +12, Spot +12, Tumble +17
Feats: Combat Reflexes, Flyby Attack, Improved Initiative, Multiattack, Power Attack, Weapon Focus (Bite), Weapon Specialization (Bite)
Enviroment: The Twisting Void
Organization: Solitary or Pair
Challange Rating: 16
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: 21-24 (Medium), 25-32 (Large)
Level Adjustment: —

These creatures have gray-ish blue stone-like skin and a frightful countenance. They do not carry weapons as their claws and teeth can tear into the flesh or armor of opponents with terrifying ease. Their huge leathery wings give them extraordinary agility in flight.

Aura of Hate (Su): Grirents can radiate a hatred effect in a 5 foot radius as a free action. a Will save (DC 25) negates this effect. This causes victims of the aura to attack their nearest ally vehemently. If attacked, insulted, or taunted by another opponent, a victim automatically turns their attack to the new opponent at the next opportunity. An affected creature can attempt a new save each round to end the effect. once a creature successfully saves against the aura it cannot be effected by the same Girent's arua for another 24 hours. Girents are immune to the Aura of hate from other Girents

Resistances (Ex): Acid (20), Cold (20)

Immunities (Ex): Fear, Fire, Poison

See In Darkness (Su): Girents can see perfectly in darkness of any kind, even magical darkness created by spells.

Telepathy (SU): Girents can communicate with any creature within 100 feet as long as the creature has a language

ngilop
2018-04-13, 08:31 PM
Amydaek
Size/Type: Huge Outsider (Evil)
Hit Dice: 25d8+150 (262 hp)
Initiative: +1
Speed: ??
Armor Class: 42, touch 9, flat-footed 41 (-2 size, +1 dex, +25 natural, +8 Full Plate)
Base Attack/Grapple: +25/+43
Attack: +36 +2 Huge Greatsword (4d6+10) or +33 Slam (2d6+10)
Full Attack: +36/+31/+26/+21
Space/Reach: 15 ft./15 ft.
Special Attacks: Life Leech, Spell-Like abilities
Special Qualities: Armored CastingDamage reduction 15/magic, Regeneration 8/good or acid, Resistances, See in Darkness, Telepathy,
Saves: Fort +20, Ref +15, Will +19
Abilities: Str 30, Dex 12, Con 23, Int 21, Wis 20, Cha 27
Skills: Bluff +28. Concentration +30, Hide +8, Intimidate +44, Knowledge (Arcana) +25, Knowledge (Dungeoneering) +25 Knowledge (The planes) +25, Listen +25, Move Silently +25, Seacrh +25, Sense Motive +25, Spellcraft +30, Spot +25, Survival +30
Feats: Awesome Blow, Cleave, Combat Expertise, Improved Bull Rush, Intimidating Strike, Never Outnumbered, Power Attack, Quicken Spell-like ability (Cause Fear), Weapon Focus (greatsword)
Enviroment: The twisting Void
Organization: Solitary, pair, Or band (3-8)
Challange Rating: 17
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: 26-35 (Huge)
Level Adjustment: —

Amydaeks are horrific in appearance. The are massive humanoid with sickly purple to blue flesh covering powerful musculatures. The heads have bulbous craniums, two large eyes and a beaked mouth.

Amydaeks are the instruments of terror and enforcement for Ugoki. They rarely leave Charrow, but when they do, death and destruction follow. The mere appearance of an Amydaek is enough to sow fear, which pleases them and Ugoki greatly. Actual visitiations from Amydaeks are reserved for those who have profoundly angered Ugoki.


Life Leech (Su): Once a day as a standard action an Amydakes can make a melee touch attack ( at +35). This does 10d6+10 damage or half that if the victim succeeds on a Fortitude save (DC 27). The Amydaek gain a like amount as healing. Any healing over the maximum is lost. The save is Wisdom based.

Spell-Like Abilities: At will— Cause Fear, Doom, See Invisible, Darkness; 3/day— Shout, Unholy Blight, Fear, Dispel Magic, Haste; 1/day— Crushing Depsair, Dimension Door, Freedom of Movement Caster Level 20th.

Resistances (Ex): Acid and Sonic 20

Immunities (Ex): Cold, Fire, poison, Disease, Exhaustion (anything that would exhaust an amydaeks instead fatigues it)

See In Darkness (Su): Amydaeks can see perfectly in darkness of anykind, even magical darkness created by spells.

Telepathy (Ex): Amydaeks can communicate with any creature within 100 feet as long as the creature has a language .

Armored Casting (Ex): Amydaeks ignore arcane spell failure when wearing armor.

Skills: An Amydaek's fearsome visage confers a +8 racial bonus to Intimidate.

aimlessPolymath
2018-04-13, 08:50 PM
DR 7/magic is a bit of a red flag for me on a CR 3 creature.

Lesser Netherguards:
A numbers quick comparison: Ogres have similar AC, similar attack bonuses, more hit points, and slightly more damage. The high Power Attack ratio will make this character a squishy killer, but ogres have reach and thrown weapons to even things out. Really it's just the DR that's the killer here.

Edit: I am almost 100% sure that "DC 250" on the Girent's aura is a typo. A 5 ft aura seems unusually small. Does the effect persist once they leave the aura?

I also note that these creatures do not share common resistances and immunities between the Netherguards and the Girent.

Numbers check on Girent:
AC is 10 points above average for its CR
Attack bonus is average.
Secondary attacks have a -2 penalty not factored into statistics.
Fortitude save is average, Reflex is 5 points above average, Will save is average.
Hit dice are average, but hit points are significantly below average (243).
Mean spell resistance is 27 -this is 3 points higher.

Edit2:

A useful source (https://docs.google.com/spreadsheets/d/1E2-s8weiulPoBQjdI05LBzOUToyoZIdSsLKxHAvf8F8/edit#gid=3) for statistical information. Note that the attack bonus values are slightly undervalued due to an error relating to +X equipment and copying/pasting.

nonsi
2018-04-15, 12:39 AM
.
1. I don't see how you'd utilize the Amydaek's high modifiers to Concentration, Spellcraft and Knowledge skills. Seems a bit of a waste.
2. 25 HD grant 9 feats. The Amydaek currently has 7.
3. Life Leech: How did you calculate +33 to touch attack, or the save DC at 27?
4. If it has such a high Intimidate modifier, maybe you should consider giving it feats and/or skill tricks that expand and enhance Intimidate.