Aniikinis
2018-06-27, 12:43 PM
Well, I got to thinking when I was super tired and here is the consequence of that. (Not sure on my math here, since I'm working on like 2 hours of sleep :smallcool:)
If I was a god (http://www.giantitp.com/forums/showthread.php?537797-Various-things-I-ve-made-(More-of-a-dumping-ground-than-anything-else-%AF-_()_-%AF-)&p=22431520#post22431520), here would be my creations meant to serve me and a race I would create to help fill my domain, The Revel.
First up: My Herald, Serpia.
Serpia, Herald of Aniik
Gargantuan Outsider (Aniik, Dragon)
Hit Dice: 20d8+100 (190)
Initiative: +1
Speed: 50 ft. (10 squares), swim 40 ft.
Armor Class: 19 (-4 size, +1 Dex, +12 Nat), (7) touch, (18) flat-footed
Base Attack/Grapple: +20 / +42
Attack: Up to 9 bites +26 melee (2d10+20) and/or a head specific attack
Full Attack: Up to 9 bites +26 melee (2d10+20) and/or a head specific attack
Space/Reach: 20 ft./ 20 ft.
Special Attacks: Deep Bites, Improved Grab, Nine Heads, Spells, Swallow Whole
Special Qualities: Alternate Form, Outsider traits, Darkvision 60 ft., fast healing 19, nine heads, scent, spell resistance 32
Saves: Fort +17, Ref +13, Will +14
Abilities: Str 30, Dex 12, Con 20, Int 25, Wis 15, Cha 15
Skills: Bluff +25, Climb +33, Concentration +28, Diplomacy +25, Escape Artist +24, Gather Information +25, Hide +12, Intimidate +25, Listen +25, Move Silently +24, Search +25, Sense Motive +25, Spellcraft +30, Spot +25, Swim +33
Feats: Battle Butler, Power Attack, Blind-fight, Combat expertise, Weapon focus (Bite), Multiattack, Improved Multiattack,
Environment: The Revel
Organization: Unique
Challenge Rating: ?
Treasure: None
Alignment: True Neutral
Level Adjustment: -
Advancement: -
The gigantic serpentine form before you leans forwards to look you in the eyes with 9 separate heads, multiple voices speak at once with each one coming from a separate head.
Serpia, Herald of Aniik is an outsider that resembles a Nine-headed hydra with each neck crowned by a different type of head. Each head is has a completely independent mind and personality, but the Alluring head has control of the body. Each mind is connected to one another and so cannot willingly attack any of the other heads or even the body. The heads usually act in a friendly manner towards each other and the Alluring head does not usually use the body against the wishes of the other heads. The personalities of the various heads are as follow:
Necrotic: Machiavellian but somber.
Vivid: Caring and always wanting the best for those around it.
Cheshire: Wise-ass and very intelligent.
Sonic: Chipper and almost always with a tune on its' lips.
Laughing: Always ready for a drink, with a good joke and a groan-worthy pun on its' lips.
Widow: Sensual and seductive.
Alluring: Sweet and caring.
Severed: Cynical and scheming.
Shifting: Chaotic and eccentric.
Serpia, Herald of Aniik can speak in Necril, Common, Elvish, Undercommon, Aklo, Infernal, Abyssal, Celestial, Sylvan, Terran, Ignan, Aquan, Aurian, and Draconic.
Combat:
Alternate Form (Su): Once per round, as a move action, Serpia, Herald of Aniik may activate this ability to change itself at the behest of their creator. Serpia, Herald of Aniik has the following stats in its' alternate form:
Serpia, Herald of Aniik
Tiny Outsider (Aniik, Dragon)
Hit Dice: 20d8+100 (190)
Initiative: +7
Speed: 15 ft. (3 squares), climb 15 ft. swim 15 ft.
Armor Class: 27 (+2 size, +5 Dex, +10 Nat), (17) touch, (25) flat-footed
Base Attack/Grapple: +20 / +12
Attack: Up to 9 bites +25 melee (1) and/or a head specific attack
Full Attack: Up to 9 bites +25 melee (1) and/or a head specific attack
Space/Reach: 2.5ft./ 0ft.
Special Attacks: Nine Heads, Spells
Special Qualities: Alternate Form, Damage Reduction 20/Epic, Darkvision 60 ft., fast healing 19, Frightful Presence, low-light vision, Nine Heads, scent, spell resistance 32
Saves: Fort +17, Ref +17, Will +14
Abilities: Str 4, Dex 21, Con 20, Int 25, Wis 15, Cha 15
Skills:Bluff +25, Climb +36, Concentration +28, Diplomacy +25, Escape Artist +28, Gather Information +25, Hide +36, Intimidate +35, Listen +25, Move Silently +28, Search +25, Sense Motive +25, Spellcraft +30, Spot +25, Swim +28
Feats: Battle Butler, Power Attack, Blind-fight, Combat expertise, Weapon focus (Bite), weapon finesse, multiattack, improved multiattack
Environment: The Revel
Organization: Unique
Challenge Rating: ?
Treasure: None
Alignment: True Neutral
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may use the spell miracle to summon Serpia for a number of rounds equal to their caster level/4. However, unless the cleric can rebuke serpia or charm them, they will not be under the caster's control and will take actions as they wish.
Deep Bites (Ex): Serpia adds double their strength bonus to all bite attacks, even secondary bites.
Dragon Subtype: Serpia counts as a dragon as well as an outsider for all effects and prerequisites but does not have the dragon type
Frightful Presence (Ex) Serpia unsettles foes with its mere presence. This ability takes effect automatically whenever they attack, charge, or cast a spell. Creatures within a radius of 150 feet are subject to the effect if they have fewer than 20 HD. A potentially affected creature that succeeds on a Will save (DC 21) remains immune to their frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Improved Grab (Ex): To use this ability, serpia must hit with a 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 attempt to swallow the foe the following round.
Nine Heads (Ex): Each of Serpia's nine heads represents one of the nine domains of their Patron and has additional qualities and a special attack, if a head is removed Serpia loses access to those abilities and qualities until it regrows. Should a head be removed it regrows in 1d6 turns and gains a +4 divine bonus to all rolls from that head for 1d4 turns. The special qualities only affect the head they are found on, none of the other head or even the body get the abilities or qualities. The heads are as follows:
Head
Special Attack
Special Qualities
Domain and School
Description
Necrotic (undeath)
Breath Weapon (2d8 Negative Energy (does not heal); 30ft cone) recharges after 1d4 turns
Negative Energy Affinity, Undead Traits
Undeath and Necromancy
This head and neck resembles the rotting carcass of a serpentine head with glowing purple eyes.
Vivid (Healing)
Breath Weapon (2d8 Positive Energy (does not heal); 30ft cone) recharges after 1d4 turns
Fast healing 22 instead of 19
Healing and Creation
This head and neck resembles a serpentine head, overfilled with life.
Cheshire (Knowledge)
Gaze (Will save (22) or be affected by Tasha's Hideous Laughter) recharges in 1d8 rounds
Rictus Grin
Knowledge and Illusion
This head resembles that of a hideously grinning cat covered in purple striped fur.
Sonic (Song)
Screech (2d8 Sonic; 30 ft. cone) recharges in 1d6 rounds
Bardic music (CL 22) 33 rounds/day
Song and Evocation
This head resembles that of a large bat covered in brown fur.
Laughing (Revelry)
3/day Cackle (30ft cone, all within must make a DC 22 will save or be panicked for 1d4 rounds and drunk for 2d8, bypasses immunity to fear)
None extra
Revelry and Abjuration
This head resembles that of a large hyena, its' mouth cracked in a smirk and it's eyes flashing with an inner fire.
Widow (Lust)
Web 3/day
On bite: 3/day Poison (Fort save (25); 1 turn; 1d6 Dex and 1d6 Str; 2d6 Dex and 2d6 Str)
Lust and Universal
This head resembles that of a very large spider, its' eyes gleaming in need and its' fangs twitching hungrily.
Alluring (Love)
Gaze (Will save (22) or be frozen in place, unable to defend or attack for 1d6 turns) recharges in 1d6 turns
None extra.
Love and Enchantment
This head looks different to everyone who lays eyes upon it, reflecting exactly what makes them feel the most safe and loved in the form of a face; however it can also shut off this appearance and look simply like that of a serpent crowned with pink, purple, black, and blue scales
Severed (Darkness)
Imprison (Single target, must be within range of telepathy; target makes a DC 22 will save or be trapped within their own mind for 1d10 turns, unable to sense or influence their body or the outside world during their imprisonment)
Blindsight 50 ft, Telepathy 100 ft.
Darkness and Divination
This head resembles that of a man with his eyes stitched shut and his ears covered and sealed; blocking out all outside input.
Shifting (Transformation)
Gaze (Will save (22) or baleful polymorph) recharges in 2d6 turns
Immune to precision damage
Transformation and Transmutation
This head is constantly shifting and changing, one minute looking like a serpents, then the next a mass of tentacles, then changing just as quickly.
Spells: Seripa, Herald of Aniik, casts spells as a lvl 20 Cleric and lvl 20 Wizard. Each head has access to a single domain and a single school and can cast as many spells per day as each of those classes for each head.
Swallow Whole (Ex): Serpia can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+10 points of crushing damage plus 10 points of acid damage per round from the serpent’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The gargantuan serpent’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Skills: Serpia has a +10 divine bonus to intimidate and can use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.
Homebrew stuff:
Battle Butler: https://www.dandwiki.com/wiki/Battle_Butler_(3.5e_Feat)
Cheshire Cat head abilities: http://www.giantitp.com/forums/showsinglepost.php?p=9803718&postcount=1249
Next: My least servants, the Lunar Fliers.
New Lunar Flier
Fine Outsider (Aniik)
Hit Dice: 1/2d8 (1 hp)
Initiative: +7
Speed: Fly 20 ft. (perfect) (4 squares)
Armor Class: 26 (+4 Dex, +8 size, +4 natural), touch 22, flat-footed 22
Base Attack/Grapple:+1/-20
Attack: Ray of darkness +13 ranged touch (1)
Full Attack: 2 Rays of darkness +13 ranged touch (1)
Space/Reach: 1/2 ft./0 ft.
Special Attacks:
Special Qualities: darkvision 60 ft., message
Saves: Fort +0, Ref +6, Will +2
Abilities: Str 1, Dex 18, Con 6, Int 2, Wis 11, Cha 10
Skills: Will do later (12 points)
Feats: Improved Initiative, Weapon Finesse
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 1
Treasure: None
Alignment: Always true neutral
Advancement: 1 HD (Fine)
Level Adjustment: —
A miniscule mote of darkness flies through the air, probably carrying a message to some random person.
This is what could easily be considered the infantile stage of the lunar fliers. One who follows orders well enough will quickly be promoted to the next highest stage.
New Lunar Fliers understand common, sylvan and undercommon, but they cannot speak except for when using their message ability.
COMBAT
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the new lunar flier to their Summon Monster 1 list.
Message (Ex): When ordered to by its' master, the new lunar flier can record a message up to 5 minutes long. The new lunar flier can then be ordered to speak this message whenever the master wishes. The new lunar flier can also be used to transmit messages between correspondents by having the end of the message grant control to the recipient. Recording a new message erases the old one.
Ray of Darkness (Ex): A new lunar flier’s rays of darkness have a range of 30 feet and count as magic for the purposes of overcoming damage reduction.
https://www.dfw.state.or.us/mrp/finfish/images/species/black_skate.jpg
Waxing Crescent Lunar Flier
Diminutive Outsider (Aniik, Animal)
Hit Dice: 1d8 (4 hp)
Initiative: +6
Speed: Fly 15 ft. (perfect) (3 squares)
Armor Class: 21 (+3 Dex, +4 size, +4 natural), touch 17, flat-footed 18
Base Attack/Grapple:+1/-16
Attack: Ray of darkness +8 ranged touch (1d2)
Full Attack: 2 Rays of darkness +8 ranged touch (1d2)
Space/Reach: 1 ft./0 ft.
Special Attacks:
Special Qualities: darkvision 60 ft.,
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 1, Dex 16, Con 10, Int 2, Wis 11, Cha 10
Skills: Will do later (12 points)
Feats: Improved Initiative, Weapon Finesse
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Always true neutral
Advancement: 2-4 HD (Small)
Level Adjustment: —
A small skate-like creature glides silently through the air before landing on a small bowl and beginning to finish off the small amount of soup left inside.
The second stage in the promotion line of lunar fliers. This lunar flier resembles a miniscule skate made of darkness with small points of light for eyes. They typically flit around the revel and dispose of trash or leftovers.
Waxing Crescent Lunar Fliers understand common, sylvan and undercommon, but they cannot speak.
COMBAT
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the waxing crescent lunar flier to their Summon Monster 1 list.
Animal Subtype: A waxing crescent lunar flier counts as an animal as well as an outsider for all effects and prerequisites but does not have the animal type.
Ray of Darkness (Ex): A waxing crescent lunar flier’s rays of darkness have a range of 30 feet and count as magic for the purposes of overcoming damage reduction.
Frst Quarter Lunar Flier
Tiny Outsider (Aniik, Magical Beast)
Hit Dice: 1d8+1 (5 hp)
Initiative: +5
Speed: Fly 10 ft. (perfect) (2 squares)
Armor Class: 18 (+2 Dex, +2 size, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple:+1/-11
Attack: tendril +5 touch (1+Poison)
Full Attack: 2 tendrils +5 touch (1+Poison)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Poison
Special Qualities: darkvision 60 ft., magical strike
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 3, Dex 14, Con 12, Int 3, Wis 12, Cha 10
Skills: Will do later (16 points)
Feats: Improved Initiative, Weapon Finesse
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Always true neutral
Advancement: 2-4 HD (Small)
Level Adjustment: —
The strange jellyfish-like creature has glowing tentacles and brilliant stars within its' inky black bell.
The third stage in the promotion line of lunar fliers. This lunar flier resembles a tiny jellyfish made of darkness with small stars of light for eyes within the bell. They typically float around the revel and return used items to the proper place for cleaning and/or fixing.
First Quarter Lunar Fliers understand common, sylvan and undercommon, but they cannot speak.
COMBAT
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the first quarter lunar flier to their Summon Monster 1 list.
Magical Beast Subtype: A first quarter lunar flier counts as a magical beast as well as an outsider for all effects and prerequisites but does not have the magical beast type.
Magical Strike (Ex): A first quarter lunar flier's tendril attacks count as magical for the purposes of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.
Waxing Gibbous Lunar Flier
Tiny Outsider (Aniik, Magical Beast)
Hit Dice: 2d8+2 (11 hp)
Initiative: +5
Speed: 5 ft., Fly 30 ft. (Good)
Armor Class: 16 (+2 Dex, +2 size, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple:+2/-10
Attack: Bite +5 (1+Poison)
Full Attack: Bite +6 (1+Poison)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Poison, Shriek
Special Qualities: blindsense 30 ft., darkvision 60 ft., magical strike
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 5, Dex 14, Con 12, Int 5, Wis 12, Cha 10
Skills: Will do later (25 points)
Feats: Improved Initiative, Weapon Finesse
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Always true neutral
Advancement: 2-4 HD (Small)
Level Adjustment: —
The bat before you has a wholly skeletal head with glowing purple orbs instead of eyes. The body below appears to be made of pure darkness save for the shock of bright fur along the wedges of its' wings.
The fourth stage in the promotion line of lunar fliers. This lunar flier resembles a bat made of shadows with brilliant white fur along the edges of their wing membranes and a skeletal head. They typically flit around the revel and act as perimeter guards for sensitive locations.
Waxing Gibbous Lunar Fliers speak common, sylvan and undercommon, but they cannot speak.
COMBAT
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the waxing gibbous lunar flier to their Summon Monster 2 list.
Magical Beast Subtype: A waxing gibbous lunar flier counts as a magical beast as well as an outsider for all effects and prerequisites but does not have the magical beast type.
Magical Strike (Ex): A waxing gibbous lunar flier's natural attacks count as magical for the purposes of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.
Shriek (Ex): Movement or a light source not designated as friendly within 10 feet of a waxing gibbous lunar flier causes the creature to emit a piercing sound that lasts for 1d3 rounds. The sound attracts nearby creatures and guards that are disposed to investigate it.
Full Lunar Flier
Tiny Outsider (Aniik, Magical Beast)
Hit Dice: 4d8+12 (30 hp)
Initiative: +6
Speed: 5 ft., Fly 40 ft. (Good)
Armor Class: 17 (+3 Dex, +2 size, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple:+4/-8
Attack: Bite +9 (1)
Full Attack: Bite +9 (1)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Flash, Heat Spray
Special Qualities: blindsense 30 ft., darkvision 60 ft., glow,
Saves: Fort +7, Ref +7, Will +6
Abilities: Str 5, Dex 16, Con 16, Int 5, Wis 14, Cha 10
Skills: Will do later (45)
Feats: Improved Initiative, Weapon Finesse, Ability Focus (Flash)
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Always true neutral
Advancement: 5-8 HD (Small)
Level Adjustment: —
The creature before you looks like a strange cross between a death's-head moth and a firefly save that it is easily bigger than your head.
The fifth stage in the promotion line of lunar fliers. This lunar flier resembles a massive firefly with a pattern similar to a death's-head moth. Within the revel they typically stay in one place, providing lighting to those around them in exchange for small bits of food.
Waxing Gibbous Lunar Fliers speak common, sylvan and undercommon, but they cannot speak.
COMBAT
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the full lunar flier to their Summon Monster 3 list.
Flash (Ex): Once every six hours, as a standard action, a full lunar flier may let out a burst of light in a 40 ft. radius. All within the radius must make a fortitude save (DC 1) or be blinded for one 1d4 rounds and dazzled for 1 minute. Those who make the save are still dazzled for 1d2 rounds.
Glow (Ex): At-will, as a free action, a full lunar flier may shed light as a torch out to 30 ft.
Heat Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone of burning vapor once per round. Those within the cone must succeed on a DC 15 Fortitude save or take 1d2+2 points of fire damage. The save DC is Constitution-based.
Magical Beast Subtype: A waxing gibbous lunar flier counts as a magical beast as well as an outsider for all effects and prerequisites but does not have the magical beast type.
Magical Strike (Ex): A full lunar flier's natural attacks count as magical for the purposes of overcoming damage reduction.
https://cdn3.iconfinder.com/data/icons/marine-life/100/16-512.png
Waxing Gibbous Lunar Flier
Tiny Outsider (Aniik, Magical Beast)
Hit Dice: 5d8+15 (37 hp)
Initiative: +5
Speed: Fly 45 ft. (good) (3 squares)
Armor Class: 18 (+2 Dex, +2 size, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple:+5/-7
Attack: Ray of darkness +9 ranged touch (1d2) or sting +7 (1+poison)
Full Attack: 2 Rays of darkness +9 ranged touch (1d2) and one sting +7 (1+poison)
Space/Reach: 1 ft./0 ft.
Special Attacks: Poison
Special Qualities: darkvision 60 ft., glow
Saves: Fort +9, Ref +7, Will +8
Abilities: Str 5, Dex 14, Con 16, Int 10, Wis 14, Cha 12
Skills: Will do later (72 points)
Feats: Improved Initiative, Weapon Finesse, Ability Focus (poison)
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Always true neutral
Advancement: 2-4 HD (Small)
Level Adjustment: —
A small ray-like creature glides silently through the air before hovering before you and asking you politely what you'd wish to eat, drink, and/or experience.
The sixth stage in the promotion line of lunar fliers. This lunar flier resembles a small glowing ray with a black fringe along its' fins. They typically flit around the revel and take petitions and orders from the dead to transmit up to the technoxi.
Waning Gibbous Lunar Fliers speak common, sylvan and undercommon.
COMBAT
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the waning gibbous lunar flier to their Summon Monster 3 list.
Glow (Ex): At-will, as a free action, a waning gibbous lunar flier may shed light as a candle out to 5 ft.
Magical Beast Subtype: A waning gibbous lunar flier counts as a magical beast as well as an outsider for all effects and prerequisites but does not have the magical beast type.
Magical Strike (Ex): A waning gibbous lunar flier's natural attacks count as magical for the purposes of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 17, initial damage dazed 1 minute; secondary damage unconsciousness. The save DC is Constitution-based.
Ray of Darkness (Ex): A waning gibbous lunar flier’s rays of darkness have a range of 30 feet and count as magic for the purposes of overcoming damage reduction.
Last Quarter Lunar Flier
Tiny Outsider (Aniik, Magical Beast)
Hit Dice: 6d8+18 (45 hp)
Initiative: +3
Speed: 40 ft., Climb 40 ft., Fly 40 ft. (Average)
Armor Class: 18 (+2 Dex, +2 size, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple:+6/-2
Attack: Ray of darkness +8 ranged touch (1d3) or bite +9 (1d3+poison) or spit +8 (1d2+entangle)
Full Attack: 2 Rays of darkness +8 ranged touch (1d3) and bite +9 (1d3+poison) or spit +8 (1d2+entangle)
Space/Reach: 1 ft./0 ft.
Special Attacks: Entangle, Poison
Special Qualities: darkvision 60 ft.,
Saves: Fort +9, Ref +7, Will +8
Abilities: Str 10, Dex 10, Con 20, Int 12, Wis 14, Cha 9
Skills: Will do later (81 points)
Feats: Improved Initiative, Ability Focus (poison), Ability Focus (Entangle), Weapon Focus (Spit)
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: ?
Treasure: None
Alignment: Always true neutral
Advancement: 7-8 HD (Small)
Level Adjustment: —
A small serpentine creature glides silently along the walls before quickly striking out and biting a man screaming at a cowering patron. The man immediately reacts and within a minute is nearly comatose.
The seventh stage in the promotion line of lunar fliers. This lunar flier resembles an amphithere with strange grey hemispherical wings and a long whip-like tail. They typically slip around the revel and look for those who are causing trouble, quickly stopping the violence and making the assailant helpless to his victims.
Last Quarter Lunar Fliers speak common, sylvan and undercommon.
COMBAT
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the last quarter lunar flier to their Summon Monster 4 list.
Entangling Spit: When a last quarter lunar flier strikes an enemy with their spit attack, the foe must succeed on a DC 18 fortitude save or become entangled for 1d10 rounds. The foe can spend a standard action to remove the entangling fluid and end the condition.
Magical Beast Subtype: A last quarter lunar flier counts as a magical beast as well as an outsider for all effects and prerequisites but does not have the magical beast type.
Magical Strike (Ex): A last quarter lunar flier's natural attacks count as magical for the purposes of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 18, initial damage paralyzed 1d4 rounds; secondary damage unconsciousness. The save DC is Constitution-based.
Ray of Darkness (Ex): A last quarter lunar flier’s rays of darkness have a range of 30 feet and count as magic for the purposes of overcoming damage reduction.
Waning Crescent Lunar Flier
Tiny Outsider (Aniik, Magical Beast)
Hit Dice: 8d8+40 (76 hp)
Initiative: +3
Speed: 5 ft., Fly 45 ft. (Good)
Armor Class: 21 (+5 Dex, +2 size, +4 natural), touch 17, flat-footed 16
Base Attack/Grapple:+8/+2
Attack: Ray of darkness +15 ranged touch (1d3) or bite +15 melee (1d3+2) or claw +15 melee (1d2+2+Improved Grab) or feather +15 ranged (1d2 piercing)
Full Attack: 2 Rays of darkness +15 ranged touch (1d3) and either bite +15 (1d3+2) and claw +15 (1d2+2+Improved Grab) or feather +15 (1d2 piercing)
Space/Reach: 1 ft./0 ft.
Special Attacks: Improved Grab, Detain
Special Qualities: darkvision 60 ft.
Saves: Fort +11, Ref +11, Will +8
Abilities: Str 14, Dex 20, Con 20, Int 14, Wis 14, Cha 20
Skills: Will do later (96 points)
Feats: Improved Initiative, Weapon Finesse, Ability Focus (Detain), Multiattack
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: ?
Treasure: None
Alignment: Always true neutral
Advancement: 9-13 HD (Small)
Level Adjustment: —
The brilliant white raven flits towards the commotion. Within seconds each of the assailants is kneeling on the floor, their limbs locked together with spectral chains and a purple rune burning on their forehead.
The eighth stage in the promotion line of lunar fliers. This lunar flier resembles a striking white rave with burning black eyes, needle-like feathers, wicked curved talons, a serrated beak, and a glowing purple rune on their forehead. They typically slip around the revel and look for those who are causing trouble, detaining them and bringing them from others.
Last Quarter Lunar Fliers speak common, sylvan and undercommon.
COMBAT
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the waning crescent lunar flier to their Summon Monster 4 list.
Detain: When a last quarter lunar flier establishes a grapple, as a free action they can attempt to detain the creature. The creature must succeed on a will save DC 19 or become under the effects of binding with the chaining effect. This binding effect lasts until they are suitable punished for their misdeeds by whoever is deemed to be the controller of the lunar flier that detained the creature.
Improved Grab (Ex): To use this ability, a last quarter lunar flier must hit with its claw 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 may attempt to detain the creature immediately.
Magical Beast Subtype: A waning gibbous lunar flier counts as a magical beast as well as an outsider for all effects and prerequisites but does not have the magical beast type.
Magical Strike (Ex): A waning gibbous lunar flier's natural attacks count as magical for the purposes of overcoming damage reduction.
Ray of Darkness (Ex): A waning crescent lunar flier’s rays of darkness have a range of 30 feet and count as magic for the purposes of overcoming damage reduction.
Dark Lunar Flier
Small Outsider (Aniik, Ooze)
Hit Dice: 10d8+50 (95 hp)
Initiative: +3
Speed: 5 ft., Fly 45 ft. (Good)
Armor Class: 19 (+1 size, +8 natural), touch 11, flat-footed 19
Base Attack/Grapple:+10/+6
Attack: Ray of darkness +11 ranged touch (1d4) or slam +11 (1d6+improved grab)
Full Attack: 2 Rays of darkness +11 ranged touch (1d3) and slam +11 (1d6+Improved Grab)
Space/Reach: 1 ft./0 ft.
Special Attacks: Engulf, Improved Grab, Detain
Special Qualities: Blindsight 120 ft., darkvision 120 ft., improved senses, superior low-light vision
Saves: Fort +12, Ref +7, Will +9
Abilities: Str 10, Dex 10, Con 20, Int 14, Wis 14, Cha 36
Skills: Will complete later (112 points)
Feats: Improved Initiative, Weapon Finesse, Ability Focus (Detain), Ability Focus (Engulf), Multiattack
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: ?
Treasure: None
Alignment: Always true neutral
Advancement: 9-13 HD (Small)
Level Adjustment: —
The large orb of frothing slime floats near a small gathering of adventurers. Without warning it darts into the center of the group and silences them all, binding them to their seats and calling for a higher up to help deal with the interlopers.
The ninth and last stage in the promotion line of lunar fliers. This lunar flier resembles a floating ball of roiling black, purple, and blue slime with a small green glowing orb in the center. They typically watch over the revel and act as the eyes and ears for those who control the areas, watching and listening for plans to sack the domain of the reveller.
Dark Lunar Fliers speak common, sylvan and undercommon.
COMBAT
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the dark lunar flier to their Summon Monster 4 list.
Detain: When a dark lunar flier establishes a grapple, as a free action they can attempt to detain the creature. The creature must succeed on a will save DC 19 or become under the effects of binding with the chaining effect. This binding effect lasts until they are suitable punished for their misdeeds by whoever is deemed to be the controller of the lunar flier that detained the creature.
Engulf (Ex): Although it is small, a dark lunar flier can simply mow down tiny or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The dark lunar flier merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the flier, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 29 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the flier moves forward. Engulfed creatures are subject to the flier’s detain ability, and are considered to be grappled and trapped within its body. The save DC is Charisma-based and includes a +1 racial bonus.
Improved Grab (Ex): To use this ability, a dark lunar flier must hit with its slam 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 may attempt to detain the creature immediately.
Improved Senses (Ex): A dark lunar flier can hear three times as well as a human can and as such triple the range that a dark flier can hear for the listen skill.
Ooze Subtype: A dark lunar flier counts as an ooze as well as an outsider for all effects and prerequisites but does not have the ooze type.
Magical Strike (Ex): A dark lunar flier's natural attacks count as magical for the purposes of overcoming damage reduction.
Ray of Darkness (Ex): A dark lunar flier’s rays of darkness have a range of 30 feet and count as magic for the purposes of overcoming damage reduction.
Superior Low-light Vision (Ex): A dark lunar flier can see three times as well as a human in low-light conditions.
If I was a god (http://www.giantitp.com/forums/showthread.php?537797-Various-things-I-ve-made-(More-of-a-dumping-ground-than-anything-else-%AF-_()_-%AF-)&p=22431520#post22431520), here would be my creations meant to serve me and a race I would create to help fill my domain, The Revel.
First up: My Herald, Serpia.
Serpia, Herald of Aniik
Gargantuan Outsider (Aniik, Dragon)
Hit Dice: 20d8+100 (190)
Initiative: +1
Speed: 50 ft. (10 squares), swim 40 ft.
Armor Class: 19 (-4 size, +1 Dex, +12 Nat), (7) touch, (18) flat-footed
Base Attack/Grapple: +20 / +42
Attack: Up to 9 bites +26 melee (2d10+20) and/or a head specific attack
Full Attack: Up to 9 bites +26 melee (2d10+20) and/or a head specific attack
Space/Reach: 20 ft./ 20 ft.
Special Attacks: Deep Bites, Improved Grab, Nine Heads, Spells, Swallow Whole
Special Qualities: Alternate Form, Outsider traits, Darkvision 60 ft., fast healing 19, nine heads, scent, spell resistance 32
Saves: Fort +17, Ref +13, Will +14
Abilities: Str 30, Dex 12, Con 20, Int 25, Wis 15, Cha 15
Skills: Bluff +25, Climb +33, Concentration +28, Diplomacy +25, Escape Artist +24, Gather Information +25, Hide +12, Intimidate +25, Listen +25, Move Silently +24, Search +25, Sense Motive +25, Spellcraft +30, Spot +25, Swim +33
Feats: Battle Butler, Power Attack, Blind-fight, Combat expertise, Weapon focus (Bite), Multiattack, Improved Multiattack,
Environment: The Revel
Organization: Unique
Challenge Rating: ?
Treasure: None
Alignment: True Neutral
Level Adjustment: -
Advancement: -
The gigantic serpentine form before you leans forwards to look you in the eyes with 9 separate heads, multiple voices speak at once with each one coming from a separate head.
Serpia, Herald of Aniik is an outsider that resembles a Nine-headed hydra with each neck crowned by a different type of head. Each head is has a completely independent mind and personality, but the Alluring head has control of the body. Each mind is connected to one another and so cannot willingly attack any of the other heads or even the body. The heads usually act in a friendly manner towards each other and the Alluring head does not usually use the body against the wishes of the other heads. The personalities of the various heads are as follow:
Necrotic: Machiavellian but somber.
Vivid: Caring and always wanting the best for those around it.
Cheshire: Wise-ass and very intelligent.
Sonic: Chipper and almost always with a tune on its' lips.
Laughing: Always ready for a drink, with a good joke and a groan-worthy pun on its' lips.
Widow: Sensual and seductive.
Alluring: Sweet and caring.
Severed: Cynical and scheming.
Shifting: Chaotic and eccentric.
Serpia, Herald of Aniik can speak in Necril, Common, Elvish, Undercommon, Aklo, Infernal, Abyssal, Celestial, Sylvan, Terran, Ignan, Aquan, Aurian, and Draconic.
Combat:
Alternate Form (Su): Once per round, as a move action, Serpia, Herald of Aniik may activate this ability to change itself at the behest of their creator. Serpia, Herald of Aniik has the following stats in its' alternate form:
Serpia, Herald of Aniik
Tiny Outsider (Aniik, Dragon)
Hit Dice: 20d8+100 (190)
Initiative: +7
Speed: 15 ft. (3 squares), climb 15 ft. swim 15 ft.
Armor Class: 27 (+2 size, +5 Dex, +10 Nat), (17) touch, (25) flat-footed
Base Attack/Grapple: +20 / +12
Attack: Up to 9 bites +25 melee (1) and/or a head specific attack
Full Attack: Up to 9 bites +25 melee (1) and/or a head specific attack
Space/Reach: 2.5ft./ 0ft.
Special Attacks: Nine Heads, Spells
Special Qualities: Alternate Form, Damage Reduction 20/Epic, Darkvision 60 ft., fast healing 19, Frightful Presence, low-light vision, Nine Heads, scent, spell resistance 32
Saves: Fort +17, Ref +17, Will +14
Abilities: Str 4, Dex 21, Con 20, Int 25, Wis 15, Cha 15
Skills:Bluff +25, Climb +36, Concentration +28, Diplomacy +25, Escape Artist +28, Gather Information +25, Hide +36, Intimidate +35, Listen +25, Move Silently +28, Search +25, Sense Motive +25, Spellcraft +30, Spot +25, Swim +28
Feats: Battle Butler, Power Attack, Blind-fight, Combat expertise, Weapon focus (Bite), weapon finesse, multiattack, improved multiattack
Environment: The Revel
Organization: Unique
Challenge Rating: ?
Treasure: None
Alignment: True Neutral
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may use the spell miracle to summon Serpia for a number of rounds equal to their caster level/4. However, unless the cleric can rebuke serpia or charm them, they will not be under the caster's control and will take actions as they wish.
Deep Bites (Ex): Serpia adds double their strength bonus to all bite attacks, even secondary bites.
Dragon Subtype: Serpia counts as a dragon as well as an outsider for all effects and prerequisites but does not have the dragon type
Frightful Presence (Ex) Serpia unsettles foes with its mere presence. This ability takes effect automatically whenever they attack, charge, or cast a spell. Creatures within a radius of 150 feet are subject to the effect if they have fewer than 20 HD. A potentially affected creature that succeeds on a Will save (DC 21) remains immune to their frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Improved Grab (Ex): To use this ability, serpia must hit with a 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 attempt to swallow the foe the following round.
Nine Heads (Ex): Each of Serpia's nine heads represents one of the nine domains of their Patron and has additional qualities and a special attack, if a head is removed Serpia loses access to those abilities and qualities until it regrows. Should a head be removed it regrows in 1d6 turns and gains a +4 divine bonus to all rolls from that head for 1d4 turns. The special qualities only affect the head they are found on, none of the other head or even the body get the abilities or qualities. The heads are as follows:
Head
Special Attack
Special Qualities
Domain and School
Description
Necrotic (undeath)
Breath Weapon (2d8 Negative Energy (does not heal); 30ft cone) recharges after 1d4 turns
Negative Energy Affinity, Undead Traits
Undeath and Necromancy
This head and neck resembles the rotting carcass of a serpentine head with glowing purple eyes.
Vivid (Healing)
Breath Weapon (2d8 Positive Energy (does not heal); 30ft cone) recharges after 1d4 turns
Fast healing 22 instead of 19
Healing and Creation
This head and neck resembles a serpentine head, overfilled with life.
Cheshire (Knowledge)
Gaze (Will save (22) or be affected by Tasha's Hideous Laughter) recharges in 1d8 rounds
Rictus Grin
Knowledge and Illusion
This head resembles that of a hideously grinning cat covered in purple striped fur.
Sonic (Song)
Screech (2d8 Sonic; 30 ft. cone) recharges in 1d6 rounds
Bardic music (CL 22) 33 rounds/day
Song and Evocation
This head resembles that of a large bat covered in brown fur.
Laughing (Revelry)
3/day Cackle (30ft cone, all within must make a DC 22 will save or be panicked for 1d4 rounds and drunk for 2d8, bypasses immunity to fear)
None extra
Revelry and Abjuration
This head resembles that of a large hyena, its' mouth cracked in a smirk and it's eyes flashing with an inner fire.
Widow (Lust)
Web 3/day
On bite: 3/day Poison (Fort save (25); 1 turn; 1d6 Dex and 1d6 Str; 2d6 Dex and 2d6 Str)
Lust and Universal
This head resembles that of a very large spider, its' eyes gleaming in need and its' fangs twitching hungrily.
Alluring (Love)
Gaze (Will save (22) or be frozen in place, unable to defend or attack for 1d6 turns) recharges in 1d6 turns
None extra.
Love and Enchantment
This head looks different to everyone who lays eyes upon it, reflecting exactly what makes them feel the most safe and loved in the form of a face; however it can also shut off this appearance and look simply like that of a serpent crowned with pink, purple, black, and blue scales
Severed (Darkness)
Imprison (Single target, must be within range of telepathy; target makes a DC 22 will save or be trapped within their own mind for 1d10 turns, unable to sense or influence their body or the outside world during their imprisonment)
Blindsight 50 ft, Telepathy 100 ft.
Darkness and Divination
This head resembles that of a man with his eyes stitched shut and his ears covered and sealed; blocking out all outside input.
Shifting (Transformation)
Gaze (Will save (22) or baleful polymorph) recharges in 2d6 turns
Immune to precision damage
Transformation and Transmutation
This head is constantly shifting and changing, one minute looking like a serpents, then the next a mass of tentacles, then changing just as quickly.
Spells: Seripa, Herald of Aniik, casts spells as a lvl 20 Cleric and lvl 20 Wizard. Each head has access to a single domain and a single school and can cast as many spells per day as each of those classes for each head.
Swallow Whole (Ex): Serpia can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+10 points of crushing damage plus 10 points of acid damage per round from the serpent’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The gargantuan serpent’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Skills: Serpia has a +10 divine bonus to intimidate and can use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.
Homebrew stuff:
Battle Butler: https://www.dandwiki.com/wiki/Battle_Butler_(3.5e_Feat)
Cheshire Cat head abilities: http://www.giantitp.com/forums/showsinglepost.php?p=9803718&postcount=1249
Next: My least servants, the Lunar Fliers.
New Lunar Flier
Fine Outsider (Aniik)
Hit Dice: 1/2d8 (1 hp)
Initiative: +7
Speed: Fly 20 ft. (perfect) (4 squares)
Armor Class: 26 (+4 Dex, +8 size, +4 natural), touch 22, flat-footed 22
Base Attack/Grapple:+1/-20
Attack: Ray of darkness +13 ranged touch (1)
Full Attack: 2 Rays of darkness +13 ranged touch (1)
Space/Reach: 1/2 ft./0 ft.
Special Attacks:
Special Qualities: darkvision 60 ft., message
Saves: Fort +0, Ref +6, Will +2
Abilities: Str 1, Dex 18, Con 6, Int 2, Wis 11, Cha 10
Skills: Will do later (12 points)
Feats: Improved Initiative, Weapon Finesse
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 1
Treasure: None
Alignment: Always true neutral
Advancement: 1 HD (Fine)
Level Adjustment: —
A miniscule mote of darkness flies through the air, probably carrying a message to some random person.
This is what could easily be considered the infantile stage of the lunar fliers. One who follows orders well enough will quickly be promoted to the next highest stage.
New Lunar Fliers understand common, sylvan and undercommon, but they cannot speak except for when using their message ability.
COMBAT
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the new lunar flier to their Summon Monster 1 list.
Message (Ex): When ordered to by its' master, the new lunar flier can record a message up to 5 minutes long. The new lunar flier can then be ordered to speak this message whenever the master wishes. The new lunar flier can also be used to transmit messages between correspondents by having the end of the message grant control to the recipient. Recording a new message erases the old one.
Ray of Darkness (Ex): A new lunar flier’s rays of darkness have a range of 30 feet and count as magic for the purposes of overcoming damage reduction.
https://www.dfw.state.or.us/mrp/finfish/images/species/black_skate.jpg
Waxing Crescent Lunar Flier
Diminutive Outsider (Aniik, Animal)
Hit Dice: 1d8 (4 hp)
Initiative: +6
Speed: Fly 15 ft. (perfect) (3 squares)
Armor Class: 21 (+3 Dex, +4 size, +4 natural), touch 17, flat-footed 18
Base Attack/Grapple:+1/-16
Attack: Ray of darkness +8 ranged touch (1d2)
Full Attack: 2 Rays of darkness +8 ranged touch (1d2)
Space/Reach: 1 ft./0 ft.
Special Attacks:
Special Qualities: darkvision 60 ft.,
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 1, Dex 16, Con 10, Int 2, Wis 11, Cha 10
Skills: Will do later (12 points)
Feats: Improved Initiative, Weapon Finesse
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Always true neutral
Advancement: 2-4 HD (Small)
Level Adjustment: —
A small skate-like creature glides silently through the air before landing on a small bowl and beginning to finish off the small amount of soup left inside.
The second stage in the promotion line of lunar fliers. This lunar flier resembles a miniscule skate made of darkness with small points of light for eyes. They typically flit around the revel and dispose of trash or leftovers.
Waxing Crescent Lunar Fliers understand common, sylvan and undercommon, but they cannot speak.
COMBAT
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the waxing crescent lunar flier to their Summon Monster 1 list.
Animal Subtype: A waxing crescent lunar flier counts as an animal as well as an outsider for all effects and prerequisites but does not have the animal type.
Ray of Darkness (Ex): A waxing crescent lunar flier’s rays of darkness have a range of 30 feet and count as magic for the purposes of overcoming damage reduction.
Frst Quarter Lunar Flier
Tiny Outsider (Aniik, Magical Beast)
Hit Dice: 1d8+1 (5 hp)
Initiative: +5
Speed: Fly 10 ft. (perfect) (2 squares)
Armor Class: 18 (+2 Dex, +2 size, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple:+1/-11
Attack: tendril +5 touch (1+Poison)
Full Attack: 2 tendrils +5 touch (1+Poison)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Poison
Special Qualities: darkvision 60 ft., magical strike
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 3, Dex 14, Con 12, Int 3, Wis 12, Cha 10
Skills: Will do later (16 points)
Feats: Improved Initiative, Weapon Finesse
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Always true neutral
Advancement: 2-4 HD (Small)
Level Adjustment: —
The strange jellyfish-like creature has glowing tentacles and brilliant stars within its' inky black bell.
The third stage in the promotion line of lunar fliers. This lunar flier resembles a tiny jellyfish made of darkness with small stars of light for eyes within the bell. They typically float around the revel and return used items to the proper place for cleaning and/or fixing.
First Quarter Lunar Fliers understand common, sylvan and undercommon, but they cannot speak.
COMBAT
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the first quarter lunar flier to their Summon Monster 1 list.
Magical Beast Subtype: A first quarter lunar flier counts as a magical beast as well as an outsider for all effects and prerequisites but does not have the magical beast type.
Magical Strike (Ex): A first quarter lunar flier's tendril attacks count as magical for the purposes of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.
Waxing Gibbous Lunar Flier
Tiny Outsider (Aniik, Magical Beast)
Hit Dice: 2d8+2 (11 hp)
Initiative: +5
Speed: 5 ft., Fly 30 ft. (Good)
Armor Class: 16 (+2 Dex, +2 size, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple:+2/-10
Attack: Bite +5 (1+Poison)
Full Attack: Bite +6 (1+Poison)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Poison, Shriek
Special Qualities: blindsense 30 ft., darkvision 60 ft., magical strike
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 5, Dex 14, Con 12, Int 5, Wis 12, Cha 10
Skills: Will do later (25 points)
Feats: Improved Initiative, Weapon Finesse
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Always true neutral
Advancement: 2-4 HD (Small)
Level Adjustment: —
The bat before you has a wholly skeletal head with glowing purple orbs instead of eyes. The body below appears to be made of pure darkness save for the shock of bright fur along the wedges of its' wings.
The fourth stage in the promotion line of lunar fliers. This lunar flier resembles a bat made of shadows with brilliant white fur along the edges of their wing membranes and a skeletal head. They typically flit around the revel and act as perimeter guards for sensitive locations.
Waxing Gibbous Lunar Fliers speak common, sylvan and undercommon, but they cannot speak.
COMBAT
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the waxing gibbous lunar flier to their Summon Monster 2 list.
Magical Beast Subtype: A waxing gibbous lunar flier counts as a magical beast as well as an outsider for all effects and prerequisites but does not have the magical beast type.
Magical Strike (Ex): A waxing gibbous lunar flier's natural attacks count as magical for the purposes of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.
Shriek (Ex): Movement or a light source not designated as friendly within 10 feet of a waxing gibbous lunar flier causes the creature to emit a piercing sound that lasts for 1d3 rounds. The sound attracts nearby creatures and guards that are disposed to investigate it.
Full Lunar Flier
Tiny Outsider (Aniik, Magical Beast)
Hit Dice: 4d8+12 (30 hp)
Initiative: +6
Speed: 5 ft., Fly 40 ft. (Good)
Armor Class: 17 (+3 Dex, +2 size, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple:+4/-8
Attack: Bite +9 (1)
Full Attack: Bite +9 (1)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Flash, Heat Spray
Special Qualities: blindsense 30 ft., darkvision 60 ft., glow,
Saves: Fort +7, Ref +7, Will +6
Abilities: Str 5, Dex 16, Con 16, Int 5, Wis 14, Cha 10
Skills: Will do later (45)
Feats: Improved Initiative, Weapon Finesse, Ability Focus (Flash)
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Always true neutral
Advancement: 5-8 HD (Small)
Level Adjustment: —
The creature before you looks like a strange cross between a death's-head moth and a firefly save that it is easily bigger than your head.
The fifth stage in the promotion line of lunar fliers. This lunar flier resembles a massive firefly with a pattern similar to a death's-head moth. Within the revel they typically stay in one place, providing lighting to those around them in exchange for small bits of food.
Waxing Gibbous Lunar Fliers speak common, sylvan and undercommon, but they cannot speak.
COMBAT
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the full lunar flier to their Summon Monster 3 list.
Flash (Ex): Once every six hours, as a standard action, a full lunar flier may let out a burst of light in a 40 ft. radius. All within the radius must make a fortitude save (DC 1) or be blinded for one 1d4 rounds and dazzled for 1 minute. Those who make the save are still dazzled for 1d2 rounds.
Glow (Ex): At-will, as a free action, a full lunar flier may shed light as a torch out to 30 ft.
Heat Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone of burning vapor once per round. Those within the cone must succeed on a DC 15 Fortitude save or take 1d2+2 points of fire damage. The save DC is Constitution-based.
Magical Beast Subtype: A waxing gibbous lunar flier counts as a magical beast as well as an outsider for all effects and prerequisites but does not have the magical beast type.
Magical Strike (Ex): A full lunar flier's natural attacks count as magical for the purposes of overcoming damage reduction.
https://cdn3.iconfinder.com/data/icons/marine-life/100/16-512.png
Waxing Gibbous Lunar Flier
Tiny Outsider (Aniik, Magical Beast)
Hit Dice: 5d8+15 (37 hp)
Initiative: +5
Speed: Fly 45 ft. (good) (3 squares)
Armor Class: 18 (+2 Dex, +2 size, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple:+5/-7
Attack: Ray of darkness +9 ranged touch (1d2) or sting +7 (1+poison)
Full Attack: 2 Rays of darkness +9 ranged touch (1d2) and one sting +7 (1+poison)
Space/Reach: 1 ft./0 ft.
Special Attacks: Poison
Special Qualities: darkvision 60 ft., glow
Saves: Fort +9, Ref +7, Will +8
Abilities: Str 5, Dex 14, Con 16, Int 10, Wis 14, Cha 12
Skills: Will do later (72 points)
Feats: Improved Initiative, Weapon Finesse, Ability Focus (poison)
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Always true neutral
Advancement: 2-4 HD (Small)
Level Adjustment: —
A small ray-like creature glides silently through the air before hovering before you and asking you politely what you'd wish to eat, drink, and/or experience.
The sixth stage in the promotion line of lunar fliers. This lunar flier resembles a small glowing ray with a black fringe along its' fins. They typically flit around the revel and take petitions and orders from the dead to transmit up to the technoxi.
Waning Gibbous Lunar Fliers speak common, sylvan and undercommon.
COMBAT
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the waning gibbous lunar flier to their Summon Monster 3 list.
Glow (Ex): At-will, as a free action, a waning gibbous lunar flier may shed light as a candle out to 5 ft.
Magical Beast Subtype: A waning gibbous lunar flier counts as a magical beast as well as an outsider for all effects and prerequisites but does not have the magical beast type.
Magical Strike (Ex): A waning gibbous lunar flier's natural attacks count as magical for the purposes of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 17, initial damage dazed 1 minute; secondary damage unconsciousness. The save DC is Constitution-based.
Ray of Darkness (Ex): A waning gibbous lunar flier’s rays of darkness have a range of 30 feet and count as magic for the purposes of overcoming damage reduction.
Last Quarter Lunar Flier
Tiny Outsider (Aniik, Magical Beast)
Hit Dice: 6d8+18 (45 hp)
Initiative: +3
Speed: 40 ft., Climb 40 ft., Fly 40 ft. (Average)
Armor Class: 18 (+2 Dex, +2 size, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple:+6/-2
Attack: Ray of darkness +8 ranged touch (1d3) or bite +9 (1d3+poison) or spit +8 (1d2+entangle)
Full Attack: 2 Rays of darkness +8 ranged touch (1d3) and bite +9 (1d3+poison) or spit +8 (1d2+entangle)
Space/Reach: 1 ft./0 ft.
Special Attacks: Entangle, Poison
Special Qualities: darkvision 60 ft.,
Saves: Fort +9, Ref +7, Will +8
Abilities: Str 10, Dex 10, Con 20, Int 12, Wis 14, Cha 9
Skills: Will do later (81 points)
Feats: Improved Initiative, Ability Focus (poison), Ability Focus (Entangle), Weapon Focus (Spit)
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: ?
Treasure: None
Alignment: Always true neutral
Advancement: 7-8 HD (Small)
Level Adjustment: —
A small serpentine creature glides silently along the walls before quickly striking out and biting a man screaming at a cowering patron. The man immediately reacts and within a minute is nearly comatose.
The seventh stage in the promotion line of lunar fliers. This lunar flier resembles an amphithere with strange grey hemispherical wings and a long whip-like tail. They typically slip around the revel and look for those who are causing trouble, quickly stopping the violence and making the assailant helpless to his victims.
Last Quarter Lunar Fliers speak common, sylvan and undercommon.
COMBAT
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the last quarter lunar flier to their Summon Monster 4 list.
Entangling Spit: When a last quarter lunar flier strikes an enemy with their spit attack, the foe must succeed on a DC 18 fortitude save or become entangled for 1d10 rounds. The foe can spend a standard action to remove the entangling fluid and end the condition.
Magical Beast Subtype: A last quarter lunar flier counts as a magical beast as well as an outsider for all effects and prerequisites but does not have the magical beast type.
Magical Strike (Ex): A last quarter lunar flier's natural attacks count as magical for the purposes of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 18, initial damage paralyzed 1d4 rounds; secondary damage unconsciousness. The save DC is Constitution-based.
Ray of Darkness (Ex): A last quarter lunar flier’s rays of darkness have a range of 30 feet and count as magic for the purposes of overcoming damage reduction.
Waning Crescent Lunar Flier
Tiny Outsider (Aniik, Magical Beast)
Hit Dice: 8d8+40 (76 hp)
Initiative: +3
Speed: 5 ft., Fly 45 ft. (Good)
Armor Class: 21 (+5 Dex, +2 size, +4 natural), touch 17, flat-footed 16
Base Attack/Grapple:+8/+2
Attack: Ray of darkness +15 ranged touch (1d3) or bite +15 melee (1d3+2) or claw +15 melee (1d2+2+Improved Grab) or feather +15 ranged (1d2 piercing)
Full Attack: 2 Rays of darkness +15 ranged touch (1d3) and either bite +15 (1d3+2) and claw +15 (1d2+2+Improved Grab) or feather +15 (1d2 piercing)
Space/Reach: 1 ft./0 ft.
Special Attacks: Improved Grab, Detain
Special Qualities: darkvision 60 ft.
Saves: Fort +11, Ref +11, Will +8
Abilities: Str 14, Dex 20, Con 20, Int 14, Wis 14, Cha 20
Skills: Will do later (96 points)
Feats: Improved Initiative, Weapon Finesse, Ability Focus (Detain), Multiattack
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: ?
Treasure: None
Alignment: Always true neutral
Advancement: 9-13 HD (Small)
Level Adjustment: —
The brilliant white raven flits towards the commotion. Within seconds each of the assailants is kneeling on the floor, their limbs locked together with spectral chains and a purple rune burning on their forehead.
The eighth stage in the promotion line of lunar fliers. This lunar flier resembles a striking white rave with burning black eyes, needle-like feathers, wicked curved talons, a serrated beak, and a glowing purple rune on their forehead. They typically slip around the revel and look for those who are causing trouble, detaining them and bringing them from others.
Last Quarter Lunar Fliers speak common, sylvan and undercommon.
COMBAT
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the waning crescent lunar flier to their Summon Monster 4 list.
Detain: When a last quarter lunar flier establishes a grapple, as a free action they can attempt to detain the creature. The creature must succeed on a will save DC 19 or become under the effects of binding with the chaining effect. This binding effect lasts until they are suitable punished for their misdeeds by whoever is deemed to be the controller of the lunar flier that detained the creature.
Improved Grab (Ex): To use this ability, a last quarter lunar flier must hit with its claw 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 may attempt to detain the creature immediately.
Magical Beast Subtype: A waning gibbous lunar flier counts as a magical beast as well as an outsider for all effects and prerequisites but does not have the magical beast type.
Magical Strike (Ex): A waning gibbous lunar flier's natural attacks count as magical for the purposes of overcoming damage reduction.
Ray of Darkness (Ex): A waning crescent lunar flier’s rays of darkness have a range of 30 feet and count as magic for the purposes of overcoming damage reduction.
Dark Lunar Flier
Small Outsider (Aniik, Ooze)
Hit Dice: 10d8+50 (95 hp)
Initiative: +3
Speed: 5 ft., Fly 45 ft. (Good)
Armor Class: 19 (+1 size, +8 natural), touch 11, flat-footed 19
Base Attack/Grapple:+10/+6
Attack: Ray of darkness +11 ranged touch (1d4) or slam +11 (1d6+improved grab)
Full Attack: 2 Rays of darkness +11 ranged touch (1d3) and slam +11 (1d6+Improved Grab)
Space/Reach: 1 ft./0 ft.
Special Attacks: Engulf, Improved Grab, Detain
Special Qualities: Blindsight 120 ft., darkvision 120 ft., improved senses, superior low-light vision
Saves: Fort +12, Ref +7, Will +9
Abilities: Str 10, Dex 10, Con 20, Int 14, Wis 14, Cha 36
Skills: Will complete later (112 points)
Feats: Improved Initiative, Weapon Finesse, Ability Focus (Detain), Ability Focus (Engulf), Multiattack
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: ?
Treasure: None
Alignment: Always true neutral
Advancement: 9-13 HD (Small)
Level Adjustment: —
The large orb of frothing slime floats near a small gathering of adventurers. Without warning it darts into the center of the group and silences them all, binding them to their seats and calling for a higher up to help deal with the interlopers.
The ninth and last stage in the promotion line of lunar fliers. This lunar flier resembles a floating ball of roiling black, purple, and blue slime with a small green glowing orb in the center. They typically watch over the revel and act as the eyes and ears for those who control the areas, watching and listening for plans to sack the domain of the reveller.
Dark Lunar Fliers speak common, sylvan and undercommon.
COMBAT
Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the dark lunar flier to their Summon Monster 4 list.
Detain: When a dark lunar flier establishes a grapple, as a free action they can attempt to detain the creature. The creature must succeed on a will save DC 19 or become under the effects of binding with the chaining effect. This binding effect lasts until they are suitable punished for their misdeeds by whoever is deemed to be the controller of the lunar flier that detained the creature.
Engulf (Ex): Although it is small, a dark lunar flier can simply mow down tiny or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The dark lunar flier merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the flier, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 29 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the flier moves forward. Engulfed creatures are subject to the flier’s detain ability, and are considered to be grappled and trapped within its body. The save DC is Charisma-based and includes a +1 racial bonus.
Improved Grab (Ex): To use this ability, a dark lunar flier must hit with its slam 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 may attempt to detain the creature immediately.
Improved Senses (Ex): A dark lunar flier can hear three times as well as a human can and as such triple the range that a dark flier can hear for the listen skill.
Ooze Subtype: A dark lunar flier counts as an ooze as well as an outsider for all effects and prerequisites but does not have the ooze type.
Magical Strike (Ex): A dark lunar flier's natural attacks count as magical for the purposes of overcoming damage reduction.
Ray of Darkness (Ex): A dark lunar flier’s rays of darkness have a range of 30 feet and count as magic for the purposes of overcoming damage reduction.
Superior Low-light Vision (Ex): A dark lunar flier can see three times as well as a human in low-light conditions.