PDA

View Full Version : [Monster] Fighting the good fight



Regord_Silentflame
2008-07-30, 06:57 AM
I've been watching Krimm Blackleaf develop creatures of pure evil and chaos, one after another, and so I thought I would oppose his homebrew army with some creatures of law, justice, and righteousness.


HERRADEA
Medium Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice: 6d8+30 (57 hp)
Initiative: +6
Speed: 40ft
Armor Class: 24 (+2 Dex, +4 Natural, +5 +1 glammered chain shirt, +3 +2 light steel shield), touch 12, ff 25
Base Attack/Grapple: +6/+8
Attack: +1 keen merciful scimitar +9/+6 melee (1d6+3/15-20) or +1 merciful Composite Longbow (+4 bonus) +9/+5 ranged (110ft) (1d6+5/x3) or slam +10 melee (1d6+4)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities
Special Qualities: damage reduction 10/cold iron or evil, darkvision 60ft, Imm Elec and Pet, LLV, Resist 10 cold/fire, Spell Resistance 17, Tongues
Saves: +8/+7/+7
Abilities: Str 15, Dex 14, Con 17, Int 13, Wis 14, Cha 18
Skills: Climb +0, Concentration +12, Diplomacy +17, Escape Artist +9, Handle Animal +13, Heal +11, Hide +0, Jump +4, Listen +11, Move Silently +0, Ride +4, Sense Motive +13, Spot +11, Swim -2, Tumble +9, Use Rope +2 (+4 with bindings)
Feats: Combat Expertise Improved Initiative, Negotiator
Environment: Olympian Glades of Arborea
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 6
Treasure: No Coins, Double goods, standard items
Alignment: Always chaotic good
Advancement: 7-12 HD (Medium) 13-18 HD (Large)
Level Adjustment: +5

Spell-Like Abilities: Caster Level 6th, DCs are Charisma Based
At Will: Aid, Enlarge Person (15), Bull’s Strength (16)
2/day: Bless, Cure Serious Wounds (15)
1/day: Hold Monster (19)

You see a tall, thin man clothed in expensive, well-crafted clothing, his features are sharp and proud.

If most Eladrin are the Knights, then the herradea are the squires, or shieldbearers. Lacking the raw power in battle that others of their kind may have, the herradea have a greater focus on defensive power, and abilities that aid them, or their allies.

COMBAT

If fighting alone, or in pairs, herradea use their at will abilities to boost their combat prowess, as long as they have time to prepare. If any opponent is obviously dangerous, or vulnerable to such, they use their Hold Monster ability as soon as they can, if they have not used the ability this day.

If fighting as support in larger groups, they use their Bless ability right away. Afterwords, if they have time to prepare, they will use Enlarge Person, Aid, and Bull’s Strength on those who need it, then stay to protect anyone who needs them. If there is no time to prepare, they will use Bless at first opportunity, then follow the main combat group, and use their other abilities to boost their combat prowess. They will only use their Hold Monster Ability after an enemy becomes a worthy threat, not for prevention.



HESSIAN ARCHON
Medium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 20d8+100 (190 HP)
Initiative: +9
Speed: 50 ft. (10 Squares), 50ft fly (Perfect)
Armor Class: 40 (+5 Dex, +5 Armor, +5 Natural, +5 Dodge, +10 Deflection), Touch 30, Flat Footed 30
Base Attack/Grapple: +20/+25
Attack: +5 Ghost Touch, Holy, Axiomatic Greatsword +35 Melee (3d6+20 19-20), or Slam +30 Melee (1d6+15)
Full Attack: +5 Ghost Touch, Holy, Axiomatic Greatsword +35/+30/+25/+20 Melee (3d6+20 19-20), Slam +30 Melee (1d6+15)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil 1/day
Special Qualities: Darkvision 60ft, Low-Light Vision, Aura of Menace, Imm to Elec and Pet, +4 bonus on saves vs. poison, Magic Circle vs. Evil, Greater Teleport (self and 50lb of items only), Tongues, Death Throes, Discern Location, True Seeing, Blindsight 120ft, Blind, Spell-like abilities, Evasion, Mettle, DR 15/Epic and Evil
Saves: 19, 19, 19
Abilities: 30, 21, 21, 20, 21, 30
Skills: Balance +7, Concentration +28, Diplomacy +37, Gather Information +33, Intimidate +33, Jump +15, Knowledge (The Planes) +28, Knowledge (Religion) +28, Knowledge (Geography) +28, Listen +30, Search +28, Sense Motive +30, Spellcraft +28, Spot +30, Survival +28 (+2 on other planes, following tracks, and to avoid getting lost or hazards)
Feats: Iron Will, Great Fortitude, Lightning Reflexes, Awareness, Negotiator, Improved Initiative, Track
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always Lawful Good
Advancement: 21-40 (Large)
Level Adjustment: -

In front of you stands a Noble man, standing 7 feet tall, with striking features and toned muscles. His chain shirt glimmers, but his eyes do not. In fact, several bandages wrap around his head, covering his eyes.

Hessian archons are embodiments of truth, justice, and pure good. Dieties from the outer realms request for them to hunt down those who have committed Evil acts, and deliver them their justice. The hessian archon has full choice over which requests it accepts, although their righteous nature causes them to rarely deny the requests of Good deities. Once a hessian archon accepts a request, he retains his free-will, but nothing will stand in his way. They will only harm those they are hunting and their accomplices (they find out who is considered an accomplice from the deities who they receive their requests, using their commune ability, see below), and will only harm others if it is necessary to deliver judgement on their targets.

COMBAT

Aura of Menace (Su): A Righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20ft radius of an archon must succeed on a Will save (DC 32) to resist its effects. The save DC is Charisma-based and includes a +2 Racial Bonus. Those who fail take a -2 penaltry on attacks, AC and saves for 24 hours, or until the successfully hit the archon that generated the aura. A creature who resists, or breaks the effect cannot be affected again by the same archon’s aura for 24 hours.

Blind (Ex): Just like the truth that it embodies, a hessian archon is blind. This grants it immunity to any spell or effect that relies on sight, and grants the archon blindsight 120ft, true seeing, and Discern Location (see below). A hessian archon can benefit from any effect that would enhance natural sight, such as Detect Evil, such effects enhance it’s blind-sight in a similar manner, but cannot be granted sight through magical means, such as Scrying or Chain of Eyes.

Commune (Su): A hessian archon can commune with a diety who has requested him to punish an evil-doer, or any diety native to Celestia. This takes a full-round action to activate, and can be maintained for as long as the archon wishes. Communing in this fashion is not like the spell, it allows the archon to speak naturally with the diety in question as if they were next to eachother, but requires all of the archon’s attention.

Death Throes (Ex): When killed, a hessian archon explodes in a blinding flash of light. Anyone within 100ft of the archon is enveloped in the light, and suffers the effects of the Holy Word Spell, with a caster level equal to the archon’s Hit Dice. The save for the Banishment effect is Charisma based.

Discern Location (Sp): This effect is identical to the spell with a few differences. The effect is constant, not instantaneous, and has no casting time, the hessian archon need not have seen, or have an object belonging to a creature it is searching for, or have touched an object it is looking for, if any deity requests the archon to search for it, and the archon accepts the request.

Evasion (Ex): If a hessian archon makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. The archon does not benefit from this ability if he is unconscious.

Magic Circle vs. Evil (Sp): A hessian archon is surrounded by the effect of a Magic Circle vs. Evil effect. This is identical to the spell, with a caster level equal to the archon’s HD.

Mettle (Ex): A hessian archon can resist magical and unusual attacks with great willpower or fortitude. If they make a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping archon does not gain the benefit of mettle.

Smite Evil (Su): A hessian archon can smite evil once per day. This ability is identical to the paladin ability, and gives the archon a +10 to hit, and +20 to damage.

Spell-like abilities:
At Will: Align Weapon, Daylight, Detect Magic, Discern Lies, Plane Shift (Self Only and 50lb worth of items), Protection from Evil, Remove Blindness/Deafness
3/day: Find the Path, Mark of Justice, Restoration

Teleport (Sp): As a standard action, a Hessian archon can teleport as the spell Greater Teleport, but can only transport its self and 50lb of objects.

Tongues (Sp): A hessian archon is under the effect of the Tongues spell at all times.

True Seeing (Sp): A hessian archon is under the effect of a True Seeing spell at all times, except that the spell is based on its blind-sight, not natural sight.

The Following spells are always active on a hessian archon. A hessian archon can start or dismiss these effects as a free action, and they can be stopped or suppressed as if they were active spells.
Detect Evil, Magic Circle Vs. Evil, Discern Location, Tongues, True Seeing, Zone of Truth

Equipment: A Hessian archon’s equipment is attuned with its owner. If any item is disarmed or removed, it immediately disintegrates, and re-appears in the archon’s possession 24 hours later. Any item that is sundered, destroyed, or otherwise rendered useless, also disintegrates immediately and reappears 24 hours later.


CELESTIAL RIDER
Medium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 6d8+12 (39 HP)
Initiative: +7
Speed: 30ft. (6 Squares), fly 90ft. (good)
Armor Class: 21 (+3 Dex, +3 Natural, +5 +1 mithral chain mail), Touch 13, Flat Footed 18
Base Attack/Grapple: +6/+9
Attack: +1 lance +10 melee (1d8+4 x3), or +1 longsword +10 melee (1d8+4 19-20), or slam +9 melee (1d6+3)
Full Attack: +1 lance +10/+5 melee (1d8+4 x3), or +1 longsword +10/+5 melee (1d8+4 19-20), or slam +9 melee (1d6+3)
Space/Reach: 10 ft./5 ft. (10ft with lance)
Special Attacks:
Special Qualities: Aura of Menace, darkvision 60ft, immunity to electricity and petrification, low-light vision, Magic Circle against Evil, Teleport, Tongues, +4 racial bonus to saves against poison
Saves: Fortitude +6, Reflex +8, Will +6
Abilities: Strength 16, Dexterity 16, Constitution 15, Intelligence 11, Wisdom 13, Charisma 14
Skills: Diplomacy +13, Handle Animal +11, Ride +14, Intimidate +11, Listen +10, Sense Motive +10, Spot +10, Survival +10
Feats: Mounted Combat, Improved Initiative, Ability Focus (Aura of Menace)
Environment: Seven mounting heavens of Celestia
Organization: Solitary (With mount), patrol (2-10)
Challenge Rating: CR 7 (when mounted, CR 5 alone)
Treasure: Standard
Alignment: Always lawful good
Advancement: 7-10 (Medium) 11-18 (Large)
Level Adjustment: +4 (Cohort)

Ahead you see a tall humanoid with pale skin and shining blonde hair. He is sitting atop a white steed, its mane and hooves wreathed in glowing yellow flames. He wears a glimmering chain shirt, and wields a lance in one arm, and a sword in the other.

Celestial riders are the mounted fighters of the archons. Although as a race they are not as powerful as many of their celestial counterparts, many cases of more powerful riders exist, as well as many that adopt class levels to suit their needs.

COMBAT

Celestial riders are adroit enough at controlling their mounts, that they wield a longsword in one hand, and a lance in the other. This allows them to use the reach of the lance, but to also attack and threaten opponents next to them as well, but they never attack with both in the same action. The celestial rider’s usual tactic is to charge into combat, using a full-attack with their lance. After which, they use a full-attack with their sword, and their mount’s full attack as able.

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within 20ft of an archon must succeed on a Will save (DC 19) to resist its effect. The save 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 archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.

Magic Circle vs. Evil (Sp): A celestial rider is surrounded by the effect of a Magic Circle vs. Evil effect. This is identical to the spell, with a caster level equal to the rider’s HD.

Teleport (Sp): As a standard action, a celestial rider can teleport as the spell Greater Teleport, but can only transport its self, its mount and 50lb of objects.

Tongues (Sp): A celestial rider is under the effect of the Tongues spell at all times.


Mount (Su): A celestial rider and its mount share a bond almost as close as if they were one being. A celestial rider remains with its mount if at all possible, and will avoid situations that would force him to do so unless necessary. A celestial rider or its mount may conduct a ritual taking 1 minute, which tells them which plane the other is on, and if they are on the same plane, which direction they are in. If either of them dies, the other knows, and may conduct a ritual taking 24 hours of uninterrupted meditation, at the end of which, the dead counterpart is resurrected beside the other, and the both of them are reduced to 1 hp. A celestial rider and its mount always have the same number of HD, unless a spell or effect would change it, meaning when advancing this monster, advance its mount as well, unless adding associated class levels, and then add 2 HD to the mount for each level of the rider’s associated class. A celestial rider’s mount may not use it’s astral projection or etherealness abilities when its rider is dead.
A celestial rider and its mount may share spells while the rider is mounted on its mount. This ability functions identically to the sorcerer’s familiar’s ability of the same name, aside from the face that the rider must be mounting his mount, not just within 5ft.

REVERIE MOUNT
Large Outsider (Extraplanar, Good)
Hit Dice: 6d8+12 (39 HP)
Initiative: +7
Speed: 40ft. (8 Squares), fly 90ft. (good)
Armor Class: 25 (-1 Size, +3 Dex, +13 Natural), Touch 12, Flat Footed 22
Base Attack/Grapple: +6/+13
Attack: Hoof +8 melee (1d8+3 plus 1d4 fire)
Full Attack: 2 hooves +8 melee (1d8+3 plus 1d4 fire), and bite +3 melee (1d8+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Flaming hooves, blinding nimbus
Special Qualities: Astral Projection, darkvision 60ft, etherealness
Saves: Fortitude +7, Reflex +8, Will +6
Abilities: Strength 16, Dexterity 17, Constitution 14, Intelligence 13, Wisdom 13, Charisma 16
Skills: Concentration +11, Diplomacy +5, Intimidate +12, Knowledge (the planes) +10, Listen +12, Move Silently +12, Search +10, Sense motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks)
Feats: Alertness, Improved Initiative, Run
Environment: Seven mounting heavens of Celestia
Organization: Solitary (With rider)
Challenge Rating: CR 5 (when alone, already accounted in rider’s entry)
Treasure: None (when alone)
Alignment: Always neutral good
Advancement: 7-10 (Large) 11-18 (Huge) (Only when solitary, Size increases as its rider otherwise)
Level Adjustment: +4 (Cohort)

You see what looks like a thin white horse, with its mane and hooves wreathed in golden flames

The reverie is the celestial equivalent to the nightmare. Although the reverie occasionally roams on its own, most are seen with a celestial rider (see above)

COMBAT

Flaming Hooves (Su): A blow from a reverie’s hooves sets combustible materials alight. This effect causes fire damage to any evil creature that is struck by the reverie’s hoof attacks.

Blinding Nimbus (Su): During battle, the righteous fury in a reverie emerges in an aura of blinding light. Once per round, a reverie can emit a 15-foot cone of blinding light that lasts for 1 round. Anyone inside the cone must make a DC 16 Fortitude save or take a -2 penalty on all attack and damage rolls. For most creatures, this effect ends after they leave the cone, but for evil creatures the effect lasts for 1d6 minutes after leaving. The save DC is Charisma based.
Because of the aura surrounding the entire reverie, the creature has concealment against creatures 5 feet away, and total concealment from creatures 10ft away. This light does not hinder the reverie’s vision, or its rider’s at all.

Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names (caster level 20th) a reverie can use either at will.

Carrying Capacity: A light load for a reverie is up to 228lb, a medium load is up to 459lb, and a heavy load is up to 690lb



SUBLIME GOLEM
Large construct (Extraplanar, Good)
Hit Dice: 20d10+30 (140)
Initiative: +0
Speed: 30ft
Armor Class: 25 (+10 Natural, +5 Deflection), touch 20, ff 25
Base Attack/Grapple: +15/+24
Attack: Slam +19 melee (2d6+7)
Space/Reach: 10ft/10ft
Special Attacks: Smite Evil 5/day
Special Qualities: Low Light Vision, Darkvision 60ft, Construct Qualities, Spell Reflection, Spell Effects, DR 10/ Adamantine and Evil
Saves: +8/+8/+8
Abilities: Str 20, Dex 10, Con -, Int 6, Wis 10, Cha 20
Skills: Sense Motive +23
Feats: Iron Will, Great Fortitude, Lightning Reflexes, Power Attack, Cleave, Improved Natural Attack
Environment: Any Good Aligned Outer Plane
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always Neutral good
Advancement: 20-30 HD (Large) 31-40 HD (Huge)
Level Adjustment: -

Ahead is a figure that looks like a large, animate suit of full-plate armor. The metal is silver-white, but shines gold in the right light. Even though the creature doesn’t emanate any light, it always looks to be fully lit.

Sublime golems are grunts, and warriors in the battle against evil, imbued with the ability to discern good from evil, and enough intelligence to accomplish its task to defeat that which is evil. Although a sublime golem possesses enough intelligence for thought and reason, it still flawlessly obeys its creator, and anyone that its creator designates.

COMBAT

Immunity to Magic (Ex): A sublime golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Any spell with the ‘good’ descriptor that the sublime golem would normally be immune to instead hastes it for a number of rounds equal to the spell level.
Any spell that would deal holy damage to a sublime golem instead heals it that much instead. Even if the spell would be ignored, it still heals an amount equal to the spell level.
Any spell with the ‘evil’ descriptor that the sublime golem would normally be immune to instead slows it for a number of rounds equal to the spell level.
Any spell that would deal vile damage to the sublime golem affects him normally. If the spell normally allows spell resistance, any other effect of the spell is ignored, but not the damage.

Spell Reflection (Su): Any spell with the evil descriptor, or a spell cast by an evil character that allows spell resistance that targets a sublime golem is reflected back at the caster. This does not apply to spells with area of effect that the sublime golem was in, but it does work on spells with multiple targets (the caster is substituted for the sublime golem in this case)

Smite Evil (Su): A sublime golem smites like a paladin whose level equals its HD. The sublime Golem presented here can smite 5 times a day, with a +5 to hit, and +20 to damage.

Spell Effects (Sp): The Sublime Golem is under the effects of these spells at all times. These effects can be suppressed with a dispel magic as if they were magic items.
Bless Weapon, Detect Evil, Magic Circle against Evil
In addition, a Sublime Golem’s slam attack is considered Holy and Bane (Evil Outsider), as the weapon enhancements.

Construction
A Sublime Golem’s body is crafted from at least 5,000 gp worth of each: silver, mithral, cold iron, and adamantine, although they are all mixed together, making neither one take effect to overcome DR. The rest of the body is made of Iron
CL 16th; Craft Construct, Bless Weapon, Detect Evil, Magic Circle against Evil, Align Weapon, Holy Word.
Price 150,000gp; Cost 80,000gp + 5,600 XP

Krimm_Blackleaf
2008-07-31, 02:22 AM
I like them, more worthy adversaries in the holy war.

Regord_Silentflame
2008-08-15, 03:30 PM
No-one else have anything to say about them? good or bad?

Lappy9000
2008-08-16, 06:47 PM
Heck yes! We always need more good monsters (Monster Manual 5 had only one good-aligned monster), and these guys fit the bill perfectly!

SurlySeraph
2008-08-16, 11:24 PM
Flaming Hooves (Su): A blow from a reverie’s hooves sets combustible materials alight. This effect causes fire damage to any evil creature that is struck by the reverie’s hoof attacks.

How much fire damage?

Regord_Silentflame
2008-08-17, 02:48 AM
1d4, it's stated in the Reverie mount's attack section.

arguskos
2008-08-17, 02:56 AM
Herradea are lacking their spell-like ability list. Just thought I'd toss that out there.

-argus

sigurd
2008-08-17, 11:42 PM
Great - I'll definitely try them out.


Sigurd

Thanks

Draken
2008-08-18, 12:12 AM
I think it is a rule of thumb that Eladrin have an alternate shape of some sort.

And the Herradea thing is actually lacking most of it's stat block, bellow the stats themselves.

Regord_Silentflame
2008-08-18, 02:11 AM
Herradea are lacking their spell-like ability list. Just thought I'd toss that out there.

-argus

I see it...



I think it is a rule of thumb that Eladrin have an alternate shape of some sort.


True, and if I come back to it, I'm going to work one in.

[QUOTE]
And the Herradea thing is actually lacking most of it's stat block, bellow the stats themselves.
[/QUOTE

It's not missing it, there just isn't anything that would be included aside from the Tongues ability