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afroakuma
2008-11-15, 02:37 PM
Alright, as voted by the Homebrew Crew, I've switched to a new Beastlands project. I have the great pleasure of working on this project with Fax Celestis, who will be contributing his own new material. Please drop comments, questions and concerns here; love the input.

Beastlands 4

Directory

Fluff
Daylight: Krigala (Coming soon)
Twilight: Brux (Coming soon)
Starlight: Karasuthra (Coming soon)

New Monsters
Papilea (Faunal Fantesse) (http://www.giantitp.com/forums/showpost.php?p=5313061&postcount=12)
Petalia (Floral Fantesse) (http://www.giantitp.com/forums/showpost.php?p=5313842&postcount=14)
Wagyl (Coming soon)

Garotaurs
Dragon Garotaur (http://www.giantitp.com/forums/showpost.php?p=5347928&postcount=17)

Converted Monsters
Aeserpent (Coming soon)
Delphon (Coming soon)
Mortai (Coming soon)
Sunfly swarm (Coming soon)
Warden Beast (Template) (http://www.giantitp.com/forums/showpost.php?p=5307671&postcount=13)

Animal Lords
Cat Lord (Coming soon)
Hawk Lord (Coming soon)
Lizard Lord (Coming soon)
Wolf Lord (Coming soon)

afroakuma
2008-11-15, 02:38 PM
(Reserved for Daylight: Krigala)

afroakuma
2008-11-15, 02:39 PM
(Reserved for Twilight: Brux)

afroakuma
2008-11-15, 02:40 PM
(Reserved for Starlight: Karasuthra)

puppyavenger
2008-11-15, 02:41 PM
can't wait! lets see a beastlands outsider race!

Fax Celestis
2008-11-15, 03:04 PM
Reserved for Horjin, Nelig, Horjinblessed, and Neligshaped.

Zuki
2008-11-15, 11:31 PM
I'm totally looking forward to this project. I always loved the Beastlands. Are there any plans to add to the number of Animal Lords already present, or simply re-detail those already known?

afroakuma
2008-11-15, 11:35 PM
I certainly plan to add a couple. I can't speak for Fax, but he does have some very interesting material coming up.

Zeta Kai
2008-11-16, 02:59 AM
Hooray for collaborations! I cannae wait, lads! :smallbiggrin:

afroakuma
2008-11-16, 08:02 AM
I'd like to keep the collaboration in its current form for the moment, if you don't mind, DracoDei.

That said, if there's anything that you wanted to see included, PM me and I'll see what I can do. :smallsmile:

afroakuma
2008-11-16, 07:13 PM
Warden Beast (Template)

"Warden Beast" is an inherited template that can be added to any animal or vermin without the Swarm subtype. A Warden Beast uses all the base creature's statistics and abilities except as noted here.

Size and Type Creatures of less than Medium size advance by one size category. Type changes to Magical Beast. Warden Beasts have the Extraplanar subtype.

Hit Dice The base creature's HD increase to d10s. The base creature's HD increase to 6 (or to HD+3 for creatures with 6 or more HD)

Speed As base creature

AC The base creature gains a +5 natural armor bonus.

Attacks As the base creature, adjusting for hit dice and size changes.

Special Attacks Spell-like abilities, powerful attacks

Special Qualities Primal empathy, SR 20

Saves The base creature's saving throws each increase by +4.

Abilities Increase as follows: Str +4, Dex +2, Con +6, Int +2, Wis +8, Cha +8.

Skills Increase skill points for the adjusted hit die and Int score. Class skills are those of the base creature.

Feats Multiattack (or Improved Multiattack if the former feat is already possessed) as a bonus feat.

Powerful Attacks (Ex) Warden beasts do an additional +2 damage with their natural attacks, and their natural weapons are treated as magic for the purpose of overcoming damage reduction.

Primal Empathy (Ex) A warden beast is 90% likely to know of a major event occuring within 5 miles. The warden beast is also able to telepathically alert (on a very basic level) animals of any type within a 5 mile radius, passing along a single command such as "calm," "swarm," "flee" etc. A warden beast only uses this ability at direst need for the ecosystem, never for its own well-being. This alert may summon the attention of the warden beast's animal lord, and so is used only for great threats to nature.

Spell-Like Abilities (Sp) At will - charm animals, cure light wounds, detect animals or plants, detect snares and pits, entangle, pass without trace, speak with animals, summon nature's ally I. 3/day - plant growth. 1/day - animal growth, commune with nature, cure critical wounds, summon nature's ally III. Caster level 10th, save DCs Wis-based.

CR Same as base creature +4 (for creatures with less than 4 HD), same as base creature +2 (for creatures with 4 HD or more).

Warden beasts look like larger, sleeker, more powerful versions of the animals they represent. These creatures are native to the Beastlands, where they act as representatives of their respecitve species against external threats. Warden beasts are also guardians of nature and the ecosystem in which they reside. Although different species of warden beast may come to blows over food and water (as is the nature of the primal law), they are united in their desire to protect their charges and all other animals.

afroakuma
2008-11-17, 03:57 PM
http://adweek.blogs.com/photos/uncategorized/2008/09/05/kuro4.jpg
Mood Music (http://www.youtube.com/watch?v=dKePi3gSrqs)
Papilea (Faunal Fantesse)
Medium Outsider (Extraplanar, Good)
HD 1d8-2 (3 hp)
Speed 40 ft. (8 squares); fly 30 ft. (perfect)
Init: +2
AC 15; touch 15; flat-footed 13 (+3 deflection, +2 Dex)
BAB +1; Grp +0
Attack By weapon
Space 5 ft.; Reach 5 ft.
Special Attacks Calming aura, spell-like abilities
Special Qualities Fairy spirit, flight, darkvision 60 ft.
Saves Fort +1 Ref +5 Will +3
Abilities Str 8, Dex 15, Con 6, Int 11, Wis 10, Cha 17
Skills Bluff +6, Diplomacy +6, Disguise +6, Listen +4, Spot +4, Survival +4, Tumble +6, Use Magic Device +6
Feats Dodge, Track (B)
Environment Wilderness of the Beastlands
Organization Solitary, mated pair, cohabitation (4-6) or flock (10-20)
Challenge Rating 2
Treasure Standard (double gems)
Alignment Always chaotic good
Advancement by class; Favored Class Bard
Level Adjustment +4

The papile (sing. papilea) are exotic maidens of grace and beauty, who exeplify the artistry of nature's creatures.

A papilea usually stands around 5 ft. tall, resembling a slender, beautiful elf woman whose face and eyes are framed with enormous butterfly wings of dazzling coloration. Two slim antennae extend from the center of her forehead. The papilea can fold her wings back against her head to cover her hair.

Papile and their cousins frolic and luxuriate in the peace of Brux and the brighter areas of Karasuthra. They enjoy sunflies and the company of brightly-colored birds, and are highly partial to calming music. Papile are fascinated by jewels and delighted by magic. The female children of a papile are often (50%) papile; male children and those females who are not papile are either of the father's race (50%) or aasimar resembling both parents (50%).

Papile speak Sylvan and Celestial.

Combat
Papile avoid combat whenever possible, a feat made easier by their calming aura. Should the need arise, the papilea will quickly expend a few spell-like abilities to slow her foes, then make her escape, warning others nearby.

Calming Aura (Su) A papilea is always surrounded by a calm emotions effect in a 30 ft. aura. A Will save (DC 13) negates the effect, but creatures leaving and reentering the area must make a new save. The papilea may suppress or restore the aura as a standard action.

Fairy Spirit (Ex) The wild, passionate, luxurious papilea has an alert, free mind that grants a +1 bonus to Reflex and Will saves.

Flight (Su) A papilea may stop or resume flight as a free action.

Spell-Like Abilities (Sp) At will - charm animal, dancing lights, daze, message, pass without trace, speak with animals. 3/day - charm person, sleep. 1/day - cat's grace, enthrall, fox's cunning, owl's wisdom. Caster level 5th, save DCs Charisma-based.

Papile as Characters
A papilea character possesses the following racial traits:

• -2 Str, +4 Dex, -4 Con, +6 Cha.
• Medium size.
• Darkvision 60 ft.
• Base land speed 40 ft., flight speed 30 ft. (perfect) as a supernatural ability.
• +1 racial bonus on Reflex and Will saves.
• Calming aura (DC 10+Cha bonus+1/2 HD)
• Use Magic Device as a class skill.
• Track as a bonus feat.
• Spell-like abilities: At will - charm animal, dancing lights, daze, message, pass without trace, speak with animals. 3/day - charm person, sleep. 1/day - cat's grace, enthrall, fox's cunning, owl's wisdom. Caster level 5th, save DCs Charisma-based.
• Automatic Languages: Celestial, Sylvan.
• Favored Class: Bard
• Level Adjustment: +4

insecure
2008-11-17, 04:25 PM
Wooh! The first two homebrews are up! Can't wait on the rest.

afroakuma
2008-11-17, 06:24 PM
http://adweek.blogs.com/photos/uncategorized/2008/09/05/kuro3.jpg
Mood Music (http://www.youtube.com/watch?v=LlhdZQWmteI)
Petalia (Floral Fantesse)
Medium Outsider (Extraplanar, Good)
HD 1d8+2 (6 hp)
Speed 30 ft. (8 squares); swim 60 ft.
Init: +2
AC 15; touch 15; flat-footed 13 (+3 deflection, +2 Dex)
BAB +1; Grp +0
Attack By weapon
Space 5 ft.; Reach 5 ft.
Special Attacks Pacific aura, spell-like abilities
Special Qualities Fairy spirit, darkvision 60 ft., photosynthesis, electric immunity
Saves Fort +1 Ref +4 Will +5
Abilities Str 8, Dex 13, Con 8, Int 9, Wis 14, Cha 19
Skills Diplomacy +7, Disguise +7, Listen +6, Sense Motive +6, Spot +6, Survival +6, Tumble +6
Feats Ability Focus (pacific aura) (B), Iron Will, Toughness (B)
Environment Wilderness of the Beastlands
Organization Solitary, mated pair, cohabitation (3-6) or bouquet (8-12)
Challenge Rating 4
Treasure Standard (double art)
Alignment Always chaotic good
Advancement by class; Favored Class Druid
Level Adjustment +5

The petali (sing. petalia) are enchanting maidens of quiet beauty, exemplars of the wonder of nature's growth.

A petalia stands about 5 ft. tall, resembling a beautiful elven woman whose face is surrounded by large rose petals. Her skin has a mild green hue, here eyes are emerald and she is slim and fit. Petali hate to wear footwear.

Petali and their cousins frolic and luxuriate in the warmth of Krigala and the tranquility of Brux. They enjoy the company of unicorns, and sometimes live near warden beasts. Petali are delighted by artisty, especially sculpture. The female children of a petalia are often (50%) petali; male children and those females who are not petali are either of the father's race (50%) or aasimar resembling both parents (50%).

Petali speak Sylvan and Celestial.

Combat
Petali feel that combat is beneath them, but if pressed can retaliate quickly with a variety of spell-like abilities. Their natural aura impedes foes' attacks.

Pacific Aura (Su) A petalia is surrounded by a lulling aura that dulls the minds of those within 30 ft. The aura imposes a -5 penalty on Listen and Spot checks, a -2 penalty on Will saves to resist charm and compulsion and a -2 penalty to attack rolls. These effects wear off after one minute outside the aura, but return after entering. Creatures who succeed on a Will save (DC 16) are unaffected. The petalia may suspend or restore her aura as a standard action. The save DC is Charisma-based.

Photosynthesis (Ex) When not in sunlight, a petalia has fast healing 2. In daylight, this changes to regeneration 2; the petalia can regrow any body part and takes normal damage only from fire and cold. A petalia killed outside of natural sunlight must be kept from sun exposure for three days; if not, she will regenerate.

Fairy Spirit (Ex) The wild, passionate, luxurious petalia has an alert, free mind that grants a +1 bonus to Reflex and Will saves.

Spell-Like Abilities (Sp) At will - detect animals or plants, disguise self, entangle, lesser confusion, message, pass without trace, speak with plants, tree shape. 3/day - charm person, command plants, goodberry, sleep. 1/day - deep slumber, plant growth, poison. Caster level 8th, save DCs Charisma-based.

Petali as Characters
A petalia character possesses the following racial traits:

• -2 Str, +2 Dex, -2 Con, -2 Int, +2 Wis, +8 Cha.
• Medium size.
• Darkvision 60 ft.
• Base land speed 30 ft., swim speed 60 ft.
• +1 racial bonus on Reflex and Will saves.
• Pacific aura (DC 10+Cha bonus+1/2 HD)
• Ability Focus (pacific aura) and Toughness as bonus feats.
• Photosynthesis (see above)
• Spell-like abilities: At will - detect animals or plants, disguise self, entangle, lesser confusion, message, pass without trace, speak with plants, tree shape. 3/day - charm person, command plants, goodberry, sleep. 1/day - deep slumber, plant growth, poison. Caster level 8th, save DCs Charisma-based.
• Automatic Languages: Celestial, Sylvan.
• Favored Class: Druid
• Level Adjustment: +5

afroakuma
2008-11-22, 01:15 PM
The Garotaurs

Garotaurs are native to the Beastlands. These creatures come in different tribes, each resembling some fantastic creature. From the waist up, a garotaur seems to be an anthropomorphic version of its tribal animal, and from the waist down it has that creature's body, similar to a centaur.

Some garotaur tribes:

The Dragon Tribe
The Griffon Tribe
The Displacer Beast Tribe
The Unicorn Tribe
The Manticore Tribe
The Gorgon Tribe

Garotaurs share similar traits, no matter which tribe they hail from.

Pounce (Ex) A garotaur may make a full attack after a charge.

Garotaur Traits All garotaurs possess the following traits:

• DR 5/magic
• Fast healing 5
• Fire resistance 10, cold resistance 10, acid immunity
• SR 18
• Low-light vision
• Darkvision 120 ft.
• Spell-Like Abilities (Sp) At will - detect animals or plants, detect evil, detect magic, detect snares and pits. 3/day - magic fang. Caster level varies, save DC's are Constitution-based.

Sereg
2008-11-23, 12:27 AM
Nice! So far excellent work as usual.

afroakuma
2008-11-23, 10:22 PM
Dragon Garotaur
Large Outsider (Extraplanar, Fire, Garotaur, Good)
HD 17d8+51 (127 hp)
Speed 60 ft. (12 squares); fly 150 ft. (poor)
Init: +4
AC 28; touch 9; flat-footed 28 (+19 natural, -1 size)
BAB +17; Grp +26
Attack Claw +21 melee (1d6+5, 19-20/x2)
Full Attack 2 claws +21 melee (1d6+5, 19-20/x2) and 2 claws +19 melee (1d8+2, 19-20/x2) and 2 wings +19 melee (1d6+2) and bite +19 melee (2d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks Breath weapon, pounce, frightful presence, spell-like abilities
Special Qualities Garotaur traits, DR 10/magic, immunities, fire subtype
Saves Fort +13 Ref +10 Will +13
Abilities Str 21, Dex 10, Con 17, Int 11, Wis 13, Cha 10
Skills Climb +25, Diplomacy +20, Jump +17, Knowledge (nature) +20, Listen +21, Sense Motive +21, Spellcraft +20, Spot +21, Survival +21
Feats Cleave, Improved Critical (claw), Improved Initiative, Iron Will, Multiattack, Track
Environment Wilderness of the Beastlands
Organization Solitary, pair or band (5-8)
Challenge Rating 12
Treasure Half standard
Alignment Always neutral good
Advancement by class; Favored Class Fighter
Level Adjustment +12

Dragon garotaurs are among the most powerful races. Though there are many different clans, each resembling a different dragon type, only the Brass Clan are presented here.

A dragon garotaur resembles its dragon type from the neck down, including a large wingspan. From where the base of the dragon's neck would be emerges the upper torso of a half-dragon humanoid of the same dragon species as its lower half, bearing a second set of wings.

Dragon garotaurs are prolific hunters who get into territorial disputes with manticore garotaurs. They oppose threats to the natural order, and love a good brawl to prove their point. Unlike true dragons, dragon garotaurs care little for treasure.

Combat
A dragon garotaur begins with a salvo of its breath weapon, then closes to melee to make brutal full attacks, usually by pouncing on the most threatening foe. Casters are immediately pounced on and grappled, after which point they will be subjected to as many attacks as the garotaur can bring to bear.

Breath Weapon (Su) 30 ft. cone of fire; 6d8 damage, Reflex DC 21 half. The save DC is Con-based.

Frightful Presence (Ex) This ability takes effect automatically whenever the dragon garotaur attacks, charges, or flies overhead. Creatures within a radius of 120 feet are subject to the effect if they have fewer than 17 HD. A potentially affected creature that succeeds on a Will save (DC 18) remains immune to that garotaur’s 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. Dragons and garotaurs ignore the frightful presence of dragon garotaurs.

Immunities (Ex) Dragon garotaurs are immune to sleep and paralysis effects.

puppyavenger
2008-12-16, 03:15 PM
bump? please>?

afroakuma
2008-12-16, 03:33 PM
Hey, cool! My projects bump themselves now!

I'll get back on this after I complete the dungeon for VUAV, never fear.

Fax may take longer; you may have noticed that he's literally rewriting the game.