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Thread: Monsters of Force

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    Aug 2009

    Default Re: Monsters of Force

    Medium Outsider (Force, Extraplanar)
    Hit Dice: 21d8+126 (220 hp)
    Initiative: +14
    Speed: 60 ft (6 squares), fly 120 ft (perfect)
    Armor Class: 35 (+6 Dex, +19 Deflection), touch 35, FF -
    Base Attack/Grapple: +21/+29
    Attack: +5 Keen Vorpal Psychokinetic Falchion of Collision +34 melee (2d4+22 and 1d4 force, 15-20/x2) or +5 Splitting Wounding Mighty Composite (+5 Str bonus) Longbow of Speed +33/+33 ranged (1d8+10 and 1 Con, 20/x3) or Manyshot with +5 Splitting Wounding Mighty Composite (+5 Str bonus) Longbow of Speed +25 x 8 ranged (1d8+10 and 1 Con, 20/x3)
    Full Attack: +5 Keen Vorpal Psychokinetic Falchion of Collision +34/+29/+24/+19 melee (2d4+22 and 1d4 force, 15-20/x2) or +5 Splitting Wounding Mighty Composite (+5 Str bonus) Longbow of Speed +33/+33/+33/+33/+33/+33/+28/+28/+23/+23/+18/+18 ranged (1d8+10 and 1 Con, 20/x3).
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Call Genies, Intercept Calling, Invoke Wish, Spell-like Abilities
    Special Qualities: Change Size, Damage Reduction 15/epic, Darkvision 60 ft, Immunities, Force Subtype Traits, Never Surprised, Regeneration 15, Spell Resistance 36 CR, Supreme Polymath.
    Saves: Fort +18, Ref +19, Will +19
    Abilities: Str 26, Dex 24, Con 22, Int 23, Wis 25, Cha 25.
    Skills: Appraise +32, Autohypnosis +31, Balance +33, Bluff +31, Climb +32 (+34 to climb ropes), Concentration +31, Craft (each) +30, Decipher Script +30, Diplomacy +37, Disable Device +30, Disguise +31 (+33 to act in character), Escape Artist +30 (+32 to escape ropes), Forgery +30, Gather Information +33, Handle Animal +33, Heal +31, Hide +31, Intimidate +33, Jump +46, Knowledge (all) +30, Listen +31, Move Silently +31, Open Lock +31, Perform (all) +31, Profession (all) +31, Ride +33, Search +30 (+32 to find secret doors and compartments), Sense Motive +33, Sleight of Hand +33, Spellcraft +32 (+34 to decipher scrolls), Spot +31, Survival +31 (+33 if in an above ground natural environment, underground, or another plane, +35 if 2 out of 3), Swim +32, Tumble +33, Use Magic Device +31 (+35 to use scrolls), Use Rope +31 (+33 with bindings).
    Feats: Point Blank Shot, Rapid Shot, Precise Shot, Improved Rapid Shot, Manyshot, Improved Precise Shot, Improved Initiative, Superior InitiativeE
    Environment: Pseudoelemental Plane of Force
    Organization: Solitary (1), or family (2-4), legends claim that they may also be found in a court (1 Divine Rank 0 ‘Patriarch’ and 20-40) or a grand conclave of the entire species (3? Patriarchs and 200? to 2000? zjanbeet)
    Challenge Rating: 24
    Treasure: Standard gold, and gems, triple items
    Alignment: Usually Neutral.
    Advancement: By character class
    Level Adjustment: -

    Zjanbeet (singular zjanbeeti) appear as unearthly pale alabaster skinned humanoids usually standing just shy of 7 feet in height, though they can change their height at will. They have aristocratic features, hooked noses, high cheekbones, a tendency towards widow's peaks, and piercing amethyst eyes. Their ears have long lobes, and their fingers are thinner and proportionately longer than a human's.

    Zjanbeet are genies native to the pseudoelemental plane of force, bearers of phenomenal power beyond that of most genies. Zjanbeet see themselves as the true gods of genie kind, beings of nigh infinite wisdom and power. As the gods of genie-kind the zjanbeet see it as their role to protect their lesser kin. Otherwise they pay little attention to the dealings of 'lesser races' caring little for the passing of the Planes, simply content to indulge in a sort of hedonism in their palaces wrought by their magic from their most fanciful imagination.

    Zjanbeet speak all languages.

    Call Genies (Su): Once per day a zjanbeeti may call 1 Dao, 1 Djinni, 1 Efreeti, 1 Janni, and 1 Marid as if with a Gate spell as a standard action. These genie are not automatically bound to obey the zjanbeeti but they normally do.

    Change Size (Su): As a standard action a zjanbeeti may grow to up to Colossal size or shrink down to up to Fine size. When Large they gain +6 Str, +2 Con, +2 natural armor and -2 Dex, when huge they gain +12 Str, +4 Con, +4 natural armor and -4 Dex, when gargantuan they gain +20 Str, +6 Con, +6 natural armor, and -4 Dex, and when Colossal they gain +30 Str, +10 Con, +10 natural armor, and -4 Dex. When Small they gain -2 Str, and +2 Dex, when Tiny they gain -4 Str and +4 Dex, when Diminutive they gain -8 Str and +8 Dex, and when Fine they gain -12 Str and +12 Dex.

    Immunities: Zjanbeet are immune to acid, cold, fire, electricity, and sonic damage, as well as damage from Force or any aspect of a force effect they do not choose to allow to affect them. They are immune to disease, poison, death effects, daze, stunning, paralysis, sleep, and all mind-affecting effects. Zjanbeet are not subject to death from massive damage.

    Intercept Calling (Su): When a genie of any kind is summoned via a calling all zjanbeet are automatically aware and any of them may choose to intercept the call as an immediate action. They rarely do so unless they see it as a persistent abuse of their ‘subjects’. A zjanbeeti which answers such a call is under no requirement to obey the summoner, and if called into a summoning circle may freely pass through it. A zjanbeeti which answers a call this way will usually simply make the summoner swear to never again call a genie and often also force them to undertake a quest of atonement to aid genie kind.

    Invoke Wish (Su): A zjanbeeti can invoke a wish from a lesser variety of genie as if they were a non-genie themselves. If the genie is not willing to grant the zjanbeeti’s demand then the zjanbeeti may compel it to do so as a standard action. A successful Will save (DC 28) allows the genie to resist and a zjanbeeti has never been known to use this ability on a genie that has already succeeded on the save whether that is a behavioral inhibition on the zjanbeet’s part or because saving grants immunity is unknown.

    Never Surprised: A zjanbeeti has a hairsbreadth’s warning of danger. They may always act in a surprise round, and are never considered to be flat-footed.

    Regeneration (Ex): No form of attack deals lethal damage to a zjanbeeti.

    Spell-like Abilities: A zjanbeeti can use the following spells as spell-like abilities at-will: Arcane Sight, Discern Lies (DC 21), Gaseous Form, Greater Magic Weapon, Greater Teleport, Heal, Invisibility, Plane Shift, Restoration, See Invisibility, True Seeing, and all level 0 Cleric, Druid, and Wizard spells. A zjanbeeti can use all other level 8 or lower Cleric, Druid, and Wizard spells as a spell-like ability 3 times per day, and all 9th level Cleric, Druid, and Wizard spells as a spell-like ability once per month.

    Supreme Polymath (Ex): A zjanbeeti speaks all languages and is considered to have max (HD + 3) ranks in all skills.
    Last edited by Zaydos; 2016-01-22 at 10:18 PM.
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