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  1. - Top - End - #1
    Troll in the Playground
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    Default This'll throw you for a loop... well, maybe 2/3rds of a loop [3 Monsters]

    -Three New Angels-


    A high level shayal swordsage deals with terrible abyssal horrors



    Shayal


    Medium Outsider (Angel, Extraplanar, Good)
    HD: 5d8+10 (32 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares), fly 50 ft. (good)
    Armor Class: 22 (+1 Dex, +5 Masterwork breastplate, +6 natural), touch 11, flat-footed 21
    Base Attack/Grapple: +5/+8
    Attack: +1 flaming longsword +10 melee (1d8+4 and 1d6 fire, 19-20/x2) or slam +8 melee (1d6+3)
    Full Attack: +1 flaming longsword +10 melee (1d8+4 and 1d6 fire, 19-20/x2) and slam +3 melee (1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Heavenly burn, maneuvers, spell-like abilities, stances
    Special Qualities: Darkvision 60 ft., DR 5/evil, immunity to acid, cold and petrification, low-light vision, protective aura, resistance to electricity 5, fire 5, tongues
    Saves: Fort +6(+10 against poison), Ref +5, Will +6
    Abilities: Str 17, Dex 12, Con 15, Int 14, Wis 15, Cha 14
    Skills: Balance +13, Concentration +6, Craft (weaponsmithing) +7, Diplomacy +4, Heal +8, Intimidate +10, Jump +13, Knowledge (religion) +7, Knowledge (the planes) +7, Listen +10, Sense Motive +7, Spot +7, Survival +2(+4 on other planes), Swim +11, Tumble +8
    Feats: Power Attack, Weapon Focus (longsword)
    Environment: Any upper plane
    Organization: Solitary, pair, squad (3-20) or army (21-200)
    Challenge Rating: 5
    Treasure: Standard plus +1 flaming longsword
    Alignment: Always good (any)
    Advancement: By character class (Favored class: Warblade)
    Level Adjustment: +3

    This beautiful humanoid appears to be a simple human, but from it's shoulders spread two beautiful, white-feathered wings. It's almost gold-colored sword ignites with holy fire and it smiles with triumphant warrior's zeal.


    The shayal are the foot-soldiers of the upper planes. They are most often employed into vast scale conflicts with against evil creatures and even sometimes employed by righteous kings against opposing armies of evil. These warriors can be found anywhere in the upper planes(when not fighting in the lower planes) as anything from upstanding knights of Celestia to freedom fighters of Arborea.

    Shayal speak Celestial and Common, but can speak with any creature with a language due to it's tongues ability.

    COMBAT
    Shayal live for combat, not because they love bloodshed, but they revel in their duty to extinguish evil in the multiverse in all it's forms and think it's best done with a strong swing of a sword. A shayal will rarely flee from a battle it deems worthy to fight, but will refuse to fight good-aligned opponents or neutral opponents who have done no harm unless provoked by either. Unless fighting beings of true evil such as demons or devils, it will not fight to the death, preferring to leave mortals of smaller power alive to regret their actions.

    A shayal's natural and wielded weapons are treated as good-aligned for the purposes of overcoming damage reduction.

    Heavenly Burn (Su):
    Shayal are warriors against the forces of evil, and their flaming swords will not be ignored even by fiends. The fire damage dealt by their flaming sword ignores the fire resistance of creatures with the evil subtype, and still deals half damage to said creatures with fire immunity. This ability is not granted to any non-angel wielding a shayal's flaming sword.

    Maneuvers: A Shayal has knowledge of several martial maneuvers from the Devoted Spirit and Golden Saint disciplines. It knows three maneuvers, all of which it may have readied at one time. It has an initiator level of 3rd. As a swift action, it may regain all of its expended maneuvers, although it cannot initiate any in the same round. It may change its readied maneuvers by meditating for five minutes.

    Typical Manuevers Readied
    Strikes: Paladinís Charge, Crusaderís Strike, Templarís Strike

    Stances: A Shayal has knowledge of one martial stance from the Devoted Spirit and Golden Saint disciplines.

    Typical Stances Known
    Martial Spirit

    Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the shayal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 5th). This aura can be dispelled, but the shayal can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an shayal's statistics block.)

    Spell-like Abilities: At will - cure minor wounds, detect evil, shield of faith; 3/day - cure light wounds, prayer; 1/day - plane shift. CL 5th, all saves are Cha-based.

    Tongues (Su): Shayal can speak with any creature that has a language, as though using a tongues spell (CL 5th). This ability is always active.

    ------------

    Malak


    Large Outsider (Angel, Extraplanar)
    HD: 16d8+112 (182 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares), fly 80 ft. (perfect)
    Armor Class: 30 (+5 Dex, -1 size, +16 natural), touch 14, flat-footed 25
    Base Attack/Grapple: +16/+25
    Attack: +3 cold iron scythe +23 melee (2d6+10 plus touch of death, x4) or touch +20 melee touch (touch of death)
    Full Attack: +3 cold iron scythe +23/+18/+13/+8 melee (2d6+10 plus touch of death, x4) or touch +20 melee touch (touch of death)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spells, spell-like abilities, touch of death
    Special Qualities: Darkvision 60 ft., DR 15/evil, immunity to acid, cold, death effects, negative energy and petrification, low-light vision, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, true seeing
    Saves: Fort +17(+21 against poison), Ref +15, Will +18
    Abilities: Str 20, Dex 21, Con 25, Int 31, Wis 26, Cha 33
    Skills: Appraise +21, Balance +20, Bluff +26, Concentration +26, Decipher Script +25, Diplomacy +34, Disguise +11(+13 while acting in character), Heal +23, Hide +24, Intimidate +28, Knowledge (arcana) +25, Knowledge (history) + 25, Knowledge (religion) +29, Knowledge (the planes) +29, Knowledge (any three) +15, Listen +27, Move Silently +24, Perform (any one) +21, Sense Motive +27, Spellcraft +27, Spot +27, Survival +8(+10 on other planes)
    Feats: Ability Focus (touch of death), Combat Expertise, Empower Spell, Heighten Spell, Quicken Spell-like Ability (greater plane shift), Quicken Spell-like Ability (greater teleport)
    Environment: Any upper plane
    Organization: Solitary
    Challenge Rating: 17
    Treasure: Standard plus +3 cold iron scythe
    Alignment: Usually neutral
    Advancement: By character class (Favored class: Cleric)
    Level Adjustment: +6 (epic)

    Standing before you like a tower of blackness is something you can only comprehend as a very tall humanoid in a black robe, carrying a long scythe and with black feathery wings sprouting from it's back. It's face is completely concealed by darkness under the hood of it's flowing robe. The hand clutching the scythe is thin and pale, but you cannot tell at all if it is simply frail or actually bone. The air about it feels almost fundamentally disturbing, but somehow natural.

    The malak are the embodiment of death, and guides of souls to their final destination in the outer planes. Often, the malak will be forced to take a soul by force before it's death, because more powerful creatures might be able to deny fate and remain alive. The malak are not inherently malign or even benevolent despite their angelic status, and see themselves merely as creatures of balance and a sense of natural duty, as death is the most natural part of life.
    Malak are widely diverse in appearance, often taking the form as the creature witnessing them perceives death, with no absolute form, though their form is rarely entirely under their control.

    Malak speak Celestial and Infernal, but can speak to any creature with a language, due to it's tongues ability.

    COMBAT
    Malaks rarely begin combat in melee range, relying on spells to weaken enemies, when dead they can harvest the soul and bring it to it's afterlife. For more powerful foes, they may attempt to reap the creature as quickly as possible to minimize damage to itself, possibly attempting to lower the saves to make their foe more vulnerable to their death touch. Often times, however, with the mentally weak, the malak will even attempt to convince the soul with mere words to follow it into death.

    Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the malak. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 16th). This aura can be dispelled, but the malak can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an malak's statistics block.)

    Spell-like Abilities: At will - death knell, dimension door, greater invisibility, greater plane shift(self plus 50 pounds of equipment only), greater teleport(self plus 50 pounds of equipment only), telekinesis; 3/day - feeblemind, magic jar(treat scythe as jar), mass suggestion, quickened greater plane shift, quickened greater teleport; 1/day - contact other plane, soul bind. All saves are Cha-based, CL 16th.

    Spells: A malak casts spells as a 15th level cleric with access to the Death and Balance domains. The save DC's are Wisdom-based. The malak cannot channel positive or negative energy to spontaneously cast cure or inflict spells.

    Typical Cleric spells prepared (6/7+1/7+1/7+1/6+1/5+1/4+1/3+1/2+1), base save DC 18 + spell level):
    0 - detect magic(3), guidance, light, mending
    1st - cause fearD(2), cure light wounds(2), entropic shield, remove fear, sanctuary, shield of faith
    2nd - calm emotions, cure moderate wounds(2), death knellD, eagle's splendor, hold person, owl's wisdom, spiritual weapon
    3rd - bestow curse(2), clarity of mindD, cure serious wounds, deeper darkness, inflict serious wounds, speak with dead, stone shape
    4th - death wardD, dimensional anchor, dismissal, divination, freedom of movement, restoration, spell immunity
    5th - break enchantment, mass cure light wounds, righteous might, scrying, slay livingD(2)
    6th - antilife shell, banishmentD, harm, heal, symbol of persuasion
    7th - greater scrying, regenerate, symbol of weakness, word of balanceD
    8th - dimensional lock, protection from spellsD, symbol of death

    Tongues (Su): Malak can speak with any creature that has a language, as though using a tongues spell (caster level 16th). This ability is always active.

    Touch of Death (Su): The malak uses a supernatural touch that drags the soul from the body of a victim, attaches it to the malak itself, and allows the angel of death to bring the soul to it's final destination. If the malak makes a melee touch attack, or an attack with it's scythe, it forces those touched or attacked to make a Will save (DC 31). Anyone who fails their save has their soul ripped from their body, which dies instantly. The malak taking the soul then claims it as their own(until it frees the soul in it's final resting plane), freeing the soul from most contracts that might tie it to a malign force such as a demon price or archdevil lord. This attack can be made only once per round. This ability is Cha based and includes a +2 bonus from the ability focus feat, and is a necromantic death effect.

    True Seeing (Su): Malak have a continuous true seeing ability, as the spell (CL 16th). This also allows the malak to see the souls of the departed, just as the Spirit Sense feat, but with an indefinite duration.

    ------------

    Tuhim


    Medium Outsider (Angel, Extraplanar, Good)
    HD: 12d8+60 (168 hp)
    Initiative: +9
    Speed: 40 ft. (8 square), fly 80 ft. (perfect)
    Armor Class: 24 (+5 Dex, +9 natural), touch 15, flat-footed 19
    Base Attack/Grapple: +12/+14
    Attack: +3 light mace +17 melee (3d6+7 nonlethal, x2) or slam +14 melee (1d4+2d6+2 nonlethal, x2)
    Full Attack: +3 light mace +17/+12/+7 melee (3d6+7 nonlethal, x2) and slam +9 melee (1d4+2d6+2 nonlethal, x2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities
    Special Qualities: Change shape, darkvision 60 ft., DR 10/evil, low-light vision, immunity to acid, cold and petrification, merciful hand, resistance to elec 10 and fire 10, sacred healing, spell resistance 30, tongues
    Saves: Fort +15(+19 against poison), Ref +13, Will +18
    Abilities: Str 14, Dex 20, Con 21, Int 16, Wis 27, Cha 29
    Skills: Balance +7, Concentration +15, Diplomacy +20, Gather Information +28, Heal +23, Jump +4, Knowledge (nature) +13, Knowledge (religion) +18, Knowledge (the planes) +18, Listen +18, Perform (sing) +19, Perform (string instrument) +19, Sense Motive +23, Spellcraft +13, Spot +18, Survival +8(+10 on other planes), Tumble +10
    Feats: Empower Spell-like Ability (cure critical wounds), Great Fortitude, Improved Initiative, Iron Will, Maximize Spell-like Ability (cure critical wounds)
    Environment: Any upper plane
    Organization: Solitary, or with other angels
    Challenge Rating: 12
    Treasure: Double standard; no coins
    Alignment: Always good(any)
    Advancement: 13-24(medium)
    Level Adjustment: +6

    Standing here is a beautiful woman draped in white robes of silk, bathed in light and bearing two graceful, white wings that seem to shine like starlight. She carries a silvery rod topped with a small silver sculpture of a perched eagle, but she does not seem willing to use it. Her eyes are warm, and feel as though they sooth the soul.

    The tuhim are a choir of angels that disdain warfare, but are frequently found in angelic wars as healers and protectors. More often than not, they appear as beautiful humanoid women with white wings and silken robes, unstained by most everything. Many will carry light weapons, but disdain their use unless entirely necessary. These angels will often be the agents of gods of good, such as Pelor and Aeomon.

    Tuhim speak Celestial, Common and Infernal, but are capable of talking to most creatures due to their tongues ability.

    COMBAT
    One thing the tuhim are reknown for is their incredible pacifism. These angels will never willingly harm another, even the most evil of fiends, and will spend all their efforts healing and protecting their allies--usually angels. If forced into combat, they will attempt to subdue their foes with nonlethal damage, making full use of their merciful hand ability.

    A tuhim's natural and wielded weapons are considered good-aligned for the purposes of overcoming damage reduction.

    Change Shape (Su): A tuhim can assume the form of any Small or Medium humanoid.

    Merciful Hand (Su): Tuhim are fundamentally creatures that do kill, at the very worst merely disabling. A tuhim's natural attacks and any attacks made by a weapon in the hands of a tuhim are considered to have the merciful weapon property.

    Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the tuhim. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 16th). This aura can be dispelled, but the tuhim can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an tuhim's statistics block.)

    Sacred Healing (Su): The tuhim is naturally imbued with greater healing powers than any mortal creature and most other angels. Once per encounter, a tuhim may add it's Cha modifier as a bonus to the amount of healing it can provide with it's spell-like abilities that cure hit-point damage.

    Spell-like Abilities: at will - cure critical wounds, lesser restoration, neutralize poison, remove blindness/deafness, remove curse, remove disease, sanctuary; 3/day - heal, lesser planar ally, plane shift, empowered cure critical wounds, maximized cure critical wounds, raise dead; 1/day - mass cure critical wounds, planar ally, restoration, resurrection. All saves are Cha-based, CL 12th.

    Tongues (Su): Tuhim can speak with any creature that has a language, as though using a tongues spell (caster level 12th). This ability is always active.
    Last edited by Krimm_Blackleaf; 2008-12-31 at 05:34 PM.
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  2. - Top - End - #2
    Troll in the Playground
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    Default Re: This'll throw you for a loop... well, maybe 2/3rds of a loop [3 Monsters]

    From heaven's heart I bumpeth thee!
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  3. - Top - End - #3
    Titan in the Playground
     
    DracoDei's Avatar

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    Default Re: This'll throw you for a loop... well, maybe 2/3rds of a loop [3 Monsters]

    Regarding the middle one:
    If it is neutral, are you sure you want the aura biased toward protecting from Evil creatures and effects?


    Regarding the last one:
    +9 to the effect of a Cure Critical Wounds, Mass(which is the most logical place to use the ability) once per day is flavorful... but not much more than that I don't THINK.

    Also, doesn't Heal include everything Restoration does? If so it seems a little odd to make the former a 3/day and the later a 1/day.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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  4. - Top - End - #4
    Troll in the Playground
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    Default Re: This'll throw you for a loop... well, maybe 2/3rds of a loop [3 Monsters]

    Quote Originally Posted by DracoDei View Post
    Regarding the middle one:
    If it is neutral, are you sure you want the aura biased toward protecting from Evil creatures and effects?
    It comes with the angel subtype. I could change it, but I didn't feel like it.

    Quote Originally Posted by DracoDei View Post
    Regarding the last one:
    +9 to the effect of a Cure Critical Wounds, Mass(which is the most logical place to use the ability) once per day is flavorful... but not much more than that I don't THINK.
    It's 1/encounter.

    Quote Originally Posted by DracoDei View Post
    Also, doesn't Heal include everything Restoration does? If so it seems a little odd to make the former a 3/day and the later a 1/day.
    Hmm. Maybe I'll change that.

    Also updated the Shayal, it now uses maneuvers.
    Last edited by Krimm_Blackleaf; 2008-12-31 at 05:36 PM.
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