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  1. - Top - End - #1
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    Default LOTRfan's Ghastly Grimoire (PEACH)

    Hey. So it's been a while since I last posted any homebrew, but recently I've been thinking about creating a new thread on this forum that would serve to keep everything I make gathered into a single place (like Bhu's Critters thread). So I'm doing that right now. I don't know how often I'll be putting monsters down, but I have quite a few already that I'm going to be posting over the next couple of days.

    Most of this will be monsters (either stuff I make as I go, or updated versions of creatures I made a long time ago), but items, spells, prestige classes, and the like will crop up every now and again. I hope that you guys like it. In the meantime, I'm going to start making posts to help organize everything.

    Monsters
    As I make posts about monsters, I'll be sure to include links in this post.

    Monsters in Alphabetical Order
    Spoiler
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    Acheri
    Carbuncle
    Clurichaun
    Cylon Centurion
    Demon, Scopophula
    Demon, Sedatiphula
    Devil, Fyarl
    Dinosaur, Platyhystrix
    Dinosaur, Spinosaurus
    Dog, Toy Breed
    Draugr (Template)
    Far Darrig
    Gancanagh
    Gremlin, Amikiri
    Gremloblin
    Ke-Jōrō
    Keukegen
    Kikimora
    Leprechaun
    Lorphí
    Mapinguari
    Nián Shòu
    Pangolin
    Phoenixkin
    Skinwalker (Template)


    Monsters by Type
    Spoiler
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    Aberration

    Animal
    Dinosaur, Platyhystrix
    Dinosaur, Spinosaurus
    Dog, Toy Breed
    Pangolin

    Construct
    Cylon Centurion

    Deathless

    Dragon

    Elemental

    Fey
    Clurichaun
    Far Darrig
    Gancanagh
    Gremlin, Amikiri
    Gremloblin
    Ke-Jōrō
    Kikimora
    Leprechaun

    Giant

    Humanoid

    Magical Beast
    Carbuncle
    Keukegen
    Mapinguari
    Nián Shòu
    Phoenixkin

    Monstrous Humanoid
    Lorphí
    Skinwalker

    Ooze

    Outsider
    Demon, Scopophula
    Demon, Sedatiphula
    Devil, Fyarl

    Plant

    Undead
    Acheri
    Draugr

    Vermin


    Monsters by Mythological Origin
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    Actually Exist(ed)
    Dinosaur, Platyhystrix
    Dinosaur, Spinosaurus
    Dog, Toy Breed
    Pangolin

    Brazilian Monsters
    Mapinguari

    Celtic Mythology
    Clurichaun
    Far Darrig
    Gancanagh
    Leprechaun

    Chinese Monsters
    Nián Shòu

    Dungeons and Dragons
    Carbuncle (Converted from earlier edition)

    Japanese Monsters
    Gremlin, Amikiri
    Ke-Jōrō
    Keukegen

    My Invention
    Demon, Scopophula
    Lorphí

    Native American Monsters
    Acheri
    Skinwalkers

    Norse Monsters
    Draugr

    Pop Culture
    Cylon Centurion (Battlestar Galactica)
    Gremloblin (Gravity Falls)
    Phoenixkin (the phoenixes from Harry Potter)
    Demon, Sedatiphula (The Gentlemen from Buffy the Vampire Slayer)
    Devil, Fyarl (Buffy the Vampire Slayer)

    Slavic Monsters
    Kikimora



    Joke Monsters
    This'll be it's own category, separate from the others. Monsters that were specifically made to be goofy will be kept here.
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    Last edited by LOTRfan; 2014-11-17 at 02:59 PM.
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  2. - Top - End - #2
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    Default Re: LOTRfan's Ghastly Grimoire (3.5)

    Classes
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    Prestige Classes
    Firstborn of Moradin

    NPC Classes
    Magician

    Savage Progressions
    Fir Bolg
    Last edited by LOTRfan; 2014-11-17 at 03:03 PM.
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    Default Re: LOTRfan's Ghastly Grimoire (3.5)



    Tea-rannosaurus Rex
    Huge Magical Beast
    Hit Dice:
    22d10+132 (253 hp)
    Initiative: -3
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 10, flatfooted ---
    Base Attack/Grapple: +22/+39
    Attack: Bite +30 melee (3d6+13)
    Full Attack: Bite +30 melee (3d6+13)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Improved Grab, Laser Monocle, Swallow Whole
    Special Qualities: After You, Chivalrous Aura, Lowlight Vision, Refreshing Earl Grey, Scent, Spell Resistance 29, Telepathy 100 ft.
    Saves: Fort +22, Ref +16, Will +11
    Abilities: Str 28, Dex 12, Con 21, Int 13, Wis 15, Cha 10
    Skills: Diplomacy +29, Listen +31, Sense Motive +27
    Feats: Cleave, Great Cleave, Improved Toughness, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (Bite)
    Epic Feats: Epic Fortitude
    Environment: Warm Plains
    Organization: Solitary, or Tea Party (1 plus 4-5 Humanoid guests of 6th level or higher)
    Challenge Rating: 14
    Treasure: Double Standard
    Alignment: Usually Lawful Neutral
    Advancement: 23-44 HD (Huge); 45-66 HD (Gargantuan)
    Level Adjustment: -----

    The massive creature in front of you looks like an oddly tame, mustached Tyrannosaurus Rex. He doesn’t seem ferocious at all; he is sitting down at a table, adorning a bowler hat and monocle. Before you can react, you can hear a voice in your head; it’s asking if you would like to sit down and have a bit of tea.

    After You (Su): Tea-rannosaurs are compelled to fight in a gentlemanly manner. They always give their combatant the opportunity to fight first (taking a -4 penalty to all Initiative rolls), and they can never sneak attack their opponents. Tea-rannosaurs never flank their opponents, and will forgo attacking a flatfooted enemy. As long as they follow these compulsions, a Tea-rannosaur is immune to sneak attack damage and is never considered flatfooted.

    Chivalrous Aura (Su): All those who come within 30 ft. of a Tea-rannosaur must make a Will save (DC 26) each round or be affected by the Tea-rannosaur’s aura. All those who fail the saves find themselves simply unable to raise their weapons against the Tea-rannosaur or any other creature within the aura. In addition, those who speak in a rude manner while within the aura must make an additional save or take a -2 morale penalty to all attack rolls, saving throws, and skill checks for the next 24 hours. The save DC is Constitution-based.

    Improved Grab (Ex): To use this ability, a tea-rannosaur must hit an opponent of up to one size category smaller with its 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, it grabs a hold and can attempt to swallow the foe the following round.

    Laser Monocle (Su): Once every 1d4 rounds, a Tea-rannosaurus who is wearing a monocle can focus his ungentlemanly hostility into a single attack. This is a ray attack that has a maximum of 80 ft., and those hit by the ray suffers 8d6 points of fire damage.

    Refreshing Earl Grey (Su): As a standard action, a Tea-rannosaurus Rex can fill any cup presented to it with magically created earl grey tea by sticking its claw into the cup. The Tea-rannosaur can determine its temperature, the amount of milk inside (if any) and the amount of sugar used in its creation. This is not standard earl grey; anyone who uses Detect Magic senses that the tea has a moderate aura of Conjuration (Healing). Those who drink the tea are treated as if being affected by a Cure Critical Wounds spell with a caster level of 15th. This is an at-will special ability.

    Swallow Whole (Ex): A tea-rannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tea-rannosaur’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 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

    A Huge tea-rannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. Most view the act of eating their guests very distasteful, however.

    Skills: Tea-rannosaurs have a +4 bonus on Listen and Diplomacy checks.
    Last edited by LOTRfan; 2014-09-29 at 12:06 AM.
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  4. - Top - End - #4
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    Default Re: LOTRfan's Ghastly Grimoire (3.5)



    Gremloblin
    Medium Fey
    Hit Dice:
    11d6+11 (49 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+2 Dex, +3 natural), touch 12, flatfooted 13
    Base Attack/Grapple: +5/+7
    Attack: Claw +7 melee (1d4+2 plus poison)
    Full Attack: 2 Claws +7 melee (1d4+2 plus poison), and Bite +5 melee (1d6+1 damage)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Breath Weapon, Horrific Gaze, Poison Claws, Spines
    Special Qualities: Damage Reduction 5/Cold Iron, Darkvision 60 ft., Goblin Blood, Spell Resistance 19, Water Exposure
    Saves: Fort +4, Ref +9, Will +7
    Abilities: Str 14, Dex 15, Con 12, Int 9, Wis 11, Cha 8
    Skills: Climb +16, Hide +18, Intimidate +13, Jump +16, Move Silently +18
    Feats: Improved Toughness, Multiattack, Power Attack, Stealthy
    Environment: Temperate Forests
    Organization: Solitary, or Gang (1 plus 2-6 goblins and 1-2 gremlins)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Often Chaotic Evil
    Advancement: 12-22 HD (Medium)
    Level Adjustment: -----

    Gremloblins are the result of breeding between goblins and several different races of gremlin over the course of many generations. The bizarre genealogy of gremloblins has resulted in the surfacing of several traits that none of their ancestors have, including their human-like size. Gremloblins are physically and mentally more powerful than any of their pureblooded (and even half-blooded) relatives; in that regard, they can be seen as an odd form of fey mongrelfolk.

    Gremloblins are most infamous for two of their more bizarre traits; the first is their “evil eye;” when a gremloblin stares into the eyes of an enemy, they glow with an unnatural orange light, and cause their enemy to experience a vision of their worst fear. Some legends tell of particularly powerful gremloblins that have caused their victims to go insane from these visions, though whether or not this is true is unknown. The second trait is their odd reaction to water; when exposed to water, gremloblins mutate to an even larger size and develop even more abilities. What exactly causes this change is a mystery, though some suggest that it is a trait that gremlins have somehow lost over the years that has reawakened within the gremloblin bloodline.

    Gremloblins can be found as leaders in both goblin and gremlin (particularly Jinkin) communities, as their strength is admired by all their parent races. Gremloblins raised by gremlins tend to be slightly more intelligent (and a lot more cruel) than their goblin-raised counterparts.

    Gremloblins stand about seven feet tall in their natural form, and have red, pupil-less eyes. Gremloblins speak either Goblin or Sylvan.

    Combat
    Gremloblins neither have nor require the subtlety of their smaller relatives; a gremloblin enters combat head on, threatening to tear the limbs off of any creature that dares confront it. Enemies that aren’t warded off by their nightmare-inducing gaze find themselves assaulted by a seemingly random array of attacks, ranging from flaming breath to poison. Oftentimes, gremloblins will have their allies carry buckets of water with them into battle, so they can take full advantage of their enhanced strength and flight.

    Breath Weapon (Su): Once every 2d4 rounds, a gremloblin may release a 15 ft. cone of fire that deals 4d8 points of damage. A Reflex save (DC 16) halves damage. The save DC is Constitution-based.

    Goblin Blood: Gremloblins are considered Goblinoids in addition to Fey when it comes to meeting prerequisites for classes or feats, as when it comes to being affected by effects that specifically target creatures with either the Fey type or Goblinoid subtype.

    Horrific Gaze (Su): To use this attack, a gremloblin must spend a standard action and select a specific target. If the target fails its Will save (DC 14), it is wracked with visions of its greatest fear, panicking for 1d6 rounds and being shaken for 2d4 rounds thereafter. Unlike other creatures with gaze attacks, gremloblins are not immune to the gaze attacks of others of their kind. The save DC is Charisma-based, and all who pass the save are immune to that specific gremloblin’s gaze attack for 24 hours afterward.

    Poison Claws (Ex): The scratch of a gremloblin releases powerful neurotoxins into the bloodstreams of their victims. This is a contact poison, and all victims must make a Fortitude save (DC 16), or suffer the effects of the poison. The initial damage is 3d6 Wisdom, as the vision starts to blur and the victim begins to lose focus of its senses. Secondary damage is 1d6 Dexterity, as mild muscle spasms overtake the body. The save DC is Constitution-based.

    Spines (Ex): This ability can only be used after the gremloblin is exposed to water (see below). Once per round, as a free action, a gremloblin can fire one of the spines off its back at a nearby enemy. This attack deals 1d6 piercing damage with a x2 critical modifier, and has a range increment of 20 ft.

    Water Exposure (Su): When exposed to no less than a pint of water, the body of a gremloblin reacts drastically. As a move action, the gremloblin exposed to the water grows to Large size (gaining the +8 Strength, -2 Dexterity, +4 Constitution, and +2 natural armor that goes along with it). The gremloblin’s bite damage increases to 1d8 and its claw damage increases to 1d6. In addition, the gremloblin grows six spines from its back and sprouts wings (granting a fly speed of 90 ft. with average maneuverability). The gremloblin remains in this form for a number of rounds equal to (3 + Con mod) multiplied by six. The gremloblin can assume this form three times per day, though the gremloblin cannot pick and choose when this happens (it just happens the first three times it is exposed to water that day). If a gremloblin is exposed to water while in this form, the two instances overlap; that is, rather than doubling the length of time the gremloblin spends in this form, the gremloblin is treated as if just assuming the form starting the round when the second exposure occurs. When this ability ends, wings and any remaining spines merely fall off and die (similar to the extra heads of a hydra).

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    A Gremloblin exposed to its own horrific gaze attack
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  5. - Top - End - #5
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    Default Re: LOTRfan's Ghastly Grimoire (3.5)



    Gancanagh
    Medium Fey
    Hit Dice:
    6d6+6 (27 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+1 Dex, +4 Deflection), touch 15, flat footed 14
    Base Attack/Grapple: +3/+3
    Attack: Club +3 melee (1d6)
    Full Attack: Club +3 melee (1d6)
    Special Attacks: Charming Song, Toxic Touch, Spell-like Abilities
    Special Qualities: Darkvision 60 ft., Unearthly Grace
    Saves: Fort +3, Ref +8, Will +4
    Abilities: Str 11, Dex 12, Con 13, Int 10, Wis 9, Cha 18
    Skills: Bluff +15, Diplomacy +13, Disguise +13, Hide +3, Intimidate +15, Move Silently +12, Perform (Sing) +13, Spot +8
    Feats: Lightning Reflexes, Persuasive, Stealthy
    Environment: Temperate Hills
    Organization: Solitary, or 1 with 1-2 humanoids of 3rd level or lower
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: +2

    An extremely attractive man with slight elven characteristics can be seen just by the edge of the forest. His warm, confident singing is very alluring, and you soon find yourself walking closer to get a better look.

    Gancanaghs are creatures often cursed by father and spouse alike, and in some cases are thought of as a form of incubus. Gancanaghs are not demons, however, instead being a form of faerie. They are well known by other Fey for their devilish charm and extremely selfish behavior. Gancanaghs resemble extremely attractive humanoid males with vaguely elf-like features. In many places, they are confused as half-elves. Most have extremely pale skin and dark hair, though occasionally one with red hair is born. These fey are often seen carrying a small clay pipe, but as they do not smoke this item is just decorative in nature.

    Gancanaghs live a very care-free and hedonistic lifestyle. These fey enjoy drinking, partying, and sex above all else, though they leave many dead lovers in their wake A gancanagh's flesh is infused with an extremely addicting toxin, one that leaves the gancanagh's unwitting victim with an extreme need for it if they are to survive. Unfortunately for them, a gancanagh cares very little about what happens to their partners after they finish their "activities," and rarely stay in the same place for more than a week or two. The men and women who have become addicted die painfully, their bodies shriveling as they pine for their lover. Particularly cruel gancanaghs are known to get multiple people in the same area addicted, and then force them to fight for his entertainment to decide which one he chooses as his partner.

    Gancanaghs are (thankfully) very rare faeries, usually turning up amidst community-wide celebrations and then disappearing afterwards. A gancanagh weighs the same as a human of the same height would, and speaks both Common and Sylvan.

    Combat
    Gancanaghs rarely enter combat, preferring to use allies to actually fight for them. If cornered, they attempt to use their magical abilities to aid them in their escape.

    Empowering Song (Su): Three times a day, as a standard action, a gancanagh can sing to gain a +4 enhancement bonus to its Charisma-based skills [Bluff, Diplomacy, Disguise, Intimidate skills and Perform (sing) skills], and any enchantment spells or spell-like abilities it performs are treated as having a caster level two levels higher than it actually is. This bonus lasts for 1d4 rounds. All allies within 30 feet of the gancanagh gain a +2 enhancement bonus to their skill checks for the same duration. All foes within 30 of the gancanagh instead take a -1 penalty to all Will saves for the duration. A creature that successfully saves cannot be affected again by the same gancanagh's song for 24 hours. The save is Charisma-based.

    Spell-like Abilities: 3/day- Charm Person. 1/day- Hideous Laughter, Shillelagh, Hypnotism. Caster Level 4th.

    Toxic Touch (Su): For this ability to take affect, another creature must be exposed to a gancanagh's bare skin for a prolonged period of time. Usually, this occurs through a kiss or another act of passion, but merely grappling a gancanagh for two consecutive rounds is enough for this as well. The other creature must make a Fortitude save (DC 17), or become permanently addicted to the gancanagh's touch. Those who become addicted must be touched by the gancanagh at least once per day, or otherwise they suffer 1 point of Constitution drain per day as their body thirsts for the toxin is infused in the gancanagh's skin. Those exposed to the gancanagh's touch have their Constitution score restored, but the drainage resumes the following day. A remove curse spell is the only way to remove the addiction, though it does not restore any points of Constitution already lost. This ability doesn't affect Constructs, Fey, or Undead.

    Unearthly Grace (Su): A gancanagh adds its Deflection modifier to its Armor Class as a deflection bonus. This is already included in the gancanagh's statblock.
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    Default Re: LOTRfan's Ghastly Grimoire

    Firbolg Monster Progression


    A proud but rare race of giants, the firbolgs are the remnants of an ancient civilization that once ruled a series of islands off the coast of the mainland. Firbolgs are a nervous bunch, especially around humans and other humanoids, as they see these races as a threat to their continued existence. It is said that the firbolgs were once revered by their neighbors, and that they gifted the smaller races with the knowledge of agriculture, but their influence began to wane as giants from the north and various fey creatures began to creep into their territories.

    Today, firbolgs live quiet lives, usually gathering in villages led by a priestess or druid. Firbolgs often live underground or in hilly areas, where they try their best to remain isolated. Firbolgs greatly dislike the Formorian giants, and they have an intense hatred of leprechauns (who, some say, are descendants of an ancient fey race that waged war against the Firbolgs several centuries ago).

    Level Hit Dice Skills BAB Fort Ref Will Special
    1st 1d8 2 + INT (x4) +0 +2 +0 +0 Beginning Racial Traits
    2nd 2d8 2 + INT +1 +3 +0 +0 +1 natural armor, +2 Str, +2 Dex
    3rd 3d8 2 + INT +2 +3 +1 +1 +2 natural armor, +2 Str, +2 Wis, Detect Magic
    4th 4d8 2 + INT +3 +4 +1 +1 +3 natural armor, +2 Str, +2 Con
    5th 5d8 2 + INT +3 +4 +1 +1 Fast Healing 1, +4 natural armor, +2 Str, +2 Int
    6th 5d8 ----- +3 +4 +1 +1 Large Size, Trample (1d8), +2 Con, +2 Cha
    7th 6d8 2 + INT +4 +5 +2 +2 +5 natural armor, +2 Str, +2 Wis, Alter Self
    8th 7d8 2 + INT +5 +5 +2 +2 Rock Throwing (1d8), +6 natural armor, +2 Str, +2 Con
    9th 8d8 2 + INT +6/+1 +6 +2 +2 +7 natural armor, Trample (2d6), +2 Str, +2 Int, Feeblemind
    10th 9d8 2 + INT +6/+1 +6 +3 +3 Fast Healing 2, +8 natural armor, +2 Str, +2 Con
    11th 10d8 2 + INT +7/+2 +7 +3 +3 Rock Catching, +9 natural armor, +2 Str, +2 Cha
    12th 10d8 ----- +7/+2 +7 +3 +3 Rock Throwing (2d6), Trample (2d8), +2 Con
    13th 11d8 2 + INT +8/+3 +7 +3 +3 +10 natural armor, +2 Str
    14th 12d8 2 + INT +9/+4 +8 +4 +4 +11 natural armor, +2 Str, +2 Con
    15th 13d8 2 + INT +9/+4 +8 +4 +4 Fast Healing 3, +12 natural armor, Oversized weapon

    Weapon Proficiencies: Firbolgs are proficient with all simple and martial weapons, as well as light armor and shields.

    Skills: Each racial Hit Die gives a firbolg a number of skill points equal to 2 + their INT modifier (with quadruple skill points at 1st level). Climb (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis), and Survival (Wis) are all class skills for a firbolg.

    Beginning Racial Traits
    • +4 Strength
    Medium Giant: As Medium creatures, 1st level firbolgs do not have any penalties or bonuses due to size. As Giants, firbolgs are not affected by spells that specifically target Humanoids (like Charm Person).
    • Firbolg base land speed is 40 ft.
    • Darkvision out of 60 ft.
    Know Direction (Sp): Once per day, a firbolg may use Know Direction as a spell-like ability (caster level equal to the firbolg’s racial Hit Dice).
    Automatic Languages: Common, Giant. Bonus Languages: Dwarf, Elf, Gnome, Goblin, Sylvan.
    Favored Class: Druid.

    Ability Score Increases: Starting at 2nd level, a firbolg’s Strength score increases by 2 at every level except 6th, 12th, and 15th. A firbolg’s Dexterity score increases by 2 at 2nd level. Starting at 4th level, a firbolg’s Constitution increases by 2 every other level until he reaches 14th (for an overall increase of +12). A firbolg’s Intelligence increases by 2 at 5th and 9th level. A firbolg’s Wisdom increases by 2 at 3rd and 7th level. A firbolg’s Charisma increases at 6th and 11th level.

    Natural Armor: Starting at 2nd level, a firbolg has a natural armor bonus added to their Armor Class. It starts at +1, but every level after 2nd (excluding 6th and 12th) the firbolg gains an additional +1 bonus to this natural armor bonus (to the maximum of +12 at 15th level).

    Spell-like Abilities: At 2nd level, a firbolg adds Detect Magic to his repertoire of spell-like abilities. At 7th level, he adds Alter Self, and he adds Feeblemind at 9th. All of these spell-like abilities are usable 1/day, and their caster level is equal to the firbolg’s racial Hit Dice (reaching a maximum of Caster Level 13th at 15th level).

    Fast Healing (Ex): Starting at 5th level, firbolgs regain lost Hit Points at a rate of 1 point per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the firbolg to regrow or reattach lost body parts. At 10th level, the rate at which the firbolg regains lost Hit Points increases to 2 points per round, and increases again to 3 per round at 15th level.

    Large Size: At 6th level, firbolgs become Large-sized. They gain a space/reach of 10 ft./10 ft. and a +4 size modifier to their Grapple checks, but they incur a -1 size armor class to attack rolls and Armor Class, and have a -4 size modifier to all Hide checks. Firbolgs can carry twice as much as a Medium creature with the same Strength score. When firbolgs become Large, they do not gain the ability score adjustments usually associated with changing size.

    Trample (Ex): As a standard action during his turn each round, a firbolg may attempt to trample his enemy. At 6th level (when he first gains this ability), he deals damage equal to 1d8 + 1½ times his Strength modifier, but the base damage increases to 2d6 at 9th and ultimately 2d8 at 12th. Trampled enemies can make an attack of opportunity against the firbolg (though they take a -4 penalty to such attack rolls), or they can attempt a Reflex save for half damage. This Reflex save DC is Strength-based.

    Rock Throwing (Ex): Starting at 8th level, a firbolg may throw rocks (with a +1 bonus to such attack rolls) as far as 5 range increments, an increment being 60 ft., with each rock dealing 1d8 points of damage. Starting at 12th level, the range increment increases to 130 ft., and the firbolg may throw medium-sized rocks that deal 2d6 damage.

    Rock Catching (Ex): Upon reaching 11th level, a firbolg becomes capable of catching small, medium, or large rocks thrown at it right out of the air. Once per round, when the firbolg would be hit by a rock or similarly shaped projectile, the firbolg may choose to make a Reflex save (15 for Small, 20 for Medium, or 25 for Large), catching it as a free action if successful. The firbolg must be aware of and ready for the attack to use this ability.

    Oversized Weapon (Ex): Firbolgs may use Huge-sized two-handed melee weapons at no penalty upon reaching 15th level.
    Last edited by LOTRfan; 2014-09-30 at 01:27 AM.
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    Keukegen
    Small Magical Beast
    Hit Dice:
    3d10+3 (19 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flatfooted 12
    Base Attack/Grapple: +3/-1
    Attack: Bite +4 melee (1d4 plus infection)
    Full Attack: Bite +4 melee (1d4 plus infection)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Infection
    Special Qualities: Carpet Disguise, Darkvision 60 ft., Immunity to Poison and Disease, Pungency
    Saves: Fort +4, Ref +6, Will +2
    Abilities: Str 11, Dex 16, Con 13, Int 4, Wis 12, Cha 8
    Skills: Hide +8, Listen +3 Move Silently +8, Spot +4
    Feats: Alertness, Stealthy
    Environment: Any Urban
    Organization: Solitary, Pair, or Pack (3-5)
    Challenge Rating: 2
    Treasure: Half Standard
    Alignment: Usually Neutral
    Advancement: 4-6 HD (Small)
    Level Adjustment: +1 (cohort only)

    A furry creature the size of a small dog darts from under the bed and into the closet. As you open the door wider, you can smell a horrific moldy stench. The creature is nowhere to be seen, but now you can hear it moving under the floorboards.

    Keukegen are small magical beasts that like to gather in homes that are either dingy or abandoned. Though shy and often perceived as cute, keukegen can be harmful to humanoids because of the disease that they carry. Their mere presence is enough to infect humanoids with conditions usually spread by rat bites. Keukegen infestations can be driven off by cleaning homes and getting rid of their food sources (mold and trash, organic or not), but in a pinch they can be chased out using fire.

    Though it is exceedingly hard to get a good look at a keukegen, they appear to be small creatures whose fur is so fluffy that only their eyes are visible; any appendages they may have are hidden underneath the hair. Keukegen cannot speak any known languages, but they can be taught to understand a language or two.

    Combat
    Keukegen are very bad combatants, preferring to use their speed and ability to hide in order to escape any threats. When cornered, they will bite, which seems to serve as a focus for their pestilent ability.

    Carpet Disguise (Ex): A keukegen may spend a standard action to muffle their breathing and position themselves as if they were a particularly fowl-smelling rug. This ability does not require cover or concealment to work, and grants a +20 bonus to their Hide check. If the keukegen is stepped on, however, the creature will yap in pain and end the ruse.

    Infection (Su): Any living creature that spends more than a minute within 30 ft. of a keukegen must make a Fortitude save (DC 12), or become infected with filth fever. Additionally, if a keukegen bites a living foe, the enemy must roll a Fortitude save (even if they have already succeeded on one) to avoid contacting the disease, but with a DC of 14 rather than 12. This strain of filth fever is supernatural in origin, so those who are immune to mundane diseases but can still be affected by magical ones are still affected.

    Pungency (Ex): A keukegen's odor is quite powerful, and can be detected at twice normal distance by scent.

    Skills: Keukegen have a +2 racial bonus to Hide and Move Silently checks. Both of these bonuses are included in the statblock above, and in the case of the Hide skill, this racial bonus stacks with the keukegen’s carpet disguise Hide modifier.
    Last edited by LOTRfan; 2014-10-05 at 08:48 PM.
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    Demon, Scopophula
    Medium Outsider (Chaotic, Demon, Evil)
    Hit Dice:
    11d8+33 (82 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 23 (+12 natural, +1 Dex), touch 11, flat-footed ---
    Base Attack/Grapple: +11/+13
    Attack: Claw +13 melee (1d4+2)
    Full Attack: 2 Claws +13 melee (1d4+2), and 3 Bites +12 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Profane Gaze, Unrelenting Gaze, Spell-like Abilities, Summon Demon
    Special Qualities: All-Around Vision, Damage Reduction 5/Cold Iron or Good, Immunity to Electricity and Poison, Resistance to Acid, Cold, and Fire 10, Spell Resistance 17, Telepathy 100 ft.
    Saves: Fort +10, Ref +8, Will +11
    Abilities: Str 14, Dex 13, Con 16, Int 9, Will 18, Cha 13
    Skills: Balance +15, Intimidate +15, Knowledge (The Planes) +13, Listen +24, Search +17, Spot +24, Survival +18
    Feats: Alertness(B), Improved Initiative, Multiattack, Power Attack, Weapon Focus (Bite)
    Environment: The Abyss
    Organization: Solitary, Pair, or Squad (2-4)
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Always Chaotic Evil
    Advancement: 12-22 HD (Medium); 23-33 HD (Large)
    Level Adjustment: -----

    In the darkness, all that is visible are the three heads of a voracious beast; one appears to be the head of a dragon, the center a naked mole rat, and the final a decaying human head. Each face has mismatching eyes, but between the three each eye has an identical counterpart. A tail also swings by, tipped with a red crystalline ball that also seems to act as an evil eye.

    If there is any demon that represents the impossibility of hiding from true evil, that demon would be the scopophula. Scopophulas, also known as staring demons, are chimerical fiends who take great pleasure in watching their victims slowly lose their sanity. Their most terrifying ability may very well be the odd method in which they possess mortals; while they do not seize control of their victim’s bodies, they are capable of instilling a sense of fear that never quite goes away. Victims of their relentless gaze find themselves feeling as if they are constantly being watched, often culminating to the point where they can no longer bear being viewed by other people. The feel of panic is like a drug to scopophulas, and as a result victims rarely can get through even a day without being overwhelmed by an irrational fear of eyes.

    Combat
    Scopophulas are more than capable of tearing and rending enemies, but they prefer to keep mortals alive. They would rather take possession of souls and torment them from afar.

    All-Around Vision (Ex): Scopophulas whip their heads and tail around endlessly in combat, giving them all around vision, making it impossible to catch them unawares under normal conditions. They cannot be flanked, and are never caught flat-footed.

    Profane Gaze (Su): All creatures who come within 120 ft. of a scopophula must make a Will save (DC 21), or become disconcerted as the creature’s eyes follow it. Those who fail are treated as shaken for as long as they remain within this range. This is a supernatural fear affect, and does not end until the victim leaves the range or has a remove fear spell cast on himself (and even then, the remove fear must surpass the fiend’s spell resistance). The save DC is Wisdom-based, and includes a +2 racial bonus.

    Spell-like Abilities: Constant- True Seeing. 1/day – Greater Teleport (self plus 50 lbs. of objects only). Caster Level 11th.

    Summon Demon (Sp): Once per day, a scopophula may attempt to summon 3d8 Dretches or another scopophula with a 35% chance of success. This ability is equivalent to a 4th level spell.

    Unrelenting Gaze (Su): Once per day, as a free action, a scopophula may mark a single target for more extensive surveillance. The intended victim must already be under the effect if its Profane Gaze ability, and is entitled to a saving throw with the same DC as its other gaze ability. If the victim makes the save, the victim is still under the effect of the Profane Gaze but is unaffected by this ability. Should the victim fail, he continues to suffer the effects of the Profane Gaze even after fleeing the required distance. This victim is now permanently ‘held’ by the scopophula, and constantly feels as if he is being watched by nonexistent eyes. Protection from Evil and similar effects suppress this effect for their duration, after which the victim becomes shaken again. An Exorcism or a similar effect is necessary to make an unwilling scopophula release its victim. A scopophula may only affect a number of creatures whose combined HD may not exceed its own. In order to take on another victim, it must first release an old one. Once per day per victim, a scopophula may cast a status spell (Caster Level 11th). In addition to the normal effects, the casting of this spell results in the victim becoming panicked for 1d6 rounds, though they do not know the source of this panic.

    Skills: Scopophulas have a +4 racial bonus on Spot, Search, and Listen checks.
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    This is loosely based off of the Gentlemen from Buffy the Vampire Slayer.

    Demon, Sedatiphula
    Medium Outsider (Chaotic, Evil, Tanar'ri, Extraplanar)
    Hit Dice:
    9d8+9 (49 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), fly 20 ft. (perfect)
    Armor Class: 22 (+1 Dex, +1 Dodge, +10 natural), touch 12, flat-footed 20
    Base Attack/Grapple: +9/+7
    Attack: Dancing short sword +7 melee (1d6-2)
    Full Attack: Dancing short sword +7/+1 melee (1d6-2), and 2 claws +7 melee (1d4-2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Aura of Silence, Dancing Precision Weapon, Spell-like Abilities, Summon Demon
    Special Qualities: Damage Reduction 5/---, Extreme Vulnerability to Sonic, Immunity to electricity and poison, Resistance to Acid, Cold, and Fire 10, Spell Resistance 21, Telepathy 100 ft.
    Saves: Fort +7, Ref +7, Will +11
    Abilities: Str 7, Dex 12, Con 13, Int 13, Wis 16, Cha 15
    Skills: Balance +13, Disable Device +13, Hide +13, Intimidate +14, Search +13, Sleight of Hand +13, Spot +15, Survival +15, Use Rope +13
    Feats: Dodge, Improved Initiative, Iron Will, Weapon Finesse
    Environment: The Abyss
    Organization: Solitary, Pair, Gentlemen’s Meeting (4-6 plus 8-10 Dretches)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Always Chaotic Evil
    Advancement: 10-18 HD (Medium)
    Level Adjustment: -----

    This creature vaguely looks like an elderly human with gray flesh, though its wicked smile takes up most of its face and its beady eyes are a bright yellow. It floats four or five feet off the ground, and as it approaches a small sword leaves its hilt and starts to orbit around its body.

    Sedatiphulas are demons of silence, creatures that sneak up on targets without any sign of approach and perform their gruesome work. Legends speak of small groups of these creatures preying upon entire towns, restraining victims and removing organs as their hapless victims watch. Working in complete and utter silence, these demons operate with a brutal efficiency without worry of awakening other potential victims, even if those unfortunate creatures live in the same house.

    This particular breed of demon is not a common one, as they are not particularly powerful and are not strong enough to be influential demonic leaders or valuable servants. Like shadow demons, silent demons are often summoned and bound by mortals to serve as assassins. Sedatiphulas are more likely to summon allies than other demons are, treating their dretch servants as valuable (but ultimately expendable) servants and shields from melee.

    Combat
    Although physically frail compared to other demons, sedatiphulas rarely like direct combat anyway; they prefer to mutilate their victims, demobilizing them and torturing them slowly. They take greatest pleasure in doing this while the victim’s friends or family is only a short distance away. It enjoys watching its victims writhe and vainly attempt to scream for help.

    These demons have claws, but they are not proficient with them.

    Aura of Silence (Su): A sedatiphula radiates a 50 ft. aura of silence. Upon entering the affected area, a creature must make a Will save (DC 21), or be utterly unable to make any sounds while within the area. Should the creature succeed, he must continue to make these saves every round until he fails. Once failure has occurred, a creature must leave the area to make sound again. The save DC is Wisdom-based, and includes a +4 racial bonus.

    Dancing Precision Weapon (Su): Any weapon that the sedatiphula wields is treated as if having the dancing weapon property, except that it is constantly hovering around the creature rather than being limited to four rounds at a time. Additionally, whenever an enemy that could be affected by Sneak Attacks would lose their Dexterity bonus to their Armor Class, these weapons deal an addition +2d6 damage. Should another creature take possession of the demon’s weapon, the weapon lose both of these quality.

    Extreme Vulnerability to Sonic (Ex): Sedatiphulas take double damage from sonic attacks. Additionally, whenever a sedatiphula hears a creature shout, it must make a Will save (DC 20) or take 2d4 damage at the end of the round. Shouting is a free action, and while additional shouts in the same round don’t increase this damage, every additional creature who spends a free action on their turn shouting adds 2 to the DC. If a sedatiphula dies from sonic damage, its body explodes in a bloody mess.

    Spell-like Abilities: At will – Ghoul Touch (DC 15), Slow (DC 16). 3/day – Knock, Greater Invisibility (self only). Save DCs are Wisdom-based, Caster level 9th.

    Summon Demon (Sp): Once per day, a sedatiphula may summon 2d6 dretches with a 50% chance of success.
    Last edited by LOTRfan; 2014-11-03 at 09:27 AM.
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    Ke-Jōrō
    Medium Fey
    Hit Dice:
    8d6+16 (44 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+3 Dexterity, +3 Deflection), touch 16, flatfooted 13
    Base Attack/Grapple: +4/+5
    Attack: Hair-Whip +7 melee (1d4+1)
    Full Attack: 3 Hair-Whips +7 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Artificial Familiarity, Constriction, Horrific Visage, Superior Grapple
    Special Qualities: Damage Reduction 5/Cold Iron, Lowlight vision, Spell Resistance 15
    Saves: Fort +4, Ref +9, Will +8
    Abilities: Str 13, Dex 16, Con 15, Int 14, Wis 15, Cha 16
    Skills: Bluff +6, Gather Information +14, Hide +14, Intimidate +6, Listen +13, Move Silently +14, Open Lock +13, Search +13, Sleight of Hand +14, Spot +13
    Feats: Improved Initiative, Persuasive, Weapon Finesse
    Environment: Any Urban
    Organization: Solitary
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: 9-16 HD (Medium)
    Level Adjustment: ------

    Walking along the night’s empty streets is a woman. As you get a closer look, you realize that you’ve seen her before, back when you still lived with your family in the village. Once you get close, though, she turns around; her face is covered in thick matted hair. A raspy voice greets you as some of the long rope-like strands become prehensile.

    Ke-Jōrō are a race of fey women who often lurk around the red-light areas of cities, looking for their next victim. The majority of the time, to see a ke-jōrō is to see the spitting image of a loved one. For most people, this is enough to make them walk straight into the creature’s clutches. Ke-Jōrō love the taste of humanoid flesh, often luring unwitting people into secluded areas so that they can enjoy their meals in peace. Once the enchantment that makes them seem so familiar is broken, the ke-jōrō resembles a tall pale woman with stringy black hair that covers her face. Her hair is prehensile, and she uses it to cut and strangle her prey.

    The ke-jōrō also has the ability to stun people by revealing her face; what her face looks like, no one knows, as they forget it as soon as they see it. Some claim that she doesn’t actually have one. What is known, however, is that other fey creatures find ke-jōrō extremely attractive, often fighting each other for her favor. When she finds someone she finds acceptable, she often gives the individual a strand of her hair, which can function as a deadly whip.

    Combat
    Ke-Jōrō like to use their hair (which has a reach of 15 ft.) to devastating effect; they flay alive their opponents if they are fighting a single enemy. If they are not, they will pin one enemy down with her hair and try to fight off any others with conventional weaponry.

    Artificial Familiarity (Su): Whenever a creature who is sexually attracted to humanoid women looks at a ke-jōrō for the first time, that victim must make a Will save (DC 19), or believe that the ke-jōrō is a woman that they have interacted with in the past (no matter how improbable her appearance at that moment would be). This effect lasts until the creature speaks, or until she attacks. The save DC is Charisma-based, and includes a +2 racial bonus. Regardless of whether or not the save was successful, the victim cannot be affected by this ability from the same individual again for 24 hours. This ability does not affect Fey creatures or hags.

    Constriction (Ex): A ke-jōrō deals 2d4+1 points of damage each time she successfully performs a grapple check.

    Frightening Gaze (Su): As a standard action, a ke-jōrō can move all the thick matted hair away from her face, revealing a visage that terrifies most creatures. All creatures for whom the woman is in line of sight must make a Fortitude save (DC 17), or suffer 1d4 points of Charisma damage and be stunned for 1d4+1 rounds. Creatures of the Fey and Animal type, as well as any type of hag, are immune to this ability. Save DC is Charisma-based.

    Superior Grapple (Ex): As a free action, a ke-jōrō can decide to use her hair rather than her body to perform a grapple check. In that case, she loses her hair-whip naturally attacks and still cannot move, but she can otherwise interact with creatures as if she wasn’t being grappled until she loses a grapple check.
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    Gremlin, Amikiri
    Tiny Fey
    Hit Dice:
    1d6 (3 hp)
    Initiative: +1
    Speed: 20 ft. (6 squares), fly 40 ft. (good)
    Armor Class: 14 (+2 size, +1 Dex, +1 natural), touch 13, flatfooted 13
    Base Attack/Grapple: +0/-8
    Attack: Claw +3 melee (1d2)
    Full Attack: 2 Claws +3 melee (1d2)
    Space/Reach: 1½ ft./0 ft.
    Special Attacks: Break Bindings, Spell-like Abilities
    Special Qualities: Damage Reduction 2/Cold Iron, Insect-Friend, Spell Resistance 11
    Saves: Fort +0, Ref +3, Will +3
    Abilities: Str 11, Dex 12, Con 11, Int 8, Wis 13, Cha 8
    Skills: Escape Artist +9, Hide +13, Listen +5, Spot +5, Use Rope +9
    Feats: Weapon Finesse
    Environment: Warm Marshes
    Organization: Solitary, Pair, or family (3-4 plus 1-3 mosquito swarms)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By character class
    Level Adjustment: +2

    Floating through the window is a creature that appears to be an oversized shrimp, albeit with a more humanoid shape. Behind it is a swarm of mosquitos. As the mosquitoes begin to surround you, the shrimp creature chitters away as it starts cutting the ropes keeping your hammock together.

    Amikiri are a race of tiny, prawn-like gremlins that inhabit marshy or coastal regions. It is here that they flourish, traveling into homes to cut nettings, rope, and other bindings. They delight in making such items useless, especially when the consequences of such actions are quickly made apparent. Two items in particular that these critters love to cut are the fetters of bound criminals, and hanging netting meant to keep out insects. Amikiri who live near docked boats also enjoy cutting ropes and retying them into elaborate traps.

    Amikiri seem to have a strange affinity with flying insects, mosquitoes in particular; while the gremlins are unable to communicate with them, mosquitoes do not feed on amikiri, and often follow them around. What exactly causes the mosquitoes to engage in this behavior is unknown; some say it might be the way amikiri smell. Regardless, amikiri enjoy leading these insects to humanoids and watching the humanoids frantically try to get away.

    Amikiri are very small, usually only a foot and a half long.

    Combat
    Despite their small size, amikiri claws can be very effective cutting tools and weapons; they seem to become supernaturally stronger when used against common binding agents, so amikiri often target creatures with chains and nets first. Should a fight start to turn sour, they try to hide within a nearby swarm.

    Break Bindings (Su): The claws of amikiri are meant to be used to break bindings, whether they be rope, chains, or manacles. When attempting to break such items, the amikiri ignores the item’s hardness.

    Flight (Su): Amikiri fly by supernatural means, swimming through the air as a shrimp swims through water. They can resume or stop flight as a free action.

    Insect-Friend (Ex): When flying amidst a swarm of insects, an amikiri is treated as if part of the swarm; it is not affected by the swarm’s distraction ability, nor does it take swarm damage each round in remains in the swarm. Additionally, the amikiri is treated as having concealment (and thus a 20% miss chance).

    Spell-like Abilities: At will – Prestidigitation. 1/hour – Animate Rope.

    Skills: Amikiri have a +4 racial bonus to Escape Artist and Use Rope checks.
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    Pangolin
    Small Animal
    Hit Dice:
    1d8 (4 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), climb 10 ft.
    Armor Class: 16 (+1 size, +3 natural, +2 Dex), touch 13, flatfooted 14
    Base Attack/Grapple: +0/-6
    Attack: Claw +3 melee (1d4-2)
    Full Attack: 2 Claws +3 melee (1d4-2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Razor Scales, Rancid Musk
    Special Qualities: Scent, lowlight vision, defensive curl
    Saves: Fort +2, Ref +4, Will +2
    Abilities: Str 6, Dex 15, Con 10, Int 1, Wis 14, Cha 11
    Skills: Climb +12, Listen +6, Spot +6, Swim +4
    Feats: Weapon Finesse(B), Alertness
    Environment: Warm Forests
    Organization: Solitary
    Challenge Rating: 1/3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 2-3 HD (Small)
    Level Adjustment: -----

    A small, heavily armored creature waddles across the open area, quickly running for the cover of the bushes ahead.

    Pangolins are small animals related to anteaters. They are excellent climbers, and often live in dense forests. The natural armor of pangolins overlap and are razor sharp, which causes most predators to shy away from attacking them. If this isn't enough, Pangolins can spray a noxious-smelling slightly acidic liquid at enemies. Pangolins have long tongues to eat insects (some can reach lengths of 16 inches). Pangolins are about 39 inches long, and weigh 17-19 pounds.

    Combat
    Pangolins prefer to curl up into a defensive ball, to better protect themselves and take advantage of their sharp scales.

    Defensive Curl (Ex): As a move action, pangolins can curl themselves up into a ball. If they do not perform any actions afterwards, they gain partial cover (+4 to natural armor), and the damage dealt by their razor scales ability increases to 1d6, until their next turn

    Rancid Musk (Ex): When threatened, a pangolin can spray a slightly acidic substance at attackers every 1d4 rounds. This creates noxious fumes within a single 5 ft. square (which must be adjacent to the pangolin), which lasts for 1d6 rounds. Those who walk within it must succeed on a Fortitude save (DC 10), or be sickened while remaining inside the square and 1d4-1 rounds afterwards. The save DC is Constitution based.

    Razor Scales (Ex): When a foe hits a pangolin with a natural or light weapon, the foe takes 1 damage as he scrapes himself against its scales.

    Skills: Pangolins get a +2 bonus to climb and swim checks, and both are treated as Dexterity based skills.

    Pangolins as Familiars/Animal Companions
    Pangolins can be chosen as familiars. The master of such a familiar gains a +3 bonus to climb checks.

    Druids can chose pangolins as animal companions at 1st level, while rangers can at 4th.

    Pangolin-skin Scale armor
    Scale mail made from pangolin scales have the same statistics as regular scale mail, except any creature who attacks the wearer with a light or natural weapon suffer 2 points of damage (for a medium-sized wearer; 1 for small and 4 for large). Scale mail made from pangolin scales costs an extra 10 gp.
    Last edited by LOTRfan; 2014-10-21 at 10:37 PM.
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    Default Re: LOTRfan's Ghastly Grimoire (PEACH)

    Umm...

    That Pangolin is a mite strong.

    Nausea for 1d4 rounds is lethal at 1st level.
    Quote Originally Posted by segtrfyhtfgj View Post
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    Default Re: LOTRfan's Ghastly Grimoire (PEACH)

    Quote Originally Posted by Amechra View Post
    Umm...

    That Pangolin is a mite strong.

    Nausea for 1d4 rounds is lethal at 1st level.
    Yeah, you're right. Made a couple of changes to the monster, in addition to changing the length of the nausea. Is 1d4-2 rounds too long, in your opinion?
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    Default Re: LOTRfan's Ghastly Grimoire (PEACH)

    I think Nauseated is a little too strong at that level, period. I think Sickened would be more appropriate, and is probably closer to the actual stench of the animal.

    Remember, Nauseated creatures lose all of their actions except for one move action.
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    Default Re: LOTRfan's Ghastly Grimoire (PEACH)

    Okay. I'm going to make it sickened, and in that case should I keep it 1d4-2 or can I change it back to 1d4-1?
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    Default Re: LOTRfan's Ghastly Grimoire (PEACH)

    1d4 - 1 should be fine.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
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    The Tea Rex is my favorite by the way. I showed it to all of my friends and even the ones who don't play D&D thought it was amazing.

    Might we have more fun dinosaurs (and/or other monsters)?

    Also, I'm guessing this will all be complied as more entries are added?
    Last edited by Almarck; 2014-10-22 at 12:44 AM.

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    I find the tea rex to be excellent. https://www.youtube.com/watch?v=oLhos4rOfTA

    Kind of inspiring to make a personal rule inspired class.

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    Sorry it took so long to reply.

    Quote Originally Posted by Almarck View Post
    The Tea Rex is my favorite by the way. I showed it to all of my friends and even the ones who don't play D&D thought it was amazing.

    Might we have more fun dinosaurs (and/or other monsters)?

    Also, I'm guessing this will all be complied as more entries are added?
    Quote Originally Posted by Hanuman View Post
    I find the tea rex to be excellent. https://www.youtube.com/watch?v=oLhos4rOfTA

    Kind of inspiring to make a personal rule inspired class.
    I'm glad you both liked the Tea Rex.

    I intend on updating a lot of the more interesting dinosaurs I did a couple years back. I'm also probably going to make more joke monsters too, but expect them all to be made on incredibly lame puns/plays on words. I had a Terra Dactyl and an (Elemental) Pyroraptor somewhere, but they didn't stand out as much as the Tea Rex, so I'm not sure if I'll be posting them.

    As far as compilation goes, right now this thread is the closest thing I have planned to any sort of actual compilation.

    In the meantime, I'm working on a flesh golem-based living construct race that uses grafts, a neanderthal race that cuts a bit closer to actual Neanderthals, and a Kim Possible character adaptation.

    Also, potentially dumb question ahead, but; what is RoA?
    Last edited by LOTRfan; 2014-10-29 at 07:16 AM.
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    Mapinguari
    Large Magical Beast
    Hit Dice:
    7d10+28 (66 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares)
    Armor Class: 15 (-1 size, +2 Dexterity, +4 natural armor), touch 11, flatfooted 13
    Base Attack/Grapple: +7/+15
    Attack: Claw +10 melee (1d8+4 damage)
    Full Attack: 2 Claws +10 melee (1d8+4 damage), and Bite +5 melee (2d6+2 damage)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Horrific Shriek, Petrifying Stench, Rend
    Special Qualities: Darkvision 60 ft., Damage Reduction 5/Magic, Fear of Water
    Saves: Fort +8, Ref +7, Will +3
    Abilities: Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 13
    Skills: Hide +7, Listen +4, Spot +3
    Feats: Flay*, Improved Toughness, Power Attack
    Environment: Warm Forests
    Organization: Solitary or Pair
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 8-14 HD (Large); 15-21 HD (Huge)
    Level Adjustment: -----
    *Player's Handbook II

    The creature coming forward from the trees ahead looks like a sloth from someone's nightmare; between patches of red fur, you can see the underlying crocodilian skin. The monster's single eye rests on you now, and it stands up on its hind legs. Two mouths -one under the eye, and a much larger one on its stomach- let out a startlingly loud cry in unison.

    Native to the tropical rainforests of the world, mapinguari are elusive beasts that are rarely seen by humanoids. Those who live within the rainforests often tell stories of the great beasts, who are infamous for their stench, which is so overwhelming that other creatures become paralyzed upon smelling it. Those who have seen a mapinguari say that the beasts are not particularly hostile, but their roars are so terrifying that even the bravest warriors may be find themselves fleeing it.

    Interestingly, mapinguari seem to suffer from a racial aquaphobia, a trait that is extremely detrimental for a creature living in their environment (which may experience between eighty and four hundred inches of precipitation a year). Even being splashed with a significant amount of water is enough to frighten the beasts, and those who find themselves submerged become extremely agitated.

    Mapinguari are carnivorous, often going for large herbivores or similarly sized creatures. It seems that these creatures have a special taste for tongues, because every confirmed victim of a mapinguari (even those only partially eaten) show signs of their tongues being messily removed. These creatures stand between nine and eleven feet tall when on their hind legs. If they have a language, it is not one that anyone else knows.

    Combat
    Mapinguari usually do not attack when they don't have the upper-hand; they prefer to let their stench paralyze their victims, and then rip the helpless creatures apart. Should they find they bit off more than they can chew, or if they are simply not hungry, they usually let out a screech that supernaturally strikes fear into other beings.

    Fear of Water: Mapinguari are terrified of water. Mapinguari who are struck with at least one pint of water must make a Will save (DC 15), or be shaken for 1d4 rounds. In the water it is stricken by originates from a magical source, the mapinguari takes a -2 penalty to this saving throw. A Mapinguari who is forcibly submerged (or attacked by an AoE water ability) is frightened for 2d4 rounds, with no save. Mapinguari take a -8 penalty to all Swim checks (not including the additional penalty imposed by the fear affects). A mapinguari who is submerged in water loses its paralyzing stench ability for 1 hour.

    Horrific Shriek (Su): As a standard action, a mapinguari may release an inhuman shriek in order to frighten all living creatures within 60 ft. Any who hear this howling (excluding other mapinguari) must make a Will save (DC 14), or be panicked for 1d6 rounds. Those who cannot flee from the beast (those who are paralyzed by its stench, for example) instead suffer 2 points of Wisdom damage. Those immune to fear or mind affecting effects are not affected by this ability. Those who successfully save against this attack are immune to this ability for 24 hours. The save DC is Charisma-based.

    Paralyzing Stench (Su): A mapinguari is constantly exuding a stench that is pungent to a supernatural degree. All creatures that come within 30 ft. of the mapinguari must make a Fortitude save (DC 16), or be paralyzed for 1d4 rounds. Those who successfully make the save are instead sickened for 3 rounds. The save DC is Constitution-based.

    Rend (Ex): A mapinguari who hits with both claw attacks latches onto its opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+6 points of damage.
    Last edited by LOTRfan; 2014-10-29 at 02:07 PM.
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    A killer sloth? Well, I can't say it's not original. Then again, this thing is probably a souped up Dire Sloth.

    Quick question, how does a water that's been manipulated by magic work on their fear of water?

    Such as when using Tidal waves or blasting them with water cannons?

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    Quote Originally Posted by Almarck View Post
    A killer sloth? Well, I can't say it's not original. Then again, this thing is probably a souped up Dire Sloth.

    Quick question, how does a water that's been manipulated by magic work on their fear of water?

    Such as when using Tidal waves or blasting them with water cannons?
    I found the monster to be really interesting when I first read about it on wikipedia. It reminded me of this book I read in middle school; it involved a boy race of sloth people living in a rain forest that existed in a hollow mountain/other dimension whose portal existed in a mountain cave/something like that. I can't remember for the life of me what the book was called, though.

    To answer that question, I'd probably go with AoE spells using the submersion rule, and water effects that specifically target the mapinguari would use the splash rules (though perhaps with a -2 penalty to its saving throw?).

    As far as the dire sloth thing goes, apparently they actually did show up in 3.5. The Fiend Folio has stats for Megatherium, which (according to the Monster Finder) is CR 8.
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    Kikimora
    Small Fey
    Hit Dice:
    2d6 (7 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares)
    Armor Class: 15 (+2 Dex, +1 size, +2 natural), touch 13, flatfooted 13
    Base Attack/Grapple: +1/-4
    Attack: Claw +4 melee (1d3-1)
    Full Attack: 2 Claws +4 melee (1d3-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Aura of Unease, Spell-like abilities
    Special Qualities: Lowlight vision
    Saves: Fort +0, Ref +5, Will +5
    Abilities: Str 8, Dex 15, Con 10, Int 17, Wis 14, Cha 15
    Skills: Gather Information +7, Heal +7, Hide +7, Knowledge (Local) +8, Profession (Spinner) +11, Search +8, Sense Motive +7, Spot +7, Use Rope +7
    Feats: Weapon Finesse
    Environment: Cold Plains
    Organization: Solitary, family (4-12), or clan (11-28)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Usually Chaotic Neutral
    Advancement: 3-6 HD (Small)
    Level Adjustment: +3

    Peeking into the darkened room, you can see a small figure spinning thread on a spinning wheel. The figure herself is not very imposing, but she looks very odd; she has a rodent-like face with a pointed nose, along with two small horns protruding from her forehead. Her legs resemble those of a chicken. Her long hair is kept hidden in a tichel-like hair covering, and her clothing is very dirty and covered in dust.

    Kikimoras are small fey women, often married to domoviyre or leprechauns. Originally a form of swamp faerie, many Kikimoras have taken advantage of humanoid incursions into their traditional homes, taking up residence inside houses. In exchange for their residence (whether wanted or not), Kikimoras tend to do small chores in the middle of the night, often leaving finished clothing for the family in the morning. Still tied to their marshy origins, Kikimoras leave wet footprints while walking around. Inviting a Kikimora into a house is simple enough, as all one needs to do is to make a doll resembling one and place it under the main beam of the house for three consecutive nights, but once they have been invited in it is almost impossible to make them leave.

    For some unknown reason, Kikimoras have a strange aversion to men, especially humanoid men. Kikimoras often harass and torment men who come into their adopted homes, and such men often feel extremely nervous and restless while in the presence of such a creature. Kikimoras see themselves as defenders of the women of their home, and rarely get along with males who are not their husbands. At certain times, when a Kikimora feels like her work is unappreciated, she instead lashes out at the family, breaking plates and making loud noises in the middle of the night. Kikimoras are rarely seen by the family they live with, and some legends say that if someone were to gaze upon one while she spins clothes, she would murder them in their sleep. This myth is (usually) unfounded.

    Combat
    A Kikimora almost never enters combat. If forced into a fight, she is much more likely to summon an animal ally than to actually engage in melee. When forced to use them, however, her claws can be quite painful tools.

    Aura of Unease (Su): Kikimoras are said to have a desire to make the lives of men as uncomfortable as possible; Kikimora emit an aura that completes this goal fairly well. All males who walk within thirty feet of a Kikimora must make a Will save (DC 13), or take a -1 morale penalty to all attack and damage rolls and saving throws for as long as they remain within the aura and 1d4-1 rounds afterwards. In addition, any males who spend the night in a house inhabited by a Kikimora find themselves unable to rest peacefully, waking up fatigued and unable to prepare spells if they require a resting period before they can cast more. This aura only affects humanoids, monstrous humanoids, giants, and aberrations that have defined genders. Kikimoras can suppress or resume this aura as a free action. The save DC is Charisma-based.

    Spell-like Abilities: At will- Mending. 1/day- Calm Animals, Goodberry, Summon Naturer’s Ally I (Dire Rat, Owl, or Wolf only). Caster Level 3rd.

    Skills: Kikimoras have a +4 racial bonus on all Profession (Spinner) checks.
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    This creature was inspired by this image.

    Lorphí
    Large Monstrous Humanoid (Aquatic)
    Hit Dice:
    11d8+44 (93 hp)
    Initiative: +2
    Speed: Swim 40 ft. (8 squares)
    Armor Class: 17 (+4 natural, +2 Dexterity, -1 size, +2 leather armor), touch 11, flatfooted 15
    Base Attack/Grapple: +11/+18
    Attack: Bite +14 melee (2d6+3)
    Full Attack: Medium Trident +14/+9 melee (1d8+3), and Bite +14 melee (2d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Improved Grab, Supreme Grapple
    Special Qualities: Blindsense 60 ft., Darkvision 60 ft., Snare, Spell Resistance 20
    Saves: Fort +8, Ref +9, Will +8
    Abilities: Str 17, Dex 14, Con 17, Int 12, Wis 13, Cha 14
    Skills: Bluff +16, Disguise +19, Spot +15
    Feats: Great Fortitude, Improved Toughness, Power Attack, Skill Focus (Disguise)
    Environment: Temperate Aquatic
    Organization: Solitary
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: 12-22 HD (Large)
    Level Adjustment: -----

    In the distance, a mermaid seems to be swimming playfully along the edge of a trench. She appears a bit different than others of her kind; her scales seem to go up to just above her chest. She motions for you to come join her.

    Lorphí are monstrous creatures who lure other aquatic races to their doom. At a distance, they appear to be mundane (if not oddly scaly) mermaids, though looks are often deceiving. As one gets closer, they will find that the mermaid upper half is a disguise for a horrific lower half. The torso is actually the true face of the Lorphí, which vaguely resembles an anglerfish in both appearance and behavior. Below the horrifically monstrous torso is a long, oarfish-like tail.

    Lorphí tend to live along trenches, where they can hide their monstrous visage and just leave their mermaid upper half visible. Sometimes, on dark nights when the moon isn’t full, they will rise to the top of the ocean to play the same trick. There, they will try to lure in unsuspecting victims to be ripped apart and consumed. Due to their method of hunting, Lorphí are solitary creatures, only meeting with others of their kind when mating or during special religious holidays. Lorphí are most likely to worship Sekolah.

    Lorphí understand both Common and Aquan, and may speak through their snare.

    Combat
    Lorphí prefer to ambush their prey, luring them in with the sight of a lone humanoid woman. Once their prey enters range, they savagely attack and grapple the strongest looking opponent, fending off the rest using their snares while they try to strip the flesh off of their victims’ bones.

    Improved Grab (Ex): To use this ability, a Lorphí must hit an opponent at least one size smaller than itself with its Bite attack. It can then start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes hold and may deal Bite damage to the creature each round the hold is maintained.

    Snare (Ex): The upper half of a Lorphí looks like a mermaid or other aquatic humanoid. By closing their eyes, and hiding their lower bodies, Lorphí gain a +10 bonus to their Disguise checks to pretend to be a mermaid (this is not included in the statblock). In addition, the snare is capable of performing tasks a humanoid would, like performing skill checks or attacking. When attacking, the snare must use medium-sized weapons to avoid penalty, and only has a reach of 5 ft. If struck with a vorpal weapon, Lorphí are instead treated as if struck by a normal critical hit, and lose their mermaid head. This head regenerates over the course of 2d6 days.

    Supreme Grapple (Ex): When grappling an opponent, a Lorphí automatically deals Bite damage each round. In addition, the snare can continue to fight normally. The Lorphí cannot move, but still keeps its Dexterity bonus to its Armor Class and may use its snare to attack creatures not involved in the grapple or cast spells without the limitations usually present in grapples. Should a Lorphí ever lose its snare, it loses this ability until the snare regenerates entirely.
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    Quote Originally Posted by LOTRfan View Post
    This is loosely based off of the Gentlemen from Buffy the Vampire Slayer.
    That's still my favorite episode of Buffy and Angel, even beating out Smile time .

    I like the silence ability and the spell-likes, very nice as an overseer sort of boss monster, locking everybody down while dretches (or nastier things) swarm the PCs. I think you could get away with giving them some from of precision damage, just to represent their surgical style cuts. Maybe 2d6 sneak attack, or a fort save or be sickened if damaged, possibly?

    What about a way for the demons to combine their silence aura to encompass a greater area, like the episode? Possibly an item, that x number of these demons have to concentrate for a full day.

    I really like these guys, I will have to try them out next time I'm DMing.

  27. - Top - End - #27
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    Quote Originally Posted by curious-puzzle View Post
    That's still my favorite episode of Buffy and Angel, even beating out Smile time .

    I like the silence ability and the spell-likes, very nice as an overseer sort of boss monster, locking everybody down while dretches (or nastier things) swarm the PCs. I think you could get away with giving them some from of precision damage, just to represent their surgical style cuts. Maybe 2d6 sneak attack, or a fort save or be sickened if damaged, possibly?

    What about a way for the demons to combine their silence aura to encompass a greater area, like the episode? Possibly an item, that x number of these demons have to concentrate for a full day.

    I really like these guys, I will have to try them out next time I'm DMing.
    Hush is one of my favorites too. For a show whose humor mainly comes from interactions between characters, the cast and writers did a very good job of keeping the episode funny without any actual lines.

    I could probably add a +2d6 bonus to their floating weapons as a magical quality, one that would disappear if they are no longer using the weapons.

    Maybe I'll homebrew an incantation, where if they meditate together for a minute, an area with a radius of (10 * number of Sedatiphulas present) is affected by their aura of silence for twenty-four hours.

    Let me know how they work out for you.
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    Sinister Silence
    Illusion (Glamer)
    Effective Level:
    7th
    Skill Check: 27
    Failure: Augment
    Components S, M, SC, B
    Casting Time: 60 minutes
    Range: Touch
    Targets: Container touched
    Effect: 80 ft./caster diameter of Silence, centered on the receptacle.
    Duration: 12 hours
    Saving Throw: Will negates (16 + main caster's Cha, plus 1 for each secondary caster)
    Spell Resistance: Yes

    In some cases, the ability to move without making noise can be an extreme advantage; thieves breaking into homes, ruffians sneaking into hamlets, and killers planning a secret murder all require a level of stealth and finesse. Some decide to take it a step further, performing a ritual that prevents sound from being made. To perform such a ritual, a group of at least three participants must come together and center themselves around a ceramic container.

    For the next hour, all participants must keep at least one hand on the box, remaining absolutely quiet as they perform intricate gestures with their free hands and faces in order to perform the ritual. Should this be attempted at any time before the early hours of the morning (when the sun has not yet risen), the ritual will fail. Towards the end of the ritual, someone must open the ceramic container. This will cause an intense thundering sound, inflicting 2d6 points of sonic damage against any creatures in the room (whether they be participating or not). Should any sound be made in the room between the start of the ritual and this thundering sound, the ritual automatically fails.

    Upon successfully completing the ritual, the area surrounding the container will be enshrouded in an uneasy, unnatural silence. Any creatures who enter this field (or are already inside) must succeed on a saving throw to be able to make any sort of noise. On a failed save, noises are easier to hear, halving the effective range of silence spells and forcing a -4 penalty to any Move Silently checks. At the end of the duration of the effect, the ceramic box shatters. Shattering the box before the effect ends prematurely ends the effect.

    Backlash: 2d6 Sonic.

    Secondary Casters: At least two.

    Material Component: A small ceramic container, costing at least 500 gp, to serve as the receptacle for potential noises.
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    Default Re: LOTRfan's Ghastly Grimoire (PEACH)

    I'll be honest, I don't trust my ability to make balanced prestige classes, so a PEACH would be appreciated.

    The Firstborn of Moradin


    According to the ancient texts of the Morndinsamman, Moradin created the humanoid races at the beginning of time. His firstborn children were the dwarves. These original dwarves had bones cut from bedrock, souls of iron, and hearts cut from the most valuable of diamonds. Despite Moradin’s attempts when creating the other races, none were quite as perfect as the first generation dwarves.

    The next generations of dwarves were never as good as the first, but they still had the potential running through their blood. According to legend, the giants stole and enslaved the first dwarves, who were worked to death. This led to a long and terrible war between the giants and the dwarves. Today, relations between dwarves and giants remain hostile. To honor their ancestors of legend, many dwarven nations have elite units of troops that specialize in slaying giants. Many go even a step further, specializing in slaying all threats to the Dwarf race. These soldiers are referred to as the Firstborn of Moradin, for their attempts to emulate and avenge the first dwarves.

    Firstborns of Moradin attempt to forge a connection with the earth, for if the myths are true, that is what they originated as. A Firstborn of Moradin stands as strong and unmoving as a mountain, tough as rock, and as resistant to damage as diamonds. The Firstborns of Moradin are living legends, protectors of the dwarven way of life from threats of all kinds.

    Prerequisites:
    To become a Firstborn of Moradin, a character must fulfill the following prerequisites:
    Race: Dwarf
    Base Attack Bonus: +5
    Skills: Knowledge (Nature) 8 ranks, Knowledge (Religion) 4 ranks
    Feats: Mountain Warrior*
    *Races of Stone

    Hit Dice: d12

    The Firstborn of Moradin
    Level Base Attack Bonus Fort Ref Will Special
    1 +1 +2 +0 +2 Dwarven Resistance
    2 +2 +3 +0 +3 Favored Enemy, Damage Reduction 1/---
    3 +3 +3 +1 +3 Fortification
    4 +4 +4 +1 +4 Tremor Sense, Damage Reduction 2/---
    5 +5 +4 +1 +4 Charge of the Firstborn
    6 +6 +5 +2 +5 Favored Enemy, Damage Reduction 3/---
    7 +7 +5 +2 +5 Sure-footed, Giant-bane
    8 +8 +6 +2 +6 Protector, Damage Reduction 4/---
    9 +9 +6 +3 +6 Foe-bane
    10 +10 +7 +3 +7 Favored Enemy, Damage Reduction 5/---


    Skills: Firstborns of Moradin have the following skills as class skills: Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (History), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Listen (Wis), Search (Int), Spot (Wis), and Survival (Wis). Firstborns of Moradin gain a number of skill points equal to (4 + INT modifier).

    Class Features
    Firstborns of Moradin have the following class features.

    Weapons and Armor Proficiencies: Firstborns of Moradin are proficient with all simple and martial weapons, and are proficient with exotic dwarven armor (see Races of Stone for more details).

    Dwarven Resistance (Ex): Firstborns of Moradin can use their Constitution modifier for all Reflex and Will saves instead of their Dexterity and Wisdom modifiers, if doing so would increase the saves.

    Favored Enemy (Ex): At 2nd level, the Firstborn of Moradin treats creatures of the Giant type as a favored enemy. The Firstborn gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of the Giant type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 6th level level, the Firstborn may choose either Humanoid (Goblinoid) or Humanoid (Orc) as their second Favored Enemy, while advancing in Giant. At 10th level, the Firstborn of Moradin gains the choice he didn't choose last level as his third Favored Enemy, and once more advances in Giant.

    Damage Reduction: After intense training to learn to ignore pain, Firstborns of Moradin gain Damage Reduction 1/--- at 2nd level. At 4th level, and every even level thereafter, this damage reduction increases by 1 (to a maximum of Damage Reduction 5/--- at 10th level).

    Fortification (Ex): At 3rd level, the Firstborn of Moradin’s training has allowed him to master the art of battle while wearing heavy armor. When wearing heavy armor (whether standard or exotic), it becomes harder to critically harm a Firstborn of Moradin. All heavy armor the Firstborn wears is treated as though it has the Fortification enhancement. This does not stack magical armor that has this property.

    Tremorsense (Ex): At 4th level, the Firstborns gain a great connection with the earth. When standing firmly on flat ground or in mountainous terrain, the Firstborn of Moradin gains tremorsense 20 ft.

    Charge of the Firstborn (Ex): At 5th level, when charging a larger foe, Firstborns do not take the -2 penalty to Armor Class. Axes and hammers (along with any variants) deal double damage during a charge when wielded by a Firstborn (mounted or unmounted). When bull rushing a larger opponent, the opponent loses any benefits it has due to size and the Firstborn gains a +4 bonus to the check for every size smaller the Firstborn is compared to the opponent.

    Sure-footed (Ex): At 7th level, Firstborns gain a +8 bonus to all ability checks to avoid being bull rushed, tripped, or knocked prone while in mountainous terrain. This stacks with their Stability racial trait.

    Giant-bane (Ex): At 7th level, when fighting creatures at least one size category larger (regardless of whether or not they actually have the Giant type), the Firstborn gains a +4 dodge bonus to his Armor Class. This stacks with the racial dodge bonus against Giants. In addition, all creatures the Firstborn of Moradin attacks that are at least two size categories larger than him are treated as flatfooted.

    Protector (Ex): At 8th level, when a Firstborn adjacent to an ally being bull rushed, the ally gain the benefits of the Firstborn's Sure-footed class feature. If the bull rushing creature provokes an attack of opportunity from the Firstborn of Moradin, he ignores the 25% chance of accidentally hitting the defender.

    Foe-bane (Ex): At 9th level, Firstborns of Moradin fully awaken their racial enmity against the Giants, Orcs, and Goblinoids. When attacking a creature with the Giant type, or Humanoids with either the Orc or Goblinoid subtypes, the Firstborn deals an extra 2d6 damage. Firstborns gain a +4 bonus to attack against such creatures (this does not stack with the Dwarven attack bonus against Goblinoids and Orcs).
    Last edited by LOTRfan; 2014-11-06 at 03:26 PM.
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  30. - Top - End - #30
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    Default Re: LOTRfan's Ghastly Grimoire (PEACH)



    Toy Breed Dog
    Tiny Animal
    Hit Die:
    ½ d8 (2 hp)
    Initiative: +4
    Speed: 25 ft.
    Armor Class: 16 (+2 size, +4 Dex), touch 16, flat footed 12
    Base Attack/Grapple: +0/-9
    Attack: Bite +1 melee (1d2-1 damage)
    Full Attack: Bite +1 melee (1d2-1 damage)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks: -----
    Special Qualities: Scent, Lowlight vision
    Saves: Fort +2, Ref +6, Wis +1
    Abilities: Str 9, Dex 19, Con 10, Int 2, Wis 12, Cha 10
    Skills: Jump +3, Listen +4, Spot +3, Survival +5 (+9 when tracking), Hide +12
    Feats: Alertness, Track(B)
    Environment: Any Urban
    Organization: Domesticated
    Combat Rating: ¼
    Alignment: Always neutral
    Advancement: -----
    Level Adjustment: -----

    A small, adorable dog runs down the halls of the castle. When it reaches your feet, it stands on its two hind legs and barks happily. It looks excited to see a new face.

    Toy breed dogs were bred for one of two reasons: to be lap dogs purely for enjoyment and fun, or mouse hunters for those who do not like cats. These statistics can be used for any dog that is between 3 and 19 pounds (such as teacup yorkies and miniature poodles).

    Combat
    Toy breed dogs almost never enter combat, unless it is against smaller pests and vermin.

    Skills: Dogs get a +4 racial bonus to jump checks. Dogs get a +4 bonus to survival when tracking by scent.

    As a Familiar
    Many children have pet dogs when they are little, and it is not rare for wizards and sorcerers to have their love of canines carry over to their later years (in fact, it's very common). Some actually choose toy breed dogs as familiars. Spell casters with toy breed dog familiars gain a +3 bonus to Sense Motive checks.
    Last edited by LOTRfan; 2014-11-08 at 10:52 PM.
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