A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Orc in the Playground
     
    MindFlayer

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    Default The Flesh Alchemists' Convention II: And Now For Something (not) Completely Different

    The Flesh Alchemist's Convention: Monster Homebrew Competition II - And Now, For Something (not) Completely Different!


    Credit to ShinePawArt for the image

    "They say variety is the spice of life. And here, I thought it was paprika."
    - an old Wedding Day Diamonds radio advert


    Welcome, everyone to the second annual ever Flesh Alchemist's Convention, the new format for homebrew monster competitions in the Playground! This contest's theme is Variants! Any modification or variant of an existing creature, or a new creature inspired by an existing creature is allowed - but be careful with any variants of non-OGL content, as any outright duplication of copyrighted materials is, as always, expressly forbidden.

    The contest begins with the posting of this thread. Entrants have until June 20th to submit their creatures, at which time a voting thread will be opened that will last for around a week or so. Your prize for victory? Bragging rights! (Some might even say "prestige".)

    Rules
    1. You will be making an original creature kind for D&D 3.5. It can be of any size, type, subtypes, etc., as long as it fits the theme of this contest.
    2. All entries must be complete, including the creature's name, complete stat-block (template provided below), and description of the creature's appearance and abilities. Ecology entries, lore, specific Knowledge check results, etc. are optional but will likely have a positive effect on the voters reading your entry.
    You may choose to create a template rather than a specific creature. In this case, include the complete template information as well as a complete statistics block for an example creature.
    3. Each participant in the contest is allowed only one entry into this contest. For the purposes of this special contest, a single entry can consist of one brand new monster inspired by another, or up to three variants of an existing monster. The monster or variants submitted must not appear in print or online in any other location (must be created specifically for this contest). Use of homebrew material is allowed with the permission of the homebrew content's original creator, but must be linked to in the post alongside the creature entry, and the monster must not be referred to in the original homebrew material in any way. Plagiarism or copyright infringement will result in automatic disqualification (of course).
    4. All entries to this contest must be made in this thread. Discussion of the entries, or of the contest itself, should take place in the chat thread.
    5. Besides your initial post, you may reserve one additional post immediately below it, if your creature's entry requires it (most shouldn't). Do not reserve additional posts.


    Spoiler: Formats and their codes
    Show
    Creature Format:

    Name
    Size and Type
    Initiative:
    Speed: Xft (squares)
    Armor Class: XX (modifiers), touch, flat-footed
    Base Attack/Grapple:
    Attack:
    Full Attack:
    Space/Reach:
    Special Attacks:
    Special Qualities:
    Saves: Fort , Ref , Will
    Abilities: Str , Dex , Con , Int , Wis , Cha
    Skills:
    Feats:
    Environment:
    Organization:
    Challenge Rating:
    Treasure:
    Alignment: often/usually/always XX
    Advancement: 100-150 of base HD (same size), 151-300% HD (one larger)
    Level Adjustment:

    Appearance/encounter description

    Basic description, including physical parameters and languages/communication

    Combat
    Description of combat tactics
    Special Ability (Ex, Ps, Sp, or Su):
    Skills:

    (optional:)
    Ecology:
    Society:
    In other campaign settings:

    Spoiler: Code
    Show
    [SIZE=4][B]Name[/B][/SIZE]
    [B]Size and Type[/B]
    [B]Initiative: [/B]
    [B]Speed: [/B]Xft (squares)
    [B]Armor Class:[/B] XX (modifiers), touch, flat-footed
    [B]Base Attack/Grapple: [/B]
    [B]Attack: [/B]
    [B]Full Attack: [/B]
    [B]Space/Reach:[/B]
    [B]Special Attacks:[/B]
    [B]Special Qualities:[/B]
    [B]Saves:[/B] Fort , Ref , Will
    [B]Abilities:[/B] Str , Dex , Con , Int , Wis , Cha
    [B]Skills:[/B]
    [B]Feats:[/B]
    [B]Environment:[/B]
    [B]Organization:[/B]
    [B]Challenge Rating:[/B]
    [B]Treasure:[/B]
    [B]Alignment:[/B] often/usually/always XX
    [B]Advancement:[/B] 100-150 of base HD (same size), 151-300% HD (one larger)
    [B]Level Adjustment:[/B]

    [I]Appearance/encounter description[/I]

    Basic description, including physical parameters and languages/communication

    [SIZE=3][B]Combat[/B][/SIZE]
    Description of combat tactics
    [B]Special Ability (Ex, Ps, Sp, or Su):[/B]
    [B]Skills:[/B]

    (optional:)
    [SIZE=3][B]Ecology:[/B][/SIZE]
    [SIZE=3][B]Society:[/B][/SIZE]
    [SIZE=3][B]In other campaign settings:[/B][/SIZE]

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

    Template Format:

    Creating a "WXYZ"
    "WXYZ" is an (acquired/inherited) template that can be added to any (applicable creatures) (referred to hereafter as the base creature).
    A WXYZ uses all the base creature's statistics and special abiliteis except as noted here.

    Size and Type:
    Hit Dice:
    Speed:
    Armor Class:
    Attack:
    Damage:
    Special Attacks:
    Special Qualities:
    Saves:
    Abilities:
    Skills:
    Feats:
    Environment:
    Organization:
    CR Adjustment:
    Treasure:
    Alignment:
    Advancement:
    Level Adjustment:

    Spoiler: Code
    Show
    [SIZE=4][B]Creating a "WXYZ"[/B][/SIZE]
    "WXYZ" is an (acquired/inherited) template that can be added to any (applicable creatures) (referred to hereafter as the base creature).
    A WXYZ uses all the base creature's statistics and special abiliteis except as noted here.

    [B]Size and Type:[/B]
    [B]Hit Dice:[/B]
    [B]Speed:[/B]
    [B]Armor Class:[/B]
    [B]Attack:[/B]
    [B]Damage:[/B]
    [B]Special Attacks:[/B]
    [B]Special Qualities:[/B]
    [B]Saves:[/B]
    [B]Abilities:[/B]
    [B]Skills:[/B]
    [B]Feats:[/B]
    [B]Environment:[/B]
    [B]Organization: [/B]
    [B]CR Adjustment:[/B]
    [B]Treasure:[/B]
    [B]Alignment:[/B]
    [B]Advancement:[/B]
    [B]Level Adjustment:[/B]
    Behold! The Monster Compendium

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.

  2. - Top - End - #2
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    Jormengand's Avatar

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    Default Re: The Flesh Alchemists' Convention II: And Now For Something (not) Completely Diffe

    Variant Angels

    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 angel. 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 equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)

    Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.

    Angel, Cometar
    Size and Type: Medium Outsider (Angel, Extraplanar, Good)
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +7
    Speed: 30ft (6 squares) fly 60ft (good)
    Armor Class: 27 (+3 dex, +11 natural, +3 shield), touch 13, flat-footed 24
    Base Attack/Grapple: +6/+11
    Attack: +1 flaming frost warhammer +12 melee (1d8+5 plus 1d6 fire 1d6 cold) or slam +11 melee (1d8+7)
    Full Attack: +1 flaming frost warhammer +12/+7 melee (1d8+5 plus 1d6 fire 1d6 cold) or slam +11 melee (1d8+7)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Spell-like abilities, cometstrike
    Special Qualities: Change shape, damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues
    Saves: Fort +7, Ref +8, Will +8
    Abilities: Str 20, Dex 16, Con 14, Int 16, Wis 16, Cha 16
    Skills: Concentration +11, Craft or Knowledge (any three) +12, Diplomacy +12, Escape Artist +12, Hide +12, Intimidate +12, Listen +12, Move Silently +12, Sense Motive +12, Spot +12, Use Rope +3 (+5 with bindings)
    Feats: Cleave, Improved Initiative, Power Attack
    Environment: Any good-aligned plane
    Organization: Solitary, pair, squad (3-5) or platoon (6-12)
    Challenge Rating: 7
    Treasure: No coins; double goods; standard items, warhammer as above, +1 heavy steel shield
    Alignment: Always good (Any)
    Advancement: 7-9 HD (Medium), 10-12 HD (Large)
    Level Adjustment: +4

    You see before you a creature no taller than a larger human, maybe an orc, but more like an elf in stature. It wields a hammer in one hand and holds a shield in the other. Its face seems far more perfect than any human's, even any elf's, and it has large, white-feathered wings which it carries with ease and grace, and which, in turn, carry it in kind.

    Knowledge Check DC Result
    16 This is a cometar angel, a low-ranking angel.
    21 Cometars are capable of making powerful dive attacks with their hammer, unlike most creatures.
    26 Cometars move much slower than most other angels - about as fast as one might expect a winged human to fly.
    31 Cometars are usually used as scouts for the angelic army, though they are also capable of subduing weaker demons, and mortal soldiers.
    36 (Reveal the cometar's monster entry)

    Cometars are lower-ranking angels who usually attack together in platoons. They wield +1 heavy steel shields as well as warhammers

    Spell-Like Abilities
    At will—aid, continual flame, detect evil, discern lies (DC 17), 5/day - dispel evil (DC 18), dispel magic, holy aura (DC 21), holy smite (DC 17), invisibility (self only), remove curse (DC 16), remove disease (DC 16), remove fear (DC 14); 2/day—cure light wounds (DC 14), see invisibility. Caster level 6th. The save DCs are Charisma-based.

    Change Shape (Su)
    Cometars can assume the form of any small or medium humanoid.

    Cometstrike (Ex)
    Cometars can attack with any weapon as part of a dive and if their attack hits, it is automatically a critical hit.

    Angel, Lunar
    Size/Type: Large Outsider (Angel, Extraplanar, Good)
    Hit Dice: 20d8+80 (170 hp)
    Initiative: +13
    Speed: 50 ft. (10 squares), fly 200 ft. (good)
    Armor Class: 34 (-1 size, +9 Dex, +16 natural), touch 19, flat-footed 26
    Base Attack/Grapple: +20/+25
    Attack: +5 Bane Holy/Axiomatic/Anarchic (See text) Glaive +33 Melee (2d8+10) or +5 Bane Holy/Axiomatic/Anarchic (See text) Composite Shortbow (+5 Strength bonus) +33 Ranged (1d8+10) or slam +25 Melee (2d8+10)
    Full Attack: +5 Bane Holy/Axiomatic/Anarchic (See text) Glaive +33/+28/+23/+18 Melee (2d8+10) or +5 Bane Holy/Axiomatic/Anarchic (See text) Composite Shortbow (+5 Strength bonus) +33/+28/+23/+18 Ranged (1d8+10) or two slams +25 melee (2d8+10)
    Space/Reach: 10 ft./10 ft.*
    Special Attacks: Spell-like abilities, spells, sneak attack (10d6), Graceful Strike, Reselect Domains
    Special Qualities: Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 29, tongues
    Saves: Fort +16 (+20 against poison), Ref +21, Will +19
    Abilities: Str 20, Dex 28, Con 18, Int 22, Wis 24, Cha 28
    Skills: Concentration +27, Craft or Knowledge (any three) +29, Diplomacy +32, Disable Device +29, Escape Artist +32, Hide +31, Listen +30, Move Silently +31, Open Lock +32, Sense Motive +30, Spellcraft +29, Spot +32, Survival +7 (+9 following tracks), Use Rope +8 (+10 with bindings)
    Feats: Cleave, Dodge, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track
    Environment: Any good-aligned plane
    Organization: Solitary or kill team (2-3)
    Challenge Rating: 20
    Treasure: No coins; double goods; standard items, Glaive and shortbow as above, masterwork thieves' tools
    Alignment: Always good (any), usually neutral good.
    Advancement: 20-30 HD (Large); 31-60 HD (Huge)
    Level Adjustment: -

    *The Lunar's glaive allows it to attack foes 15 or 20 feet away, but it can't use it to attack foes within its natural reach and must resort to using its slam attacks.

    This is not a creature of the shadows, but they serve it well - it appears to be a being of good, though good does not always mean savory. It has the look on its face of one who has seen too much, and yet it still moves with poetic grace and murderous intent at once.

    Knowledge Check DC Result
    30 This is a lunar angel, an angelic assassin.
    35 Lunars are capable of striking at vital organs the same way a rogue does.
    40 Lunars move quickly, and always carry the right weapon for the job.
    45 Lunars are specially tasked to kill one specific enemy or group of enemies. Their weapons and spells are chosen in advance to kill that foe, and they will retreat when their task is complete.
    50 (Reveal the lunar's monster entry)

    Lunar angels are the quiet assassins of the angelic hierarchy. They wield weapons of the correct bane and alignment for the creature they're trying to kill. They tend to be neutral good so that they can wield axiomatic or anarchic weapons without penalty. Each glaive is perfectly made for the Lunar destined to wield it, and they resize only to match the wielding Lunar's size. They also carry tools for breaking into their target's abode if needed.

    Change Shape (Su)
    Lunars can assume the form of any small or medium humanoid.

    Sneak Attack (Ex)
    Lunars can sneak attack as a rogue of the same level.

    Spells (Ex)
    Lunars cast spells as an 18th-level cleric. They usually have the trickery domain and one other. They prepare spells for each individual encounter.

    Reselect Domains (Ex)
    Lunars do not have fixed domains. Whenever they prepare spells, they choose new domains from which to prepare spells. They usually choose trickery, and one other.

    Spell-Like Abilities
    At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 23), imprisonment (DC 28), invisibility (self only), lesser restoration (DC 21), remove curse (DC 21), remove disease (DC 22), remove fear (DC 20), resist energy, summon monster VII, speak with dead (DC 22), waves of fatigue; 3/day—blade barrier (DC 25), earthquake (DC 27), heal (DC 25), mass charm monster (DC 27), permanency, resurrection, waves of exhaustion; 1/day—greater restoration (DC 26), power word blind, power word kill, power word stun, prismatic spray (DC 26), wish. Caster level 18th. The save DCs are Charisma-based.

    The following abilities are always active on a lunar’s person, as the spells (caster level 18th)
    Detect evil, detect snares and pits, discern lies (DC 23), see invisibility, true seeing. They can be dispelled, but the lunar can reactivate them as a free action.

    Graceful Strike (Ex)
    Lunars are skilled with their glaives, and add their dexterity modifier instead of their strength modifier to attack rolls with any glaive they wield.

    Sample Lunar
    This Lunar is attempting to fight demons. It wields a holy evil-outsider-bane glaive and an axiomatic chaotic-outsider-bane shortbow, and has the following spells prepared (DC 17 + spell level):

    0 - Detect Magic (3), Mending (2), Resistance, 1st - Disguise Self *, Endure Elements (2), Protection from Evil (3), Shield of Faith (2) 2nd - Align Weapon (2), Cat's Grace (3), Find Traps (2), Invisibility*, 3rd - Dispel Magic (2), Protection from Energy Remove Curse, Remove Disease, Magic Circle Against Evil (3)*, 4th - Confusion*, Dismissal (3), Divine Power, Freedom of Movement (2), 5th - Dispel Evil (3)*, Righteous Might, Slay Living, Wall of Stone, 6th - Blade Barrier (2), Greater Dispel Magic, Mislead*, Quest, Word of Recall (2), 7th - Dictum (2), Ethereal Jaunt, Screen*, Greater Scrying, 8th - Discern Location, Earthquake, Polymorph Any Object*, Shield of Law, 9th - Etherealness, Storm of Vengeance, Time Stop*

    *Domain Spell. Domains: Trickery and Good.

    Angel, Cosmic
    Size/Type: Colossal Outsider (Angel, Extraplanar, Good)
    Hit Dice: 35d8+525 (682 hp)
    Initiative: +5
    Speed: 30 feet, fly 120 feet (good)
    Armor Class: 28, touch 7, flat-footed 23 (-8 size, +5 dex, +21 natural)
    Base Attack/Grapple: +35/+68
    Attack:Holy Power +54 melee (6d8+35) or Divine Might +42 ranged (6d8+27) or Slam +44 melee (4d8+17)
    Full Attack:Holy Power +54/+49/+44/+39 melee (6d8+35) or Divine Might +30/+30/+25/+25/+20/+20/+15 ranged (6d8+17) or Slams +44/+44 melee (4d8+17)
    Space/Reach:30 ft./30 ft.
    Special Attacks: Spell-like abilities, spells, immediate request
    Special Qualities: Change shape, damage reduction 30/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 30, resistance to electricity 10 and fire 10, spell resistance 46, tongues, feat mastery, salience (Gift of Life)
    Saves:Fort +34, Ref +24, Will +34
    Abilities:Str 44, Dex 20, Con 40, Int 26, Wis 40, Cha 26
    Skills:Concentration +53, Craft or Knowledge (any six including religion and nature) +46, Diplomacy +46, Escape Artist +43, Hide +43, Listen +53, Move Silently +43, Search +46, Sense Motive +53, Spellcraft +46, Spot +53, Survival +15 (+17 following tracks), Use Rope +5 (+7 with bindings)
    Feats:Cleave, Dire Charge (E), Epic Spellcasting (E), Great Cleave, Greater Two-weapon fighting, Improved Initiative, Improved Sunder, Improved Two-weapon fighting, Perfect Two-weapon fighting (E) Power Attack, Track, Two-weapon Fighting
    Environment: Any good-aligned
    Organization: Solitary
    Challenge Rating: 38
    Treasure: No coins, double goods, standard items.
    Alignment: Always good (any)
    Advancement: 36-52 HD (Gargantuan), 53-70 HD (Colossal)
    Level Adjustment:

    A cosmic angel wields the incarnations of holy power (melee two-handed) and divine might (two ranged one-handed), which are treated as manufactured weapons, though the damage they deal . Their attacks with any weapon are treated as epic and good for purposes of damage reduction. If they're lawful or chaotic, their attacks are also treated as that alignment.

    Knowledge Check DC Result
    45 This is a cosmic angel, a creature far more powerful than any other angel. A platoon of cosmics could seriously threaten their divine master.
    50 Cosmics have access to spells on request, and have abilities that they have no right to wield.
    55 Cosmics use epic spells to slay their enemies instantly. Those who are immune to such effects may fall victim to the cosmic's final sacrifice.
    60 Cosmics actually have a single ability inherited from divinity, though they are themselves not quite divine.
    65 (Reveal the cosmic's monster entry)

    Change Shape (Su)
    A cosmic can assume the form of any humanoid.

    Spells (Ex)
    Cosmic Angels can cast spells as a cleric of their own level except as noted below. They know the following epic spells: Momento Mori (DC 45), Ultimate Blessing of the Faithful (DC 35)*, Vengeful Gaze of God (DC 35)

    *Heal seed, dispels ability drain and negative levels gained within 52 weeks, 1-action casting time,

    Immediate Request
    Unlike clerics, Cosmic Angels do not prepare spells. They simply cast spells off the cleric spell list in a similar manner to a beguiler (or a sorcerer who knew all the spells on his spell list). However, this does not allow them to cast any epic spell in existence: they are still restricted to the spells on their list. While the Cosmic given above doesn't have any metamagic feats, Cosmics who do have metamagic feats can apply them spontaneously without increasing casting time.

    Feat Mastery
    Cosmic angels can take feats without meeting their prerequisites and don't lose the benefit of feats they don't qualify for. The example cosmic angel given above uses this to attain Perfect Two-Weapon Fighting.

    Many Cosmic Angels have different feats, some taking metamagic feats and Improved Spell Capacity to cast even more powerful spells.

    Salience
    Cosmic Angels are nearly gods in their own right, and inherit a single Salient Divine Ability from the god they serve, or a Salient Divine Ability that matches their beliefs or abilities if they serve none (or the god doesn't have any, or only has ones that the Cosmic doesn't qualify for). They are treated as rank 0 when determining the effects of these abilities, so some are unhelpful to them. The sample cosmic has the Gift of Life Salient Divine Ability.

    Spell-like abilities:

    Spell-Like Abilities
    At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 22), imprisonment (DC 27), invisibility (self only), lesser restoration (DC 20), remove curse (DC 21), remove disease (DC 21), remove fear (DC 19), resist energy, summon monster VII, speak with dead (DC 21), waves of fatigue, blade barrier (DC 24), earthquake (DC 26), heal (DC 24), mass charm monster (DC 26), permanency, resurrection, waves of exhaustion; 3/day—greater restoration (DC 25), power word blind, power word kill, power word stun, prismatic spray (DC 25), true resurrection, wish. Caster level 35th. The save DCs are Charisma-based.

    The following abilities are always active on a cosmic’s person, as the spells (caster level 35th)

    detect evil, detect snares and pits, discern lies (DC 22), see invisibility, true seeing. They can be dispelled, but the cosmic can reactivate them as a free action.
    Last edited by Jormengand; 2015-06-24 at 10:15 AM.

  3. - Top - End - #3
    Ogre in the Playground
     
    inuyasha's Avatar

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    Default Re: The Flesh Alchemists' Convention II: And Now For Something (not) Completely Diffe

    Vampire, Synovial

    The "joint sucker" is a special variant of vampire, whereas most vampires are graceful and swift, draining blood from one unsuspecting victim, and slinking into the night to do it again to another, a different type is the Synovial vampire, a shaking clumsy mass of ugly undead flesh
    Creating a "WXYZ"
    "Synovial Vampire" is an acquired template that can be added to any humanoid, monstrous humanoid, fey or giant (referred to hereafter as the base creature).
    A Synovial Vampire uses all the base creature's statistics and special abiliteis except as noted here.

    Size and Type: Type changes to Undead, size is unchanged
    Hit Dice: All class and racial hit dice change to D12s
    Speed: All speeds are reduced by 10 feet. If the base creature can fly, it's maneuverability is reduced by one step
    Armor Class:
    Attack:
    Damage:
    Special Attacks:
    Special Qualities:
    Saves:
    Abilities:
    Skills:
    Feats:
    Environment:
    Organization:
    CR Adjustment:
    Treasure:
    Alignment:
    Advancement:
    Level Adjustment:
    Come post a magic item to show that not all unique items are immensely powerful tools of the gods!
    Jester of The Rudisplorkers Guild!!

    My cool avatar by Kymme
    My homebrew

    Quote Originally Posted by Xuldarinar View Post
    ..What have I done..? What have you done? That poor lantern archon..

    trophies
    The photo got removed, but I'm a silver trophy winner of Pathfinder Grab Bag XII: of Dungeons and Dragons

  4. - Top - End - #4
    Troll in the Playground
     
    PirateGirl

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    Elemental Plane of Purple
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    Default Re: The Flesh Alchemists' Convention II: And Now For Something (not) Completely Diffe

    Treant, Coconut Palm
    Huge Plant
    Hit Dice: 7d8+35 (66 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20
    Base Attack/Grapple: +5/+22
    Attack: Slam +12 melee (2d6+9) or throw coconut + 3 ranged (1d8+1)
    Full Attack: 2 slams +12 melee (2d6+9) or throw coconut +3 ranged (1d8+1)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Animate trees, double damage against objects, trample 2d6+13
    Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire
    Saves: Fort +10, Ref +1, Will +7
    Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12
    Skills: Diplomacy +3, Hide -9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)
    Feats: Improved Sunder, Iron Will, Point Blank Shot
    Environment: Any warm land
    Organization: Solitary or grove (4-7)
    Challenge Rating: 8
    Treasure: Standard including 1d12 coconuts.
    Alignment: Usually neutral
    Advancement: 8-16 HD (Huge); 17-21 HD (Gargantuan)
    Level Adjustment: +5

    A coconut palm treant’s feathery leaves don’t change color but are periodically shed, giving them a rather melancholy demeanor.

    A coconut palm treant’s legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree.

    A palm treant is about 30 feet tall, with a "trunk" about 2 feet in diameter. It weighs about 4,500 pounds.

    Treants speak their own language, plus Common and Sylvan. Most also can manage a smattering of just about all other humanoid tongues—at least enough to say "Get away from my trees!"

    The coconut from a coconut palm treant is twice the size of a normal coconut, weighing about 6˝ lbs. Each coconut easily provides enough food and drink as a meal for 4 Medium characters.

    Combat

    Coconut palm treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of groves or throw coconuts at them. If sorely pressed, they animate trees as reinforcements.

    Animate Trees (Sp): A coconut palm treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

    Coconut Throwing (Ex): As a standard action, a coconut palm treant can throw a coconut a maximum of 30 feet, no range increments.

    Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.

    Trample (Ex): Reflex DC 22 half. The save DC is Strength-based.

    Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.

    Treant, Date Palm
    Huge Plant
    Hit Dice: 7d8+35 (66 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20
    Base Attack/Grapple: +5/+22
    Attack: Slam +12 melee (2d6+9)
    Full Attack: 2 slams +12 melee (2d6+9)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Animate trees, double damage against objects, spell-like abilities, trample 2d6+13
    Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire
    Saves: Fort +10, Ref +1, Will +7
    Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12
    Skills: Diplomacy +3, Hide -9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)
    Feats: Ability Focus (lullaby), Improved Sunder, Iron Will
    Environment: Any warm land
    Organization: Solitary or harem (1 male and 3-7 females)
    Challenge Rating: 8
    Treasure: Double Standard
    Alignment: Usually neutral good
    Advancement: 8-16 HD (Huge); 17-21 HD (Gargantuan)
    Level Adjustment: +5

    A date palm treant’s long, thin leaves do not change color with the seasons. A date palm treant’s legs fit together when closed to look like the trunk of a tree and a motionless treant is nearly indistinguishable from a tree.

    Tall and lanky, a date palm treant is about 35 feet tall, with a "trunk" about a foot in diameter. It weighs about 4,000 pounds.

    Treants speak their own language, plus Common and Sylvan. Most also can manage a smattering of just about all other humanoid tongues—at least enough to say "Get away from my trees!"

    Date palm treants are more gregarious than other treants and are often willing to barter their dates and sap (starting at excessive prices) or trade them for information. They are fastidious, using their fallen leaves as brooms.

    Last of all they are experts at tapping normal date palms for the sweet sap that is used in syrup and even wine. They never allow anyone else to tamper with their trees.

    Combat

    Date palm treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements.

    Animate Trees (Sp): A date palm treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

    Double Damage against Objects (Ex): A date palm treant or animated tree that makes a full attack against an object or structure deals double damage.

    Spell-Like Abilities (Sp): At will—dancing lights, lullaby (DC 13), 3/day—sleep (DC 12), 1/day—glibness.

    Trample (Ex): Reflex DC 22 half. The save DC is Strength-based. Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.

    Treant, Olive
    Huge Plant
    Hit Dice: 7d8+35 (66 hp)
    Initiative: -1
    Speed: 20 ft. (4 squares)
    Armor Class: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20
    Base Attack/Grapple: +5/+26
    Attack: Slam +12 melee (2d6+9)
    Full Attack: 2 slams +12 melee (2d6+9)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Animate trees, double damage against objects, spell-like abilities, slick, trample 2d6+13
    Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire
    Saves: Fort +10, Ref +1, Will +7
    Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12
    Skills: Diplomacy +3, Hide -9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)
    Feats: Improved GrappleB, Improved Sunder, Iron Will, Power Attack
    Environment: Any warm land
    Organization: Solitary or grove (4-7)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually neutral
    Advancement: 8-16 HD (Huge); 17-21 HD (Gargantuan)
    Level Adjustment: +5

    Olive treants are generally shorter and squatter than other treants. They have broad canopies with silvery green that do not change with the seasons, but they blossom in the spring with feathery white flowers.

    An olive treant’s legs fit together when closed to look like the gnarled and twisted trunk of a tree and a motionless treant is nearly indistinguishable from a tree. They move slowly and with an awkward gait.

    An olive treant is about 25 feet tall, with a "trunk" about 2 feet in diameter. It weighs about 4,500 pounds.

    Treants speak their own language, plus Common and Sylvan. Most also can manage a smattering of just about all other humanoid tongues—at least enough to say "Get away from my trees!"

    Combat

    Olive treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of groves. If sorely pressed, they animate trees as reinforcements.

    Animate Trees (Sp): A olive treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

    Slick (Ex): Due to use of the grease spell-like ability (not to mention residue of oil from smashed olives), the area within 30-feet of an olive treant is slippery and hampers movement as difficult terrain. Creatures are limited to half their normal land speed. Treants and animated trees are unimpeded and can move normally.

    Spell-Like Abilities (Su): At will—goodberry; 3/day—grease.

    Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.

    Trample (Ex): Reflex DC 22 half. The save DC is Strength-based.

    Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.
    Last edited by Debihuman; 2015-06-03 at 01:02 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  5. - Top - End - #5
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
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    Erutnevda

    Default Re: The Flesh Alchemists' Convention II: And Now For Something (not) Completely Diffe

    Kuvarid
    Medium Aberration (Psionic)
    Hit Dice: 10d8+30 (57 hp)
    Initiative: +5
    Speed: 20-ft (4 squares)
    Armor Class: 23 (+1 Dex, +4 natural, +8 full-plate), touch 11, flat-footed 22
    Base Attack/Grapple: +7/+9
    Attack: Mw Greataxe +10 melee (1d12+3, 20/x3) or Tentacle +9 melee (1d4+3)
    Full Attack: Mw Greataxe +10/+5 melee (1d12+3, 20/x3) and 4 tentacles +4 melee (1d4+1) or 4 tentacles +9 melee (1d4+3).
    Space/Reach: 5-ft/5-ft
    Special Attacks: Mind Blast, psionics, improved grab, extract
    Special Qualities: Armored Movement, Darkvision 60-ft, Spell Resistance 25, +2 on saves versus spells and spell-like abilities, telepathy 100-ft
    Saves: Fort +6, Ref +4, Will +8
    Abilities: Str 15, Dex 12, Con 17, Int 14, Wis 13, Cha 12
    Skills:Concentration +16, Intimidate +14, Listen +10, Search +10, Spot +10
    Feats: Psionic WeaponXPH, Greater Psionic WeaponXPH, Improved Initiative, Psionic MeditationXPH
    Environment: Underground.
    Organization: Solitary, pair, or guardianship (4 and 1 "mindsquid")
    Challenge Rating: 7
    Treasure: Standard plus full-plate and Mw War-Axe
    Alignment: Always Lawful Evil
    Advancement: By character class.
    Level Adjustment: +3

    Clad in armor of iron, and carrying a large axe in both hands, the creature which stands before you could almost be a dwarf. It stands somewhat taller and its beard seems to writhe unnaturally. As the light falls upon its helmetless head you can see why. Its skin is smooth and slick looking like something that has crawled up from the ocean's depths, and its eyes bulbous and black. Where a dwarf's beard would be is merely a mass of tentacles, easily a dozen in number, four extending further from its maw than the rest.

    Kuvarids are found in the underdark, but only rarely. They stand just under 5' tall, and serve the more infamous squid-like psychic denizens which dwell in its depths. Kuvarids are stalwart and resilient creatures, bearing many similarities to their masters: a fearsome mental blast, a tendency to devour brains, and a variety of psychic powers.

    Kuvarids speak Undercommon but prefer to communicate telepathically.

    Combat
    Kuvarids typically begin a combat by amplifying their bodies through psionic powers, while remaining back to guard their charges. Once properly augmented they will release mind-blasts and move forward to restrain stunned creatures or to bring down remaining foes using their greater psychic weapon feat to try and deal a felling blow.
    Armored Movement (Ex): A kuvarid's speed is not reduced by medium or heavy armor.

    Improved Grab (Ex): To use this ability a kuvarid must strike a creature within 1 size category of itself with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent’s head. A kuvarid may grab a creature 2 size categories larger than it if it can somehow reach the creature's head. If a kuvarid begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the kuvarid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.

    Extract (Ex): If a kuvarid begins its turn with all 4 tentacles attached to a creature's head it can extract and eat that creature's brain as a standard action. This ability kills creatures which rely upon their brains to survive, but multi-headed or brainless (as opposed to mindless) creatures can survive.

    Mindblast (Psi-like): This mental attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 15 Will save or be stunned for 2d4+1 rounds. This is the equivalent to a 4th level psionic power.

    Psionics: A kuvarid is capable of manifesting psionic powers as a 3rd level psion (egoist). The save DCs are Intelligence-based.
    Typical Psion Powers Known (power points 14, save DC 12 + power level). 1st level - Force Screen, Offensive Precognition, Psionic Grease (DC 13), Thicken Skin, Vigor. 2nd level - Animal Affinity, Biofeedback.

    Ecology/Society:
    Kuvarids are created in the rare situation where the mind-squids are unable to find a human or near human host for their larva and use a dwarf instead. Even then many of the results will merely be hybrids, showing partial psionic powers and retaining a greater portion of their dwarven nature. Roughly 1 in 3 will become true kuvarids, and these will be indoctrinated by the mind-squids into a position of fanatical guards, motivated by the promise that should they serve well they will be allowed to join the communal gestalt. Scorned for their lesser minds and reduced psionic powers, the kuvarids live as second class citizens within their sprawling underdark cities. The mind-squids only rarely make kuvarids, even though their bio-researchers have discovered methods to ensure that the hybridization goes through to completion, due to their belief that the kuvarids are an inferior breed and therefore a suboptimal use of a larva. In addition they fear the potential uprising of kuvarid soldiers and therefore keep their numbers to no more than 1 per 3 true mind-squids.

    Cathilurid
    Medium Outsider (Evil, Ibsidae, Psionic)
    Hit Dice: 13d8+39 (97 hp)
    Initiative: +6
    Speed: 40-ft (8 squares)
    Armor Class: 23 (+2 Dex, +11 natural), touch 12, flat-footed 21
    Base Attack/Grapple: +13/+16
    Attack: Fanged Tentacle +15 melee (1d8+3 and blood drain)
    Full Attack: 2 fanged tentacles +15 melee (1d8+3 and blood drain), and bite +13 melee (1d8+1), and 2 tentacles +13 melee (1d4+1).
    Space/Reach: 5-ft/5-ft (10-ft with fanged tentacles)
    Special Attacks: Blood drain, implant, mental erosion, psi-like abilities, spell-like abilities
    Special Qualities: Aura of Menace, Damage Reduction 10/good, Darkvision 60-ft, Immunity to Acid, Electricity, and Petrification, Smell Minds, Scent, Spell Resistance 25, telepathy 100-ft.
    Saves: Fort +10, Ref +10, Will +12
    Abilities: Str 17, Dex 14, Con 17, Int 18, Wis 19, Cha 16
    Skills:Bluff +19, Concentration +18, Diplomacy +12, Hide +18, Intimidate +21, Knowledge (any) +20, Knowledge (the Planes) +20, Listen +20, Move Silently +18, Sense Motive +22, Spellcraft +20, Spot +20, Survival +15 (+19 when tracking by scent).
    Feats: Ability Focus (Aura of Menace), Ability Focus (Mental Erosion), Multiattack, Power Attack, Track
    Environment: Underground.
    Organization: Solitary.
    Challenge Rating: 10.
    Treasure: Double standard
    Alignment: Always Evil Usually Lawful
    Advancement: By character class.
    Level Adjustment: -

    The creature before you seems to radiate a monstrous nobility even as its form is a thing of horror. Powerfully built and roughly humanoid, the creature's skin is smooth and purple in color. Its head is rounded and almost bulbous before stretching out into a fanged muzzle in front. Its arms and body are muscular, ending in hands bearing fingers with an extra joint. From its back stretches a mass of tentacles, two longer and ending in what appears to be snapping jaws. Whispers sound around the creature at the edge of your subconscious, not true sounds but a hundred voices crying out in hunger as they nibble at your mind.

    A living blasphemy, each cathilurid was once a hound archon, an entity of pure Law and Good, before they were twisted and perverted from their nature by the brain-eaters of the Underdark. The first cathilurids were created by a ritual in which a hound archon was bound and a specially prepared larva was implanted into its brain. While it took generations to develop a ritual by which the larva could be bolstered to overcome the archon's natural resistance to the transformation, after many attempts it finally succeeded.

    Standing almost 7' tall, the cathilurids are muscular but not stout, looking similar to a body builder who has been stretched by almost a foot. They have 8 tentacles, but four are longer than the rest, the longest two ending in hungry, snapping jaws. Cathilurids speak Celestial, Undercommon, and learn a language after 1 minute of telepathic communication with any creature which can speak it. Despite this cathilurids prefer to communicate via telepathy.

    Spoiler: Ibsidae Subtype
    Show
    Ibsidae, or Subverted Outsider, is a subtype for Outsiders which have been metamorphosed through the implantation of a 'mind-squid' larva.

    The following are traits of the Ibsidae subtype:
    -Darkvision 60-ft.
    -Immunity to Acid.
    -Telepathy 100-ft.
    -An Ibsidae which communicates telepathically with a creature for at least 1 minute learns all languages that creature can speak (they early gain literacy in the affected languages if the creature was literate itself).
    -An Ibsidae may take feats and use magic items as if they were an aberration.


    Combat
    A cathilurid fights with its natural weapons, their fanged tentacles dealing bludgeoning, piercing, and slashing damage (like a bite attack). They typically prefer to place themselves where it can strike at a relatively unprotected target with their fanged tentacles while their Mental Erosion wears away at foes. If hard pressed a cathilurid will flee via teleportation and look for some vulnerable creatures to prey upon and heal up again quickly. It may however wait to reapply its Aura of Menace, though some instead choose to weaponize the aura by performing a quick hit and run and allowing others to attack the (mildly) debuffed foe.

    Aura of Menace (Su): An imposing aura surrounds cathilurids that fight or get angry. Any hostile creature within a 20-foot radius of the cathilurid must succeed on a Will save (DC 21, Charisma based) to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the cathilurid that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same cathilurid’s aura for 24 hours.

    Blood Drain (Ex): Any creature struck by a cathilurid's fanged tentacle takes 1 point of Constitution damage. Whenever a cathilurid deals Constitution damage in this way the cathilurid regains 5 hit points.

    Implant (Su): A cathilurid which maintains a pin on a hound archon for 1 full round may implant it with larvae stored in the cathilurid's body causing the hound archon to fall unconscious and transform into a cathilurid over the course of the next 10 minutes.

    Mental Erosion (Su): A cathilurid radiates an aura of psychic hunger within a 20-ft radius around itself, whispers of psychic energy ripping at the minds of others. Any creature within this aura must make a Will save (DC 21, Charisma based) each round or take 1 point of Wisdom damage. Aberrations and Ibsidae are immune to this effect, and psionic creatures lose 6 power points per failed save or if they have no remaining power points 1 point of Intelligence and Charisma damage. A creature whose mental ability score is reduced to 0 by this effect suffers lethal brain hemorrhaging. A cathilurid may suppress this ability as a standard action, or resume it as a swift one.

    Psi-like Abilities: Manifester level 9th. At-will: Psionic Charm (DC 18), Mind Thrust (9d10, DC 18), Dispel Psionics. 1/day: Psionic True Seeing, Intellect Fortress.

    Smell Minds (Su): A cathilurid which can smell a creature or object with its scent ability also learns its Int score (if any) and the following information about that creature or object if it has an Int score: its alignment, its character level, and its creature type.

    Spell-like Abilities: Caster level 12th. At-will: Greater Teleport (self plus 50-lbs of gear only).

    Ecology/Society:
    Originally created via controlled rituals to modify larvae, a cathilurids' creation is considered a grave sin by the forces of Mount Celestia and many of the original researchers were cleansed by celestial forces. Even so the secret of their creation spread to other mind-squids. They only rarely make such creatures for a variety of reasons. The reprisal from celestial forces, or more commonly their mortal agents, is but one reason, as their creators fear the cathilurids to an extent. Their various abilities make them a match or more for their creators, and they are able to reproduce independently of the mind squids.

    Due to the larva spreading throughout the archon's body and thus their very soul a cathilurid has lost that purity of spirit which marks an archon. Twisted they fall and break. While most cathilurids remain Lawful like both their progenitors, and become Evil due to the corruption fed into their soul, some (~15%) become Chaotic and dangerously psychotic. These cathilurids will kill mind-squid and humanoids alike, and are characterized by 'talking' to themselves via openly broadcast telepathy, a disregard for danger, and sudden spurts of murderous tendencies. When not driven by a sudden desire to kill, these chaotic cathilurids live as hermits. Even the Lawful cathilurids often find themselves ostracized by the society that created them, regulated to merely serving as a special forces, and often leaving it entirely for this reason.

    Unlike normal outsiders a cathilurid needs to feed and they do so through their erode minds ability, deriving enough sustenance to last for 1 day by inflicting 10 points of Wisdom damage.

    Ograthurid
    Medium Aberration (Psionic)
    Hit Dice: 7d8+14 (45 hp)
    Initiative: +7
    Speed: 50-ft (10 squares), swim 25-ft
    Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
    Base Attack/Grapple: +6/+13
    Attack: Bite +9 melee (1d6+4 and trip or improved grab)
    Full Attack: Bite +9 melee (1d6+4 and trip or improved grab)
    Space/Reach: 5-ft/5-ft
    Special Attacks: Extract, improved grab, Mind Blast, natural grappler, psi-like abilities, trip
    Special Qualities: Darkvision 60-ft, Low-Light Vision, Spell Resistance 16, scent, smell mind, telepathy 100-ft
    Saves: Fort +4, Ref +5, Will +7
    Abilities: Str 16, Dex 17, Con 14, Int 13, Wis 14, Cha 15
    Skills: Concentration +7, Hide +12, Listen +10, Move Silently +10, Spot +10, Survival +7*, Swim +11.
    Feats: Improved Initiative, Track, Weapon Focus (Bite)
    Environment: Underground.
    Organization: Solitary, pair, hunt (2-8), or hunting party (2-8 and 1-4 mind-squids or kutharids)
    Challenge Rating: 4
    Treasure: Standard.
    Alignment: Always Evil (any)
    Advancement: 9-12 HD (Medium), 13-18 HD (Large)
    Level Adjustment: +2 (cohort).

    Head low to the ground, the creature before you looks almost like a hairless wolf, its body smooth and a deep purple. Its head, though, is odd, ears pulled flat-back against the flesh, a dozen tentacles extending from the sides of its mouth and neck, even as its yellow eyes watch you with a predatory hunger.

    Created from worgs by the implantation of a mind-squid larva into the wolf's brain, ograthurids are created when a city has excess larvae compared to their desired growth rate. They are treated as little more than beasts, kept on the outskirts of the settlement an fed the worst brains, let loose from their kennels to patrol the surroundings as guards hunting for intruders, or released onto the surface to track down and find a particular foe or simply as scouts to find locations which are suitable for harvest.

    Combat:

    An ograthurid usually begins combat with a mind blast. If they have allies they will rush forward to trip, grapple, and extract the brains of stunned enemies, otherwise they will simply attempt to tear a target apart bite by bite.

    Extract (Ex): If an ograthurid begins its turn pinning a creature it can devour that creature's brain as a full round action.

    Improved Grab (Ex): To use this ability an ograthurid must strike a small or smaller creature, or a prone creature, with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Mind Blast (Psi-like): This mental attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 15 Will save or be stunned for 1d4+2 rounds. This is the equivalent to a 3rd level psionic power. An ograthurid may only use this ability 1/day per 4 racial hit dice they possess.

    Natural Grappler (Ex): An ograthurid's mouth and neck are covered in small tentacles. While too short to use effectively as weapons they grab and pull at creatures grappling with an ograthurid granting it a +4 bonus to grapple checks.

    Psi-like Abilities: Manifester Level 8th. 3/day: Mental Disruption, Sense Link, Synesthete; 1/day: Object Reading, Trace Teleport.

    Smell Minds (Su): A ograthurid which can smell a creature or object with its scent ability also learns its Int score (if any) and the following information about that creature or object if it has an Int score: its alignment, its character level, and its creature type.

    Trip (Ex): An ograthurid that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the ograthurid.

    Skills: An ograthurid has a +2 racial bonus on Listen, Move Silently, and Spot checks, and a +4 racial bonus on Hide checks.

    An ograthurid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    *An ograthurid has a +4 racial bonus on Survival checks when tracking by scent.
    Last edited by Zaydos; 2015-06-12 at 11:30 AM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  6. - Top - End - #6
    Bugbear in the Playground
     
    Xallace's Avatar

    Join Date
    Aug 2008
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    Cocoon

    Default Re: The Flesh Alchemists' Convention II: And Now For Something (not) Completely Diffe

    Dryad, Saguaro
    Medium Fey
    Hit Dice: 4d6 (14 HP)
    Initiative: +4
    Speed: 30 ft (6 squares)
    Armor Class: 16 (+0 Size, +4 Dex, +2 Natural), touch 14, flat-footed 12
    Base Attack/Grapple: +2/+2
    Attack: Unarmed Strike +6 melee (1d3 plus 1d4 19-20 piercing)
    Full Attack: Unarmed Strike +6 Melee (1d3 plus 1d4 19-20 piercing)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Spell-Like Abilities
    Special Qualities: Cactus Dependent, Cold Vulnerability, Damage Reduction 5/Cold Iron, Spines, Wild Empathy
    Saves: Fort +1, Ref +8, Will +6
    Abilities: Str 10 (+0), Dex 19 (+4), Con 11 (+0), Int 14 (+2), Wis 15 (+2), Cha 18 (+4)
    Skills: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (Nature) +9, Move Silently +11, Perform (any one) +11, Survival +9 (+15)*, Tumble +11
    Feats: Improved Unarmed Strike, Weapon Finesse
    Environment: Hot Deserts
    Organization: Solitary
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually Neutral Good
    Advancement: By character class
    Level Adjustment:-

    You see what appears to be a young women - gorgeous to look upon, but green of skin with large, white eyes that remind you of blossoming flowers. Upon getting a better view, you can see that her short, spiky, white hair is actually made up of hundreds of long needles. She gracefully flits around, decorating a large cactus with flowers.

    Saguaro Dryads are rare fae that live in hot deserts, protecting the wilderness from corruption and those who do not respect the wild wastes.

    Saguaro Dryads speak Common, Elven, and Sylvan, although they prefer communication in the latter if possible.

    During the Spring and early Summer months, their needly hair blooms into graceful, white flowers that flow down their backs.

    Combat

    Saguaro Dryads hate combat and prefer to negotiate with strangers or Entangle them and retreat to safety, but will come out swinging if their cactus is in danger. Such desperate dryads will start with their spell-like abilities and then enter melee, striking targets with stinging spines.

    Spell-Like Abilities (Sp): At Will - Entangle (DC13), Speak With Plants, Tree Shape*, 3/day - Charm Person (DC13), Deep Slumber (DC15), Tree Stride*. Caster Level 6th. Save DCs are Wisdom based.

    *Spell allows the dryad to become or stride through cacti, rather than trees.

    Cactus Dependent (Su): All Saguaro Dryads are mystically bound to a single massive saguaro cactus. They cannot stray more than 300 feet from their cactus, lest they become ill and die within 4d6 hours. The Saguaro Dryad also dies when her cactus dies. The cactus does not radiate any magic.

    Cold Vulnerability (Ex): Like the cacti to which they owe their lives, Saguaro Dryads are especially vulnerable to freezing temperatures. They take an extra +50% damage from cold damage.

    Spines (Ex): The Saguaro Dryad can grow cactus-like spines across her bare skin as a free action, dealing an extra 1d4 points of piercing damage on any unarmed attack she makes, and increasing the critical threat range to 19-20. Any creature who strikes her with a natural weapon or unarmed strike is also dealt 1d4 points of piercing damage. If she lands a critical hit on a target, the dryad leaves a few spines in the target, which require a DC10 Heal check to remove.

    Wild Empathy (Ex): This power works as the druid’s class feature of the same name, except that the dryad has a +6 racial bonus on the check.

    Skills: The Saguaro Dryad gains a +6 racial bonus to Survival checks in Deserts.


    Dryad, Giant Sequioa
    Medium Fey
    Hit Dice: 10d6+20 (55)
    Initiative: +4
    Speed: 30 ft (6 squares)
    Armor Class: 19 (+0 Size, +4 Dex, +5 Natural), touch 14, flat-footed 15
    Base Attack/Grapple: +5/+7
    Attack: Slam +7 melee (1d6+3 bludgeoning) or Longbow +9 ranged (1d8 x3 piercing)
    Full Attack: 2 Slams +7 melee (1d6+3 bludgeoning) or Longbow +9 ranged (1d8 x3 piercing)
    Space/Reach: 5 ft / 5 ft
    Special Attacks: Spell-Like Abilities
    Special Qualities: Rapid Growth, Forest Quiver, Tree Dependent, Wild Empathy
    Saves: Fort +5, Ref +11, Will +12
    Abilities: Str 14 (+2), Dex 19 (+4), Con 14 (+2), Int 18 (+4), Wis 20 (+5), Cha 14 (+2)
    Skills: Climb +15, Handle Animal +18, Hide +17, Knowledge (arcana) +17, Knowledge (history) +17, Knowledge (nature) +17, Listen +20, Move Silently +17, Sense Motive +18, Spot +6, Survival +18
    Feats: Alertness, Point Blank Shot, Rapid Shot, Quick Draw
    Environment: Temperate Forests
    Organization: Solitary
    Challenge Rating:
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 11-20HD (medium), 21HD+ (Large)
    Level Adjustment:-

    In the roots of the ancient tree sits a woman of ageless beauty. Like an elf in stature and grace, but with skin of smooth bark and long hair of coniferous leaves, wrapped around small, decorative branches. She sits motionless, face blank, watching you, trying to get a read on your purpose.

    Giant Sequoia Dryads are one of the rarest breeds of dryad, living only in the habitats where their native giant trees can grow. They are ancient and wise, and far less shy than others of their kind, willing to share wisdom and information with those mortals who can pay the price - a task, usually, that the dryad cannot perform herself.

    Giant Sequoia Dryads speak Common, Elven, and Sylvan, although they prefer communication in the latter if possible.


    Combat

    Giant Sequoia Dryads are not shy about combat, and are actually considerable warriors when their tree is in danger. They usually start combat by using Treestride to obtain an advantageous position, then Entangle their foes while their animate trees from Liveoak get into position. From there, it is volley after volley of arrows.

    A Giant Sequoia Dryad who is especially infuriated takes advantage of the combat capabilities of her Rapid Growth special ability. These verdant titans are horrid in their wrath.

    [b]Spell-Like Abilities (Sp): At Will - Barkskin, Entangle (DC16), Goodberry, Speak With Plants, Tree Shape, Tree Stride, Wood Shape, 3/day - Liveoak, 1/day - Animate Plants. Caster Level 15th. Save DCs are Wisdom based.

    Forest Quiver (Su): The dryad is never unarmed so long as she is within her domain. If the dryad presses her hand to any woody plantlife as a move action, she can produce from it a medium-sized longbow. As a free action, pressing her hand to that same kind of plantlife will produce a single ironwood arrow.

    Rapid Growth (Su): The dryad can grow swiftly to match the immense size of her tree. As a Standard action, the dryad releases the verdant power within her, growing (or shrinking) in size to any one on the chart below. As she grows in size, her form takes on a more monstrous mein; by the time she is Huge, she resembles more a feminized treant than a dryad, and if she reaches colossal, she is a verdant titan, more ancient, gnarled wood than anything.

    The dryad cannot grow to a larger size than her tree, meaning that only the eldest Giant Sequoia Dryads can take advantage of this power to its full abilities.

    [TABLE GOES HERE]

    Tree Dependent (Su): All Giant Sequoia Dryads are mystically bound to a single massive redwood tree. They cannot stray more than 500 feet from their tree, lest they become ill and die within 4d6 hours. The Giant Sequoia Dryad also dies when her tree dies. The tree does not radiate any magic.

    Wild Empathy (Ex): This power works as the druid’s class feature of the same name, except that the dryad has a +15 racial bonus on the check.
    Last edited by Xallace; 2015-06-12 at 09:07 AM.
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