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

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Monsters: Lantern Archon (revised as a familiar), Murk ("lesser Gloom")

    Here are two beasties: a revised Lantern Archon (so that it's actually worth taking with Improved Familiar - compare what you can get with Leadership, for example), and a lower-powered cousin of the Gloom (any monster with artwork that cool deserves to see non-Epic play!). Without further ado:

    LANTERN ARCHON

    TINY OUTSIDER (Archon, Good, Extraplanar, Incorporeal, Lawful)
    Hit Dice: 6d8+6 (33 hp)
    Initiative: +7
    Speed: Fly 80 ft. (perfect) (12 squares)
    Armor Class: 17 (+2 size, +3 Dex, +2 deflection), touch 17, flat-footed 14
    Base Attack/Grapple: +6/-
    Attack: Light ray +11 ranged touch (1d6)
    Full Attack: 2 light rays +11 ranged touch (1d6)
    Space/Reach: 2Ĺ ft./0 ft.
    Special Attacks: Aura of menace, light rays, radiance, spell-like abilities
    Special Qualities: Damage reduction 10/evil, darkvision 60 ft., daylight, divine grace, immunity to electricity and petrification, magic circle against evil, see invisibility, spell resistance 13, teleport, tongues
    Saves: Fort +8 (+12 against poison), Ref +10, Will +8
    Abilities: Str -, Dex 17, Con 12, Int 18, Wis 13, Cha 14
    Skills: Concentration +10, Decipher Script +13, Diplomacy +13, Gather Information +11, Heal +10, Knowledge (any two) +13, Knowledge (nature) +6, Search +13, Sense Motive +11, Spellcraft +13, Spot +11, Survival +11 (+13 tracks), Use Magic Device +2 (+6 scrolls)
    Feats: Ability Focus (radiance), Blind-Fight, Improved Initiative, TrackB
    Environment: A lawful good-aligned plane
    Organization: Solitary
    Challenge Rating: 6
    Treasure: None
    Alignment: Always lawful good
    Advancement: 7-12 HD (Tiny)
    Level Adjustment: - (Improved Familiar)

    Brilliant in more ways than one, lantern archons are celestial spirits of pure light. They sometimes serve mortal wizards as guides and advisors, illuminating and revealing the mysteries of the cosmos.

    Combat

    A lantern archon relies on its flight and incorporeal nature to smite foes from a safe distance.

    Aura of Menace (Su)
    A righteous aura surrounds lantern archons that fight or get angry. Any hostile creature within a 20-foot radius of an lantern archon must succeed on a Will save (DC 17) to resist its effects. The save DC is Charisma-based and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the lantern archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same lantern archonís aura for 24 hours.

    Daylight (Su)
    A lantern archon constantly radiates daylight, as the spell (caster level 6th). A lantern archon can suppress or resume this ability as a free action.

    Divine Grace (Su)
    A lantern archon adds its Charisma modifier as a bonus on all its saving throws. (The statistics block already reflects these bonuses).

    Light Ray (Ex)
    A lantern archonís light rays have a range of 30 feet. This attack overcomes damage reduction of any type.

    Radiance (Su)
    This ability affects all enemies within 30 feet of a lantern archon. Those who look directly at a lantern archon must succeed on a DC 17 Fortitude save or be dazzled for one round. A dazzled creature that is struck by one of a lantern archon's light rays is instead blinded for one round. A lantern archon can suppress or resume this ability as a free action. The save DC is Charisma-based. This is a gaze attack and a light effect.

    See Invisibility (Su)
    A lantern archon constantly benefits from see invisibility, as the spell (caster level 6th). A lantern archon can suppress or resume this ability as a free action.

    Spell-Like Abilities (Sp)
    At will-dancing lights, detect chaos/evil/good/law, detect magic, faerie fire, flare, guidance, hypnotic pattern, light, mage hand, prestidigitation (DC 15); 3/day-continual flame, rainbow pattern, searing light; 1/day-commune, divination. Caster level 6th. The save DC is Charisma-based.

    Three lantern archons working in concert in the same space may (as a full-round action from each lantern archon) cast sunburst (DC 20) as a spell-like ability. Caster level 18th. The save DC is Charisma-based.


    MURK

    MEDIUM OUTSIDER (Evil, Extraplanar)
    Hit Dice: 12d8+12 (66 hp)
    Initiative: +9
    Speed: 30 ft., climb 30 ft.
    Armor Class: 25 (+5 Dex, +5 natural, +5 deflection), touch 20, flat-footed 20
    Base Attack/Grapple: +12/+12
    Attack: Dagger +17 melee (1d4)
    Full Attack: Dagger +17/+12/+7 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Dread gaze, sneak attack +6d6, spell-like abilities
    Special Qualities: Blindsight 60 ft., damage reduction 10/good, darkvision 60 ft., spell resistance 22, unearthly grace
    Saves: Fort +14, Ref +18, Will +16
    Abilities: Str 11, Dex 20, Con 12, Int 13, Wis 13, Cha 20
    Skills: Climb +13, Hide +28, Gather Information +22, Intimidate +20, Knowledge (local) +16, Move Silently +28, Search +16, Survival +16 (+18 tracks)
    Feats: Ability Focus (dread gaze), Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility), TrackB, Weapon Finesse
    Environment: Any
    Organization: Solitary
    Challenge Rating: 12
    Treasure: Standard
    Alignment: Always evil (any)
    Advancement: By character class
    Level Adjustment: -

    Malevolent entities from a dark dimension, murks serve as merciless and unrelenting contract killers on the mortal plane. They collect the souls of their victims for either their employers or for their own inscrutable purposes.

    Combat
    A murk rapidly shifts in and out of visibility in combat. While hidden it uses its spell-like abilities to prepare its dagger for a deadly sneak attack, then strikes and fades away again. A murk abhors danger to its own person, preferring to wait for a target to fall asleep or be otherwise distracted.

    Dread Gaze (Su)
    Viewing the murkís face inspires terror. Creatures within 30 feet that meet the murkís gaze must succeed at a Will save (DC 23) each round or become shaken for 2d4 rounds. The effects of this gaze stack (up to the panicked condition) as normal. This is a necromantic fear effect. The save DC is Charisma-based.

    Sneak Attack (Ex)
    A murk is able to sneak attack as a 12th-level rogue, dealing 6d6 extra damage.

    Unearthly Grace (Su)
    A murk adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class. (The statistics block already reflects these bonuses).

    Spell-Like Abilities (Sp)
    At will-disguise self, gaseous form (self only), invisibility, greater magic weapon, keen edge, poison (DC 19, only to enhance next attack with dagger), scrying (DC 19), shadow walk, true strike. 3/day-soul bind (DC 23, only to trap a victim's soul). Caster level 12th; save DC 15 + spell level. The DC is Charisma-based.

    Skills
    Murks receive skills as though they were fey.

    Murks have a +8 racial bonus on Climb, Hide, and Move Silently checks. A murk can always choose to take 10 on a Climb check, even if rushed or threatened. Murks use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.
    Last edited by rferries; 2018-03-15 at 09:49 PM.

  2. - Top - End - #2
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Monsters: Lantern Archon (revised as a familiar), Murk ("lesser Gloom")

    These feats would obviously be overpowered for any other character and would normally be incorporated into the stat blocks for "advanced" and "elite" lantern archons, but I was too lazy to do full write-ups :D

    Lantern Archon Feats

    Lantern Archon's Glory
    You are a lantern archon of exceptional age and power.

    Prerequisites
    Character level 15th, lantern archon.

    Benefits
    The range of your Light Rays and Radiance attacks increases to 60 feet. You may make three light ray attacks as a full attack.

    You may use your continual flame, rainbow pattern, and searing light spell-like abilities at will. You gain the ability to use prismatic spray, sunbeam, and telekinesis three times per day as a spell-like ability, and the ability to use prismatic wall and sunburst once per day as a spell-like ability. The caster level for these effects is equal to your character level, and the save DCs are equal to 10 plus the spell level plus your Charisma modifier.

    Your see invisibility supernatural ability improves to true seeing.

    Greater Lantern Archon's Glory
    Your radiance shines without equal.

    Prerequisites
    Lantern Archon's Glory, character level 18th, lantern archon.

    Benefits
    The range of your Light Rays and Radiance special attack increases to 300 feet. You may choose to exclude any number of creatures from your Radiance at any time. You may make four light rays attacks as a full attack.

    You may use your prismatic spray, sunbeam, and telekinesis spell-like abilities at will. You may use your prismatic wall and sunburst spell-like abilities three times per day. You gain the ability to use prismatic sphere once per day as a spell-like ability. The caster level for these effects is equal to your character level, and the save DCs are equal to 10 plus the spell level plus your Charisma modifier.

    Your range of your daylight supernatural ability increases to 300 feet. It now counters and dispels any darkness spell within its area that has a caster level less than your character level. It counts as true sunlight for the purposes of affecting vampires, spectres, and other creatures specifically harmed by bright light.
    Last edited by rferries; 2017-08-01 at 07:39 PM.

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